TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only. 
   
  Bounty in the Bog 
  The Soldiery has grown weary of dealing with a particularly nettlesome band of miscreants who have holed up in the 
  Flooded Forest to the south. And so, you have been called upon to quell their activities so that trade along the North Road 
  can resume unmolested. However, in so doing, the truth behind their activities reveal that much more than simple banditry 
  is at hand. Will you be able to stop it? An adventure for 5th-10th level characters. 
  Adventure Code: DDEX2-7 
  Credits 
  Adventure Design: Ken Hart 
  Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall 
  D&D Organized Play: Chris Tulach 
  D&D R&D Player Experience: Greg Bilsland 
  D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick 
   
   
   
   
   
   
   
  Debut: April 10, 2015 
  Release: May 1, 2015 
   
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  their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
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  Bounty in the Bog 
   
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  2 
  Introduction 
  Welcome to Bounty in the Bog, a D&D ExpeditionsTM 
  adventure, part of the official D&D Adventurers LeagueTM 
  organized play system and the Elemental EvilTM storyline 
  season.  
   This adventure is designed for three to seven 1st-4th 
  level characters, and is optimized for five 3rd-level 
  characters. Characters outside this level range cannot 
  participate in this adventure. A player with an ineligible 
  character can create a new 1st-level character or use a 
  pregenerated character.   
   The adventure is set in the Moonsea region of the 
  Forgotten Realms, in and around the city of Mulmaster 
  and the Flooded Forest to the south of the city. 
    
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers League 
  play. The D&D Adventurers League is the official 
  organized play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate in any 
  adventure allowed as a part of the D&D Adventurers 
  League. As they adventure, players track their characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue to 
  play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI number. 
  This number is your official Wizards of the Coast 
  organized play identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with your organizer 
  for details.  
   For more information on playing, running games as a 
  Dungeon Master, and organizing games for the D&D 
  Adventurers League, please visit the D&D Adventurers 
  League home. 
   
  Preparing the Adventure 
  Before you show up to Dungeon Master this adventure for 
  a group of players, you should do the following to prepare. 
   
  • 
  Make sure to have a copy of the most current version 
  of the D&D basic rules or the Player’s HandbookTM.   
  • 
  Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself while 
  running the adventure, such as a way you’d like to 
  portray an NPC or a tactic you’d like to use in a 
  combat. 
  • 
  Get familiar with the monster statistics in the 
  Appendix. 
  • 
  Gather together any resources you’d like to use to aid 
  you in Dungeon Mastering, such as notecards, a DM 
  screen, miniatures, battlemaps, etc.  
  • 
  If you know the composition of the group beforehand, 
  you can make adjustments as noted throughout the 
  adventure.  
  Before Play at the Table 
  Ask the players to provide you with relevant character 
  information. This includes:  
   
  • 
  Character name and level 
  • 
  Character race and class 
  • 
  Passive Wisdom (Perception)—the most common 
  passive ability check 
  • 
  Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on) 
   
  Players that have characters outside the adventure’s level 
  range cannot participate in the adventure with those 
  characters. Players can play an adventure they previously 
  played or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from the 
  organizer). The player will fill out the adventure name, 
  session number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for XP, 
  gold, downtime, renown, and number of permanent magic 
  items. He or she will fill in the other values and write 
  notes at the conclusion of the session. Each player is 
  responsible for maintaining an accurate logsheet.  
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of order. 
  If you see magic items of very high rarities or strange 
  
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  3 
  arrays of ability scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, feel 
  free to restrict item use or ask them to use a standard 
  ability score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so at 
  the end of the adventure or episode.  
   Players should select their characters’ spells and other 
  daily options prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread the 
  adventure description to help give players hints about 
  what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, you may see sidebars to help 
  you make adjustments to this adventure for smaller/larger 
  groups and characters, of higher/lower levels that the 
  optimized group size. Most of the time, this is used for 
  combat encounters.  
   You may adjust the adventure beyond the guidelines 
  given in the adventure, or for other reasons. For example, 
  if you’re playing with a group of inexperienced players, 
  you might want to make the adventure a little easier; for 
  very experienced players, you might want to make it a 
  little harder. Therefore, five categories of party strength 
  have been created for you to use as a guide. Use these as 
  a guide, and feel free to use a different adjustment during 
  the adventure if the recommended party strength feels off 
  for the group. 
   This adventure is optimized for a party of five 3rd-
  level characters. To figure out whether you need to 
  adjust the adventure, do the following: 
   
  • 
  Add up the total levels of all the characters 
  • 
  Divide the total by the number of characters 
  • 
  Round fractions of .5 or greater up; round frations of 
  less than .5 down 
   
  You’ve now determined the average party level (APL) for 
  the adventure. To figure out the party strength for the 
  adventure, consult the following table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
   
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or may 
  not offer suggestions for certain party strengths. If a 
  particular recommendation is not offered for your group, 
  you don’t have to make adjustments.  
  Dungeon Mastering the 
  Adventure 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the words 
  on these pages to life. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the fun 
  of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the following: 
   
  • 
  You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of 
  combat, but feel free to adjust the adventure for 
  groups that are having too easy or too hard of a time. 
  • 
  Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a 
  frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to feel 
  out (or ask) what they like in a game, and attempt to 
  give each of them the experience they’re after when 
  they play D&D. Give everyone a chance to shine.  
  
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  4 
  • 
  Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish 
  too early; provide them with a full play experience. 
  Try to be aware of running long or short. Adjust the 
  pacing accordingly. 
  • 
  Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
  • 
  Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate so 
  they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out 
  good choices from clues. 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide TM has more information on the 
  art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent on the 
  adventure logsheet. The following options are available to 
  players during downtime (see the D&D basic rules or the 
  D&D Adventurers League Player’s Guide for more 
  information): 
   
  • 
  Catching up  
  • 
  Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • 
  Practicing a profession 
  • 
  Recuperating 
  • 
  Spellcasting services (end of the adventure only) 
  • 
  Training 
   
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense for 
  his or her lifestyle. Costs are per day, so a character that 
  spends ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can provide 
  some spellcasting services. characters need to be able to 
  travel to the settlement to obtain these services. 
  Alternatively, if the party finishes an adventure, they can 
  be assumed to return to the settlement closest to the 
  adventure location.  
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in the 
  adventure. The number of spells available to be cast as a 
  service is limited to a maximum of three per day total, 
  unless otherwise noted.  
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
   
  Cure wounds (1st level) 
   
  10 gp 
   
  Identify 
   
   
   
  20 gp 
  Lesser restoration 
   
   
  40 gp 
   
  Prayer of healing (2nd level) 
   
  40 gp 
   
  Remove curse 
   
   
  90 gp 
   
  Speak with dead 
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
   
  Raise dead  
   
   
  1,250 gp  
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any.  
   
  Faiths that can call upon spellcasting services in Mulmaster 
  include the following: Bane, Leira, Loviatar, Mystra, Savras, 
  Tempus, Tymora, Velsharoon, and Waukeen.  
  Character Disease,  
  Death, and Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here are 
  the rules when bad things happen to characters. 
  
