TEXT: The Eye in 
  the Mist
  CCC-BMG-MOON2-3
  Eric Menge
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  2
  The eye in The MisT
  Producer: Baldman Games
  Development and Editing: Robert Alaniz, Eric Menge, Amy Lynn Dzura
  Cartography: Steph Stober
  Cover Illustration: YashkovskiyMD [Shutterstock]
  Design & Layout: Erik Nowak, Eric Menge 
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee,  
  Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura,  
  Claire Hoffman, Greg Marks, Lysa Chen, Travis Woodall
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s 
  Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the 
  USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright 
  laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express 
  written permission of Wizards of the Coast.
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. 
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  The events at Dynnegall revealed evidence that a new threat to fey and Ffolk may  
  have emerged on Moray. The ties to prophecy are too strong to ignore. If true,  
  every moment is critical. The Earthmother herself shudders as attention turns  
  to the Eye in the Mist, a moonwell in the forest of Moray’s eastern coast
  A 4-Hour Adventure for 1st-4th Level Characters
  By Eric Menge 
  Adventure Code: CCC-BMG-MOON2-3  |  Optimized For: APL 3  |  Version: 1.2
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  3
  IntroductIon
  Welcome to The Eye in the Mist, a D&D Adventurers 
  League™ adventure, part of the official D&D Adventurers 
  League™ organized play system and the The Moray 
  Trilogy™ storyline season.
  This adventure takes place in Tarthwood, also 
  known as the Veiled Forest, on the eastern shore of the 
  island of Moray in the Moonshaes, as well as inside the 
  moonwell at the heart of that forest.
  This adventure is designed for three to seven 1st–4th 
  level characters and is optimized for five characters with 
  an average party level (APL) of 3. Characters outside this 
  level range cannot participate in this adventure.
  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.
  Determining Party Strength
  Party Composition  
  Party Strength
  3-4 characters, APL less than 
  Very weak
  3-4 characters, APL equivalent 
  Weak
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak
  5 characters, APL equivalent 
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than 
  Average
  6-7 characters, APL equivalent 
  Strong
  6-7 characters, APL greater than 
  Very strong
  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. 
  Familiarize yourself 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 the players don’t 
  finish too early; provide them with a full play experience.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  4
  Adventure PrIMer
  “Blood and rage! These will waken great Kazgoroth!  
  Then we will awash Moray in slaughter! All will be prey  
  to us. We will hunt, and we will feast!”
  — Kauth, the Shadow of the Beast 
  Adventure BAckground
  The Black Blood Tribe is a band of Malar-worshipping 
  lycanthropes who has unleashed the Howling Disease on 
  Moray. This mutated form of lycanthropy not only infects 
  humanoids, it also transforms fey into shadow creatures.
  The source of the Howling Disease is the Eye of the Mist, 
  the moonwell of the Tarthwood on the northeastern coast 
  of Moray. Moonwells are holy pools of water, sacred to the 
  Earthmother – the primal nature spirit of the Moonshaes.
  Llyneth, the druidic steward of the moonwell, had 
  latent black blood (inherited natural-born lycanthropy). 
  She fought against her tainted legacy, but the call of the 
  moon and rage was too strong. On a recent full moon, 
  Llyneth lost the fight and the beast within emerged. 
  The Black Blood Tribe used the transformed druid 
  to summon Kauth from the Shadowfell. He has taken the 
  form of the Shadow of the Beast, and the Black Bloods 
  believe Kauth is a servant of Kazgoroth, an aspect of  
  Malar who wishes to destroy the Balance of Nature in  
  the Moonshaes and is sometimes known as “The Beast.” 
  In truth, Kauth serves a different master from the 
  Shadowfell, whose true nature has not been revealed yet.
  Kauth used Llyneth’s body as his shell in the mortal 
  world, and pushed her spirit into the moonwell, where it 
  was lost beneath Kauth’s rage, hate, and hunger. He then 
  corrupted the Eye in the Mist, transforming its healing 
  powers to create the Howling Disease that the Black 
  Bloods have spread through Moray. Kauth intends for  
  the Howling Disease to sow chaos among the fey across  
  the Moonshaes.
  Location and NPC Summary
  The following NPCs and locations feature prominently 
  in this adventure.
