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  TENDRILS IN 
  THE FOG
  BEN HEISLER, PAIGE LEITMAN, AND M. SEAN MOLLEY
  Adventure Designer
  Adventure Code: ELMW2-1
  Optimized For:  APL 8
  When a series of grisly murders and raids on farms and fishing boats come to 
  light, accompanied by a strange fog, the people of Elmwood need heroes to 
  investigate and stop the attacks. There is hardly anyone in the Moonsea who’s 
  life hasn’t been touched by one of the tragedies over the past years, and these 
  attacks may have deeper causes than anyone knows. 
  A four-hour adventure for 5th-10th level characters
  
  2
  Adjusting This Adventure                 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized for. 
  You’re not bound to these adjustments; they’re here for 
  your convenience.
   
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table                   
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of 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. Become familiar with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the words on these pages to life. To 
  facilitate this, keep in mind the following:    
   
  You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard. 
   
  Challenge Your Players. Gauge the experience level 
  of your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine. 
   
  Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and clues 
  to your players so they can attempt to solve puzzles, 
  engage in combat, and roleplay interactions without 
  getting too frustrated over a lack of information. This 
  gives players “little victories” for figuring out good 
  choices from clues.  Watch for stalling--play loses 
  momentum when this happens. At the same time, make 
  sure that players don’t finish too early; provide them 
  with a full play experience.
  ELMW2-1 / Tendrils in the Fog:  INTRODUCTION
  INTRODUCTION
  Welcome to Tendrils in the Fog, a Convention Created Content 
  D&D Adventurers League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the Baldman 
  Games Elmwood adventures.
  This adventure is designed for three to seven 5th - 10th level characters, and is optimized for 
  five characters with an average party level (APL) of 8. Characters outside this level range 
  cannot participate in this adventure.
  Determining Party Strength
  Party Composition Party
  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
  
  3
  ELMW2-1 / Tendrils in the Fog:  INTRODUCTION
  Adventure Primer
  Adventure Background                  
  In the last year or so, the realm of Ravenloft has been 
  oddly cotangent to the Moonsea. During that time, 
  a band of seven adventurers slipped through the 
  mists of Ravenloft. This group found themselves the 
  unlikely heroes of the downtrodden people of Barovia. 
  A vampire, Strahd Von Zarovich, ruled the land with 
  cruelty and bloodshed, and the good adventurers could 
  not refuse that challenge. After exploring the land 
  and finding artifacts that would help them against the 
  master vampire, the adventurers heard a rumor of a 
  mystical place of power called the Amber Temple. The 
  Amber Temple was founded by an order of paranoid 
  and reclusive wizards who were stewards of the 
  vestiges of dead gods. When a being as powerful as an 
  evil god is slain, it still retains a shard of power and 
  becomes a vestige of its prior self. After being defeated 
  by Strahd once, the adventurers went to the Amber 
  Temple because they had heard that the vampire had 
  acquired his own formidable powers there. They knew 
  that in order to have a chance against the ancient evil, 
  they would need every advantage in the fight. They 
  accepted gifts of power from the vestiges.
  • Nesbit Gath (NEZ-bit Gath) is a gnome transmutation 
  wizard. He’s younger, nervous, and all he cares about 
  is acquiring new magic and arcane knowledge. One of 
  the dead gods gave him the secret to becoming a lich 
  if only he had stronger command of magic.
  • Olwain Jorudel (ALL-wane JŌ-ru-del) was an elven 
  forest warden. His experiences in the Amber Temple 
  transformed his loyal cooshees into hell hounds.
  • Skamos (SKAY-mōs) is a tiefling warlock with dark 
  purple skin and large black freckles. She is a big, buff 
  woman with a jovial temper, but who is a berserker in 
  a fight. She was gifted with great strength and likes to 
  bully others and make them feel inferior.
  • Alfred the Boneater is a human man dressed in simple 
  clothes, with skeletal wings growing out of his back, 
  and a crossbow in his hand.
  • Lathai the Heartseeker (LATH-eye) is a drow ranger. 
  She has assumed the power to walk on walls and 
  ceilings like a spider
  • Patrin (PĀTE-rin) is a silver colored dragonborn 
  paladin. While he used to be exceedingly polite, he’s 
  gotten to the point where he won’t take no for an 
  answer. 
  • The dowager countess Constance Trentham 
  (TRENTH-um) is a very old, very proper, very 
  100% of the author share of the profits from these adventures will be given to the 
  following as a charitable donation: American Civil Liberties Union
  https://www.aclu.org/
  For almost 100 years, the ACLU has worked to defend and preserve the individual 
  rights and liberties guaranteed by the Constitution and laws of the United States.
  cultured half-elf woman who seeks political power. 
  The magic of the dead gods gave her the power of 
  storms. 
  However, the powers granted by the Amber Temple 
  of Barovia changed the adventurers. They became 
  paranoid, untrusting, merciless, and cruel as the 
  vestiges of the dead gods slowly took them over. They 
  fought the vampire and banished him for a while, but 
  they were sure he would return. The adventurers 
  returned to the Moonsea with new goals: to loot and 
  pillage whatever they chose, and to gain power for 
  their own glory and benefit. Nesbit Gath is the putative 
  leader of the group, having enforced his will upon 
  them with his magical prowess. Since they came to 
  the Moonsea, they tangled with a local necromancer 
  named Tyranne Epaline in a fight that ended in a draw. 
  Nesbit Gath has decided instead to apprentice to the 
  lich Akempus, who rules the sunken city of Northkeep. 
  While he does so, the rest of his team has run amok. 
  Nesbit Gath and Akempus have sealed Northkeep in a 
  barrier of magical energy so that they can be left alone 
  while they work.
  Adventure Overview                                
  Part 1: Littleford. The adventurers find a small town 
  that is terrified of adventurers. The characters learn 
  of evil adventurers marauding in the area. They have a 
  choice of going to Elmwood or Harbin’s Hope.
  Part 2: Elmwood. Aliana Mathnir, the town constable, 
  explains she’s concerned with some reports from the 
  outlying towns, and would like the adventurers to check 
  in on them. She gives them a map with six places to look 
  in on.
  Part 3: Investigation. The characters can investigate 
  one or two of the locations to learn more about the 
  evil adventurers, until they are set upon by the evil 
  adventurers (special encounter Fresh Meat). After 
  investigating a third location the locals take notice of 
  their efforts (special encounter On the Trail) and direct 
  them towards the evil adventurers’ hideout.
  
  4
  ELMW2-1 / Tendrils in the Fog:  INTRODUCTION
  Part 4: The Caves of Danger. The characters can invade 
  the evil adventurers’ stronghold. The evil adventurers 
  will attempt to flee to join the rest of their group but 
  will fight to the death if cornered.
  Timeline of Play                                   
  This adventure is designed to be played in four hours 
  but has enough material that it could easily go longer. 
  To complete the module in the time allotted, here are 
  the recommendations:
  • Littleford - 15 minutes
  • Harbin’s Hope or Elmwood - 30 minutes 
  • Two investigations - 1 hour
  • Fresh Meat - 30 minutes
  • Third investigation and On the Trail special encounter 
  - 45 minutes
  • Caves of Danger - 1 hour
  If the players are moving slowly and enjoying the 
  narrative and roleplaying aspects of the adventure, then 
  omit the “Fresh Meat” combat, and/or skip over the 
  smaller fights.
  Adventure Hooks                                 
  Adventure hooks for the players are in Handout 1 
  Elmwood Needs Help – “Constable Aliana Mathnir 
  has put out a call that has reached as far as Elventree 
  and Hillsfar that Elmwood seeks assistance solving 
  disappearances and raids on the surrounding hamlets. 
  You are just approaching the village of Littleford on 
  your way to Elmwood.”
   
  Investigating Strange Events – “You’ve heard 
  rumors of a cold, chill, evil fog rolling in from the 
  Moonsea. There are rumors in Phlan and other places 
  around the Quivering Forest that say this mist is the 
  result of a place of great evil touching Faerûn. You have 
  chosen to investigate these rumors and are approaching 
  the Hamlet of Littleford on the way to Elmwood, the 
  local hub of activity.”
  Elmwood                                              
  Elmwood is a small town about sixty miles southwest 
  of Mulmaster on the coast of the Moonsea. This small 
  town is detailed in the “Elmwood at a Glance” appendix.
  
  5
  PART 1. LITTLEFORD
  ELMW2-1 / Tendrils in the Fog: PART 1
  The adventure begins with the characters approaching 
  the hamlet of Littleford on the way to Elmwood.
  Read or paraphrase the following:
  shutters snap closed in fear.
  In the village square, there is a large, papier 
  mâché wolf’s head dangling from a stately 
  tree in the middle of town. Sticks wrapped in 
  red ribbon are trampled into the dust nearby, 
  and a lone teddy bear is abandoned in the 
  square.
   
  As the last door slams, a heavy wooden 
  partition comes down in front of the biggest 
  house. Painted on it in big, yellow letters in 
  an unsteady hand it reads: ADVENTURERS 
  NOT WANTED.
  Outside of Littleford on the way to Elmwood, 
  you can hear singing and laughing - it seems 
  like there’s a festival! The severed wolf heads 
  hung on spears outside of Littleford are a 
  stark contrast to a playful children’s chant 
  ringing through the summer afternoon air. 
  The smell of fried pies and other tasty food fills 
  the air. There’s a faint smell of woodsmoke 
  from a fire several miles off, and in the far 
  distance, a plume of smoke rises above the 
  trees. There are other travelers on this road 
  as well.
  Take a moment for the characters to introduce 
  themselves.
  The villagers of Littleford are gathered 
  around the town square singing a happy 
  folk tune. When they see you, the children 
  start to scream in fear and point at you. The 
  townsfolk shout in dismay, their eyes open 
  wide in shock.
   
  “They’re back! Lathander protect us! The 
  monsters are back!” 
   
  “Nooooo! They’ll murder us all!”
   
  “Save the children! Hide them! Hide 
  them!”
  Feel free to play up the villagers’ fright of characters 
  that have particularly foreign, brutish, or savage 
  appearances. For instance, if there is a bugbear the 
  villagers might shout “Oh no! The bugbears are going to 
  cook and eat us!”
  Complete panic ensues. Parents grab their 
  crying children and rush into their homes. 
  The elderly and infirm are hustled into nearby 
  buildings. Doors slam shut and the bars thud 
  audibly to lock them closed. A merchant 
  grabs her cart of pies and runs for her shop 
  as if all the fiends in all the hells were chasing 
  her, and locks the door behind her. Window-
  Adventurers have multiple options here. Two of those 
  options are:
  1. The characters realize they are not welcome and 
  continue to Elmwood. In this case, proceed to Part 2.
  2. The characters seek to knock on doors, call out, 
  and talk to people. In this case, continue below.
  The most obvious door to knock on is the heavy 
  wooden partition blocking entry to the biggest house 
  in town. If the characters knock on other doors, the 
  residents either stay quiet or beg them to go away.
   
  The house belongs to village elder Yersi Georgiana, 
  an old human woman. Yersi views adventurers as 
  opportunistic thugs - and anyone with arms, armor, 
  and/or strange magics that she doesn’t know is an 
  adventurer.
  Roleplaying Yersi Georgiana
  Yersi is an older human in her late sixties, with greying 
  black hair kept in a tight braid and piercing hazel eyes. 
  She originally hails from Barovia but made her escape 
  by making a deal with the Vistani over fifty years ago. 
  She believes respect should be earned rather than 
  given, and with all the trouble adventurers have been 
  causing around the outside of Elmwood, adventurers 
  are more trouble than they are worth. Just last spring, 
  a bunch of adventurers got the cleric of Chauntea 
  in Elmwood killed and caused all sorts of problems 
  (detailed in ELM01 adventures). 
  Quote: “You aren’t wanted; we’ve seen you traveling 
  nomads for the charlatans and thieves you really are.”
  
  6
  ELMW2-1 / Tendrils in the Fog: PART 1
  The characters can get the following information from 
  Yersi if they can make a DC 16 Charisma (Persuasion 
  or Deception) check, or a DC 14 Charisma (Intimidate) 
  check. Give the characters advantage for good 
  roleplaying.
   
  Yersi will tell them the following through the door if 
  successful; if not, she urges the characters to leave and 
  go to Elmwood. Here is what she knows:
  • Two tendays ago, the little timber-cutter’s village of 
  Susanna’s Succor was razed by adventurers that came 
  out of a spooky mist. Anyone they didn’t kill came to 
  Littleford as refugees. 
  • She reported the problems to Elmwood when the 
  refugees began arriving but hasn’t heard anything 
  from the Constable yet.
  • She hired some adventurers to look into what 
  happened in Susanna’s Succor, but the adventurers 
  stole the money, and then stole the holy symbol of 
  Lathander from the town shrine. The adventurers 
  were an elf, a devil-kin, a couple of drow, and a dwarf.
  • If the characters don’t seem to know who Lathander 
  is, she explains he’s the Dawn God who protects the 
  little folk from evil. The shrine to Lathander is on 
  the east side of town. It was a small wood and stone 
  cabinet painted with bright yellow paint with a gilded 
  statue of Lathander inside. It wasn’t worth much, but 
  the gold gilt on the statue could be scraped off and 
  remelted.
  • Yersi asks the characters if they attacked Harbin’s 
  Hope, and points to a plume of smoke rising above the 
  trees several miles away.
  • Harbin’s Hope is a small farm town. They trade with 
  Littleford, Susanna’s Succor, other small towns in the 
  area, and Elmwood.
  • Yersi acidly suggests that if the heroes aren’t “too evil” 
  maybe they should go see what’s going on at Harbin’s 
  Hope. 
  • Littleford has too many refugees to take in more. Any 
  survivors will have to go elsewhere.
  Developments                                     
  The characters can investigate Harbin’s Hope (see 
  Part 3) or go to directly to Elmwood (see Part 2). If 
  the characters want to go to Susanna’s Succor, it is not 
  detailed in this adventure. It was burned down about 
  two tendays ago, and the shrine to Silvanus (the forest 
  god) was also burned. There are no clues or survivors 
  in town.
   
