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  MISTS OF THE 
  MOONSEA
  PAIGE LEITMAN, BEN HEISLER, AND M. SEAN MOLLEY
  Adventure Designer
  Adventure Code: ELMW2-2
  Optimized For: APL 8
  The heroes of Elmwood find clues that lead them to follow the trail of their 
  adversaries to the Bell of the Deep, the sunken castle of Northkeep beneath the 
  violet waves of the Moonsea. Can they make it safely there through the ancient 
  terrors of the Moonsea as well as all the obstacles their adversaries can put in 
  the way?
  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.
  ELMW2-2 / Mists of the Moonsea:  INTRODUCTION
  INTRODUCTION
  Welcome to Mists of the Moonsea, 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
  ELMW2-2 / Mists of the Moonsea:  INTRODUCTION
  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.
   
  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 good adventurers cannot 
  refuse a challenge like that. 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 tombs 
  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. 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. Something happened in the Amber 
  Temple and his loyal cooshees were transformed 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 
  cultured half-elf woman who seeks political power. 
  The magic of the dead gods gave her the power of 
  storms. 
  However, this power changed them. 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; 
  they were sure he would return. They 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. That 
  fight 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 seal 
  Northkeep in a barrier of magical energy so that they 
  can be left alone while they work.
   
  In the previous part of the story (ELMWOOD 2-1 
  TENDRILS IN THE FOG) the heroes discovered that 
  Skamos and Olwain have been raiding farms and 
  homesteads in the vicinity of Elmwood. Aliana Mathnir 
  (Al-EE-ahn-ah MATH-near), the constable of Elmwood, 
  hires the characters to investigate and put an end to the 
  attacks. The heroes discover that this isn’t an isolated 
  incident, and that Skamos and Olwain are part of a 
  larger group that is being called to Northkeep. Aliana 
  Mathnir has worked to get a ship and captain to help 
  the adventurers find a way in to Northkeep.
  
  4
  Adventure Overview                             
  This adventure is divided into eight parts. 
   
  Introduction: We’re on a Boat. There is a brief 
  review of the events of ELMWOOD 2-1 and the reason 
  why the characters are here. They are attempting to 
  find the wreck of the Eye of Akempus, the ancient 
  flagship of Northkeep. The ship’s bell will allow the 
  characters to enter the sunken city of Northkeep from a 
  portal on Yarralumla Island.
   
  Encounter 1: The Sea Elves. The characters meet 
  up with sea elf Prince Ulatha, who offers to give them 
  salvage notes to help them locate the wreck of the Eye 
  of Akempus.
   
  Encounter 2: Blood in the Water. Because the sea 
  elves are far from their settlement and vulnerable, 
  they are attacked by Marel (evil sea elves) and their 
  servitors.
   
  Encounter 3: Locating the Wreck. The characters 
  must decode the salvage notes to learn the location of 
  the wreck.
   
  Encounter 4: The Eye of Akempus. The characters 
  must go below the waves of the Moonsea and brave the 
  dangers of the wrecked ship to recover its magical bell. 
   
  Encounter 5: Alfred the Bone Eater. As the 
  characters sail towards the entrance of the magical 
  passage, they are chased by the reanimated Eye of 
  Akempus, and its undead crew. Alfred the Bone Eater, 
  one of the adventurers that is possessed by a vestige 
  of a dead god, senses this is the ideal time to attack the 
  characters. 
   
  Encounter 6: Lathai the Heartseeker. The opening 
  of the magical passage is a small island that is guarded 
  by another of the vestige-possessed, Lathai the 
  Heartseeker.
   
  Conclusion. The ghost of Lathai the Heartseeker, 
  finally free from her curse, thanks the adventurers for 
  freeing her and aids them with the knowledge of how to 
  enter Northkeep. The characters report back to Aliana 
  Mathnir to plan the assault on Nesbit Gath’s stronghold.
  Timeline of Play                                   
  The adventure is designed for 4 hours of play. Use the 
  table below to budget your time, adjusting the pace as 
  necessary to keep on schedule. In a large public event, 
  you’ll need to keep an eye on the clock.
  Stage 
   
   
   
   
  Playing Time
  Introduction: We’re on a Boat 
   
  10 mins
  Encounter 1: The Sea Elves 
   
  15 mins
  Encounter 2: Blood in the Water  
  55 mins
  Encounter 3: Locating the Wreck 
  15 mins
  Encounter 4: The Eye of Akempus 
  30 mins
  Encounter 5: Alfred the Bone Eater 
  55 mins
  Encounter 6: Lathai the Heartseeker 
  55 mins
  Conclusion 
   
   
   
  5 mins
  Adventure Hooks                                   
  Give adventurers who played ELMW2-1 Handout 1, On 
  the Trail of Nesbit Gath.
   
  Give adventurers who did not play ELMW2-1 
  Handout 2, Hired by Aliana Mathnir.
  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.
  ELMW2-2 / Mists of the Moonsea:  INTRODUCTION
  
  5
  Introduction: We’re on a boat
  This adventure begins on the Red Lock, a boat hired out 
  of Elmwood. The characters have been brought together 
  to find an entrance to the sunken ruins of the Castle of 
  Northkeep, the home of the Bell of the Deep. Take a few 
  moments for the characters to introduce themselves 
  and get to know each other. Read or paraphrase:
  addition to giant gar and pike, the occasional boatload 
  of Crushing Wave cultists from Mulmaster, and pirate 
  followers of Umberlee, there is a tribe of exceptionally 
  evil sea elves that live nearby, the Marel.
  • Originally normal aquatic elves, the Marel were 
  cursed by the gods for their refusal to assist the 
  humans of Northkeep a thousand years ago. They are 
  wholly evil and worship Umberlee. Their skin is pale 
  white, their hair is a sickly blackish-green color, and 
  their eyes glow with an eerie, pale green light.
  • A fair few of the crew of the Red Lock are drow. If 
  asked about his drow crewmembers, Drake will 
  point out that they’re another group of refugees that 
  have shown up in Elmwood in the last several years. 
  They keep to themselves and are hard workers. Their 
  darkvision makes them exceptionally useful for taking 
  night watches.
  General Features                                      
   
  Atmosphere. It’s a lovely summer day on the 
  Moonsea with bright, clear weather perfect for sailing. 
   
  The Red Lock. A medium sized fast merchant ship 
  owned by Drake Holmstrumph, named for Drake’s 
  late wife, whose flame-haired image is captured in her 
  bowsprit. She’s moving briskly across the waves and 
  the deck is mostly stable. 
   
  Crew. There are about a dozen sailors aboard. The 
  crew is a mix of humans and half elves, but there are 
  several drow who are squinting in the light and wearing 
  hats to shade their eyes.
   
  The Moonsea. The Moonsea has purplish waters. It 
  is a freshwater sea. The water temperature is fairly cool. 
  The waves in this area are small, generally less than 2 
  feet.
  The nimble ship hired to help you, the Red 
  Lock, cuts through the violet waters of 
  the Moonsea. Drake Holmstrumph tosses 
  a jangling net of expensive looking gold 
  chased cups overboard with a hurried 
  prayer to Umberlee before turning to your 
  group to go over the challenges you face:
   
  “Them bastards what were murderin’ 
  up and down the coast are gone, but now 
  Constable Mathnir says that there’s more 
  of ‘em holed up in the sunken castle. And 
  apparently no one can get into it now. Some 
  kinda magic around it. If anybody would 
  know how to get in anyway, it’d be the sea 
  elves.” He grinds his teeth for a moment. 
  “Never known ‘em to be the generous sort, 
  but this is the best chance we’ve got.” He 
  shrugs as if he feels that’s unlikely, but he’s 
  not going to argue with the job he’s been 
  given to help you.
  What Drake Knows                            
  Drake is suspicious by nature and won’t volunteer 
  this information, but he will respond truthfully if the 
  characters ask him questions.
  • Drake is generally aware of what has happened 
  previously (as covered in Handouts 1 and 2).
  • It is rumored that the sea elves nearly lost their 
  prince to the Cult of the Crushing Wave three or four 
  years ago. Adventurers saved the prince around 
  the ruins of Fort Dalton. The sea elves have long 
  memories and some of the folks from the Zhentarim, 
  the Harpers, and the Emerald Enclave encouraged 
  them to help the characters. (If any of these 
  characters played DDEX2-12 Dark Rites at Fort Dalton 
  they might have run into Prince Ulatha there.)
  • The sea elves don’t particularly want to get involved 
  in ‘surfacer’ problems, so agreeing to meet with the 
  surfacers is highly unusual.
  • This area of the Moonsea is particularly dangerous. In 
  Roleplaying Drake Holmstrumph
  Drake is an older human man with gray hair, dark 
  eyes, and brown skin. What he lacks in youthful 
  energy, he makes up in experience and wisdom. He 
  lost his whole family in the Burning and it’s turned 
  him into a bitter man. However, he’s one of the oldest 
  survivors left in Elmwood and the town looks up to 
  him. He is a merchant captain and is well versed in all 
  the trade routes of the Moonsea. Drake is a fearless 
  and experienced captain, who regularly ran the Phlan 
  blockade to get supplies into the city when it was taken 
  over by the green dragon Vorgansharax. He’s got a 
  mercenary mindset.
   
  Quote: “Aye, I can get you where you need to go. The 
  question is, what can ye pay for it?”
  ELMW2-2 / Mists of the Moonsea:  INTRODUCTION
  
  6
  PART 1. DIVE IN
  ELMW2-2 / Mists of the Moonsea:  Part 1
  Read or paraphrase the following aloud when the 
  characters are ready to meet the sea elves.
  General Features                                 
   
  Above the Water. It’s a lovely summer day on the 
  Moonsea with bright, clear weather perfect for sailing. 
  The waves in this area are small.
   
  Underwater. The water is cool shallower than 
  30 feet and cold deeper than 30 feet. It’s clear, so the 
  water tinges everything with violet, and makes red and 
  orange colors appear muddy brown. 
   
