TEXT: CCC-BMG-MOON5-3
  Stephen Rowe
  Bloodlust 
  Tempered
  
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  Producer: Baldman Games
  Development and Editing: Pieter Sleijpen, Janine Hempy
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  With the marauders gone, peace returns to northern Alaron, but somebody brought  
  the reavers across the straits of Moonshae to Alaron. They need to be stopped before  
  the recent troubles become nothing more than the vanguard of something worse. 
  Part 3 of the Tides of Blood Trilogy, set in the Moonshae Isles, and brought to you by Baldman Games. 
  A 4-Hour D&D Adventurers League Adventure for 5th–10th Level Characters.
  By Stephen Rowe 
  Adventure Code: CCC-BMG-MOON5-3  |  Optimized For: APL 8  |  Version: 2.0
  
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  IntroductIon
  Welcome to MOON5-3 Bloodlust Tempered, a D&D 
  Adventurers League™ adventure, part of the official D&D 
  Adventurers League™ organized play system, the Rising 
  Shadows™ storyline season, and the Tides of Blood trilogy.
  In this adventure, the characters infiltrate the 
  Guardians of the North’s stronghold, a fortress-temple 
  built upon a desolate, storm-weathered island.
  This adventure is designed for three to seven 5th–10th 
  level characters and is optimized for five characters with 
  an average party level (APL) of 8. Characters outside this 
  level range cannot participate in this adventure.
  AdjustIng thIs Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters  
  of higher or lower levels, and characters that are  
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these adjustments; 
  they’re here for your convenience.
  To figure out whether you should consider  
  adjusting the adventure, add up the total levels of all  
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party  
  strength for the adventure, consult the following table.
  Determining Party Strength
  Party Composition  
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments.
  Before PlAy At the tABle
  Before you start play, consider the following:
  •   Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a combat. 
  Familiarize yourself with the adventure’s appendices  
  and handouts.
  •   Gather any resources you’d like to use to aid you in 
  running this adventure—such as notecards, a DM 
  screen, miniatures, and battlemaps.
  •   Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; passive 
  Wisdom (Perception), and anything specified as notable 
  by the adventure (such as backgrounds, traits, flaws, etc.)
  PlAyIng the dungeon MAster
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the words on these pages to life. 
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard.
  Challenge Your Players. Gauge the experience level 
  of your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine.
  Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and clues to 
  your players so they can attempt to solve puzzles, engage 
  in combat, and roleplay interactions without getting too 
  frustrated over a lack of information. This gives players 
  “little victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the players don’t 
  finish too early; provide them with a full play experience.
  
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  Adventure PrIMer
  “The harder a man feels compelled to be, the weaker his ego is.” 
  —Chimamanda Ngozi Adichie
  Adventure BAckground
  When a small tribe of gnolls began pillaging territory 
  routinely sacked by reavers, the Northlanders decided to 
  remove the competition. As the last bestial warrior fell, 
  a magical ring of yellowed teeth appeared on his hand. 
  The first reaver to claim it was cut down by the second, 
  beginning an hours-long bloodbath as the Northlanders 
  fought over the prize. Skorri Boarson emerged as the  
  victor and sole survivor. 
  The sentient ring contained Korasch, an ancient 
  fiend who served the demon lord Yeenoghu. Korasch was 
  unfamiliar with humans, but Skorri’s lust for violence 
  impressed him. The two formed a pact: Skorri gained 
  supernatural power, and the Korasch gained insight into 
  human nature. 
  At Korasch’s direction, Skorri started the Guardians 
  of the North cult. Under the guise of a sect of Tempus 
  worshippers, the cult promotes traditional Northlander 
  values over Ffolk cultural encroachment. They claim to 
  be about ideals, not ancestry, though they clearly assume 
  Northlander culture is superior. The authorities suspect 
  there’s more to the cult than it lets on, but they don’t  
  have enough evidence to confront The Guardians of  
  the North directly.
  Location and NPC Summary
  The following NPCs and locations feature prominently 
  in this adventure.
  Anvil. This small, rocky island is the power center  
  for the Guardians of the North. They’ve claimed a 
  fortress-temple constructed long ago by priests of  
  the war god Tempus for their base of operations. 
  Korasch (KORE-ash). The powerful demonic spirit 
  possessing Skorri’s ring of mind-shielding. He functions 
  as a direct conduit to the demon lord Yeenoghu. 
  Skorri Boarson (SCORE-ree BOR-son). The leader 
  of the Guardians of the North is a superficially charming 
  narcissist. He created the cult to feed his ego-driven 
  ambitions. 
  Yeenoghu (YEE-no-GOO). Also called the Gnoll 
  Lord and the Beast of Butchery, the demon lord 
  Yeenoghu delights in hopelessness and savagery.  
  He pushes his servants to ever-greater atrocities,  
  and only the strongest of them survive.
  The cult’s toxic culture appeals to disillusioned youths 
  seeking a sense of belonging or an outlet for unfocused 
  fury. Within an old fortress-temple on the Island of Anvil, 
  new acolytes are taught they are strong, but never strong 
  enough. They learn their enemies are weak, but numerous 
  and powerful. They’re told they’ve joined a family but 
  are shown only disdain. Some find out too late there’s no 
  escape. Either their minds become twisted by the cult’s 
  hateful lies, or they become food for Skorri’s hyenas.
  serIes
  MOON5-3 Bloodlust Tempered is the third part in the 
  Tides of Blood trilogy. In the trilogy, the characters deal 
  with consequences resulting from Skorri’s alliance with  
  a giantess from the Isle of Oman. 
  In MOON5-1 Bloodlust Rising, the characters learn 
  that a large group of gnolls with demon allies are raiding the 
  jarldom of Gnarhelm. In MOON5-2 Bloodlust Contained, 
  the characters deal with the leaders of the gnoll horde, 
  the fomorian shieldmaiden Keolinn Ni Brianin and her 
  lieutenants. In doing so, the characters discover the true 
  culprit behind the trouble on the isle of Alaron.
  This adventure assumes that the characters have 
  gathered significant evidence against Skorri by playing 
  both MOON5-1 and MOON5-2. If they haven’t, then  
  send the characters to Anvil to investigate the validity  
  of disturbing rumors and—if the rumors prove true— 
  to bring Skorri back to answer for his actions.
  Adventure overvIew
  The adventure is broken down into four parts:
  Part 1. The characters are asked to infiltrate the 
  Guardians of the North cult and arrest their leader, 
  Skorri Boarson. They board a ship captained by a bribed 
  and blackmailed traitor to the cult. They are attacked  
  by the spirits of cursed sea dryads sent by Skorri sends  
  to test newcomers. 
  Part 2. The characters arrive on the island. They  
  meet other acolytes and might find clues while delivering 
  the ship’s supplies throughout the fortress-temple.
  Part 3. The cult seeks to indoctrinate the acolytes. 
  There are many paths to gather evidence and undermine 
  Skorri, but it’s difficult to right every wrong.
  Part 4. If the characters don’t confront Skorri on  
  their own terms, the leadership of the cult eventually 
  exposes the traitors in their midst. The balance of power  
  in the inevitable conflict depends on the character’s  
  prior actions. 
  
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  Adventure hooks
  The basic dogma of the cult is public knowledge. Give the 
  players Appendix 3A. Allow the players time to the read 
  the handouts and familiarize themselves with what their 
  characters know of Skorri and The Guardians of the North. 
  The characters board the Justly Scorned, a ship carrying 
  the fresh batch of acolytes to Anvil, at the town of Gnarhelm 
  (in the jarldom of the same name). For a map of northern 
  Alaron, see Appendix 1A. The Isle of Anvil is purposefully 
  not marked on the map to keep its location vague. If the 
  characters want to buy supplies, prepare different spells,  
  or make other preparations before boarding the ship, allow 
  them to do so within reason. Gnarhelm is a small town,  
  but the characters have the backing of the local authorities.
  Swift Request. Northern Alaron repelled a gnoll 
  horde not too long ago. Haldis “Swift Feet” Ulfsdottir, 
  daughter of the Jarl of Gnarhelm, believes the Guardians 
  of the North are responsible, and wishes their leader 
  brought back for a fair trial. A well-placed bribe or threat 
  gains the characters passage to the island under the guise 
  of prospective acolytes. Give the players Appendix 3B.  
  Giant’s Spite. At the end of MOON5-2, Keolinn Ni 
  Brianin might have betrayed Skorri to save herself, giving 
  the characters important information. If she died, she 
  leaves behind a note to set her murderers after Skorri.  
  Give the players Appendix 3C.
  
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  PArt 1: welcoMIng coMMIttee 
  Estimated Duration: 60 minutes
  The adventure begins on board the Justly Scorned, a small 
  sailing vessel transporting supplies and new acolytes to Anvil. 
  A. justly scorned
  Haldis Ulfsdottir has given Captain Dag Colden amnesty 
  and a bribe to ensure he transports and vouches for the 
  characters. The voyage will take a few days, giving characters 
  ample opportunity to make a plan for apprehending Skorri, 
  ask questions, and meet a prospective acolyte.
  Dag Colden is a former Northland reaver and now  
  one of the Guardians of the North. However, he cares  
  only for his own self-interests. The ship’s crew are three 
  ex-reaver bandits, all nominally loyal to Dag. 
   The characters are joined onboard by Ingrid Osmond, 
  an acolyte desperately hoping to find redemption on Anvil. 
  Ingrid is tormented by nightmares, where the people she’s 
  killed arise from the sea to confront her. She sees these 
  manifestations of sorrow and guilt as a weakness, and  
  a betrayal of her proud Northlander heritage. 
  For a map of the ship, see Appendix 1B.
  Developments
  Ingrid is lonely and deeply depressed. Any character 
  attempting to connect with the distressed acolyte can 
  befriend her, though she remains cautious in revealing  
  her past shame. 
  Roleplaying Dag (DAG)
  Dag is a grizzled, half-elven man with deeply-lined tan 
  skin, short-trimmed gray hair, and care-worn clothing. 
  He is supremely cynical, and truly imagines everyone 
  else is equally self-interested. Though Dag is technically 
  a member of the Guardians of the North, he was never 
  really a believer. He’s not evil, but Dag is always willing 
  to turn a blind eye if there’s profit in it. 
  Quote: “People only act noble because it makes it 
  easier to lie later.”
  Roleplaying Ingrid (eng-GRID)
  Ingrid is an intimidating Northlander human woman 
  with fire-red hair, a too-intense stare, and an axe-scar 
  running from her nose to her left ear. Ingrid hates 
  herself, believing she’s a worthless deserter who 
  shamed her ancestors. She doesn’t understand her 
  desertion was driven by compassion and regret rather 
  than fear. Ingrid believes the Guardians are her last 
  hope and dreads an uncertain future.  
  Quote: “Stories lie. They’re all gold and glory, not 
  blood and begging.”
  B. renegotIAtIon  
  As an optional interaction encounter, Dag might try 
  squeezing the characters for more money by threatening  
  to turn them over to The Guardians of the North. 
  However, Dag can’t risk Skorri discovering his betrayal. 
  With a successful DC 15 Wisdom (Insight) check, the 
  characters can logically reason that Dag’s threats are 
  empty—he’s actually too scared of Skorri to double- 
  cross the characters. 
  Developments
  Dag’s threats can be ignored or turned back on him.  
  A successful DC 15 Charisma (Intimidation) scares  
  Dag into betraying the cult further by sharing stories 
  about the cult leader’s time as a brutal Northland reaver. 
   “We were both reavers, but Skorri had a bad reputation—
  even by our standards. I heard once he beat someone’s 
   skull in for laughs and bit another reaver’s face off. 
  There were worse tales. It got whispered he went 
  gnoll-hunting with most of his ship’s crew, but only he 
  came back. They said he was covered in blood—like he’d 
  been swimming in it.”  
  If the characters succeed by 5 or more, Dag becomes more 
  afraid of them than Skorri and is determined to gain their 
  favor. He warns the characters that the cult tests new acolytes 
  with ghosts who guard the island. Usually he and his crew 
  abandon ship to avoid the danger, leaving the new acolytes to 
  face the threat alone. However, he’s willing to stick it out with 
  them to prove his loyalty. He also becomes willing to testify 
  against Skorri at his trial in Gnarhelm later.
  
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  c. ABAndon shIP
  Dag knows what’s coming and has no desire to face it. 
  Plus, he knows the cult reimburses for any damage to  
  the ship, even if he inflates the cost of repairs. 
  It has been a short voyage aboard the Justly Scorned,  
  but the island of Anvil is now in sight. The shore is ringed 
  by sharp rocks and thick, floating seaweed. The gray 
  walls of the Guardian’s temple-fortress taking up most  
  of the land. 
  Suddenly, without explanation, the crew starts 
  loading themselves into the only available row boats. 
  If questioned, Dag gives a flippant and well-rehearsed 
  response, saying any “real Northlander” would take the 
  wheel without a second thought. If pressed or threatened, 
  he explains he’s only following Skorri’s orders and can’t 
  raise suspicions. However, the characters can easily tell 
  Dag and his crew are terrified and want to get far away 
  from the ship as possible. 
  Dag can be convinced to stay with the promise 
  of money or favors and a successful DC 20 Charisma 
  (Persuasion) check, or threats and a successful DC 20 
  Charisma (Intimidation) check. If the characters already 
  turned Dag against Skorri, they automatically succeed. 
  However, the rest of his crew departs, no matter the threat 
  or offered reward. 
  Soon after the crew is left behind, the weather rapidly 
  worsens in a clearly unnatural manner. 
  The overcast sky darkens ominously in mere minutes, 
  showing all the signs of a terrible storm’s approach. 
  Sudden, harsh winds whip the sails and ropes. The 
  waves begin to climb, beating against the ship’s hull, 
  causing it to lurch violently back and forth. Lightning 
  flashes through the clouds, illuminating the island— 
  and the dangerous jutting rocks ahead.  
  The storm is of unnatural origin and appears out of 
  nowhere with impossible swiftness. The characters must 
  take control of the ship or risk being slammed into the 
  rocks surrounding the island. 
  One character can grab the ship’s wheel to steer. 
  Sailing is a DC 15 Strength check with Vehicle Proficiency 
  (water). Other characters can use the Help action to 
  give advantage on this check by potentially working the 
  rigging or navigating through the rocks from the crow’s 
  nest. Characters with the sailor or similar background 
  automatically succeed. If Dag remains on board, he can 
  sail the ship and automatically succeeds.  
  Success steers the ship back on course while avoiding  
  the jutting, shallow reef. Failure causes the ship to  
  slam into the rocks, damaging the main (lower) deck  
  and causing it to slowly flood. Everyone on board must  
  succeed on a DC 15 Dexterity saving throw or take  
  1d6 bludgeoning damage and be knocked prone as  
  the sargassum spirits attack.
  d. sArgAssuM sPIrIts
  The magical storm’s winds draw the ship closer to the 
  island, whether or not the characters avoid the rocks  
  on the way. 
  General Features
  The following general features pertain to the  
  Justly Scorned. 
  Terrain. The restless and storm-driven ocean 
  crashes against dark, rocky islands. Thick, green- 
  brown sargassum (seaweed) grows everywhere. 
  Weather. The weather begins with stiff winds  
  and an overcast sky. Within minutes, the sky darkens, 
  the wind howls fiercely, and large waves threaten  
  to throw the vessel against sharp rocks.
  Light. The overcast sky is filled with scattered 
  lightning that provides dim light. The water is murky  
  (10 feet visibility).  
  Smells and Sounds. The sargassum stinks like 
  rotting plants and dead fish. The air begins to smell  
  of ozone as lightning crashes within the clouds.
  Seaweed. As long as the sargassum spirits are 
  attacking, the patches of seaweed around the ship 
  function as if under the effect of the entangle spell. 
  The massive brown-green sargassum floating on the 
  surface ripples with the storm’s crashing waves. The 
  ship begins to slow as it enters the thick growth, and a 
  powerful stench of rotting plants and fish fills the air. 
  Translucent spirits fly effortlessly up through the 
  water and weeds. Their limbs and necks appear to be 
  broken at uncomfortable angles, as if purposefully 
  snapped. The spirits begin singing out in a fey tongue, 
  but instead of being muffled by the storm, their 
  sorrowful voices weave together with the wind  
  and waves into a mournful harmony.  
  The ship is entrapped and attacked by three sargassum 
  spirits (treat as wraiths as modified in the statblocks). 
  Each of the spirits commands three reef sharks (nine 
  total). The spirits are under orders to humble (not kill)  
  the prospective acolytes.
  
