Elizar Dryflagon, a Obad-Hai druid of the Scarlet Moon, has sent word throughout the Viscounty of Verbobonc that an obscure (and fictitious) druid circle called the Circle of the Scarlet Moon knows the Rite of the Wicker Giant, a ritual that can restore nature’s balance in the troubled region. Several groups have set up camps on the slopes below Scarlet Moon Hall, waiting for Elizar to invite them up to partake in the rite. He has convinced those gathered here that he’s a druid of the Circle of the Scarlet Moon and promises to teach others the rite as it’s performed. The atmosphere is one of festive anticipation. Other druids here are excited to meet their fellows and learn from the mysterious but powerful Elizar.
Deep in the wild heart of the Kron Hills stands Scarlet Moon Hall, the abode of the druids of the Circle of the Scarlet Moon. To folk of the Verbobonc, this is the most mysterious of the Haunted Keeps. It stands deep in the Kron Hills “where the worst monsters are”—and as a result local hunters, prospectors, herbalists, and woodcutters rarely go near the place.
Scarlet Moon Hall is secretly the stronghold of the Cult of the Eternal Flame, elemental fire cultists posing as druids while they seek new adherents
Scarlet Moon Hall was once a central tower with outer protective walls. The walls are now tumbled ruins, and the tower is under repair. The following features are common to the site. Any exceptions are noted in areas to which they apply.
Haze. The influence of elemental fire creates a smoky haze that renders the area lightly obscured. A bright spot in the haze indicates where the sun or moon is.
Defenders. The potential foes in this area are varied. The fire cultists pretend to be servants of the Circle of the Scarlet Moon. Among them, only Elizar has druid capabilities.
Fires. A number of bonfires burn on the hillside. A bonfire deals 1d10 fire damage to a creature the first time on a turn it enters the fire, as well as when the creature starts its turn in the fire. You can modify the damage based on the size of the fire. See the “Damage Severity by Level” table in chapter 5, “Adventure Environments,” of the Dungeon Master's Guide.
Slope. Within the keep walls, within about 20 feet of each campfire, and along the trails, the ground is level enough to pose no hindrance. Other areas are difficult terrain for those moving uphill on the ground.
Tents. The canvas tents are tall enough for humans to crouch in. Bedrolls and clothing are scattered on most tents’ floors. Most also have lanterns hanging inside or from the frame supporting the tent entrance.
Treasure. Most of the visitors here carry 2d10 gp in mixed coinage and minor valuables.
Visible through the haze that covers the hill is a square tower ringed by ruined walls. In front of the tower burns
a bonfire shaped like a fiery giant. Scattered on the slope below the tower are seven bonfires with tents clustered around them. Humanoid figures huddle near these closer fires. A trail leads up to these hillside encampments.
Due to the haze, characters can sneak past or overcome a camp without arousing the attention of the others. Whether or not they attract the attention of nearby camps depends on how quiet they are. Keep in mind that the brown bear (camp Hc2), werewolves (camp Hc3), and worgs (camp Hc7) all have keen senses that don’t depend on sight.
The denizens of a camp cry out an alarm only if they’re clearly losing a fight. Absent extenuating circumstances, though, they don’t repeat the alarm round after round.
Once a battle starts, reinforcements arrive in waves. It’s conceivable that, once a few camps empty out, the rest hunker down and hope that whatever is attacking the other camps doesn’t come their way. Characters can avoid the camps entirely by circling the hill and climbing its north side. The north side of the hill is steep but navigable, and can be climbed without
having to make ability checks.
Hc1. Druid Camp
Four robed humans—two male, two female—chant as they stand around a bonfire. On the periphery of the firelight are two massive elk, placidly chewing.
The four druids (Varigo, Mahoon, Iniri, and Fariya) are looking forward to the Rite of the Wicker Giant and hope it leads to greater cooperation among the druids of the Gnarley firest. These druids are already celebrating in hopes of a successful rite. They offer the characters food and drink, including a few sips from a small cask of brandy, and encourage the group
to spend the night and witness the rite, which should occur tomorrow.
