📚 Session Guide

The Ritual of Yawn and the Moonlight Chase

DM’s Overview & Theme

The campaign opens in the small town of Yawn, located at the base of the Slumbering Mountains on the boarder between The Land of the Gods and Sithean. The players have just disembarked from carriages that brought them from Camp Half-Blood deep in the Gods’ territory. This is where they have lived and trained for several years. Now, as graduates, they are expected to become heroes out in the greater world. Many of their classmates have already formed adventuring parties and are preparing to travel to different places in Once. The players have not yet formed any alliances, they find themselves congregating at the Lost Lamb Inn.

Key NPCs

  • Mary: A sweet-faced local girl who seems entirely innocent by day but leads a pack of local werewolves by night. She is deeply tied of being a werewolf (she is constantly having to replace her little lamb who seems to disappear on a monthly basis).
  • Marta, the Innkeeper: An older woman with a worn face and a wry sense of humor. She runs the Lost Lamb Inn with a no-nonsense attitude. She will not volunteer information, but will answer questions if asked.
    • What Marta knows:
      • The festival going on in town happens once a month (during the full moon).
      • It ends at sundown, and you’d better be inside by then (it’s dangerous to be out after dark–people go missing).
      • She suspects the town has a werewolf problem. She’s been working on an anti-Animagus potion, but she hasn’t been able to try it out–she’s not a werewolf hunter.

Exploration & Encounters

  • Introductions: Give the players a chance to introduce themselves and discuss forming an adventuring party together. They may want to see if they can find an Adventurers Guild or any job postings in Yawn. Encourage them to go out and explore the town.
  • First Quest: While exploring Yawn, the party will find no Adventurers Guild, but they do find a posting outside a shop called the Musicians Travel & Transport Services. The posting reads as follows:
    • Wanted: Intrepid heroes needs to escort a trio of travelers over the Slumbering Mountains to Bremen. Expected travel duration: two days. Victuals and shelter provided. Apply within.
  • The shop is closed, but if inquires are made to nearby townsfolk, they will tell you it will reopen in the morning, and the party should ask for Baa.
  • The Festival of Masks: The party interacts with townsfolk donning animal masks. Have the players make Insight checks (DC 12) to notice that the participants are closely watching the time. Fewer and fewer people are in the town as the sun begins to sink below the horizon.
  • Mary Littlelamb: While in town, the party encounters a little girl and three of her friends. They are adorable children, and the lamb is fluffy and white and very friendly. Mar and her friends are curious about the party, where they came from, what they are doing in Yawn, and if they have accommodations yet for this evening. Perception check (DC 12) to notice that Mary and her friends have surprisingly wolfish grins.
  • The Ritual Chase: Under the full moon, a bell tolls. Any of the townsfolk who were left in the streets suddenly disappear, taking cover in houses and shops. Doors are barred. Windows are shuttered. Somewhere in the distance, the party hear a lonesome howl.
  • The Inn Ambush: Seeking refuge, the players secure lodging at the local inn. At midnight, Mary and her “friends” shed their human guises.
    • Combat: Mary (see Werewolf Cub in the Beastiary) and 2–3 werewolf cubs are causing chaos in the town. The players hear the commotion–they can choose to confront the werewolves, ignore them and try to sleep, or follow the advice given by the Innkeeper, and try to dose the werewolves with anti-animagus potion.

🖨 3D Printable Miniatures

Mary & the Werewolf Cubs
Everything you need to run Session 1: The Ritual of Yawn and the Moonlight Chase, including Mary Littlelamb, four werewolf cubs, and a couple of wayward townsfolk caught outside after dark.