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  Any character with a passive Perception of 15 or higher 
  can see the seaweed is growing and moving like a living 
  creature (as if from the plant growth and entangle spells).  
  If the vessel was damaged by the rocks, anyone on the 
  main deck can automatically see the plants entering 
  through the cracks as the ship takes on water. 
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Very Weak or Weak: Reduce to two sargassum 
  spirits, each commanding three reef sharks (six total). 
  Strong: Increase the sargassum spirit’s hit points  
  to 100.
  Very Strong: Increase the number of sargassum 
  spirits to four. Increase each sargassum spirits’ hit 
  points to 100, their attacks with Innate Spellcasting 
  and Life Drain are +7 to hit, and their save DCs with 
  Innate Spellcasting, Life Drain, and Fey Charm are DC 15. 
   In addition, each command three hunter sharks 
  instead of reef sharks (twelve total).  
  Tricks of the Trade
  Consider the following guidance when determining 
  how to best run this combat encounter. 
  Dag. Dag is a good option for groups with no sailing 
  ability. If Dag is aboard the ship, he automatically succeeds 
  on the check each round to mitigate the weather hazards. 
  If a character uses the Help action to aid him, it functions 
  as if Dag had succeeded on the check by 5 or more. 
  Ingrid. The NPC acolyte journeying with the 
  characters is a formidable warrior, but the spirits 
  specifically dredge up her trauma. She is unlikely to 
  be of much assistance in direct battle but might lend 
  assistance in other ways. This could include using  
  the Help action, dragging unconscious characters  
  to safety, or diving into the water after individuals  
  at risk of drowning.  
  Sargassum Spirits. One of the spirits is concentrating 
  on control weather. The other spirits activate their 
  innate magic to trap the ship in seaweed. Due to their 
  nature, they try to stay adjacent to the water or weeds. 
  They try luring characters into the water and restraining 
  sargassum. The spirits then float in to attack restrained 
  characters with Life Drain. The spirits flee if their hit 
  points are reduced to 20 hp or less. 
  Sharks. The sharks work in packs of three, moving 
  in to defend the sargassum spirits or attack characters 
  in the water. The sharks fight until killed.
  Fey Spirits
  A character who is proficient in the Nature skill can tell 
  the spirits were once aquatic dryads who defended reefs 
  instead of forests. A character proficient in Religion can 
  see they’ve been cursed with a unique form of incorporeal 
  undeath. Any character damaged by one of the sargassum 
  spirits can automatically tell they are being forced to fight 
  against their will.
  A character succeeding on a DC 15 Intelligence 
  (Nature) check as an action recalls “The Tale of the 
  Ocean’s Sisters” – a folk tale describing how the dryads 
  became the sargassum spirits. If a character can hear 
  the song and understands Elvish or Sylvan, they have 
  advantage on this check. Characters with the touched by 
  the fey, or a similar fey-focused background automatically 
  succeeds. If successful, give the player Appendix 3D.
  Any character can attempt to communicate with 
  the sargassum spirits in Elvish or Sylvan as an action.  
  A successful DC 15 Charisma (Persuasion) check convinces 
  the spirits that the character can be their ally against 
  Skorri. This check has advantage if a character has a strong 
  connection to the fey (such as the Touched by the Fey 
  background). If the character or their allies have killed  
  any of the spirits, the check has disadvantage. 
  If a character successfully appeals to the sargassum 
  spirits, the fey move away from the water and weeds. This 
  gives them disadvantage to attacks but doesn’t violate their 
  orders. If one is still concentrating on the control weather 
  spell effect, she ceases concentrating. 
  Weather Hazards
  The storm causes the following hazards. 
  Aloft. A character in the rigging or crow’s nest might 
  lose their grip and be thrown by the wind. Climbing up 
  or down requires a successful DC 15 Strength (Athletics) 
  check with disadvantage. On a failed check, they must 
  succeed on a DC 10 Strength saving throw or be thrown 
  into the water. On a successful save they’re instead 
  knocked prone on the deck below and take 14 (4d6) 
  bludgeoning damage from the fall.
  Decks. The storm causes the ship to rock wildly, nearly 
  tipping over at times. Either deck functions as difficult 
  terrain. Each creature starting their turn standing on the 
  deck must succeed on a DC 10 Strength saving throw or 
  be moved ten feet toward one side of the ship, plus and 
  additional ten feet if the character failed a saving throw 
  on the previous round. The direction of this movement 
  changes from side to side each round. Characters with the 
  Sailing background have advantage on this check. 
  If this movement would cause characters to go over 
  the edge of the deck, they fall into the water. As an action, 
  
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  a character can secure themselves by grabbing onto ropes, 
  the ship’s wheel, or some other solid surface. A prone, 
  restrained, or secured character automatically succeeds 
  on the Strength saving throw. A secured character ceases 
  being secured if they move.
  Overboard. The waves repeatedly slam into anyone 
  attempting to keep their head above water. A character 
  succeeding on a DC 15 Strength (Athletics) check can 
  climb up the side of the ship. A separate DC 15 Strength 
  (Athletics) check allows a character to stay at the surface  
  of the water. A character unable to stay at the surface  
  of the water risks drowning. 
  Wheel. As an action, any character at the wheel can 
  steady the ship with a successful DC 15 Strength (Water 
  Vehicles) check. If the ship was damaged, this check is 
  made with has disadvantage. Other characters can use 
  the Help action to either eliminate disadvantage or give 
  advantage if the ship was not damaged. Characters with 
  a sailing background have advantage on this check. A 
  successful c heck removes the weather hazards for one 
  round. A character that succeeds on the check by 5 or 
  more can also ram the ship into one sargassum spirit 
  or up to two reef sharks. Reef sharks struck by the ship 
  in this manner take 14 (4d6) bludgeoning damage, and 
  sargassum spirits take 5 (1d10) force damage. 
  Developments
  The spirits are under orders to humble (not kill) the 
  prospective acolytes. If the characters seem outmatched 
  or overwhelmed, they retreat back into the ocean’s depths, 
  with the storm ending soon after. 
  If the sargassum spirit concentrating on the control 
  weather spell ceases concentrating, the weather hazards 
  end one round later. 
  If the ship was damaged, water and seaweed seep  
  in through the cracks. One of the sargassum spirits uses 
  incorporeal movement to move through the ship’s hull  
  onto the lower deck. She waits until her sisters engage 
  before attacking or drawing a vulnerable character into  
  the lower deck using thorn whip. 
  After the storm ends, the characters can easily direct 
  the ship to the island’s wooden docks. The assembled cult 
  waits on the walls above, where they’ve all watched the 
  fight against the spirits.
  The thick stone walls of the temple-fortress take  
  up most of the island, with a sheer cliff to the north  
  and a treacherous-looking stone stairway winding 
  up from the docks to the south. Standing behind the 
  parapets are a mix of people staring down curiously.
  Atop the closest tower are three men dressed  
  in fine armor emblazoned with the flaming sword 
  symbol of the war-god Tempus. The obvious leader 
  stands in shining plate, and speaks in a booming  
  voice carrying easily over the waves. 
  “Welcome, Guardians! You have survived the  
  first of many tests. Understand, there shall be no 
  coddling on Anvil, for our mission demands strength. 
  “All know the North is not as it was, but many 
  enemies profit from our land’s decline. They fight 
  without honor, and trick fools into embracing 
  weakness. The North can take back its birthright,  
  but it must start here, with us. I look at you all, and  
  see heroes who would never take the Coward’s Path.
  For your bravery, and your wisdom, Tempus  
  thanks you.”
  His words are followed by a chorus of the 
  assembled acolytes, “And I thank Tempus!”
  
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  PArt 2: the Isle of AnvIl 
  Estimated Time: 30 minutes
  The characters explore the fortress-temple on the Isle 
  of Anvil and meet its inhabitants, thus gaining insight 
  into how they might undermine the cult’s power. 
  The information they learn here will help shape the 
  investigation they conduct in Part 3.
  See Appendix 1C for a layout of the Isle of Anvil and 
  Appendices 1D, 1E, and 1F for maps of the fortress-temple.
  General Features
  The fortress-temple of Anvil has the following  
  general features:
  Terrain. The floor of the building is made from  
  large, carved stones. The walls and ceilings are 
  composed of smaller rocks, expertly fitted together  
  with mortar. Decorations and furnishings are mostly 
  trophies and weaponry. Hanging banners illustrate 
  famous battle-scenes from past wars. 
  Weather. The weather is mild and temperate  
  with chilly, foggy nights.
  Light. The fortress-temple has bright light during  
  the day and dim light at night. 
  Smells and Sounds. Smoke from the torches and fires 
  compete with the cloying rot-smell from the surrounding 
  sargassum. The crashing waves can always be heard in  
  the background. 
  Ceiling. Most of the fortress-temple’s ceilings are 10 
  feet high. The great hall’s ceiling (Area D) is 20 feet high. 
  Doors and Locks. The doors to Areas G, H, and I  
  are always locked. Area F is locked at night. The doors to 
  other areas usually remain unlocked. Unless otherwise 
  specified, all fortress-temple locks require a successful 
  DC 15 Dexterity check with thieves’ tools to open, or a 
  successful DC 20 Strength (Athletics) check to break.  
  The cult leaders all have keys.
  Secret Doors. Anvil contains many secret doors. 
  Each can be opened or closed (from either side) by 
  pressing a series of nearby stones in the correct order. 
  A character with a passive Perception of 20 or higher 
  automatically notices the doors. Characters performing 
  the Search action can find a secret door with a DC 20 
  Wisdom (Perception) check or a DC 15 Intelligence 
  (Investigation) check. A character succeeding on the 
  check by 5 or more also knows how to open and close 
  the door. Otherwise, learning how to open or close a 
  newly discovered door requires 1 minute and a successful 
  DC 15 Intelligence (Investigation) check. Once a specific 
  door is opened or closed, the characters can open or 
  close the door as an action with no check necessary. 
  Alternately, the door’s mechanism can be bypassed 
  as an action with a successful DC 15 Dexterity check with 
  thieves’ tools, but this check must be performed each 
  time the door is opened or closed. A secret door can also 
  be forced and held open with a successful DC 15 Strength 
  (Athletics) check. The door closes 1 round later if the 
  character does not succeed on the check each round or 
  use an object (such as a piton) to prevent it from closing.
  A character wearing any of the armors engraved  
  with Tempus’ symbol (owned by Elaris, Gorn, and Skorri) 
  can open or close any adjacent secret door in the fortress-
  temple as an action or bonus action with no check 
  required. The stone blocks this abjuration school magic 
  from detection with the detect magic spell unless the 
  secret door is open.
  Yeenoghu’s Blessing
  All followers of Yeenoghu on the island gain the Rampage 
  trait. The characters can remove the blessing through 
  their actions as discussed in Parts 3 and 4.
  Rampage. When the cultists reduce a creature  
  to 0 hit points with a melee attack on its turn, the 
  cultist can take a bonus action to move up to half  
  its speed and make a melee weapon attack.
  Skorri, as the originator of the blessing, also gains  
  the following ability as a bonus action:
  Incite Rampage (Recharge 5–6). One creature 
  Skorri can see within 30 feet of him can use its reaction 
  to make a melee attack if it can hear Skorri and has  
  the Rampage trait due to Yeenoghu’s blessing.
  Tricks of the Trade
  Consider the following guidance when determining 
  how to best run the exploration of the fortress-temple. 
  Foreshadow. This part allows an opportunity to 
  provide useful clues. Characters with a high passive 
  Perception might notice secret doors or invisible foes. 
  Perhaps they feel drafts where there are no windows 
  or hear strange sounds. 
  Guided Tour. The task of unloading and delivering 
  the ship’s supplies provides an opportunity for the 
  characters to explore the fortress-temple and introduce 
  the NPCs. 
  Show Don’t Tell. While it is tempting to reveal secrets 
  early, it can be more rewarding if everything is only hinted 
  at initially. Try to drop clues indirectly within descriptions. 
  
