Monday 12 June 2017

Temple of the Moon Priests - No Text

As it's been requested a couple of times, here's a version of "Temple of the Moon Priests" with text tags removed!


  1. Hey Will, I apologize for contacting you this way but I was looking to be a dm using your campaign Mind Blown for my next game night. Unfortunately I cannot find the Beastiary you referenced for monsters anywhere, so I was wondering if you know where I could find either the beastiary itself or the information on the mosters you referenced. Thank you!

    1. Hey there, hope you have fun with it! Mind Blast was written during the 5th Edition D&D Playtest, so used the bestiary from the old playtest package.

      I've not run the numbers on it properly, but I'd hope most of the monsters in the Monster Manual would convert across with very little tweaking.

  2. My email is

  3. Hi Will.
    This is Andrey Plisko. As I am working on translation to Russian, this would be nice to have indeed. I already created it based on the Aaron's work (the text-out blank version), but I might consider using this one instead.
    Thank you again for this wonderful entry and hope we can keep in touch, as I still have some parts in my translation I think are not perfect maybe...

  4. I'm also sorry to contact you this way, but couldn't find an email and I don't have a Twitter account.




    I just finished GM-ing Cloaks and Shadows (which I bought rather than pirated) and have to say it was one of my favorite published adventures ever. The opening was fantastic with the chaos after the assassination [moved to Waterdeep and used a Griffon Cavalry captain as the target]. Setting up the sergeant with an xbow before posing the question was brilliantly tension building. The chases were really nicely abstracted yet playable---I was skeptical, but they turned out awesomely. We also really liked that the kenku thing could end peacefully (my characters run an orphanage, so they relocated the blind girl). My players love surveillance and tracking, so this whole adventure was perfect (they cautiously balked at the magic user's shop and I was bummed they didn't go to the fortune teller, but I'm sure I'll be able to to reuse that scene elsewhere). We really had a blast in the flying contraption scene getting out with the tinkerer (they both failed first roll and nearly crashed, but then took off. They crashed in the slum, just narrowly avoiding the griffon cavalry by ditcing in an alley and then dashing to the safe house [I reset it in Waterdeep to follow on naturally from the Lost Mines]. This was one adventure where the urchin background really shined for the half-orc storm cleric (first time in 35 years anyone's played a half orc).

    Overall, the best part was that it felt very open-ended, but my players were never without clues to lead them onto the next thing they had to do. So they felt very pleased with themselves the whole time. I know it's a difficult balancing act to make it clear enough they can guess, but not so clear as to be stupidly obvious. The handouts were really brilliant for that. Definitely a structure I'm going to "borrow" going forward.

    When we finished, my players literally said, "That was fantastic---did the author write anything else we can play?" Luckily for us, the answer is yes.

    Tonight we're onto the second session of Mayhem in Earthspur Mines. They just barely managed to save the Stone Dwarf and themsevles in the gladiator pit and now it's off to North Road and I'm really looking forward to the Yeti encounter and the Dying King.

    To get some sense of our taste, we loved Lost Mines of Phandelver; my favorite 4e adventures were the Slaying Stone, Heathen, and Lord of the White Fields. I skimmed through most of the content of Dungeon that was below 10th level, but we were knee deep in home brew and finishing some other story arcs when your adventures came out.

    We are all big fans of fantasy fiction and like coherent stories with a plot, so the 4e hardback sandboxes have left us cold. So I love that there are all these great adventurer's league modules.

    We alternate home brew and often heavily-modified published content. I've been playing with the same group since 1978---before 1e was released.

    Can't wait to see what you have lined up for the new season. Congrats on the distinction at DM's Guild, too---couldn't have happend to a better author.

    Thanks again.

    1. Thank you so much, Bob! Feedback like this is what we live for as authors, it's so nice to hear. Thanks for taking the time out to write this down, and please extend my thanks to your players. I hope you all have a blast in the mines.

  5. P.S. Thanks also for all the great maps. The work really well on Roll20.


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