  The Eye in the Mist. The Eye in the Mist is the moon-
  well in the northeastern forest of Moray. It is tended by 
  the druid Llyneth but is currently corrupted by Kauth.
  Hyll the Ugliest Hag (HEEL). Hyll is a green hag who 
  suffers under a Seelie curse. Her coven expelled her, 
  and she dwells alone in Tarthwood. She seeks sanctuary 
  from Llyneth.
   Kauth (KAWTH). Kauth is a servitor of a secretive 
  master from the Shadowfell. He has taken the form of 
  the “Shadow of the Beast” and managed to possess 
  Llyneth through her tainted black blood ancestry. 
  Kauth is using Llyneth’s body as his shell in the mortal 
  world and corrupted the moonwell in Tarthwood. He 
  seeks to spread the Howling Disease and bring chaos 
  and fear to the fey of the Moonshaes.
  Llyneth Kincaid (LEH-neth KIN-kade). Llyneth is 
  the druid of the Eye in the Mist. A dark legacy from her 
  ancestry allowed Kauth to possess her. Her spirit is now 
  lost in the mist of the moonwell.
  Snicklet (SNICK-let). Snicklet is a quickling who 
  serves Hyll and acts as her intermediary and messenger.
  Tarthwood. Often called the Veiled Forest, 
  Tarthwood is a mixed coniferous and deciduous forest 
  in the lowlands of northeastern Moray. At its heart is 
  the Eye in the Mist.
  Adventure overvIew
  In this adventure, the party must find the source of the 
  Howling Disease that plagues Moray. They find the source 
  is an agent of the moonwell who has possessed a great 
  druid and corrupted a moonwell.
  The adventure is divided into five parts:
  Part 1. The party must decipher a prophecy regarding 
  the Howling Disease.  
  Part 2. The party enters the Tarthwood, looking for 
  the source of the Howling Disease. They are ambushed by 
  the Black Bloods and then approached by a possible ally. 
  Part 3. The party meets with Hyll, the Ugliest Hag, 
  who offers them a bargain. If they accept, she shares with 
  them how to defeat Kauth, rescue Llyneth, and cleanse  
  the moonwell.
  Part 4. The party ventures into the moonwell, to find 
  a demiplane on the border of the Shadowfell. There, they 
  must overcome a series of tests to allow Llyneth to escape.
  Part 5. Llyneth and the party return to the 
  moonwell’s grove where the druid fights to regain control 
  of her body. She needs the party’s help to weaken Kauth  
  so that she can break his hold on the moonwell.
  Adventure hooks
  The adventure begins in either Dynnegall or Caer Moray. 
  Prophecy Revealed. If the adventurers played  
  CCC-BMG-MOON2-2 Army of the Unseen, they begin  
  in Dynnegall after uncovering a prophecy concerning  
  the Howling Disease. Which reads as follows:
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  5
  “An eye turns in the mist as dark blood boils and  
  churns. Vengeance and rippling death will quake  
  through the noblest fey. Endless shadows will howl  
  as reality unbinds, crying to the darkness that waits  
  in veiled lands.”
  Give the party Appendix 4A. While the maddening 
  impulse to write the words that they felt in MOON2-2  
  has faded, that doesn’t stop the prophecy from visiting  
  the adventurers dreams along with visions of dark woods 
  and whispered chants.
  If the adventurers wish to continue seeking a cure, 
  they must follow its clues to find the Eye in the Mist.
  A Troubled Mother. If none of the characters have played 
  MOON2-2 Army of the Unseen, they begin this adventure 
  in Caer Moray. The party is approached by Seren, a wood 
  elf archer. Her son, Andras, who resides in Dynnegall to 
  the south, recently found a book that has a dread prophecy 
  in it regarding the Howling Disease. She wants the party  
  to learn more about it. The words are:
  “An eye turns in the mist as dark blood boils and  
  churns. Vengeance and rippling death will quake  
  through the noblest fey. Endless shadows will howl  
  as reality unbinds, crying to the darkness that waits  
  in veiled lands.”
  Give the party Appendix 4A. Once the characters read 
  the prophecy it haunts their dreams as they have visions 
  of dark woods and whispered chants as if they’ve played 
  MOON2-2.