The fire cultists have decided that these druids are unsuitable for induction into the cult. Elizar plans to feed them to the wicker giant during the rite. These druids fight only if attacked, spurring their two elk companions into battle. They beg for mercy once half of them (including the elk) are down.
Reinforcements. Camp Hc2 arrives the first time a disturbance is detected. Camp Hc3 arrives if the disturbance persists.
Treasure
The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden case in one of their tents.
Hc2. Cult Camp
Two human men in robes stand before the bonfire. On the other side of it, leashed to a peg pounded into the ground, is a brown bear.
The humans are two
Eternal Flame Priest claiming to be Aylbrith and Ingulf, posing as druids of the Circle of the Scarlet Moon. They have a captured brown bear with them to improve their disguise. They warmly greet visitors who aren’t obviously hostile, asking questions to determine the characters’ reason for visiting Scarlet Moon Hall.
If the characters aren’t mollified by their claims, the cultists attack. If it can’t reach someone within 10 feet of it, the bear uses its action to make a DC 20 Strength check, breaking its leash on a success. Once free, it attacks the fire cultists if it can’t reach a character.
Reinforcements. Camp Hcl arrives first, though the druids of that camp try to talk it out rather than fight. If the disturbance is large or extended, camp Hc6 arrives.
Hc3. Werewolf Camp
Two rugged humans sit near a large bonfire. They are sparsely dressed and very hairy.
The humans, Storol and Wiglaf, are werewolves. They are here because they want to know what the druids are up to. They think the Rite of the Wicker Giant is real.
The werewolves don’t know it, but they passed the initial test when fire cultists visited this camp. The fire cult has no idea Storol and Wiglaf are lycanthropes, but they noticed the pair’s killer instinct.
The werewolves pretend to be interested in the rite, but prolonged conversation with strangers frustrates them. Any conversational hostility causes them to snap, assume hybrid forms, and attack.
Reinforcements. Camp Hc4 arrives first, then camp Hc6 if the disturbance persists. These reinforcements attack characters and werewolves alike.
Hc4. Cult Camp
A half-elf woman here is dressed in robes, while her three companions—a human woman and two human men—are
dressed in rugged clothing and breastplates. The three in armor cook food on kebabs at their bonfire.
These people are an
Eternal Flame Priest and three
Eternal Flame Guardian. The priest—a half-elf named Lytin—looks like a druid and tries to do all the talking. Her guardians—Biart, Orm, and Malin—look like rangers, and they become more nervous the longer any conversation lasts.
Reinforcements. Camp Hc3 arrives first, but camp Hc5 might respond to prolong
This bonfire is a little smaller than the others. An elf woman in robes plays a fiddle as two sprites dance around the smoke above the fire.
This camp has a real druid, Gariena, and two sprites named Flix and Afid. They are here to contribute to the rite. Gariena has a sense of anticipation, but she wonders why she never heard of the Rite of the Wicker Giant. She also wonders why the preparations are taking so long.
Gariena fights only if attacked and happily shares her campfire with friendly characters. No one can camp here, though. The sprites can’t be trusted to refrain from pranks, and Gariena wants no trouble.
Reinforcements. Camp Hc4 arrives, attacking intruders first, then trying to finish off Gariena and the sprites. The fire cult doesn’t think Gariena has what it takes to be a cultist.
Treasure
Gariena has a coinpurse with 40 sp and 18 gp in it, plus she wears a silver ring worth 25 gp and carries a scroll of lesser restoration and a scroll of skywrite (see appendix B). If the characters earn her favor, she gives them her scrolls as gifts to help them in their struggle against the cults of Elemental Evil.
Hc6. Druid Camp
Three people doze near the bonfire as a fourth leans on a staff, clearly bored out of his mind.