  Terrain. Dampieri Rock is a seamount where one 
  old pinnacle reaches the surface. The seamount is a 
  plateau about 70 feet across that’s about 45 feet deep. 
  Past that the seamount slope descends sharply to 
  several hundred feet. The terrain is rocky and uneven, 
  and the area is full of silvery fish and seaweed. 
   
  Rocks. There are a few low banks of rock that stick 
  up about five feet and can provide cover. Only the 
  pinnacle of Dampieri Rock sticks up above the surface 
  of the Moonsea.
   
  Current. The Marel have magically summoned a 
  current to help them. Any creature without a swim 
  speed that is in the current is pushed 5 feet in the 
  direction of the current for every 5 feet traveled in the 
  current. (Creatures with a swim speed choose whether 
  the current affects them.) If someone can make a DC 
  18 Intelligence (Arcana) or nature check at the place 
  where the current originates, they can cause it to cease, 
  or reverse direction. 
   
  Off the Sea Mount. If the characters or Prince 
  Ulatha leave the top of the seamount, they find that the 
  Marel have corralled an immense school of stinging 
  freshwater jellyfish to surround the area. Anyone in this 
  area must make a DC 15 Constitution saving throw each 
  round or take 22 (4d10) points of poison damage, save 
  for half.
   
  Prince Ulatha. The prince acts on initiative 0 and 
  aids in the defense of vulnerable characters. If asked 
  to, he will withdraw and dodge. For the purposes of 
  this combat, Prince Ulatha will go unconscious at 0 hit 
  points and make death saving throws as a character 
  does.
  A rock pinnacle comes into view on the 
  horizon, and Drake shouts orders to his crew, 
  and soon the ship slows dramatically.
  “That’s it: Dampieri Rock,” Drake nods at the 
  rocks, turning the ship’s wheel in a series of 
  delicate maneuvers. “Just a speck o’ nothin’, 
  but it’s a good landmark. The sea elves 
  should be waitin’ for ye below.” One of the 
  drow sailors hands over a satchel containing 
  a few glass bottles filled with cloudy green 
  fluid. There are odd jellyfish-like bubbles 
  floating in the liquid. “Constable gave me 
  these to pass along to you in case you can’t 
  breathe underwater. Ye’ve got an hour as 
  I understand it.” When opened, the potions 
  smell faintly of the sea.
  The Red Lock stops in about 15’ of water 
  near the stone pinnacle, and sharp-eyed 
  sailors point out a single figure waiting below 
  the water. The sea elf is wearing deep green 
  trunks that contrast nicely with his silvery blue 
  skin and long dark blue hair. He is adorned 
  with a variety of pearl jewelry. The elf raises a 
  hand to wave at the Red Lock.
  “That must be Prince Ulatha. Must be the 
  trustin’ sort because I don’t see no guards.” 
  Drake snorts in disbelief. 
  Suddenly the plants and fish below are 
  pushed aside by a great current, and you 
  can see more figures below. They look like 
  white skinned sea-elves astride long saw-
  toothed fish that are larger than horses. They 
  advance on Prince Ulatha with sinister intent.
  Two Marel and two of their giant gar servitors are 
  attacking the prince, with only the characters to save 
  him.
  
  7
  ELMW2-2 / Mists of the Moonsea:  Part 1
  Underwater Combat
  When making a melee weapon attack, a creature that 
  doesn’t have a swimming speed (either natural or 
  granted by magic) has disadvantage on the attack roll 
  unless the weapon is a dagger, javelin, shortsword, 
  spear, or trident.
   
  A ranged weapon attack automatically misses 
  a target beyond the weapon’s normal range. Even 
  against a target within normal range, the attack roll has 
  disadvantage unless the weapon is a crossbow, a net, or 
  a weapon that is thrown like a javelin (including a spear, 
  trident, or dart). 
   
  Creatures and objects that are fully immersed in 
  water have resistance to fire damage.
   
  The crew of the Red Lock has normal unmagical 
  daggers, shortswords, spears, javelins, tridents, darts, 
  and crossbows that they are happy to lend to the 
  heroes.
  Adjusting the Encounter                               
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Very Weak. Remove both giant gar.
  Weak. Remove one giant gar.
  Strong. Add one giant gar.
  Strong. add two Marel and two giant gars.
  Treasure
  If Prince Ulatha is killed, the characters find the salvage 
  notes (HANDOUT 3A: ELVEN SALVAGE NOTES) left 
  behind on the seabed. If the prince lives, he will hand 
  them over to the characters.
  Developments
  The characters do not have to participate in the fight. 
  If they choose not to act, Prince Ulatha is captured and 
  taken away. Fortunately, his notes fall by the wayside 
  and can be recovered by the characters.
   
  If Prince Ulatha is saved he will use a ritual to 
  cast Water Breathing on the party (up to 10 willing 
  participants, so it includes some number of familiars, 
  animal companions, and mounts). He then stops to chat 
  with the heroes, offer them the notes that have been 
  agreed to, and assist them with decoding the notes.
   
  If the adventurers are overcome by the Marel, the 
  sailors recover their bodies and equipment and take 
  them to Elmwood to have them raised by the Church of 
  Bane or reincarnated by the druids, or whatever else 
  the players choose.
  Suggested Tactics                                
  You may choose to use these tactics if you believe it is 
  appropriate for your game. The Marel would like to kill 
  Prince Ulatha, but they’re not willing to die to do so. 
  The Marel will flee when their forces have been reduced 
  by 50%. The Marel and the giant gar start 45 feet away 
  from the adventurers but between their swim speed 
  and the current, they can be on the heroes in one move. 
  The Marel start with psychic screeches (describe this 
  as them blowing a shell horn so loudly it can stun). 
  The giant gar will advance after the psychic screeches 
  to attack the least armored foes first. The Marel will 
  cooperate to take down poorly armored spellcasters. 
  The Marel are vicious and evil and will attack 
  unconscious creatures that are making death saves. 
   
  Encourage narrative solutions to the encounter 
  other than fighting and award full XP for them. If the 
  players have a clever way to defeat the Marel 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.
  
  8
  PART 2. PRINCE ULATHA 
  AND THE SALVAGE CODE
  ELMW2-2 / Mists of the Moonsea:  Part 2
  If Prince Ulatha is captured or killed by the Marel, then 
  this encounter does not occur.
  • The elves know that the ship’s bell of the flagship of 
  Northkeep, the Eye of Akempus, was often used to 
  open the barrier around the castle in ancient times. It 
  should still work… if it can be recovered.
  • If the characters find the bell of the Eye of Akempus, 
  they should use it on Yarralumla island – that’s where 
  the portal through the barrier around Northkeep is 
  weakest.
  If the players want to roleplay with Ulatha, then he is a 
  font of information about the Moonsea in general and 
  Northkeep in specific. For every point that the party 
  beats a DC 10 Charisma (Diplomacy or Persuasion) 
  check, then give them an additional piece of 
  information. If any of the characters have participated 
  in DDAL2-12 Dark Rites at Fort Dalton, or if they have 
  good roleplaying, give the advantage on this check. 
  These checks are cumulative, so if a character gets a DC 
  19, they also learn all the information for lower DCs.
  • DC 11 - Northkeep is the oldest human settlement 
  in the Moonsea. It was a trade capital founded about 
  1,200 years ago and destroyed about 1,000 years ago. 
  A dark alliance of orcs, giants, and dragons, led by the 
  black dragon Iyrauoth, assaulted Northkeep.
  • DC 12 - A band of sea elves, called the Marel, refused 
  to help the people of Northkeep, and for their 
  cowardice they were cursed. They are now wholly evil 
  and hate everything. They live in the great deep dark 
  depths of the Moonsea, and have white skin, black 
  hair, and glowing green eyes like a deep-sea fish. 
  • DC 13 - Historical rumor says it took forty thousand 
  nonhuman mages and clerics calling down the wrath 
  of Gruumsh to sink the city. The Bell in the Depths 
  is the main city bell. Sometimes ocean currents 
  cause it to ring and it can be heard from Elmwood to 
  Elventree.
  • DC 14 - The keep was littered with the corpses of its 
  defenders. Many of which animated as undead. One 
  of the more colorful intelligent undead that haunts 
  Northkeep is a lich named Akempus. 
  • DC 15 - Akempus betrayed Northkeep to its enemies 
  Roleplaying Prince Ulatha Mesavir
  Prince Ulatha was rescued by adventurers during 
  the events of DDAL2-12 Dark Rites at Fort Dalton. If 
  any of these characters played that adventure, he will 
  remember them and thank them warmly. He is also 
  aware of and appropriately respectful to characters 
  with 15 or more points of renown. The local sea elves 
  live in a small hidden settlement and revere Istishia, the 
  neutral god of water elementals and purification. The 
  prince is kind, personable, and affable, but wisely slow 
  to trust adventurers. Ulatha doesn’t overstress his royal 
  status and prefers to interact on even terms. He’s also 
  quite handsome and will lightly flirt with kind or good-
  looking adventurers.
   
  Quote: “You must come back after this is all 
  over and tell me about your adventures. I’m keenly 
  interested in hearing your stories.”
  When the characters get to the bottom, Prince Ulatha is 
  casual and friendly.
  “Greetings, I am Ulatha, Prince of the Sea 
  Elves. I owe you a deeper favor than I can 
  ever repay. I hear you need some information 
  about Northkeep?”
  What Ulatha Knows
  Ulatha will hand over the salvage notes and leave if the 
  characters aren’t interested in interacting with him. He 
  gives the adventurers HANDOUT 3A: Salvage Notes and 
  this information. 
  • The barrier around Northkeep started up within 
  the last few tendays. About the same time, the sea 
  elves saw a gnome leading a human and a silver 
  dragonborn into the ruins of Northkeep.
  • His grandmother was quite the adventurer, and she 
  explored the location where Northkeep’s navy sank 
  not long after the battle. She left him notes on how to 
  find it, but he can’t translate them.
  