  Seren also wants the party to find her after they are 
  done investigating the prophecy. She’s concerned about 
  her son’s safety. (This leads to the adventure that unfolds  
  in MOON2-2.)
  Roleplaying Seren
  This resilient Llewyrr elf has a demeanor of sincerity 
  but isn’t opposed to weaving friendships. Despite 
  her candid nature, she does have a sensitive side and 
  engages in small talk and banter. If the adventurers 
  foster bonds with her, she’s more likely to assist them 
  later in the adventure, so it’s essential any attempts 
  they make are recognized.
  AdjudIcAtIng lycAnthroPy
  Because the party confronts a large number of 
  lycanthropes in this adventure, please note the following.
  •   Characters who contract lycanthropy don’t become 
  a werebeast until the next full moon, which doesn’t 
  happen in this adventure. The moon is currently  
  quarter full.
  •   Characters must have the curse removed at the end  
  of play of this adventure or the character is retired  
  and no longer able to play AL events. 
  •   Removing the curse of lycanthropy normally costs  
  90 gp and can be performed by a cleric of Helm in  
  Caer Moray. If the party is successful, Orwin Rhys,  
  the Earl of Moray, covers the cost of this spellcasting.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  6
  PArt 1. decIPherIng A ProPhecy 
  Estimated Duration: 30 minutes
  Make it clear to the party that they need to investigate the 
  prophecy. It gets in their head and fills their dreams. The 
  adventurers have a supernatural urge to find out what 
  these words mean. Anyone they talk to in the Moonshaes 
  about this supernatural urging believes that this is caused 
  by the Earthmother who commonly works through 
  omens, portents, and prophecies.
  See Appendix 3A for a map of the southern Moonshae 
  Isles, including Moray.
  InsIght And lore
  If the party studies the prophecy, have them make a DC 
  12 Wisdom (Insight) or Intelligence (Investigation) check 
  for each of the points below. With an unsuccessful check, 
  characters identify the language is important but not 
  its meaning. For a successful check, they also know the 
  explanation.
  •   “An eye turns in the mist” This seems to be a metaphor  
  or a reference to something supernatural.
  •   “dark blood” This is likely about the Tribe of the  
  Black Blood.
  •   “noblest fey” This implies that the fey are involved.
  •   “endless shadows” This seems to be a reference to a 
  specific menace or a foretelling of doom.
  •   “veiled lands” This seems to indicate a specific place. 
  Perhaps one that is commonly hidden or cloaked in fog.
  The party can make lore checks to understand more about 
  these passages. They can also skip directly to Finding 
  Leads below to get help from other people in Caer Moray.
  Eye Turns in the Mist
  •   DC 12 Intelligence (Religion) One of the two 
  moonwells on Moray is known as the “Eye in the Mist.” 
  A moonwell is a font of power for the Earthmother,  
  a primal nature spirit worshipped by the Ffolk. 
  •   DC 15 Intelligence (Religion) Each moonwell can  
  be found in a grove tended by a powerful druid. This  
  druid has access to the powers of the moonwell and  
  can influence the forest.
  •   DC 15 Intelligence (History) The Eye of the Mist is 
  tended by the druid Llyneth. She is a quiet woman  
  who recently assumed stewardship of the moonwell.
  Dark Blood
  •   DC 10 Intelligence (History) The Tribe of the Black 
  Blood are lycanthropes. The Black Bloods are an 
  extremely powerful faction on Moray, bringing terror 
  throughout the island.
  •   DC 12 Intelligence (History) The Black Bloods are 
  dedicated to returning Kazgoroth to the Moonshaes  
  and ushering in an era of feasting and destruction.
  •   DC 12 Intelligence (Religion) Kazgoroth is a primal 
  spirit who seeks to destroy the Moonshaes and slay  
  the Earthmother.
  •   DC 10 Intelligence (Arcana or Nature) Lycanthropes 
  can only be harmed by silvered or magical weapons. 
  They are also susceptible to spells.
  Noblest Fey
  •   DC 10 Intelligence (History) The Moonshae Isles have 
  seen a drastic increase in fey migrating to the islands 
  from the Feywild in the past century.
  •   DC 12 Intelligence (History) Tarthwood is the home  
  to many fey, both good and evil.
