You are on page 1of 16

Sanctum of

the Moon Elves

This 3-hour scenario is for four or five 5th-level characters playing


the fifth edition of the world’s most popular roleplaying game.

Writing, Design, and Layout: Kelsey Dionne

Dedication: Brandon and Alyssa

© 2022 The Arcane Library, LLC. All rights reserved. Not for resale or redistribution. Permission given to copy for personal use.

The Arcane Library ® is a registered trademark of The Arcane Library, LLC and may not be used without the specific, written
permission of The Arcane Library, LLC.

Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License Version 1.0a,
below. Open Game Content may only be Used under and in terms of the Open Game License version 1.0a. No portion of this
work other than previously designated Open Game Content may be reproduced in any form without written permission.

Designation of Open Game Content: Subject to the Product Identity Designation in this document, the following material is
designated as Open Game Content. (1) All material and writing previously released as Open Game Content, (2) all descriptions of
game-rule effects specifying mechanical features of the game, (3) all previously released Open Game Content, material required
to be Open Game Content under the terms of the Open Game License, and public domain material anywhere in the text.

Product Identity Designation: This Product Identity Designation includes, but is not limited to, the following items that are
hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e): All trademarks, registered
trademarks, proper names (characters, artifacts, place names, new deities, monsters, organizations, etc.), dialogue, plots, story
elements, locations, characters, artwork, sidebars, logos, and trade dress. These items are not Open Game Content. Elements
that have previously been designated as Open Game Content are not included in this declaration.

3
GM Information
BACKGROUND RUNNING THE ADVENTURE
• The moon elves were an ancient, • This adventure is meant to be
spacefaring people who dwelt run at a glance. It uses bulleted
amongst the stars in lunar palaces. lists, bolded keywords, and short
Their civilization reached its zenith room descriptions you can read or
before the apes that would become paraphrase and embellish as needed.
humans crept down from their trees. • Monsters have clickable links to their
• The moon elves eventually departed stats online or in this document.
this reality, transitioning into a fully • Appendix A contains GM versions of
spiritual form in another realm. the adventure’s maps.
• Their abandoned sanctums now drift • Appendix B has the stats and
in space, haunted by the unworthy descriptions for new monsters.
moon elves who failed their spiritual
• Appendix C has new magic items.
apotheosis and were left behind.
• You can watch a video walkthrough of
the adventure here.
SYNOPSIS
• You can watch a video walkthrough
• Whether by space travel or magic, for how to use the combat cards
the characters come upon a moon elf included with the adventure here.
sanctum floating through space. It
seems abandoned.
PACING/TRANSITIONS
Characters who teleport to the
• A Dramatic Question is presented
sanctum appear on the mosaic in
with some encounters. Once that
Area 2. Those who arrive by space
question has been answered, the
vessel can dock in any area.
tension of the scene is resolved.
• Upon exploring the sanctum, the That’s your cue to work toward the
characters find ruins and relics of the Transition — even if that means
long-departed moon elves. summarizing the end of a clearly
• The PCs might cause the sanctum’s decided encounter.
moon elf residents to materialize as • Room descriptions are short and
corporeal beings. See Those Who informational. Anything listed
Remain in Area 1 for how this event before the Development section
triggers. is safe to share with the players at
These evil elves failed to transition the outset. Reveal elements from
to the spiritual realm with their the Development section as the
pure-hearted brethren. characters explore the area.