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  5 
  Disease, Poison, and Other Debilitating 
  Effects 
  A character still affected by diseases, poisons, and other 
  similar effects at the conclusion of an adventure can 
  spend downtime days recuperating until such time as he 
  or she resolves the effect to its conclusion (see the 
  recuperating activity in the D&D basic rules).  
  If a character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by the 
  debilitating effect.  
  Death 
  A character who dies during the course of the adventure 
  has a few options at the end of the session (or whenever 
  arriving back in civilization) if no one in the adventuring 
  party has immediate access to a raise dead or revivify 
  spell, or similar magic. A character subject to a raise dead 
  spell is affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the penalty 
  to attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity might 
  provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of the 
  other options, the player creates a new character. The 
  new character does not have any items or rewards 
  possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any vital 
  organs and is mostly whole) and the player would like the 
  character to be returned to life, the party can take the 
  body back to civilization and use the dead character’s 
  funds to pay for a raise dead spell. A raise dead spell cast 
  in this manner costs the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member. 
   Faction Charity. If the character is of level 1 to 4 and a 
  member of a faction, the dead character’s body can be 
  returned to civilization and a patron from the faction 
  ensures that he or she receives a raise dead spell. 
  However, any character invoking this charity forfeits all 
  XP and rewards from that session (even those earned 
  prior to death during that session), and cannot replay that 
  episode or adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available.  
  Adventure Background 
  Adera Moonfist is a thief and a descendent of a member 
  of the Turning Key—an adventuring party that called 
  Mulmaster home some one hundred-forty years ago. She 
  has also become obsessed with finding the location of the 
  Turning Key’s fabled treasure. Eventually, Adera's quest 
  for increasingly obscure clues and arcane lore, would 
  unfortunately introduce her to a mind flayer named 
  Vanquo. The illithid had long coveted an artifact that had 
  been lost in that same forest, but had been fearful of 
  venturing through the forest’s bright, exposed terrain. 
  Seeing an opportunity in her, Vanquo captured Adera and 
  interrogated her—absorbing every bit of information, 
  before replacing her mind with that of an intellect 
  devourer.  
   As ordered by Vanquo, the intellect devourer—now 
  posing as Adera—began recruiting people for help for the 
  search for the Turning Key’s treasure. It also secretly 
  approached the Cult of the Black Earth, pledging 
  allegiance and providing information that gives the cult a 
  great advantage.  
   Once Adera and her mercenaries arrived in the area, 
  she told them she wouldn’t be able to find the Turning 
  Key’s treasure or share its wealth—without more funds 
  for excavation. The duped mercenaries, now hungry for 
  gold, took to waylaying travelers along the North Road 
  and helping Adera gather the resources she needs. With 
  these funds and the cultists’ zealous assistance, the 
  intellect devourer is getting closer to achieving its 
  master’s goal.  
  Timeline of Events  
  • 
  Three Months Ago. In Ravens Bluff, Adera Moonfist finds 
  information that may lead to the Turning Key’s treasure in 
  the Flooded Forest. She begins gathering the people and 
  equipment she’ll need.  
  • 
  Two Months Ago. The illithid Vanquo captures Adera. Her 
  brain is consumed and her identity replaced by an intellect 
  devourer.  
  • 
  Five Weeks Ago. Adera’s mercenaries begin attacking 
  caravans and travelers on the North Road. The Cult of the 
  Black Earth begins its dark work deep within the Flooded 
  Forest.  
  • 
  Two Days Ago. In taverns and public spaces, the Soldiery 
  begins to spread word that adventurers are requested to 
  assist with an investigation outside the city limits. Those who 
  volunteer and succeed will be well paid.  
   
   
  
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  6 
  Overview 
  Bounty in the Bog is divided into three parts: 
   Part 1: Hazards on the Road. The adventurers 
  respond to a request from the Soldiery in Southroad 
  Keep. A captain recruits them to deal with bandits who 
  have been robbing travelers on the North Road, near the 
  edge of the Flooded Forest. The adventurers investigate 
  the situation and encounter the highwaymen. After 
  defeating some of the bandits, the adventurers learn a few 
  details about Adera Moonfist and realize they must travel 
  into the Flooded Forest to catch the rest of the thieves 
  and put an end to the attacks.  
   Part 2: Foreboding Forest. The adventurers 
  inadvertently draw the ire of a tribe of lizardfolk, who are 
  in a bad mood because of the unpleasant activities of 
  other humans recently (the mercenaries and cultists). The 
  adventurers must deal with the apprehensive lizardfolk, 
  one way or the other, in order to find Adera and her 
  thieves. A diplomatic approach helps reveal that 
  something beyond banditry is at work. With the 
  information they’ve gathered, the adventurers head for 
  Adera’s base of operations, although they’ll need to find a 
  way across or around the forest’s hazardous, water-filled 
  center to get there.  
   Part 3: Subterranean Surprise. The adventurers 
  arrive at the entrance to a bizarre grotto, where they 
  encounter the few remaining bandits. Within, they must 
  deal with other hazards and guards put in place by the 
  Cult of the Black Earth. Afterward, they come up against 
  Adera and her cultists, hard at work on excavating a large 
  stone object. Only by foiling the plans of Adera (and the 
  intellect devourer within) can the adventurers succeed 
  and claim their bounty. Failure could bring devastation.  
  Adventure Hooks  
  The Soldiery doesn’t want to use its own resources to 
  deal with this matter, especially since the attacks are 
  occurring outside the city limits. The following adventure 
  hooks can be used to draw the characters into the story.  
   Will Work for Food. After exploring the interesting 
  sights and sounds of Mulmaster, the adventurers find 
  themselves in need of gold to either move on or pay off 
  gambling debts and bar tabs. Either through gossip in a 
  tavern, a posted message in a marketplace, or a contact in 
  the Soldiery, the adventurers hear of the bounty. 
   Emerald Alert. Elder druids within the Emerald 
  Enclave have sensed the growth of something unnatural 
  deep within the Flooded Forest. Now, with reports of 
  attacks on the North Road close to that forest, the 
  Emerald Enclave is concerned that the two events are not 
  coincidental. They would like the adventurers to venture 
  into the Flooded Forest and find out the truth. 
   A Threat to Mulmaster Itself? Any characters 
  belonging to the Lords Alliance are approached and 
  appraised of a number of caravan attacks. If the attacks 
  on caravans continue, then merchants may start looking 
  for safer routes by which to ship goods—and that could 
  have devastating financial effects on Mulmaster, which 
  relies on commerce along the North Road.  
   
   
   
  
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  7 
  Part 1: Hazards on the 
  Road 
  The adventure begins in or near Southroad Keep in 
  Mulmaster. A severe rainstorm passed through the region 
  the day before, finally ending just before dawn.  
  Hearing the Offer 
  Read the text below when you’re ready to start. 
  Adventurers with a faction assignment may have heard 
  about the Soldiery’s offer and see it as good cover for 
  their true goal.  
   
  Recent, unseasonal rains have cast a depressing pall over 
  Mulmaster, but as you approach Southroad Keep, the sun finally 
  emerges, bringing with it crisp, fresh air and a sense of 
  invigoration.  
   That feeling dissipates quickly as you grudgingly endure a 
  series of checkpoints at the Keep. Gruff and probably underpaid 
  guards repeatedly ask about your identities and the nature of 
  your business. Once you explain that you’re offering your service 
  to help with the investigation, the soldiers direct you to see 
  Captain Holke.  
   Once inside the Keep proper, you’re escorted up an enclosed 
  spiral staircase to the second floor and are shown into Captain 
  Holke’s office. Inside is a young-looking man with close-cropped 
  black hair and neatly trimmed moustache and beard. He wears a 
  tabard with the official Mulmaster crest, with a leather vest 
  partially visible underneath. A suit of immaculately polished 
  chain mail and a shield are displayed in a corner behind him. A 
  gleaming longsword with a ruby-studded pommel hangs on the 
  adjacent wall. Before you are four attractive black cherry chairs 
  and a large, matching desk. Spread over the desk is a map of the 
  area, stretching from Mulmaster down south to Ravens Bluff in 
  Vesperin. Several sheets of paper with scribbled notes are 
  strewn over the map.  
   
  Captain Holke is genuinely pleased to see the characters. 
  His recent promotion was granted on the condition that 
  he keep the peace in the area and ensure that the roads 
  remain safe and passable. The powers that be in 
  Mulmaster wish to wipe away some of the stains on the 
  city’s reputation and increase trade. Holke initially 
  enjoyed great success in this role, personally greeting 
  wealthy visitors and ordering his soldiers to make sure 
  their needs were met—sometimes at the expense of 
  Mulmaster’s citizens. In exchange, a few of the travelers 
  have given Holke “tokens of appreciation” in the form of 
  money, gems, and the fine longsword on the wall.  
  Roleplaying Captain Gideon Holke 
  Captain Holke is a skilled fighter, yet his charm and intellect are 
  his best weapons. He revels in his growing influence, especially 
  with some of Mulmaster’s wealthiest and most beautiful women, 
  and he’s deeply concerned that the attacks could bring all that to 
  an end. His condescending attitude toward other soldiers and his 
  rapid promotion has created a few enemies in the Soldiery, and 
  Holke knows they wouldn’t hesitate to get revenge if his position 
  slipped.  
   
  He treats the adventurers very well, knowing that they may be 
  his only hope of maintaining the status quo. He may offer 
  compliments on their appearance or choice of weaponry. If the 
  adventurers seem reluctant to take on the job, then his inner 
  desperation shines through. 
   
  Unfortunately, the attacks on the North Road threaten to 
  put an end to his lucrative career, and he can’t spare the 
  resources for a possibly lengthy investigation outside the 
  city. So far, he’s managed to keep the news of the attacks 
  from spreading too far outside of the Soldiery, but he 
  knows that he must address this and quickly. If the 
  attacks continue, accusing voices demand that he be 
  removed from his cozy position—an outcome he would 
  view as highly unfair.  
   During the course of the discussion, Captain Holke 
  relates the following: 
   
  • 
  Over the past month, three caravans have been 
  attacked on the North Road. One had left from 
  Mulmaster, while two were heading toward the city. 
  The attacks occurred at roughly the same location: 
  about 60 miles south of Mulmaster, a day north of 
  the village of Masker's Eye.  
  • 
  At least five people have been killed so far. If 
  questioned, Holke admits that the number of attacks 
  may be higher; if everyone on a caravan were slain, 
  he might not hear about it for weeks until the 
  merchants were reported missing.  
  • 
  Reports from the survivors describe five or six 
  attackers. In each case, a strange fog rose up as the 
  merchants traveled. The caravan guards weren’t able 
  to muster a defense until it was too late.  
  • 
  In each instance, the attacks were over quickly. The 
  thieves grabbed coins, gems, and food, leaving other 
  items—furs, perfumes, fabrics—untouched.  
  • 
  The attackers were reportedly on foot. However, 
  Holke acknowledges that horses may have been 
  hidden nearby.  
  