  9
  in return for the title and privileges of undead 
  overlord of the city.
  • DC 16 - Akempus’ daughter was the war leader of 
  Northkeep. She was killed when the Eye of Akempus 
  sunk, and never knew of her father’s treachery. She 
  would have killed him herself if she’d known he 
  betrayed Northkeep.
  • DC 17 - Akempus’ allies double-crossed him, 
  destroying the city instead of merely conquering it, 
  though they kept the letter of their word to Akempus. 
  They left him the undisputed master of the city, 
  though it became entombed in an airless crypt deep 
  below the ground.
  • DC 18 - Until recently, Akempus has been content to 
  “rule” over his limited domain, sitting alone in the 
  frigid darkness, with undead servants to attend him. 
  • DC 19 - The sea elves who have explored Northkeep 
  have spread tales of meeting Akempus. For a lich, 
  he is polite and interested in talking but the many 
  undead who travel with him are another story. The 
  elves leave as soon as they can do so without giving 
  offense.
  ELMW2-2 / Mists of the Moonsea:  Part 2
  
  10
  PART 3. SALVAGE NOTES
  When asked for them, or during a lull in the 
  conversation, Prince Ulatha presents the salvage notes. 
  If Ulatha was captured, skip the narrative text and clues.
  3 Minutes
  “Thank you so much - I wouldn’t have stood a 
  chance against them by myself. I’m not sure 
  how I can ever repay you.” The handsome 
  sea elf runs a hand through his hair and 
  looks a bit sheepish. “Look, I realize that a 
  thousand-year-old set of elven salvage 
  notes taken in shorthand isn’t going to be 
  easy to figure out. We’re likely safe here. 
  Now, at least. Stay a while and I’ll help you 
  go through them.”
  The elven salvage notes are in cypher that Prince Ulatha 
  doesn’t know. If well disposed towards the characters, 
  he’ll point out that his grandmother, the explorer that 
  developed the cypher, said the key was two particular 
  runes which he sketches out in the sand of the top of 
  the seamount (included in the HANDOUT 3B: PRINCE 
  ULATHA’S CLUE). 
  “Hm, I guess part of this grid looks like the 
  symbols… but I don’t understand how they 
  go together…”
  Every minute in real time, while the players are 
  working on the code, Prince Ulatha will say something 
  to help. If the players have figured out or passed beyond 
  the thing that Prince Ulatha says to help, then skip to 
  the next helpful thing.
  1 Minute
  “Well, the most common letter should be E, 
  right? And it looks like a plain square is the 
  most common symbol.”
  2 Minutes
  “Doesn’t that plain square look like the box in 
  the middle of the grid from my grandmother’s 
  hint?”
   “T should be the next most common, and 
  that > symbol appears really frequently.”
  4 Minutes
  “What if we took the grid and the X and then 
  put a dot in each cell? That would look like 
  the characters in the salvage notes.”
  5 Minutes
  “Maybe if we put an A in the first cell, and 
  went from there…”
  As this is a cipher, and not merely a different language, 
  the spells Comprehend Languages and Tongues, and the 
  “Eyes of the Rune Keeper” Warlock Eldritch Invocation 
  do not translate it. 
   
  The characters can also make an Intelligence 
  (History) check, provide them with the following 
  information:
  • DC 15 - It’s an old substitution cipher. Each 
  symbol equates to one letter.
  • DC 18 – Show the characters Prince Ulatha’s 
  clue. The grid and the x relate to the characters.
  • DC 21 - Lay out the grid and put an A in the top 
  left corner.
  • DC 24 – Draw the grid and the x and put a dot 
  in each one. Those are all the characters in the 
  cipher.
  I hate/love puzzles!
  We play D&D to have fun. If your players really hate 
  puzzles, and they really do not want to participate, 
  then just have them make some skill checks (DC 14-18, 
  whatever skills you think are appropriate) and tell them 
  the translation.
   
  On the other hand, if one of your players recognizes 
  the cipher (it’s a relative common cipher called “Pigpen 
  Cipher”) and solves it immediately, then that’s perfectly 
  acceptable. Sometimes metagame knowledge is okay. 
  ELMW2-2 / Mists of the Moonsea:  Part 3
  
  11
   
  The solved puzzle reads:
  Sail six leagues north of Northkeep
  Sail nine leagues east of that
  Climb twenty feet up the mast, you will see a reef 
  about a league and a half to the north
  Follow that reef down to the southwest to about 
  five hundred and fifty feet in depth
  The wreck of the Eye of Akempus is hung on three 
  stone spires to the west
  Once the characters solve the first couple of lines, or 
  about a quarter of the words, a DC 14 Intelligence check 
  substitutes for filling out the rest of the cipher.
  Development
  After the characters figure out the cipher, Prince Ulatha 
  (if he still lives) takes his leave. He’s concerned that a 
  Marel incursion into the sunlit areas of the Moonsea is a 
  bad sign, and that his people should be cautious.
  ELMW2-2 / Mists of the Moonsea:  Part 3
  
  12
  PART 4. THE EYE OF AKEMPUS
  It takes until just after midnight – with Drake’s 
  drow crew at the helm – to sail to the location 
  detailed in the note. This patch of dark 
  seawater is no different than any other, but 
  repeated measurements with the astrolabe 
  and a spirited discussion between Drake 
  and his first mate seem to indicate that this is 
  the place.
   
  “In a sense,” Drake says while smoking a 
  vile-smelling cigar, “it don’t matter if you go 
  down in daylight or dark. Gonna be dark as 
  the Abyss down there regardless.” He shrugs. 
  “Havin’ said that, you can take the dive 
  whenever you want. I’m just here to transport 
  ye. Though I suppose them bastards are 
  doing stuff in Northkeep behind that barrier 
  that jest maybe you should get to foulin’ up 
  sooner rather than later.” 
   
  “When you’re ready, we’re set on the 
  bottom,” Drake nods toward the anchor 
  chain. “Just follow the chain down. You 
  should be close enough to the wreck if the 
  elves were right. Safest that way. Won’t 
  get blown out of the area by a current. 
  When ye find the bell, hook it to the anchor 
  chain, and we’ll winch it to the surface for 
  ye.” He hands you another sackful of water 
  breathing potions and heads off to bark at a 
  couple of sailors.
  Descent
  If the characters wish to make Intelligence (Nature) 
  checks about the Moonsea, this is what they know:
  • DC 10 - The Moonsea is a large freshwater lake that 
  may be up to several hundred feet deep.
  • DC 12 - Light is unlikely to penetrate deeper than 30 
  feet, even during the day. Light spells underwater will 
  have a greatly reduced radius.
  • DC 14 - The upper 30 feet are cool, but it is nearly 
  freezing below that.
  • DC 16 - Large predators might be found in the depths. 
  Things like large fish, eels, lampreys, as well as giant 
  crawfish, leeches, and the larvae of giant insects. 
  Some of these creatures won’t like bright light.
  • DC 18 - While it looks calm on the surface, there could 
  be strong currents in the depths.
  The descent will take 5 turns but may take more if 
  the characters run into difficulty on the way. The 
  adventurers can get advantage on some of these 
  checks (or obviate them completely) with clever use of 
  equipment, skills, or spells at the DM’s discretion. 
  Turn by Turn on the Dive
  Be sure to reward clever use of spells or equipment 
  with advantage on these checks and saving throws, or 
  by obviating them altogether. Druids who shapeshift 
  into aquatic animals, paladins who summon aquatic 
  mounts, and a character with a Ring of Swimming have 
  advantage on these checks.
   
  Turn One – Nothing happens.
  General Features
   
  Light. During the night, the Moonsea is dark below 
  the surface.
   
  Visibility. Suspended sediments and algae form an 
  impenetrable “fog” undersea that limits all vision to 60 
  feet. At night, or beyond 200 feet in depth, there is no 
  light, though darkvision functions up to 60 feet. 
   
  Temperature. The wreck of the Eye of Akempus is 
  550 feet deep on the sea floor. The water temperature is 
  cool in the top 30 feet but drops to just above freezing 
  from 90 feet deep to the sea floor.
   
  The Moonsea. The Moonsea has purplish waters. 
  It is a freshwater sea. The waves in this area are small, 
  generally less than 2 feet.
  You drop past the warmer upper layer and 
  into the cold dark waters. There are some 
  flickers of light from small bioluminescent 
  creatures.
   
  Turn Two - A strong current shakes the anchor 
  chain. The adventurers will need to make a DC 15 
  Strength saving throw or get swept into a swarm of 
  microscopic stinging venomous plankton. If so, they 
  must make a DC 15 Constitution saving throw or be 
  under the effects of the poisoned condition for the next 
  hour.
  ELMW2-2 / Mists of the Moonsea:  Part 4
  
  13
  An incredibly strong current shakes this part 
  of the anchor chain and a school of tiny 
  creatures come with it. They swim around 
  you, biting your flesh like a swarm of stinging 
  flies. It is clear the Moonsea is full of terrors 
  large and small!
  The characters use their skills to maneuver through 
  the wreck and find the bell. Be sure to narrate the skill 
  checks as creatively as you can as the characters explore 
  the wreck and encourage players to do something 
  different each time rather than “re-use” skills. 
   
  Presented are some options but you are welcome 
  to allow other pertinent skill checks and clever uses 
  of spells and equipment to succeed at some of these 
  skill checks. Remember you are empowered to modify 
  the ability associated with a check, the DC of the skill 
  checks, and/or give advantage or disadvantage as 
  appropriate. 
   
  Keep track of the number of successes. Once the 
  adventurers have six successes they find the bell. Every 
  time the adventurers fail a check, roll on the “Failed 
  Skill Checks While Searching the Eye of Akempus” table 
  below.
  Skill Checks for Searching the Eye of Akempus
   
  Acrobatics DC 16 - You squeeze through a collapsed 
  doorway, contorting your body to move through it, and 
  verify that the ship’s bell is not in this cabin. You do find 
  several skeletonized corpses, and one has some very 
  expensive lapis and silver bracelets worth 500 GP.
   
  Animal Handling DC 18 - You find a giant crayfish 
  scavenging near the wreck. After spending some time 
  with her you manage to convince her to dig under the 
  midsection. While you don’t find the ship’s bell, you find 
  several unbroken bottles of wine that are just over a 
  thousand years old. They would be worth 750 GP to the 
  right buyer.
   