4
Looming Shapes

THOSE WHO REMAIN STATUE EFFECTS


• Each time the PCs move to a new d8 Detail
area of the sanctum, there is a
cumulative 1-in-10 chance the Euclidean Angles. Make a DC
moon elves awaken. If that occurs, 12 Intelligence saving throw. On
1
go to Event: Awakening, pg. 9. a success, you gain inspiration.
On a failure, nothing happens.
Balance Loop. If you are
neutrally aligned, make a DC
AREA 1: SCULPTURE GARDEN 12 Charisma saving throw. On
2
• A forest of slender sculptures on a success, you gain 1,000 XP
marble blocks reaches high overhead. (once only). On a failure, you
Each one is uniquely adorned with take 7 (2d6) psychic damage.
delicate arches, frills, and spheres. Impossible Geometry. Make a
• To the north, a massive statue of an DC 12 Intelligence saving throw.
3
elf with glowing eyes and coral-like On a success, nothing happens.
armor towers over a courtyard. On a failure, you fall to 0 HP.
Serenity Orb. You regain 2d8 hit
4
points (once per day).
DEVELOPMENT
Golden Ratio. Make a DC 12
• Each statue has an effect that triggers
Wisdom saving throw. On a
when a PC looks closely at or touches
5 success, the next time you go
it. Use the Statue Effects table to
to 0 HP, go to 1 HP instead. On a
choose or roll randomly for each.
failure, nothing happens.
Past and Future. You gain
TRANSITION 6
inspiration (once per day).
• Characters can walk north to Areas Entropy Shell. If you are
2-4 in Courtyard of Oracles. chaotically aligned, make a DC
12 Charisma saving throw. On
7
a success, you gain 1,000 XP
(once only). On a failure, you
take 7 (2d6) psychic damage.
Extropy Sphere. If you are
lawfully aligned, make a DC
12 Charisma saving throw. On
8
a success, you gain 1,000 XP
(once only). On a failure, you
take 7 (2d6) psychic damage.

5
Courtyard of Oracles
AREA 2: STATUE AND MOSAIC AREA 4: REFLECTING POOL
• A statue of an elf in coral-like armor • A smooth basin holds a pool that
looms high over the courtyard. Two scintillates with pearly reflections.
purple rays beam from its eyes
down to the ground. Its hands lift
meandering staircases and platforms DEVELOPMENT
sculpted of seamless, white marble. • Asking the pool a question causes it
• A glittering floor mosaic lies in front to show a silent, moving image on the
of the statue. surface of the water in answer. The
image has a 50% chance of being a
real event, past or future.
DEVELOPMENT
The water in the fountain
• The statue is a passive golem that quenches thirst for a full week with
moves in glacial slow motion. one sip. Water taken outside the
A creature that steps into the path sanctum loses this property.
of the golem’s eye rays is paralyzed
for 1d4 rounds as the golem TREASURE
reads its future. The creature may
telepathically ask the golem a • A curvy Wand of Wonder tipped in
question as per the augury spell lilac quartz crystal sits on the bottom
once per round during this time. of the pool. The shimmering water
hides it from a casual glance.
• The mosaic is a teleportation circle.

AREA 3: MOON DIAL


• A crescent-shaped, gold pointer sits
atop a platform inlaid with delicate
star charts and moon phases.

DEVELOPMENT
• The platform shows the position of all TRANSITION
major celestial bodies in the night sky • Characters can walk south to Area 1 in
for the next 10,000 years. Looming Shapes.
• The pointer rotates freely. Turning • The east stairs in Area 2 lead up to
it to a specific date sets that date as Area 5 in Telescope Tower.
the next natural awakening of the
tarrasque on the Prime Material. The • The west stairs in Area 2 lead up to
operator becomes aware of this. Area 8 in Throne Tower.

6
Telescope Tower
AREA 5: TELESCOPE AREA 7: PETAL PARLOR
• A colossal, gold telescope balanced • The floor leading into this area glows
on a tower of interlocking gears with flitting, golden symbols.
thrusts out into the open darkness of • A fine bed draped in ivory silks sits at
space. Plush, white furniture encircles the center of a reclining chamber. The
the viewing lens. petal-shaped walls each have a small,
bright mirror hung in the center.
DEVELOPMENT
• The telescope requires a successful DEVELOPMENT
DC 18 Intelligence (Arcana) check to • The gold symbols on the platform
operate. Each successful check casts (Elvish) rearrange to show the name
the scrying spell, and the spell can of any creature who walks across it.
target a location. On a failure, the
• If a creature lies down on the bed,
telescope ceases to work for one day.
the petal walls slowly begin to close,
sealing the room. Exiting the bed
AREA 6: ARTILLERY PLATFORM causes the walls to slowly reopen.
• One of the mirrors shows the faint
• The floor leading into this area glows
reflection of a giant cobra’s face with
with flitting, golden symbols.
burning, red eyes and bared fangs.
• Five weighty, gold-and-marble siege
weapon statues are fanned out at the The mirror functions as a Portable
edge of this platform. Hole. Inside, a treacherous and
temperamental spirit naga named
• A circle on the ground throbs with
Malfirius Extirpitus is trapped (it
purple, spiraling light.
can only be removed by a creature
on the outside pulling it out). It
DEVELOPMENT barters for its release, but quickly
• The gold symbols on the platform loses patience with negotiations.
(Elvish) rearrange to show the name
of any creature who walks across it. DRAMATIC QUESTION
• The siege weapons on this platform
are Arcane Cannons (see Appendix C: Can the PCs deal with the spirit naga?
New Magic Items). They look over the
statue in Area 2 and can target any TRANSITION
creatures in Areas 1-4.
• Characters can descend south to Area
• Any creature who stands on the circle 2 in Courtyard of Oracles.
of purple light is instantly teleported
to the matching circle in Area 10. • The west stairs lead up to Area 8 in
Throne Tower.