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  8 
  • 
  Holke’s contacts say that a wealthy gnomish 
  merchant named Anghara Hettix leaves Mulmaster 
  tomorrow, bound for Tantras. If the adventurers 
  wish, Holke can persuade the merchant to take them 
  as additional guards for part of the trip, as a sign of 
  Mulmaster’s hospitality. Under no circumstances, 
  however, are the adventurers to tell Hettix about the 
  recent attacks and their true reason for 
  accompanying her. Mulmaster’s image must be 
  preserved.  
  • 
  The adventurers can choose to follow the caravan 
  from a distance, rather than be a part of it, but in any 
  event, Holke says that they’re on their own for 
  transportation. If they don’t have horses or don’t 
  want to ride in Hettix’s wagons, then they’ll have to 
  walk along the North Road for 70 miles. 
  • 
  Holke asks that the adventurers stop the attacks and 
  put an end to the thieves—by any means possible. He 
  can’t spare members of the Soldiery for the trip 
  south. He offers the party 150 gp, and adds that if 
  they bring back any of the thieves, he’ll award the 
  characters an additional 50 gp—upping the reward to 
  a total of 200 gp. 
  Rumor Mill 
  In their preparations for their excursion south, the players may 
  hear some of the following rumors: 
   
  Grumbling Among the Guards. Some characters might make 
  some inquiries of guards about events along the North Road or 
  may overhear their conversation. Most of the guards that the 
  adventurers encountered on the way into Southroad Keep don’t 
  have a high opinion of the region's commanding officer. Word is 
  that his rapid promotion are due more in part to his close 
  connections to nobles than actual competence. 
   
  Anybody Sell a Used Gem Lately? Characters seeking out the 
  seedier parts of town may discover rumors about a halfling 
  mercenary who recently came into town not more than a week 
  ago to sell some gems. Word is that he left two days later, 
  headed south along the North Road with an unusually large 
  amount of supplies in tow. 
   
  Ancient History. If the characters reveal their intent to venture 
  towards the stretch of the North Road near the Flooded Forest, 
  most folks spin a tale about an old adventuring company called 
  "The Turning Key."  
   
  The Turning Key was a group of female adventurers, most of 
  which were bards and thieves. The jovial group lived in Talivar—a 
  village in the Vast. Eventually the group would disband as its 
  members relocated to different parts of the Sword Coast.  
   
  Legend of their treasures would far outlive them, though. 
  Adventurers would come from near and far to search the area 
  around Talivar for the group's buried treasure, but to no avail. 
   
  Satcheera Moonfist, the last surviving member of the group, 
  upon hearing of the treasure hunters, famously remarked "Still 
  haven't found our jewels? They must be looking in far too dry a 
  place!" This led many to believe that the Flooded Forest was a 
  more likely place to search, but the size and risk deterred most 
  from attempting. Satcheera passed away before 1370 DR. 
  Anghara’s Caravan 
  If the adventurers decide to join Anghara Hettix’s 
  caravan, the characters find that Captain Holke has made 
  appropriate arrangements. The adventurers are 
  responsible for their own food, water, and bedding; and 
  are expected to provide assistance in the event that the 
  caravan is attacked or otherwise needs help. 
   Shortly after dawn the next day, they meet up with the 
  caravan just inside the gate leading to the North Road.  
   
  Passing through the gates of Mulmaster, the North Road 
  stretches into the foothills to the south. Two wagons have been 
  pulled off to the side laden with goods and festooned with a 
  number of lamps, banners, and collapsed awnings. A pair of 
  dwarven women and a trio of gnomes eye you cautiously as you 
  approach.  
   One of the gnomes, a woman with gray-streaked, dark red hair 
  comes around to greet you. The air is filled with ringing and 
  clinking as her extensive (and gaudy) jewelry collection bounces 
  in time with her step. 
   "You must be my ordained entourage,” she says with a wry 
  smile on her face. “Good morning, I’m Anghara Hettix.” 
   
  Anghara introduces her colleagues. Anghara suspects 
  that there’s a hidden motive to the adventurers’ presence, 
  but Captain Holke has done right by her in the past. She 
  relates that Holke has instructed her that the characters 
  are accompanying her only as far as the pass in the 
  Earthspur Mountains, but as she isn’t paying for the extra 
  guards, Anghara doesn’t mind.  
  Roleplaying Anghara Hettix 
  Anghara is an experienced, well-traveled merchant with a 
  pleasant manner and a tendency to use long, multisyllabic words 
  whenever possible. After securing a small amount of wealth from 
  her time as a rogue in Icewind Dale, she sought a less hazardous 
  life as a merchant near the Moonsea. While her trouble-seeking 
  days may be done, she is quite able to defend herself in a fight.  
   
  She dearly hopes that the adventurers’ presence today isn’t a 
  bad omen. It is expected that her first impression of them is that 
  they are at least a capable group, and to her mind there’s no 
  point in turning down free help. If they demonstrate some skill 
  during the trip, she may even hire them herself.  
   
  
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  9 
  Before the caravan departs, Anghara establishes a few 
  ground rules. First, under no circumstances are the 
  adventurers to ask about the nature of her cargo or open 
  any of the crates within the wagons. Second, when they 
  make camp for the night, they must set themselves up 
  away from the wagons. And finally, if the caravan 
  encounters trouble she expects that the adventurers aid in 
  its defense. If they can prove themselves useful in that 
  regard, she may toss “a little something extra” their way. 
  Assuming the characters accept these terms, the caravan 
  sets off shortly thereafter. 
  Anghara's Colleagues 
  Anghara is traveling with four others, as follows: 
   
  Dayra and Magrori Emberaxe. Two dwarvish mercenaries. 
  Sisters. Dayra is fun-loving and enjoys playing pranks on her 
  rather dour and stubborn sister. Both pass their idle time 
  throwing dice with one another. Depending on which of the two 
  you ask, the other is terrible at the game. 
   
  Roderunk and Fendlik Hettix. Anghara's gnomish cousins. 
  These two gnomes are identical twins (a rarity amongst gnomes) 
  and often complete each other's sentences. They know that they 
  are nearly impossible to tell apart, and use it to their advantage. 
  They share a keen appreciation for the finer things in life and are 
  often found hiding away drinking or smoking a frustratingly large 
  portion of Anghara's trade goods. 
  The North Road 
  The attacks occurred in roughly the same area—a stretch 
  of road about 60 miles south along the North Road. 
  General Features 
  The North Road has the following general features. 
   The Terrain: The North Road is well maintained and 
  wide enough to easily accommodate two wagons traveling 
  side by side or passing in opposite directions. The terrain 
  around you is fairly plain at the start of the journey, with 
  more hills appearing as you head south. The Earthspur 
  Mountains loom far in the distance to the east and south.  
   Weather: Sunny and mild.  
   Smells. The country around the North Road is, for the 
  most part, scrub brush and foothills, but is nevertheless 
  quite pleasant. The air is filled with the smell of wild 
  flowers. Near Mulmaster, the air is tinged with salt, but as 
  the adventurers near the Flooded Forest, the air takes on 
  the odor of stagnant, fetid water. 
   Travel Time. If the adventurers are traveling on foot or 
  with a caravan, it takes them three, full days of travel to 
  arrive at the section of the North Road where the attacks 
  occurred. If the adventurers speed ahead on mounts, the 
  trip takes two, full days. 
  Ambush! 
  Whether or not the characters chose to accompany 
  Anghara's caravan, they happen across an ambush when 
  they reach a winding stretch of the North Road nearest 
  the Flooded Forest. 
   Any character with a passive Perception score of 13 or 
  higher notices the hiding bandits and is able to act in the 
  surprise round. If one or more of the characters are 
  scouting ahead or otherwise detect the bandits without 
  being detected themselves, the group may be able turn 
  the tables on the would-be ambushers. Let the characters 
  get creative in their assault, and reward creativity with 
  surprise and possibly advantage on an attack roll.  
   If the bandits get the drop on the adventurers, read: 
   
  The placid tranquility of the countryside is suddenly and rudely 
  interrupted by the twang of a bowstring. All around you, shouts 
  emanate from behind boulders, trees, and the occasional bush. 
   