  •   DC 15 Intelligence (History) The most powerful fey  
  in the Moonshaes are the leShay, the eladrin noble  
  of Sarifal.
  Endless Shadows
  •   DC 12 Intelligence (Arcana) Endless shadows could be  
  a reference to the Shadowfell.  
  •   DC 15 Intelligence (History) A number of portals open 
  to the Shadowfell beneath Citadel Umbra in Gwynneth.  
  Veiled Lands
  •   DC 12 Intelligence (History) Tarthwood, the forest on 
  the northeastern shore of Moray, is sometimes called the 
  Veiled Forest. The forest is almost always cloaked in mist 
  that rises from the sea to the east.
  •   DC 12 Intelligence (Religion) Tarthwood is the site of 
  the Eye in the Mist, one of the two moonwells on Moray.
  •   DC 15 Intelligence (History) Tarthwood has recently 
  become a hunting ground for the Tribe of the Black 
  Blood and is a dangerous place to visit.
  fIndIng leAds
  After studying the prophecy, the party should want to 
  know more about the Eye in the Mist, Llyneth, and the 
  Tarthwood. If the party didn’t make many of the lore 
  checks, they’ll definitely need to talk to possible leads in 
  Caer Moray.
   If the party played CCC-BMG-MOON2-1 Defenders 
  of Caer Moray and have the A Friend in Caer Moray story 
  award, you can use that friend to give the party more 
  information. If no one in the party has that story award, 
  then use one of the NPCs from that adventure to provide 
  them more information. They’re listed below.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  7
  •   Brodrick Nails. (BRO–drick Nails) He’s a large jovial, 
  balding carpenter with a work belt filled with carpentry 
  tools. He also has a magnificent mustache. He enjoys 
  physical competition and activities.
  •   Sandra Taggard. Known as the “Lily of Caer Moray,” 
  Sandra is a barkeep at the Darkening Moon. She is a 
  full-figured woman who likes to play cards and drink 
  whiskey, especially the house whiskey. She is always up 
  for trying imports from elsewhere. Sandra loves to tell 
  and hear stories.
  •   Captain Tybie Gow. (TIE-bee Gow) Tybie is Captain 
  of the Palisade Guard. She’s a fit and tall middle-aged 
  woman who has made a name for herself in Caer Moray. 
  She’s serious when on duty but is quite affable when off 
  duty and known for her scathing wit. Tybie loves to talk 
  about famous battles, tactics, and martial techniques.
  These individuals have all the knowledge of the DC 10 or DC 
  12 lore checks given above. They all direct the party to the 
  druid Brython, who can be found at his cottage just outside 
  of Caer Moray. They give the party directions to find him.
  If the party has not yet played MOON2-1 and they 
  intend to do so, use this opportunity build up a friendship 
  between the party and the NPC, which will become 
  important in that adventure.
  Brython the Druid
  The party can find Brython at his cottage, which is on  
  a goat farm just outside the walls of Caer Moray. 
  You find Brython behind his cottage caring for some 
  goats. He’s a young Ffolk man with the long mustache 
  and dressed in forest green vestments. You notice that 
  the goats here all seem to be injured or sick.
  Brython is a druid of the Earthmother and serves as 
  steward of Caer Moray and its surrounding farms. He is 
  currently nursing some goats back to health. If any of the 
  characters have the Hero of Dynnegall story award from 
  MOON2-2 or Defender of Caer Moray story award from 
  MOON2-1, he recognizes them immediately and is very 
  impressed with their accomplishments. If asked how he 
  survived MOON2-1, he answers, “Wild Shape.”
  Roleplaying Brython
  Brython is an earnest young man and a devout follower 
  of Earthmother. He cares deeply about the people and 
  animals of Caer Moray. He’s nervous in large groups (such 
  as an adventuring party) which causes him to stutter. 
  He has quite the green thumb and is great with animals, 
  making him popular with the farmers in Caer Moray. 
  Quote: “You sh-sh-should be careful in Tarthwood. 
  W-w-wolves hunt on two legs there.”
  Brython can tell the party any of the information from 
  the lore checks listed earlier, including the DC 15 checks. 
  If shown or told the prophecy, he tells the party that 
  they should speak with Llyneth, the great druid of the 
  moonwell in the Tarthwood. She would know more  
  as she is a senior druid on the island.
