Weird Moon Rising

“I see the weird moon arising.
I see trouble on the way.
I hear the Eldritch wind a-blowing;
It's gonna blow your mind away.”

The Esoteric & Occult Branch, also known as the Special Branch, patrols the streets of Lundeinjon every night, watching for arcane threats to the peace and safety of the populace. Some nights are worse than others. The worst are the nights when The Eldritch Moon rises above the city. Tonight is one of those nights.

In this adventure, the players take on the roles of a squad of the Special Branch, attempting to survive The Eldritch Moon and keep monsters away from the citizens of Lundeinjon. They might not all make it to sunrise - but that's the life of a Special Branch copper.

It is another night in Lundeinjon, and the full moon is rising tonight. Nights like this always turn savage. The cultists crawl from their holes whenever the moon is round, and the streets fill with wanderers who might be victims or problems. You gear up and head out before the moon lifts itself over the rooftops. Tonight your beat is Eastbridge, a warren of alleys where trouble breeds like damp rot. Then the moon finally rises, pale and heavy, and one glance tells you all you need to know. The curses start before you even realize you're saying them.

Smoked Glasses At Night

"I wear my smoked glasses at night,
So I can, so I can
Keep the Eldritch Moon out of my mind."

The Special Branch is equipped to confront the horrors of the night, and The Eldritch Moon is no exception. They have their armor, their weapons, their Magic, and most importantly, a pair of smoked glass goggles enchanted to protect them from being Moonstruck by the weird moonlight. Changelings are immune as a result of being Lost, but everyone else must keep the goggles on whenever they are exposed to the moonlight, or their minds will start to unravel. The Magic worked into the lenses keeps them from hindering the wearer's sight, so they can see every awful thing the Eldritch moonlight reveals.

You pull out your goggles and strap them on. The world slips into a strange haze behind the smoked glass, but your vision stays sharp enough; the magic sees to that. More important, it keeps the light out of your mind. You have seen enough of the Moonstruck to know you never want to join their ranks. Now the real trouble will be keeping the goggles on. Plenty of things that come crawling out under the Eldritch Moon like to tear them off folk, and that is a quick ticket to Bedlam or worse.

Encounters

There are many encounters the players may face under The Eldritch Moon. Some threaten the body, others strike at the mind, and still others reach for the soul. For each hour The Eldritch Moon hangs in the sky, roll once on the encounter table and deal with whatever follows. You will find each encounter detailed below - click on the name to expand it.

One thing works in the players' favor: The Eldritch Moon does not linger as long as its mundane counterpart. It races across the sky in an uncanny rush, taking no more than six hours to pass, and often less. Roll 1d4+2 to learn how long it will remain tonight.

If the players need to escape the streets after an encounter, they can try to take shelter in several places. The Bridgewatch Constabulary is one, and the Eastbridge Charity Hospital is another. If they reach one of these sites, they may be able to hide from the rest of the moon's incursions. Of course, they might also draw the monsters to the very doors where people are trying to stay safe. There is no mercy in moonlight.

You have been with the Special Branch long enough to know that tonight will be no picnic. The weird moonlight calls to monsters and warps the world around you. It gnaws at your mind. There is no telling what might slither from the shadows, so you must stay vigilant and ready for anything. At least you can trust that your comrades will see that if you fall, you stay down. None of you wishes to become a revenant tonight.
These blocks should be read aloud to the players.
This world is intended as a setting for tabletop roleplaying games, and there are secrets embedded in the world that players should not know. If you would like to access these secrets, you can join the Lorekeepers group here.
The following adventure is presented in a system-agnostic way, without any mechanics. Feel free to adapt it to any roleplaying system of your choosing.
Related Locations

Related Articles

The Esoteric & Occult Branch
Military Formation | Jul 18, 2025

A branch of the Lundeinjon Metropolitan Police Force

The Eldritch Moon
Physical / Metaphysical Law | Jul 16, 2025

The strange moon which rises and reveals a transformed world below

Moonstruck
Condition | Jul 27, 2025

A form of madness induced by the Eldritch Moon

A Stranger Shade of Pale
"And so it was later
When the miller told this tale
He said that her face at first just ghostly
Then turned a stranger shade of pale"

Under The Eldritch Moon, the hidden world becomes visible - and things that should never be seen emerge. The party finds itself surrounded by a crowd of ghostly figures. They are maimed, broken, old and young, yet unmistakably dead. Each one carries a story, a memory of its final moments. They are insubstantial, but to brush against them is to relive their deaths - moments of terrible pain and horror. And each brush with death steals a fragment of life from the living.