  As they round a bend in the road, the caravan is 
  ambushed by a scout, a bandit mage and four bandits. 
  They are hiding behind rocks and small trees on both 
  sides of the road. One of the bandits is the halfling 
  mentioned in the Rumor Mill sidebar. 
   If the characters are with Anghara's caravan when they 
  are ambushed, describe a separate group of bandits that 
  the dwarvish sisters are engaged with. If the characters 
  seem inclined to assist them, the dwarvish sisters insist 
  that they've got things in hand, and that the characters 
  should take care of their own group of foes. If the 
  characters ignore the dwarves, the bandits that they are 
  fighting are slain if hit with a successful attack. 
   The four bandits fight to the death—they’re too 
  frightened of the scout's reprisal to surrender. The scout 
  and the mage, however, are more pragmatic. If either is 
  reduced to less than 5 hit points, they flee into the 
  wilderness. To facilitate this, the mage keeps one spell 
  slot available to cast invisibility to aid in her flight. If 
  escape is impossible, they surrender.  
  Adjusting the Encounter 
  Here are some recommendations for adjusting this combat 
  encounters. These are not cumulative.  
  • 
  Very weak party: Remove four bandits and one mage; add 
  one scout 
  • 
  Weak party: Remove four bandits 
  • 
  Strong party: Replace the scout with a spy; replace four 
  bandits with four scouts 
  • 
  Very strong party: Remove bandits, add two spies and one 
  mage 
  
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  10 
  Developments 
  If the adventurers disobey Holke's orders and inform 
  Anghara about the bandit activity in the area, Dayra is 
  grievously wounded in the ambush, but still alive—thanks 
  to the extra padding she wore in observance of the 
  characters's warning. Similarly, if the characters go out of 
  their way to engage the bandits that the dwarves are 
  fighting, she survives the ambush. However, if the 
  characters remain silent about the bandit activity or do 
  not attempt to save the dwarves, she is slain. 
   Anghara and her team are grateful for the adventurers’s 
  assistance in defending the caravan and decide to 
  continue to Tantras. She certainly has no interest in 
  watching over or transporting any prisoners. If Dayra 
  survived the ambush thanks to the characters disclosure, 
  Anghara is thankful for their aid and provides them a 
  pouch containing 50 gp. 
   Should the characters capture either the scout or the 
  evil mage, one of the two eventually reveals the following 
  in the course of discussion: 
   
  • 
  They were hired by someone called Adera Moonfist 
  about six months ago down south in Raven's Bluff. 
  Any character that succeeds on a DC 13 Intelligence 
  (History) check recognizes the name as belonging to 
  a successful thief in the city-state. Any character with 
  the Criminal, Urchin, or similar background, or a 
  character that calls the Vast home may make this 
  check with advantage. If the character also heard the 
  rumor "Ancient History" (see Rumor Mill sidebar, 
  above), they recall the name Moonfist as being a 
  member of the Turning Key. Neither of the bandits 
  know of the old adventuring group. 
  • 
  Her demeanor has recently changed. Before she 
  relished the search for treasure almost as much as 
  the treasure itself. But now, every day that her 
  searches yield nothing finders her more angry and 
  demanding than the day before.  
  • 
  More recently, Adera instructed the bandits to rob 
  caravans and other travelers and travel to Mulmaster 
  with the proceeds to buy new shovels, picks, and 
  whatever other supplies are needed. 
  • 
  They seldom see Adera—perhaps once or twice in a 
  tenday when she comes out of the forest with a 
  couple of her diggers to pick up supplies and receive 
  news from the city. 
  • 
  They under instructions not to approach the site 
  without her express permission.  
  • 
  They don't know much about the “diggers,” but feel 
  uncomfortable around them. The diggers were hired 
  recently, and weren’t part of Adera’s Ravens Bluff 
  associates. When traveling, they usually wear dark 
  green cloaks, with drawn cowls.  
   
  The bandits do not know the exact location of the 
  excavation site, but point out its approximate location if 
  given a map. A character that succeeds on a DC 10 
  Wisdom (Survival) check guesses that it takes about five 
  or six hours to get there on foot—riding in on horseback 
  would be dangerous due to the mud and sinkholes 
  common to the Forest. 
   The bandits have a large tent a few miles into the forest, 
  but they do not divulge this unless specifically asked and 
  a character succeeds on a DC 15 Charisma (Intimidation) 
  check. 
   If there is no one left for the adventurers to interrogate 
  when the battle is over, the characters find a map of the 
  local area on one of the dead bandits. On the map, the 
  characters find that the bandits marked their camp, the 
  ambush site, and a third location within the Flooded 
  Forest marked only with a shovel crossed with a pick. 
  Otherwise the map is found in the camp. 
  The Bandit’s Camp 
  Off of the road, the adventurers find tracks that appear to 
  have been made by the wheels of a small wagon pulled by 
  a single horse. These tracks lead to a large clearing five 
  miles deep in the forest with four threadbare tents around 
  a small fire pit. The wagon is concealed behind the 
  largest tent. There are also four horses lashed to a couple 
  of nearby trees. If a character investigates the interior of 
  the tents, they find the following: 
   
  • 
  Six bedrolls, and burlap sacks with personal effects 
  (i.e., a few sets of filthy clothes, a caricature of a loved 
  one, etc.) 
  • 
  A map of Ravens Bluff 
  • 
  Four unlabeled jars filled with a pungent, yellow 
  paste. Any character proficient with herbalism kits 
  automatically recognizes the substance as a form of 
  insect repellent. Any other character succeeding on a 
  DC 15 Intelligence (Investigation or Nature) check to 
  realizes the same. Each jar contains 3 doses of the 
  goop. As an action, a creature can apply the salve 
  which lasts for 2 hours. After that time, it must be 
  reapplied. 
  • 
  A number of crates labeled "Hothin Mercantile". The 
  crates contain bolts of fine cloth, spices, and other 
  trade goods worth a total of 100 gp. 
  
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  11 
  Inside the largest tent, they find a large, wood chest. The 
  chest is locked and opening it requires a set of thieves' 
  tools and a successful DC 15 Dexterity check. Inside the 
  chest, the characters find the following: 
   
  • 
  A few sets of slightly-less-filthy clothes 
  • 
  The mage's spellbook bundled in an oiled leather 
  haversack 
  • 
  A scroll of comprehend languages, a scroll of remove 
  curse, and a scroll of silence 
  • 
  An unlocked lockbox containing 25 gp 
   
  Additionally, any character searching the chest that also 
  succeeds on a DC 15 Intelligence (Investigation) check 
  finds a cleverly hidden secret compartment containing 45 
  gp. It would appear that the scout had been skimming a 
  bit off of the take and had been hiding it here. 
  Treasure 
  If Dayra survived the ambush, Anghara gives the group a 
  payment of 50 gp. 
   Each of the bandits carry 5 gp in various coins on their 
  person, for a total of 30 gp. The mage also carries a 
  potion of healing.  
   If the characters locate the bandit camp and investigate 
  the tents, they find 4 jars of insect repellent. Additionally, 
  the chest contains the mage's spellbook, a scroll of 
  comprehend languages, a scroll of remove curse, a scroll 
  of silence, and a lockbox containing 25 gp. 
   If the characters discover the secret panel in the chest, 
  they also find the 45 gp that the scout had been hiding 
  from his colleagues and employer. 
  XP Award 
  If the adventurers saved Dayna’s life, either by warning 
  them ahead of time regarding the bandits or by assisting 
  during combat, award each character 50 XP.  
   
  
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  12 
  Part 2: Foreboding 
  Forest 
  It’s early in the afternoon by the time the adventurers 
  have finished dealing with the ambush and potentially 
  located the bandits's camp. They must then decide what 
  to do with any prisoners they have and what their next 
  course of action is. Presumably, they venture into the 
  Flooded Forest, looking for Adera's camp. They could opt 
  to take a long rest at this point as the next location is 
  several miles away. 
  General Features 
  The general features of the Flooded Forest are as follows:  
   Light. It’s partly cloudy, and the light that does come 
  through the clouds is broken up by the trees as the forest 
  gets denser. Visibility is no more than 60 feet along the 
  path and only 20 feet along the sides.  
   Sounds. Bird calls. Droning buzz of insects. Chirping of 
  crickets and frogs. 
   Smells. Rotting vegetation. Stagnant water. 
   Terrain.  The Flooded Forest has boggy soil and is 
  marsh-like in places. The terrain is spongy and at times 
  resembles quicksand (though it only threatens to take the 
  characters footwear off their feet rather than swallowing 
  them whole). Characters need to make a Constitution 
  (Endurance) DC 15 check or suffer from Stage 1 
  Exhaustion. This check should be made before the 
  interaction with the lizardfolk below. 
   
  Unhappy Lizardfolk 
  A lizardfolk tribe in the southern part of the Flooded 
  Forest has grown agitated in recent days, disturbed by 
  visions of outsiders. As such, they have been watching 
  Adera and her diggers but have thus far been reluctant to 
  attack. They are returning home from watching Adera 
  when they spot the adventurers in the swamp ahead. 
   
