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The Barrow of The Moon Druid

AD&D first edition RPG game adventure.

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Armando Signore
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100% found this document useful (1 vote)
703 views29 pages

The Barrow of The Moon Druid

AD&D first edition RPG game adventure.

Uploaded by

Armando Signore
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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OB2

Dragonsfoot Module OB2


The Barrow of the Moon Druid
By the Oliver Brothers
AN ADVENTURE FOR CHARACTERS LEVELS 2-4

As your party travels the Old Road which cuts a path through the dangerous moorlands,
you spy an old barrow sitting off in the distance. An old gnarled tree, the only tree to be
seen on the moor, sits atop the barrow watching over the round door set back deep in
the mound. What possible treasures lie within the barrow mound, the one said to be the
burial location of the Moon Druid? Who within the party will be brave enough to enter
The Barrow of the Moon Druid?
If you enjoy this adventure, look for future adventures from the Oliver Brothers.
MMXV

http://www.dragonsfoot.org

Barrow of the Moon Druid


CREDITS

only relatively safe crossing. Travelers attempting


the Old Road must be wary of will-o-wisps luring
them from the road into the desolate moor where
they will eventually lose themselves and perish.
Legend also tells of strange pumpkin headed
creatures that ambush travelers and hurl burning
coals at them. These creatures are known by the
locals as stingy jacks.

Writer: James, Will, & Paul Oliver


Illustrator: Will Oliver
Cartographer: Will Oliver with Full/Pro Licensed
Dungeonographer
Play testers: James Oliver, Will Oliver, & Paul Oliver

The barrow itself sits roughly in the middle of the


moor. On the outside, the barrow looks like a large
mound covered in grass with brambles and rocks
around the base. On the top of the mound sits an
ancient and twisted gray tree. The tree is the only
one that can be seen for miles around and how it
got to this location is a mystery. At the front of the
mound is a large stone door recessed a foot into
the side of the hill. On the door are ancient runes
and glyphs carved there long ago by the moon
druid.

TABLE OF CONTENTS
Background .1
Introduction ..1
For the Dungeon Master ...3
The Barrow of the Moon Druid .4
Part I: The Barrow ........4
Part II: The Moon Curse 10

The barrow itself is only a small complex of


chambers dug into the hill. Traps and monsters
await anyone brave enough to enter. Once
explorers have made it to Arasgains resting place
they must deal with him before entering his treasure
vault. Once explorers reach the vault, they can rest
easy and collect their reward, however, if they so
much as touch the scroll upon the altar, they will be
affected by the Moon Curse.

Conclusion ..23
New Monsters .23
Map of the Barrow .28

BACKGROUND
Little is known about the large mound in the
Donnchadh (Donn-a-ha) Moor. What most locals
know is to stay well away from it and never travel
near the mound along the Old Road at night. As
many strange things have happened in the vicinity,
most locals avoid it like the plague. More educated
sages of ancient history know the mound as the
barrow of an ancient druid named Maoldnaich
(Ml DOH-nee) Arasgain. What little is known of
Arasgain was that he was greatly obsessed with the
moon and its effects on magic. Over the course of
his life, he studied the moon and any spell that had
a particular affinity to the moon. When he was
nearing death, he built a barrow for himself deep
within the Donnchadh Moor, away from any prying
eyes that might find him or his work after he died.
Just before that time, Arasgain invoked a rare and
extremely ancient curse upon his barrow and the
contents within.

The effects of the Moon Curse are not harmful


immediately. Not until the moon has reached its
next full moon phase will the deadliness of the curse
be revealed. Every month, for the next 12 months,
the characters are whisked away in a silvery mist to
an alternate plane where different creatures will try
to kill them. The creatures range from werewolves
to an ancient white dragon. They will attack until
they are destroyed or they have killed those who
bear the curse. Killing the monster will send the
characters back to where they had been taken
from. Only by defeating every monster in the 12
moon cycle will the party be able to break the
curse.

INTRODUCTION
The Barrow of the Moon Druid should, at first,
appear to be a traditional 5-room dungeon
adventure. If the player characters are successful
in surviving the barrow, on the next full moon, it will
become clear to the players that the barrow was
indeed no mere 5-room dungeon, but rather an
ominous curse. Over the course of the players

The land around the barrow is a large moor. The


landscape is covered in low brambles and small
rocky protrusions. A single road cuts north and south
through the moor and is simply referred to by the
locals as - the Old Road. This ancient road twists
and turns its way across the moor and provides the

Barrow of the Moon Druid


campaign, every month, when the full moon is high
in the sky and the clock strikes midnight, the player
characters will be swept up by a swirling mist that
will transport them to another plane where they will
face some foul monster associated with that
months full moon. This continuing game is more
about the curse than it is about the barrow, and
should really be called The Curse of the Moon
Druid. The current title is meant to be deceiving.

lift the curse placed on a local Duke. Even a


Dragonsfoot module, F1 Zombie Curse by Frank
Schmidt, plays to the curse of the undead where
player characters must save a village from a
dreaded curse.
The game that follows, The Barrow of the Moon
Druid, draws upon the traditional curse, but in this
case the player characters are not resolving the
curse of others, they must resolve the curse that is
bestowed upon them. The players will not suspect
the curse, because we avoided using the word
curse in the title. As this game proceeds, the player
characters will see the game as a side-trek or a
simple 5-room dungeon. That is all well and good
for it will make them less suspicious of the real
purpose of the game. Once one player character
picks up the scroll off the altar, everyone in the
barrow will receive the curse of the Moon Druid.
Over the course of the next year, on the night of a
full moon, they will be visited by some foul creature
closely related to the type of moon.

The use of the curse in literature is as old as the


folklore stories handed down from generation to
generation. The curse, defined as an explicit wish
that some form of adversity would befall someone,
has been used in Irish, Scottish, and Yiddish folk
tales, among others, and is a staple of many old
folk tales. The curse appears often in the Bible as
well, with perhaps the most famous curse being
bestowed upon Pharaoh in the form of plagues.
Pharaoh faced numerous curses until he relented
and let Moses people go, including water to
blood, frogs, lice, flies, livestock disease, boils, storms
of fire, locusts, darkness, and, finally, the one that
drove him to relent, the death of all the firstborn
sons.

In many cultures, the full moons that appeared


every month were given a name, often tied to
events of the month or based on some legend. For
instance, in Colonial America the January Moon
was named the Winter Moon, while the Cherokee
Indians named it the Cold Moon, and both the
English in Medieval times and the Algonquin Indians
in more modern times called it the Wolf Moon. All
name it for logical reasons. January is in the midst of
winter, it is cold, and the wolf packs often come out
to hunt because it is easy to track game through
the snow. Many cultures derived the names of the
moon for animals that appeared during those
months, such as the Algonquins naming the August
moon the Sturgeon Moon or Novembers Beaver
Moon, while others named them for foods that
appeared during that particular month, such as
March being the Fish Moon in Colonial America,
July being the Ripe Corn Moon for the Cherokee,
and October the Blackberry Moon for the
Choctaw. Other cultures named certain moons for
mythical reasons, such as the Chinese naming July
the Hungry Ghost Moon.

One renown curse that has a very close relationship


to Dungeons & Dragons is the Egyptians curse of
the mummy, often called the curse of the
pharaohs. This curse is believed to be cast upon
anyone who disturbs the buried mummy of an
ancient Egyptian, especially if that Egyptian was a
pharaoh. This particular curse became a very
popular theme with Hollywood in the mid-20th
Century with such movies as The Mummys Curse
(1944), The Curse of the Mummys Tomb (1964), and
The Curse (1987) (which starred a well-known
Dungeons & Dragons fan Wil Wheaton). The more
recent series of movies, starting with The Mummy
(1999), have also played to the theme of the
mummys curse.
The curse has also shown up in more contemporary
literature as well, including such novels as The
Titans Curse (Percy Jackson) by Rick Riordan, and
an interesting twist on the story of the faeries in The
13 Curses by Michelle Harrison. These, and many
other books, employ the use of the curse to help
drive the story.