  The “adventurers” that Yersi hired were Skamos, 
  Olwain, and three cultists – this is the first mention of 
  them the characters will hear of.
  
  7
  PART 2. ELMWOOD
  ELMW2-1 / Tendrils in the Fog: PART 2
  If the characters proceed to Elmwood, read or 
  paraphrase the following aloud:
  • Littleford - reported an influx of refugees from 
  Susanna’s Succor, and that a group of adventurers took 
  their pay to investigate and skipped town with the holy 
  symbol of Lathander from the temple. 
  • Harbin’s Hope - a small fishing and farming 
  community that trades with Elmwood. They haven’t 
  reported any disturbances.
  • Shackleton - a small community of vacation manor 
  houses for the wealthy of Mulmaster and Hillsfar. 
  She’s had word that the guards there reported strange 
  sounds in the night a few days ago.
  • Mercy Hill - a small hamlet that supplies grain, 
  whiskey, and woolens to Elmwood. Mathnir hasn’t 
  heard much from them lately.
  • The points marked Bloodculler’s Grotto, Cutpurse’s 
  Retreat, and Deserter’s Cove are orc, bugbear, and 
  hobgoblin camps. Constable Mathnir is convinced that 
  the humanoid bandits are responsible for the attacks.
  Aliana Mathnir also offers the characters 800 gp total, 
  plus salvage rights, for figuring out what’s going on in 
  the outlying towns and making it go away. With a DC 18 
  Charisma (Persuasion) check, she is willing to increase 
  that total to 1,000 gp to be paid out on successful 
  completion of the job. 
  The summer breeze whips the violet waters of 
  the Moonsea into foam tipped wavelets and 
  runs through all the trees, creating a happy 
  whisper of sound as you near Elmwood. 
  The sounds of hammering, sawing, and 
  other general construction fill the air. Ever 
  since the elemental Cult of Fire detonated 
  a Devastation Orb in Elmwood a few years 
  ago, the town has been rebuilding. The 
  streets of town are gray with ash, and the 
  smell of ashes still hangs faintly in the air.
   
  The town hall – Elmwood Hall – is a lovely 
  building of new construction, and the most 
  likely place to find the Constable.
  If adventurers have played any other Elmwood adventures 
  from Baldman Games, or have ten renown, Constable 
  Mathnir greets the adventurers warmly and by name. 
  “Ever since that Moander thing last spring 
  I’ve had trouble finding enough capable 
  deputies to keep up with everything. 
  Elmwood just keeps growing, you know? 
  Otherwise I’d send some of them to check in 
  on this kind of thing. I need some people to 
  look in on the nearby hamlets and villages. 
  We’ve had some reports of fires, killings, and 
  disappearances. Now,” she raises her hands 
  defensively, “I am not in charge of keeping 
  the peace outside of Elmwood, but I thought 
  it would be neighborly to check in on these 
  folks – and quite a few of them trade with 
  us. And it’s always good to stay ahead of 
  anything that might be a threat to town. 
  Here’s a map of some of the outlying towns 
  you might want to look in on.”
  She provides the characters with Handout 2: Mathnir’s Map. 
   
  Constable Mathnir is shocked and dismayed to learn 
  about the trouble in Littleford, Susanna’s Succor, and/or 
  Harbin’s Hope.
   
  Aliana Mathnir also relates the following information 
  about the points on the map:
  Roleplaying Aliana Mathnir
  Aliana is a short and muscular dark-skinned woman 
  with blue eyes and brown hair that is kept at shoulder 
  length. She has a scar along her face from fighting the 
  cultists who activated a Devastation Orb in the town 
  two years ago. Aliana tries to make sure she gets along 
  with the townsfolk, even when she is doing something 
  they don’t like (such as collecting taxes). She likes to 
  keep a neat and efficient town. She is friendly and 
  honest and likes to make everyone feel that they can 
  come to her with any issues concerning the town.
  Quote: “Look, just get along, okay? We have bigger 
  problems to deal with.”
  Developments                                        
  The characters have a list of places to go to from the 
  Constable’s map.
  Treasure                                                 
  If any characters have the story reward Home Sweet 
  Home from ELMW1-3 The Battle of Elmwood, 
  townsfolk give them a Potion of Greater Healing as a 
  welcome home gift.
  
  8
  PART 3. INVESTIGATION
  ELMW2-1 / Tendrils in the Fog: PART 3
  Refer to the flowchart in Appendix 1 to help you run the 
  investigation. 
  • The characters will get to investigate three of the six 
  locations in total. The six locations detailed in this 
  part are Bloodculler’s Grotto, Cutpurse’s Retreat, 
  Deserter’s Cove, Harbin’s Hope, Mercy Hill, and 
  Shackleton. 
  • After they investigate the second location, run the 
  Special Encounter: Fresh Meat. Olwain and Skamos 
  become aware of the characters, and skirmish with 
  them to take their measure.
  • After the party investigates the third location, run 
  the Special Encounter: On the Trail. The characters’ 
  actions lead some of the NPCs to trust the characters 
  enough to confide in them.
  • Special Encounter: On the Trail will lead the 
  characters to Part 4, the Caves of Danger.
  There is no particular time pressure in this section of 
  the adventure, and the characters can take as many long 
  rests as they like.
  Investigation: Bloodculler’s Grotto 
  This is meant to be a small, easily-handled fight 
  where the characters can learn more about the evil 
  adventurers by interacting with bugbears whose orc 
  compatriots left to venerate the evil adventurers. 
  No map is provided. DMs are encouraged to run this 
  theater of the mind or make up a map that seems 
  appropriate. There is no scaling for strong or very 
  strong parties, as this encounter is assumed to be 
  trivial. Encourage narrative solutions to the encounter 
  other than fighting and award full XP for them.
  Read or paraphrase the following:
   
  Light. There are no light sources in the cave.
   
  Smells. There’s the scent of cooked meat, bodily 
  waste, blood, and rot.
  Scaling
  This encounter includes 4 bugbears, and 2 bugbear 
  chiefs.
   
  Very Weak. Remove both bugbear chiefs.
   
  Weak. Remove one bugbear chief.
  Tactics
  Bugbears are nasty brutes, who are happy to wade into 
  battle with no plan. Once half are killed, the rest will 
  attempt to flee or surrender to save their own lives. 
  Developments
  The bugbears have no treasure; the orcs took it with 
  them when they left. The rotting and partially eaten 
  body of an elven scout is in the back of the cave. His 
  journal, or what’s left of it, is among the bugbears’ 
  remaining possessions. Give the characters Handout 3 if 
  they can read Elvish.
   
  If the players have a clever way to defeat the 
  bugbears through trickery or roleplaying or other 
  narrative means, then allow them to do so. Use the 
  passive insight and passive perception of enemies 
  as listed in their stat blocks. Skill check DCs should 
  be 14 for things that seem plausible, or 18 for things 
  that seem implausible. Reward clever ideas and 
  good roleplaying with advantage, inspiration, and/
  or a reduction in DC. What the bugbears know is that 
  the orcs with them left about a tenday ago claiming 
  they now serve “The Five Headed Destroyer” and the 
  bugbears have no idea who that is. Since then they’ve 
  been foraging in the local area and aren’t connected 
  to any of the local violence. If the characters let the 
  bugbears know that several of the villages are poorly 
  defended and unprepared for violence, the bugbears 
  aren’t clever enough to lie about their desire to attack 
  the villages.
  Investigation: Cutpurse’s Retreat
  This is meant to be a small, easily-handled fight 
  where the characters can learn more about the evil 
  adventurers by interacting with hobgoblins that were 
  Bloodculler’s Grotto is a naturally formed sea-
  cave on a rocky section of coast. A bugbear 
  is sitting alertly on some of the stones near 
  the edge of the cave, sharpening her sword. 
  General Features
   
  Terrain. This cave is a natural formation. The floor 
  and walls are not worked in any way, but this is not 
  rough terrain. The ceiling is about 7 feet high.
  
  9
  ELMW2-1 / Tendrils in the Fog: PART 3
  not strong enough to join the evil adventurers. No map 
  is provided. DMs are encouraged to run this theater of 
  the mind or make up a map that seems appropriate. 
  There is no scaling for strong or very strong parties, 
  as this encounter is assumed to be trivial. Encourage 
  narrative solutions to the encounter other than fighting 
  and award full XP for them.
  Read or paraphrase the following:
  to talk them into being her servants and worshippers. 
  They declined, and she beat them all down with 
  spellfire and a greatsword, branded them, and took 
  their treasure.
  Investigation: Deserter’s Cove            
  This is meant to be a small, easily-handled fight 
  where the characters can learn more about the evil 
  adventurers by interacting with orcs that are going to 
  join the evil adventurers. No map is provided. DMs are 
  encouraged to run this theater of the mind or make 
  up a map that seems appropriate. There is no scaling 
  for strong or very strong parties, as this encounter is 
  assumed to be trivial. Encourage narrative solutions to 
  the encounter other than fighting and award full XP for 
  them.
  Read or paraphrase the following:
  Cutpurse’s Retreat is a stand of three mangy 
  one-room wooden shacks on stilts in a stretch 
  of inland marsh. The air is full of mosquitos, 
  who savagely attack exposed flesh, and 
  the stench of rotten eggs from the swamp. 
  A few hobgoblins are talking to each other 
  with brutish growls - looks like a disagreement 
  over camp chores.
  General Features
   
  Terrain. The floor of the shack is about one foot over 
  the surface of the water. The swamp is difficult terrain, 
  and the water is about three feet deep. 
   
  Smells. There’s the scent of cooked meat, bodily 
  waste, blood, rot, and swamp gas.
  Scaling
  This encounter includes 2 hobgoblin captains, and 4 
  hobgoblins.
   
  Very Weak. Remove both hobgoblin captains.
   
  Weak. Remove one hobgoblin captain.
  Tactics
  The hobgoblin captains will stay close to the 
  hobgoblins, so they can get martial advantage. Once half 
  the hobgoblins are killed, the rest will attempt to flee or 
  surrender. 
  Developments
  The hobgoblins have no treasure because Skamos stole 
  it. They have recent, badly-healed burns and fresh 
  brand-scars that read ‘Unworthy of service to great Taar 
  Haak’ in common and infernal.
   
  If the players have a clever way to defeat the 
  hobgoblins through trickery or roleplaying or other 
  narrative means, then allow them to do so. Use the 
  passive insight and passive perception of enemies 
  as listed in their stat blocks. Skill check DCs should 
  be 14 for things that seem plausible, or 18 for things 
  that seem implausible. Reward clever ideas and good 
  roleplaying with advantage, inspiration, and/or a 
  reduction in DC. The hobgoblins relate that about a 
  tenday ago a tiefling woman came to their camp trying 
  Deserter’s Cove is a lovely stone-beach 
  inlet. The forest crowds close, offering any 
  ship ample cover from prying eyes. A few 
  orcs are camped on the edge of the cove 
  looking bored. A skiff is anchored nearby. 
  General Features
   
  Terrain. The forest areas provide half cover and 
  anyone in the forest is lightly obscured. The beach is a 
  solid stony beach with no cover.
  Scaling
  This encounter includes 1 Orc Blade of Ilneval, and 3 
  Orogs.
   
  Very Weak. Remove the Orc Blade of Ilneval and one 
  Orog.
   
  Weak. Remove the Orc Blade of Ilneval.
  Tactics
  Once half of the orcs are killed, the rest will attempt to 
  flee or surrender. 
  Developments
  The orcs have no treasure because they sent it with the 
  rest of their clan to join the evil adventurers. 
   