The Ghosts of The Eldritch Moon are hungry, seeking to consume the vital energy of those they encounter. They are not swift, but they are relentless, and no mundane barrier can stop them. Once they set their sights on a target, they pursue it until banished by sunrise or blocked by Magic. Holy ground can keep them at bay, as can the wards surrounding a Constabulary. If one of the party can cast protective wards against the dead, that too will hold them at the edge of the barrier.

Yet the Ghosts are patient predators. They linger, waiting for anyone to emerge - or until another prey presents itself. A new victim may divert them temporarily, but once drained of life, the Ghosts return to their original targets, and they always know where those targets have gone.

You are burned, hanged, torn to ribbons. Each touch of the spectres around you is a fresh assault on your life - a new, horrible death to endure. The pain paralyzes you each time, and you feel years of your life stripped away. At last, you stumble free of the horde and break into a run. Behind you, the spectres follow, moving to the slow, relentless pace of a funeral march. You can outrun them. But you can never stop running.

 
 
Behind Black Eyes
"No-one knows what it's like,
To be the bad man,
To be the mad man,
Behind black eyes."

When people are caught out under The Eldritch Moon without protection, they risk becoming Moonstruck. This condition is marked by blackouts and memory gaps, where the afflicted often awaken far from home, with blood on their hands. They do not know what they did - or to whom - but it is never anything good. Moonstruck individuals may seem perfectly normal at first. They speak like anyone else, walk like anyone else, and at first glance may appear harmless.

But they are driven by a pursuit of pleasures - usually of the most profane sort. They seek out brothels and taverns, join in brawls, and think nothing of clubbing someone to death simply for being in their way. Over the course of the night, their eyes gradually turn black, and their behavior becomes increasingly unrestrained. They return to themselves when the sun rises, though they often suffer nightmares afterward - and they have a troubling tendency to become Moonstruck again... and again. After enough bouts under The Eldritch Moon, their eyes never return to normal, and neither does their personality.

A Moonstruck individual out at night is in search of a good time - whether that means getting drunk and brawling in a tavern, taking liberties with anyone who catches their fancy, or simply beating the hell out of anyone they find annoying. They often seek vengeance for petty grievances they would never notice in their normal state, and more than one brutal murder has occurred under The Eldritch Moon. They care nothing for the law, propriety, or restraint. Anyone who tries to stop them risks immediate violence, and there is no limit to their ferocity.

Moonstruck madmen are also difficult to subdue. They are almost completely resistant to mental Magic, shrugging off spells intended to alter their state of mind, including the sleep batons used by ordinary constables to incapacitate criminals. Special Branch squads have found that the most reliable approach is direct: a hard blow to the head. Knock them unconscious, secure them in chains until morning, and place them on a watch list for relapses.

The sound of an argument is not uncommon - but on nights when The Eldritch Moon hangs overhead, it must be investigated. You enter a street where a brawl is just beginning: two men and a woman, all facing a single girl who looks no older than fifteen. In one hand she grips an iron poker, and her eyes are black as pitch. Moonstruck.
As you and your squad move in, she swings the poker, driving it into one man's skull with a sickening crack, laughing like a madwoman. The others flee at the sound of her awful laughter. You wish you could follow them - but you have a job to do.

 
 
Black Mirror Woman
"Got a black mirror woman,
Got a black mirror woman,
I got a black mirror woman,
Got me so blind I can't see."

Mirrors are seldom innocent, and under The Eldritch Moon, they become actively dangerous. Most people keep them covered. Some are careless, or foolish, or both. When The Eldritch Moon shines on a mirror - especially a silver one - it can open a portal to Beyond. That is never a good thing. Things can come through.

Most often, what emerges takes the shape of a woman. She will resemble someone the mirror has seen before - but never enough to be familiar. She is strange, unsettling. Her eyes meet no one's, and her voice is high, sharp, and painfully piercing.

She is usually covered in blood. No one knows why.