The three sleeping druids—Comnall, Murcadh, and Ragnad—wake if the characters approach openly. The fourth person is Sauruki, a Crushing Wave priest (see chapter 7) sent by the water cult to figure out what the fire cult is up to here. They’re suspicious about strangers, but Sauruki is curious about who the characters are.
The fire cultists haven’t made up their minds about this group, although Sauruki has concluded that the fire cultists are seeking recruits.
If the characters seem likely to disrupt the ritual, the druids attack. Sauruki tries to hang back and fight cautiously. He repeatedly makes the sign of the water cult, crossing his forefingers and touching his thumbs, hoping that the characters are affiliated with the water cult.
Reinforcements. Camp Hc7 arrives. Camp Hc3 arrives if the disturbance persists.
Hc7. Bugbear Camp
This fringe camp has three bulky figures standing near the fire, their robes’ hoods pulled up. Two worgs rest at edge of the firelight.
The hooded figures are three bugbears, accompanied by two worgs. Until recently, this camp was occupied by druids who didn’t pass muster with the fire cult and were fed to the wicker giant. The bugbears are trying to look like druids from a distance until the other camps are cleared out. Knowing they aren’t going to fool anyone at close range, they attack immediately.
Reinforcements. Camp Hc6 arrives first. The druids aren’t sure who to fight at first, though the characters can sway them with a successful DC 10 Charisma (Persuasion) check.
Treasure. The bugbears carry a total of 68 cp, 42 sp, and 55 gp.
H1. Courtyard
Beyond the ruins of walls ringing the keep’s central tower is a courtyard cluttered with tents. A humanoid-shaped wicker giant, two stories tall, burns brightly here. Two figures in robes stand near the wicker giant, their heads lowered in prayer.
The tower is under repair, with wooden scaffolding some thirty feet high stretching across the east and west sides. Lanterns hang from struts and poles attached to the woodworks. Two guards with crossbows watch the courtyard from the scaffolding to the west. Rubble chokes a wide doorway, likely once the main entrance, on the tower’s south side.
The two praying figures are
Eternal Flame Priest. They’re disguised as druids, but no one is supposed to be in the courtyard, so they attack intruders. For her first action, one priest stands before the wicker giant and cries, “Arise, and cleanse this place of the unworthy!” She uses her next two actions to repeat this call. If she dies, the other priest uses his actions to do the same. If the priests succeed at calling on the wicker giant three times, see area H2.
Reinforcements. The defenders in the kennel (area H3) join the battle. The guards on the scaffolding (area H4) react slowly to disturbances in the courtyard, because some such occurrences are the fire cult feeding the wicker giant. They join any battle here during its second round, making ranged attacks from the scaffolding unless they have a reason to descend. If the fight is prolonged, the creatures in area H5 join in. Denizens of the hillside camps might, at your option, also come as reinforcements, starting with camp Hc6 and then camp Hc3. Some campers might be influenced to help the characters.
H2. Wicker Giant
Waves of heat come from the burning wicker giant, but the wooden structure contains the flames without being consumed by them.
Bound in the wicker giant is a fire elemental. It remains quiescent until the tower scaffolding starts to collapse, the priests beckon it forth (see area H1), or the characters damage the wicker giant.
Once it emerges, the elemental attacks any creature that couldn’t reasonably be mistaken for a fire cultist. It also burns anything nearby that’s flammable. Once the elemental emerges, the wicker giant itself starts to burn, much like the scaffolding in area H1.
H3. Kennel
Ruined walls surround this shallow pit, which was probably a basement once.
Two hell hounds and one Eternal Flame guardian (see chapter 7) stand guard here.
H4. Scaffolding
The tower scaffolding is 30 feet high and equally as long. It is easy to climb and has a walkway about every 7 feet up. Two Eternal Flame guardians (see chapter 7) cover the courtyard from their perches on the scaffolding, preferring not to get drawn into melee combat.