  If the players have a clever way to defeat the orcs 
  through trickery or roleplaying or other narrative 
  means, then allow them to do so. Use the passive 
  insight and passive perception of enemies as listed 
  in their stat blocks. Skill check DCs should be 14 for 
  things that seem plausible, or 18 for things that seem 
  implausible. Reward clever ideas and good roleplaying 
  with advantage, inspiration, and/or a reduction in 
  DC. The orcs ran into a dwarf that convinced them to 
  
  10
  ELMW2-1 / Tendrils in the Fog: PART 3
  come join the great Taar Haak because the great Taar 
  Haak would give them great strength in return for 
  their fealty. So, they sent a representative (and their 
  meager possessions) with the dwarf to one of the sea-
  caves nearby to get things ready for the orcs. However, 
  the messenger is several days late returning. (The 
  messenger will never come, as he died en route due to 
  an accident.)
  Investigation: Harbin’s Hope                            
  Read or paraphrase the following:
  Intelligence (Arcana) about the damage to town:
  • DC 12: it’s obvious that some of this fire is so potent 
  and spread so fast that magic was involved - and there 
  are definitely 40ish-foot diameter patches where it’s 
  most intense.
  • DC 14: The big scorched circles look like the blast 
  from a fireball. The marks of force on walls and doors 
  suggest the potency and accuracy of a warlock’s 
  eldritch blast.
  Intelligence (Religion) about the remains of a small 
  temple:
  • DC 12: The small temple here, which is also a smoking 
  ruin, was to Eldath. Eldath is an old, pacifist deity of 
  lakes and forests.
  • DC 14: As you inspect the ruins of the church, you 
  notice that whatever centerpiece there was to this 
  small church is missing. It’s clear it hasn’t been 
  destroyed in the chaos.
  • DC 16: There’s the oily, blasphemous stink in the 
  air that happens when a place has been befouled by 
  other-planar creatures. Likely demons or devils at 
  work.
  If the characters have been to Shackleton, the damage is 
  similar.
   
  If the characters use speak with dead, the dead have 
  stories much like Tenebrosus does (see below). The 
  same goes for speaking with animals or plants.
  Tenebrosus
  After the characters have investigated two of the clues, 
  they hear the noise of movement coming from one of 
  the nearby ruins. The two characters with the highest 
  passive perception spot a dark figure running for cover.
   
  If they give chase, the characters can spot a dark 
  humanoid darting into a crawl space under one of 
  the burned houses. They can attempt to follow with a 
  Strength (Athletics) or Dexterity (Acrobatics) check of 
  DC 15, with disadvantage if they are wearing medium 
  or heavy armor. Failure means they get stuck and must 
  be rescued by another party member, but that only 
  results in bruised pride. 
   
  If successful on the above check, the character 
  crawls under the house and finds Tenebrosus, a tiefling 
  tweenage commoner who survived the destruction of 
  Harbin’s Hope. Read or paraphrase the following:
  As you go to Harbin’s Hope, the reek of 
  ashes and smoke fills the air. The dozen or 
  so buildings here are nothing but piles of ash 
  and cinders, and the charred coals of the 
  burned-out homes are still too hot to touch. 
  The only thing still standing in Harbin’s Hope 
  is a singed sign along the road that reads 
  ‘Welcome to Harbin’s Hope - our slice of 
  heaven!’
  Wisdom (Medicine or Perception) to see about the 
  bodies:
  • DC 12: The residents of Harbin’s Hope were killed in 
  several different ways - some were flash-incinerated, 
  some broken apart with great force, some slashed 
  open, and others torn limb from limb.
  Wisdom (Survival or Perception) to find clues:
  • DC 12: You spot really big canine footprints. These 
  animals were as big as horses.
  • DC 14: As you look around more, you find a tuft of 
  hair, clearly shed by one of the dogs. You bring it to 
  your nose and there’s the potent scent of brimstone. 
  • DC 16: The tracks of the hounds don’t lead outside of 
  town - no sign of their approach or leaving. Were they 
  summoned? Magic must be involved.
  Intelligence (Investigation) to look around town:
  • DC 12: As you look around in the destroyed buildings, 
  you find set tables of blackened food. It seems like the 
  attack happened suddenly, and in the morning when 
  the people were just sitting down for breakfast.
  • DC 14: You notice that there are plenty of corpses of 
  people, most of which have been cleaved into pieces 
  and horribly burned. The sheep, goats, and cattle are 
  still out in the fields, and a couple of dogs wander 
  around forlornly. Whatever hit Harbin’s Hope came 
  for the people. A dragon or other predator would 
  have gone after the livestock.
  You follow the scrambling creature into a 
  crawl space that soon opens up into a root 
  cellar. In the dim light, you can make out 
  piles of trash, some supplies, and on the far 
  
  11
  side, a small, thin, dark-skinned tiefling that 
  clings to the corner with the desperate hope 
  that you don’t see him.
  Investigation: Mercy Hill                       
  Mercy Hill is an enclave of refugees, former cultists, 
  reformed criminals, and escaped slaves that are trying 
  their hardest to leave their former lives behind.
  As the characters approach, read or paraphrase the 
  following:
  The character(s) that gave chase may try to calm or 
  capture Tenebrosus, and the resolution of this scene 
  is left largely to the DM’s discretion (be mindful of any 
  time constraints you have). Relevant skill checks to 
  calm, intimidate, or befriend Tenebrosus are DC 13.
  What Tenebrosus knows:
  • There have been a lot of weird fogs in the last few 
  tendays. The fog is chilly and cold (which is weird, 
  because it’s summer) and gives him the creeps. 
  He can almost hear things in the fog like voices 
  and people crying out in pain or fear. There was a 
  particularly thick fog in town this morning. He was 
  afraid, and the other children were picking on him for 
  it.
  • Two people came flying in toward town. They didn’t 
  ask any questions or demand anything - like bullies, 
  they just laughed as they started to attack.
  • One of the people was surrounded by smoke and that 
  person had two big shaggy dogs with fire in their eyes 
  that breathed fire.
  • The other person was a tiefling woman who threw 
  magic at people. She had flames all over her skin.
  • Tenebrosus ran to one of his hidey holes. Since fire 
  doesn’t hurt him so bad, he wasn’t killed.
  • Tenebrosus saw them fly into the burning church and 
  then back into the mist.
  Tenebrosus’ primary motivation is to be left alone even 
  if he’s the only one in the village. He doesn’t trust the 
  characters or people in general, and is reluctant to be 
  ‘rescued,’ but will go along with their direction long 
  enough to escape later.
   
  If the characters have a strongly positive interaction 
  with Tenebrosus, give them the Story Reward “Friend of 
  Tenebrosus”.
  Roleplaying Tenebrosus
  Tenebrosus is a young teenage tiefling boy who hid 
  during the initial assault. His fire resistance managed to 
  help him survive the burning, as well as the many hidey 
  holes he knew from staying away from bullies who 
  enjoyed beating up on one of ‘the devil’s own.’ He’s shy 
  but blunt when pressured.
   
  Quote: “They’re dead. They’re all dead, ok? Can I go 
  now?” 
  The sign ahead indicates that you are near 
  the small town of Mercy Hill. The hamlet is a 
  dozen or so buildings surrounded by fields 
  of wheat that are terraced down the hill 
  that gives the hamlet its name. Long-haired 
  wooly goats graze nearby. Men and women 
  of a half dozen humanoid species in plain, 
  sturdy clothes work the terraces and look at 
  you with a mix of curiosity and nervousness. 
  A powerfully-built male half-orc with grey-
  green skin and a branding scar across his 
  face waves to greet you. His appearance 
  and rough demeanor are at odds with his 
  quiet voice. “Hail and well met, travelers. 
  Come to put your hands to the dirt and look 
  for mercy, or just passing through?”
  Anyone who sees Josiah’s scar can make an Intelligence 
  (History) DC 12 to identify him as the property of the 
  Hillsfar gladiatorial arena.
   
  The half-orc is Josiah, and he welcomes the 
  characters to Mercy Hill. He leads them up a set of 
  switchback paths to his farmhouse. His farmhouse is 
  plain, and he offers the characters rye bread, salt, and 
  ale in hospitality before speaking about the matters at 
  hand. 
   
  Josiah knows the following:
  • The farm community has been on edge since 
  their wagon hasn’t returned from selling wares in 
  Elmwood. The trip takes a few days, but the cart is 
  more than a tenday late.
  • They send wheat, rye, bread, whiskey, and woolen 
  goods to Elmwood, and get finished goods in return.
  • He hired a pair of adventurers three days ago (once 
  the wagon was a few days late) to find the townsfolk 
  who were on the trip, and, if possible to find the 
  wagon and mule team. The adventurers were a female 
  tiefling and a male elf. They had a few orc guards 
  and porters, but they didn’t say much and were very 
  deferential to the elf and tiefling. He’s concerned that 
  the adventurers have run into trouble as they haven’t 
  come back. Of course, they talked him into paying 
  them in advance...
  ELMW2-1 / Tendrils in the Fog: PART 3
  
  12
  • Josiah doesn’t comment on any of the other farmers, 
  other than to say they’ve left their old lives behind. 
  Some might say they’ve been reborn in the harvest 
  goddess’ grace, but most are just glad to live a quiet 
  life.
  • Josiah will grumble and frown as he tells the 
  characters that three drow and two dwarves have left 
  Mercy Hill for good without explanation over the past 
  tenday. He looked into it, but Mercy Hill isn’t a prison, 
  and he has no right to keep people here. They were 
  acting a little strange, but he’s not one to judge.
  • If asked about Hillsfar or the Arena, the characters 
  can make a DC 14 Charisma check to try to get more 
  information from him. He looks haunted and answers 
  that he used to be known as Gutrender Gorespree 
  and he fought and killed for a living. As far as he’s 
  concerned, Gutrender died in that arena, and he 
  hopes he never hears of that name again.
  • Charisma (Intimidation) DC 16 - By asking pointed 
  and suspicious questions of the formerly villainous 
  town occupants, the characters can find out that a few 
  have gone missing, leaving in the night with claims 
  they were drawn to a new cult.
  Investigation: Shackleton                    
  As the characters approach, read or paraphrase the 
  following: 
  Roleplaying Josiah
  Josiah escaped from Hillsfar during the rise of the new 
  First Lord (D&D Adventurer’s League Season 2 Rage 
  of Demons) and works here at Mercy Hill with other 
  refugees from around the Moonsea who have left their 
  old lives behind. The town council of Mercy Hill has 
  granted them all amnesty. Josiah knows that some 
  among them are those who have fled the Underdark, 
  are former cultists of evil powers, and criminals - but he 
  doesn’t judge.
   
  Quote: “We’re all here for a new life, so let’s ask 
  questions about today, not days past.” 
  Josiah invites the characters to ask around - he says he 
  can’t stop them, but not everyone in the community is 
  as conversational as he is. If the characters choose to 
  investigate, they can discover the following:
  • Charisma (Persuasion or Deception) DC 14 - By 
  asking around, the characters find that few people 
  are willing to speak to them, but those who are do 
  confirm Josiah’s story about the missing wagon. 
  • Intelligence (Investigation) DC 14 - Characters check 
  the houses that the drow and dwarves abandoned 
  and find the walls have been defaced. The scribblings 
  are hard to make out, but characters can read “They 
  walk! The vestiges have broken their chains and 
  returned!” No one in the town knows what this 
  refers to. This finding opens up an opportunity for 
  an Intelligence (Arcana or Religion) check DC 16. If 
  successful, the characters realize that vestiges are 
  pieces of dead gods.
  A fine gate and stout wall protect magnificent 
  homes with lovely gardens in Shackleton. 
  Even these large, stately homes are mere 
  “hunting lodges” to the wealthy elite of 
  Mulmaster and Hillsfar. A small brigade of 
  guards approaches and asks you to state 
  your business.
  The group is composed of five guards, one scout, and 
  their leader (a veteran), Eisley Bleth. Eisley requests 
  their letters of introduction, and should they not have 
  any, firmly requests they step no further toward the 
  manor homes. He is unwilling to share information 
  about whose homes they are, as the residents of this 
  vacation getaway value their privacy.
   
  If the characters do some quick thinking to produce 
  forged documents or a character has the Noble 
  background, Eisley will relax and offer to take them to 
  an extravagantly furnished guest house. Otherwise, the 
  encounter occurs outside the front gate of the hamlet.
  Roleplaying Eisley Bleth
  Eisley serves as one of the guard commanders for 
  Shackleton. He takes his job seriously but is frequently 
  reminded that one of the homes here could be his if his 
  ancestors hadn’t fallen from grace a few generations 
  back. He knows adventurers are a necessary evil for 
  many of the nobles and holds no ill will toward them, 
  but he also knows adventurers are dangerous and won’t 
  invite them in without proper documentation that they 
  are indeed welcome here.
   
  Quote: “Guest invitations or step no further.”
  If the characters mention the attacks and the evil 
  adventurers, Eisley will be eager to share the following 
  information:
  • Three nights ago, two people flew toward Shackleton 
  in the night. They were laughing and sounded drunk. 
  This is unusual, but not unheard of. Some of the 
  wealthy owners are spellcasters who can fly. The two 
  people refused to identify themselves, and hurled 
  bolts of purple energy and fiery explosions at the 
  guards and some of the mansions.
  ELMW2-1 / Tendrils in the Fog: PART 3
  
  13
  • The guard quickly raised the alarm. The two 
  assailants got closer, but Shackleton’s archers 
  repelled them. One of the intruders seemed to be 
  some manner of smoke creature while the other was 
  a tiefling.
  • The assailants flew off to the south and haven’t 
  been heard from since. As they were flying away, 
  they threatened that the enclave hadn’t heard the 
  last of “Spaymoss and Old Wayne,” but that didn’t 
  mean anything to Eisley or the others. The defenders 
  quickly put out the fires and have been overseeing 
  work crews that are repairing homes and facilities 
  damaged by the attack.
  If the characters wish to see the home that was 
  damaged, Eisley will escort them to the building, where 
  they can see scorch marks and damage from magical 
  blasts being repaired. 
  Intelligence (Arcana) 
  • DC 12: it’s obvious that some of this fire is so potent 
  and spread so fast that magic was involved - and there 
  are definitely 40ish-foot diameter patches where it’s 
  most intense.
  • DC 14: The big scorched circles look like the blast 
  from a fireball. The marks of force on walls and doors 
  suggest the potency and accuracy warlock’s eldritch 
  blast.
  If the characters have been to Harbin’s Hope, the 
  damage is similar.
  Special Encounter: Fresh Meat             
  After the characters have investigated two things, 
  Skamos and Olwain and two hell hounds ambush the 
  adventurers on the road to their next destination. 
  Read or paraphrase the following:
  tiefling woman in heavy plate. 
   