  Arcana DC 14 - Using your arcane senses to 
  understand the swirls of the Weave around the wreck, 
  you sense something in the forward area that might be 
  the ship’s bell and encourage the group to check in that 
  direction.
   
  Athletics DC 14 - You break through one of the 
  decks of the wreck and open a passage through to areas 
  that were otherwise inaccessible.
   
  History DC 16 - You recall some vague details on the 
  architecture of the warships of Northkeep from over 
  a millennium ago. After thinking about it for a bit, you 
  realize that the ship’s bell would likely be forward, near 
  the bowsprit.
   
  Investigation DC 14 - Looking carefully through 
  the wreckage, you go through it area by area and start 
  eliminating areas that you’ve already searched and 
  where you know the bell is not.
   
  Nature DC 18 - Judging from the sediment and sand, 
  and the position of the ship, it doesn’t look like this 
  wreck has been disturbed much. The bell is probably 
  Turn Three - The adventurers must make a DC 
  10 Constitution saving throw or suffer one level of 
  exhaustion from the cold water.
  The water is icy cold, and you can feel it 
  trying to sap your strength!
  Turn Four - The adventurers must make a DC 14 
  Dexterity saving throw or be battered by the anchor 
  chain taking 22 (4d10) bludgeoning damage. Characters 
  who successfully save only suffer half damage.
  There must be some chop on the surface. 
  The anchor chain bounces up and down, 
  pulling out of your hands.
  Turn Five - The adventurers must make a DC 15 
  Wisdom (Perception) check or get separated from 
  the rest of the group. If separated, they must make a 
  DC 10 Constitution saving throw or suffer one level 
  of exhaustion as they regroup with the rest of the 
  adventurers.
  The anchor has hooked onto a rock formation 
  on the bottom of the Moonsea, but the 
  chain has disturbed some sediment nearby 
  reducing visibility to zero. If you get lost, it will 
  take some time in the freezing water to find 
  each other and the wreck.
  The Wreck of the Eye of Akempus
  The bottom of the Moonsea is cold, dark, 
  and full of odd echoing metallic sounds. In 
  an area of sandy bottom with three outcrops 
  of dark brown stone the size of wagons you 
  see a pile of timbers. The edges are softened 
  and rounded with the passage of time, but 
  you can see the outline of what must have 
  been a hundred-foot-long warship. Spilled 
  piles of stones lie next to ancient catapults. 
  This must be the Eye of Akempus, but where 
  is its bell?
  ELMW2-2 / Mists of the Moonsea:  Part 4
  
  14
  wherever it was originally.
   
  Perception DC 14 - Using your keen senses, you 
  scour through the wreckage looking for any hint of 
  where the bell might be. While you don’t see the bell, 
  you find some jeweled scroll cases worth 500 GP.
   
  Performance DC 18 - To get the best sound out of 
  a bell, it should be somewhere un-enclosed, out on an 
  open deck.
   
  Survival DC 16 - It looks like a lot of the crew tried 
  to get to the upper decks when the ship sank. If there 
  was going to be treasure, one would have to squeeze 
  through some narrow places below decks to get it.
   
  Thieves’ Tools DC 16 - While it doesn’t help you find 
  the bell, you find a locked chest that has fallen out of the 
  officers’ quarters. In it, you find a signet ring worth 750 
  GP and some personal effects.
  Failed Skill Checks While Searching the 
  Eye of Akempus
  Roll 1d20 to determine the mishap:
  1: The character who failed the skill check must make 
  a DC 15 Constitution saving throw or take 1 level of 
  exhaustion.
  2-3: The character who failed the skill check must make 
  a DC 12 Constitution saving throw or take 1 level of 
  exhaustion.
  4-5: The character who failed the skill check must make 
  a DC 10 Constitution saving throw or take 1 level of 
  exhaustion.
  6-13: No additional effects.
  14-17: Despite the cold and the darkness, you are 
  resolved to succeed, and gain a point of inspiration. 
  18-19: You only thought you failed! As you recover 
  from the mishap, you find an important clue. This 
  counts as a success.
  20: You only thought you failed! As you recover from 
  the mishap, you find a golden bell...
  When the players reach 6 successes (or find the bell 
  through the Failed Skill Checks While Searching the Eye 
  of Akempus table), read or paraphrase the following.
  Don’t Forget to Loot!
  Once the characters find the bell, they can continue to 
  search for treasure. Assume any successful check - if 
  reasonably explained - can pull up loot worth 500 GP 
  up to a maximum of 2,500 GP total from the wreck. As 
  this is the main way for the characters to earn money in 
  this adventure, gently encourage them to look around. 
  Note that they still suffer from the “Failed Skill Checks 
  While Searching the Eye of Akempus” chart (18-20 are 
  treated as 17s).
  You come across the rune-carved and 
  untarnished golden bell of the Eye of 
  Akempus. A map to Yarralumla Island is 
  inscribed on the surface – clearly the place 
  where it must be rung to open the portal. All 
  you have to do to bring it up is to secure it to 
  the anchor chain. Perhaps it’s a good time 
  to see if there are any other treasures on this 
  ship?
  Once the characters reach the surface:
  Back on the Red Lock, the sharp-eyed drow 
  on watch rush to get you hot drinks and 
  towels so you can warm up after the dive.
  Checks Made About the Bell
  If the characters want to learn more about the bell, 
  the following skill checks provide information. 
  The characters may make these checks later in the 
  adventure - perhaps during the fight with the crew of 
  the Eye of Akempus in the next encounter.
  Intelligence (Arcana) 
  • DC 14 - After close study, you sense a faint aura of 
  conjuration magic around the bell.
  • DC 16 – As most portals use conjuration to teleport, 
  this could be a portal key. The magic seems to be 
  gradually weakening.
  • DC 18 – It would make sense that ringing the bell 
  would serve as the portal key. The waning magic 
  only has one or two uses left, but the magic is only 
  expended when used properly and near the portal 
  itself.
  ELMW2-2 / Mists of the Moonsea:  Part 4
  
  15
  Intelligence (History) 
  • DC 14 - There were rumors that the captain of the Eye 
  of Akempus was the most loyal servant of Akempus.
  • DC 16 – The captain was Akempus’ daughter, a war-
  leader of Northkeep who held off the orc forces for 
  years. She was a spellcaster as well as a soldier. 
  • DC 18 - Her name was Angavel Kellondo, (ANG-ah-
  vell KELL-on-doh) and she was a sworn enemy of the 
  followers of Gruumsh.
  • DC 20 - Akempus betrayed Northkeep and opened the 
  gates for the orc horde so that he could be overlord of 
  the city. The orcs double crossed him and destroyed 
  the city. If Angavel knew this, she’d swear vengeance 
  against her father.
  Intelligence (Religion) 
  • DC 14 - This magical item likely anchored the many 
  spirits of the sailors that died on the Eye of Akempus. 
  • DC 16 - It seems only logical that the spirits of the 
  drowned sailors will follow the bell. Be wary after 
  nightfall.
  • DC 18 - By ringing the bell and convincingly calling 
  on the spirits of the dead to serve Northkeep, their 
  mortal pledge may hold sway over them still. This will 
  not deplete the magical power of the bell.
  Treasure
  The characters can loot a maximum of 2,500 GP from 
  the wreck.
    
    
  ELMW2-2 / Mists of the Moonsea:  Part 4
  
  16
  PART 5. 
  ALFRED THE BONE EATER
  The flame-haired nymph on the bowsprit of 
  the Red Lock seems to dance across the 
  waves as the ship sails towards Yarralumla 
  Island. After a half a day of sailing, there 
  is another beautiful summer sunset as the 
  orange disk of the sun sinks into the violet 
  waters of the sea to the west. The smell of 
  grilling fish, onions, and garlic emanates from 
  the small galley at the back of the Red Lock.
   
  The growling and grumbling of creaking 
  timbers heralds a huge splash as the wreck 
  of the Eye of Akempus surfaces above the 
  waters of the Moonsea when the last rays 
  of the sun fade. She is limned in eldritch 
  green balefire and is crewed with skeletal 
  figures draped in seaweed. As one, all the 
  figures point at the exact location of the bell 
  and the ghost ship veers towards you. The 
  undead start loading catapults on the main 
  deck. 
   
  Across the main deck, the ghostly captain 
  gestures with her sword and commands a 
  boarding party to swim up from the depths 
  and start climbing up the side of the Red 
  Lock.
  wights, and revenants in the descriptions of the 
  environment. The crew of the Red Lock are arming 
  and firing flaming ballistae at the Eye of Akempus and 
  keeping more of the swimming zombies, wights, and 
  revenants from climbing on to the Red Lock. Amid the 
  fray, two undead sailors leap onto the deck of the Red 
  Lock to challenge the characters.
  General Features
   
  Light. It’s a clear night, but there is no moonlight. 
  The Red Lock’s deck is brightly lit, 30 feet from it is dim 
  light, and beyond that is darkness.
   
  The Moonsea. The Moonsea has water dark as red 
  wine at night. The freshwater sea is cool in the top 30 
  feet. The waves in this area are small and are generally 
  less than 2 feet high. 
   
  Water Zombies. The water is full of swimming 
  zombies from the Eye of Akempus. Anyone who is in the 
  water must make a DC 14 Constitution saving throw or 
  suffer 22 (4d10) points of damage from their gnashing 
  teeth and scrabbling claws (save for half) every turn 
  until they leave the water. Climbing onto the Red Lock is 
  a DC 10 Strength (Athletics) check.
   
  The Red Lock. The deck has barrels and coils of 
  rope that are about 5’ high and provide cover. The 
  masts rise forty feet above the deck and it is a DC 12 
  Strength (Athletics) check to climb them. There are 
  platforms 20 feet and 40 feet above the deck. The doors 
  on the fore and aft ends of the deck lead to the interior 
  of the ship.
   