Gary Gygax also recognized that different cultures


name the moons for in the 1980 THE WORLD OF
GREYHAWK GAZETTEER, he listed the Greyhawk
names for the moons in common, Olven, and
Nomad. For instance, the first month was Fireseek in
Common, Diamondice in Olven, and Tiger for the
Nomads. The Common names were associated
with routine occurrences in a given month, such as

In the game of Dungeons & Dragons, the curse is


also a common theme. There are cursed items, the
curse of lycanthropy, and of course the curse of the
undead. There was a D&D expert module, X3 Curse of Xanathan (1983) by Douglas Niles. In this
adventure, the player characters are supposed to

Barrow of the Moon Druid


FOR THE DUNGEON MASTER

planting, reaping, and harvesting. For the Olven it is


based on the type of flowers which first appear in
the given month. For the Nomads, it was based on
animals, for after tiger came: bear, lion, frog, turtle,
fox, snake, boar, squirrel, hare, hawk, and wolf.

The Barrow of the Moon Druid is a module that can


be used with either the first or second editions of the
Advanced Dungeons and Dragons rule system. This
game, however, was made using the first edition
rule system. Dungeon Masters (DMs) using the
second edition must adjust the game accordingly.

For this adventure we also adopted the idea of


different names for the moon being tied to the
Moon Druids curse. Since the Moon Druid lived in a
time long past, we took the liberty of adopting our
own names of the full moons based on the Moon
Druids cultural understanding of the names of the
full moons. That way, if players are familiar with the
names of the moons in your campaign world, this
information will not advantage them in any way,
and may actually add to their confusion.

All descriptive text designed for the DM to say


aloud when describing an encounter will appear in
italics. Also, descriptive text of a location (such as
the moor) will be in italics as well.
The module is made with the intent of it being an
ongoing secondary adventure. Because the Moon
Curse (Part II) takes affect every month, the party
will have time to adventure, rest, and buy
equipment in-between the appearances of each
full moon. Part II of this module details each moon
and the basic monster(s) the player characters will
encounter each month. The game assumes a
January start with the challenges growing more
difficult as the player characters move through the
full moons in a calendar year. If DMs start with any
month other than January, they may want to
consider scaling the encounter up or down
depending upon the levels and number of the
adventuring party.

This game also draws upon one more aspect of


cultures and that is their fascination with the moon.
Many cultures have worshipped the moon, creating
dedicated lunar deities and demigods. Examples
from ancient civilizations include the Incans lunar
god Coniraya, the Inuits Alignak, and the Aztecs
Metztli. In Europe, the Etruscans (modern day Italy)
worshipped Artume, the Finnish reverenced Kuu,
and the Thracians paid homage to Bendis. The
more known mythologies also had lunar gods
including the Norse god Mani, the Greeks Artemis,
and the Romans Diana. Of course the Greeks and
Romans could not let it go at one and also
associated Selene and Hecate for the Greeks, and
Luna and Trivia for the Romans, with the moon. In
Egypt, it was the man with the head of an ibis (or
sometimes baboon), Thoth, who was the god
associated with the moon, while in Japanese and
Chinese it was Tsukuyomi and Change,
respectively.

The module is made with no particular campaign


setting in mind. It can easily be placed within any
campaign world. The perfect locale for this
adventure would be on the frontier deep within a
lonely moor (think of an Irish or Scottish moor) with
the local towns being very far apart from one
another and very small. A swamp, tundra, or desert
would also work with some modifications to the
environment and monsters surrounding the barrow.
As always, the DM may change the module to fit his
or her particular taste, characters, and campaign.

The early TSR book DEITIES & DEMIGODS (which later


became LEGENDS & LORE) recognized many of
these lunar gods for the various mythos they review
in that tome. In addition, many of the nonhuman
deities are said to have their holy days when the full
moon appears, including Semuanya who controls
the lizard men, and Hruggek who is worshipped by
the bugbears. The moon is indeed a central figure
in the world of Dungeons & Dragons.

Because this game is written with a Celtic flavor,


many parts will use the Celtic (Gaelic) language for
NPC names and geographical locations. Phonetic
spelling will be provided for easier pronunciation.
Finally, have fun and enjoy The Barrow of the Moon
Druid!

Tying these three threads together then - the


ancient curse, the names of the twelve full-moons,
and the often evil worship of the lunar gods - we
present to you The Barrow of the Moon Druid.

Barrow of the Moon Druid

mound, you notice that the door is inscribed with a


vine pattern around the edge. As you walk along
the barely visible path, the vines begin to move and
six pumpkin headed creatures rise out of the
brambles around you. Their heads look very much
like the Jack o Lanterns that the people of the
area around the moor carve out of pumpkins at the
end of their harvest. The eyes of the creatures glow
a bright red. Their bodies seem to be of a pale
greenish color, somewhat like the stems of a
squash. They wear the dirty, ragged clothes of poor
villagers and have large patched cloaks. In their
hands are chunks of burning coal which they
prepare to throw at you!

THE BARROW OF THE MOON DRUID


What ails my love? The moon shines bright:
Bravely the dead men ride through the night.
-Gottfried August Brger, Lenore

PART I: THE BARROW


As you travel on the ancient and muddy road
along the familiarly flat and barren moor, you see a
sudden change in the landscape. A large mound,
about thirty paces in diameter, rises out of the
moor, east of the road. Atop the large mound
stands an ancient and twisted tree. Its foliage is
long gone and all that remains is the gray trunk and
branches. Around the mound are many patches of
brambles and piles of rock much like the rest of the
moor. From the road, there is an overgrown path
leading to the mound and you can see that it leads
to a large round door set into the side of the
mound.

If the party does decide to stop and investigate the


mound they will have to go off the road for 40 feet.
Halfway to the barrow, the stingy jacks will leap out
of the brambles and attack.
Sting jacks, lesser (6): AC 6; MV 6; HD 3; hp 16, 13,
11, 9, 8, 4; #AT 1; Dmg 1-4; SA: can throw hot
burning coals at a ranged distance causing 1-4
coals to strike, dealing 1-4 hit points of damage
each. In close combat, the stingy jack can touch
with a burning hand causing 1-4 points of damage;
SD: immune to fire and sleep, charm, and hold
spells.

If the party decides to investigate the barrow


proceed to area 1.
1. THE PUMPKIN PATCH
Upon entering the path, you must contend with
tangles of brambles that are about thigh-high
which makes movement slow. As you approach the

Treasure: None.

Barrow of the Moon Druid


and returns an hour later the tree will again ask the
same riddle.
Treant: AC 0; MV 12; HD 8; hp 29; #AT 2; Dmg 2-16;
SD: never surprised.
Treasure: None.
3. SKELETON CAVE
After passing through the large round portal you
come to a set of three stone stairs that descend
into a large chamber. From the light of the moon
streaming in behind you, you can see that the
ceiling is made of tightly packed earth held
together by the roots of the ancient tree above
you. The walls are made of a mixture of dirt, stone,
roots, and mold, and the floor is covered in fungus
growth and roots. Scattered over the entire
chamber are bones; hundreds of them. You can
see full skeletons with the roots of the tree growing
through them, skeletons with mold and mushrooms
growing out of their chests and skeletons half buried
in the dirt. Strewn throughout this chamber are also
rusty ancient weapons, some of which have had
roots grow over them. The overpowering smell of
the mold and rot pervades this room. The final
detail you notice is on the other side of the room
there is a worked stone staircase leading
downwards into darkness. The light of the moon
streams down the staircase and you can vaguely
see a bright object set into the floor below in the
next chamber.

