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Moon-Moth Ring

The Barrow King’s WakeDungeon 2/10

Updated 10/25/2026, 7:23:38 PM

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Dungeon NPCs

Morra Vane

Character NPCLevel 2

Human • Druid

Role: villain

HP 12 • AC 12

A hedge-witch who binds grave-moths into dead light and returns to defend her ritual site, the rescued lantern bearer, and the nest in the flooded stone ring.

Events

Event 1

Moth-Swarm Pursuit

Read Aloud

Cold moonlight spills through the militia hall doors as a cloud of dark moths whirls in from the moors, gnawing at lantern flame and soot-blackening the rafters. The insects dart toward the open night, trailing ash and torn silk behind them.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Swarm of Insects. Why here: It is the moonlit grave-moth mass stripping lanterns and leading the trail into the moors. Activity: It circles the hall rafters, feeding on flame and trying to escape toward the standing stones. Attitude: immediately hostile Encounter start: distracted/noisy monster Response trigger: It attacks when cornered, when bright light is raised against it, or when the party blocks its exit. Aftermath: If defeated or driven off, the party can follow the moth trail; searching the area reveals singed lantern scraps and soot. Room guidance: A Swarm of Insects has followed the lanterns in from the moors and is stripping light from anything bright in the hall. It is immediately hostile and noisy, and the party sees it at once as it circles the ceiling beams. If the heroes try Stealth, they can gain the first action by slipping out after it before it dives; on failure, it notices them and the chase becomes a normal initiative scene. The swarm belongs here because the village is already being robbed of lantern light, and the insects are leading the party toward the flooded standing-stone circle where the dark work is happening. If driven off, scattered, or destroyed, the party can follow the drifting moth trail straight onto the moor path. Searching the hall after the swarm is dealt with reveals singed lantern scraps stuck to the mud by the door, an ordinary clue that the trail is fresh and headed east.

Event 2

Moth-Eaten Tracks

Read Aloud

At the waterlogged edge of the ring, reeds lean flat under the wind and black mud shines between the stones. Torn lantern cloth, wax drips, and fresh boot prints mark the ground before the circle disappears into the flooded grass.

Details

This is a quiet tracking scene with no monsters present. The party has reached the edge of the ritual site and can clearly examine the mud, reeds, and broken lantern remains. The obvious features are the fresh footprints, moth-chewed scraps, and reed bindings that were used to hang lanterns over the water. The main route forward is clear: the tracks lead into the standing stones, not away from them. A careful search can also reveal where someone paused to work by the waterline, confirming the site is active and recent. The scene should move the party naturally from the moor path into the flooded ring without forcing a branch choice.

Event 3

Lantern Bearer in the Hollow Scarecrow

Read Aloud

Inside the ring, a half-built scarecrow stands knee-deep in black water, its reed body stitched with soot and old twine. A muffled voice calls from within its hollow chest while two fire goblins crouch nearby, feeding a guttering flame beneath the frame.

Details

Attached monsters (use these exact stat blocks): - Quantity: 2; Monster: fire goblin. Why here: They are tending the binding flame under Morra Vane’s scarecrow and keeping the captive sealed inside. Activity: They stoke the fire, guard the hollow chest, and try to keep the ritual work from being interrupted. Attitude: immediately hostile Encounter start: mutual awareness at close range Response trigger: They attack if the party reaches for the captive, damages the scarecrow, or puts out the flame. Aftermath: If defeated or chased off, the lantern bearer can be freed; searching the scarecrow reveals reed knots, wax, and burn marks from Morra’s magic. Room guidance: The scarecrow is Morra Vane’s unfinished binding-work, and the trapped lantern bearer is sealed inside its hollow chest. Two fire goblins are here because they are feeding the binding flames and keeping the scarecrow active while Morra is away. They are immediately hostile and aware of the party once the heroes enter the stones. The scene is not just combat: the party can fight, sneak in, distract the goblins, or work to free the captive before the structure is ruined. The trapped person is frightened but alive, and from inside the chest they can shout, “Please—cut the reeds, not me!” If the goblins are driven off or convinced to flee, the party can open the chest and rescue the lantern bearer. Searching the scarecrow after the rescue reveals burned reed knots and black wax marks that show Morra’s binding method.

Event 4

The Teacher’s Sigil

Read Aloud

The flooded ring is quiet again, with only ripples moving between the stones. Mud, broken reeds, and a few dark flecks of wax lie around the place where the scarecrow stood, and one small iron charm glints half-buried in silt.