  The Eye of Akempus. The ghost ship has pulled up 
  next to the Red Lock when combat begins, and the Eye’s 
  decks are dimly lit by greenish magic. If the characters 
  wish to board, they must make a DC 15 Constitution 
  saving throw every round or take 11 (2d10) points of 
  necrotic damage for every round they spend on her 
  decks. The Eye has at least 20 zombies, wights, and 
  revenants on the main deck. If the undead are killed, 
  more will replace them at initiative count 20 in the 
  following round. As the ship has been underwater for 
  centuries, the ship and all its occupants have resistance 
  to fire damage and advantage on saving throws against 
  fire.
  The characters have had from late the previous night 
  until sunset to take a long rest and remove one level of 
  exhaustion. 
   
  Compare the characters’ passive Wisdom 
  (Perception) scores to 12 to see if they are surprised by 
  the Eye of Akempus following them. If they made the 
  Intelligence (Religion) checks to know the dead would 
  be following them, they are not surprised - no check 
  necessary. 
   
  Depending on player decisions and how many 
  short or long rests were taken, it is possible that the 
  characters are still under the effects of the Water 
  Breathing spell cast by Prince Ulatha and/or exhaustion 
  from exploring the Eye of Akempus.
   
  There are several dozen undead crewmembers 
  on the Eye of Akempus. Most of them are not involved 
  in the fight. Be sure to stress the swarms of zombies, 
  ELMW2-2 / Mists of the Moonsea:  Part 5
  
  17
   
  Mists. The mists of Barovia cloak Alfred the Bone 
  Eater. Each round after he is reduced to half hit points, 
  the mists create a 20-foot-radius sphere of fog centered 
  on his location. The sphere spreads around corners. 
  It lasts for one hour or until a wind of moderate or 
  greater speed (at least 10 miles per hour) disperses it 
  as per the Fog Cloud spell. The fog clouds are stationary 
  (unless moved by wind) and appear on his initiative 
  centered on him without him having to spend an 
  action to do so. The area in the fog is heavily obscured 
  and blocks vision entirely. Creatures in the fog suffer 
  from the blinded condition (can’t see, automatically 
  fail ability checks that require sight, attack rolls have 
  disadvantage, attack rolls against the creature have 
  advantage). Alfred the Bone Eater can see clearly 
  through the fog cloud. The influence of the mists 
  prevents Alfred the Bone Eater from being the target 
  of the spell Banishment. The mists also give all undead 
  advantage on saving throws against any effect that 
  turns undead.
  Checks Made about the Eye of Akempus
  The characters will likely want to learn more about the 
  ghost ship. If they do not ask to make any of these skill 
  checks then skip this section. The characters may wish 
  to make some checks about the bell as well; please refer 
  to the previous section for those.
  Intelligence (Arcana) 
  • DC 14 - This ghost ship is empowered by the wrath 
  of the undead who were disturbed when the bell was 
  removed. Giving the bell back to them won’t appease 
  them - they want blood.
  • DC 16- Though the undead are fixated on the bell, it 
  may also have some power over them if you ring it. 
  This will not deplete the power of the bell.
  • DC 18- Given the flux of necromantic energy, and 
  the relative delta between the spiritual grounding 
  channels, plus the current phase of the moons (of 
  course) you think that the ancient wreck used up 
  most of its power chasing the Red Lock. If you can 
  only hold out for a couple of minutes, they will sink 
  again.
  Intelligence (History) 
  • Refer to Checks Made about the Bell on page 14.
  Intelligence (Religion) 
  • DC 13 - A lot of the undead over there look like some 
  sort of zombie. You’re going to need radiant damage 
  to take them down for good or they might get back up 
  again.
  • DC 15 - Poison won’t hurt any of the undead. The 
  officers look like wights. You’re going to need magic 
  or silvered weapons to hurt them. 
  • DC 17 - The wights are the real threat here.
  Alfred the Bone Eater Arrives
  When the fight starts, Alfred the Bone Eater is 
  hidden unless the characters have a passive Wisdom 
  (Perception) check of 17 or better. He will spend the 
  first round moving to get into a good place to fire (with 
  advantage if hidden) on a vulnerable-looking character, 
  such as a lightly armored spellcaster. Once he fires, he 
  will be visible. When he is spotted, give the players this 
  description.
  Unlike the rest of the crew of the Eye of 
  Akempus, there’s a sharpshooter who looks 
  alive, other than the skeletal wings growing 
  out of his back. The human notices your 
  regard, and mockingly salutes you as he 
  quickly loads the hand crossbow and flies 
  up to get a good shot. The hand crossbow 
  flickers with flames as magical fire envelopes 
  the bolt.
  When Alfred the Bone Eater is at half his hit points, 
  a mist comes up that benefits him and hampers the 
  characters. This is exactly like the spell, Fog Cloud, 
  except Alfred can see through the mist. A DC 16 
  Intelligence (Arcana) check can verify that this is 
  related to the mists of Barovia - a strange remote 
  demiplane of horror full of vampires and hemmed in by 
  mists.
  Ringing the Bell
  It takes one action to ring the bell. The first time the bell 
  is rung, the crew of the Eye of Akempus (but not Alfred 
  the Bone Eater) are distracted by memories of their 
  former life and have disadvantage on all attacks for a 
  full round. Subsequent soundings of the bell have no 
  effect on the crew.
   
  After the bell is rung, Angavel Kellondo (a 
  revenant) can be reasoned with to join the heroes with 
  a DC 18 Charisma (Persuasion or Deception) roll. If the 
  character attempting this roll tells her that her father 
  betrayed Northkeep, then give them advantage on this 
  roll (and lower the DC if the roleplaying is good). If 
  Angavel Kellondo joins the characters, she will fight the 
  rest of the crew of the Eye of Akempus. 
  ELMW2-2 / Mists of the Moonsea:  Part 5
  
  18
  Ship to Ship Combat
  On initiative count 20, roll 1d20 and the characters are 
  affected by the ship-to-ship combat table. If Angavel 
  Kellondo joins the characters, make this check with 
  advantage.
  Ship to Ship Combat Table
  1: The Eye of Akempus rams the Red Lock! Characters 
  must make a DC 15 Dexterity saving throw or suffer 
  55 (10d10) bludgeoning damage, saving for half. Half 
  of the crew of the Red Lock is killed. This result can 
  only happen once. If another 1 is rolled, treat it as a 2.
  2-3: Seaweed-covered boulders slam into the deck 
  very close to you! All characters must make a DC 
  13 Dexterity saving throw or take 22 (4d10) points 
  of bludgeoning damage, saving for half. At the DMs 
  discretion, some characters who are not on the 
  decks (flying, for instance) may make this save with 
  advantage or automatically avoid the catapult fire.
  4-5: A green bolt of deadly energy streaks across the 
  decks! Roll a die to determine which character is 
  targeted, then roll to hit for a +8 ranged attack which 
  deals 22 (4d10) points of necromantic damage if it 
  hits.
  6-7: The necromantic resonance of the Eye of Akempus 
  starts to leech life energy away! All characters must 
  make a DC 13 constitution saving throw or suffer 11 
  (2d10) points of necromantic damage. A successful 
  saving throw indicates the character has shaken off 
  the necromantic energy and takes no damage. 
  8-13: One of the endless number of swimming undead 
  in the waters below the Red Lock hurls a knife at a 
  character (roll a die to randomly determine which 
  character). The knife is a +6 ranged attack and does 
  11 (2d10) piercing damage if successful.
  14-17: A character sees a handy coil of rope (roll a die 
  to randomly determine which character) and can 
  throw it on top of one of the enemy combatants. That 
  enemy is restrained by the rope.
  18-19: An enemy is very close to the secondary anchor. 
  A character (roll a die to randomly determine which 
  character) can shove that enemy into the anchor 
  chain, which will cause the anchor to slip overboard 
  and taking that enemy with it. That enemy is swept 
  off the deck for one turn and takes 22 (4d10) points 
  of damage. (The DM is encouraged to make up an 
  alternate scenario - or have the players make up one 
  - that results in an enemy getting pushed overboard 
  and taking 4d10 points of damage, such as a water 
  barrel breaking loose).
  20: The deck shifts and heaves, and the yardarm swings 
  around wildly. A character (roll a die to randomly 
  determine which character) can trip an enemy so 
  that the yardarm crushes his or her skull. (The DM 
  is encouraged to make up an alternate scenario - or 
  have the players make up one - that kills one enemy, 
  such as pushing him into the line of fire of one of the 
  Red Lock’s ballistae.)
  Suggested Tactics
  You may choose to use these tactics if you believe it is 
  appropriate for your game. Alfred the Bone Eater uses 
  his flaming hand crossbow (fire ray) from a distance 
  and focuses on taking out spellcasters. If he sees a big 
  warrior in heavy armor without religious symbols on it, 
  he will try his Fiendish Charm and tell that character to 
  attack the least-armored characters in the party. 
   
  The undead sailors are soaking wet from their 
  long residency under the Moonsea, are resistant to 
  fire damage, and enjoy advantage on saving throws 
  versus fire. The undead sailors will focus on ranged 
  combatants who are shooting at Alfred the Bone Eater. 
  Note that this fight will end after five rounds as the Eye 
  of Akempus runs out of necromantic energy.
  Adjusting the Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Very Weak. Change the undead sailors from 
  revenants to zombies
  Weak. Change the undead sailors to wights
  Strong. Add a third undead sailor. Each revenant 
  picks one of the characters as the target they are 
  sworn to take revenge against.
  Very Strong. Add four undead sailors. Each revenant 
  picks one of the characters as the target they are 
  sworn to take revenge against.
  Developments
  Regardless of the state of the battle, at the end of the 
  fifth round, the necromantic energy that empowers the 
  Eye of Akempus gives out and she sinks beneath the 
  violet waves of the Moonsea. Any undead on board the 
  Red Lock jump overboard and Alfred the Bone Eater 
  flies off.
   
  If the boarding party overwhelms the characters, 
  the Red Lock flees, killing half of the remaining crew. 
  Drake Holmstrumph takes the bodies back to Elmwood 
  to be raised by the Church of Bane.
   