2. THE TREE
As you stumble out of the last of the brambles and
approach the round door you are surprised to see
that the ancient tree seems to be moving slightly for
there is no wind. Suddenly, the tree shakes itself and
on it a craggy face appears. Its eyes look like
normal brown eyes except for the wooden lids. Its
mouth is a wide gaping cut in the tree and inside
you see cracked and mossy looking teeth. It stares
dourly at you then says in a deep gravelly voice:

This chamber is the burial place of many of the


moon druids followers. In ancient times they would
help him with difficult rituals or they would seek out
rare spell components. Now, they restlessly sleep
here, defending the moon druids final resting
place from explorers wanting to garner treasure
from the barrow. Unfortunately, for some of the
skeletons, the room has fallen into great disrepair.
The roots of the ancient tree have broken through
the walls and ceiling and have grown around some
of the skeletons. There are twenty skeletons in the
room, each skeleton and its actions will be detailed
individually or in groups below. Besides the skeletons
and their treasure there is nothing else of interest in
the room. On the far side of the chamber, there is
a staircase descending downward.

When red and orange fill the sky


And daylights glow is fading,
I raise my bow and fiddle high
And start my serenading.
A single note is all I play,
The tempo is all I vary,
Im somber on a chilly day
But when it is warm, I am merry!
The tree then closes its mouth and regards you as if
he were expecting an answer.
The answer to the riddle is quite simple: a cricket.
Once the correct answer has been given the door
will roll into its recess to allow the party access to
the barrow. If the party decides to attack the tree,
the tree will lash out with powerful branches which
will possibly kill most of the party. If the party retreats

Skeletons (#1-3): AC 7; MV 12; HD 1; hp 4, 3 (x2);


#AT 1; Dmg 1-6; SD: skeletons suffer only one-half
damage from sharp and/or edged weapons, and
are immune to sleep, charm, hold, and cold-based
spells. Holy water causes 2-8 points of damage.

Barrow of the Moon Druid

weapons, and are immune to sleep, charm, hold,


and cold-based spells. Holy water causes 2-8 points
of damage.

These skeletons are lying in the mold that has grown


in thick clumps on the floor. When the party enters,
they rise from the mold and attack the party with
their bony claws dealing 1-6 damage.

These skeletons are half buried in the dirt when the


party enters. They struggle to lift themselves out of
the dirt in order to grab ancient swords and attack

Treasure: Near where these skeletons lie are 378 sp


and 123 gp.
Skeleton (#4): AC 7; MV 12; HD 1; hp 2; #AT 1; Dmg
1-4; SD: skeletons suffer only one-half damage from
sharp and/or edged weapons, and are immune to
sleep, charm, hold, and cold-based spells. Holy
water causes 2-8 points of damage.

Treasure: Scattered around the graves of these


skeletons lie 287 sp and 345 gp.
Skeleton (#13): AC 7; MV 12; HD 1; hp 4; #AT 0;
Dmg none; SD: skeletons suffer only one-half
damage from sharp and/or edged weapons, and
are immune to sleep, charm, hold, and cold-based
spells. Holy water causes 2-8 points of damage.

This poor skeleton is only a skull now set between


two thick roots of the tree. During the entire fight it
opens and closes its jaw in a macabre, but rather
amusing manner. Adventurers should be wary,
however, it will still bite them for 1-4 damage if they
foolishly put a finger in its mouth!

This skeleton is buried in the ground on the far side


of the chamber near the stairs. When they party
enters the room it claws its way out of its grave like
the other skeletons and grab its sword. The
skeletons sword is wrapped in roots and cannot be
removed, but the skeleton will continue to try to
free the sword from the roots. Even when the entire
combat is over, this skeleton will still be trying to pull

Treasure: None.
Skeletons (#5-12): AC 7; MV 12; HD 1; hp 6 (x2), 5
(x3), 4, 3 (x2); #AT 1; Dmg 1-6; SD: skeletons suffer
only one-half damage from sharp and/or edged

Barrow of the Moon Druid


The moon engraved into the floor is indeed a highly
accurate map of the observable moon, but it is also
part trap and part puzzle. The moon is a highly
sensitive revolving slab. If a party member steps foot
on it or places an object on the moon, it will flip
over and over until wedged by a suitable object
such as a sword or staff. It should be noted that the
slab flips on a north-south/south-north axis. It does
not flip west or east as it is connected to the floor at
those points. When the engraved moon spins, the
moonlight from the crystal at the bottom of the
staircase is reflected through the gem in the center
of the moon. The moonlight is then projected up to
the door. If the moonlight strikes the door for more
than 10 seconds (which is only possible if the moon
map has been jammed into the correct position)
the door will slowly open by rolling into a recess in
the wall and access to the next chamber will be
possible.

his sword out. He will continue doing so until


destroyed.
Treasure: none.
Skeletons (#14-19): AC 7; MV 12; HD 1; hp 5, 4 (x2),
3, 2 (X2); #AT 1; Dmg 1-6; SD: skeletons suffer only
one-half damage from sharp and/or edged
weapons, and are immune to sleep, charm, hold,
and cold-based spells. Holy water causes 2-8 points
of damage.
These skeletons are trapped against the north and
south walls by the trees roots. If anyone steps within
five feet of one of the walls the skeletons will claw
at him inflicting 1-6 hit points of damage.
Treasure: The treasure for these skeletons is buried
deep in the tree roots. If the party digs for it, they
will find a total of 12 cp and 25 gp.
Skeleton, superior (#20): AC 4; MV 9; HD 5; HP 23;
#AT 1; Dmg 2-8; SD: skeletons suffer only one-half
damage from sharp and/or edged weapons, and
are immune to sleep, charm, hold, and cold-based
spells. Holy water causes 2-8 points of damage.

If an adventurer steps on the moon it will spin


downwards and the other side will spin over and hit
the hapless adventurer on the back of the head
(dealing 1-6 hit points of damage) which will send
him directly into the 30 deep pit underneath the
engraved moon. After falling 30 (and taking 3-18
hit points of damage), the player character will
land in several feet of sewage like water. Inside this
water lurks a gray ooze which will promptly attack
the unlucky individual.

This skeleton is not a normal skeleton. It is, instead, a


superior skeleton still wearing ancient rusty
chainmail and wielding a bastard sword. The
skeleton also carries a small metal shield with the
symbol of a sword through the moon emblazoned
on the front.

Gray ooze: AC 8; MV 1; HD 3+3; hp 15; #AT 1; Dmg


2-16; SA: corrodes metal in one round; SD: immune
to all spells and heat or cold attacks.

Treasure: The superior skeletons sword is a +1 sword


with a moonstone, worth 250 gp, set into its hilt. It
also carries a rotten bag about its waist filled with 26
pp.

Treasure: At the bottom of the pit, in the filthy water,


are scattered 341 sp, 467 gp, and a small green
emerald worth 175 gp. The fist-sized crystal is a
polished moonstone that appears to be a miniature
copy of the moon which would be worth 500 gp to
a collector or 250 gp to a jeweler.

4. THE ANTECHAMBER
Descending the staircase you enter a large round
chamber roughly 30 in diameter. It is lit by the
moon and a faint silvery glow pervades this
shadowy chamber. The moon light reflects off of a
fist-sized crystal which is set into the floor at the
bottom of the staircase. The crystal appears to be
situated so that the moon light reflects towards the
bottom of a round door on the other side of the
room. The door is covered in ancient runes that
glow a faint sliver color. Engraved in the floor of this
chamber is a large full moon. The engraved moon is
27 in diameter, with a 3walkway around its edge
of the room. The moon is a highly detailed map of
the moon with many recognizable features. Inset
into the center of the moon is another fist-sized
crystal, but no moon light reflects from this one.