  “Fresh meat, you’ll burn for Taar Haak!” 
  The tiefling screams, her purple-and-black 
  skin suddenly wreathed in flame. 
   
  “Seriach shall feast again this day!” says 
  the elf, as smoke begins to billow from his 
  exposed skin.
  The roadside rest stop is a pleasant camp 
  with a small well, a firepit, and a cord of 
  wood neatly stacked on the roadside for 
  use by the next travelers. A cold mist surges 
  out of the woods and surrounds you and the 
  camp. The temperature drops to a chill as 
  the mist shrouds the sun and the world looks 
  dismal and murky. The muffled sounds of lost 
  travelers crying for aid, the barely-audible 
  screeching of bats, and wolf howls echo 
  through the tendrils of fog. The trees on either 
  side of the road look misty and indistinct.
   
  Two figures fly overhead out of the fog. 
  One is an elf man in robes and the other is a 
  A DC 16 Intelligence (Arcana) check can verify that this 
  fog is related to the mists of Barovia - a strange remote 
  demiplane of horror full of vampires and encircled by 
  evil, semi-sentient mists.
  Roleplaying Skamos
  Skamos is a tiefling warlock who gave her soul to the 
  great Taar Haak in exchange for incredible physical 
  power. She is brash and overconfident, and delights in 
  picking on lightly armored opponents. She’s a big, well-
  muscled woman in full plate. Her skin is purple with 
  large black splotches and her black curly hair is in a bun 
  to keep it out of her way. Her golden-yellow eyes are full 
  of madness.
   
  Quote: “Great Taar Haak will see your bones crushed 
  to sand, foolish mortals!”
  Roleplaying Olwain
  Olwain was once an elf druid, who gave his soul to 
  Seriach for the power to control demons. Where once 
  he was a gentle steward of the forest, all he wants to do 
  now is burn it down and feed it to the insatiable hunger 
  of his hell hounds. Smoke issues from his pores as he 
  speaks in infernal. Olwain is of medium stature, with 
  the coppery skin, black hair, and hazel eyes typical to 
  wood elves. His clothes are ragged and charred, his hair 
  is singed to short tatters, and he reeks of brimstone.
   
  Quote: “Your flesh and magic will feed my demons 
  until all of Faerûn has been consumed!”
  General Features
   
  Light. The area is dimly lit due to the fog.
   
  Visibility. The many tree trunks provide frequent 
  cover and bushes provide partial concealment. The 
  mists limit visibility for 60 feet in all directions.
   
  Smells. There is the intense stink of brimstone.
   
  The Mists. Mists surround the characters for nearly 
  a quarter mile in every direction other than this small 
  patch of road. Characters who end their turn in the 
  mists gain a level of exhaustion. When characters gain 
  three levels of exhaustion in this encounter, they fall 
  unconscious and awaken after the end of the encounter.
  ELMW2-1 / Tendrils in the Fog: PART 3
  
  14
  Scaling
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
   
  Very Weak: Skamos and Olwain fight for two rounds 
  before disengaging into the mist and out of combat, 
  saying “Look at them scatter... this is not much fun. They 
  never would have survived Barovia.” Olwain does not 
  have access to his Innate Spellcasting. The hell hounds 
  disappear into puffs of brimstone-scented smoke when 
  Olwain leaves.
   
  Weak: Skamos and Olwain fight for two rounds 
  before disengaging, saying “Look at them scatter... 
  this is not much fun. They never would have survived 
  Barovia.” The hell hounds remain and fight to the death.
   
  Strong: Olwain summons two additional hell hounds
   
  Very Strong: At initiative count 20 of the second 
  round, one of the hell hounds mutates into a glabrezu.
  Tactics
  As a free action on her first turn, Skamos will call upon 
  Taar Haak, grow to huge size, and be wreathed in 
  flames. As free action, Olwain summons 2 hell hounds 
  which can be placed anywhere within 60 feet of him. 
   
  Olwain has cast fly on himself and Skamos and 
  will maintain concentration on that spell as long as 
  he can. The elf will attempt to use feeblemind on any 
  spellcasters at the first opportunity (only for Average 
  and stronger parties). He will use Finger of Death on 
  wounded characters (only for Average and stronger 
  parties). Melee characters will be his preferred target 
  for plane shift, banishment, and suggestion (the latter 
  two will cause him to stop concentrating on fly). Olwain 
  includes Skamos in the area of effect of fire spells; he 
  knows fire won’t hurt her.
   
  Skamos will fly directly for the least armored and 
  most obvious spellcaster of the group to attack with her 
  greatsword. If any are afflicted by feeblemind, she will 
  ignore them for the next most obvious spellcaster of the 
  group.
   
  The hell hounds will attempt to get as many enemies 
  as possible in their breath weapon (and will include 
  Skamos), and then will go after unprotected combatants, 
  or distract characters who are attacking Olwain.
   
  If the adventurers run from the fight, Olwain and 
  Skamos let them run into the mists, flinging insults at 
  them. 
   
  When either Skamos or Olwain drops to 30 HP or 
  less, a thick mist emerges from the ground and envelops 
  them, teleporting them to the Caves of Danger. 
   
  As their vestiges are now permanently on Faerûn, 
  both Skamos and Olwain are immune to banishment.
  Developments
  Once the fight is over, the mists disappear. The characters 
  are free to continue their journey. If a character has been 
  plane-shifted during the combat, be sure to refer to the 
  most recent Adventurer’s League documentation for how 
  to make one’s way home. The guidance from the Tomb 
  of Annihilation FAQ is in Appendix 2. After using one of 
  the ways to get home mentioned in the guidance, they 
  appear after the combat. While they may have spent time 
  to get home, no other time has passed in this adventure.
   
  If the characters are overcome by Olwain and Skamos 
  they leave, laughing, without killing any downed 
  characters. If all of the characters die then Constable 
  Mathnir of Elmwood will send some of her deputies 
  along with the druids from Eldath’s Grove to recover 
  their bodies and bring them back to Elmwood to be 
  raised by the Church of Bane or reincarnated by the 
  druids, or whatever else the players choose.
  Special Encounter: On the Trail         
  The following is an addition to an investigation encounter 
  that the characters experience after Fresh Meat. 
   
  When the characters believe that they have learned 
  all they can, one of the following – based on location – 
  will approach them with the information below.
  • Bloodculler’s Grotto, Cutpurse’s Retreat, Deserter’s Cove: 
  A group of timbercutters who overheard the ruckus.
  • Harbin’s Hope: Tenebrosus the tiefling survivor.
  • Mercy Hill: A sharp-eyed goblin cutpurse who has left her 
  life of crime behind, and now spins goat wool into yarn.
  • Shackleton: One of the guards.
  The [timbercutter, tiefling, goblin, or guard] 
  approaches you looking somewhat sheepish. 
  “Look, I’ve heard from some other folks in 
  the area, over the last several days, that 
  you are investigating those good-for-nothing 
  adventurers that have been marauding all 
  over this area. I’m really scared to talk about 
  this, you know, there could be spies anywhere 
  and clearly these guys are happy to burn 
  down whole villages. I saw something a few 
  days ago – an elf and a tiefling flying through 
  the air. They went over towards the old copper 
  mine. It’s only about a half-day’s travel away. 
  There’s a unique red vein in the exposed rock 
  there. Anyway, I couldn’t get too close – there 
  was this weird, chilly fog all over the area. It 
  was like it was pouring out of the cave! I can 
  show you on a map where it was.”
  ELMW2-1 / Tendrils in the Fog: PART 3
  
  15
  ELMW2-1 / Tendrils in the Fog: PART 4
  PART 4. THE CAVES OF DANGER
  Skamos and Olwain use the Caves of Danger as a 
  temporary hideout while they’re enjoying marauding 
  along the coast. However, their leader, Nesbit Gath, has 
  called for them to return to Northkeep. Since Skamos 
  and Olwain have tangled with the adventurers once 
  already, they agree it’s time to go. Their goal is to pack 
  up their treasure and take boats to leave the cave via an 
  underground river that will take them to the Moonsea 
  close to Northkeep before the adventurers arrive.
   
  Drow and dwarf cultists are fanatically devoted to 
  the power of the dead gods in Skamos and Olwain. 
  They fight to the death with the unwavering belief 
  their sacrifices will be rewarded. The orcs have been 
  promised good fights and rich rewards, including the 
  favor of the great Taar Haak.
  There are two entrances:
  • There is an obvious opening that is visible from the 
  outside. One of the rock formations has a vein of 
  bright red rock, and there’s an entrance to Area 1. 
  • If searching specifically for another entrance, the 
  characters search the wooded clifftop, and amid a 
  few shrubs there is a small vent in the top of the 
  cave which can be found with a DC 20 Intelligence 
  (Investigation) or Wisdom (Perception) check. This 
  vent is 50’ above Area 6, The Underground Docks. 
  This is the area that Skamos and Olwain use to enter 
  and exit the hideout while flying.
  General Features
   
  Terrain. The caves are partially natural, and partially 
  a played-out copper mine. Some modifications have 
  been made, but magic like stone shape works well here.
   
  The red vein. The red vein on the outer cliff wall 
  seems to run throughout the caves. The rest of the stone 
  is in various shades of dark gray.
   
  The mists. Mists cling low to the floor throughout the 
  caves and are particularly thick anywhere that great Taar 
  Haak or Seriach are revered (areas 3, 7, 8, 9, and 10).
   
  Light. There is no light in the caves. All of the 
  enemies here can see in the dark.
   
  Creatures. Creatures in this area frequently have 
  burn marks from Olwain’s hell hounds or brands on 
  exposed flesh in the shape of the symbol of great Taar 
  Haak, the Five Headed Destroyer.
   
  Defeat. If the characters flee, the enemies in the 
  caves will let them flee. The enemies will board boats 
  and leave the caves. If the characters are killed, the 
  enemies in the caves will leave their bodies and 
  board boats and leave the caves. Constable Mathnir of 
  Elmwood will send some of her deputies along with the 
  druids from Eldath’s Grove to recover their bodies and 
  bring them back to Elmwood to be raised by the Church 
  of Bane or reincarnated by the druids, or whatever else 
  the players choose.
  The path to this cave winds and descends 
  into a natural rock formation with a peculiar 
  red vein through it, and it is quickly clear that 
  someone is home - the entry area is littered 
  with trash such as broken barrels, torn sacks, 
  and broken weapons. Farther into the dim 
  light of the cave, you notice two powerfully-
  built orcs, clearly guarding something.
  Sounding the Alarm
  The enemies in the Caves of Danger are alert to danger 
  because Skamos and Olwain have recently fought 
  the heroes. The humanoids in the caves have been 
  browbeaten into cooperating by the evil adventurers. 
  The humanoid cultists will raise the alarm when the 
  characters are spotted. If an alarm is raised, enemies in 
  that area and the adjacent areas are immediately aware. 
  Once an alarm is raised, an alarm-alerted enemy will 
  move to the next area to spread the alarm. Be sure to 
  adjust enemy tactics to reflect an alert and wary group 
  of combatants who are watchfully preparing to leave, 
  and who will respond attentively to the alarm.
  There are other options…
  Enemies in the Caves of Danger can be tricked, bullied, 
  or otherwise bamboozled by clever characters. Bribery 
  will be expensive because they truly believe in the 
  great Taar Haak and Seriach as deities. Use the passive 
  insight and passive perception of enemies as listed 
  in their stat blocks. Skill check DCs should be 14 for 
  things that seem plausible, or 18 for things that seem 
  implausible. Reward clever ideas and good roleplaying 
  with advantage, inspiration, and/or a reduction in DC. 
  Encourage narrative solutions other than fighting and 
  award full XP for them.
  1. The Guarded Entryway                   
  
  16
  ELMW2-1 / Tendrils in the Fog: PART 4
   
  Creatures. There are two orogs guarding the 
  entrance to the Caves. The characters can spot them 
  from 60 feet away. The sentries are grumbling in orcish 
  about looking forward to leaving this cave soon.
   
  Developments. If the orogs are confronted by one 
  character, they will bully the character, then attack 
  with intent to kill and eat the character. If they are 
  confronted or attacked by more than one character, the 
  orogs shout the alarm to alert their allies in area 2 (who 
  alert the rest of the compound), and then flee to area 2 
  to face the characters with additional reinforcements.
   