  If Alfred the Bone Eater dies and if the characters 
  want to search his body, they find series of water-
  ELMW2-2 / Mists of the Moonsea:  Part 5
  
  19
  stained letters. His body floats after the combat, but his 
  flaming crossbow is lost to the depths. See HANDOUT 
  4: JOURNAL OF ALFRED THE BONE EATER. When the 
  players read the handout, the characters can make an 
  Intelligence (Religion) or Wisdom (Insight) check to 
  understand the following:
  • DC 12 – Alfred became evil after his time in the 
  Amber Temple. 
  • DC 14 – He wasn’t alone, and the entire group of 
  adventurers became evil.
  • DC 16 – This is likely the result of a very powerful 
  curse or evil divine magic.
  If the characters managed to convince Angavel Kellondo 
  to join them, she will talk to the characters for a short 
  while after the fight. She knows everything in the 
  “Checks Made about the Eye of Akempus” section, 
  and “Checks Made About the Bell” in the previous 
  encounter. She can also tell the adventurers that to open 
  the defenses of Northkeep, they must sail to Yarralumla 
  Island, and ring the bell in the channel in the middle of 
  the island. Before the city sank, that would open a way 
  into the harbor. She’s not sure what that will do now. 
  After talking to the characters, she feels a call to return 
  to the depths, and then leaps back into the Moonsea.
  Saving Alfred the Bone Eater?
  Alfred’s possession by Tarakamedes, the Grave Wyrm 
  (and Lathai the Heartseeker’s possession by Drizlash, 
  the Nine-Eyed Spider) 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. 
  ELMW2-2 / Mists of the Moonsea:  Part 5
  
  20
  PART 6. 
  LATHAI THE HEARTSEEKER
  The opening of the magical passage is a small island 
  that has been used by smugglers for hundreds of 
  years, and is a day’s sail from the fight with the Eye 
  of Akempus (during which the characters can enjoy a 
  long rest). The adventurers discover that their enemies 
  are one step ahead of them and have set up an ambush 
  here. 
  and her two master thieves move to ambush the 
  adventurers. Lathai’s weapons are coated in drow 
  poison that lasts for three rounds. She and her team 
  make stealth checks at advantage. Compare those to the 
  passive perception checks of the adventurers.
  General Features
   
  Atmosphere. It is a stormy rainy night, with wind, 
  thunder, and lightning. The Red Lock’s deck is dimly lit, 
  and she exudes dim light from her lamps for 15’. Beyond 
  that is darkness. Attacks and skill checks made at 
  greater than 30 feet have disadvantage (except for area 
  of effect spells) as this area is obscured by rain.
   
  The Moonsea. The Moonsea has water dark as wine 
  at night. It is a freshwater sea. The water temperature 
  is cool in the top 30 feet. The waves in this area are 
  medium-to-large sized during the storm (5 - 10 feet 
  high).
   
  Mists. The mists of Barovia cloak Lathai the 
  Heartseeker and her team. They make stealth checks 
  with advantage and are considered to be obscured. The 
  influence of the mists prevents Lathai the Heartseeker 
  from being the target of the spell Banishment.
   
  Height. The island is rocky and has several plateaus 
  at varying heights. It’s a DC 15 Strength (Athletics) or 
  Dexterity (Acrobatics) check to move up or down from 
  one level to another unless the character has a climb 
  speed. If a character fails going up, he or she stays at 
  their current elevation. If a character fails going down 
  they take 7 (2d6) damage from falling and sharp rocks. 
   
  Cover. Line of sight will give characters 1 level 
  up from their attacker half cover (+2 bonus to AC 
  and Dexterity saving throws) and line of sight will 
  give characters 2 levels up from their attacker three 
  quarters cover (+5 bonus to AC and Dexterity saving 
  throws). Lathai the Heartseeker has a 40’ climb speed 
  due to her pact.
   
  Vegetation. There is some scrubby vegetation on 
  the island. Treat the vegetation as difficult terrain that 
  provides half cover.
  Suggested Tactics
  You may choose to use these tactics if you believe it 
  is appropriate for your game. Lathai the Heartseeker 
  and her backup start in places where they have good 
  cover because of height and shoot at the characters for 
  Rain blows nearly sideways across the 
  Moonsea as the Red Lock approaches 
  Yarralumla island. The crew of the Red Lock 
  has changed into oilskins to keep out the 
  frigid rains that pelt the sturdy ship. Drake 
  Holmstrumph stumps up to you in the storm. 
  “Yarralumla Island has been a place that 
  various ‘small businesses’ in the Moonsea 
  have used as a meeting point for years. It’s 
  got a channel in the middle. That would get 
  us into the lee of some of the rocks there and 
  get us some relief from the storm. No good 
  place to anchor outside the channel - the 
  storm will beat us into the rocks!” 
   
  With a fair amount of deft sailing, the Red 
  Lock sails into the channel. Once protected 
  from the storm by the rocks of the island, the 
  ship puts down a couple of anchors in the 
  shallow channel. Though the wind is reduced 
  here, rain still falls in thick sheets, making it 
  hard to see anything. Now all you need to 
  do is find the ancient gate…
  Ideally, the adventurers will get off the Red Lock and 
  start looking for the ancient gate. If they delay, have 
  Drake Holmstrumph point out that the evil adventurers 
  have been raiding up and down the coast, and delaying 
  even by a night might cost lives. If the adventurers 
  refuse, then Drake harrumphs off, and the night passes 
  quietly. The storm subsides into a long slow rain the 
  next day with fog (same visibility conditions). However, 
  by this point Lathai the Heartseeker has had a chance 
  to study the adventurers, and she and her band roll 
  all of their attacks on the first two rounds with 
  advantage.
   
  As soon as the adventurers disembark to start 
  looking around the island, Lathai the Heartseeker 
  ELMW2-2 / Mists of the Moonsea:  Part 6
  
  21
  the first couple of rounds to soften them up. Once the 
  characters start to engage them, they will stay close 
  to each other and seek to get into melee range with 
  the party as quickly as they can. Lathai knows that her 
  poisoned blade is more likely to work on spellcasters, 
  rogues, and lightly-armored dexterous fighters because 
  of their possibly lower constitution and will seek to 
  engage them rather than beefy well-armored front-
  line fighters. She is without mercy and will attack 
  unconscious creatures that are making death saves. 
  Lathai and her crew will fight to the death.
  Adjusting the Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Very Weak. Lathai the Heartseeker is a swashbuckler. 
  Replace both master thieves with swashbucklers. 
  Lathai the Heartseeker’s weapon is coated in Drow 
  Poison (in addition to the normal poison) that will 
  last 1 round.
  Weak. Lathai the Heartseeker is a Master Thief. 
  Replace both master thieves with swashbucklers. 
  Lathai the Heartseeker’s weapon is coated in Drow 
  Poison (in addition to the normal poison) that will 
  last 2 rounds.
  Strong. Lathai the Heartseeker’s weapon is coated 
  in Purple Worm Poison (in addition to the normal 
  poison) that will last for 2 rounds. Other combatants 
  have Drow Poison that will last 2 rounds. 
  Very Strong. Add four master thieves. All combatants 
  have weapons coated in Purple Worm Poison (in 
  Lathai’s case, in addition to the normal poison) that 
  will last for 3 rounds.
   
  Drow Poison (Injury). This poison is typically made 
  only by the drow, and only in a place far removed from 
  sunlight. A creature subjected to this poison must 
  succeed on a DC 13 Constitution saving throw or be 
  poisoned for 1 hour. If the saving throw fails by 5 or 
  more, the creature is also unconscious while poisoned 
  in this way. The creature wakes up if it takes damage or 
  if another creature takes an action to shake it awake. 
  There is no way for characters to loot poison from this 
  encounter.
   
  Purple Worm Poison (Injury). This poison must be 
  harvested from a dead or incapacitated purple worm. 
  A creature subjected to this poison must make a DC 
  19 Constitution saving throw, taking 42 (12d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. There is no way for characters to loot 
  poison from this encounter.
  Developments
  If the adventurers are successful, move to the 
  conclusion. If not, the Red Lock flees with the bell 
  (again) and comes back a few days later to find Lathai 
  and her crew have left. Drake Holmstrumph collects 
  the adventurers’ bodies and gear and takes them to 
  Elmwood. They do not have a chance to talk to the ghost 
  of Lathai the Heartseeker, but Aliana Mathnir happily 
  welcomes them back to town, and asks them to rest a 
  day or so from the ordeal before trying the portal at 
  Yarralumla island. 
  Conclusion
  Lathai the Heartseeker’s Ghost            
  If the adventurers kill Lathai the Heartseeker, her ghost 
  appears to speak to them. She tries to communicate her 
  desire to talk, but if the characters attempt to fight her 
  or turn her, she disappears never to be seen again.
  In the misty rainy night, a wavering shape 
  comes into being. The ambiguous shape of 
  the drow ranger comes into focus. 
  “Thank you and may Eilistraee light all your 
  paths with silver. I was unable to fight off the 
  influence of the dead god and it has driven 
  me into terrible deeds. I fear death was the 
  only way out of the pact. Look, Nesbit Gath 
  and Patrin know you’re coming for them. 
  That’s why they sent me and Alfred to stop 
  you. And… and it’s not their fault. Something 
  in the Amber Temple... They offered us 
  so much power and I thought it would be 
  enough to take on the vampire. He was evil, 
  so there was no price too large to pay to 
  take him down. And I was so wrong.”
  “The portal to where Nesbit and Patrin wait 
  only opens on the spring tide – four days from 
  now. Rest and gather your strength, you will 
  need all of it – and cleverness – to defeat 
  them.”
  She knows everything from Alfred’s diary, and can 
  discuss the events of what happened to the band of 
  adventurers in Ravenloft. If you have read the Curse of 
  Strahd hardback adventure, then that is a fair summary. 
  If someone asks why she is called “The Heartseeker” it 
  is because her beloved was killed by a drow priestess 
  and Lathai swore she would forever seek that which 
  was dearest to her beloved’s heart, and to seek to do 
  good in her memory.
  ELMW2-2 / Mists of the Moonsea:  Part 6
  