5. RESTING PLACE OF THE MOON DRUID


The round door rolls fully open to reveal a large
chamber. This room is 30 square with a high arched
ceiling 25 tall at its highest point. The walls and
floors are unadorned and are cracked in some
places. In the center of the chamber is a large
stone sarcophagus decorated with highly detailed
carvings of the moon. 10 behind the sarcophagus
is another round stone door which is set into the
wall. The air in the chamber is cold and it is
unnaturally quiet. It feels as if the walls themselves
are absorbing the sounds

Barrow of the Moon Druid

that you make. As you enter you begin to hear a


faint muttering sound as if someone is babbling.

the final chamber. The door to the vault is


surprisingly easy to open. It merely requires a
strength check to roll the partially stuck stone door
into its recess.

This chamber is the final resting place of


Maoldnaich (Ml DOH-nee) Arasgain or by his
more common name: the Moon Druid. Arasgain
has not slept well over a thousand years and his
tortured soul has returned as a shadow-like
incorporeal form of undead called a babbling spirit.
He jealously guards his research and treasure like a
dragon guards its horde. He will not, under any
circumstance, allow anyone to enter the final
chamber while he still lives. If Arasgain is defeated
he will reappear in his sarcophagus after a full
phase of the moon. However, if a Bless spell is cast
upon the sarcophagus he will not reform again.

6. THE MOON DRUIDS VAULT


After shoving open the stuck stone door, you enter
into a chamber somewhat similar to the last one.
This room, however, has four pillars in the center of
the room with two alcoves each on the east and
west walls. Inside the alcoves are 5 urns and 2
chests. At the back end of the chamber is an
elevated altar made out of a greenish-gray marble.
Atop the altar is a scroll tube resting on a small
stand. Over the altar, inscribed on the back wall is a
large map of the moon, very much like the one in
the round chamber.

Babbling spirit: AC 5; MV 12; HD 6; hp 28; #AT 1;


Dmg 1-6 cold damage by touch; SA: the babbling
of the spirit causes confusion for 1-4 rounds unless
saved versus spells; SD: struck only by silver weapons
for half damage or magic items for full damage.

This chamber is the place where Arasgain stored his


many spell components and other treasures. The
treasure is stored in the urns and chests in the
alcoves. On the altar is a scroll imbued with the
Moon Curse (See Part II: The Curse). If one of the
adventurers picks up the scroll and opens it,

Treasure: There is no treasure within the


sarcophagus, because Arasgain stored it all within

Barrow of the Moon Druid

roll or die. Within the chest is a black leather belt


with two black leather sheaths holding a dagger
and a longsword. Both blades glow with a faint
silvery sheen when unsheathed. The dagger is a +1
silver dagger, while the sword is a +1 (+3 vs. shape
shifters) silver longsword.

everyone in the room will have the Moon Curse


bestowed upon them. The scroll has no value,
although because of the ancient writing may fetch
25 gp from an antique collector or book dealer.
The party will not realize that they have been
cursed (indeed there are no visible affects until the
first full moon) and will most likely assume that the
scroll is a worthless piece of paper. The treasure,
however, is quite real and will not harm them in any
way.

Chest #2: Inside a padded draw bag are 30


flawless round moonstones of varying colors. Each
moonstone is worth 50 gp.
Besides the treasure and the moon curse scroll
there is nothing else in this chamber. Once the next
full moon of the year comes, however, the danger
of the Moon Curse will be revealed.

Urn #1-4: Within each urn are 500 gp stamped with


an image of the moon on both sides.
Urn #5: This urn is stuffed full of scrolls. Twenty-one of
the scrolls are non-magical and have writings on
them that are hundreds of years old. Each of these
scrolls would be worth 25 gp to a collector. There
are also four scrolls that have magical spells:
moonbeam (See UNEARTHED ARCANA), dispel
magic, heal, and control weather.
Chest #1: This chest is locked and trapped. When
anyone attempts to unlock the chest, a poisoned
needle will spring from the lock and puncture the
hapless fellow in the finger. The needle deals no
damage but the lock-picker must save at +4 on the

Barrow of the Moon Druid


The Snow Moon: The name of this moon is derived
from the abundance of snow that comes down at
the end of the cold season.
The Pale Moon: The Pale Moon appears when it is
cold, but there is no snow upon the ground. Men
curse this moon because of their inability to plant
anything in the cold, hard ground.
The Worm Moon: Once the winter chill has passed,
worms begin to be found near the earths surface.
Farmers wait until the worms are active to begin the
planting season.

PART II: THE CURSE

The Flower Moon: Many flowers begin to appear


during this time and the planting season is in full
swing. The ancient people viewed this month as the
best because the crops were growing and the days
are warm. Even now, hundreds of years later there
are still many festivals celebrating the Flower Moon.

Once the scroll has been touched by a PC, a


yearlong curse will be bestowed upon the party.
Once every full moon, at midnight, a mist will
appear to come from the moon as the moon itself
seemingly grows larger. The mist will quickly
overtake the entire party regardless of where they
are located. Even if the party is holed up in a room,
cave or dungeon, the image and mists of the moon
will appear at midnight to carry them away. All of
the player characters who desecrated the Moon
Druids burial ground and any in their immediate
company will be transported to another plane to
face some fell creature (or creatures) associated
with the current months moon.

The Windy Moon: As summer nears, a strong wind


from the ocean blows through sometimes causing
destruction. It also brings with it much rain.
The Red Moon: During the middle of the month, the
earth passes partially in front of the moon causing it
to appear red. Many consider it bad luck when the
eclipse does not happen.
The Dog Moon: Many female dogs give birth to their
litters at this time of year. The superstitious people
would always sacrifice one of the new born pups to
ward off The Death Hound.

If the player characters defeat the monster(s)


associated with the full moon of the month, they will
be returned by the mists to the material plane. Any
player character that dies whilst fighting the
creature(s) associated with the full moon of the
month, will find their dead carcass transported
back to the material plane with the other player
characters, but any portion of the treasure they
received from the barrow will be gone, regardless
of its location, and it will be returned to the Barrow
of the Moon Druid.

The Harvest Moon: Most crops are ready to be


harvested and farmers must work fast before the
cold season begins again. The harvest is a time for
celebration, however, and so there are many
festivals.
The Hunters Moon: As winter approaches, elk and
boar must be hunted so that there can be meat
and fur for the long, dark and cold days ahead.

In the Moon Druids time, the humans in the area


around the moor had a name for each of the 12 full
moons of the year. These names have been passed
down from generation to generation. Over time,
many of the names were lost or changed. The
moon curse still uses the ancient names that the
barbarians of old had given each full moon in a
calendar year. The names and a short description
of the moons are as follows:

The Dark Moon: The chill sets in at this point. People


must find shelter or they will surely freeze to death.
Clouds lay thick and heavy in the sky as snow falls
most of the month. The clouds obscure the moon
much of the month making the nights pitch black,
thus, it is called the Dark Moon
The Cold Moon: At this time, the winter has fully set
in. Families huddle around fireplaces to stay warm
for fear of freezing to death. Strange creatures can
be heard wandering outside. Only the foolish would
dare venture into the cold.

The Wolf Moon: This moons origin comes from the


ancient peoples fear of the wolves that hunted in
packs at the beginning of the year. Only the insane
would step out from the shelter of a sod house while
wolves are on the prowl.

10

Barrow of the Moon Druid

THE WOLF MOON

transport with them. If they do not have their


weapons near them while they are, say, sleeping,
the party will be defenseless. The wolf man,
however, has no qualms about killing them in their
bed clothes and they must defend themselves
quickly or be cut down. There is one werewolf and
three normal wolves. They will fight until death.
When the last monster dies, the same silvery mist will
appear and deposit the characters (and any dead
bodies) back to where they were originally taken
from.