  The Stone ‘Door.’ The orogs have set up two boulders 
  to block the cave entrance. Moving one requires a DC 
  16 Strength (Athletics) check. There are enough small 
  gaps around the boulders so that sound carries clearly 
  through them.
  2. The Storeroom                                  
  den. On one wall is a chiseled image of a 
  massive creature with five heads surrounded 
  by ten handprints in dried blood. Below the 
  chiseled image, painted in the same blood, 
  are broken shackles.
  This large, rough chamber has a fifteen-foot-
  high ceiling. Four brutish orcs are moving 
  crates from the huge pile in the center of the 
  room and taking them down a steep path 
  leading east out of this chamber. Somewhere 
  down the eastern path you hear more voices 
  and rushing water. Two other paths branch 
  out from this area, one to the south, one to 
  the north. There are two wagons in here and 
  both are in rough shape. 
  Here are the goods and materials that the orcs and 
  cultists have brought to supply the hideout and to 
  take to Northkeep. There are four orogs here, carrying 
  supplies down to load up the ships for the journey to 
  Northkeep. If they spot intruders or are attacked, they 
  call out for aid and are supported by forces from Area 1 
  and Area 6. If the alarm is raised, they retreat to Area 6 
  to defend the boats.
   
  Plundered Merchandise. There are a wide variety 
  of crates in the room that contain plunder the orcs and 
  cultists have gathered. The crates provide cover and 
  can be climbed over with a DC 12 Strength (Athletics) 
  check.
   
  Wagons. One of the wagons in this area has a small 
  copper plaque that marks it as “property of the town of 
  Mercy Hill.”
  3. Orc Quarters                                 
  This makeshift bunkroom has rough beds 
  and bedrolls strewn about it. Judging from 
  the trash and the musky stink of it, it is the orc 
  There are beds, bedrolls, piles of straw, and common 
  non-weapon gear for 10 orcs here, but nothing else of 
  interest. No orcs are here, as they are all busy preparing 
  to leave.
   
  The characters may make a DC 13 Intelligence or 
  Wisdom check to connect the wall art to “the great Taar 
  Haak, the Five Headed Destroyer.” It is likely that the 
  players will ask if it relates to Tiamat, but there is no 
  relation.
  4. Common Room                              
  This chamber has been set up with a small 
  fire pit for cooking. There are piles of bones 
  nearby. Some of them are disturbingly 
  humanoid.
  5. Slope Down                                    
  This steep slope twists around several times. 
  It leads to a set of lower caves that appear 
  to be unmined. The sound of rushing water 
  is somewhere ahead. The slope is filled with 
  stalactites and stalagmites.
  The rock formations allow easy cover for characters 
  to hide behind and scout ahead, but otherwise this 
  passage is unremarkable.
  6. Underground Docks                         
  Daylight from a hole in the 50-foot-high 
  ceiling dimly illuminates this large chamber, 
  which is dominated by a swiftly-moving 
  underground river. A small dock has been 
  set into the water and two rowboats are 
  tethered there. There are a group of tall, 
  thickly-muscled orcs loading crates onto 
  the boats. A few drow and dwarves clad in 
  robes move among them and supervise.
  In this chamber are 2 orogs led by an Orc Blade of 
  Ilneval working alongside a dwarf priest of Seriach, 
  and 2 drow cult fanatics devoted to Seriach. They will 
  sound the alarm if they spot intruders (their highest 
  passive perception is 13), alerting the four orogs from 
  Area 2 (if they are alive) as well as Skamos and Olwain. 
  
  17
  ELMW2-1 / Tendrils in the Fog: PART 4
  If Olwain and Skamos are alerted, they will attempt to 
  get on the boats and flee.
  General Features
  The following additional features are present in this 
  area:
   
  Underground River. The river is moving swiftly, and 
  any creature starting their turn in the water must make 
  a DC 15 Strength saving throw or be pulled 10 feet 
  away, knocked prone, and suffer 2d6 (7) bludgeoning 
  damage.
   
  Docked Boats. The boats are moored to the dock 
  with ropes that require one action to unmoor or 10 
  points of slashing or magical damage against an AC 8 to 
  sever. Once the boats are let loose, they float down the 
  underground river. If someone is piloting the boats they 
  move at 60 feet per turn, otherwise they move at 30 
  feet per turn. The boats are large enough for 7 medium 
  sized creatures.
  Adjusting the Encounter
  Here are the adjustments for the encounter. They are 
  not cumulative.
   
  Very weak. Replace the drow cult fanatics with drow 
  cultists, replace the orogs with orcs.
   
  Weak. Remove one drow cult fanatic, replace the 
  orogs with orcs 
   
  Strong. Add one orog and one dwarf priest
   
  Very Strong. Add one Orc Blade of Ilneval, one orog, 
  and one dwarf priest
  Sounding the Alarm/Tactics
  If a combat occurs here, Skamos and Olwain arrive, but 
  attempt to flee. While these are the suggested actions of 
  the enemy combatants, feel free to use other tactics that 
  reflect the alert and intelligent defenders of the area. 
  Skamos and Olwain’s goal is to flee unless cornered.
  • Round 1: areas 2 and 8 are alerted.
  • Round 2: Skamos and Olwain show up from area 8. 3 
  orogs from area 2 show up. 1 orog from area 2 alerts 
  the 2 orogs in area 1. 
  • Round 3: the last orog from area 2 shows up. The 
  orogs from area 1 move to area 2. Skamos and Olwain 
  start to move to the boats and attack the characters 
  on the way.
  • Round 4: the two orogs from area 1 show up. Skamos 
  and Olwain continue to move to the boats and attack 
  the characters on the way.
  • Round 5: Skamos and Olwain unmoor the boats. One 
  is pushed into the river to prevent the characters 
  from chasing them. The two evil adventurers get in 
  the other boat.
  • Round 6: Skamos and Olwain leave.
  Treasure
  The boats are laden with supplies needed at Northkeep, 
  along with 1,000 gp in coins, gems, jewelry, and 
  religious icons swiped from nearby villages.
  Developments
  If the cultists and orcs are defeated without raising 
  the alarm or notifying Skamos and Olwain, the evil 
  adventurers remain in their chambers, unaware that 
  there is an issue.
   
  If Skamos and Olwain escape and the characters 
  don’t get on the other boat, the characters can still 
  investigate the area to learn valuable information.
   
  If the characters get to the other boat, they can chase 
  the evil adventurers. The river flows for about a mile 
  through a stone cave that is about 40’-60’ across, has 
  anywhere between 10’ and 20’ of headroom, and is 
  between 10’ and 40’ deep. The current is swift until just 
  before the river drains into the Moonsea.
  7. Cultist Quarters                             
  The passage to the north leads to a thick 
  black leather curtain. Past that is a smaller 
  chamber, where there are five bedrolls 
  arranged in a circle around a sign charred 
  into the floor of a stylized hell hound, with 
  crudely artistic flames bursting from its open 
  maw. On the walls are simplistic paintings 
  of seven figures emerging from a mountain 
  temple wreathed in yellow.
  There are five bedrolls and common non-weapon gear 
  for cultists here, but nothing else of interest. No cultists 
  are here, as they are all busy preparing to leave.
  Developments
  Under one of the pillows is Handout 4 – Cultist 
  Journal.
  
  18
  ELMW2-1 / Tendrils in the Fog: PART 4
  8. Worship Chamber                            
  If the characters look at the journal, give them Handout 
  5 - A Letter from Nesbit Gath.
  Tactics
  If the characters haven’t caused the alarm to go up 
  or created enough noise to attract Skamos to the 
  Worship Chamber, they face her here. At the beginning 
  of initiative, Skamos will shout that they have come to 
  meet their doom, alerting enemies in Areas 6 and 10. If 
  alive, Olwain arrives on the second turn with two hell 
  hounds, and anyone in room 6 arrives on the third turn. 
  As her vestige is now permanently on Faerûn, Skamos is 
  immune to banishment.
   
  If necessary, Skamos will sacrifice herself to allow 
  Olwain to escape. She will fight to the death to avoid 
  capture.
  Adjusting the Encounter
  Here are the adjustments for the encounter, provided 
  that the characters face Skamos alone. They are not 
  cumulative. Alter the timing of the arrival of the 
  reinforcements considering the characters’ strength 
  so this encounter is an appropriate challenge for the 
  characters.
   
  Very weak. Skamos is not in her plate mail when the 
  characters arrive, and instead has an AC of 9.
   
  Weak. Skamos is still wounded from the previous 
  encounter, and instead has only 100 hp.
   
  Strong. Skamos has been forewarned in visions 
  of this attack and has consumed a potion of heroism 
  moments before the characters attack, giving her 10 
  temporary hit points, and +1d4 to saving throws and 
  attacks. 
   
  Very Strong. Skamos has been forewarned in visions 
  of this attack, and has consumed a potion of speed, 
  granting double her speed, adding a +2 bonus to AC, 
  advantage on Dexterity saving throws, and gains an 
  additional action on each of her turns. That action can 
  be used only to take the Attack action (one weapon 
  attack only), Dash, Disengage, Hide, or Use an Object. 
  When the one-minute duration of the potion ends, 
  Skamos can’t move or take actions until after her next 
  turn, as a wave of lethargy sweeps over her.
  Developments
  If the characters use speak with dead on Skamos, she 
  reveals the following:
  • She doesn’t regret making the deal with great Taar 
  Haak to defeat the evil vampire Strahd in Barovia, 
  but she does regret losing control of the vestige and 
  becoming evil.
  A natural cave tunnel heads southwest. 
  It’s irregular and filled with delicate-looking 
  slender columns, stalactites, and flowstone. 
  The passage opens up to a sizeable unlit 
  chamber. The walls are covered with 
  crude paintings. They show seven figures - 
  an elf man, a large tiefling woman, a lithe 
  drow woman, a gray-scaled dragonborn, 
  a gnome man with a staff, a human man, 
  and an older half-elven woman. In the first 
  one, they are surrounded by mist. In the 
  second, they are looking up a steep hill at a 
  magnificent dark castle. In the third, they are 
  fleeing death and destruction while a pale 
  and beautiful figure watches. In the fourth, 
  they are in some sacred place, standing 
  amid a circle of yellow coffins. In the fifth, they 
  are once more before the magnificent dark 
  castle, but this time the figures are shrouded 
  in dark yellow. In the final piece, they have 
  emerged from the mists, shrouded still in a 
  dark yellow aura. There are two passages 
  that lead from this room - one is flanked by 
  a three-foot-high statue of a potent tiefling 
  surrounded by a mighty creature with five 
  heads, while the other is of an elf flanked by 
  hell hounds.
  Note that this room is very near to Skamos and Olwain’s 
  rooms, and if the characters are not attempting to be 
  quiet, they will attract their attention to emerge and 
  crush the intruders.
  Treasure
  Each of the eyes of five heads around the tiefling and 
  the two hell hounds hold chips of rare amber worth a 
  total of 1,000 gp.
  This chamber features an elaborate wall 
  carving of the great Taar Haak, the Five 
  Headed Destroyer, along with a large bed 
  with many pillows and a lightly burned desk. 
  There is a map of the Moonsea and some 
  papers on the desk.
  9. Skamos’ Room                                  
  
  19
  • She pleads with the characters to try to save her 
  friends. All of them took the gifts of the Amber 
  Temple and were taken over by evil.
  • She asks the characters to make restitution for her if 
  they can.
  • Nesbit Gath is solely focused on gaining power and 
  will stop at nothing to become a lich.
  • She knows the names and descriptions of her whole 
  adventuring party (see list in Adventure Background).
  Tactics
  If the characters haven’t caused the alarm to go up 
  or created enough noise to attract Olwain to the 
  Worship Chamber, they face him here. Olwain will laugh 
  maniacally and sulfurous smoke will emit from his body 
  at the beginning of initiative, alerting enemies in Area 
  6 and 9. Olwain summons 2 hell hounds from the mist 
  at initiative count 20 on the first round (and only on 
  the first round) as a free action, which can be placed 
  anywhere within 60 feet of him, and the hell hounds act 
  immediately (and then on initiative 20 from then on). 
  If alive, Skamos arrives on the second turn, and those 
  in room 6 arrive on the third turn. As his vestige is now 
  permanently on Faerûn, he is immune to banishment.
   
  Olwain will do what he can to escape, such as casting 
  improved invisibility on himself or blocking the path 
  behind him with a wall of fire. If he cannot escape, he 
  will fight to the death to avoid capture.
  Adjusting the Encounter
  Here are the adjustments for the encounter, provided 
  that the characters face Olwain and his hounds alone. 
  They are not cumulative. Alter the timing of the arrival 
  of the reinforcements considering the characters’ 
  strength so this encounter is an appropriate challenge 
  for the characters.
   
  Very weak. Olwain has not recovered from the 
  previous encounter and does not have access to his 
  innate spellcasting. The hell hounds arrive separately, 
  one at initiative 20 on the first round, and one at 
  initiative 20 on the second round.
   
  Weak. Olwain has not recovered from the previous 
  encounter and does not have access to his innate spellcasting.
   
  Strong. Olwain has been forewarned in visions of this 
  attack and has consumed a potion of invulnerability 
  moments before the characters attack, giving him 
  resistance to all damage. Add one hell hound.
   