  Brython has not heard from Llyneth in nearly a month, 
  and she usually sends him notes via animal messenger every 
  week or so. The prophecy fills him with concern for his 
  mentor, and he asks the party to go check on her. He’s afraid 
  to travel to her with all the Black Blood raids.
  If the party agrees to seek out Llyneth, he warns them 
  about the Black Bloods. If none of the party has a silvered 
  weapon, he loans them his silvered longsword. They must 
  return it after the adventure. 
  While he won’t accompany them into the forest, he gives 
  them a ride in his chariot (it’s a Celtic-style chariot and large 
  enough for the party) to the edge of the Tarthwood, which is 
  about 10 miles to the east of Caer Moray. 
  suPPlIes And sIlvered weAPons
  The party can purchase supplies in Caer Moray for an 
  expedition into the forest. All supplies listed in the Player’s 
  Handbook are available. Of particular interest is a supply 
  of silvered weapons, as described on p. 148 of the Player’s 
  Handbook. Any weapon is available if the adventurer has 
  the coin to spend.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  8
  PArt 2. the veIled forest 
  Estimated Duration: 30 minutes
  In this part, the adventurers enter Tarthwood to find  
  the druid Llyneth. Instead, they find a forest filled  
  with danger.
  General Features
  Tarthwood has the following general features. 
  Terrain. The land is heavily forested with a mix  
  of deciduous and coniferous trees, depending upon 
  the precise location. The landscape is hilly as the  
  island climbs from the shoreline to the central  
  moors of the island.
  Weather. The weather is slightly chilly and overcast 
  with occasional drizzling rain. The forest is constantly 
  shrouded in mist and is lightly obscured out to 100 feet 
  and the heavily obscured past that. 
  Light. Dim light pervades throughout Tarthwood 
  during the day. At night, it descends into darkness.  
  Smells and Sounds. The scent of wet foliage  
  and pine fills the air of the forest. The smell of moss  
  and rotting wood is common. The forest is full of  
  creepy noises.
  A. the forest’s edge
  The Tarthwood is about 10 miles east of Caer Moray. 
  The party can ride with Brython on his chariot or travel 
  however they please. When the party approaches the 
  forest, read the following:
  Brython’s chariot devours the miles between Caer 
  Moray and the Tarthwood. The open moorland is 
  perfect terrain for the chariot, and Brython likes  
  going fast.
  When you reach the edge of the forest, the terrain 
  slopes down, and the foliage becomes denser until  
  it becomes thick forest. Mist stubbornly lingers in the 
  hollows. You can see a small hunter’s path winding  
  its way into the forest.
  Brython tells the party that the Eye in the Mist can be 
  found in a dell at the center of the forest. All the paths in 
  the forest lead to the moonwell, including the one here.  
  If they keep going downhill, they’ll find it.
  The party can take the hunter’s path or just trailblaze 
  through the trees to find the Eye in the Mist. Either way 
  leads them to Area B.
  B. Prey of the BlAck Blood
  When the party enters the forest, read the following: 
  Change the wording as necessary if the party did not  
  take the path. 
  The narrow path twists and turns as it descends into 
  the dark forest, following a wandering stream. Soon 
  the light of the moors is gone, leaving you in a twilit 
  realm of trees and mist. 
  The edge of the forest is innocuous and has an ethereal 
  beauty. Because of all the water, everything is lush and 
  green. The forest becomes creepier as the party ventures 
  deeper into the woods. 
  After an hour’s travel down the path, the party 
  encounters an effigy left by the Black Bloods. No check  
  is needed to notice it.
  Ahead of you near the path, you see some sort of figure 
  either floating above the forest floor beneath a tree 
  branch. It’s humanoid, but you can’t make out any more 
  about it because of the mist.
  The effigy is about 60 feet away from the party at this 
  point. If any of them approach the effigy for a closer look, 
  read the following.
  Hanging from a tree near the path is an effigy made 
  from the skull and ribcage of a deer. The bones are 
  lashed to a wooden pole which supports the spine and 
  acts as the prop for the skull. A drape of rotting wool 
  hangs from the effigy that stares back at you with 
  empty eyes. 
  Adventurers who make a successful DC 12 Intelligence 
  (History) check know the effigy was made by the Tribe  
  of the Black Blood and left as a warning.
