DL 75-76 Curse of the Blood Moon

Ekeck Rha, Ke'vash, Grom the Foul,

2026-03-07


March 7 and 14th, 2026

Rumors had begun spreading across the northern lands of Ska R’yth that the dreaded Blood Moon might rise again. Centuries ago a mad sorcerer twisted the moon crimson with otherworldly magic, driving beasts, druids, and even common folk into violent madness. Though heroes of the past ended that curse, signs now suggested a secretive circle of druids was attempting to recreate the ritual somewhere in the wilderness between the Lost Wish Mountains and the Great Northern Forest. If their work succeeded, the Blood Moon would rise once more—and madness would sweep the land again.

Unlikely Allies on the Road

Three adventurers found themselves drawn into the mystery:

  • Grom, a reborn Oathbreaker paladin wandering the world on an endless mission.
  • Ekeck Rah, an extravagant aarakocra barbarian adorned in jewelry and fine dress.
  • Ke’vash, a gnome warlock newly arrived in the world after falling through a planar rift, accompanied by a celestial sphinx patron.

Grom encountered the others while traveling north from Ska R’wyk, and before long the trio were forced into cooperation when the Blood Moon’s influence began revealing itself.

Madness on the Roads

As night fell, disturbing signs appeared. Ordinary travelers along the road had been driven into a violent frenzy by the growing lunar corruption. The party attempted to subdue the maddened villagers but were ultimately forced to kill them in self-defense—a grim reminder of what would happen to the wider world if the ritual succeeded.

Pressing onward, they approached a small settlement already under attack. Rabid gnolls, similarly affected by the moon’s corrupting influence, prowled the outskirts. The party ambushed the creatures and quickly dispatched them before entering the village.

The Village and Elfi

Inside the settlement they discovered chaos. A group of thugs and bandits had turned on one another under the Blood Moon’s influence. During the conflict the party aided Elfi, a halfling druid who had been investigating the strange corruption spreading through the region.

Recognizing the adventurers’ strength, Elfi guided them toward the likely source of the problem: an old castle ruin nearby where corrupted druids were rumored to be performing dark rituals.

Beneath the Castle

The second session focused on the party’s exploration of the castle’s underground chambers.

The group forced entry and navigated a series of dangerous rooms beneath the structure:

  • Animated Shrubs lashed out when disturbed in a shallow garden chamber after Grom tested the water.
  • A trap corridor triggered painful magical effects on everyone attempting to cross it.
  • A dangerous vine-filled chamber that could drown intruders was avoided after scouting.
  • Rusted grates blocking the tunnels were eventually torn free by Grom.

The party pushed deeper through fungal caverns where hostile creatures attacked. During this section, Elfi shared knowledge of an ancient magical technique known as rune magic—a system allowing weapons and armor to be enhanced through mystical runes. Several such runes were discovered, introducing a new magical system the party could experiment with.

Further tunnels held spiders and a dangerous ooze pool which the party avoided.

The Blood Moon Ritual

Eventually the adventurers reached the ritual chamber itself.

Inside, a corrupted druid and her summoned beasts—4 wolves and a blood hawk— were performing the dark rite that would keep the Blood Moon at its peak. The battle was fierce but brief as the party overwhelmed the defenders.

As the ritual collapsed, the chamber began to crumble. Elfi urgently directed the party to grab the magical runes powering the ritual before escaping.

During the chaotic escape the party also discovered a hidden ornate lockbox revealed by the collapsing stonework, containing a substantial stash of gold.


/home/linhost.design519.com/mycrap/wp-content/themes/astra/single.php