  Several miles into your journey the forest becomes more 
  swamp-like. The ground is wetter, the air thicker, and the insects 
  much more annoying. As you slog through more and more vines 
  seem to dangle from trees, increasingly impairing your view of 
  the path ahead. As you pass through one such curtain of vines, 
  you see a creature standing not 20 feet in front of you.  
   It’s two legged and reptilian, with dark green scales across its 
  tall, powerful body. Thick talons extend from its hands and feet, 
  and a red frilled crest runs down from its head all the way to its 
  sinewy tail. A feather- and bone-adorned amulet around its neck 
  and a similarly decorated rod in its clawed hand suggest some 
  level of intelligence. It looks at you steadily with yellow eyes, and 
  he speaks in a hissing voice.  
   
  The patrol of four lizardfolk stand in the middle of the 
  path to challenge the adventurers's presence. One of 
  them is named Soqaxu, and steps forward asking "Why 
  are you here?" in archaic Draconic. 
   A character succeeding at a DC 10 Intelligence (Nature) 
  identifies these creatures as lizardfolk. A character that 
  succeeds on this check by more than 5, also knows that 
  while lizardfolk are xenophobic, they are not necessarily 
  hostile unless their territory has been violated. They also 
  know that lizardfolk is not common in this part of the 
  Flooded Forest.  
  Roleplaying Soqaxu 
  The lizardfolk is smart, experienced, and right now very 
  conflicted. He is greatly concerned about the activity in the 
  grotto, but he is reluctant to challenge Adera, especially this far 
  from home. His mission is supposed to be a fact-finding one, 
  after all. The king would not want him to start a major fight 
  without knowing for certain that the tribe would be at risk 
  otherwise. Therefore, Soqaxu has decided to offer himself as bait. 
  If these other outsiders are allied with those in the grotto, then 
  they will likely attack him—and be quickly outmatched when 
  Soqaxu’s warriors reveal themselves. On the other hand, if these 
  newcomers are not allied with those in the grotto, then he may 
  have found a way to stop the mysterious activities without risking 
  reprisals against his tribe.  
  Developments 
  This encounter could become a difficult or even deadly 
  fight for the party. The outcome hinges on whether any of 
  the adventurers threaten or attack the lizardfolk without 
  provocation.  
  
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  13 
   The Adventurers Attack. The four lizardfolk warriors 
  defend themselves. Determine surprise as usual.  
   Should a character be reduced to 0 hit points, the 
  lizardfolk batter them into unconsciousness. The 
  lizardfolk bind them and take them to their camp nearby 
  to learn more about them. Eventually, they release the 
  characters under threat of death if they should attack 
  again. 
   The Adventurer's Parlay. Unless one of the characters 
  speak Draconic or have magical means to translate, 
  discussion with the lizardfolk is difficult, to say the least. 
  Adventurers may need to resort to dramatic gestures, 
  pantomime, or crudely drawn pictures in the mud in order 
  to get their point across. While rolling is not necessary for 
  simple things, the lizardfolk and characters may need to 
  make Wisdom (Insight) checks in order to decipher more 
  complicated ones. Particularly entertaining and clever 
  attempts at communicating should be rewarded. 
   If anyone in the party can converse in Draconic, things 
  become much more straightforward. The lizardfolk know 
  nothing of the North Road attacks, but do express their 
  concern about the activities within the grotto. They reveal 
  that four people are inside the grotto right now. Many 
  humanoids look the same to most lizardfolk, so the 
  lizardfolk can’t be more specific than that, although they 
  reveal that one of them—most likely the leader—seems 
  "unusual." 
   Even if the adventurers make peace with the lizardfolk, 
  they adamantly refuse to join them in investigating the 
  grotto. They are beyond the tribe’s border and do not risk 
  a greater conflict. He does, however, warn the 
  adventurers of the giant wasp nest on the approach to the 
  grotto. He and the warriors will wait here for the 
  adventurers’ return so that he can report to their tribe.  
  Giant Wasps 
  After the adventurers have spent about two more hours 
  trudging through increasingly swampy terrain, the 
  charaters come upon an elemental node. 
   
  You continue to follow the path—and the muddy trail left by the 
  wagon—into a wider area, letting in more natural light than 
  you’ve seen in a while. The trees here are taller and even more 
  misshapen than those at the fringe of the forest. If the gnarled 
  aerial roots slightly resembled gnarled, groping fingers before, 
  that feeling is unshakeable now. The bark is cracked and oddly 
  twisted in spots, exposing sap to hungry insects. It reminds you 
  of an open sore. The ground from this point on takes on a 
  distinctly darker tinge.  
  Developments 
  The grotto itself is an elemental node, and its energies 
  have affected sections of the surrounding terrain for 
  several miles. Anyone who succeeds at a DC 10 
  Intelligence (Nature) check knows that the trees’s 
  appearance is unnatural. A successful DC 15 Intelligence 
  (Nature) or Intelligence (Arcana) check suggests that wild 
  magic, necromancy, or extraplanar energy could be 
  causing this. Anyone in the Emerald Enclave faction who 
  succeeds on this check knows that extraplanar energy is 
  the cause.  
   
  The bark isn’t the only strange thing on one of the trees. Fifty 
  feet above you, nestled in the crook of a limb, is a large, gray, 
  adobe-like structure, almost like a crude hut, with large holes 
  riddling one side. A strange droning noise emerges from it, 
  increasing in intensity—and three giant winged insects zip out 
  of the holes and fly straight down toward you! 
   
  The three giant wasps ignore anyone who has applied the 
  pungent yellow paste from the bandits’ tent within the 
  past two hours, or shortly before the encounter with the 
  lizardfolk, assuming the adventurers haven’t recently 
  taken a long rest. Once combat starts, the wasps continue 
  to ignore such targets unless that adventurer decides to 
  attack a wasp.  
   As an action, a character can apply one dose of the 
  unguent to himself or another character. 
   If an adventurer is paralyzed by a giant wasp’s poison, a 
  wasp picks up that adventurer and flies back to the wasps’ 
  nest. The wasps fight to the death.  
  Adjusting the Encounter 
  Here are some recommendations for adjusting this combat 
  encounters. These are not cumulative.  
  • 
  Very weak or weak party: Remove one giant wasp 
  • 
  Strong party: Add two giant wasps. 
  • 
  Very strong party: Add four giant wasps 
  XP Award 
  If the adventurers were able to reach an understanding 
  with the lizardfolk and avoid conflict, award each 
  character 75 XP. If the characters avoid the encounter 
  with the wasp due to the application of the insect 
  repellent, award each character 50 XP. 
  
  Bounty in the Bog 
   
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  14 
  Part 3: Subterranean 
  Surprise 
  The adventurers follow the path to its terminus, the 
  entrance to a large grotto deep within the Flooded Forest.  
  Entering the Grotto 
  General Features 
  Once the adventurers enter the cave mouth, the following 
  features apply. 
   The Terrain. The floor, walls, and ceiling are a mix of 
  stone and mud, descending down. Rocks and small piles 
  of mud line the sides of the tunnel, and lumber supports 
  have been placed every 30 feet or so. The tunnel is about 
  15 feet wide and its average height is 10 feet.  
   Light. Dim for the first 30 feet, then dark for the next 
  120 feet. It gets dim again for the final 30 feet as the 
  tunnel opens into the chamber where Adera and the 
  cultists are working.  
   Sound. No sounds until the adventurers get about 50 
  feet from the tunnel’s end, at which point a DC 10 
  Wisdom (Perception) check reveals sounds of digging and 
  shouted commands echoing from up ahead.  
   
  The tracks in the dark earth lead you around a large, muddy bog. 
  The air, while no longer humid, now feels strangely thick 
  regardless, and your lungs are beginning to strain after your 
  long walk. A gentle breeze blows toward you from the west. 
  Near you, at the edges of the peat-covered bog, many purple 
  reeds with mushroom-shaped bulbs are poking through the 
  moss. 
   Finally, your trail ends at a rocky outcropping at the base of a 
  hill. There’s a wide cave-like opening in the rocks, flanked by 
  wheelbarrows, piles of stones, and broken pieces of shovels, 
  picks, and other tools.  
   
  The purple reeds are an aquatic version of two violet 
  fungi. The adventurers are safe as long as they don’t step 
  into the bog—otherwise the fungi attack. 
  Adjusting the Encounter 
  Here are some recommendations for adjusting this combat 
  encounters. These are not cumulative.  
  • 
  Very weak or weak party: Remove one violet fungi 
  • 
  Strong or very strong party: Add three violet fungi 
  Situation Muddy 
  Once the party has moved about 50 feet into the tunnel, 
  read the following text. 
   
  As you continue your gently sloping descent, you hear a tiny, 
  nasal voice echoing just ahead. The words are strange, but the 
  voice is a grumbling whine. 
   The tunnel eventually opens into an irregularly-shaped 40-foot 
  by 100-foot room. Piles of excavated dirt and pools of fetid bog 
  water are littered about the floor. 
   