  The effigy is part of a Black Blood ambush and is 
  actually a scarecrow using its false appearance power.  
  The rest of the ambush consists of a werewolf and two 
  wolves. They sneak up on the party from the side while 
  they interact with the effigy. 
  Adventurers must pass a DC 14 Wisdom (Perception) 
  check or be surprised. Remember that the party is at 
  disadvantage on the roll because of the mist (-5 to Passive 
  checks). Those who pass notice the Black Bloods when 
  they are 40 feet away and are not surprised when they 
  launch their attack.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  9
  When the party sees the wolves, read the following:
  Gliding silently through the misty forest are three 
  wolves – their mouths open in an anticipation of the kill. 
  The leader of the wolves is larger than the other two 
  and appraises you with intelligent eyes.
  c. the deeP forest
  When the party pushes deeper into the forest, they notice 
  that the forest takes on a sinister appearance. Read the 
  following.
  As you journey deeper into the forest, it becomes more 
  unnerving. The trees have taken grotesque shapes, and 
  their branches reach overhead like great wooden claws. 
  Some of the knotholes of the trees look suspiciously 
  like eyes. Silence and mist cover everything.
  The appearance of the trees is a symptom of Kauth’s 
  corruption. The trees don’t respond to any actions the 
  party takes. They can chop down trees as they wish, but 
  fires sputter and burn out because of the dampness.
  As the party progresses, do your best to creep them 
  out. Use the following suggestions or make up your own 
  methods to ramp up the tension.
  •   Knotholes seem to be watching the party as they walk 
  through the forest. 
  •   A wind sighs the words “come to me.”
  •   A low moan or possibly a growl echoes through the mist-
  shrouded forest.
  •   Wolf prints cross the path. Are they the same group that 
  ambushed the party earlier? The party can’t tell.
  •   An unseen bird cackles in the boughs of the trees, almost 
  as if in response to something one of the party said.
  •   The mist forms clawed tendrils that drift across the 
  ground, as if searching for something. They can be easily 
  avoided or dispersed.
  •   Off in the distance, the party can see another effigy that 
  seems to be looking at them. These are harmless effigies 
  and not scarecrows. There always seems to be one in 
  sight, just a little bit further from the path, as if the 
  effigies are luring the party deeper into the forest…
  d. A QuIck wArnIng
  After a two-hours walk from the ambush site, the 
  party draws close to the Eye in the Mist, where they are 
  approached by Snicklet, a quickling and a servant of Hyll, a 
  green hag. She sent him to bring the party to meet with her. 
  His speed is 120 feet, so he moves from a hiding place that 
  far away to a spot adjacent to the party in a single round.
  “Pssst hey you!” a high-pitched voice says from below you. 
  Looking down, you see a small fey who was not there a 
  moment ago. He has violet skin and pale-yellow hair and 
  is dressed in a jerkin and hose. He sports two enormous 
  yellow eyebrows that stretch off his face and end in a curl. 
  His eyes twitch as he concentrates on his rapid-fire words. 
  “Don’t go this way. The Shadow of the Beast’ll kill ya.  
  Ya need t’talk t’my mistress. Come with me!” 
  Snicklet warns the party of the danger that lies ahead and 
  tries to convince them to meet with Hyll instead. He won’t 
  refer to her as a hag right away, just a very wise faerie. The 
  party can drag it out of him with pointed questioning. He 
  tells the party the following:
  •   “The forest’s tryin’ to lure ya to the Eye ‘n the Mist. The 
  Shadow of the Beast rules there, and y’ll certainly die. 
  Then y’ll be dead and not able t‘listen. Stupid, dead 
  people can’t listen.”
  •   “Y’should meet with Hyll. She needs ya; ya need her. 
  She’ll talk; y’ll listen. Why are ya waitin’? Let’s go! Now. 
  Now. Now. NOW!”
  •   “I don’t know why Hyll wants to meet ya, but she sent 
  me to getcha. That means ‘tis super important and has 
  t’be done. Chop-chop!”
  •   “’Tis safe to meet with Hyll. She needs ya and won’t harm 
  ya. Cross my heart and hope t’die. Stick a needle in m’eye!”