You notice an odd silvery mist accumulating


around you. It rapidly builds until it completely
surrounds you, blocking your view of the ground
and your companions. In front of you, about ten
feet off the ground, is a large pale orb that looks
distinctly like the moon. As it appears, you can feel
yourself being inexorably drawn toward it. Then
everything turns silver, you feel yourself falling, and
suddenly you crash onto a firm surface. It feels soft,
cold and wet but you cannot see it because of the
swirling silver mists. The mists slowly dissipate around
you and you find that you and your companions
are now in the middle of a large forest lit by the
shining light of a full moon. Snow covers everything.
In the distance, you hear a baleful howl and
sprinting out of the tree line are three huge wolves
with hunger in their eyes and a howl upon their lips
followed by a large man who very much resembles
the wolves he follows.

Werewolf: AC 5; MV 15; HD 4+3; hp 22; #AT 1; Dmg


2-8; SA Surprise on 1-3; SD: may only be struck by
silver or +1 or better magical weapons.
Wolf, common (3): AC 7; MV 18; HD 2+2; hp 16, 14,
11; #AT 1; Dmg 2-5.

This encounter will probably surprise the characters


and unless they are currently engaged in combat,
they will not be prepared for this. When the party is
enveloped, anything on them and within their
immediate reach will be transported with them. So,
for instance, if they sleep with their sword next to
the bed or a dagger under their pillow, these will

11

Barrow of the Moon Druid

SNOW MOON
tossed, he will have to make a save vs. traps (at a
+4 bonus) or be sent plummeting fifty feet to a
rocky outcropping taking 5-30 hit points of
damage. The yeti must be slain before the silver
mists will transport the party from whence they
came.

As on the previous full moon, a moon-like orb


appears and swirling silver mist envelopes you and
your companions, turning everything bright silver.
You feel the sensation of falling, followed by the
sudden reassurance of solid ground beneath your
feet. Looking up, you find you and your
companions are near the top of a huge
snowcapped mountain. All around you, as far as
you can see, are mountains. On the mountain
opposite of you, you can see what appears to be a
stone pagoda reaching toward the sky, but before
you can notice any other details on it, a huge white
ape-like creature bursts from the snow 15 from you.
It lets out a roar that reverberates around the
mountain side, and charges towards you!

Yeti: AC 6; MV 15; HD 4+4; hp 23; #AT 2; Dmg 16/1-6; SA: on a natural 20, the Yeti grabs and
squeezes for an additional 2-16 cold damage.

Between the first and the second moons, the


players should probably have figured out what is
happening to them. However, if they are still not
aware of the curse, then once again they will have
to react regardless of whether or not they are
prepared. The yeti (for that is what it is) will attempt
to grab and hug the closest player character and
then toss them down the mountain side. If the
player character is successfully hugged and then

12

Barrow of the Moon Druid

THE PALE MOON


Frost wight: AC 4; MV 12; HD 5+3; hp 22; #AT 1;
Dmg1-4; SA: each strike causes an additional 1-6 hit
points of cold damage, frost breath attack causes
3-18 hit points of damage and can only be used
once per day; SD: may only be struck by silver for
half damage or +1 or better magical weapons for
full damage, are not affected by sleep, charm,
hold, or cold-based; immune to poison and
paralyzation.

Once again, the moon appears and the silvery mist


seeps up around you. After transporting, you land
on something hard and very, very cold. When the
mist clears, you look upon a scene of desolation.
You and your companions are standing on a land
of solid black ice. The ice stretches in every
direction as far as the eye can see. Spikes and
outcroppings of the strange black ice are
everywhere and the scene is lit by the full pale
moon in the sky. Suddenly, seemingly rising out of
the black ice in front of you is a desiccated corpse
wearing plate armor. The armor is covered in a thin
lair of ice. From out of the helmet glow two orange
eyes that burn with an intense hatred. The foul
creature stalks forward, swinging its clawed hands
at you.
The creature that faces them is similar to a wight,
but stronger, for it is a frost wight. The frost wight will
attack immediately using its two claws. It does have
the ability to breathe a cone of cold which it will
only use if it can get three or more characters in the
cone. It will fight until destroyed. Once defeated
the characters will be returned from whence they
came.

13

Barrow of the Moon Druid

THE WORM MOON

attempting to do so will have to use up two squares


of movement in order to move one square. The
worm will attack the player character that is closest
followed by the player character that dealt it the
most damage.

The now familiar pale moon orb and silver mists


appears once again and totally surround you. You
feel as if you are being tugged through the air until
you land suddenly in a thick morass of mud.
Looking up, you realize that you are standing in a
huge field of mud and dirt that stretches away as
far as you can see. The full moon sits low in the sky
and directly opposite from it is, surprisingly, the sun,
though a brown haze makes it hard to see. As you
are taking in the surroundings, a rumble shakes the
ground at your feet. The ground then explodes,
sending you and your party flying backwards,
landing hard in the mud. From the location of the
explosion rises a fat brown worm about four to five
feet in diameter. It sticks out of the ground like a tall
tower, then lunges toward you, with its wide, round
mouth open, exposing many inward facing sharp
teeth.

During melee, when the colossal earthworm is


reduced to 18 hit points, it will dive into the mud
worming its way under a random character, before
popping out again and biting that character. It will
repeat this tactic if reduced to 9 hit points. This
colossal earthworm, because of the moon curse,
will not retreat, but rather, it will fight to the death.
Earthworm, colossal: AC 4; MV 6; HD 9+3; hp 36;
#AT 1; Dmg 2-16; SA: Lunge at +2 to hit. If hit, no
damage as the work must chew through armor
(leather in 1 round, chain mail in 2 rounds, and
plate armor in 3 rounds) before dealing the 2-16 hit
points of damage.

This creature is a colossal earthworm, a common


garden worm, just larger. The thick mud makes
movement difficult and thus a character

14

Barrow of the Moon Druid

THE FLOWER MOON


in the center of it. It is a 10 hit dice bloodthorn. If the
player characters run toward the clearing, it will
seem as if they are never getting any closer, for
they never will. They are trapped in a different
dimension from what they see in the distance. The
bloodthorn fights until destroyed. Once destroyed,
the silver mists will return the player characters from
whence they came.

The silvery mists appear again and swirl around you.


Your feet hit firm ground and when the mist
dissipates you find yourself looking on a strange
sight. It appears as if you have landed in a garden.
Thick rows of plants, trees, and vines grow over a
pathway creating a natural tunnel. You notice that
in the distance, there is an opening into a clearing.
In the center of the clearing is a sarcophagus on a
small mound. The only light is from the bright full
moon shining through the branches creating the
roof of your tunnel. Small thin clouds scud across
the sky and everything seems peaceful, until you
notice that the fruit and flower vines are not moving
with the light breeze. As you begin to realize this,
suddenly, the rows to your left and right explode
into a frenzy of creepers and vines with huge thorns
dripping what appears to be blood.

Bloodthorn: AC 4 (tendrils)/3 (trunk); MV nil; HD 10;


hp 31; #AT 1-4; Dmg 25% of victims total initial hit
points; SA: It has 5 tendrils of which 1-4 may strike
each round at a range of up to 5 and attacks as a
3 HD monster; each tendril takes 6 hit points to
sever, but does not affect the main plant.

The vine creature is called a bloodthorn or vampire


vine. Even though it seems as if there is one to the
characters left and right it is in fact only one
bloodthorn. The characters are effectively standing

15

Barrow of the Moon Druid

THE WINDY MOON


until it is destroyed, and only then will the party be
returned to their point or origination.

The familiar mists well up around you. When they


settle, you are suddenly attacked by a wave of
dizziness and nausea as you look down and realize
that the only thing supporting you over an empty
void is a large cloud. When you finally assure
yourself that you are not going to fall through the
surprisingly solid cloud, you look up and take in your
surroundings. The cloud is one of many clouds
floating through what appears to be open sky in all
directions. A strong wind ruffles and plays with your
hair and your cloak. After a few moments, you
notice the wind is picking up before the gust of
wind starts to form into a cyclone, composed of
dust and dirt, as it rapidly flys toward you as if to
attack.