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  Armor of Tempus
  Worshipers of Tempus sometimes denote their 
  standing within the religion by the armor they wear 
  (similar to a military uniform). The specific suits of 
  armor worn by Gorn, Elaris, and Skorri were stolen 
  from the descendants of the fortress-temple’s  
  original builders, rather than rightfully earned.  
  Each was designed to allow the leadership to move 
  easily through the secret passages, should the island  
  be attacked. 
  The three suits of armor possessed by the cult 
  leaders (Elaris’ breastplate, Gorn’s studded leather,  
  and Skorri’s platemail) all have a minor enchantment 
  that allows the wearer to sense the structure’s secret 
  doors and open or close any of them as an action  
  or bonus action when adjacent. This minor magic 
  doesn’t function for secret doors off the island. 
  A character can guess at the armor’s nature and 
  purpose with a successful DC 15 Intelligence (Religion) 
  check. A worshiper of Tempus has advantage on  
  this check.
  ArrIvAl
  Two acolytes (Ohlega Hurnisdottir and Terris 
  Deepfurrow) are sent down to introduce themselves  
  and assist the new acolytes (the characters and Ingrid)  
  in unloading and transporting the ship’s supplies. 
  Mundane equipment is sent to the dungeons (Area A), 
  and food and ale is delivered to the kitchens (Area F). 
  The cult leaders might receive a few personal items in 
  their rooms (Areas G, H, and I), such as a new weapon 
  or trophy.
  Roleplaying Terris (TER-ris)
  Terris is a young and handsome male dwarf, with a 
  well-manicured, chestnut-colored beard. He goes to 
  great lengths to cut a dashing figure, paying particular 
  attention to his colorful clothing. Terris is friendly and 
  charming. If the characters were successful against 
  the spirits, he is complementary. If they fared poorly, 
  he soothes any tattered egos with assurances that 
  everyone faces the spirits, and most arrive half-
  drowned. His humor is self-deprecating to the point 
  of occasionally revealing his depression. He is curious 
  about the dryad’s song, especially if any character 
  understood their language. 
  Quote: “Sometimes the spirits sing at night from 
  beneath the water. It is the saddest, sweetest sound.”
  Roleplaying Ohlega (ow-LEG-ah)
  Ohlega is a towering Northlander woman, broad in the 
  shoulder, with callouses attesting to a lifetime of hard 
  work. She’s initially cautious and shy but soon asks 
  pointed and intelligent questions about the fight against 
  the sargassum spirits. She is especially curious if the 
  characters used unique tactics or magic. Answers to her 
  questions often prompt further questions, and if the 
  character asks her to stop, she becomes embarrassed 
  and quiet.
  Quote: “I just had the most amazing ide– … I’m sorry. 
  I didn’t mean to interrupt.” 
  Rumors
  Ohlega and Terris are willing to answer any initial 
  questions and share some of the following rumors and 
  clues with new arrivals. They in turn ask the party for 
  news from the rest of the Moonshaes. 
  •   The sargassum spirits sometimes sing out from the ocean 
  after sunset. Most of the acolytes find it disturbing. 
  •   The temple is far older than the cult, and the Guardians 
  of the North only recently claimed it. The original priests 
  of Tempus who built it possessed impressive engineering 
  skills and designed the structure to be an extremely 
  defensible fortress, even when lightly manned. 
  •   Some acolytes claim invisible apparitions lurk in the 
  shadows. Ghost stories about the long-dead priests or their 
  enemies are common. People who spend a long time in 
  the dungeons claim they hear strange, haunting laughter. 
  •   The acolytes follow a daily schedule (see Appendix 2 for 
  details). There are three meals a day (breakfast, lunch, and 
  dinner). Mandatory training sessions occur in the morning 
  and afternoon before meals. Dinner can sometimes go 
  long if the cult leaders decide to break out a keg of ale or 
  mead. Everyone is expected to perform one of the three 
  (overlapping) eight-hour guard duty shifts every night. 
  •   The rules aren’t well-defined. Typically, it is simply best 
  to do as the cult’s leadership demands. Punishments 
  include harder training, missing meals, or even getting 
  locked up in the dungeon. 
  •   Elaris Havalorre and Gorn Zweilander are Skorri 
  Boarson’s trusted lieutenants. They handle most of  
  the training and punishments. 
  
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  Handling Hypocrisy
  The cult is inherently bigoted. They claim to be about 
  culture, not ancestry, but clearly view Northlanders as 
  superior. The cultists keep up appearances and never 
  punish or belittle a character or NPC’s background, 
  gender, or race, but their leadership is always human or 
  male and usually both. These simple paradoxes between 
  word and deed should be obvious to the characters, but 
  the cult’s empty promises attract many gullible recruits.  
  Developments
  Characters interacting with the Ohlega and Terris can 
  befriend them. A successful DC 15 Charisma (Persuasion) 
  check befriends one of the NPCs. Each NPC can also be 
  befriended with an alternate skill check (see below). If 
  the characters defeated the sargassum spirits, they have 
  advantage on these checks.   
  Ohlega. Anyone who is patient with Ohlega’s 
  questioning befriends her with a successful DC 15 
  Intelligence skill check (Arcana, History, Nature,  
  or Religion). 
  Terris. Anyone willing to discuss music, poetry, 
  or other art in a non-disparaging fashion with Terris 
  befriends him with a successful DC 15 Charisma 
  (Performance) check. 
  Deception
  The cult is trusting when it comes to their new recruits, 
  all of whom are all screened before arrival. They assume 
  the characters are genuine because Dag vouched for 
  them. The characters shouldn’t need to make Charisma 
  (Deception) checks for routine interactions. However, 
  outlandish lies might still require checks.  
  AreA A. dungeon
  Despite the ominous name, the dungeon is primarily  
  used for storage. 
  The lower level has a faint mildew smell and isn’t well-
  lit. In one corner, sets of iron bars have been built into 
  the walls and floor, resembling large cages. Sleeping 
  mats and chamber pots are their only furnishings.  
  On the other side are disorganized stacks of supplies. 
  The dungeon has dim light. There are two locked cells. A 
  secret door to the east leads to the kennel (Area B), and 
  a secret door to the west leads to the escape tunnel (Area 
  C). A secret door in the column enters a shaft leading up 
  to the barracks (Area E) and the second floor. 
  Any character searching the area for at least one minute 
  and succeeding on a DC 15 Intelligence (Investigation) 
  check can tell the column is thicker than needed for 
  support. Characters listening at the west wall can hear 
  the ocean with a successful DC 15 Wisdom (Perception) 
  check. Characters listening at the east wall can hear strange 
  whooping and laughter coming from the kennel (Area B) 
  with a successful DC 15 Wisdom (Perception) check. 
  AreA B. kennel
  The original builders kept a hidden room set aside for 
  monsters, which Skorri uses to his advantage.  
  A cacophony of bestial whooping, growling, and 
  laughter is paired with overwhelming smells of rot, 
  waste, and urine. Spotted hyenas are packed into  
  iron cages, with bars set into the walls and floor.  
  They seem starved and desperate.
  The cages are filled with twelve hyenas Skorri plans to 
  transform into gnolls. A character succeeding on a DC 15 
  Wisdom (Animal Handling) check can calm the starving 
  beasts and prevent them from attacking. If a character 
  offers at least ten pounds of meat per hyena, they have 
  advantage on the check. This meat can be stolen from  
  the kitchen storeroom (Area F).
  A secret door to the west leads to the dungeon (Area 
  A), and a secret door to the southwest leads to a hidden 
  hallway with a shaft up to the great hall fireplace (Area D) 
  and Skorri’s room (Area I). A secret door in the column 
  enters a shaft leading up to the kitchens (Area F) and the 
  second floor. A pressure plate on the floor and wires in  
  the shaft trigger a trap. 
  Development
  If the hyenas are killed or fed, they can’t become gnolls.  
  If they are successfully calmed and fed, they attack Skorri 
  if he is present when they are released. 
  Adjusting this Encounter
  Here are some suggestions for adjusting these encounters, 
  according to your group. These are not cumulative.
  Very Weak: Reduce the number of hyenas (or gnolls 
  if Skorri has transformed them) to six. 
  Weak: Reduce the number of hyenas (or gnolls) to nine.
  Strong: The hyenas have 10 hit points each. The gnolls 
  have hit points 33 each. 
  Very Strong: The hyenas have 20 hit points each and 
  their Bite attack is +4 to hit. The gnolls have 33 hit points 
  each and their Bite (or Spear, if armed) attack is +6 to hit. 
  
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  Trap. Feeding Time
  Complex Trap (Levels 5-10 setback threat)
  The eastern secret shaft leading to the kennels has two 
  sensitive wires crisscrossing in the path of a creature 
  ascending or descending the wall’s inset ladder. There’s 
  also a pressure plate located on the floor leading into the 
  room. Touching the wires or plate causes the handholds 
  to retract into the wall and the cages holding the hyenas 
  to open. 
  Trigger. A creature ascending or descending the 
  shaft without avoiding the wires or stepping onto the 
  pressure plate triggers the trap.
  Effect. When the trap is activated, all handholds 
  within the secret shaft retract into the wall, and the 
  cages open. Any creature within the shaft must make 
  a successful DC 15 Strength saving throw or take falling 
  damage and become knocked prone in the kennels.  
  A creature between the basement and 1st floor takes  
  3 (1d6) bludgeoning damage, and a creature between 
  the 1st and 2nd floors takes 10 (3d6) bludgeoning 
  damage. The hyenas then attack any creature within 
  the kennel on their initiative. The trap resets after  
  one minute.
  Countermeasures. A successful DC 15 Wisdom 
  (Perception) check notices the wires or pressure  
  plate. A successful DC 10 Strength (Athletics) check 
  when climbing up or down the shaft bypasses one  
  wire. A character succeeding on the check by 5 or  
  more can bypass both wires. If the wires are cut,  
  the trap triggers, but is then disabled after it resets. 
  The pressure plate can be easily stepped over with  
  no check necessary.
  AreA c. escAPe tunnel
  The original builders of the temple-fortress put in an 
  escape tunnel as a last resort. Fearing pursuit or invasion, 
  they set a trap to collapse the tunnel and hid the entrance 
  within the dungeon’s iron cell. 
  The rough-cut rock walls seem more like a natural 
  cavern than the rest of the structure. Arched wooden 
  supports are evenly set down the steep slope. 
  The tunnel seems to end in a flat, rock wall. This is another 
  secret door which opens up on the ocean at the base of  
  the cliff. 
  At the end of the tunnel are piles of bones. A successful 
  DC 10 Intelligence (Nature) check reveals the bones are 
  from dozens of different humanoids and are covered in  
  bite marks. A character succeeding on the check by 5  
  or more can tell the bite marks are from both hyenas  
  and gnolls, with the same hyena’s teeth changing to  
  gnoll teeth during the meal. 
  Stashed close to the escape tunnel exit is a small 
  sailboat and a few weeks’ worth of rations. The boat is 
  small enough that a single individual could sail it, but 
  large enough to hold six or seven people in close quarters. 
  Trap. Collapse
  Simple Trap (Levels 5-10 deadly threat)
  The escape tunnel leads from the bottom of the rocky 
  cliff-face on the northern side of the island to the western 
  holding cell in the dungeon. Designed to be used as a last 
  resort, the tunnel is set to collapse and prevent pursuit  
  if either secret door at is opened incorrectly.   
  Trigger. A creature opening either secret door 
  leading into the tunnel using force or attempting to 
  bypass the normal mechanism might cause the tunnel  
  to collapse.
  Effect. Any creature in the tunnel when the trap is 
  triggered must succeed on a DC 15 Dexterity saving throw 
  or take 55 (10d10) bludgeoning damage, be knocked prone, 
  and become buried in the rubble, requiring a successful 
  DC 20 Strength (Athletics) check as an action to escape. 
  On a successful save, the creature takes half as much 
  damage and doesn’t fall prone or become buried. If the 
  tunnel collapses, it requires weeks to clear out the rubble 
  before the tunnel is usable again. A creature within 
  the tunnel when this trap is triggered can only exit by 
  whichever end they are closest to when it collapses.
  Countermeasures. A creature within the tunnel can 
  see the purposefully weakened and rigged reinforcements 
  with a successful DC 15 Wisdom (Perception) check. 
  The trap is not activated if either secret door is opened 
  properly (not being bypassed or forced open). A Dexterity 
  check with thieves’ tools can open the secret door 
  without triggering the trap if the character succeeds  
  on the check by 5 or more.  
  Development
  If the characters collapse the tunnel or sabotage the 
  sailboat, then it becomes harder for Skorri to escape  
  the island in Part 4. 
  Characters trapped outside the fortress-temple must 
  sneak back in or convince other acolytes to let them in. This 
  requires a successful DC 15 Dexterity (Stealth) or Charisma 
  (Persuasion) check. On a failed check, the character is likely 
  to be punished. 
  
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  Punishments
  The cult leaders do not have set rules or penalties. This 
  allows them to be as unfair as they like, depending on 
  the individual and their mood. However, most harms 
  they inflict are intended to wear down the acolyte’s 
  self-esteem or willpower. To degrade confidence, they 
  might set an impossible or embarrassing task, such as 
  cleaning the great hall with a toothbrush or emptying 
  all the temple’s chamber pots. To weaken an acolyte’s 
  ability to resist indoctrination, they prefer depriving 
  them of food or sleep. The acolyte might be forced to 
  take two or three guard duty shifts, or to sit unserved 
  during mealtimes while everyone eats around them. 
  The cult leaders sometimes threaten to lock people  
  up in the dungeons, but this is usually an empty threat. 
  AreA d. greAt hAll
  The great hall of the fortress-temple is a place of feasting 
  and worship. A fireplace before Tempus’ symbol serves as 
  a practical altar and tool for roasting great hunks of meat 
  brought in from the mainland. 
  The flaming sword symbol of Tempus is set into the floor 
  of this large and open dining hall with carefully positioned 
  and ornately colored floor tiles. Long wooden tables with 
  benches are set out for the majority, with one smaller table 
  and three chairs placed in a corner overlooking the room. 
  Racks of meat roast on spits before a huge, roaring fire.
  The acolytes eat every meal (breakfast, lunch, and supper) 
  in the great hall, and it’s also where the cult leaders gather 
  everyone for any major announcement. 
  The fireplace conceals a secret door leading either 
  down to a hidden hallway and the kennel (Area B) or up 
  to Skorri’s Room (Area I). A creature moving through the 
  fireplace to reach the secret door while the fire is still lit 
  takes 14 (4d6) fire damage. The shaft and hallway contain 
  triggers for a trap. 
  Trap. Where there’s Smoke
  Complex Trap (Levels 5-10 dangerous threat)
  The hidden hallway and the secret shaft leading to Skorri’s 
  room are attached to the chimney of the fireplace-altar 
  in the great hall. An individual ascending or descending 
  the shaft or moving through the hallway can activate 
  pressure sensors. This causes the ventilation to seal 
  shut. The area then begins rapidly filling with hot 
  smoke, cooking and suffocating individuals who  
  can’t escape.   
  Trigger. A character touching the pressure plate in 
  the hallway or a levered handhold on the inset ladder 
  used to ascend or descend the shaft (between the first 
  and second floors) activates this trap.
  Effect. All open secret doors leading to the hallway 
  and shaft close (if not prevented from closing with a 
  piton or similar object). The hallway and shaft fill with 
  hot, choking smoke like a giant oven. Each round at 
  the beginning of its turn, a creature trapped within 
  the area must succeed a Constitution saving throw or 
  gain 1 level of exhaustion. The DC is 5 + 1 per round the 
  creature continues breathing in the smoke. If a creature 
  has resistance to fire, they only make a saving throw 
  each minute (DC 5 + 1 per minute). If a creature has 
  immunity to fire, then they are immune to this effect. 
  The ventilation returns to normal after 10 minutes.   
  Countermeasures. A successful DC 15 Wisdom 
  (Perception) check notices either pressure sensor.  
  A successful DC 10 Strength (Athletics) check then 
  allows a character to move past the sensor. Opening 
  any two of the three secret doors exiting the area 
  creates sufficient ventilation to end this effect. If the 
  fire in the fireplace-altar is extinguished, triggering the 
  trap only causes the secret doors to seal and does not 
  cause hot smoke to fill the area. 
  AreA e. BArrAcks
  A series of relatively large bunk beds are closely set 
  together, with unlocked chests nearby for personal 
  possessions. Well-used chamber pots give off a  
  strong odor.
  The acolytes sleep in the barracks, with several sharing 
  the same bed in shifts. A secret door in the column leads 
  to a shaft going down to the dungeon (Area A) or up to 
  the second level. 
  Four dung quasits (ordinary quasits with a different 
  appearance – see below) are used by the cult leaders to 
  spy on and manipulate the acolytes. They typically hide 
  invisibly in the barracks or within the secret shaft. While 
  the chamber pots conceal the demons’ stench, they 
  can be sensed by a character with a passive Perception 
  of 20 or a character succeeding on a DC 20 Wisdom 
  (Perception) check. 
  Dung Quasits/Babau
  Dung quasits are larger on average than normal, with 
  hyena-like features and a smell as foul as their name 
  implies. Packs of gnolls and fiends follow in Yeenoghu’s 
  