7
Throne Tower
AREA 8: LOUNGE AREA 10: THRONE ROOM
• A sumptuous couch of white velvet • A sleek throne towers over the room.
curves around a glass table. A carving of a serene, elven face with
blank eyes peers down over it.

DEVELOPMENT • A golden arc with tendril-like


projections faces the throne. Stars
• If asked for tea in Elvish, the table whirl over its domed glass surface.
produces four steaming cups of a
floral brew. Empty cups disappear • Two busts with severe expressions
when placed back on the table. and glowing eyes flank the throne.
• A circle on the ground throbs with
purple, spiraling light.
AREA 9: PLANETARIUM
• Two great, golden rings slowly spin DEVELOPMENT
around a plate mounted on a spindle.
• A creature sitting on the throne feels
• Twinkling specks of light form a sudden awareness of the entire
patterns on the midnight blue floor. sanctum as if it were an extension of
their body. They can feel, hear, and
DEVELOPMENT see all things in the sanctum.

• The rings are an astrolabe that keeps • The golden arc controls where the
the sanctum anchored in space. sanctum is in the cosmos. Once per
month, a creature touching it can
A fist-sized diamond worth imagine a known star pattern, and the
4,000 gp is set into the center sanctum teleports to that location.
of the astrolabe. If removed, the • The busts emit a zone of truth effect
sanctum begins tipping and that covers all of Area 10. A creature
spinning. Creatures must pass a sitting on the throne can activate or
DC 15 Dexterity save each round or deactivate this effect.
be thrown 3d10 feet in a random
direction (including overboard). • Any creature who stands on the circle
of purple light is instantly teleported
The vacuum of space outside the to the matching circle in Area 6.
sanctum’s borders is airless and
deals 3d10 cold damage per round.
TRANSITION
• The lights are a star chart mapping
the sky around the sanctum. A wizard • Characters can descend south to Area
of any level can cast astral projection 2 in Courtyard of Oracles.
once per day while standing on it • The east stairs lead up to Area 6 in
without any material components. Telescope Tower.

8
Event: Awakening
MOON ELVES APPEAR
Golgoratha, NE moon elf
• Seven ghostly figures waver into “You trespass in a place where you
existence. Their red, glowing pupils are not worthy to tread. Begone.”
illuminate pointed ears and lilac skin.
They glare down imperiously from the • Appearance. Bald. Greataxe with a
sanctum’s high platforms. thin haft and blade. Armor sculpted
with shell whirls and coral tendrils.
• Does. Speaks effortfully in a distant,
DEVELOPMENT airy voice. Takes a particular
• Six of the moon elves are too interest in arcane spellcasters who
insubstantial to speak; they glower might be able to cast wish.
silently. Their leader, Golgoratha, • Secret. Led a sect of moon elves
communicates with the PCs. who wished to use their magic for
Golgoratha seeks a mage who can dominance over other species.
cast wish to restore him and his
companions to full form. He offers
an alliance and the use of the DRAMATIC QUESTION
sanctum to PCs who will help him.
Can the characters negotiate with or
defeat the moon elves?
COMBAT
• If the PCs won’t ally with the elves,
TRANSITION
they attack. They use the Arcane
Cannons in Area 6 and threaten to • Once the encounter with the moon
awaken the tarrasque with moon elves is decided, see the Aftermath
dial in Area 3 if they are losing. section for the resulting outcomes.