Details

No monsters are present here. The party can search the mud, the stone bases, and the shattered remains of the ritual work. The obvious feature is the black iron charm, which bears a teacher’s sigil and is clearly the most important object in the ring now that the captive is free. This gives the party a concrete lead on who taught Morra Vane barrow magic, and it should be easy to recover without a special puzzle. The scene should feel like a useful pause after the rescue, but it still moves the story forward by placing a real clue in the party’s hands. Other ordinary finds include soggy reed cords, a burned lantern hook, and footprints circling the ring where Morra worked.

Event 5

Morra Vane Returns to the Ring

Read Aloud

A cold wind sweeps across the flooded stones as a woman in dark moor-cloth steps from the reeds, one hand lifted to the nest of dead light hanging among the standing stones. Her eyes fix on the charm in your hands, and the air fills with the smell of wet ash and grave-moths.

Details

Attached monsters (use these exact stat blocks): - Quantity: 1; Monster: Satyr. Why here: Morra Vane has bound or called the Satyr to guard the grave-moth nest and keep the ritual alive. Activity: It protects the nest, harasses intruders, and reinforces Morra’s control over the flooded ring. Attitude: defensive of something Encounter start: alert monster at a distance Response trigger: It attacks if the party reaches the nest, threatens Morra, or tries to burn the grave-moths. Aftermath: If the Satyr is defeated, driven off, or negotiated past, Morra’s control breaks and the nest can be burned to end the plague. Room guidance: Morra Vane returns to reclaim her charm and protect the grave-moth nest, and this is the final resolution of the dungeon situation. She is immediately hostile but still capable of bargaining if the party offers the charm, the rescued lantern bearer, or a chance to break her control without burning the entire ring. The Satyr is here because Morra has bound or called it as the final guardian of the nest, and it stands with her in the flooded ring to keep the ritual alive. The monster belongs in this location because the nest is the source of the lantern plague, and the fight ends when Morra is defeated, driven off, or when the party destroys the nest and breaks her control. If the party wants to avoid a straight fight, they can use Bluff or Spellcraft to disrupt her focus or Survival to wreck the nest supports in the mud. When the Satyr is defeated or driven away and the nest is burned, the grave-moth plague ends and the rescued lantern bearer can safely return to the village with the news.

DM Map Cards

No DM map cards yet.

Monster Cards

No image

Swarm of Insects

Medium Beast | Unaligned | L2

HP

22

AC

12

Speed

20 ft., climb 20 ft.

Init

+1

STR 3 | DEX 13 | CON 10 | INT 1 | WIS 7 | CHA 1

Actions

Bites: Hit +3 | 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Magic

No spells

fire goblin

fire goblin

small goblin | L1

HP

8

AC

14

Speed

30 ft

Init

+0

STR 10 | DEX 10 | CON 10 | INT 10 | WIS 10 | CHA 10

Actions

No actions

Magic

No spells

No image

Satyr

Medium Fey | Chaotic Neutral | L2

HP

31

AC

14

Speed

40 ft.

Init

+3

STR 12 | DEX 16 | CON 11 | INT 12 | WIS 10 | CHA 14

Actions

Ram: Hit +3 | 6 (2d4 + 1) bludgeoning damage.

Shortsword: Hit +5 | 6 (1d6 + 3) piercing damage.

Shortbow: Hit +5 | 6 (1d6 + 3) piercing damage.

Magic

No spells

Magic Item Cards

No image

Item Handout

Scroll of Warding

wondrous | common | L1

Value: 80 GP

Lantern Bearer in the Hollow Scarecrow

Description

A single-use warding script.

Spells

No spells.

Frostburst Vial

Item Handout

Frostburst Vial

wondrous | common | L2

Value: 100 GP

Morra Vane Returns to the Ring

Description

A throwable vial that bursts in freezing mist.

Spells

No spells.

No image

Item Handout

Windstring Bow +1

weapon | uncommon | L2

Value: 220 GP

+1 to hit and +1 damage when using this weapon.

Morra Vane Returns to the Ring

Description

A bow that hums softly when drawn.

Spells

No spells.

Conclusion

The flooded ring falls quiet at last. With Morra Vane broken or driven off and the grave-moth nest burned away, the black ash on the water thins and the moors seem to breathe easier. The rescued lantern bearer can be escorted back toward the village, shaken but alive, carrying the story of what was done in the stones. Back at the Border Village, the militia and villagers can rest, tend wounds, and sort through the recovered loot, including Morra’s black iron charm if the party keeps it or turns it over for study. If the table wants a practical pause, this is a good moment for healing, trading, and selling anything taken from the moors before the night grows late. The immediate danger is ended, the ritual site is cleared, and the lantern plague is over. Give the party their rewards and mark the adventure complete: Congratulations, you are now Level 3!