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  wake, taking power from the scraps of his kills. Quasits 
  cannot hope to scavenge even the gnawed shards of 
  leftover bone. Instead, they fight over the dung piles, 
  crawling on them like insects. While mightier than most 
  quasits, their real benefit to the cultists is a manipulative 
  cleverness many of Yeenoghu’s servants lack.
  Note that if dealing with stronger parties, the quasits 
  morph into babau at the start of any violence as a free 
  action. These dung babau have a hyena-like appearance. 
  It takes minutes for them to change back into their quasit 
  shape afterwards. During the combat they are exactly 
  like babau.
  Note that the quasits and babau are followers of 
  Yeenoghu and gain his blessing while on the island.
  Adjusting this Encounter
  Here are some suggestions for adjusting these 
  encounters, according to your group. These are  
  not cumulative.
  Very Weak or Weak: Reduce the number of dung 
  quasits to two.
  Average: The dung quasits have 55 hit points each. 
  Strong: Use the statistics for dung babau. 
  Very Strong: Use the statistics for dung babau  
  and increase the number to six.
  AreA f. kItchen
  The kitchen is filled with hot smoke. Fresh bread bakes 
  in ovens and thick stews boil in pots on the stove tops. 
  A nearby store room holds glass jars, sacks of flour,  
  and hanging meats.
  The kitchen storeroom holds food supplies. The door  
  is locked at night. A secret door in the wall leads to a 
  shaft going down to the kennel (Area B) or up to the 
  second level.
  AreA g. elArIs’ rooM
  This bedroom is like a weaponry museum, with almost 
  every available inch of wall space taken up by a dagger, 
  sword, or more exotic weapon. Most seem decorative 
  or ornamental. 
  Elaris spends his free time meditating or polishing 
  and sharpening his weapon collection. When asleep, 
  his breastplate is carefully hung on the wall. Most of 
  the prized pieces in Elaris’ collection are cheap fakes, 
  but a few are valuable. A successful DC 15 Intelligence 
  (Investigation or History) check can locate the rare items.
  Roleplaying Elaris (ELAR-is)
  Elaris is a slight and attractive young elven man with 
  a shaven head. He always wears finery and smells 
  strongly of expensive cologne. Elaris insists on always 
  being referred to as “Hardhar,” his official title. He is 
  obsessed with weapons and control, using black humor 
  to hide his immaturity and other failings. He is also a 
  coward, rationalizing dishonorable tactics by thinking 
  he is simply smarter than his enemies. While he believes 
  himself a master manipulator, his tactics are always 
  painfully blunt, lazy, and obvious.    
  Quote: “This blade is one of a kind: single-edged 
  steel, folded a thousand times by a master smith.  
  I wish I’d seen the old owner wielding it, but he was  
  dead before he drew.”
  AreA h. gorn’s rooM
  This bedroom is a chaotic disaster. A pile of trash and 
  rotting food is stacked up in one corner. A big, foul-
  smelling bearskin rug lies on the other side of the room. 
  In between are discarded piles of stained clothing and 
  haphazard pieces of dirty splint armor.
  When he isn’t eating or training, Gorn can be found in 
  his room (usually snoring loudly). He hates wearing his 
  armor because it hides his chiseled physique, and often 
  leaves it strewn about here.
  Roleplaying Gorn (GORE-nh)
  Gorn is a mountain of a Northlander man who 
  sometimes claims to be a half-giant. He’s hairy, 
  unwashed, and loves to show off his well-defined 
  physique. Everything Gorn does is a competition. 
  He can’t even listen to someone tell a story without 
  telling a more impressive tale…even if it is a total lie. 
  His overbearing attitude conceals a deeply fragile 
  sense of self-esteem. Losses and mockery send him 
  into rages where he must belittle or hurt the source of 
  his embarrassment. While he (loudly) claims to be the 
  least bigoted person in the world (especially toward 
  women or Ffolk), he thinks only traditionally masculine 
  Northlander traits are worthwhile. 
  Quote: “That’s nothing! One time I was surrounded 
  by ten hill giants!”
  
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  AreA I. skorrI’s rooM
  This large bedroom features an ornate four-poster  
  bed decorated with stylistic carvings of predatory 
  animals, a heavy-looking desk, and an almost throne-
  like stone chair resting behind it. A walk-in closet in  
  one corner holds clothing for various seasons, while  
  on the opposite side is a warm stone chimney radiating 
  heat from the fireplace below. The walls are adorned 
  with trophies, including rusted weapons, dented  
  helms, and fierce-looking animal heads.
  Skorri is usually either in his room or patrolling the walls, 
  but he does not ever seem to sleep. 
  Skorri stores the coral skull he uses to command the 
  sargassum spirits in a locked drawer (DC 18 Dexterity 
  [Thieves’ Tools] to open) in his desk. He has the only 
  key and keeps it on his person at all times. A secret door 
  on the eastern wall behind his bed leads to the outside 
  roof opposite the eastern watchtower. A secret door in 
  the chimney leads to the shaft down to the grand hall 
  fireplace (Area D) and the hidden basement hallway  
  to the kennel (Area B). 
  Roleplaying Skorri
  Skorri is a short, broad-shouldered man with braided, 
  black hair and an impressive beard. He dresses like a 
  traditional Northlander, but his olive skin and black 
  hair betray his Ffolk ancestry. Skorri is a malignant 
  narcissist. He’s superficially charming, personable, 
  and reasonable. He’s capable of lavishing earnest-
  seeming praise and inspiring true loyalty. However, in 
  his mind, only his own happiness and desires matter. 
  He ruthlessly and viciously does whatever is required 
  to achieve his next goal, rationalizing that anyone who 
  opposes him is evil or weak. 
  Quote: “No one has ever given up power. It is  
  only taken.”
  Treasure
  Skorri keeps two potions of greater healing in the locked 
  drawer next to the coral skull. 
  AreA j. wAtchtowers
  A rope bridge connects the second-level roof to the 
  wall’s walkway and a stone tower rising above. 
  The three towers are set at the fortress-temple’s walls. 
  They are designed so the rope bridges can be cut as an 
  action with a slashing weapon, preventing easy access.
  Treasure
  Each watchtower’s lowest level is a reserve armory and 
  storage area containing quivers of arrows, clubs, spears, 
  longbows, hide and leather armor, and shields to outfit 
  dozens of people. While serviceable in an emergency, the 
  quality of this equipment is so low it is not worth selling.  
  
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  PArt 3: InvestIgAtIng the cult 
  Estimated Time: 90 minutes
  The characters' primary goal in this adventure is to  
  collect evidence against Skorri, arrest him, and bring  
  him back alive to Gnarhelm for trial. They might have 
  many secondary goals, such as aiding the acolytes 
  or simply see opportunities to do the right thing. 
  Unfortunately, the characters probably can’t right  
  all wrongs and save everyone.
  This part functions as a sandbox, outlining  
  different ways the characters might act to gain allies, 
  collect evidence, and undermine Skorri’s power.
  Boot cAMP
  Most of the encounters in this part are optional and 
  relatively unstructured, depending on the characters taking 
  proactive action. To provide some structure, the encounters 
  in this section require the characters’ participation. 
  All acolytes must attend two training sessions each 
  day, one before lunch, and one before supper. The specific 
  nature of these training sessions varies, but they are always 
  physically grueling competitions. Winners are rewarded 
  and losers are punished. 
  Each training session requires a successful DC 10 
  Strength (Athletics) check. Succeeding on the check by 
  5 or more means a character is one of the winners. They 
  get to skip the next training session, either getting extra 
  free time or watching with the cult leaders. On a failed 
  check, the character is one of the losers and doesn’t get 
  served during the following meal. Failing a check by 5 
  or more also inflicts 1 level of exhaustion. A character 
  can take disadvantage on their check to give advantage 
  to another character. A character can gain advantage on 
  their check by choosing to cheat, always to the detriment 
  of other acolytes. The cult leaders always turn a blind  
  eye to cheating (and subtly encourage it).   
  The following options can be used, or act as examples 
  when creating training sessions. 
  Climbing. The acolytes must free climb up the steep 
  cliff on the northern side of the island. While secured 
  ropes and the unstill water below (probably) prevent 
  deaths, it is still dangerous. A cheater might kick loose 
  rocks down on acolytes while claiming it was an accident.
  Diving. The acolytes have to dive from the wall on 
  the north side of the island, plunging safely into the ocean 
  without too much harm. A cheater could push to the front 
  or trip someone to get a prime position. 
  Lifting. The acolytes are expected to create piles of 
  rocks by carrying them from the shore by the docks up 
  the stairs to the courtyard. A cheater can steal a few rocks 
  from other piles.
  Swimming. The acolytes are expected to swim a  
  race around the entire island. The waters are cold, the 
  rocks are sharp, and the waves are unforgiving. A lot  
  can happen out in the water, and a cheater can easily  
  use a quick kick to remove competition. 
  Long Rest
  Part of brainwashing the acolytes is keeping them 
  tired and stressed. The cult leaders actively prevent 
  the characters from taking a long rest throughout the 
  adventure. Characters can sneak off to quiet places to 
  avoid being woken, or sleep during mandatory guard  
  duty with trickery. However, the leaders perform cursory 
  checks to see if everybody is present and not shirking  
  their responsibility.
  Drinking Contest
  The cult leaders regularly hold drinking contests 
  during the evening meal. They open a keg of strong 
  ale or mead, and nobody gets to leave until it’s 
  empty. This ultimately performs the same function 
  as the training sessions by encouraging individual 
  competition and weakening the acolytes. It has the 
  added benefits of making them more susceptible to 
  manipulation while drunk, while seeming like a reward 
  or gift rather than a grueling trial. This functions as 
  a training session, except the characters make DC 
  10 Constitution saving throws instead of Strength 
  (Athletics) checks. Characters failing the save by 5 or 
  more gain the poisoned condition instead of one level 
  of exhaustion. The poisoned condition lasts for one 
  day or until the character finishes a long rest.
  Tricks of the Trade
  The DM can consider the following guidance when 
  determining how to best run Boot Camp encounters. 
  Opportunities. These encounters can provide clues 
  or segues to other encounters in or around the island. 
  The characters could speak with the sargassum spirits 
  while diving or swimming, spot the secret door to Area 
  C while climbing, or attempt to explore while everyone 
  is distracted by a particularly intense competition or 
  during one of the acolytes’ periods of free time (see  
  the schedule in Appendix 2). 
  
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  Selflessness. Each training session is created to 
  encourage malicious self-interest. However, characters 
  might aid their cause through selfless actions. Maybe 
  they gain disadvantage to help another acolyte or sneak 
  food to a loser. Benevolent actions like this should 
  be encouraged and rewarded, though the specifics 
  and outcomes can vary. Maybe it lets the character 
  befriend one of the NPC acolytes, or gives the character 
  advantage on a later ability check. A thankful acolyte 
  might “forget” they saw the character sneaking around 
  after hours or run interference for them so they can 
  long rest on guard duty. 
  Developments
  If a character chooses to cheat, it’s not forgotten by the 
  acolytes hurt in the process. This makes it difficult for  
  the character to later convince the acolytes of Skorri’s  
  guilt when confronting him.
  tests of chArActer
  This section outlines a series of optional interaction 
  encounters that help NPC acolytes escape indoctrination. 
  Success in these interactions will make it easier to 
  convince the acolytes of Skorri’s guilt in Part 4.  
  The leaders of the cult attempt to break down an 
  acolyte’s sense of self. Even if an individual remains 
  unaware of Yeenoghu’s involvement, they still become 
  loyal pawns. There are always stubborn rebels, but Skorri 
  feeds them to the hyenas. He tells everyone they took the 
  “Coward’s Path,” departing for home on Captain Colden’s 
  ship (Dag will verify this lie, for a fee). The characters 
  can counter the brainwashing, but not through simple 
  conversation. It can only be defeated by helping heal the 
  issues making the NPC susceptible in the first place.  
  Tricks of the Trade
  The DM can consider the following guidance when 
  determining how to best run these interaction 
  encounters. 
  Optional. These interactions are meant to provide 
  hooks and prompts the DM can introduce should 
  the characters run out of ideas. They also serve to 
  humanize the acolyte NPCs and establish the cult 
  leaders as villains. 
  Checks. These interactions are primarily focused 
  on roleplay and the decisions the characters make. 
  While the DM might feel checks are warranted, it is 
  not recommended that the outcome of the encounter 
  depend a check’s success or failure. 
  Missed Clues. Each of the allied NPCs has a short 
  story arc which provides clues for other actions the 
  characters can take. This may be useful if the characters 
  haven’t learned much about the cult through separate 
  exploration and investigation. Consider introducing 
  stories which might provide beneficial clues. 
  Other Acolytes
  While the adventure primarily focuses on three named 
  NPC acolytes, there are at least a dozen more on the 
  island (other than the characters). In general, they’re 
  young humans with Northlander, Ffolk, or intermingled 
  heritage. There are more men than women, but not 
  to a grossly significant degree. Most originally come 
  from humble backgrounds, like farming or fishing. They 
  are impressionable, gullible, and experiencing spiritual 
  fulfilment for the first time in their lives. Almost all are 
  relatively innocent – more ignorant than evil.
  Unfortunately, the characters cannot hope to save 
  them all on an individual level. They can only help some, 
  and in so doing, try to inspire the rest by example.
  IngrId osMond
  Ingrid is one of the most impressive warriors among the 
  acolytes, but seems to have “gone soft.” The cult leaders 
  elect to break her of her weakness. They favor her with 
  unnecessary punishments, resulting in less food and  
  sleep, and set the demons on her.   
  Nightmares. The dung quasits haunt Ingrid. They 
  wake her from sleep (with scare or as crawling centipedes), 
  and foul her meals. She believes these are delusions but 
  confides in a character who befriended her. 
  Violence. The cult leaders suggest a sleep- and 
  food-deprived Ingrid show off her experience by facing 
  a character (perhaps one she befriended on the Justly 
  Scorned in Part 1) in a duel to first blood. Ingrid refuses, 
  not wishing to harm her friend and dredge up old 
  horrors. The leaders accuse her of cowardice. 
  Developments
  If the character chooses to fight, Ingrid’s old instincts  
  take over, and she attacks with a berserker’s fury. The  
  cult leaders must gleefully pull her back after either  
  the character or Ingrid draws first blood. 
  If the character refuses to fight Ingrid despite 
  aspersions on their bravery, they show she isn’t alone  
  or a coward. Their public refusal undermines Skorri’s 
  message and shows the acolytes a different type of courage.   
  