Air elemental: AC 2; MV 36; HD 8; hp 32; #AT 1;


Dmg 2-20; SA: +1 on to hit probability due to flight
and a +4 to damage; can create a whirlwind that
lasts one round killing any creature under three hit
dice and causing 2-16 points of damage to all
others; SD: +2 or better weapons to hit.

The cloud that the player characters are standing


on is magically solid. However, all other clouds are
normal clouds and if a character is foolish enough
to attempt to jump onto one, he will fall through
and continue to fall for the rest of time. The
creature attacking them is an air elemental. It fights

16

Barrow of the Moon Druid

THE RED MOON


Once defeated, the silver mists will return to
transport the party back to where they came from.

Once again, the silver mists appear and spin


around and take you. This time you land on hard
rocky ground. The smell is the first thing that you
notice, for it smells like rotting eggs. Looking around
you see a rocky, almost hellish looking scene.
Everywhere, as far as you can see, is rocky ground
with many large holes filled with steaming water.
The horrendous smell is coming from the bubbling
sulfur in the pools. It is disgustingly hot and the sun
beats down on you from behind a reddish haze.
You can also see the moon in the red sky. Scuttling
out of the pools in front of you are four flame-red
humanoids each with four arms. They have bug-like
heads with large mandibles. Each of their hands
wields a sword. They rush forward to attack!

Xill (4): AC 0; MV 15; HD 5; hp 28, 20, 17, 16; #AT 4;


Dmg 1-4/1-4/1-4/1-4 or by weapon type; SA: +3 to
hit probability; strike to subdue; SD: 70% magic
resistance. As these xill are on the ethereal plane,
they will not attempt an ethereal shift, but will try to
drag their victims into their lair. These xill wield short
swords.

The bug-creatures are xills. Unlike all other xills these


ones will not use their impregnation ability. The will
attack a player character in pairs in an attempt to
take him down quickly. If a player character enters
or falls into a sulfur pool he will take 1-6 hit points of
damage each round. The xills fight until dead.

17

Barrow of the Moon Druid

THE DOG MOON


edge of the light and circle. If archers shoot at
them while they are circling, the dogs will move
farther away and hide in the shadows. The dogs
fight until dead and only then will the party be
returned.

Once again the silver mists appear and surround


you. When they dissipate you realize that you are
standing on a huge plain covered in knee to waist
high grass. The darkness is illuminated by the round
full moon. You can hear the sounds of crickets, and
flying lazily through the air around you are fire flies.
Off in the distance, you can just make out the howl
of dogs. Disconcertingly, they sound as if they are
approaching your position very quickly. Within
seconds you can see dark shapes moving swiftly
through the tall grass. There are six objects moving
through the grass, coming towards you. As they
near, you observe they are almost perfectly black
shadows of six large vicious dogs, but there are no
real dogs in sight. The huge shadows leap out of the
grass and attack!

Shadow mastiff (6): AC 6; MV 18; HD 4; hp 29, 24


(x2), 22, 17, 15; #AT 1; Dmg 2-8; SA: initial baying
causes panic (save vs. spells); SD: hide in shadows,
40% unlikely to be seen each round.

These dogs are shadow mastiffs who are normally


residents of the plane of shadow. There are six of
these creatures. The mastiffs attack in pairs
attempting to take down the character before
moving on to the next. If any bright light is created
(torches will not work) the mastiffs will retreat to the

18

Barrow of the Moon Druid

original stingy jack, the original creature from the


regions folklore. The stingy jack will fight by tossing
coal and slamming them with his fists. He also will
use his control plants ability to make the vines at the
characters feet move and wrap around them. The
stingy jack fights until destroyed. Once destroyed,
the player characters will be returned to their
plane.

THE HARVEST MOON


The whirling mist appears around you again as the
clock strikes midnight. When it dissipates, you find
yourself standing in a large pumpkin patch
surrounded by a low bramble covered stone wall.
The walls are about one-hundred feet from your
position. A warm breeze blows about you and the
entire scene is lit by the glow of an abnormally
large glowing orange moon. Suddenly, in front of
you, rising from amongst the pumpkins is a large
man-like creature clothed in dirty black clothes with
a torn black cloak. Where his head should be is a
large jack-o-lantern that appears to be lit by a
candle by the flicker of the light inside. He raises
one of his hands composed of straw and vines, in
which is a large piece of burning coal that he is
preparing to toss at you. Suddenly, you realize that
you have fought this creature before, at the
ancient druids burial mound!

Stingy jack, greater: AC 0; MV 9; HD 9; hp 37; #AT


2; Dmg 2-8; SA: can throw hot burning coals at a
ranged distance causing 1-6 coals to strike, each
dealing 1-6 hit points of damage, in close combat,
the stingy jack can touch with a burning hand
causing 2-8 points of damage; can cast entangle
at will; SD: immune to fire and sleep, charm, and
hold spells.

Indeed the players have fought these creatures'


lesser off-spring. The creature that faces them is the

19

Barrow of the Moon Druid

Master of the hunt: AC 0; MV 15; HD 9; hp 43; #AT


2; Dmg 1-6/1-6 or by weapon type; SA: in melee
combat, if both claw strikes succeed, the master of
the hunt may strike with his antlers for an additional
2-16 points of damage; the master of the hunt also
has the following spell like abilities as if a 6th level
druid once per melee round: detect magic, detect
snares & pits, locate animals, pass without trace,
predict weather, barkskin, feign death, locate
plants, water breathing, commune with nature, and
moonbeam; SD: can move silently (surprise on a 14), blend into vegetation so as to be invisible as
long as they are not moving, and are 75% immune
to charm and sleep spells. The master of the hunt
carries a +1 spear, +1 longbow, +1 arrows (24), +1
shield, and a +1 breastplate.

THE HUNTERS MOON


The silver mist deposits you this time in a small
clearing in a forest. The full moon is high in the sky
and the smell of rain is strong in the air. The
peaceful quiet is suddenly shattered by the loud
blast of a horn. Instantly you hear the baying of
hunting dogs and the sounds of heavy movement
through the trees. Bursting forth from the tree line
are two huge dogs with flaming red eyes and fire
burning in their mouths. Their shaggy coats of fur are
ash grey with patches of coal black, and they smell
of sulfur. Stepping out of the woods behind the
hounds is a strange humanoid creature. It has
human skin, leather armor, and its head is the skull
and antlers of a large deer or elk. Across his back is
a large wooden shield. Beneath the shield is a huge
yew bow and a quiver of arrows. In his hands is a
long spear. He points the spear at you and the
hounds lunge forward to attack!

Hell hound (2): AC 4; MV 12; HD 7; hp 25, 24; #AT 1;


Dmg 1-10; SA: breathe fire for 7 points of damage
(save vs. dragon breath for half damage); SD:
surprise on a 1-4 out of 6, and they can located
hidden or invisible creatures 50% of the time.

This strange creature is a master of the hunt and the


hunting dogs are hell hounds. The hell hounds will
close for melee combat while the master will hunt
with ranged weapons.

20

Barrow of the Moon Druid

THE DARK MOON

drains the life force out of a creature exactly like a


normal wraith, only twice as powerful. In order for a
cleric to turn the dread wraith, they must turn it as if
it were a ghost. However, if the creature is turned,
the party is not returned to the material plane for it
must actually be destroyed. This will, however, allow
the party a reprieve. Once the turned dread wraith
is attacked, the effects of the turning will no longer
apply and the creature cannot be turned again by
the same cleric. If any player character dies from
the life draining touch, that character will rise in 1-4
rounds as a normal wraith with the dread wraith as
its master. The dread wraith fights until destroyed at
which point the survivors, minus any wriaths, will be
returned to their own world.