  22
  The Portal
  The adventurers can explore the portal area. A DC 15 
  Intelligence (Arcana) check can indicate that the two 
  high peaks on the south end of the island form part of a 
  portal. However, due to the flux of water magic through 
  the Weave, it can only be opened during spring tide, just 
  after the new moon, which happens in four days.
  Word from the Mainland
  “We’ll give you a day to recover, but then 
  we need to get into Northkeep, and put a 
  stop to this Nesbit Gath fellow.”
  A storm-bedraggled seagull plops onto the 
  deck not long after the fight. The animal 
  caws in a strange mockery of the sheriff’s 
  voice: “Aliana Mathnir here. Come back 
  to Elmwood. Have something for you. And 
  some more people to help as well. Six words 
  left - see you soon.” One of the sailors picks it 
  up and starts feeding it crumbs by hand and 
  the exhausted bird settles into her arms.
  Any druid, bard, or ranger can identify that as an animal 
  messenger spell. Drake Holmstrumph can as well 
  because the Druids in the Grove of Eldath use them 
  somewhat frequently.
  The trip to Elmwood proceeds in rainy, gloomy 
  weather, but is without incident. When you 
  arrive, Aliana whisks you off to Elmwood Hall. 
  The new smell of the unfinished wood in the 
  building is still strong. “The Temple of Selûne 
  wants to help,” she says. “This necklace was 
  in their reliquary. It belonged to the priestess, 
  but she was killed this spring during that 
  Moander thing, and the remaining clergy 
  say that they want you to have it for your 
  help.” She passes over a midnight-blue 
  velvet bag and inside is a clearly magical 
  necklace strung with black and white pearls 
  and blue gems.
  Aliana Mathnir asks the adventurers to tell her what 
  happened, and specifically about what motivated 
  the evil adventurers. This is a good chance for the 
  characters to discuss how they feel about the possibility 
  that these other adventurers aren’t evil but are only 
  cursed. She will move the conversation along as needed 
  as long as the players are having fun talking about the 
  moral dilemma in character.
  Roleplaying Aliana Mathnir
  Aliana is a short, muscular woman with blue eyes and 
  brown hair that is kept at shoulder length. Her skin 
  is a rich brown color. She has a scar along her face 
  that she got in the Burning. Prior to the Burning, she 
  was a deputy, and took over when the constable was 
  killed. She always offers a smile in greeting and tries 
  to get along with everyone. She likes to keep a neat 
  and efficiently-running town, and is more than happy 
  to overlook minor, nonviolent offenses, or let them go 
  with time in the drunk tank or fines to make up for 
  damages. 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.”
  Treasure
  Necklace of Prayer Beads
    
   
  ELMW2-2 / Mists of the Moonsea:  Part 6
  
  23
  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: 4500/6000)
  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
  Marel (Deep Scion) 
   
   
  700
  Giant Crocodile  
   
   
  1,800
  Cambion 
   
   
   
  1,800
  Revenant 
   
   
   
  1,800
  Wight  
   
   
   
  700
  Zombie  
   
   
   
  50
  Assassin 
   
   
   
  3,900
  Master Thief 
   
   
   
  1,800
  Swashbuckler  
   
   
  700
  Non-Combat Awards
  Task or Accomplishment  
   
  XP Per Char
  Solving the Puzzle 
   
   
  600
  Finding the Bell  
   
   
  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
  Reward From Drake Holmstrumph 
  500
  Loot from The Eye of Akempus  
  2,500 maximum
  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.
  Necklace of Prayer Beads
  Wondrous item, rare (requires attunement by a cleric, 
  druid, or paladin)
  This necklace has magic beads made from aquamarine 
  (1 bead), black pearl (2 beads), and blue topaz (1 bead). 
  It also has many nonmagical beads made from white 
  pearls and moonstone. If a magic bead is removed from 
  the necklace, that bead loses its magic. To use a magical 
  bead, you must be wearing the necklace. Each bead 
  contains a spell that you can cast from it as a bonus 
  action (using your spell save DC if a save is necessary). 
  Once a magic bead’s spell is cast, that bead can’t be used 
  again until the next dawn.
  1 Bead of Blessing (aquamarine): Bless
  2 Beads of Curing (black pearls): Cure wounds (2nd 
  level) or lesser restoration
  1 Bead of Favor (blue topaz): Greater restoration
  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:
  Mourning Prince Ulatha
  If Prince Ulatha is killed or if the characters are 
  overcome by the Marel, give them this story award. 
  Consequences will be detailed in a future Baldman 
  Games Elmwood adventure.
  Alfred Lives
  If the characters did not kill Alfred the Bone Eater, 
  then give them this story award. Consequences will 
  be detailed in a future Baldman Games Elmwood 
  adventure.
  Lathai Lives
  If the characters did not kill Lathai the Heartseeker, 
  then give them this story award. Consequences will 
  be detailed in a future Baldman Games Elmwood 
  adventure.
  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).
  ELMW2-2 / Mists of the Moonsea:  Rewards
  
  24
  Appendix: NPC / Monster Statistics  
  Encounter 2 Stat Blocks                    
  Marel (Deep Scion)
  Medium humanoid (shapechanger), neutral evil
  Armor Class 11
  Hit Points 67 (9d8 + 27)
  Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Wis +3, Cha +4
  Skills Deception +6, Insight +3, Sleight of Hand +3, 
  Stealth +3
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, thieves’ cant
  Challenge 3 (700 XP)
  Shapechanger. The deep scion can use its action to 
  polymorph into a humanoid-piscine hybrid form, or 
  back into its true form. Its statistics, other than its 
  speed, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. The deep scion 
  reverts to its true form if it dies.
  Amphibious (Hybrid Form Only). The deep scion can 
  breathe air and water.
  Actions                                                                            
  Multiattack. In humanoid form, the deep scion makes 
  two melee attacks. In hybrid form, the deep scion makes 
  three attacks: one with its bite and two with its claws.
  Battleaxe (Humanoid Form Only). Melee Weapon 
  Attack: +6 to hit, reach S ft., one target. Hit: 8 (1d8 + 4) 
  slashing damage, or 9 (1d10 + 4) slashing damage if 
  used with two hands. 
  Bite (Hybrid Form Only). Melee Weapon Attack: +6 to 
  hit, reach S ft., one creature. Hit: 6 (ld4 + 4) piercing 
  damage. 
  Claw (Hybrid Form Only). Melee Weapon Attack: +6 
  to hit, reach S ft., one target. Hit: 7 (ld6 + 4) slashing 
  damage.
  Psychic Screech (Hybrid Form Only; Recharges after 
  a Short or Long Rest). The deep scion emits a terrible 
  scream audible within 300 feet. Creatures within 30 
  feet of the deep scion must succeed on a DC 13 Wisdom 
  saving throw or be stunned until the end of the deep 
  scion’s next turn. In water, the psychic screech also 
  telepathically transmits the deep scion’s memories of 
  the last 24 hours to its master, regardless of distance, so 
  long as it and its master are in the same body of water.
  Giant Gar (Giant Crocodile)
  Huge beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 85 (9d12 + 27)
  Speed 30ft., swim 50 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  21 (+5) 
  9 (-1) 
  17 (+3) 
  2 (-4) 
  10 (+0) 
  7 (- 2)
  Skills Stealth +5
  Senses passive Perception 10
  Languages -
  Challenge 5 (1 ,800 XP)
  Hold Breath. The crocodile can hold its breath for 30 
  minutes.
  Actions                                                                            
  Multiattack. The crocodile makes two attacks: one with 
  its bite and one with its tail.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 21 (3d10 + 5) piercing damage, and the 
  target is grappled (escape DC 16). Until this grapple 
  ends, the target is restrained, and the crocodile can’t 
  bite another target.
  Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one 
  target not grappled by the crocodile. Hit: 14 (2d8 + 
  5) bludgeoning damage. If the target is a creature, it 
  must succeed on a DC 16 Strength saving throw or be 
  knocked prone.
  Prince Ulatha 
  Medium humanoid (merfolk), neutral
  Armor Class 11
  Hit Points 11 (2d8 + 2)
  Speed 10ft., swim 40ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  13 (+1) 
  12 (+1) 
  11 (+0) 
  11 (+0) 
  12 (+1)
  Skills Perception +2
  Senses passive Perception 12
  Languages Aquan, Common
  Challenge 1/8 (25 XP)
  Amphibious. The merfolk can breathe air and water.
  Actions                                                                            
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 3 (1 d6) piercing 
  damage, or 4 (1d8) piercing damage if used with two 
  hands to make a melee attack.
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
  25
   Encounter 5 Stat Blocks                     
  Alfred the Bone Eater (Cambion)
  Medium fiend, lawful evil
  Armor Class 19 (scale mail)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft., fly 60 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  18 (+4) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  16 (+3)
  Saving Throws Str +7, Con +6, Int +5, Cha +6
  Skills Deception +6, Intimidation +6, Perception +4, 
  Stealth +7
  Damage Resistances cold, fire, lightning, poison; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Common, Infernal
  Challenge 5 (1,800 XP)
  Fiendish Blessing. The AC of the cambion includes its 
  Charisma bonus.
  Innate Spellcasting. The cambion’s spellcasting ability 
  is Charisma (spell save DC 14). The cambion can 
  innately cast the following spells, requiring no material 
  components:
  3/day each: alter self, command, detect magic
  1/day: plane shift (self only)
  Actions                                                                            
  Multiattack. The cambion makes two melee attacks or 
  uses its Fire Ray twice.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) 
  piercing damage, or 8 (1d8 + 4) piercing damage if used 
  with two hands to make a melee attack, plus 3 (1d6) 
  fire damage.
  Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 10 (3d6) fire damage.
  Fiendish Charm. One humanoid the cambion can see 
  within 30 feet of it must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed for 1 day. The 
  charmed target obeys the cambion’s spoken commands. 
  If the target suffers any harm from the cambion or 
  another creature or receives a suicidal command from 
  the cambion, the target can repeat the saving throw, 
  ending the effect on itself on a success. If a target’s 
  saving throw is successful, or if the effect ends for it, the 
  creature is immune to the cambion’s Fiendish Charm 
  for the next 24 hours.
   