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  ohlegA hurnIsdottIr
  Ohlega is exceedingly clever, but the cult, like everyone 
  else, is interested only in her strength. She’s been sneaking 
  off to explore the various secret doors, tunnels, and traps 
  in the fortress-temple, but her excitement makes her 
  careless. She gets spotted or overheard talking about it, 
  giving the cult leaders an opportunity to tear down her 
  self-esteem further. 
  Exploration. Ohlega makes a thin excuse to 
  suspiciously sneak away during free time or while on 
  guard duty. She tries to get a befriended character to come 
  with her. Otherwise, a character might curiously follow 
  after. She excitedly shows them a few of the secret doors 
  and a trap.  
  Humiliation. The cult leaders publicly belittle Ohlega 
  during a meal or training session for sticking her nose 
  where it doesn’t belong. When she tries to explain how 
  she thinks the old mechanisms could be improved, she 
  anxiously stumbles over her words. They proceed to mock 
  her, mostly because they aren’t smart enough to appreciate 
  her valid insights. 
  Developments
  If the characters don’t intercede, the laughter crushes the 
  last of Ohlega’s confidence. She fully retreats into herself, 
  convinced only her brawn is of any use to the world.  
  If the characters defend Ohlega, it helps her to speak 
  her mind. While her words still fall on deaf ears, she sees the 
  fault is with them, not with her. Ohlega begins to appreciate 
  her cleverness as her true strength, and doesn’t need the 
  approval of others to do it. This resonates with other 
  acolytes, many of whom are succumbing to peer pressure. 
  terrIs deePfurrow
  Terris is worried for his brothers and saddened by a 
  seemingly passionless future, and his outlet for his feelings 
  is music. He’s been using his guard duty to listen for the 
  sargassum spirits’ song from the walls and watchtowers. 
  He’s been compiling their tragic story, and attempting to 
  translate it from Elvish verse into Common and Dwarven. 
  Music. Unlike every other acolyte, Terris looks 
  forward to guard duty. If a character befriended him, he 
  tries to convince them to join him. Otherwise, a character 
  might be assigned to the same shift. Most find the spirits’ 
  mournful songs terrifying, but it really resonates with 
  Terris. Over the last few weeks, he’s been able to piece 
  together their story (see Appendix 3D). 
  Destruction. The cult leaders claim they’ve gotten 
  an anonymous tip about “contraband,” though this is just 
  a lie providing an excuse to look through the acolytes’ 
  possessions in the barracks (Area E). In the process, they 
  find Terris’ notes. They proceed to belittle him for wasting 
  his energy with useless pastimes and rip the papers up. 
  Developments
  If the characters don’t intercede, Terris feels his heart 
  break, but swallows down his pain rather than show any 
  emotion. He begins to believe his father is right, and art  
  is nothing but a childish distraction. 
  The characters can intercede by diverting the cult 
  leader’s attention away from Terris and his papers, or 
  later help him recreate what was lost. Regardless, their 
  efforts help him realize he doesn’t need to sacrifice his 
  passions in the name of responsibility. He shares his 
  inspiring epiphany with others, which helps many of the 
  impressionable youths see a different type of maturity.  
  cult leAders
  All three cult leaders are flawed and can be turned against 
  each other, potentially removing Skorri’s most powerful 
  allies prior to the confrontation in Part 4.
  The leaders’ flaws can be deduced through roleplay, 
  investigation, or successful DC 15 Wisdom (Insight) 
  checks during interaction encounters.
  Skorri. Skorri appears to trust both Gorn and Elaris, 
  but expects everyone to eventually fail or betray him. The 
  characters can play into Skorri’s paranoia, framing Gorn 
  or Elaris.
  Gorn. Despite his posturing, Gorn has a truly fragile 
  sense of self-worth. He finds it nearly impossible to refuse 
  any challenge. This can be used to make him look foolish 
  in front of Skorri. 
  Elaris. For all his big talk, Elaris is a coward. He is 
  nothing more than a lazy bully who only fights when he 
  holds all the power. Skorri feels nothing but contempt for 
  spinelessness. 
  Tricks of the Trade
  The DM can consider the following guidance when 
  determining how to best run these interaction 
  encounters. 
  Options. Alternatives for manipulating the leaders 
  are purposely vague. Any idea should have a chance  
  of success. 
  Difficulty. Any plan to undermine the cult leaders 
  should  should require two successful DC 15 skill checks. 
  For example, challenging and embarrassing Gorn might 
  
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  require a successful DC 15 Charisma (Persuasion) check 
  followed by a successful DC 15 Strength (Athletics) check.  
  Advantage. Any attempt capitalizing on a cult 
  leader’s flaws should have advantage on at least one of 
  the two checks. For example, a Charisma (Persuasion) 
  check to challenge Gorn should have advantage. 
  Developments
  If Skorri believes either Gorn or Elaris are betraying  
  him, he quietly kills them. He hides their corpses in  
  the secret shaft by the kennels (Area B), planning to  
  use it to transform the hyenas into gnolls. 
  If Gorn or Elaris look foolish or weak, Skorri forces 
  them to sleep in the barracks and take part in training 
  sessions. They resent their punishment and will refuse 
  to defend Skorri in Part 4. The characters can use that 
  resentment to convince the leaders to turn on Skorri.  
  collectIng evIdence 
  The characters must discover Skorri Boarson’s evil and 
  collect evidence of it if he is to be found guilty in a court 
  of law once they return to å. The island holds many 
  potential avenues for revealing his true nature. However, 
  these secrets are hidden. The characters must investigate, 
  explore, and interact with the island’s NPCs to discover 
  the possibilities, as described in Part 2.
  Tricks of the Trade
  The DM can consider the following guidance when 
  determining how to best run these encounters. 
  Confrontation. The characters should assume Skorri 
  Boarson won’t surrender. They should also understand 
  that making public, evidence-backed accusations is the 
  best strategy to turn the cult against him. An ambush 
  is likely to be viewed as an assassination attempt and 
  would cause the acolytes to rally around Skorri.
  Secret Passages. Many of the cult’s lies are hidden 
  behind the secret doors and traps within the structure.  
  If the characters are not able to discover the secret doors 
  on their own, Ohlega can be used to assist them. Likewise, 
  the characters might steal one of the cult leader’s special 
  suits of armor (probably Gorn’s) and use it to easily find 
  and open the secret doors.
  Weakening Skorri. While collecting evidence, the 
  characters also have opportunities to undermine Skorri 
  by removing his advantages and allies, or even turning his 
  strengths against him. All of the actions the characters 
  choose to make influence the final combat encounter.
  gnAwed Bones
  Skorri has been dumping the bones of murdered acolytes 
  at the end of the escape tunnel (Area C). Each was fed to 
  hyenas after he killed them, turning the innocent beasts 
  into loyal gnoll warriors. While it might have been wiser 
  to destroy the evidence, Skorri enjoys keeping them 
  around as grisly trophies. The characters might discover 
  the bones showing the hyena’s transformation. These 
  remains can then be presented as evidence that dozens  
  of people have died on the island (instead of running  
  away, as the cult leaders claimed), and that their deaths  
  led to the creation of gnolls.
  gorn And elArIs
  Gorn and Elaris are privy to most of Skorri’s secrets. 
  This also makes them culpable. While they are normally 
  unwilling to betray Skorri, if he punishes them, the 
  characters can convince them to turn on their leader. 
  The characters can either threaten Gorn and Elaris 
  with arrest and trial alongside Skorri or appeal to their 
  desire for revenge. This requires a successful DC 15 
  Charisma (Intimidation) check for threats or Charisma 
  (Persuasion) for vengeance. Charisma (Intimidation) 
  checks for this purpose have advantage against Elaris  
  but disadvantage against Gorn. Charisma (Persuasion) 
  for this purpose have advantage against Gorn but 
  disadvantage against Elaris.
  hIdden deMons
  The dung quasits spy on and manipulate the acolytes.  
  The dung quasits prefer to remain invisible within the 
  barracks (Area E) or use the secret passages. A demon’s 
  presence can be discovered through investigation or  
  by befriending Ingrid Osmond. Defeating the quasits 
  removes them as a threat, and the fiends’ bodies can  
  be used as evidence of Skorri’s connection to fiends. 
  justly scorned
  Captain Dag Colden isn’t the most trustworthy witness. 
  However, he’s privy to Skorri’s dark past as a Northlands 
  reaver and has received a lot of money to help cover up  
  a lot of murders. If the characters already turned him  
  against Skorri, he agrees to publicly reveal what he knows— 
  provided he’s guaranteed protection from Skorri. If the 
  characters haven’t already turned Dag, they can do so with 
  a DC 15 Charisma (Intimidation) check. If they learn what 
  really happened to the acolytes and share this information 
  with Dag, they have advantage on this check.   
  
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  PotentIAl gnolls
  Because of his connection to Kosach, Skorri has the 
  ability to transform hyenas into gnolls by feeding them  
  the corpse of a person he’s slain. However, they are 
  presently only innocent and tortured animals. Learning 
  about the hyenas requires exploring and discovering  
  the kennel (Area B). Killing or feeding them removes  
  a potential threat. Their presence begs the question  
  why Skorri is keeping a secret pack of starving hyenas 
  locked away, and strongly corroborates other evidence. 
  Gnoll Fang of Yeenoghu
  The demon lord Yeenoghu created the first gnolls 
  when hyenas following in his wake scavenged his kills. 
  In much the same way, gnoll fangs of Yeenoghu can 
  create new gnolls by having hyenas devour a creature 
  they slay. Through Korasch, Skorri possesses this ability. 
  A character can recall this fact about gnolls and the 
  demon lord with a successful DC 15 Intelligence  
  (Arcana or Religion) check
  sArgAssuM sPIrIts
  The shadow-cursed dryads are tragic heroes deserving 
  freedom and peace. The characters can discover the 
  truth by recalling their story or through Terris’ work 
  translating their song. They can then learn the spirits 
  are bound to a coral skull Skorri has in his possession 
  through investigation or communication with the 
  dryads directly. Skorri keeps the skull in his locked  
  desk (Area I). 
  If the characters have the note left by Keolinn Ni 
  Brianin from MOON5-2, they can use the skull to  
  prove the note’s veracity, showing Skorri was in league 
  with the fomorian. 
  Developments
  Each piece of collected evidence makes it easier to convince 
  the acolytes of Skorri’s guilt, provided the characters choose 
  to publicly confront him. 
  If Dag, Gorn, or Elaris agree to act as witnesses against 
  Skorri, they can be called upon to give testimony (each 
  witness counts as one piece of evidence).
  Time?
  This portion of the adventure is primarily driven by 
  social interaction and character action. The number  
  of encounters, and the time involved can vary widely. 
  It’s likely impossible for the characters to pursue 
  each lead, right every wrong, and undermine Skorri 
  from all possible angles in the time allowed. Whether 
  they are stealing meat from the kitchen, killing 
  demons, or sowing discord, these actions do not  
  go unnoticed and raise suspicions. 
  Skorri doesn’t require evidence or a trial to guess 
  that the impressive newcomers are responsible, and 
  he decides to deal with them. If time is running short 
  and the characters aren’t preparing to confront 
  Skorri, he instead confronts them on his own terms. 
  He gains a number of benefits when he is prepared 
  for this fight.  
  Alternately, the characters might ignore 
  opportunities, avoid exploration, and not see the 
  point in slowly undermining the cult. They might 
  even decide to simply ambush Skorri soon after 
  arriving, without a full understanding of the risks 
  involved. This causes the conflict to become far  
  more dangerous, turning the final part of the 
  adventure into a sprawling, multistage combat. 
  Skorri leads them around the entire fortress-temple, 
  easily staying one step ahead of them, the secret 
  trapped passages, and undiscovered allies. 
  
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  PArt 4: confrontAtIon 
  Estimated Duration: 60 minutes
  Eventually, either the characters confront Skorri or he 
  exposes them as spies and traitors. This part details the 
  many possibilities and approaches for how this final 
  confrontation might play out.
  Yeenoghu’s Blessing
  Don’t forget that all followers of Yeenoghu on the 
  island gain the Rampage trait, although the actions  
  of the characters can remove the blessing through 
  their actions as discussed on the Isle of Anvil.
  Rampage. When the cultist reduces a creature to 
  0 hit points with a melee attack on its turn, the cultist 
  can take a bonus action to move up to half its speed 
  and make a melee weapon attack.
  Skorri, as the originator of the blessing, also gains the 
  following ability as a bonus action:
  Incite Rampage (Recharge 5–6). One creature 
  Skorri can see within 30 feet of it can use its reaction  
  to make a melee attack if it can hear Skorri and has  
  the Rampage trait due to Yeenoghu’s blessing.
  court of PuBlIc oPInIon
  The characters can publicly accuse Skorri before the cult. 
  The best time and location for confronting Skorri is during 
  a meal within the great hall (Area D). 
  If the characters confront Skorri in front of the cult then 
  it includes twelve acolytes, the acolyte NPCs (Ingrid, Olhega, 
  and Terris), and Skorri’s lieutenants (Gorn and Elaris). 
  Turning the acolytes against Skorri requires a 
  successful group Charisma (Persuasion) check with the 
  DCs below. This check automatically fails if the party 
  doesn’t present any evidence. 
  Evidence. The characters need at least one piece of 
  compelling evidence to make a convincing accusation. 
  Evidence can take many forms (see Collecting Evidence 
  in Part 3). The DC of the check is based on how much 
  evidence is presented. A Charisma (Persuasion) check  
  with only one piece of evidence is DC 20, a check with  
  two pieces of evidence is DC 15, and a check with three  
  or more pieces of evidence is DC 10.  
  Acolytes. Ultimately, the characters are seeking to 
  convince the acolytes. It’s easier if they’ve helped fight 
  the indoctrination and becomes harder if they made 
  choices supporting the cult’s control. If a character 
  cheated during the training sessions or did nothing to 
  aid other acolytes fight their indoctrination, then that 
  character has disadvantage on the Charisma (Persuasion) 
  checks listed above. If a character acted selflessly during 
  the training sessions or helped the acolyte NPCs oppose 
  the brainwashing, then that character has advantage on 
  the Charisma (Persuasion) check. You can have a mix 
  of advantages and disadvantages among the characters, 
  depending upon play.
  Developments
  How the NPC Acolytes respond depends upon the success 
  of the group Charisma (Persuasion) check.
  •   Success. None of the acolytes fight to protect Skorri,  
  but they don’t attack him. 
  •   Success by 5 or More. The acolytes realize they’ve been 
  betrayed and are willing to fight against Skorri and  
  his allies. 
  •   Failure. The acolytes remain loyal to Skorri, but half 
  aren’t willing to harm the characters when ordered.
  •   Failure by 5 or More. All the acolytes remain fanatically 
  loyal to Skorri and are willing to die for him.
  If the characters fail in their attempt to accuse Skorri, 
  he orders them to surrender. If they do so, Skorri, Gorn, 
  and Elaris escort them down into the dungeon (Area A). 
  Skorri brings along one disposable acolyte. The rest of the 
  acolytes are ordered to scour the island for any hidden 
  traitors. Skorri sets Gorn, Elaris, and the dung quasits  
  on the characters while he feeds the acolyte to the hyenas.
  surPrIse AttAck
  A private ambush may make it easier to cut off Skorri’s 
  escape and defeat him, but it also makes the characters 
  enemies of everyone on the island.  
  The best time and location for ambushing Skorri 
  is in his room at night (Area I). However, the demonic 
  spirit Korasch eliminates Skorri’s need for sleep. While 
  the characters can potentially attack him here, he is never 
  completely defenseless.  
  Developments
  If the characters ambush Skorri, then all twelve acolytes 
  automatically come to his defense. 
  If the characters attempt to ambush Skorri in his 
  room, he begins calling for aid and then flees through  
  one of the secret doors. 
  If Skorri is able to shout an alarm, Gorn and Elaris 
  arrive one round later from their rooms (Areas G and H). 
  Most of the acolytes begin in the barracks (Area E) but 
  arrive within 1d4 rounds.
  