  •   “’Tis not far at all. Maybe’a few minutes’ walk. Oh wait, 
  ya lumber. So more minutes. AIGH, SO many minutes! 
  Why’re ya so slow?”
  •   Snicklet doesn’t want to fight and runs away if the party 
  attacks him.
  Roleplaying Snicklet
  Snicklet is a quickling, a fey whose existence is hyper 
  accelerated. He talks fast, constantly jitters and 
  fidgets, and gets bored really easily. He craves constant 
  stimulation. He loves smack talk and enjoys playing 
  tricks on lumberlings (anyone not a quickling) to 
  entertain himself.
  Quote: “Bite m’tongue till it’s bloody y’re so slow 
  I’m dyin’ of  boredom ya wide-bottomed heffer!”
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  10
  Developments
  If the party decides to go with Snicklet, go to Part 3.
  If the party rejects Snicklet’s invitation, Hyll uses her 
  power to influence the forest. Whether they are on the path 
  or not, they find themselves at the Hag’s Hut in Part 3.  The 
  change happens gradually so that adventurers only notice 
  with a successful passive DC 14 Wisdom (Insight) check. 
  If no adventurers make the check, they head to the hag’s 
  cottage none the wiser. Any efforts to avoid the hag’s hut  
  are fruitless. Hyll’s influence steers them unerringly there.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  11
  PArt 3. the uglIest hAg
  Estimated Duration: 20 minutes
  The party meets Hyll, a green hag who is suffering under 
  a Seelie curse. She wants sanctuary in the Tarthwood and 
  is willing to help restore the moonwell as part of a bargain 
  to gain it. 
  General Features
  Hyll’s cottage and surrounding environs have the same 
  general features as the Veiled Forest.
  A. the hAg’s cottAge
  The cottage of the Ugliest Hag is 1.5 miles (about an hour’s 
  walk) through the forest from the Eye in the Mist. When 
  they first approach the cottage, read the following. If Snicklet 
  rescued them from Kauth, they awaken inside the cottage.
  You come across a hidden dell, where the trees grow 
  thick and the mist clings to the hillside. At the center 
  of the dell is a cottage shaped like giant toadstool  
  with a tall and tapering cap. Windows pierce the cap 
  at uneven levels, hinting at multiple stories inside,  
  and there’s a door in the thick stalk. Everything is 
  damp and wet from the fog.
  The cottage of the Ugliest Hag has become a haven for the 
  Unseelie fey of Tarthwood. It’s the home of Hyll, Snicklet, 
  two other quicklings, and a half dozen boggles. The other 
  quicklings and boggles stay in the attic of the cottage inside 
  the toadstool and don’t come out.
  Snicklet leads the adventurers to enter the door. They 
  can take any precautions they want. He thinks caution is 
  stupid, and they should get on with it!
  Inspecting the Hag’s Cottage. If adventurers 
  take time to inspect the cottage before entering, with a 
  successful DC 12 Wisdom (Perception) check they notice 
  that the cottage’s roof has dried mud splattered on it, but 
  it’s flaking off in a few places. A character can pick off 
  the mud to reveal a brightly colored red with white dots 
  toadstool cap. As soon as they do that, Snicklet runs over 
  to cover the exposed spot with fresh mud and tells them 
  that the Hyll won’t like that and to leave things alone!
  Meeting the Ugliest Hag
  When the party enters the cottage, read the following:
  The inside of the cottage is small and cramped. Trinkets 
  and baubles are everywhere. They fill nooks in the 
  wall, cover tables, and hang from the ceiling. Some are 
  bizarre; others are downright creepy.
  On the far side of the room is a faerie who’s peering 
  into a cauldron let by green flames below. You can’t tell 
  too much about her, as she’s dressed in rags that cover 
  every part of her body. Over her head, she wears a 
  burlap sack on which there’s a drawn face of a hag.
  Hyll is a green hag and part of the Gloaming Court. She 
  was cursed by High Lady Ordalf of Sarifal when the Court 
  of Stars banished grandmother hag Urphania, for dread 
  deeds in the Feywild. Ordalf cursed Hyll with the beauty 
  and demeanor of a nymph until such time as “the mask 
  becomes the face.”
  Hyll is horrified by her transformation. She hates her 
  cute and adorable appearance and her soft, willowy voice. 