When a mirror-woman comes through, she begins claiming territory. The house must be emptied of living occupants. Fortunately, most homes contain heavy objects - an axe or two, perhaps - that she uses with judicious efficiency. A few whacks, and the home becomes hers. She secures the doors and begins collecting glass and silver to feed the mirror. By now, it will have already spread tendrils of sharp, reflective shards along the walls. She piles the collected materials near the mirror to nourish it, and then moves on. One house is never enough.

The party is most likely to encounter her during this process of burglary. Mirror-women are telekinetic, able to manipulate objects they can see. Locks are rarely an obstacle; should one prove stubborn, she will simply pull the entire door off - discretely. Once inside, she dispatches anyone who resists and begins gathering glass and silver, bundling it carefully into a sack to return to the mirror and accelerate its growth. She usually remembers to carry the sack rather than floating it, to avoid drawing undue attention.

A fight with a mirror-woman turns everything around you into a potential weapon. She will happily shred anyone in her path with her sack of sharp objects, or bludgeon with whatever heavy items happen to be nearby. Thankfully, her powers work only on inanimate objects - and even then, only those not already held. But she can lift and throw a half-ton wagon with ease, so it is little comfort that she cannot snatch a sword from your hand.

Even once the mirror-woman is dealt with, the mirror itself remains. It grows by the minute, and new monstrosities might emerge at any time. Left unattended, it will overrun the entire house and become a nexus for supernatural incursions for as long as it exists. Breaking the mirror may bring bad luck - but leaving it intact is far worse. Shatter it, and report the matter to your superiors; they have people to clean up the consequences.

She is covered with blood, a bulging sack slung over one shoulder, and for the moment she pays you no mind. But you know exactly what she is: a Mirror Woman, fresh from her killings and intent on opening a doorway to things that should never cross into this world. She must be stopped. Yet it is wiser to shadow her steps first. Let her lead you to the house where her mirror waits. Then you can shatter them both.

 
 
Enter Madmen
"Hush, little baby, don't say a word
And never mind that noise you heard
It's just the beasts under your bed
In your closet, in your head"

Cults are a fact of life. If it isn't the Cult of the Leviathan, it is The Ring, The Obliviati, or some other band of lunatics bent on opening the world and feeding it to something ancient and terrible. And the Cults love to work under the light of The Eldritch Moon.

The party will encounter signs of cult activity. Sigils daubed in blood mark a circle, while torches outline their ritual space. There are rarely fewer than a dozen of them, all keeping watch for anyone who might interrupt their ceremony.

Which cult it is does not much matter - they are all mad, bad, and dangerous. At least one will be an accomplished thaumaturge, and all of them will wield some measure of magical ability. They may have hired guards or burly acolytes patrolling the perimeter of their ceremonial space. That matters little. The ritual must be stopped.

The cultists gather in an open space under the sky, but not easily visible from the street. Magical wards warn of intruders - and sometimes deal with them violently. When discovering a cult ritual under The Eldritch Moon, the party can be certain of a few things: they are outnumbered, the cultists are probably planning to sacrifice someone to their patron - usually a child, sometimes more than one - and they are operating on a tight schedule.

It was the incense that tipped you off. The cultists had kept away from the street, and the blood sigils were well hidden - but the wind shifted, and that noxious black smoke drifted straight under your nose. Cultists. Time to follow the scent, stop the ritual, and save the poor children they have taken for sacrifice. Time to be a Big Damn Hero.

 
Paint it Red
"I see a white wall
and I want it painted red."

In the streets of Lundeinjon, no creature is more dreaded than Bloody Jack. This monster has haunted Eastbridge for years and revels in carnage. Wherever Bloody Jack appears, the scene is painted red with blood.

He is not human, although one might mistake him for one at first. His eyes burn red, and he is faster than any human could be. He might be a Changeling - but they do not claim him. He might be a leftover from the war, a weapon forged by the Cult of the Leviathan. Nobody ever gets the chance to ask.