  The influence of the mists prevents Alfred the Bone 
  Eater from being the target of the spell Banishment.
  Wight
  Medium undead, neutral evil
  Armor Class 14 (studded leather)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 3 (700 XP)
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions                                                                            
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks. It can use its Life Drain in place 
  of one longsword attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The 
  target must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction lasts 
  until the target finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0.
   
  A humanoid slain by this attack rises 24 hours 
  later as a zombie under the wight’s control, unless the 
  humanoid is restored to life or its body is destroyed. 
  The wight can have no more than twelve zombies under 
  its control at one time.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 
  + 2) slashing damage if used with two hands.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
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  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life 
  but can’t speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 
  0 hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the zombie 
  drops to 1 hit point instead.
  Actions                                                                            
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Undead Sailor (Revenant)
  Medium undead, neutral
  Armor Class 18 (plate armor)
  Hit Points 136 (16d8+64)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  18 (+4)
  Saving Throws Str +7, Con +7, Wis +6, Cha +7
  Damage Resistances necrotic, psychic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned, stunned
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Regeneration. The revenant regains 10 hit points at 
  the start of its turn. If the revenant takes fire or radiant 
  damage, this trait doesn’t function at the start of the 
  revenant’s next turn. The revenant’s body is destroyed 
  only if it starts its turn with 0 hit points and doesn’t 
  regenerate.
  Rejuvenation. When the revenant’s body is destroyed, 
  its soul lingers. After 24 hours, the soul inhabits and 
  animates another corpse on the same plane of existence 
  and regains all its hit points. While the soul is bodiless, 
  a wish spell can be used to force the soul to go to the 
  afterlife and not return.
  Turn Immunity. The revenant is immune to effects that 
  turn undead.
  Vengeful Tracker. The revenant knows the distance 
  to and the direction of any creature against which it 
  seeks revenge, even if the creature and the revenant are 
  on different planes of existence. If the creature being 
  tracked by the revenant dies, the revenant knows.
  Actions                                                                            
  Multiattack. The creature makes two fist attacks.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft, one 
  target. Hit: 11 (2d6+4) bludgeoning damage. If the 
  target is a creature against which the revenant has 
  sworn vengeance, the target takes an extra 14 (4d6) 
  bludgeoning damage. Instead of dealing damage, 
  the revenant can grapple the target (escape DC 14) 
  provided the target is Large or smaller.
  Vengeful Glare. The revenant targets one creature 
  it can see within 30 feet of it and against which it 
  has sworn vengeance. The target must make a DC 
  15 Wisdom saving throw. On a failure, the target is 
  paralyzed until the revenant deals damage to it, or until 
  the end of the revenant’s next turn. When the paralysis 
  ends, the target is frightened of the revenant for 1 
  minute. The frightened target can repeat the saving 
  throw at the end of each of its turns, with disadvantage 
  if it can see the revenant, ending the frightened 
  condition on itself on a success. 
   
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  Encounter 6 Stat Blocks                         
  Lathai the Heartseeker (Assassin)
  Medium Drow
  Armor Class 16 (breastplate)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft., 40’ climb
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  11 (+0) 
  10 (+0)
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +4, Perception +4, 
  Stealth +11
  Damage Resistances poison
  Senses passive Perception 14
  Languages Thieves’ cant plus any two languages
  Challenge 8 (3,900 XP)
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn’t taken a turn. Any hit the assassin scores against a 
  surprised creature is a critical hit.
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only half 
  damage, the assassin instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The assassin deals an extra 
  13 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the assassin 
  that isn’t incapacitated and the assassin doesn’t have 
  disadvantage on the attack roll.
  Actions                                                                            
  Multiattack. The assassin makes two shortsword 
  attacks.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half 
  as much damage on a successful one.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, and the target must make a DC 15 Constitution 
  saving throw, taking 24 (7d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  Lathai the Heartseeker has a 40’ climb speed due to 
  her pact. The influence of the mists prevents Lathai 
  the Heartseeker from being the target of the spell 
  Banishment.
  Master Thief
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  18 (+4) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  12 (+1)
  Saving Throws Dex +7, Int +3
  Skills Acrobatics +,7, Athletics +3, Perception +3, 
  Sleight of Hand +7, Stealth +7
  Senses passive Perception 13
  Languages any one language (usually Common) plus 
  thieves’ cant
  Challenge 5 (1,800 XP)
  Cunning Action. On each of its turns, the thief can use 
  a bonus action to take the Dash, Disengage, or Hide 
  action.
  Evasion. If the thief is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, the thief instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails.
  Sneak Attack (1/Turn). The thief deals an extra 14 
  (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the thief that isn’t 
  incapacitated and the thief doesn’t have disadvantage 
  on the attack roll.
  Actions                                                                            
  Multiattack. The thief makes three attacks with its 
  shortsword.
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (ld6 + 4) piercing damage plus poison 
  as described above.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage plus poison as described above.
  Reactions                                                                            
  Uncanny Dodge. The thief halves the damage that it 
  takes from an attack that hits it. The thief must be able 
  to see the attacker.
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  Swashbuckler
  Medium humanoid (any race), any non-lawful alignment
  Armor Class 17 (leather armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  18 (+4) 
  12 (+1) 
  14 (+2) 
  11(+0) 
  15 (+2)
  Skills Acrobatics +8, Athletics +5, Persuasion +6
  Senses passive Perception 10
  Languages any one language (usually Common}
  Challenge 3 (700 XP)
  Lightfooted. The swashbuckler can take the Dash or 
  Disengage action as a bonus action on each of its turns.
  Suave Defense. While the swashbuckler is wearing light 
  or no armor and wielding no shield, its AC includes its 
  Charisma modifier.
  Actions                                                                            
  Multiattack. The swashbuckler makes three attacks: 
  one with a dagger and two with its rapier OR one attack 
  with its light crossbow
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) 
  piercing damage.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (ld8 + 4) piercing damage plus poison as 
  described above.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing 
  damage plus poison as described above.
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
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  Handout 1: The Trail of Nesbit Gath
  The trail of the evil adventurers has led to the sunken castle of Northkeep. However, a magical barrier surrounds 
  the castle. Aliana Mathnir, constable of Elmwood, sent word to your group that the sea elves of the Moonsea have 
  information on how to enter Northkeep. Your services were requested to continue to battle the menace that preyed 
  upon the hamlets, and to find a way to enter Northkeep.
   
  You were paid 500 gold pieces to board The Red Lock in Elmwood and have a letter entitling you to salvage 
  found in your quest to find a way into Northkeep. Next stop – the sea elves!
  Handout 2: Hired by Aliana Mathnir
  Aliana Mathnir, the constable of Elmwood, has put out a call for adventurers. The details were slim. When you met 
  in her office in Elmwood, she explained a group of evil adventurers has come to the Moonsea from a place called 
  Barovia and have been raiding the coast. Some of them were stopped on their way to rejoin the others in the sunken 
  city of Northkeep. When scouts went to investigate Northkeep, they found it surrounded by an impenetrable 
  barrier of magical energy.
   
  Aliana Mathnir arranged for your party to travel by ship to meet with sea elves who have information about 
  how to enter Northkeep. You were paid 500 gold pieces to board The Red Lock in Elmwood and have a letter 
  entitling you to salvage found in your quest to find a way into Northkeep. Next stop – the sea elves!
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
  30
  Handout 3A: Elven Salvage Notes
  Notes indicate that the bell of the Eye of Akempus could be used to enter Northkeep via a portal on Yarralumla 
  island. The directions to the location of the wreck are encoded.
  Handout 3B: Prince Ulatha’s Clue
  The prince says that his grandmother, who was a famous explorer, joked that this was the clue to the cypher. 
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
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  Handout 4: Journal on Alfred the Bone Eater
  Contained within the journal is the following information:
   
  Alfred and a group of six other adventurers got lost in a mist and ended up in a land called Barovia, which was 
  ruled by a fearsome vampire. Together they stood against the vampire but were defeated and scattered.
   
  Rumor told of a temple of amber high in the mountains, where the vampire had gained his power. Grimly 
  determined, the band scaled the mountains and found the temple to be a tomb of dead gods. 
   
  Alfred contacted the dead god Tarakamedes and was given the power of flight. The cost of this gift was that all 
  food turned to ash on his tongue save bone. His writings at this time express doubt and horror at his choice, but 
  then document his slow slide towards evil. He was neither alone in his bargain nor in accepting his new power, as 
  all seven of the adventurers made dark deals with the vestiges of the dead gods in the Amber Temple. 
   
  As they grew in power, the wizard Nesbit Gath lead them as they slaughtered the vampire’s pawns and the 
  innocents of Barovia alike, and eventually defeated the vampire himself. With the lord of the realm displaced, the 
  adventurers found they could leave back to Faerûn – and nothing could stand in their way. 
  You learn the following about the adventurers that left this land called Barovia:
  • 
  Nesbit Gath, a gnome wizard, cares only for acquiring new magic and arcane knowledge. His dark bargain was 
  for one of eternal life and infinite power, if only he had the strength to complete a complex ritual.
  • 
  Constance Trentham, a half elf noble, cares for tradition to be upheld and political power to be within her grasp. 
  The magic of the dead gods gave her the power of storms. 
  • 
  Olwain Jorudel, an elven warden, found power over nature and devils from his dark deal.
  • 
  Skamos, a tiefling warlock, was gifted great strength from her bargain.
  • 
  Patrin, a dragonborn paladin, was given extraordinary force of personality but at the cost of never being able to 
  compromise. 
  • 
  Lathai the Heartseeker, a drow assassin, sought a bounty on the vampire lord. Her foul bargain gave her the 
  power to crawl across any surface like a spider.
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
  32
  DM Maps
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
  33
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
  34
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
  35
  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. 
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  36
  ELMW2-2 / Mists of the Moonsea:  Appendix
  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.
  
  37
  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.
  ELMW2-2 / Mists of the Moonsea:  Appendix
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-35 ELM2-2 - Mists of the Moonsea.pdf