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  trAItors AMong us
  If the characters perform too many disruptive actions, 
  they raise the suspicions of the cult’s leadership. However, 
  this situation should only occur as time requires. 
  Specifically, if the characters are attempting to perform 
  additional actions, exploration, or investigations when 
  there isn’t time.
  Skorri prefers to shame them publicly, confronting 
  them within the great hall (Area D) during lunch or 
  supper. He calls them out as false, and paints them as 
  traitorous villains with whatever lies he likes. 
  The characters can still make accusations with 
  presented evidence (see Court of Public Opinion above), 
  but Skorri and his allies are better prepared for battle.
  If the public shaming is not sufficient, Skorri and the 
  other cult leaders ambush the party at a time and place 
  that is to their advantage.
  Tricks of the Trade
  If Skorri instigates the confrontation, he and his allies 
  are better prepared. 
  •   Elaris. Elaris casts shield of faith on himself. 
  •   Gnolls. Skorri feeds an acolyte to the hyenas, 
  transforming them into gnolls. He provides the 
  gnolls armor, shields, and weapons from the 
  watchtowers (Area J), and they wait in the kennels 
  (Area B) to ambush the characters if lured into the 
  dungeons (Area A).
  •   Gorn. Gorn dons his armor. 
  •   Quasits. Skorri orders the dung quasits to invisibly 
  hide within the column in the dungeons, ready  
  to attack. 
  •   Skorri. Skorri has the coral skull and his two potions 
  of greater healing with him. He casts protection  
  from energy (fire) on himself. 
  BAlAnce of Power
  The characters’ actions from Parts 1-3 might shift the 
  odds considerably. 
  Acolyte nPcs
  Any befriended acolyte NPCs do not fight against the 
  characters, regardless of circumstances. If the characters 
  opposed their indoctrination, helped them overcome their 
  personal issues, and accuse Skorri, they also provide the 
  following benefits. 
  Ingrid. Ingrid discovers noble causes are worth fighting 
  for. She fights as the characters direct her, but seeks to attack 
  Gorn, Elaris, or Skorri in the absence of orders. 
  Ohlega. Ohlega doesn’t fight but provides expert 
  advice on the building’s mechanisms. The characters gain 
  advantage on any checks to find or open secret doors, and 
  on any checks for countermeasures against the traps.  
  Terris. Terris doesn’t fight, but is inspired to perform 
  his new song. This disrupts Korasch’s demonic power 
  (with a little help from Tempus). Yeenoghu’s blessing is 
  removed and all antagonists lose the Rampage ability.  
  underMInIng ActIons
  The other actions the characters can take might influence 
  the encounter in the following ways.
  Cult Leaders. If Gorn or Elaris is turned against 
  Skorri (or vice versa) they don’t fight in any conflict.  
  They either aren’t present, they do not rush to his defense, 
  or are already dead.
  Hidden Demons. If the characters defeat the  
  dung quasits, Skorri cannot call on them to attack 
  during combat. 
  Potential Gnolls. If the hyenas were fed, then Skorri 
  cannot transform them into gnolls. If the hyenas have been 
  fed and calmed by a character, they attack Skorri if released. 
  Sargassum Spirits. If the characters recover the coral 
  skull, the spirits manifest to cut off Skorri’s escape with 
  terrible storms and beasts drawn from the ocean’s depths. 
  This makes it impossible for him to escape. 
  
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  defeAtIng skorrI
  Skorri Boarson (a blackguard) never surrenders without 
  a fight. Possessed by a demon, Skorri is much more 
  powerful than a normal human.
  Tricks of the Trade
  Consider the following guidance when determining 
  how to best run this combat encounter. 
  •   Acolytes. Five acolytes cast bless, making sure all 
  cult leaders and most acolytes are affected. One 
  or two acolytes per cult leader cast sanctuary on 
  themselves, and then use cure wounds to heal the 
  cult leader. The rest use the Help action to aid the 
  cult leaders, or attack with either clubs or the sacred 
  flame spell. 
  •   Gorn. Gorn is not tactical or a team player, and simply 
  attacks whoever seems strongest or insults him. He 
  surrenders if reduced to 25 hp or less. 
  •   Elaris. Elaris takes cover. He prefers to target arcane 
  spellcasters with spiritual weapon. If attacked in 
  melee, he might cast hold person or sneak attack 
  with his daggers. If insulted, he casts command 
  to force the target to grovel. Elaris surrenders if 
  reduced to 25 hp or less.
  •   Strong Skorri. The cult leader stands his ground if 
  he has the upper hand. Even then, Skorri keeps his 
  distance, letting his allies fight. He creates spiritual 
  weapons and uses healing word or mass healing 
  word on his defenders. If the tide turns, he uses 
  Incite Rampage on the cult leaders, but this reveals 
  Korasch’s influence. Skorri flees through if half his 
  defenders have fallen or he is reduced to 100 hp  
  or less. He then uses his potions of greater healing  
  or spells to heal. 
  •   Weak Skorri. In any situation where Skorri is caught 
  off guard, he calls for help and flees through 
  secret doors. If needed, he tries to grab an acolyte, 
  taking them to the kennels (Area C) to kill them 
  and transform the hyenas into gnolls. Likewise, 
  he commands the dung quasits to attack. He casts 
  healing word to recover hit points, both during and 
  between confrontations. If Skorri is cornered or 
  reduced to 75 hp or less, he abandons any subtlety 
  and casts spirit guardians. If reduced to 25 hp or  
  less, he attempts to flee through the escape tunnel 
  (Area B), but surrenders if escape seems impossible. 
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Very Weak or Weak: Reduce Skorri’s hit points to 
  125 hp. Reduce Gorn’s hit points to 66 hp and Elaris’ hit 
  points to 33. Reduce the number of acolytes to eight.
  Average: Elaris has 55 hit points.
  Strong: Increase Skorri’s hit points to 200 hp. 
  Increase the number of acolytes to sixteen. Elaris  
  has 55 hit points.
  Very Strong: Increase Skorri’s hit points to 250 hp. 
  Increase the number of acolytes to twenty. Elaris has  
  55 hit points.
  Developments
  Skorri’s desperation causes him to reveal his true nature. 
  The first time he uses spells or Incite Ramape, the ring  
  of mind-shielding appears on his left hand and the 
  demonic spirit of Korasch begins to manifest around 
  him. The fiend appears as an avatar of the demon lord 
  Yeenoghu—a hulking, scarred gnoll with black spines 
  and burning, emerald eyes with long tentacles instead 
  of arms. The ghostly fiend acts in whatever way is 
  appropriate at the time. 
  Any acolytes who see Korasch manifested at least 
  three times abandon the fight in horror.
  Short on Time?
  If short on time, Skorri should either escape or 
  surrender. He surrenders if he is at less than half  
  his hit points, most of his allies are defeated, or  
  his escape is impossible. He should instead escape  
  if he has more than half his hit points, most of his  
  allies can still fight, and escape is possible. 
  skorrI’s escAPe
  If the characters have the upper hand, Skorri does 
  everything in his power to flee the island like the coward 
  he is. Likewise, if they manage to turn the cult against 
  him but he defeats the characters, he flees with whatever 
  allies and resources he can gather.
  Hidden within the escape tunnel (Area C) is a fast-
  moving sailboat set aside specifically for this purpose. If 
  Skorri can reach it, he purposefully triggers the tunnel 
  collapse trap when opening the sea-side secret door of 
  the tunnel to cut-off pursuit. He then sets sail for the 
  mainland. If he has the coral skull in his possession, he 
  commands the sargassum spirits to cover his escape with 
  control weather and charmed sea creatures. 
  
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  If the sailboat is damaged or the tunnel already 
  collapsed, Skorri instead tries to reach the Justly Scorned.  
  He doesn’t trust Dag Colden anymore (Dag vouched 
  for these traitors) but intimidates him into setting sail. 
  Fortunately, Dag leaves a trail of breadcrumbs behind  
  in the form of rocks scraped by the hull in the direction 
  he’s headed. 
  If the characters recovered the coral skull, then it is 
  impossible for Skorri to escape by any means. If he tries, 
  the uncontrolled spirits summon a terrible storm, forcing 
  him to return to the island and surrender. 
  Developments
  If Skorri is able to successfully escape in the small sailboat, 
  he moves too quickly and stealthily for the characters 
  to easily pursue. He escapes justice for now, potentially 
  making it necessary for them to hunt him down.
  However, if he departs in the Justly Scorned, it is 
  possible the characters have access to the hidden sailboat 
  themselves. They might be able to give chase by following 
  clues left behind by Dag. 
  skorrI’s surrender
  If Skorri surrenders, Korasch turns on him.  
  Skorri Boarson casts his greataxe aside while dropping 
  to his knees, “Please…I surrender! Just don’t….” 
  The fiendish gnoll-spirit’s flaming emerald eyes 
  flash, and its open jaws darts forward toward Skorri’s 
  upraised hands. He screams out in pain as a ring of 
  fangs falls to the ground before him…alongside the 
  severed finger it was wrapped around. 
  The hulking, black-spined demon grunts 
  dismissively, falling forward onto all fours as it pulls 
  itself free of Skorri with a lurch. It speaks in a guttural 
  voice, “As weak as the rest,” he says to the shivering 
  acolytes, before turning to regard you. “I am Korasch, 
  First Fang of Yeenoghu. Claim my power. It is your right. 
  You need only kill this mewling whelp.” 
  If the characters kill Skorri, Korasch returns to the ring of 
  mind-shielding. If they delay or argue, Korasch impatiently 
  explains more about himself and Yeenoghu. He endeavors 
  to convince them of his philosophy, but only in the most 
  straightforward and brutal manner. 
  If they refuse, he finally abandons the ring to rejoin 
  the eternal hunt of Yeenoghu in the Abyss. 
  Roleplaying Korasch (KOR-ash)
  While his perspective and philosophy has recently 
  evolved, the demonic spirit remains simplistic in 
  outlook. There is only strength or weakness, with 
  the strong devouring the weak. The biggest shift is, 
  he believes, that weak mortals can be made strong 
  with the proper application of cruelty and suffering. 
  However, he still remains blunt, impatient, and savage. 
  Quote: “A fiend knows hatred by instinct, but 
  mortals can be taught.”
  Development
  Without Korasch possessing him, Skorri has the statistics 
  of a bandit, and can easily be brought back to Gnarhelm 
  for trial. 
  If Korasch’s spirit returns to the Abyss, all of the 
  Guardians of the North who are secretly worshipers of 
  Yeenoghu lose all spellcasting, making them far less of 
  a threat. In addition, Yeenoghu’s blessing is removed 
  from the island and all Guardians of the North lose the 
  Rampage trait. 
  Treasure
  The characters can claim Skorri’s ring of mind-shielding. 
  If Korasch abandons the ring, it becomes a normal  
  (non-sentient) ring of mind-shielding without the 
  demonic spirit inhabiting it and working to corrupt 
  its wearer. If the characters kill Skorri, Korasch still 
  possesses the ring. 
  Long on Time?
  It is possible Skorri has no reason stay on the island or is 
  quickly defeated when there is still more time remaining. 
  This is especially possible if the characters decide to 
  ambush him early and quickly deal a large amount of 
  damage. In that scenario, consider having the demon  
  spirit of Korasch manifest to fight the characters 
  personally as an optional combat encounter. 
  Korasch is willing to accept a strategic retreat after 
  a well-fought battle. He can also choose a new wielder 
  for the ring of mind-shielding if Skorri is properly beaten 
  by superior foes. However, the demon is at a loss if his 
  proven champion is defeated or flees without much of 
  a fight. He can’t tell if Skorri is simply a coward, unlucky, 
  or both. Thus, Korasch manifests to personally test the 
  characters and see if they are worthy of his power.
  