At your option, perhaps due to a falling lantern or stray fire spell, a portion of the scaffolding can catch fire. Such a fire spreads 5 feet in every direction at the start of each round until the structure is fully engulfed. Starting 1 minute after the scaffolding first catches fire, randomly choose 1d2 10-foot sections to collapse every minute until the whole structure is a flaming ruin.
H5. Upper Entry Chamber
The door to this chamber is reachable only from the top of the scaffolding. The tower wall is rough fieldstone, so it can be climbed with successful DC 10 Strength (Athletics) checks.
This warmly lit room has a large in the wooden floor and stone stairs leading up the northern wall.
Unless they joined the battle in area H2, two Eternal Flame guardians (see chapter 7) are here, accompanied by an azer who’s acting as an envoy between Vanifer and Elizar. They’re eager to lure enemies near the hole in the floor, then push them to drop 20 feet into area H6.
Wooden stairs lead up to area H7.
Reinforcements. If a battle here lasts more than 3 rounds, the cultists in area H7 awaken. They warn Elizar in area H8, giving time for Elizar and his cultists to prepare an ambush in area H7.
H 6. The Downward Path
A massive pile of rubble—the furniture and flooring from the level above—sits in the middle of this chamber. A cluster of small fire-creatures burns the wooden beams along the north wall, where a tunnel leads downward.
Rubble covers what was once the main entrance to the tower, but five magmins are burning away the debris to make the tunnel in the northern floor larger. They attack anyone who doesn’t look like a fire cultist.
Tunnel. The tunnel winds downward and eventually connects to area E1 of the Temple of Eternal Flame (see chapter 4).
H7. Cultist Barracks
This room has a dozen bedrolls scattered across the floor. Stone stairs continue upward along the inside of the tower’s north wall.
If they haven’t been disturbed, one
Eternal Flame Priest and two
Eternal Flame Guardian are asleep when the characters arrive.Reinforcements. If Elizar Dryflagon is in area H8 and hears a disturbance in this room, he joins the battle as soon as he can.
Weak Floor. The area marked with lines creaks loudly whenever someone steps on it. At the start of every round, roll 1d8. If the result is equal to or lower than the number of creatures standing on the weak floor, it collapses, sending everyone falling 15 feet into area H5 or 35 feet into area H6.
H8 . Elizar’s Chamber
The room contains a bedroll, a desk, and a bookcase. On the northern wall, a tall ladder leads up to a trapdoor in the ceiling.
Elizar Dryflagon, an older man in robes and carrying a pipe, is here if he didn’t join a battle in area H7. Behind a veneer of good humor is the heart of a pyromaniac. He doesn’t parley for long, preferring to burn the characters out of existence.
Treasure
In Elizar’s desk are 250 gp, two fire opals (worth 50 gp each), and a scroll of flame arrows (see appendix B).
H9. Bats in the Attic
This chamber is under the tower’s angled upper roof. Holes in the ceiling lead to the open air. A short ladder to the west leads through one such opening. The room smells strongly of the droppings that cover the floor.
Four giant bats roost here. Fire cultists periodically burn them out, but others return within a tenday. The bats are hungry and aggressive, so they attack anyone who comes through the trapdoor.
Roof Opening. The ladder leads about 5 feet up to a circular opening about 3 feet wide. A small platform has been built outside this opening, and on it are supplies for repairing the roof, including 200 feet of hempen rope and a climbing kit.
Weak Floor. This area has a weak floor like the one in area H14. Creatures that fall drop 15 feet into area H8.
Conclusion
When the characters defeat
Elizar Dryflagon and his followers, this scenario is largely over. The party can still deal with any campers still on the slope.
The tunnel in area H6 leads to area E1 in the Temple of Eternal Flame. If you aren’t ready for the characters to explore that temple, a force from the temple could emerge to drive the characters away. Or, you can allow the characters to descend to the Temple of Eternal Flame and discover how dangerous it is for themselves.
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