The silver mists swirl around you as the air grows


unnaturally cold and you find it difficult to breath.
The mists soon dissipate, as does the feeling of a
lack of air, yet the icy chill remains. The hairs on the
back of your neck rise and an unknown fear enters
your mind. All around you is a huge graveyard.
Headstones and mausoleums riddle the landscape.
A silvery grey mist floats thick in the air. The full
moon lights the scene, reflecting dully off of the
gravestones. As the mists begin to part, something
in black robes walking, perhaps floating, around
the gravestones quickly nears your positon. Coming
into full view, you see that the ghastly looking
creature is wearing a hideously black robe, but you
cannot see its face, only two red glowing eyes peer
from the hood of the robe. It stretches out a robed
arm and points a finger made of pure darkness at
you. You can feel the life force draining from all
around you.

Dread wraith: AC 2; MV 12/24; HD 9+7; hp 43; #AT


1; Dmg 2-12; SA: energy drain at the rate of 2 levels
per hit; SD: may only be struck by silver weapons
(for half damage) or magic weapons (which score
full damage), on the turn undead table treat
turning the dread wraith as if it were a ghost.

This shadowy creature is one of the most feared


undead in the world, the dread wraith. Its touch

21

Barrow of the Moon Druid

THE COLD MOON


the final beast in the moon curse and it is not happy
to see the player characters.

The mists twist, coil, and disorient you, before they


slowly begin to recede. You find yourself standing
within a huge, roughly circular cavern about four
hundred feet across. The walls, ceiling and floor are
made entirely of dark blue ice. Directly over your
head is a 50 wide shaft leading straight up. You see
the full moon as it casts its pale light down,
illuminating the cavern. Suddenly, you hear a low
rumbling growl, moving out of the deep shadows
on the far side of the cave opposite of you, is a
colossal reptilian creature with wings easily
spanning 80, wing tip to wing tip. Its scales are a
mixture of blue and white much like ice. Its head
has a feral look to it and its mouth is filled with
jagged white teeth the size of swords. Its eyes are
huge, hypnotic and black like a void. Its growl turns
into a roar of rage You shall pay for your intrusion
into my lair!

The dragon begins combat with its devastating


breath weapon. If there are any survivors he will
launch himself into the air, and fly a tight circle
around the cavern. If he has the chance to, he will
knock down one of the many icicles in the ceiling
onto the characters. The characters must make a
save verses paralyzation or take 8-32 damage.
Once he believes that the characters are
weakened enough, he will land and tear them to
pieces with his claws and deadly bite attack. The
dragon only uses its spells when it feels that it can
use them to the best affect. When the dragon dies,
the characters will unfortunately not have time to
take the gigantic horde that the dragon has
accumulated.
Dragon, white: AC 3; MV 12/30; HD 7; hp 56; #AT
3; Dmg 1-4/1-4/2-16; SA: breath weapon, cone of
cold; Spells: read magic, sleep, erase, and push.

This winged beast is an extremely ancient white


dragon that can speak and cast spells, it has lived
on this plane of existence for thousands of years as

22

Barrow of the Moon Druid


CONCLUSION
Upon defeat of the white dragon, the player
characters and any deceased companions will be
returned to the material plane. Before fully
materializing back on their own soil, they will note it
is dark, with a full moon, and an apparition will
appear in front of the moon. It will raise a skeletal
hand and point its finger in the player characters
direction. Although it does not appear to speak,
they will hear the following words echoing
ominously in their mind, Never defile my barrow
again! And with that, it will fade away as the
player characters solidify on the material plane.
They have successfully broken the Moon Curse, a
feat that no one has ever achieved!

NO. OF ATTACKS: 1

NEW MONSTERS

LEVEL/X.P. VALUE: VI/1,275 +10 per hit point

DAMAGE/ATTACK: 1-6 cold damage


SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: High
ALIGNMENT: LE
SIZE: M
PISONIC ABILITY: Nil

A babbling spirit looks like a dark shadowy human


wrapped in tattered clothes. A babbling spirit is a
creature much like a shadow or a ghost; however,
it is formed or created from the tortured soul of an
insane creature. Babbling spirits can be found
within abandoned asylums that had particularly
cruel head doctors, or ancient and mad wizards
tombs. Wherever these creatures might have come
from, they can always be identified quickly by two
distinguishing features. The first is the location or
room that the babbling spirit resides in, it will always
seem unnaturally quiet save for the second feature,
which is the very low, quite mutterings and whispers
of the babbling spirit. The whispers cannot be
understood, for it sounds like gibberish or disjointed
sentences. When approached, a babbling spirit will
quickly and violently attack the closest creature.
During combat the spirits babbling will raise in
volume and power, creating a state of confusion in
its victims for 1-4 rounds unless saved versus spells.
The babbling spirit strikes for 1-6 hit points of cold
damage by its touch. The babbling spirit can only
be struck by silver weapons for half-damage or
magic weapons for full damage.

BABBLING SPIRIRT
FREQUENCY: Rare

Once destroyed, the babbling spirit will return to an


ethereal state and reform in 2 to 4 weeks in the lair
it haunts (tomb, asylum, etc.). Babbling Spirits have
only the treasure they had in life.

NO. APPEARING: 1
ARMOUR CLASS: 5
MOVE: 12
HIT DICE: 6
% IN LAIR: 100%
TREASURE TYPE: F

23

Barrow of the Moon Druid


The dread wraith, like the normal wraith, is
powerless in sunlight and can only be affected with
silver weapons for half damage or magical
weapons for full damage. The touch of a dread
wraith is particularly deadly as in it drains two
energy levels per hit, along with its already
dangerous chilling touch which deals twice the
damage of a normal wraiths touch.

DREAD WRAITH
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 2
MOVE: 12/24
HIT DICE: 9+7
% IN LAIR: 25%
TREASURE TYPE: E, G
NO. OF ATTACKS: 1

EARTHWORM, COLOSSAL

DAMAGE/ATTACK: 2-12

FREQUENCY: Uncommon

SPECIAL ATTACKS: Energy drain

NO. APPEARING: 1-4

SPECIAL DEFENSES: Silver or magic weapons to hit

ARMOUR CLASS: 4

MAGIC RESISTANCE: See below

MOVE: 6

INTELLIGENCE: Exceptional

HIT DICE: 9+3

ALIGNMENT: Lawful evil

% IN LAIR: 75%

SIZE: M

TREASURE TYPE: M. N. Q

PISONIC ABILITY: Nil

NO. OF ATTACKS: 1 bite

LEVEL/X.P. VALUE: VI/1,825+10 per hit point

DAMAGE/ATTACK: 2-16 (See below)

The dread wraith is similar to a wraith, but a far


more powerful and deadly opponent. The dread
wraith rarely, if ever, inhabits the material plane,
instead residing primarily in the negative material
plane. If it is on the material plane it typically lairs in
ancient graveyards or abandoned temples to
strange gods. How many dread wraiths exist is
unknown, but legends say that only the cruelest
and heartless of humans, if they can be called
human, become them.

SPECIAL ATTACKS: See below


SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: None
ALIGNMENT: Neutral
SIZE: L (30-50 long)
PISONIC ABILITY: Nil

24

Barrow of the Moon Druid


LEVEL/X.P. VALUE: VII/1,400 +12/hp

NO. OF ATTACKS: 1

The colossal earthworm is a normal earthworm that


has grown to colossal size. It attacks with a lunge
attack at a +2 to hit. If a player character is hit,
there is initially no damage, as the worm must chew
through armor (leather in 1 round, chain mail in 2
rounds, and plate armor in 3 rounds) before dealing
the 2-16 hit points of damage. During melee, when
the colossal earthworm is reduced to half its hit
points, it will dive into the mud worming its way
under a random character, before popping out
again and biting that character. It will repeat this
tactic if reduced to 1/4 of its hit points. Once
reduced to 10 or less, the colossal earthworm will
retreat. If a player character rolls a natural 20, that
means the colossal earthworm has been cut in half,
thus creating two colossal earthworms, each with
half of the hit points of the former whole, but both
will have the same striking capabilities.