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  korAsch
  As an additional optional combat encounter, the demon 
  spirit Korasch (treat as an alkilith) might break free 
  of a too-easily defeated Skorri, and personally test the 
  characters’ strength. 
  If much of the island remains unexplored and there 
  are allies at hand for him to use, he prefers to lead them 
  into trouble, and observe their actions from the shadows. 
  Otherwise, he fights them directly. 
  Tricks of the Trade
  The DM can consider the following guidance when 
  determining how to best run this optional combat 
  encounter. 
  Party Strength. The demonic spirit Korasch 
  represents an extremely challenging foe. He’s only 
  appropriate for use against strong or very strong 
  parties who manage to ambush and overwhelm Skorri. 
  In this case, Korasch can help prevent an anticlimactic 
  ending. However, if a weaker party manages to defeat 
  Skorri, it’s probably only through impressive tactics 
  and hard work. The appearance of an even stronger 
  foe they aren’t expecting can rob them of a well-
  earned victory. In these cases, it is better to let them 
  enjoy their success, and spend any remaining time 
  detailing the ramifications as an epilogue.
  Testing. Korasch’s goal isn’t to murder the 
  characters, but to determine if they’re worthy  
  of inheriting his power. If the characters have not 
  explored much of the fortress-temple, Korasch can 
  make use of the many hidden traps and enemies.  
  He uses Amorphous to pass through walls and floors 
  into secret passages, drawing pursuers into traps  
  or hidden enemies. If they do not take the bait, he  
  can instead turn them on each other with Incite 
  Savagery or leap out with Yeenoghu’s Hunt active,  
  and then attack any characters knocked prone  
  (with advantage for extra damage). 
  Development
  Korasch uses the fortress-temple’s defenders and traps to 
  test the characters, hoping to determine if Skorri’s defeat 
  was merely a quirk of fate, or evidence of their strength. 
  If they overcome these challenges, he appears, offering 
  them his aid in exchange for Skorri’s death (see Skorri’s 
  Surrender above).
  If a character accepts and murders Skorri, Korasch 
  returns to the ring of mind-shielding. If they refuse, he 
  attacks them again in earnest. This time he does not flee, 
  and fights until they are dead or he’s banished back to  
  the Abyss. 
  conclusIon
  The demonic manifestation shows the truth of any 
  accusations, even if the characters lack other evidence. 
  Without Korasch’s power, it’s a simple matter to bring 
  the weakened Skorri to justice. He’s found guilty of 
  conspiracy in a fair and public trial. While some call  
  for his execution, he is shown leniency, receiving only  
  a lifetime of imprisonment in exchange for cooperation 
  with the crown’s inquiries into other worshipers  
  of Yeenoghu.
  The public revelation of the demon lord’s influence 
  shatters the Guardian’s power. The cult only survives by 
  evolving into something more accepting and benevolent, 
  likely with the help of the acolytes the characters 
  befriended and inspired. 
  If Skorri escapes, then the Guardians retain a conduit 
  to Yeenoghu and remain a dire threat. If he cannot be 
  eventually located and arrested, he simply starts over 
  somewhere new…only this time, he’s far better prepared  
  for an attack and is far harder to find. 
  If Skorri is killed, the characters show they are 
  worthy of inheriting Korasch’s power. The demonic 
  spirit infests the ring of mind-shielding, attempting to 
  corrupt whoever claims it. Worse, the Guardians of the 
  North claim that Skorri, and whoever else dies on Anvil, 
  were assassinated by the crown. Membership in the 
  organization swells, and they use the martyr’s deaths  
  to justify more overtly aggressive dogma and actions. 
  The emboldened Guardians slowly drive the region 
  toward a bloody schism, as some other Yeenoghu-
  worshiping cultist steps into Skorri’s role.
  
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  rewArds
  At the end of the session, the characters receive rewards 
  based upon their accomplishments.
  chArActer rewArds
  The characters earn the following rewards:
  Advancement
  Upon successfully completing this adventure, each 
  character gains a level. At their discretion, they may 
  choose to decline advancement. Remind your players 
  that the amount of gold that their characters can earn  
  per level is limited; declining advancement means that 
  they may reach a point where they earn no gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can 
  add it wherever you see fit. The maximum gold that you 
  can award a character per hour is determined by their  
  tier, as follows:
  Tier 
  Hourly GP Award 
  GP Limit per Level
  2 
  30 gp 
  240 gp
  Magic Item(s)
  If found during the adventure, the characters can keep 
  the following magic items; these items are described  
  in Player Handout 12:
  •  Potion of Greater Healing
  •  Ring of Mind Shielding
  MoonshAe orgAnIzAtIons
  If a character is a member of the Harbingers of Liberation 
  organization and completed the MOON5 trilogy, they 
  are considered to have completed a Major Objective for 
  advancement in that group.
  dungeon MAster rewArds
  For running this adventure, one of your character gains  
  a level. That character receives gold based on their tier 
  prior to advancement:
  Tier 
  GP Earned
  1 
  80 gp
  2 
  240 gp
  3 
  1,600 gp
  4 
  6,000 gp
  You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon Master’s 
  Guide for more information.
  
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  drAMAtIs PersonAe
  The following NPCs feature prominently in this adventure:
  dAg colden 
  (DAG KOL-den)  Dag has spent his long life bouncing around 
  between dozens of organizations, factions, and leaders. His 
  past as a Northland reaver, current role as a Guardian of the 
  North, and new position as double-agent for Gnarhelm barely 
  scratches the surface. However, despite being a habitual traitor, 
  he has few enemies. He is both skilled at deflecting blame,  
  and playing both sides until it is clear which is going to win. 
  elArIs hAvAlorre 
  (ELAR-is Hav-AH-lor)  Elaris comes from a long-line of 
  Llewyrr wizards. As a rare-born son, his parents shielded him 
  from disappointment, while assuming he’d easily develop 
  spellcasting. However, despite access to private tutors and 
  vast libraries, he didn’t show the same aptitude as others from 
  “lesser families.” Instead  of working or studying, he lazily 
  blamed his people, family, and arcane magic in general. 
  Elaris left for the poorer human lands and found 
  stepping on the weak made him feel taller. It was easy  
  for Skorri and Korasch to mold the fledgling bully into  
  a sadist. Now, he dreams of someday returning to his 
  people and making them pay for every imagined slight. 
  Elaris is relatively young for an elf (age 88), and some 
  would consider him to not yet be an adult. He’s certainly 
  still immature, though this can hardly be an excuse for  
  his terrible actions.
  gorn zweIlAnder 
  (GORE-nh TSVIGH-land-er)  Gorn holds the official rank 
  of “Rauthat” but can seldom be seen in any armor. Gorn 
  considers himself the ideal man: a warrior without equal 
  who can out-drink and out-fight an army. He is impatient, 
  superstitious, and boastful, lying with easy conviction 
  about impossible things. So common and pervasive are 
  Gorn’s fabrications, not even Skorri knows much about his 
  true background. Going by his word, he’s won every war, 
  traveled every land, and killed every monster.
  IngrId osMond 
  (in-GRID os-MOND)  Ingrid was weaned on tales of 
  battle, and nightly dreamed of heroic triumphs. She 
  eagerly volunteered to fight against the Storm Maiden but 
  found the reality of war was different than the stories. 
  While her dreams turned to nightmares, she still fought 
  on until she faced a young, press-ganged reaver. She 
  saw only fear in the boy’s eyes but found her own hands 
  shaking too much to raise her axe. She fled and hasn’t 
  raised a real weapon since. 
  korAsch 
  (KOR-ash)  The demonic spirit Korasch became bound to 
  a ring of mind shielding when a younger pack lord slew and 
  devoured the Fang of Yeenoghu he possessed. This was right, 
  for the strong must seize power from the weak. However, 
  Korasch’s greater mission remained unfinished. The feeble 
  still ruled their pathetic world. Instead of returning to the 
  Abyss, he elected to remain, guiding the battle’s victor and 
  whoever killed them in turn. In this way, he’d someday find 
  one worthy of the demon lord’s blessings. Now, Korasch 
  believes Skorri is the one he has waited for, destined to 
  subjugate and tear apart civilization. 
  ohlegA hernIsdottIr 
  (oh-LEG-a HURN-is-DOT-ter)  Ohlega hails from a fishing 
  community where strength is lauded, but wits are not. Her 
  neighbors would speak of a fey touch in her observant eyes 
  and insightful words. It became easier for her to stay silent, 
  but this led to a deepening depression. The cult represents 
  an escape from her circumstances, but she doesn’t see she  
  is confined by a similar cage. 
  skorrI BoArson 
  (SKOR-ree BOR-son)  Skorri claims the title of “Direhar,” 
  and wears the traditional plate, but everything is a lie. Exile 
  from Gnarhelm for murder earned him no respect among 
  the Northland reavers. He was given the lowliest tasks and 
  treated with malicious cruelty. He gained freedom after he 
  brutally killed a tormentor with only his hands and teeth. 
  After that, no reaver raised a hand to him, and most were 
  unable to meet his gaze. Taking the name Skorri Boarson, 
  he embraced a life of savage violence.
  After slaying the reavers and claiming Korasch’s ring, 
  Skorri gained power beyond the dreams of most mortals. 
  He now seeks an army. Next, he might wish for a crown,  
  or even desire worship as a god. Skorri’s ambition is a 
  depthless void, and he can never be content. 
  terrIs deePfurrow 
  (TER-ris Deep-FUR-oh)  Terris is the youngest son of a 
  wealthy family of dwarven merchants. Less responsibility 
  suited Terris, and he’s always been a dreamer and musician 
  despite the whispers and frowns of his relations. Then, one 
  of his siblings disappeared at sea and the other took gravely 
  ill. His father now expects him to accept heavier burdens 
  and says it is time to put away childish fancies. Terris loves 
  his family but struggles to fit their expectations. He was sent 
  to train with the Tempus-worshiping Guardians in the hope 
  they can “toughen” him up. 
  
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  creAture stAtIstIcs
  Acolyte
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages Common
  Challenge 1/4 (50 XP)
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). The acolyte has following cleric 
  spells prepared:
  •   Cantrips (at will): light, sacred flame, thaumaturgy
  •   1st level (3 slots): bless, cure wounds, sanctuary
  ACTIONS
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,  
  one target. Hit: 2 (1d4) bludgeoning damage.
  BAndIt
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  ACTIONS
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit,  
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)  
  piercing damage.
  dAg colden  [BAndIt cAPtAIn]
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 15 (studded leather)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  14 (+2)
  14 (+2)
  11 (+0)
  14 (+2)
  Saving Throws Str +4, Dex +5, Wis +2
  Skills Athletics +4, Deception +4
  Senses passive Perception 10
  Languages any two languages
  Challenge 2 (450 XP) 
  ACTIONS
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage.
  REACTIONS
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon.
  
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  dung BABAu  [BABAu] 
  Medium fiend (demon), chaotic evil
  Armor Class 16
  Hit Points 82 (11d8 + 33)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  16 (+3)
  16 (+3)
  11 (+0)
  12 (+1)
  13 (+1)
  Skills Perception +5, Stealth +5
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 15
  Languages Abyssal
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The babau’s innate spellcasting 
  ability is Wisdom (spell save DC 11). The babau can 
  innately cast the following spells, requiring no 
  material components.
  •   At will: darkness, dispel magic, fear, heat metal, 
  levitate
  ACTIONS
  Multiattack. The babau makes two claw attacks.  
  It can also use Weakening Gaze before or after  
  making these attacks. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 7 (1d8 + 4) slashing damage. 
  Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage, or 8 (1d8 + 4) piercing damage when used 
  with two hands to make a melee attack.
  Weakening Gaze. The babau targets one creature that 
  it can see within 20 feet of it. The target must make  
  a DC 13 Constitution saving throw. On a failed save,  
  the target deals only half damage with weapon 
  attacks that use Strength for 1 minute. The target  
  can repeat the saving throw at the end of each of  
  its turns, ending the effect on itself on a success.
  dung QuAsIt  [QuAsIt] 
  Tiny fiend (demon, shapechanger), chaotic evil
  Armor Class 13
  Hit Points 7 (3d4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  5 (-3)
  17 (+3)
  10 (+0)
  7 (-2)
  10 (+0)
  10 (+0)
   
  Skills Stealth +5
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, Common
  Challenge 1 (200 XP)
  Shapechanger. The quasit can use its action to 
  polymorph into a beast form that resembles a bat 
  (speed 10 ft., fly 40 ft.), a centipede (40 ft., climb 40 ft.), 
  a toad (40 ft., swim 40 ft.), or back into its true form.  
  Its statistics are the same in each form. Any equipment 
  it is wearing or carrying isn’t transformed. It reverts  
  to its true form if it dies.
  Magic Resistance. The quasit has advantage on saving 
  throws against spells and other magical effects.
  ACTIONS
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage, and the target 
  must succeed on a DC 10 Constitution saving throw or 
  take 5 (2d4) poison damage and become poisoned for  
  1 minute. The target can repeat the saving throw at  
  the end of each of its turns, ending the effect on itself 
  on a success. 
  Scare (1/Day). One creature of the quasit’s choice within 
  20 feet of it must succeed on a DC 10 Wisdom saving 
  throw or be frightened for 1 minute. The target can 
  repeat the saving throw at the end of each of its turns, 
  with disadvantage if the quasit is within line of sight, 
  ending the effect on itself on a success.
  Invisibility. The quasit magically turns invisible until it 
  attacks or uses Scare, or until its concentration ends  
  (as if concentrating on a spell). Any equipment the 
  quasit wears or carries is invisible with it.
  
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  elArIs hAvAlorre  [BlAck eArth cultIst]
  Medium humanoid (humanoid), neutral evil
  Armor Class 16 (breast plate)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  10 (+0)
  13 (+1)
  14 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses passive Perception 11
  Languages Common, Terran
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened. 
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to hit 
  with spell attacks). The fanatic has the following cleric 
  spells prepared:
  •   Cantrips (at will): light, sacred flame, thaumaturgy
  •   1st level (4 slots): command, inflict wounds, shield  
  of faith
  •   2nd level (3 slots): hold person, spiritual weapon
  ACTIONS
  Multiattack. The fanatic makes two melee attacks. 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit,  
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) 
  piercing damage.
  Modify Elaris
  •  Type humanoid (elf)
  •  Alignment chaotic evil
  •  Senses darkvision 60 ft., passive Perception 13
  •  Languages Common, Elvish, Gnoll
  •  Add Fey Ancestry and Trance.
  gnoll
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (hide armor, shield)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  11 (+0)
  6 (-2)
  10 (+0)
  7 (-2)
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1/2 (100 XP)
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 + 2) piercing damage when 
  used with two hands to make a melee attack.
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  
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  gorn zweIlAnder  [glAdIAtor]
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  15 (+2)
   
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5 
  Senses passive Perception 11
  Languages any one language (usually Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving throws 
  against being frightened. 
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included  
  in the attack). 
  ACTIONS
  Multiattack. The gladiator makes three melee attacks 
  or two ranged attacks. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) 
  piercing damage, or 13 (2d8 + 4) piercing damage if  
  used with two hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. 
  If the target is a Medium or smaller creature, it must 
  succeed on a DC 15 Strength saving throw or be 
  knocked prone.
  REACTIONS
  Parry. The gladiator adds 3 to its AC against one melee 
  attack that would hit it. To do so, the gladiator must  
  see the attacker and be wielding a melee weapon.
  hunter shArk
  Large beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 45 (6d10 + 12)
  Speed 0 ft., swim 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  15 (+2)
  1 (-5)
  10 (+0)
  4 (-3)
   
  Skills Perception +2
  Senses blindsight 30 ft., passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Blood Frenzy. The shark has advantage on melee  
  attack rolls against any creature that doesn’t’ have  
  all its hit points.
  Water Breathing. The shark can breathe only underwater.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 13 (2d8 + 4) piercing damage. 
  hyenA
  Medium beast, unaligned 
  Armor Class 11 
  Hit Points 5 (1d8 + 1)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  13 (+1)
  12 (+1)
  2 (-4)
  12 (+1)
  5 (-3)
   
  Skills Perception +3
  Senses passive Perception 13
  Languages —
  Challenge 0 (10 XP)
  Pack Tactics. The hyena has advantage on an attack 
  roll against a creature if at least one of the hyena’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d6) piercing damage.
  