  Very Strong. Olwain has been forewarned in 
  visions of this attack and has consumed a potion of 
  invulnerability moments before the characters attack, 
  giving him resistance to all damage. In addition to 
  summoning his hell hounds, he also summons an 
  obedient glabrezu.
  Treasure
  Olwain has a portable hole, which is filled to the brim 
  with rotting flesh used to feed his hell hounds. It is 
  detailed in Handout 6.
  Developments
  If the characters use speak with dead on Olwain, he is 
  belligerent and tells the characters they have no idea 
  about the power of Nesbit Gath and his companions. His 
  companions will seek vengeance upon the adventurers 
  for slaying him.
  Saving Skamos and Olwain?
  Skamos’ possession by the great Taar Haak and Olwain’s 
  possession by Seriach can only be cured by a Wish 
  spell. They will not volunteer or submit to be cured 
  willingly. If the adventurers can keep these powerful 
  enemies alive and get them to civilization, Granthar 
  Copperhelm of the Order of the Gauntlet will take the 
  prisoners and see that they’re properly (lawfully and 
  kindly) incarcerated and interrogated at an Order of the 
  Gauntlet chapterhouse far from Elmwood. 
  10. Olwain’s Room                              
  This chamber features a large potted tree. 
  Many of the roots and branches have been 
  scorched. Carved and burned into its trunk is 
  a map of the Moonsea, with various areas - 
  Hillsfar, Mulmaster, and Melvaunt in particular 
  -- burned nearly off the map. There are five 
  wooden cameos on a small shelf nearby - 
  one of which is badly burned. The room also 
  has a small bed.
  The five cameos are of:
  • An older half-elf woman. The carving on the back 
  says: “I long for your laughter, you always knew how 
  to bring us together.” 
  • A handsome human man. The carving on the back 
  says: “I long for your cleverness, you always knew a 
  way out.”
  • A drow woman. The carving on the back says: “I long 
  for your passion for the hunt, you always knew the 
  way to victory.”
  • A dragonborn. The carving on the back says: “Your 
  piety was never enough to save us.”
  • The burned one is a gnome man. The carving on the 
  back says: “I long for your power, and one day it will 
  be mine.”
  ELMW2-1 / Tendrils in the Fog: PART 4
  
  20
  PART 5. REPORTING BACK 
  TO ALIANA MATHNIR
  With Olwain and Skamos slain or retreated from their 
  base of operations, the threat to the hamlets is defeated. 
  When the characters bring that news to Aliana Mathnir 
  in Elmwood, she will congratulate them and dutifully 
  give over their pay. When asked about Northkeep and 
  told that this threat was only two of the seven evil 
  adventurers, Aliana Mathir promises to look into it and 
  let the characters know what she finds out.
   
  If the characters fought all three sets of bandits, 
  she additionally hosts a feast in their honor with the 
  Elmwood Council. 
   
  Similarly, if the characters return the wagon to the 
  inhabitants of Mercy Hill, they are thanked and gain the 
  Friends of Mercy Hill story award.
    
  ELMW2-1 / Tendrils in the Fog: PART 5
  
  21
  ELMW2-1 / Tendrils in the Fog: REWARDS
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI number 
  (if applicable) so players can record who ran the 
  session.
  Experience (Min/Max XP: 4,500/6,500)
  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.
  Combat Awards
  Name of Foe   
   
   
  XP Per Foe
  Skamos (Fire Giant) 
   
   
  5,000
  Olwain (Warlock of the Fiend)  
  2,900
  Hell hound 
   
   
   
  700
  Bugbear 
   
   
   
  200
  Bugbear Chief  
   
   
  700
  Hobgoblin Captain 
   
   
  700
  Orog 
   
   
   
   
  450
  Orc Blade of Ilneval 
   
   
  1,100
  Priest  
   
   
   
  450
  Cult Fanatic 
   
   
   
  450
  Glabrezu 
   
   
   
  5,000
  Non-Combat Awards
  Task or Accomplishment  
   
  XP Per Char
  Each hamlet investigated  
   
   
  600
  Clearing out all potential bandit hideouts  
  600
  Treasure                                            
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly 
  as possible. Gold piece values listed for sellable gear 
  are calculated at their selling price, not their purchase 
  price.
  Treasure Awards
  Item Name  
   
   
   
  GP Value
  Aliana Mathnir’s Reward  
   
   800
  Aliana Mathnir’s bonus  
    
   200 
  Mercy Hill Wagon Return  
   
   100
  Treasure on the Boats   
   
   1,000
  Gems in the Statues to Skamos & Olwain 1,000
  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 detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Portable Hole
  Wondrous Item, rare
  This black cloth unfolds into a cavernous hole full of 
  rotting meat perfect for feeding hell hounds. Its owner 
  can spend 10 downtime days to get the rotting meat 
  and the stench out of the fabric. A description of this 
  item can be found in Handout 6.
  Player Rewards                                
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide (ALDMG).
  Story Award                                       
  The characters have the opportunity to earn the 
  following story award:
  Friends of Tenebrosus – if the characters had a 
  substantially positive interaction with the tiefling 
  Tenebrous, then give the characters this story reward. 
  Consequences will be detailed in a future Baldman 
  Games Elmwood adventure.
  Friend of Mercy Hill - for returning the wagon to 
  the fledgling community of former cultists, escaped 
  gladiatorial slaves, and reformed ruffians trying to 
  make amends, you have their thanks. Provided that you 
  work at least 2 hours a day in their farms and do not 
  ask questions about their past lives and transgressions, 
  you may enjoy low lifestyle for free while staying there.
  Renown                                                                 
  Each character gains 1 renown for successfully 
  completing the adventure.
   
  If the adventurers cleared out all three bandit 
  hideouts, they gain an additional point of renown for 
  clearing the area of dangerous humanoids.
  DM Rewards                                     
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG).
  
  22
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  Appendix:
  NPC / Monster Statistics  
   
  Bloodculler’s Grotto                            
  Bugbear
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 16 (hide armor, shield)
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2)  
  14 (+2)  
  13 (+1)  
  8 (−1)  
  11 (+0)  
  9 (−1)
  Skills Stealth +6, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP)
  Brute. A melee weapon deals one extra die of its 
  damage when the bugbear hits with it (included in the 
  attack).
  Surprise Attack. If the bugbear surprises a creature 
  and hits it with an attack during the first round of 
  combat, the target takes an extra 7 (2d6) damage from 
  the attack.
  Actions                                                                                
  Morningstar. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 11 (2d8 + 2) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 
  + 2) piercing damage in melee or 5 (1d6 + 2) piercing 
  damage at range.
  Bugbear Chief
  Medium humanoid (goblinoid), chaotic evil
  Armor Class 17 (chain shirt, shield)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3)  
  14 (+2)  
  14 (+2)  
  11 (+0)  
  12 (+1)  
  11 (+0)
  Skills Intimidation +2, Stealth +6, Survival +3
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Brute. A melee weapon deals one extra die of its 
  damage when the bugbear hits with it (included in the 
  attack).
  Heart of Hruggek. The bugbear has advantage on 
  saving throws against being charmed, frightened, 
  paralyzed, poisoned, stunned, or put to sleep.
  Surprise Attack. If the bugbear surprises a creature 
  and hits it with an attack during the first round of 
  combat, the target takes an extra 7 (2d6) damage from 
  the attack.
  Actions                                                                                
  Multiattack. The bugbear makes two melee attacks.
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 12 (2d8 + 3) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 
  + 3) piercing damage in melee or 6 (1d6 + 3) piercing 
  damage at range.
  
  23
  Cutpurse’s Retreat                                  
  Hobgoblin
  Medium humanoid (goblinoid), lawful evil
  Armor Class 18 (chain mail, shield)
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  9 (−1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the hobgoblin that isn’t incapacitated.
  Actions                                                                                
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 
  + 1) slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage.
  Hobgoblin Captain
  Medium humanoid (goblinoid), lawful evil
  Armor Class 17 (half plate)
  Hit Points 55 (6d8 + 12)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2)  
  14 (+2)  
  14 (+2)  
  12 (+1)  
  10 (+0)  
  13 (+1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 10 (3d6) damage to a creature it hits with 
  a weapon attack if that creature is within 5 feet of an 
  ally of the hobgoblin that isn’t incapacitated.
  Actions                                                                                
  Multiattack. The hobgoblin makes two greatsword 
  attacks.
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) piercing 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.
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the hobgoblin can utter a special command 
  or warning whenever a nonhostile creature that it can 
  see within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the hobgoblin. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the hobgoblin is incapacitated. 
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  24
  Deserter’s Cove                                     
  Orog
  Medium humanoid (orc), chaotic evil
  Armor Class 18 (plate)
  Hit Points 42 (5d8 + 20)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  12 (+1)  
  18 (+4)  
  12 (+1)  
  11 (+0)  
  12 (+1) 
  Skills Intimidation +5, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see.
  Actions                                                                                
  Multiattack. The orog makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage.
  Orc Blade of Ilneval
  Medium humanoid (orc), chaotic evil
  Armor Class 18 (chain mail, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  11 (+0) 
  17 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Wis +3
  Skills Perception +3, Insight +3, Intimidation +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Orc
  Challenge 4 (1,100 XP)
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see.
  Foe Smiter of llneval. The orc deals an extra die of 
  damage when it hits with a longsword attack (included 
  in the attack).
  Actions                                                                                
  Multiattack. The orc makes two melee attacks with its 
  longsword or two ranged attacks with its javelins. If 
  llneval’s Command is available to use, the orc can use it 
  after these attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 
  (2d10 + 3) slashing damage when used with two hands.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 30/120 ft., one target. Hit: 6 (ld6 + 3) 
  piercing damage. 
  llneval’s Command (Recharge 4-6). Up to three allied 
  orcs within 120 feet of this orc that can hear it can use 
  their reactions to each make one weapon attack.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  25
  Fresh Meat                                         
  Skamos (Fire Giant)
  Huge Humanoid (tiefling), chaotic evil
  Armor Class 18 (plate)
  Hit Points 162 (13d12 + 78)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  25 (+7)  
  9 (- 1)  
  23 (+6) 
  10 (+0)  
  14 (+2)  
  13 (+1)
  Saving Throws Dex +3, Con +10, Cha +5
  Skills Athletics + 11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 9 (5,000 XP)
  Actions                                                                                
  Multiattack. Skamos makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach 
  10ft., one target. Hit: 28 (6d6 + 7) slashing damage.
  Eldritch Blast. Ranged Weapon Attack: +11 to hit, range 
  60/240 ft., one target. Hit: 29 (4d10 + 7) force damage.
  Reactions                                                                                
  Hellish Rebuke. Once per day, Skamos can cast the 
  hellish rebuke spell as a second level spell, DC 13 
  dexterity save or suffer 2d10 fire damage on a failed 
  save or half as much damage on a successful save.
  Olwain (Warlock of the Fiend)
  Medium humanoid (Elf), any alignment
  Armor Class ,12 (15 with mage armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, Deception +7, Persuasion +7, Religion 
  +4
  Damage Resistances slashing damage from 
  nonmagical attacks not made with silvered weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages (usually Abyssal or 
  Infernal)
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components:
  At will: alter self, false life, levitate (self only), mage 
  armor (self only), silent image
  1/day each: feeblemind, finger of death, plane shift 
  Spellcasting. The warlock is a 17th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 15, +7 
  to hit with spell attacks). It regains its expended spell 
  slots when it finishes a short or long rest. It knows the 
  following warlock spells:
  Cantrips (at will): eldritch blast, fire bolt, friends, 
  mage hand, minor illusion, prestidigitation, shocking 
  grasp
  1st-5th level (4 5th-level slots): banishment, fireball, 
  flame strike, fly, greater invisibility, hellish rebuke, 
  scorching ray, scrying, stinking cloud, suggestion, wall 
  of fire
  Dark One’s Own Luck (Recharges after a Short or Long 
  Rest). When the warlock makes an ability check or 
  saving throw, it can add a d10 to the roll. It can do this 
  after the roll is made but before any of the roll’s effects 
  occur.
  Fey Ancestry. Olwain has advantage on saving throws 
  against being charmed, and magic cannot put it to sleep.
  Actions                                                                                
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) 
  fire damage.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  26
  Hell Hound
  Medium fiend, lawful evil 
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  12 (+1)  
  14 (+2)  
  6 (−2)  
  13 (+1)  
  6 (−2)
  Skills Perception +5
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Infernal but can’t speak it
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Actions                                                                                
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) 
  fire damage.
  Fire Breath (Recharge 5–6). The hound exhales fire in a 
  15-foot cone. Each creature in that area must make a DC 
  12 Dexterity saving throw, taking 21 (6d6) fire damage 
  on a failed save, or half as much damage on a successful 
  one.
  Caves                                                      
  Orog
  Medium humanoid (orc), chaotic evil
  Armor Class 18 (plate)
  Hit Points 42 (5d8 + 20)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  12 (+1)  
  18 (+4)  
  12 (+1)  
  11 (+0)  
  12 (+1) 
  Skills Intimidation +5, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 2 (450 XP)
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see.
  Actions                                                                                
  Multiattack. The orog makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage.
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  27
  Orc Blade of Ilneval
  Medium humanoid (orc), chaotic evil
  Armor Class 18 (chain mail, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  11 (+0) 
  17 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Wis +3
  Skills Perception +3, Insight +3, Intimidation +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Orc
  Challenge 4 (1,100 XP)
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see.
  Foe Smiter of llneval. The orc deals an extra die of 
  damage when it hits with a longsword attack (included 
  in the attack).
  Actions                                                                                
  Multiattack. The orc makes two melee attacks with its 
  longsword or two ranged attacks with its javelins. If 
  llneval’s Command is available to use, the orc can use it 
  after these attacks.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 
  (2d10 + 3) slashing damage when used with two hands.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 30/120 ft., one target. Hit: 6 (ld6 + 3) 
  piercing damage. 
  llneval’s Command (Recharge 4-6). Up to three allied 
  orcs within 120 feet of this orc that can hear it can use 
  their reactions to each make one weapon attack.
  Dwarf Priest
  Medium humanoid (Dwarf), any alignment
  Armor Class 13 (chain shirt)
  Hit Points 33 (5d8 + 6)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0)  
  10 (+0)  
  14 (+2)  
  13 (+1)  
  17 (+3)  
  13 (+1)
  Skills Medicine +7, Persuasion +3, Religion +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Dwarven, common, infernal
  Challenge 2 (450 XP)
  Dwarven Resilience. The priest has advantage on 
  saving throws against poison, and resistance against 
  poison damage.
  Dwarven Toughness. The priest’s hit point maximum 
  increases by 1, and it increases by 1 per hit die (already 
  accounted for).
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to 
  a target on a hit. This benefit lasts until the end of the 
  turn. If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each level 
  above 1st.
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 
  to hit with spell attacks). The priest has the following 
  cleric spells prepared:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): cure wounds, guiding bolt, 
  sanctuary
  2nd level (3 slots): lesser restoration, spiritual 
  weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Actions                                                                                
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  28
  Drow Cult Fanatic
  Medium Drow, any non-good alignment
  Armor Class 14 (leather armor)
  Hit Points 33 (6d8 + 6)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0)  
  16 (+3)  
  12 (+1)  
  10 (+0)  
  13 (+1)  
  15 (+2)
  Skills Deception +4, Persuasion +4, Religion +2
  Senses darkvision 120 ft., passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Dark Devotion. The fanatic has advantage on saving 
  throws against being charmed or frightened.
  Fey Ancestry. The cult fanatic has advantage on saving 
  throws against being charmed, and magic can’t put the 
  cult fanatic to sleep.
  Sunlight Sensitivity. You have disadvantage on attack 
  rolls and on Wisdom (Perception) checks that rely on 
  sight when the fanatic, the target of the fanatic’s attack, 
  or whatever the fanatic is trying to perceive is in direct 
  sunlight.
  Drow Magic. The fanatic knows the dancing light 
  cantrip, as well as the spells faerie fire and darkness. 
  Charisma is the fanatic’s spellcasting ability for these 
  spells.
  Spellcasting. The fanatic is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 11, +3 to 
  hit with spell attacks). The fanatic has the following 
  cleric spells prepared:
   