  There are three mud mephits in this room. Only one of 
  them, however, can be seen thanks to the mephits's false 
  appearance ability. The mephits have been set to guard 
  the entrance to the grotto along with the gray ooze that is 
  10 feet in front of the group and is also unseen due to its 
  false appearance ability. 
   If the adventurers have darkvision or a light source, 
  they reveal more details of the mud mephit. 
   
  You see a strange little creature flapping a few feet in front of 
  you. It has a long, pointed ears and a nose to match, with 
  misshapen porous wings that don’t look capable of keeping it 
  aloft. The whole thing seems covered in mud.  
   
  The mud mephits have come through from the Plane of 
  Elemental Earth, and Adera (or, rather, the intellect 
  devourer) has persuaded them to guard the tunnel. The 
  mephit that the adventurers can see has been set tis 
  complaining that he’s the one who has to set the trap. The 
  language is Terran, and the mud mephit is complaining, 
  “Why does it have to be ME again? It’s not fair! I’ll kill 
  them if they keep it up!”  
   The mephits enjoy the idea of feeding trespassers to 
  either the giant badger below or the gray ooze. The mud 
  mephits attempt to keep the adventurers’ attention 
  focused on them (which they love), giving the unseen 
  mephits and ooze an opportunity to strike with advantage. 
   Once the hovering mephit is sure he’s been seen, he 
  spreads his arms wide and says in Terran, “I’m so glad 
  you’ve come here to die today. Can I have any treasure 
  you found today? You won’t need it.” As soon as any 
  adventurer takes another step toward him, piles of mud 
  on either side of the party reveal themselves to be mud 
  mephits.  
   On the first round of combat, the mephits attempt to 
  use mud breath to make the adventurers easier prey for 
  the ooze, which barely even notices the mephits. The 
  mephits and ooze fight until they’re slain.  
  
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  15 
  Adjusting the Encounter 
  Here are some recommendations for adjusting this combat 
  encounters. These are not cumulative.  
  • 
  Very weak or weak party: Remove gray ooze 
  • 
  Strong or very strong party: Add 1 gray ooze and 1 mud 
  mephit 
  The Cavern 
  Once the adventurers descend farther and are about to 
  see light up ahead (about 30 feet from the end of the 
  tunnel), they’ll be able to hear raised voices and digging 
  sounds from the chamber ahead. Of course, unless 
  they’re moving stealthily, Adera Moonfist (uses spy 
  statistics), three gargoyle-masked Sacred Stone monks, 
  and a giant badger are likewise able to hear them! 
   If anyone in the party suggests they need to move 
  quietly, ask for a DC 16 group Dexterity (Stealth) check. If 
  at least half the group succeeds, Adera doesn’t hear them.  
   Otherwise, if they fail the group check, Adera has the 
  benefit of surprise and attempt a sneak attack with her 
  hand crossbow before the main combat begins.  
   When the adventurers look into the cavern, read: 
   
  The tunnel opens into a large cavern, illuminated by several 
  dozen sunrods. Boulders, tall mounds of recently excavated 
  earth, and a small wagon dot the cracked, uneven floor. In the 
  center is a pit, about twenty feet wide. You’re too far away to see 
  what’s at the bottom, but you do see a man in a gargoyle mask 
  nimbly climb up a ladder to join several similarly masked men at 
  the pit’s edge. Standing to one side is an auburn-haired woman 
  wearing leather armor and long blue gloves. Her beauty is 
  matched only by the hate in her eyes as she glares at you. She 
  pulls out a short sword, tugs on the collar of the gigantic badger 
  crouching next to her, and yells, “Kill them!” 
  General Features 
   Terrain. Difficult. The rocks and cracked earth slightly 
  impedes movement. The piles of dug-up earth provide half 
  cover. The piles of rocks provide three-quarters cover.  
   Light. Brightly lit. The accumulated sunrods provide 
  plenty of illumination.  
   Smells. Dampness, human sweat, and animal waste.  
   
   
   
   
   
   
   
  Roleplaying Adera (the Intellect Devourer) 
  For reasons known only to him, the mind flayer Vanquo is 
  desperate to acquire artifacts linked to the Elemental Plane of 
  Earth. His creation, the intellect devourer, shares that desire. The 
  aberration has successfully used Adera Moonfist’s body and 
  connections to assemble a team of bandits, as well as rally Black 
  Earth cultists to her side. Now that the goal is in sight, the 
  intellect devourer has no tolerance for additional delays. It wants 
  the adventurers dead. It only attempts diplomacy if it sees that 
  its side is losing, and even then only to attempt to switch bodies 
  in order to facilitate its own escape. 
   
  Adera attacks from range, letting the Sacred Stone 
  monks engage the adventurers in melee to use sneak 
  attack as often as possible. The Sacred Stone monks 
  attack without uttering any words or making any sounds. 
  The giant badger savagely attacks the closest target. The 
  monks and the giant badger fight to the death. If captured, 
  the monks say nothing, as their vow of silence dictates. 
  Adjusting the Encounter 
  Here are some recommendations for adjusting this combat 
  encounters. These are not cumulative. 
  • 
  Very weak party: Remove one Sacred Stone monk and the 
  giant badger 
  • 
  Weak party: Replace the spy with a scout, remove the giant 
  badger 
  • 
  Strong party: Add one Black Earth guard 
  • 
  Very strong party: Add one Black Earth guard and one bandit 
  mage 
  Developments 
  If Adera is reduced to 0 hit points during combat, read the 
  following: 
   
  Adera Moonfist drops to the hard ground, dead. No sooner do 
  you breathe a sigh of relief something impossible happen. Her 
  brain slides right out of her body, as if her skull weren’t there! 
  Then the violet, wrinkled, pulsating mass extends four clawed 
  legs, tenses, and jumps! 
   
  A successful DC 15 Intellect (Arcana) check identifies the 
  creature as an intellect devourer, a vile creation of mind 
  flayers. If any of the monks are in a position to witness 
  this, they’re just as shocked by the appearance of an 
  intellect devourer as the party.  
   If three or fewer adventurers are conscious at this point, 
  the intellect devourer attacks one at random, as described 
  above, believing there’s still a chance to salvage this 
  operation. If more than three adventurers are still active, 
  it spends its turn fleeing through one of the many cracks 
  in the cavern walls. Unless the adventurers are able to 
  stop the creature, it escapes.  
   
  
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  16 
  Adjusting the Encounter 
  Here are some recommendations for adjusting this combat 
  encounters. These are not cumulative. 
  • 
  Very weak or weak party: Reduce the intellect devourers hit 
  points to 14 
  • 
  Strong party: Increase the intellect devourer's hit points to 28 
  • 
  Very strong party: Increase the intellect devourer's hit points 
  to 35 
  Examining the Stone 
  If the adventurers examine the stone, they can find out 
  the following information. 
   
  • 
  The pit is about 20 feet deep. A detect magic spell 
  reveals a powerful abjuration aura. If anyone climbs 
  down the ladder to explore the bottom, they’ll end up 
  standing on a large, green stone rectangle, about 15 
  feet long by 10 feet wide.  
  • 
  A closer examination shows that all of the stone’s 
  corners have been ground down to smooth edges.  
  • 
  Carved onto the stone are elaborate, angled runes, 
  which are partially blocked by a blackened handprint. 
  The smell of burned flesh lingers. (Earlier, an eager 
  and unfortunate cultist had triggered a protective 
  rune and been killed on the spot.) Any adventurer 
  who places his hand on top of the blackened 
  handprint that fails on a DC 12 Dexterity saving 
  throw takes 11 (2d10) acid damage from the rune’s 
  residual energy.  
  • 
  The stone bears an inscription in Terran: 
  “This stone is the prison of Taavor, the Mad One. Treacher-
  ous yet resolute, here the Mad One stays to seek penance 
  from the Prophet Urnrayle and to await his release when the 
  great Elemental Battle comes, for even the insane have a 
  place in war. ” 
   
  The adventurers may not know what to make of this, even 
  if they can translate the inscription, but they should get 
  the feeling that undoing the abjuration aura could have 
  unfortunate consequences.  
  Harpers 
  The efforts of a mind flayer’s servant to uncover an 
  artifact so close to Mulmaster should greatly concern the 
  Harpers.  
   Members of the Harpers who copy the inscription on 
  the stone and give a complete report earn one renown 
  point.  
  Treasure 
  Adera was wearing two moonstone bracelets (worth 50 
  gp each), studded leather armor, and a ring of water 
  walking. She also carried 50 gp. The cultists had only 
  their scimitars and dark green clothing and cloaks.  
   