Bloody Jack stalks the streets alone at night looking for solitary victims, especially women. He does not enter residences - perhaps he cannot. He prowls the streets shrouded in a greatcoat, a hat pulled low to hide his eyes, hunting his prey. When he finds someone, he strikes. He favors knives and is never without one - there always seems to be another blade hidden in that coat. He slashes and stabs, leaving a gruesome mess in his wake. But knives are not his only weapons. When he wishes it, Bloody Jack can belch a cloud of fire that fills a street from one side to the other. It burns fast and hot, then vanishes, leaving smoke, embers, and a profound darkness - that sudden burst of light is terrible for night vision. Jack does not mind; he knew it was coming, and he can still see just fine. Blinded victims make easy targets.

Jack can take on two or three people at a time, but beyond that, he begins to feel the pressure. When it happens, he flees. He is a fast runner - capable of catching a horse on foot - and he has another trick: he can leap far higher and further than anyone should. Witnesses report seeing him launch over walls and onto rooftops without breaking stride. Once he is gone, he is gone. No one has ever been able to track him through the dark, by mundane or magical means.

On the upside, he is not invincible. He has been killed a half-dozen times, in fact. Each time, the body bursts into flame, leaving nothing but drifting ash and the stench of sulfur.

Pity he always comes back.

A scream shatters the night - a woman, perhaps a street over. It ends in a gurgle. Never a good sign. Turning the corner, you see a tall, dark figure looming over a crimson tableau. The wall behind him is streaked with blood, dripping from a knife gripped in his hand.
Someone calls out, and the figure slowly turns toward your squad. His eyes burn with a hellish red light, and a wicked grin curls across his face. It is Bloody Jack - and he looks ready to slice open a new body, rip out the guts, and paint the town red.

 
 
Shadows Are Strange
“Shadows are Strange, and they're getting stranger
Faces look ugly when they're around.
People seem Wicked under the moonlight
Streets get twisted, then they knock you down.”

Under The Eldritch Moon, the shadows of the city grow hostile and strange. They flicker unnaturally and cling to the faces and forms of people and objects. Everywhere you look, the world takes on an alien, menacing aspect, filling the heart with a terrible, unnatural dread. It becomes difficult to recognize where you are - or the people you are with.

If the players fail to resist, they are terrified, surrounded by enemies in a world gone strange and mad. They might fight - or flee. Neither is a good choice. If they fight, they have only each other to attack, though they will not realize it until the shadows retreat and the aftermath is revealed. If they flee, a different peril awaits. Directions become muddled, and even familiar streets can mislead them. Accidents are easy: an open manhole, debris in a darkened street, chunks of decaying stone tumbling from buildings just as you pass beneath.

If they survive the hazards of flight, they find themselves far from their allies - and the night is far from over.

The moonlight flickers, and the shadows grow sharp-edged. Everywhere you look, the world feels… off. The words on the signs no longer make sense - they have become glyphs, their meaning lurking just beyond your grasp, and you are fairly certain you do not want to know what they say. You scan the area and realize you no longer know where you are. The streets are dark and twisting, unlike anything built by human hands.
Glancing at the rest of your squad, you see they are gone - replaced by strangers with dark eyes and sharp teeth, regarding you as if you were a steak dinner. You do not know what has become of your companions, but you can guess that these monsters had a hand in their disappearance.

 
 
Something is Watching Me
"I always feel like something is watchin' me
And I have no privacy
I always feel like something is watchin' me
Tell me, is it just a dream?"

The party gets a sense that they are being watched - and not by anything with good intentions. Somewhere in the dark, a predator waits for its moment to strike - and it will strike soon. No amount of searching will reveal this creature, but every sound, unexplained scratch, or unusual smell confirms that something was there just moments before the party looked. It is watching. It is waiting - and it holds the advantage. At the worst possible moment, it will reveal itself, and someone will die.

This encounter lingers. Once triggered, the sense of being watched persists until the moon fades, wearing on the characters. They will watch every shadow, anticipating the attack they know is coming - even while engaged in combat with something trying to tear their throat out. It is distracting. It is terrifying. And it places them at a disadvantage for the rest of the night, making it harder to do anything other than search for the threat they know is there.

You hear something behind you - a claw scraping stone, or perhaps a footfall. You look, and there is nothing. But you know what you heard. Something watches you, waiting for the moment you drop your guard and become vulnerable. If you look away - even for a second - you will be dead.