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): command, inflict wounds, shield of 
  faith
   
  2nd level (3 slots): hold person, spiritual weapon
  Actions                                                                                
  Multiattack. The fanatic makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d4 + 
  3) piercing damage.
  Cultist
  Medium humanoid (any race), any non-good alignment
  Armor Class 12 (leather armor)
  Hit Points 9 (2d8)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened.
  Actions                                                                                
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d6 + 1) slashing damage.
  Orc
  Medium humanoid (orc), chaotic evil
  Armor Class 13 (hide armor)
  Hit Points 15 (2d8 + 6)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (−2) 
  11 (+0) 
  10 (+0)
  Skills Intimidation +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Orc
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see.
  Actions                                                                                
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1 d12 + 3) s lashing damage.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 30{120 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  29
  Skamos (Fire Giant)
  Huge Humanoid (tiefling), chaotic evil
  Armor Class 18 (plate)
  Hit Points 162 (13d12 + 78)
  Speed 30ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  25 (+7)  
  9 (- 1)  
  23 (+6) 
  10 (+0)  
  14 (+2)  
  13 (+1)
  Saving Throws Dex +3, Con +10, Cha +5
  Skills Athletics + 11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 9 (5,000 XP)
  Actions                                                                                
  Multiattack. Skamos makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach 
  10ft., one target. Hit: 28 (6d6 + 7) slashing damage.
  Eldritch Blast. Ranged Weapon Attack: +11 to hit, range 
  60/240 ft., one target. Hit: 29 (4d10 + 7) force damage.
  Reactions                                                                                
  Hellish Rebuke. Once per day, Skamos can cast the 
  hellish rebuke spell as a second level spell, DC 13 
  dexterity save or suffer 2d10 fire damage on a failed 
  save or half as much damage on a successful save.
  Olwain (Warlock of the Fiend)
  Medium humanoid (Elf), any alignment
  Armor Class ,12 (15 with mage armor)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  14 (+2) 
  15 (+2) 
  12 (+1) 
  12 (+1) 
  18 (+4)
  Saving Throws Wis +4, Cha +7
  Skills Arcana +4, Deception +7, Persuasion +7, Religion 
  +4
  Damage Resistances slashing damage from 
  nonmagical attacks not made with silvered weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages any two languages (usually Abyssal or 
  Infernal)
  Challenge 7 (2,900 XP)
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components:
  At will: alter self, false life, levitate (self only), mage 
  armor (self only), silent image
  1/day each: feeblemind, finger of death, plane shift 
  Spellcasting. The warlock is a 17th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 15, +7 
  to hit with spell attacks). It regains its expended spell 
  slots when it finishes a short or long rest. It knows the 
  following warlock spells:
  Cantrips (at will): eldritch blast, fire bolt, friends, 
  mage hand, minor illusion, prestidigitation, shocking 
  grasp
  1st-5th level (4 5th-level slots): banishment, fireball, 
  flame strike, fly, greater invisibility, hellish rebuke, 
  scorching ray, scrying, stinking cloud, suggestion, wall 
  of fire
  Dark One’s Own Luck (Recharges after a Short or Long 
  Rest). When the warlock makes an ability check or 
  saving throw, it can add a d10 to the roll. It can do this 
  after the roll is made but before any of the roll’s effects 
  occur.
  Fey Ancestry. Olwain has advantage on saving throws 
  against being charmed, and magic cannot put it to sleep.
  Actions                                                                                
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) 
  fire damage.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  30
  Hell Hound
  Medium fiend, lawful evil 
  Armor Class 15 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  12 (+1)  
  14 (+2)  
  6 (−2)  
  13 (+1)  
  6 (−2)
  Skills Perception +5
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Infernal but can’t speak it
  Challenge 3 (700 XP)
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Actions                                                                                
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) 
  fire damage.
  Fire Breath (Recharge 5–6). The hound exhales fire in a 
  15-foot cone. Each creature in that area must make a DC 
  12 Dexterity saving throw, taking 21 (6d6) fire damage 
  on a failed save, or half as much damage on a successful 
  one.
  Glabrezu
  Large fiend (demon), chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 157 (15d10 + 75)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  17 (+3) 
  16 (+3)
  Saving Throws Str +9, Con +9, Wis +7, Cha +7
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from non-magical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120ft., passive Perception 13
  Languages Abyssal, telepathy 120ft.
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The glabrezu’s spellcasting ability 
  is Intelligence (spell save DC 16). The glabrezu can 
  innately cast the following spells, requiring no material 
  components:
   
  At will: darkness, detect magic, dispel magic
   
  1/day each: confusion, fly, power word stun
  Magic Resistance. The glabrezu has advantage on 
  saving throws against spells and other magical effects.
  Actions                                                                                
  Multiattack. The glabrezu makes four attacks: two with 
  its pincers and two with its fists. Alternatively, it makes 
  two attacks with its pincers and casts one spell.
  Pincer. Melee Weapon Attack: +9 to hit, reach 10ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage. If the 
  target is a Medium or smaller creature, it is grappled 
  (escape DC 15). The glabrezu has two pincers, each of 
  which can grapple only one target.
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  31
  Appendix 1: Flow Chart
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  32
  Appendix 2: Help! I've been Plane Shifted! What do I do?!
  This is from the Tomb of Annihilation FAQ. If the D&D Adventurer’s League has more current guidance that replaces 
  this, then follow that guidance.
  If your character has been plane shifted (or otherwise knocked about to a plane other than the Material) here's the 
  secret for getting home without getting lost or otherwise killed:
  Scenario 1. If a) they can cast a spell that allows travel to a plane of their choice, they b) have any necessary 
  components for doing so (I'm looking at you, characters that can cast plane shift but don't have a fork tuned to 
  Faerûn), and c) currently have that spell prepared, then they may do so on their next turn. They return to a location 
  of your choosing—maybe slightly singed, wet, upside down, or of an unusual shade of wrong—but at a place of 
  your choosing nonetheless.
  Scenario 2. If a) is true, but either b) or c) is false, you may spend 1 downtime day preparing the spell, attuning the 
  fork, or otherwise mustering components, and cast it the following day (after paying lifestyle costs as normal and 
  any appropriate costs for any material components if you weren't smart enough to pack the appropriate planar 
  fork).
  Scenario 3. If your character lacks the ability to cast the spell at all, they are faced with the monumental (and 
  slightly embarrassing) task of "walking" home. That is, your character wanders randomly throughout the planes 
  until they happen to make it back to Faerûn, spending 50 downtime days (paying associated lifestyle costs as 
  normal) in the process.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  33
  Appendix
  Elmwood at a Glance
  DMs can use this information as needed to help flesh 
  out encounters in Elmwood proper.
  Population. Approximately 1,500 and growing.
  Races. Humans are the most numerous demographic 
  (50%). Elves (15%) and half-elves (25%) are the most 
  common nonhumans. 
  Alignment. Elmwood tends toward lawful (as 
  influenced by Mulmaster) and towards neutral.
   
  LAW
  NEUTRAL
  CHAOS
  GOOD
  8%
  31%
  8%
  NEUTRAL
  18%
  18%
  0%
  EVIL
  10%
  7%
  0%
  History of Elmwood - Elmwood is an old town which 
  was founded 1,300 years ago. It has no valuable 
  natural resources worth stealing (like gems or precious 
  metals). The long history of the town is both peaceful 
  and boring. They have been exporting fish and fine elm 
  wood to Mulmaster for centuries. As Mulmaster grew 
  in size and might, Elmwood became a vassal of the “City 
  of Danger”. The nobility of Mulmaster (particularly the 
  Culkin family) bought some of the land and began to 
  manage it directly. About two years ago. The Cult of 
  the Eternal Flame accidentally detonated a devastation 
  orb in Elmwood. When the orb detonated, it created 
  a 1-mile-wide area of intense, extreme dry heat for a 
  full day. Wildfires started within the first hour. Anyone 
  who didn’t flee was caught in the fires. For the next 
  hellish day, people tried to save what they could from 
  the burning. Most of the population was killed, and the 
  vegetation and buildings were burned. 
  Elmwood Today - In the wake of “The Burning,” 
  Elmwood was destroyed, but the survivors decided to 
  rebuild. Since then, houses and inns and industries have 
  been rebuilt, and the land cleared by the Burning has 
  been turned into a patchwork of farms. The area is alive 
  with the sound of hammering all day as new buildings 
  are built. 
  The various disasters happening around the Moonsea 
  in Phlan, Hillsfar, Mulmaster, and the Underdark have 
  led to a refugee crisis in the area – but Elmwood needs 
  people! The unstated policy is that anyone is welcome, 
  as long as they are willing to keep the peace and work 
  the land. 
  Culture - Crime is relatively rare, due, to the Order 
  of the Gauntlet and the Lords’ Alliance lending their 
  influence and manpower to peacekeeping in Elmwood. 
  There is also a strong social pressure for everyone to do 
  their part for the common good because the memories 
  of the Burning are still fresh. 
   