   
  
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  17 
  Conclusion 
  If the adventurers established friendly contact with 
  Soqaxu, the lizardfolk are waiting for them on their way 
  out of the Flooded Forest. Soqaxu is pleased to hear that 
  the threat has been taken care of and presents each of the 
  characters a fetish, saying that they will be welcome by 
  their tribe and by other Moonsea lizardfolk so long as they 
  display it.  
   Depending on what the adventurers did with any 
  prisoners or if they were able to take the bandits’ horses 
  and wagon, they either walk back to Mulmaster or go on 
  horseback. Captain Holke is satisfied by their report—and 
  he’ll be even more pleased if the adventurers were able to 
  bring back any prisoners. It’s up to the players how much 
  their characters should reveal to Holke. If the Soldiery 
  were to know about the elemental node and the stone, 
  would any soldiers see it as an opportunity to gain money 
  or influence? On the flip side, information about the Cult 
  of the Black Earth’s activities does sound like something 
  that Holke would want to know.  
   If any of the bandits escaped the ambush, they lick their 
  wounds and head back to Ravens Bluff. The intellect 
  devourer makes its way back to Vanquo, likely using up a 
  couple of host bodies in the process. The mind flayer is 
  intrigued by his servant’s description. While the item 
  wasn’t a devastation orb, it harbors something potentially 
  quite powerful nonetheless. If the adventurers decided to 
  block the entrance to the cavern, though, Vanquo vows 
  vengeance.  
   
   
  
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  18 
  Rewards 
  Make sure the players note their rewards on their 
  adventure logsheets. Give your name and DCI number (if 
  applicable) so players can record who ran the session.  
  Experience 
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character. Give all characters in the party non-
  combat experience awards unless otherwise noted.  
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Cult fanatic 
   
   
  450 
  Intellect devourer 
   
   
  450 
  Bandit mage 
   
   
  200 
  Black Earth guard 
   
   
  200 
  Spy 
   
   
   
  200 
  Sacred Stone monk  
   
  100 
  Scout 
   
   
   
  100 
  Lizardfolk  
   
   
  100 
  Giant wasp 
   
   
  100 
  Gray ooze  
   
   
  100 
  Giant badger 
   
   
  50 
  Mud mephit 
   
   
  50 
  Violet fungus 
   
   
  50 
  Bandit 
   
   
   
  25 
  Non-Combat Awards 
  Task or Accomplishment 
   
  XP per Character 
  Tell Anghara about the attacks  
  50 
  Avoid conflict with the lizardfolk 
  75 
  Avoid conflict with the giant wasps 
  50 
  Complete your mission for Holke 
  50 
   
  The minimum total award for each character 
  participating in this adventure is 450 experience points.  
  The maximum total award for each character 
  participating in this adventure is 600 experience points.  
  Treasure 
  The characters receive the following treasure, divided up 
  amongst the party. Characters should attempt to divide 
  treasure evenly whenever possible. Gold piece values 
  listed for sellable gear are calculated at their selling price, 
  not their purchase price.  
   Consumable magic items should be divided up 
  however the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group be 
  unable to decide.  
   Permanent magic items are divided according to a 
  system. See the sidebar if the adventure awards 
  permanent magic items.  
  Treasure Awards 
  Item Name  
   
   
  GP Value 
  Bandit personal gold 
   
  30 
  Lockbox within the bandit tent  
  25 
  Bag of amethysts 
   
   
  100 
  The spy's stash 
   
   
  45 
  Adera's amethyst bracelets 
   
  100 
  Adera's gold pouch  
   
  50 
  Bounty from Holke  
   
  150 
  Bonus for returning with a captive 
  50 
  Ring of Water Walking 
  Ring, uncommon, requires attunement 
  This band of flaking, rusted iron band seems to be 
  constantly damp and quickly soaks through any gloves 
  worn over it. A description of this item can be found in the 
  Dungeon Master’s Guide.  
  Potion of Healing 
  Potion, common 
  A description of this item can be found in the Player’s 
  Handbook.  
  Spell Scroll: Comprehend Languages 
  Scroll, uncommon 
  The spell scroll contains a single comprehend languages 
  spell. A description of spell scrolls can be found in the 
  basic rules or Dungeon Master’s Guide.  
  Spell Scroll: Silence 
  Scroll, uncommon 
  The spell scroll contains a single silence spell. A 
  description of spell scrolls can be found in the basic rules 
  or Dungeon Master’s Guide.  
  Spell Scroll: Remove Curse 
  Scroll, uncommon 
  The spell scroll contains a single remove curse spell. A 
  description of spell scrolls can be found in the basic rules 
  or Dungeon Master’s Guide.  
  Spellbook 
  The mage's spell book has the following spells in it that 
  may be scribed into a character's spellbook using the 
  rules in the Player’s Handbook. 
  
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  19 
  1st level: charm person, earth tremor*, magic missile, shocking 
  grasp 
  2nd level: earthbind*, hold person, invisibility, Snilloc's snowball 
  swarm* 
   
  *Denotes spells found in the free download for Elemental Evil 
  Player's Companion. They can also be found in Princes of the 
  Apocalypse.  
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a session. 
  Each character’s logsheet contains a column to record 
  permanent magic items for ease of reference.  
  • 
  If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item.  
  • 
  In the event that one or more characters indicate an interest 
  in possessing a permanent magic item, the character that 
  possesses the fewest permanent magic items gets the item. 
  If there is a tie in the total number of permanent magic items 
  owned by contesting characters, the item’s owner is 
  determined randomly by the DM.  
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
   
  Harper characters earn one additional renown point 
  for copying the inscription on the stone and returning to 
  their faction. 
   
  Emerald Enclave characters earn one additional 
  renown point for stopping the excavation in the grotto 
  and informing their faction of what is there. 
   
  Lords Alliance characters earn one additional renown 
  point for stopping the bandits and the group returns the 
  trade goods to Hothin Mercantile. 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure.  
  DM Rewards 
  You receive 200 XP, 100 gp and ten downtime days for 
  running this session. 
   
  
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  20 
  Appendix: Monster/NPC 
  Statistics 
  Bandit 
  Medium humanoid (any race), any non-lawful alignment 
   
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
   
  Bandit Mage 
  Medium humanoid (human), neutral evil 
    
  Armor Class 12 (15 with mage armor) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (−1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Saving Throws Int +5, Wis +3 
  Skills Arcana +5, History +5 
  Senses passive Perception 11 
  Languages Common, Draconic, Dwarvish, Elvish 
  Challenge 2 (450 XP) 
    
  Spellcasting. The red wizard is a 4th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit with 
  spell attacks). The mage has the following wizard spells 
  prepared: 
  Cantrips (at will): light, mage hand, shocking grasp 
  1st level (4 slots): charm person, magic missile, shield 
  2nd level (3 slots): hold person, invisibility 
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 3 (1d8 – 1) bludgeoning damage. 
   
   
  Scout 
  Medium humanoid (any race), any alignment 
   
  Armor Class 13 (leather armor) 
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
   
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Senses passive Perception 15 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Sight. The scout has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or two ranged 
  attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., 
  one target. Hit: 6 (1d8 + 2) piercing damage. 
    
  Lizardfolk 
  Medium humanoid (lizardfolk), neutral 
    
  Armor Class 15 (natural armor, shield) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft., swim 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  13 (+1) 
  7 (−2) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3, Stealth +4, Survival +5 
  Senses passive Perception 13 
  Languages Draconic 
  Challenge 1/2 (100 XP) 
    
  Hold Breath. The lizardfolk can hold its breath for 15 minutes. 
  Actions 
  Multiattack. The lizardfolk makes two melee attacks, each one 
  with a different weapon. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. 
  Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or 
  range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  
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  21 
   
  Giant Wasp 
  Medium beast, unaligned 
    
  Armor Class 12 
  Hit Points 13 (3d8) 
  Speed 10 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  1 (−5) 
  10 (+0) 
  3 (−4) 
    
  Senses passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP) 
    
  Actions 
  Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 
  Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 
  11 Constitution saving throw, taking 10 (3d6) poison damage on 
  a failed save, or half as much damage on a successful one. If the 
  poison damage reduces the target to 0 hit points, the target is 
  stable but poisoned for 1 hour, even after regaining hit points, 
  and is paralyzed while poisoned in this way. 
   
  Violet Fungus 
  Medium plant, unaligned 
    
  Armor Class 5 
  Hit Points 18 (4d8) 
  Speed 5 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   3 (−4) 
  1 (−5) 
  10 (+0) 
  1 (−5) 
  3 (−4) 
  1 (−5) 
    
  Condition Immunities blinded, deafened, frightened 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  False Appearance. While the violet fungus remains motionless, it 
  is indistinguishable from an ordinary fungus. 
  Actions 
  Multiattack. The fungus makes 1d4 Rotting Touch attacks. 
  Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one 
  creature. Hit: 4 (1d8) necrotic damage. 
   