 
 
We Will Wreck You
"We Will, We Will Wreck You
Stomp Stomp
We Will, We Will Wreck You
Stomp Stomp"

Most people stay inside when The Eldritch Moon rises. Most people aren't fanatics. The party encounters a group of Wreckers - angry laborers intent on destroying the constructs and factories that have stolen their jobs and livelihoods. They have acquired smoked goggles to protect themselves from the moonlight - likely stolen from a Special Branch cache, as none could afford to buy their own. They have hung all manner of protective talismans about their bodies - some real, most worthless, and none nearly enough to keep them safe on a night like this. Each carries a heavy, two-handed sledgehammer capable of smashing a skull as easily as breathing.

The Wreckers are out to make a political statement. They are also likely to commit a crime or five: breaking and entering, destruction of property, theft, endangering the public, and probably more. Most importantly, they pose a danger to the party. Goggles or not, they are not prepared for the horrors lurking under The Eldritch Moon, and they are just as likely to be turned into weapons by the monsters, unleashed to wreak havoc across the city. They should go home. If they won't, they still need to get off the streets. Arresting a few dozen angry workers with oversized hammers and putting them in jail shouldn't be that hard, right?

Singing. Those fools are marching down the street with their cursed hammers, singing as they go. Stomping in time to their own damn rhythm. They don't think anyone will dare come out and stop them from getting themselves killed - and they might be right, if you weren't here. You know that if even one of them has a crack in their goggles, they could already be Moonstruck. And from there it's just a quick trip to having three dozen homicidal maniacs with sledgehammers, merrily murdering anyone unlucky enough to cross their path.

 

Carry on My Wayward Ones

"Carry on, my wayward ones
There'll be sleep when you are done
Lay your weary head to rest
Don't you fight no more
"

When the sets, the encounters stop coming. It's safe to walk the streets again, and the players are off-duty. They can make their way home, or to the hospital, or to a church - whatever they need to do next. Maybe they never make it further than the next tavern, and sleep the day in a drunken stupor. Maybe they find a den of Needle-Fiends and find a dream that's better than this world to spend a few hours in. That's up to them. The job is done - for the moment. But the moon will rise again, soon enough.

Eventually, the moon sets. Darkness - blessed, non-magical, non-malevolent darkness - covers everything. The shadows are just shadows, mostly. The monsters - well, hopefully they are all dead, or gone. If not... well, that's tomorrow's problem. It's time to go home and sleep. And if you drink enough first, you might not dream. That will do. For now.
This article is a stub, and will eventually be updated with more complete information. Let me know in the comments if you would like me to prioritize it!

Comments

Author's Notes

This article is inspired by a number of songs, listed below.

  • Bad Moon Rising - Creedence Clearwater Revival
  • Sunglasses at Night - Corey Hart
  • People are Strange - The Doors
  • Paint it Black - The Rolling Stones
  • Black Magic Woman - Santana
  • Enter Sandman - Metallica
  • Somebody's Watching Me - Rockwell
  • A Whiter Shade of Pale - Procul Harum
  • We Will Rock You - Queen
  • Carry on Wayward Son - Kansas

  • Please Login in order to comment!
    Dec 9, 2025 19:48 by Dr Emily Vair-Turnbull

    This looks to be a great self-contained session. I like the idea of the roll table for encounters, so feasibly you could play this more than once with the same group.

    Emy x
    Explore Etrea | WorldEmber 2025
    Dec 10, 2025 13:52

    Thanks! I'm hoping to run this with my players at some point.

    Come see my worlds: The Million Islands, High Albion, and Arborea
    Dec 10, 2025 08:55 by Imagica

    I love this! The songs that inspired you are amazing (they really stand as a great short playlist) <3 Rolling to find out the encounter was a very clever :) Great plot article!

    Worldember is finally here!! Here is my pledge!
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    Come visit my world of Kena'an for tales of fantasy and magic! Or, if you fancy something darker, Crux Umbra awaits.
    Dec 10, 2025 13:52

    Thanks!!

    Come see my worlds: The Million Islands, High Albion, and Arborea
    Dec 12, 2025 14:28 by Keon Croucher

    This fantastic and the music references are top notch. The ambience and atmosphere is perfect and this seems like it'd be so much fun to run or be a player in. Awesome work!

    Keon Croucher, Chronicler of the Age of Revitalization
    Dec 13, 2025 16:00

    Thanks!

    Come see my worlds: The Million Islands, High Albion, and Arborea