  There is friction between the survivors and the 
  refugees. The survivors are having to process their 
  whole social order changing. While the survivors are 
  sometimes not good hosts, the refugees are sometimes 
  not good guests. 
  Climate - Like the rest of the Moonsea region, Elmwood 
  is quite cool (consider the climate to be similar to 
  Montreal, Canada). Elmwood is cool in the summer 
  (highs about 70°F, 20°C) and cold in the winter (highs 
  around 20°F, -6°C). 
  Economy - Elmwood exports timber and fish and there 
  is a small merchant fleet that calls Elmwood home. 
  While Elmwood now produces some crops, meat, and 
  dairy, they still must import food until agricultural 
  production becomes self-sustaining. Goats and sheep do 
  well in Elmwood, as they are small enough to be herded 
  into barns during the long cold winter. Industry in 
  Elmwood is starting to grow given the need to rebuild. 
  Any complex specialty items must be purchased in 
  Mulmaster. 
  Government - Elmwood has never been big enough 
  to have much of a formal system of government. In the 
  past, a constable was chosen by popular assent. Given 
  that the rebuilding is a much larger effort, Elmwood 
  has expanded its government services. The constable 
  has appointed six deputies. These officials can arrest 
  lawbreakers, as well as assemble and lead a militia. 
  Organizations
  Refugee Groups - There are semi-organized groups of 
  Phlan, Hillsfar, and Drow refugees.
  Survivors - The Elmwood survivors tend to stick together.
  Elmwood Council - The Council meets every week or 
  so. The Elmwood council consists of: Aliana Mathnir 
  (Constable), Alksuth Cork (Head of Sailfollowers), 
  Aranda Fletcher (Head of Greenstriders), Drake 
  Holmstrumph (Leader of the Survivors), Kala Namak 
  (Deputy, Leader of Hillsfar Refugees), Larissa Aerasumé 
  (Priestess of Selûne), Nils Sankt (Priest of Bane), Shayad 
  (Priestess of Chauntea), Thyra Stoneshoulders (Leader 
  of Phlan Refugees), and Yao Seiju (Head of the Shield 
  Trading Company). 
  Greenstriders - The Greenstriders are a semi-official 
  professional organization of foresters and scouts that 
  cooperate with each other to bring in timber. 
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  34
  Sailfollowers - The Sailfollowers are a tightly organized 
  group of shipping captains, fishers and sailors. They 
  bargain as a group to make sure shipping deals are handled 
  fairly and to prevent arguments over fishing grounds. 
  Semyon and Daughters Bank – This bank has underwritten 
  most of the loans in Elmwood, so it’s in their best interest 
  to see that the town is protected, well managed, and 
  prosperous so people can pay back those loans. 
  Shield Trading Company – This is a small merchant 
  house that has opened up a warehouse, an inn, and a 
  trade office in Elmwood to capitalize on trade in the area. 
  The Factions
  The Harpers - want to make sure the refugees are not 
  abused and are not cultists of the dragon or elemental 
  evil, or mad. The contact for the Harpers is Ragnir Nejit, 
  the innkeep of the Silvery Gem.
  The Order of the Gauntlet - has two major goals. The 
  first is to check the influence of the Church of Bane 
  and to promote justice and peace in Elmwood during 
  the rebuilding. The faction contact for the Order of the 
  Gauntlet is Granthar Copperhelm who runs the local 
  shrine to Tempus.
  The Emerald Enclave - is making sure that the farms are 
  set up appropriately, and that people aren’t taking too 
  much timber from the forest for rebuilding. Rogon Stragoth 
  is the official faction contact. The druids circle in the Grove 
  of Eldath is very friendly with the Emerald Enclave.
  The Lords’ Alliance - want to boost trade and security 
  so that the area is peaceful and prosperous. Norin 
  Steelstrike is the faction contact for the Lords’ Alliance. 
  She works at the Shield Trading Company.
  The Zhentarim - are making money and gaining 
  influence over important people in the area. The banker 
  from Semyon and Daughters – Fiorei Semyon – is the 
  faction contact for the Zhentarim.
  Important Locations
  Elmwood Hall – is a new, sturdy two-story building 
  made out of elmwood. The downstairs hosts the offices 
  for the city officials. The upstairs is the Constable’s 
  office and home.
  The Grove of Eldath - was a shelter during the 
  Burning, and the survivors are grateful to the druids 
  there. The grove itself was mostly burned to the ground, 
  except for thirteen giant elm trees.
  Karsure’s Axelworks and Smithy – produces fine 
  elmwood: wagons, carriages, wheels, and various 
  metalwork (but not weapons). The smith can silver 
  weapons for normal costs.
  The Last Book Boardinghouse (poor 2 sp/day) - is a 
  ramshackle mansion that was not burned entirely to the 
  ground, and has been partially repaired. The rooms are 
  very basic, but they’re clean. The boardinghouse does 
  not serve food.
  Moline’s Sundries and Equipment – sells adventuring 
  gear, weapons and armor in the Players Handbook 
  worth less than 100 GP. A variety of goods is displayed 
  through the front windows.
  Oghma’s Ointments and Unguents – is run by the only 
  apothecary in town. It sells alchemist’s supplies and 
  other reasonable alchemy and herbalism items.
  The Phoenix House (wealthy 4 gp/day) - is a large 
  public house and inn that is elaborately and expensively 
  furnished. It caters to adventurers. There are a few 
  conference rooms as well as a well-stocked wine cellar 
  and extensive hot baths. 
  The Phoenix Monument - is a memorial marker for 
  all of the people who died in the Burning. It is a large 
  fountain with a golden phoenix rising from ashes lit by 
  continual flame spells. 
  The Refugee Barracks (squalid, 1 sp/day) -  is where 
  refugees can live for free. The cost is paid by taxes on 
  the other citizens of Elmwood. 
  The Shield Trading Company – is a trading house 
  along the docks. 
  The Shrine to Tempus – is a small military field camp 
  and open pavilion.
  The Sign of the Shield (aristocratic, 10 gp/day) - is the 
  finest inn in Elmwood. It is owned by Shield Trading 
  Company and is mainly used for their business.
  The Silvery Gem Inn (modest 1 gp/day) - is 
  comfortable, friendly, and has really delicious cabbage 
  soup. It is the official central meeting place for the 
  Phlan refugees.
  Stone’s Dwarf Inn (comfortable 2 gp/day) - is a 
  whimsical inn run by a gnome illusionist. Children go 
  to school there in the mornings. There is a very lifelike 
  stone dwarf in the front yard.
  The Temple of Chauntea “The Bounty of the Goddess” 
  - contains a large structure and elaborate gardens. 
  Many farmers and ranchers are adherents of Chauntea.
  The Temple of Selûne “The Path of Silver Light” - is the 
  center of faith in Elmwood, and the oldest religious faith 
  in town. The prior temple was destroyed in the burning, 
  and rebuilt with help from the elves. Many survivors 
  and elves pay their respects here.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  35
  The Temple of Bane “The Black Lord’s Fist” - is newly 
  built by philanthropists from Mulmaster. Given that 
  this is the official faith of Mulmaster, the Temple is very 
  important in Elmwood.
  The Wayfarer’s Rest Tavern (modest 1 gp/day) - is 
  a modestly priced inn that caters to the docks area in 
  specific. Ship captains and officers stay here.
  Elmwood Council
  Aliana Mathnir, Constable – LN female human 
  Veteran. Brown hair, blue eyes, brown skin. Aliana is 
  more interested in the greater good than in penalizing 
  every small infraction. She likes to keep a neat and 
  efficiently running town. She is friendly and honest. 
  Likely at Elmwood Hall.
  Alksuth Cork, Head of Sailfollowers – CG male 
  human Bandit Captain. Bald head, gray eyes, brown 
  skin. Alksuth has a sharp wit and a booming voice. He’s 
  gregarious, if somewhat ill-tempered. He likes to ask a 
  lot of questions and see what makes people tick. Likely 
  at the docks.
  Aranda Fletcher, Head of the Greenstriders – NG 
  female half elf Scout. Blond hair, brown eyes, golden 
  skin. Aranda looks out for others but only if they are 
  willing to help themselves. Likely at Wayfarer’s Rest Inn.
  Drake Holmstrumph, Leader of the Survivors – NE 
  male human Guard. Gray hair, dark eyes, brown skin. 
  Drake is suspicious of anyone who’s not a survivor of 
  the Burning, and comes off as rather cold until you get 
  to know him. Likely at the docks.
  Kala Namak, Deputy, Leader of Hillsfar Refugees – 
  LE female dragonborn Knight. Purple eyes, black scales. 
  She is patient, thoughtful, and cunning. She uses her 
  reputation and position as a shield and is more likely to 
  threaten her way into finding what she wants/needs. 
  Likely at Elmwood Hall.
  Larissa Aerasumé, Cleric of Selûne – NG female half 
  elf Cleric 9. Black hair, blue eyes, black skin. Larissa is 
  a calm and thoughtful woman. She has a penchant for 
  seeing all parts of life, the good and the bad, as part of 
  Selûne’s divine plan. Likely at The Path of Silver Light 
  temple to Selûne.
  Nils Sankt, Cleric of Bane – LE male human Cleric 9. 
  Bald head, blue eyes, white skin. Nils is quite cranky about 
  being old. He remembers better days and likes to tell 
  people about how it used to be. He will argue about almost 
  anything. Likely at The Black Lord’s Fist temple to Bane.
  Shayad, Cleric of Chauntea – NG female half orc Cleric -9. 
  Brown hair, green eyes, gray skin. Shayad is calm and peaceful 
  woman. She reacts poorly to those who make comments 
  disrespectful of her heritage. She is a pacifist at heart and will 
  try to dissuade others from violence if possible. Likely at The 
  Bounty of the Goddess temple to Chauntea.
  Thyra Stoneshoulders, Leader of Phlan Refugees 
  – LN female dwarf Guard. Red hair, brown eyes, rosy 
  skin. Thyra is professional and warm as a barkeep, and 
  enjoys getting drawn into philosophical conversations. 
  Likely at the Silvery Gem Inn.
  Yao Seiju, Local Leader of the Shield Trading 
  Company – LE male half elf Noble. Black hair, brown 
  eyes, golden skin. Yao Seiju is a calculating man that 
  likes to live the luxurious life. He is willing to make a 
  deal on most anything as long as he can get the better 
  end of it. Likely at the Shield Trading Company.
  Faction Contacts
  Ragnir Nejit, Harpers – NG male dragonborn Knight. 
  White eyes and white scales. He is extremely secretive 
  and serious about Harper business. He owes his life to the 
  Harpers for rescuing him from the Hillsfar arena. Ragnir 
  is a no nonsense kind of guy. He knows the lay of the land 
  and so he expects to get what he deserves. He doesn’t 
  want to see anyone hurt, but a little cut or bruise is just a 
  learning experience. Likely at the Silvery Gem Inn.
  Granthar Copperhelm, Priestess of Tempus, Order 
  of the Gauntlet – N female dwarf Priest. Black hair, 
  brown eyes, brown skin. She’s a gruff soldier, formerly 
  from Phlan, but has taken well to being a leader and 
  protector in Elmwood. Likely at the Shrine to Tempus.
  Rogon Stragoth, Emerald Enclave – N male half orc 
  Scout. Brown hair, brown eyes, gray skin. He works 
  closely with Shevarra Dyernina and the other druids 
  in Eldath’s grove as well. Rogon is very secretive with 
  his association with the Emerald Enclave. Rogon does 
  not put up with racial hatred – he got enough of that in 
  Hillsfar to last him his whole life. Likely at his ranch or 
  out in the forest.
  Norin Steelstrike, Lord’s Alliance – LN female 
  dwarf Spy. Brown hair, black eyes, copper skin. She 
  keeps this work completely separate from the Shield 
  Trading Company and takes her responsibilities deadly 
  seriously. Norin is inquisitive and asks questions 
  whenever she thinks it is appropriate. Likely at the 
  Shield Trading Company.
  Fiorei Semyon, Zhentarim – LE female human Noble. 
  Black hair, dark eyes, mahogany skin. The rest of 
  Semyon and Daughters doesn’t know that she’s in bed 
  with the Black Network, so she’s extremely circumspect 
  with her dealings for faction business. Fiorei thinks 
  before she speaks, and has a “can do” attitude. Of 
  course, she always makes sure that the things that get 
  done benefit Semyon and Daughters. Likely at the Sign 
  of the Shield.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  36
  Handout 1 – Adventure Hooks
  Elmwood Needs Help - Constable Aliana Mathnir has put out a call that has reached as far as Elventree and 
  Hillsfar, that Elmwood seeks assistance solving disappearances and raids on the surrounding hamlets. You are just 
  approaching the village of Littleford on your way to Elmwood.
  Investigating Strange Events - You’ve heard rumors of a cold, chill, evil fog rolling in from the Moonsea. There are 
  rumors in Phlan and other places around the Quivering Forest that say this mist is the result of a place of great evil 
  touching Faerûn. You have chosen to investigate these rumors and are approaching the Hamlet of Littleford on the 
  way to Elmwood, the local hub of activity
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  37
  Handout 2 – Mathnir’s Map
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  38
  Handout 3 - Ragged Journal
  This used to be a fine deerskin journal with pages in exquisitely crafted paper. The bugbears have been tearing out 
  pages for unmentionable purposes
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  39
  Handout 4 – Cultist Journal
  Hidden under a pillow in the cultist chamber is a small tattered journal. The most recent entries are nothing but 
  gibberish. The last readable entry says:
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  40
  Handout 5 – A Letter from Nesbit Gath
  Amid the items on the desk is a thin piece of water-stained paper, which reads:
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  41
  Handout 6 - Magic Item
  During the course of this adventure, the characters may find the following permanent magic item:
  Portable Hole
  Wondrous Item, rare
  This black cloth unfolds into a cavernous hole full of rotting meat perfect for feeding hell hounds. Its owner can 
  spend 10 downtime days to get the rotting meat and the stench out of the fabric.
   
  This item can be found in the Dungeon Master’s Guide.
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  42
  Map: Fresh Meat
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  43
  Map: Caves of Danger (Overview)
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  44
  Map: Caves of Danger Area 2
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
  45
  Map: Caves of Danger Area 6
  ELMW2-1 / Tendrils in the Fog: APPENDIX
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-34 ELM2-1 - Tendrils in the Fog.pdf