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  IngrId osMond  [veterAn]
  Medium humanoid (any race), any alignment 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8 + 12)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  13 (+1)
  14 (+2)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Athletics +5, Perception +2
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 3 (700 XP)
  ACTIONS
  Multiattack. The veteran makes two longsword  
  attacks. If it has a shortsword drawn, it can also  
  make a shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach  
  5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or  
  8 (1d10 + 3) slashing damage if used with two hands.
  Shortsword. Melee Weapon Attack: +5 to hit, reach  
  5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage.
  korAsch  [AlkIlIth]
  Medium fiend (demon), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 157 (15d8 + 90)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  19 (+4)
  22 (+6)
  6 (-2)
  11 (+0)
  7 (-2)
   
  Saving Throws Dex+8, Con +10
  Skills Stealth +8
  Damage Resistances acid, cold, fire, lightning; 
  bludgeoning, piercing, and slashing from  
  nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Abyssal, telepathy 120 ft. 
  Challenge 11 (7,200 XP)
  Amorphous. The alkilith can move through a space  
  as a narrow as 1 inch wide without squeezing. 
  False Appearance. While the alkilith is motionless,  
  it is indistinguishable from an ordinary slime or fungus. 
  Foment Madness. Any creature that isn’t a demon that 
  starts its turn within 30 feet of the alkilith must succeed 
  on a DC 18 Wisdom saving throw, or it hears a faint 
  buzzing in its head for a moment and has disadvantage 
  on its next attack roll, saving throw, or ability check.
  If the saving throw against Foment Madness fails 
  by 5 or more, the creature is instead subjected to the 
  confusion spell for 1 minute (no concentration required 
  by the alkilith). While under the effect of that confusion, 
  the creature is immune to Foment Madness.
  Magic Resistance. The alkilith has advantage on saving 
  throws against spells and other magical effects.
  ACTIONS
  Multiattack. The alkilith makes three tentacle attacks.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target. Hit: 18 (4d6 + 4) acid damage.
  
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  ohlegA hernIsdottIr  [scout]
  Medium humanoid (any race), any alignment
  Armor Class 13 (leather armor)
  Hit Points 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  12 (+1)
  11 (+0)
  13 (+1)
  11 (+0)
  Skills Nature +4, Perception +5, Stealth +6, Survival +5
  Senses passive Perception 15
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Keen Hearing and Sight. The scout has advantage  
  on Wisdom (Perception) checks that rely on hearing  
  or sight.
  ACTIONS
  Multiattack. The scout makes two melee attacks or  
  two ranged attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Modify Ohlega
  •  Type humanoid (human)
  •  Alignment Neutral
  •   Skills Athletics +2, History +2, Investigation +2, 
  Perception +3
  •  Languages Common
  •   Actions remove the Longbow action (unless the 
  characters provide her with a ranged weapon in 
  which case modify her accordingly).
  reef shArk
  Medium beast, unaligned 
  Armor Class 12 (natural armor) 
  Hit Points 22 (4d8 + 4)
  Speed 0 ft., swim 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  13 (+1)
  1 (-5)
  10 (+0)
  4 (-3)
   
  Skills Perception +2
  Senses blindsight 30 ft., passive Perception 12
  Languages —
  Challenge 1/2 (100 XP)
  Pack Tactics. The shark has advantage on an attack  
  roll against a creature if at least one of the shark’s  
  allies is within 5 feet of the creature and the ally  
  isn’t incapacitated.
  Water Breathing. The shark can breathe only underwater.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage. 
  
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  sArgAssuM sPIrIt  [wrAIth]
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 30 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  16 (+3)
  16 (+3)
  12 (+1)
  14 (+2)
  15 (+2)
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks not made with silvered weapons
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends her  
  turn inside an object.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  ACTIONS
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction lasts 
  until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target’s spirit rises as 
  a specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith’s 
  control. The wraith can have no more than seven 
  spectres under its control at one time. 
  Modify Sargassum Spirit
  The sargassum spirits are cursed sargassum dryads, 
  basically wraiths. Modify the wraiths as follows:
  •  Languages Elven, Sylvan
  skorrI BoArson  [BlAckguArd]
  Medium humanoid (any), any non-good alignment
  Armor Class 18 (plate)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+0)
  18 (+4)
  11 (+0)
  14 (+2)
  15 (+2)
   
  Saving Throws Wis +5, Cha +5
  Skills Athletics +7, Deception +5, Intimidation +5
  Senses passive Perception 12
  Languages any one language (usually Common)
  Challenge 8 (3,900 XP)
  Spellcasting. The blackguard is a 10th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 13,  
  +5 to hit with spell attacks). It has the following  
  paladin spells prepared:
  •   1st level (4 slots): command, protection from evil  
  and good, thunderous smite
  •   2nd level (3 slots): branding smite, find steed
  •   3rd level (2 slots): blinding smite, dispel magic
  ACTIONS
  Multiattack. The blackguard makes three attacks  
  with its glaive or its shortbow.
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,  
  one target. Hit: 9 (1d10 + 4) slashing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Dreadful Aspect (Recharges after a Short or Long 
  Rest). The blackguard exudes magical menace. Each 
  enemy within 30 feet of the blackguard must succeed 
  on a DC 13 Wisdom saving throw or be frightened for  
  1 minute. If a frightened target ends its turn more  
  than 30 feet away from the blackguard, the target  
  can repeat the saving throw, ending the effect on  
  itself on a success.
  Modify Skorri
  •  Type humanoid (human)
  •  Languages Abyssal, Common, Gnoll
  
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  terrIs deePfurrow  [BAndIt]
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 12 (leather armor)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  12 (+1)
  12 (+1)
  10 (+0)
  10 (+0)
  10 (+0)
   
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  ACTIONS
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 4 (1d6 + 1) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80/300 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Modify Terris
  •  Type humanoid (dwarf)
  •  Alignment neutral
  •  Speed 25 ft.
  •  Skills Perform +5, Persuasion +5
  •  Senses darkvision 60 ft., passive Perception 11
  •  Languages Common, Dwarven, Elven
  •   Add Dwarven Resilience and Stonecunning
  •   Remove Light Crossbow action (unless the 
  characters provide him with a ranged weapon in 
  which case modify him accordingly).
  
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  APPendIx 1A: northern AlAron
  
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  APPendIx 1B: the justly scorned
  
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  APPendIx 1c: Isle of AnvIl
  
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  APPendIx 1d: fortress–teMPle MAP 1
  
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  APPendIx 1e: fortress–teMPle MAP 2
  
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  APPendIx 2: dAIly schedule of the guArdIAns of the north
  dAIly schedule
  The following is an approximate daily schedule for the 
  Guardians of the North cult while on Anvil, including 
  the nightly guard rotations. The cult leaders can alter the 
  schedule to suit their desires or to punish the acolytes. For 
  example, having a training session start early to rob them 
  of free time, or ending a meal after only a half-hour.
  Breakfast. 8 AM to 9 AM
  Morning Free Time. 9 AM to 10 AM
  Morning Training Session. 10 AM to 12 PM
  Lunch. 12 PM to 1 PM
  Afternoon Free Time. 1 PM to 3 PM
  Afternoon Training Session. 3 PM to 5 PM
  Dinner*. 5 PM to 6 PM
  Evening Free Time. 6 PM to 8 AM
  *The cult leaders sometimes force everyone to stay late 
  after dinner. A keg of ale or mead is tapped, and nobody 
  can go to bed or on watch until it is empty. 
  guArd duty schedule
  Each acolyte is expected to perform one 8-hour long watch 
  rotation each night, either in one of the three watchtowers 
  or patrolling the walls. 
  The guard rotations purposefully overlap to prevent 
  acolytes from getting more than six hours of continuous 
  rest. The cult leaders routinely perform surprise inspections 
  every few hours to make sure no one is sleeping on duty. 
  First Watch. 6 PM to 2 AM
  Second Watch. 8 PM to 4 AM
  Third Watch. 12 AM to 8 A
  
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  APPendIx 3A. guArdIAns of the north
  culture And trAdItIons
  The cult glorifies all aspects of Northlander culture,  
  but primarily focuses on the virtues of strength, hardiness,  
  and bravery. They embrace notions of honor and an 
  individual’s need to defend against embarrassment  
  or challenges. Weakness and cowardice are grave sins  
  or terrible insults. The cult believes Northlander traditions 
  are under attack, and they must guard against outside 
  influences.   
  The Guardians generally dislikes arcane magic, 
  thieves, and city folk. They disparage notions of art,  
  higher education, and sophistication, seeing these  
  traits as impractical. The cult doesn’t forbid individuals  
  with these backgrounds from joining, but the traits  
  are generally viewed as embarrassing weaknesses to  
  be abandoned or mocked. 
  Though the cult professes acceptance of all races  
  and genders, their leadership is almost always human  
  or male, and commonly both.  
  relIgIous cult
  The cult worships the war god Tempus, also called the 
  Foehammer or the Lord of Battles. The deity directs  
  his followers to be brave, never turn from battle,  
  and obey the honorable rules of engagement. 
  The Guardians of the North cult diverges from the 
  main religion by primarily focusing on an individual’s 
  mettle and honor, with competition greatly encouraged. 
  Members are expected to be fearless warriors in defense  
  of their home and Northlander culture. 
  While clergy of Tempus refer to themselves 
  as “Hammers,” the cult instead calls individuals, 
  “Guardians.” New adherents are called “acolytes.”
  rItuAl
  The words, “Tempus thanks you,” are used by the faithful 
  whenever witnessing a deed seen as pleasing to Tempus, 
  with the complimented party expected to respond with, 
  “And I thank Tempus.”
  
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  APPendIx 3B: hAldIs ulfsdottIr’s letter
  After your successes in defending northern Alaron, Haldis “Swift Feet” Ulfsdottir has the following letter sent to you.
  
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  APPendIx 3c: keolInn nI BrIAnIn’s BetrAyAl
  The fomorian Keolinn Ni Brianin left the following note behind in the event of her death, or relayed the following 
  information in exchange for her life.
  
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  APPendIx 3d: tAle of the oceAn’s sIsters
  The Song of the Sargassum Spirits tell the following story.
  
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  APPendIx 4: chArActer rewArds
  If found during the adventure, the characters can keep  
  the following magic items; it’s suggested that you print  
  off enough copies of this page to be able to give one to  
  each of your players (crossing out rewards they didn’t 
  receive during the session).
  PotIon of heAlIng  [greAter]
  Potion, uncommon
  You regain hit points when you drink this potion.  
  The number of hit points depends on the potion’s rarity, 
  as shown in the Potions of Healing table. Whatever its 
  potency, the potion’s red liquid glimmers when agitated.  
  A potion of greater healing cures 4d4 + 4 hit points. 
  This item can be found in the Dungeon Master’s Guide.
  rIng of MInd-shIeldIng
  Ring, uncommon (requires attunement)
  While wearing this ring, you are immune to magic 
  that allows other creatures to read your thoughts, 
  determine whether you are lying, know your alignment, 
  or know your creature type. Creatures can telepathically 
  communicate with you only if you allow it.
  You can use an action to cause the ring to become 
  invisible until you use another action to make it visible, 
  until you remove the ring, or until you die.
  If you die while wearing the ring, your soul enters 
  it, unless it already houses a soul. You can remain in the 
  ring or depart for the afterlife. As long as your soul is in 
  the ring, you can telepathically communicate with any 
  creature wearing it. A wearer can’t prevent this telepathic 
  communication. 
  This ring is fashioned from yellowed gnoll fangs  
  bound together in a circle. If Skorri Boarson is not killed 
  during Tide of Blood MOON5-3 Bloodlust Tempered,  
  this functions as a normal ring of mind shielding. 
  If Skorri Boarson was killed, the ring contains the 
  soul of Korasch, a demon spirit sent by Yeenoghu to 
  possess and empower his greatest fangs. Korasch sees  
  the world only in terms of power. He seeks to push his 
  wielder to gain strength by any means and to dominate  
  the weak. He is mostly a voice in the back of the mind  
  of the character but could influence the character’s 
  behavior in moments of weakness.
  This item can be found in the Dungeon Master’s Guide.
  
  LeveLing
  Starting Level
  Level Accepted?
  Ending Level
  Magic iteMs
  Starting
  Earned
  Spent
  Total
  DowntiMe
  Starting
  Earned
  Spent
  Total
  goLD
  Starting
  Gained
  Spent
  Total
  sheet # 
  Character Name
  Class
  Moonshae Organization
  (optional)
  Player Name
  Event and Date
  Dungeon Master
  Adventure Logsheet
  Magic iteM UnLockeD
  Ring of Mind Shielding
  This ring is fashioned from yellowed gnoll fangs bound together in 
  a circle. If Skorri Boarson is not killed, this functions as a nor-
  mal ring of mind shielding. If Skorri Boarson was killed, the ring 
  contains the soul of Korasch, a demon spirit sent by Yeenoghu to 
  possess and empower his greatest fangs. Korasch sees  the world 
  only in terms of power. He seeks to push his wielder to gain strength 
  by any means and to dominate  the weak. He is mostly a voice in the 
  back of the mind  of the character but could influence the charac-
  ter’s behavior in moments of weakness.
  (rarity, Table F, requires attunement)
  Consumables
  Potion of Greater Healing (uncommon, Table A)
  ccc-BMg-Moon5-3 aDventUre titLe
  aDventUre notes
  Story Awards
  None. 
  Moonshae Organizations
  Completing the MOON5 trilogy counts as a major objective 
  for the Harbingers of Liberation organiztion.
  story sUMMary
  You were recruited to infiltrate the Guardians of the 
  North and arrest their leader, Skorri Boarson, preferably 
  with solid evidence of his and the cult’s wrongdoing. The 
  cult is based on a small island fortress at Alaron’s northern 
  coast where they train promising cult members. Posing as 
  prospecting members you got on the island and started your 
  investigation. You learned that its leadership was corrupt, 
  worshipping the demon lord Yeenoghu. The acolytes had 
  good intentions, and the island was used to brainwash them 
  into compliance. Eventually you confronted Skorri Boarson 
  and the other leaders of the cult.
  What happened to Skorri Boarson? 
  □  Caught alive / □  Escaped / □  Killed
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG MOON5-3 - Bloodlust Tempered.pdf