DAMAGE/ATTACK: 1-4 plus1-6 hit points of Cold


damage
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Silver or magic weapons to hit
MAGIC RESISTANCE: See below
INTELLIGENCE: High
ALIGNMENT: Lawful evil
SIZE: M
PISONIC ABILITY: Nil
LEVEL/X.P. VALUE: V/1,250+10 per hit point
Inhabiting cold tundra and the ancient burial
mounds of the men of the north, frost wights are
similar to, but stronger than, their cousins from more
temperate environments. Unlike the normal wight,
frost wights are partially covered in a thin lair of ice
over its pale bluish skin. Frequently, frost wights can
be found wearing a suit of armor. Typically this
armor is in the style of a tribe or ancient kingdom
that has long passed into history.
During combat, a frost wight normally starts with its
powerful breath of cold before moving in to kill its
remaining foes with its claw. The frost breath attack
causes 3-18 hit points of damage and can only be
used once per day. The Frost Wights claw deals 1-4
hit points of damage, plus 1-6 hit points of Cold
damage. In addition, the wight also has the lifedraining touch. If a creature is killed by the lifedraining touch, he will become a normal wight
under the control of the frost wight.
As with all other wights, the frost wight can only be
affected by silver weapons for half damage or
magical weapons for full damage, and they are
immune to sleep, charm, and cold-based spells, as
well as poison and paralyzation.

FROST WIGHT
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 4
MOVE: 12
HIT DICE: 5+3
% IN LAIR: 75%
TREASURE TYPE: B, R

25

Barrow of the Moon Druid


farther from his villager then he had ever been, he
became the hunted when he was attacked by a
huge brown bear (some say that the bear was in
fact a nature god bent on killing the hunter) and
killed. However, some of the wild fey creatures of
the forest took pity of him, for they were great
hunters themselves, and they were amazed by this
humans courage and skill. So, they raised him from
the dead as a fey creature like themselves.
Unfortunately he became weak and near death
only a month after being brought back from the
dead. To prevent the hunters death, the fey
creatures cast a spell upon him that enabled him to
feed upon the life force of animals that he had
slain. Because of this, the hunter became immortal
and has continued to hunt to this day, only living
because of the life energy that he steals from the
creatures he has killed in the hunt.

THE MASTER OF THE HUNT


FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 0

The master of the hunt moves silently and surprises


on a 1-4. It can blend into its surroundings, if not
moving, becoming invisible. The master of the hunt
is versed with many weapons, but favors a bow and
arrows for long range fighting, a spear for medium
range, and either a dagger or short sword for close
range. As a result, the master of the hunt always has
a +3 probability to hit with any weapon. If the
master of the hunt closes for close combat using its
claws, if both are successful in striking an opponent,
it may also strike with its antlers, causing an
additional 2-16 hit points of damage.

MOVE: 15
HIT DICE: 9
% IN LAIR: 90%
TREASURE TYPE: A
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-6/1-6 or by weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below

The master of the hunt has the following spell like


abilities as if a 6th level druid once per combat
round: detect magic, detect snares & pits, locate
animals, pass without trace, predict weather,
barkskin, feign death, locate plants, water
breathing, commune with nature, and moonbeam.

MAGIC RESISTANCE: 50%


INTELLIGENCE: Very high to genius
ALIGNMENT: Neutral
SIZE: M

The master of the hunt has a 75% immunity to fear


and charm spells.

PISONIC ABILITY: Nil


LEVEL/X.P. VALUE: VIII/2,500+12 per hit point
The master of the hunt, according to ancient
folklore, is the embodiment of the hunt. Hunting was
integral to the ancient tribes, not just for food, but
clothing and shelter as well. In modern times, the
decedents of the ancient tribes still hunt with the
same ferocity, though now only for meat and furs.

STINGY JACK

The master of the hunt, in the true tales of old, was


originally a hunter that was so tenacious that he
would track his prey for a great distance, even if
the animal was fleet of foot. One day, while he was

FREQUENCY:

26

Lesser

Greater

Rare

Very rare

Barrow of the Moon Druid


NO. APPEARING:

1-6

ARMOUR CLASS:

MOVE:

HIT DICE:

% IN LAIR:

Nil

Nil

TREASURE TYPE:

Nil

Nil

NO. OF ATTACKS:

DAMAGE/ATTACK:

1-4

2-8/2-8

SPECIAL ATTACKS:

See below

See below

SPECIAL DEFENSES:

See below

See below

MAGIC RESISTANCE:

See below

See below

INTELLIGENCE:

None

Low

ALIGNMENT:

Evil, neutral

Evil, chaotic

SIZE:

PISONIC ABILITY:

Nil

Nil

LEVEL/X.P. VALUE:

IV/165+5/hp VII/1,200+10/hp

the moors. While he was walking, he came across a


man lying on the ground. Unfortunately for Jack it
turned out to be some sort of devil. Jack realizing
that this might be his end asked the devil if before
he took him if he could have one last drink. The
devil agreed and took Jack to a pub that was at
the edge of the moor. There, Jack drank many
cups of ale and incurred a large tab. Jack tricked
the devil into turning into a silver coin to pay the
tab. When the devil turned himself into a coin, Jack
quickly placed the coin in his pocket where he kept
a holy symbol. The devil was enraged and asked
Jack to release him. Jack agreed on one condition,
that the devil would not take him down into the
underworld for ten years. The devil agreed to this
and left the mortal world until ten years had
passed. Returning to the mortal world to claim the
soul that was rightfully his, he grabbed Jack by the
scruff of his neck and prepared to return to the
underworld, however Jack was not going to go to
his eternal torment so easily. Jack tricked the devil
into climbing an apple tree to get an apple
because Jack claimed that he wanted to go in the
underworld with a full stomach. When the devil was
high in the trees, Jack quickly took out a dozen holy
symbols and surrounded the base of the tree with
them. Again he bargained with the devil, this time
agreeing to release the devil only if he never took
Jacks soul to the underworld. The devil agreed,
and left in shame. However, Jack would not enjoy
the drunkards life for much longer after that. While
he was in a fearsome bar fight, he was stabbed
with a knife in the heart. When his soul went up to
the heavens, he was stopped by a blessed spirit
that said that he was not allowed to enter into the
heavens because he had led a life of drinking and
stealing, he would not be allowed to enter. So, Jack
went to the underworld it hopes that he would be
taken in by the devils there, however they would
not let him in because of his deal with the devil.
Instead they gave him a coal to mark him as a
creature of the underworld. For the rest of eternity
Jack will wander the plane between the heavens
and the underworld with only an ember inside of a
pumpkin to light his way.

Stingy jacks are short, gaunt creatures made of


vines. Its head is its most prominent feature, a large
jack-o-lantern, which is lit by some sort of flame
inside its head. A stingy jack is normally clothed as a
pauper, thin, ragged, and patched shirt and pants,
and an equally patched cloak. It can magically
produce chunks of flaming hot coals in each of its
hands. It uses the coals as its primary attack. If it
cannot toss its coal, it will punch its target with its
fists.
The thrown coal of a lesser sting jack has the
possibility of 1-4 burning coals thrown with each
attack and if they strike, they will each cause 1-4 hit
points of damage each. A greater stingy jack has
the possibility of 1-6 burning coals being thrown with
each attack and if they strike, they will cause 1-6 hit
points of damage each. In close combat, they will
use their burning hands causing 1-4 hit points of
damage for lesser and 2-8/2-8 for greater. Stingy
jacks are immune to fire, as well as sleep, charm,
and hold spells. Greater stingy jacks can cast
entangle.
The legend of the stingy jack starts with a drunk
named Jack, who lived in the area that is now
known as the moors. Once, while Jack was in a
besotted state, he decided to take a walk along

27

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