  Mud Mephit 
  Small elemental, neutral evil 
    
  Armor Class 11 
  Hit Points 27 (6d6 + 6) 
  Speed 20 ft., fly 20 ft., swim 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  12 (+1) 
  12 (+1) 
  9 (−1) 
  11 (+0) 
  7 (−2) 
    
  Skills Stealth +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Aquan, Terran 
  Challenge 1/4 (50 XP) 
    
  Death Burst. When the mephit dies, it explodes in a burst of 
  sticky mud. Each Medium or smaller creature within 5 feet of it 
  must succeed on a DC 11 Dexterity saving throw or be restrained 
  until the end of the creature’s next turn. 
  False Appearance. While the mephit remains motionless, it is 
  indistinguishable from an ordinary mound of mud. 
  Actions 
  Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 4 (1d6 + 1) bludgeoning damage. 
  Mud Breath (Recharge 6). The mephit belches viscid mud onto 
  one creature within 5 feet of it. If the target is Medium or smaller, 
  it must succeed on a DC 11 Dexterity saving throw or be 
  restrained for 1 minute. A creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself on a 
  success. 
   
  Black Earth Guard 
  Medium humanoid (human), neutral evil 
    
  Armor Class 18 (plate) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  9 (−1) 
   
  Skills Intimidation +1, Perception +2 
  Senses passive Perception 12 
  Languages Common 
  Challenge 2 (450 XP) 
    
  Actions 
  Multiattack. The guard makes two melee attacks. 
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
  Reactions 
  Unyielding. When the guard is subjected to an effect that would 
  move it, knock it prone, or both, it can use its reaction to be 
  neither moved nor knocked prone. 
   
  
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  22 
  Sacred Stone Monk 
  Medium humanoid (human), lawful evil 
    
  Armor Class 14 
  Hit Points 22 (4d8 + 4) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  12 (+1) 
  10 (+0) 
  14 (+2) 
  9 (−1) 
    
  Skills Acrobatics +4, Athletics +3, Perception +4 
  Senses tremorsense 10 ft., passive Perception 14 
  Languages Common 
  Challenge 1/2 (100 XP) 
    
  Unarmored Defense. While the monk is wearing no armor and 
  wielding no shield, its AC includes its Wisdom modifier. 
  Unarmored Movement. While the monk is wearing no armor and 
  wielding no shield, its walking speed increases by 10 feet 
  (included in its speed). 
  Actions 
  Multiattack. The monk makes two melee attacks. 
  Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Reactions 
  Parry. The monk adds 2 to its AC against one melee or ranged 
  weapon attack that would hit it. To do so, the monk must see the 
  attacker. 
   
  Giant Badger 
  Medium beast, unaligned 
    
  Armor Class 10 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft., burrow 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  10 (+0) 
  15 (+2) 
  2 (−4) 
  12 (+1) 
  5 (−3) 
    
  Senses darkvision 30 ft., passive Perception 11 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Keen Smell. The badger has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Actions 
  Multiattack. The badger makes two attacks: one with its bite and 
  one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 
  6 (2d4 + 1) slashing damage. 
   
  Gray Ooze 
  Medium ooze, unaligned 
    
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 10 ft., climb 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  6 (−2) 
  16 (+3) 
  1 (−5) 
  6 (−2) 
  2 (−4) 
    
  Skills Stealth +2 
  Damage Resistances acid, cold, fire 
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages — 
  Challenge 1/2 (100 XP) 
    
  Amorphous. The ooze can move through a space as narrow as 1 
  inch wide without squeezing. 
  Corrode Metal. Any nonmagical weapon made of metal that hits 
  the ooze corrodes. After dealing damage, the weapon takes a 
  permanent and cumulative −1 penalty to damage rolls. If its 
  penalty drops to −5, the weapon is destroyed. Nonmagical 
  ammunition made of metal that hits the ooze is destroyed after 
  dealing damage. 
   The ooze can eat through 2-inch-thick, nonmagical metal in 1 
  round. 
  False Appearance. While the ooze remains motionless, it is 
  indistinguishable from an oily pool or wet rock. 
  Actions 
  Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid 
  damage, and if the target is wearing nonmagical metal armor, its 
  armor is partly corroded and takes a permanent and cumulative 
  −1 penalty to the AC it offers. The armor is destroyed if the 
  penalty reduces its AC to 10. 
   
  Intellect Devourer 
  Tiny aberration, lawful evil 
    
  Armor Class 12 
  Hit Points 21 (6d4 + 6) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2, Stealth +4 
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical weapons 
  Condition Immunities blinded 
  
  Bounty in the Bog 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  23 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 12 
  Languages understands Deep Speech but can’t speak, telepathy 
  60 ft. 
  Challenge 2 (450 XP) 
    
  Detect Sentience. The intellect devourer can sense the presence 
  and location of any creature within 300 feet of it that has an 
  Intelligence of 3 or higher, regardless of interposing barriers, 
  unless the creature is protected by a mind blank spell. 
  Actions 
  Multiattack. The intellect devourer makes one attack with its 
  claws and uses Devour Intellect. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  7 (2d4 + 2) slashing damage. 
  Devour Intellect. The intellect devourer targets one creature it 
  can see within 10 feet of it that has a brain. The target must 
  succeed on a DC 12 Intelligence saving throw against this magic 
  or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If 
  the total equals or exceeds the target’s Intelligence score, that 
  score is reduced to 0. The target is stunned until it regains at 
  least one point of Intelligence. 
  Body Thief. The intellect devourer initiates an Intelligence contest 
  with an incapacitated humanoid within 5 feet of it. If it wins the 
  contest, the intellect devourer magically consumes the target’s 
  brain, teleports into the target’s skull, and takes control of the 
  target’s body. While inside a creature, the intellect devourer has 
  total cover against attacks and other effects originating outside 
  its host. The intellect devourer retains its Intelligence, Wisdom, 
  and Charisma scores, as well as its understanding of Deep 
  Speech, its telepathy, and its traits. It otherwise adopts the 
  target’s statistics. It knows everything the creature knew, 
  including spells and languages. 
   If the host body drops to 0 hit points, the intellect devourer 
  must leave it. A protection from evil and good spell cast on the 
  body drives the intellect devourer out. The intellect devourer is 
  also forced out if the target regains its devoured brain by means 
  of a wish. By spending 5 feet of its movement, the intellect 
  devourer can voluntarily leave the body, teleporting to the nearest 
  unoccupied space within 5 feet of it. The body then dies, unless 
  its brain is restored within 1 round. 
   
  Spy 
  Medium humanoid (any race), any alignment 
    
  Armor Class 12 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Deception +5, Insight +4, Investigation +5, Perception +6, 
  Persuasion +5, Sleight of Hand +4, Stealth +4 
  Senses passive Perception 16 
  Languages any two languages 
  Challenge 1 (200 XP) 
    
  Cunning Action. On each of its turns, the spy can use a bonus 
  action to take the Dash, Disengage, or Hide action. 
  Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage 
  when it hits a target with a weapon attack and has advantage on 
  the attack roll, or when the target is within 5 feet of an ally of the 
  spy that isn’t incapacitated and the spy doesn’t have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The spy makes two melee attacks. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Bounty in the Bog 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  24 
  Map 1: North Road Skirmish 
   
   
   
   
   
  
  Bounty in the Bog 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  25 
  Map 2: Cavern 
   
   
   
  
  Bounty in the Bog 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  26 
   
  DM Appendix: NPC Summary  
  This section is provided to the Dungeon Master to help 
  keep track of the various NPCs present in the adventure. 
   
  Adera Moonfist (uh-DARE-uh). Human female, now 
  inhabited by an intellect devour commanded by the mind 
  flayer Vanqua. She/it is working with the Cult of Black 
  Earth because their interests currently align with Vanquo. 
   
  Anghara Hettix (ANG-harr-uh HETT-ix). Female gnome 
  caravan master and merchant. The characters are 
  assigned to accompany her on her journey south. 
   
  Captain Cideon Holke (SID-ee-uhn HOLE-k). 
  Charismatic, attractive young male human who hires the 
  characters to stop the bandits that are attacking caravans 
  on the North Road. 
   
  Dayra and Magroi Emberaxe (DAY-ruh & MAY-gree). 
  Dwarven sisters. Caravan guards who like to dice. 
   
  Roderunk and Fendlik Hettix (ROW-dur-uhnk & 
  FEND-lick HETT-ix). Twin male gnomes, cousins of 
  Anghara who share a keen appreciation for the finer 
  things in life, but not necessarily working to attain them 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
  26 
  
   
  Bounty in the Bog 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  27 
   
  Results Code: April-May 2015 
  If you are DMing this adventure during the months of April or May 2015, please show your players this page. The QR code 
  below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the 
  future! 
   
  If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their 
  results.  
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S02 - Elemental Evil/DDEX2-07 - Bounty in the Bog.pdf