9
Aftermath
DEFEATING THE ELVES FUTURE ADVENTURE HOOKS
• If the characters defeat the moon • The sanctum of the moon elves is a
elves, the sanctum becomes a vacant worthy stronghold, especially for a
and unguarded structure. spellcaster. If the characters overcome
• If the PCs left Malfirius Extirpitus the enemies living on it, they may
alive, the naga seeks to betray them decide to take ownership of it. But
and take the sanctum for itself. there are others who would also like
control of a moon elf sanctum...
• Other, larger moon elf sanctums and
ALLIANCE WITH THE ELVES strongholds dot the cosmos. The PCs
• Golgoratha keeps a close watch on could search for them, but they will
the PCs. He allows them to come and find even more powerful and spiteful
go from the sanctum as long as they moon elves who were left behind to
show evidence of working in his favor. haunt such places and jealously guard
He uses the zone of truth in Area 10 to their ancient treasures.
interrogate the PCs if needed, and he • The spirits of the departed moon
threatens their world with the release elves contact the PCs in dreams,
of the tarrasque using the moon dial begging them to purify the souls of
in Area 3 if they do not obey him. their fallen brethren.

10
Appendix A: Maps
MOON ELF SANCTUM

11
Appendix B: Monsters
MOON ELF Warrior Mages. Moon elves are
peerless fighters and sorcerers, having
Immortal, lilac-skinned elves who
spent endless time perfecting both art
observed the rise and fall of countless
forms. They wield an innate instinct for
civilizations from within their starry
magic alongside finely crafted weapons
sanctums. Most transcended mortal life
and armor that surpass even that of
in a unified ritual long ago, but the evil-
their earthbound relatives, the younger
hearted of their kind were left behind in
(and to them, lesser) elvish species.
tormented, half-ethereal states.

MOON ELF
Medium humanoid (elf), neutral evil
Armor Class 18 (plate)
Hit Points 54 (12d8)
Speed 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 16 (+3) 10 (+0) 16 (+3) 14 (+2) 15 (+2)

Skills Arcana +5, Perception +4


Senses darkvision 120 ft., passive Perception 14
Languages Common, Elvish
Challenge 3 (700 XP)

Ethereal Jaunt. As a bonus action, the moon elf can magically shift from the Material Plane to the
Ethereal Plane, or vice versa.
Fey Ancestry. The moon elf has advantage on saving throws against being charmed, and magic can’t
put the moon elf to sleep.
Innate Spellcasting. The moon elf’s innate spellcasting ability is Intelligence (spell save DC 13). It can
innately cast the following spells, requiring no material components:
3/day each: dispel magic, faerie fire, levitate, thunderwave

ACTIONS

Multiattack. The moon elf makes three moon axe attacks.


Moon Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

12
Appendix C: Magic Items
ARCANE CANNON
ARCANE CANNON SPELL
Wondrous item, Rare
d8 Spell
• A marble statue of a gold-chased
siege weapon on a rotating platform. 1 Dispel magic
• Each time you move the Arcane
2 Fireball
Cannon to a new physical location,
it has a cumulative 5% chance of
3 Stinking cloud
permanently ceasing to function.
• Fire. As an action, activate the Arcane 4 Acid arrow
Cannon. It randomly casts one of the
following spells using a 3rd-level spell 5 Lightning bolt
slot in the direction it faces (spell save
DC 14). You may choose how to target 6 Moonbeam
the spell.
7 Color spray

8 Magic missile

13
The Arcane Library

Join The Arcane Library’s newsletter


to get a free 1st-level adventure,
Temple of the Basilisk Cult!

14
Credits
Cartography: Lanterns Light Maps / lanternslightmaps.com, patreon.com/
lanternslightmaps

Product Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games.
Warm_Tail / shutterstock.com. Daniel Comerci / danielcomerci.com. Kalhh / pixabay.
com.

Fonts: Montserrat © Julieta Ulanovsky, Sol Matas, Juan Pablo del Peral, Jacques Le
Bailly. Deadhead © Twicolabs Foundation.

Special Thanks: John for permission to link to 5thsrd.org.

15
License
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over
the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product
Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your”
means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may
be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty free, non exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate
compatibility or co adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing
are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.
Sanctum of the Moon Elves © 2022 The Arcane Library, LLC.

END LICENSE

16

You might also like