  Her attempts to wreck her new appearance have proven 
  fruitless as her hair grows back, her scars vanish, and her 
  teeth grow back in. 
  No one fears her, and her standing in the hag 
  community is ruined. Her coven kicked her out when 
   she lost all of her warts and stripped her of her hag name. 
  (It wasn’t Hyll. Hyll just means “ugly.”) She now lives 
  alone and in a shadow of her former haggy glory.
  Hyll hides her lovely appearance under rags and a 
  burlap sack on which she has drawn a rough approximation 
  of her old guise. She hopes that this is the mask that will 
  become the face and break the curse. She’s wrong.
  Roleplaying Hyll
  Hyll refers to herself as the Ugliest Hag. In her eyes, her 
  nymph-like looks and demeanor are a curse that have 
  destroyed her life. Hyll attempts to say terrible things 
  but in her sweet, honeyed voice they don’t sound so 
  bad. She tries to be intimidating, but it comes off as 
  adorable. This just makes her angrier. She’s just as evil 
  as any hag, but the curse twists everything she does  
  to be helpful and kind.
  Hyll’s appearance under her rags is completely up 
  to you! She masks herself with a glamour (a fey illusion) 
  that varies wildly but is always comely. Yellow skin with 
  cotton candy pink hair. Grass green skin with black 
  tresses. Anything is possible. Have fun!
  Quote: “NO! I must leave the sack on! My visage  
  is too horrible for you to withstand!”
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  12
  Hyll’s Bargain
  Since she was cast out of her coven, Hyll has wandered from 
  forest to forest, seeking refuge. She recently settled in the 
  Tarthwood and finds the misty forest to her liking. The hag 
  views Llyneth’s predicament as an opportunity and wants 
  to strike a deal with Llyneth that allows her to stay.
  Hyll offers the party a bargain. She’ll help them rescue 
  the great druid if they promise to champion her request for 
  sanctuary to Llyneth. They must solemnly swear that they’ll 
  advocate for Hyll and do all in their power to convince 
  the great druid to let her stay in the Tarthwood. Not every 
  character has to agree to the bargain. Hyll is satisfied if only 
  one adventurer does. 
  In return, Hyll offers to tell the party how to free 
  Llyneth’s spirit and give them the means to do so. She’s 
  willing to offer the following to sweeten the pot with  
  good roleplaying or appropriate social checks.
  •   A recounting of Llyneth’s tragic tale.  
  (see A Grim Faerie’s Tale below)
  •   A magic potion which will protect them against cold.
  •   Permission to take either a short or long rest in  
  her cottage.
  The hag is willing to make any number of assurances to 
  gain sanctuary, such as promising not to eat any babies or 
  make gingerbread houses to lure in children. As long as 
  she’s under the curse, she couldn’t do it anyway so she’s 
  willing to make these concessions. She won’t tell the party 
  that and will make it seem like a hardship on her part!
  If the party asks about the Howling Disease, Hyll 
  admits that it terrifies her and the other Unseelie fey.  
  The disease hollows out the fey and turns them into 
  shadow creatures (“Makes us ‘Has Beens’,” Snicklet 
  adds). Hyll wants the disease eradicated but is unwilling  
  to confront the Black Bloods directly, as she is afraid  
  that she’ll be infected.
  Turning Hyll Down. If the party turns her down, 
  Hyll is disappointed and dismisses them from her 
  cottage. (She tries to be stern about it, but she ends up 
  kindly asking them to leave.) They can find the Eye in 
  the Mist on their own (just head downhill!) and face its 
  dangers without her help. She sends Snicklet to follow 
  them. If they change their mind after seeing Kauth and 
  his minions, Snicklet is there to lead them back. If they’re 
  defeated and captured by the Black Bloods, Snicklet and 
  the boggles to retrieve their unconscious bodies and 
  bring them back to Hyll.
  A Grim Faerie’s Tale
  Hyll relates the following to those adventurers who agree 
  to her bargain in her whispery, gentle voice.
  While the following is presented as bullet points, make 
  it as natural a tale telling as possible and let the party ask 
  questions. As Hyll speaks, the liquid in the cauldron shows 
  the scenes of what she’s describing.
  •   Llyneth had a dark legacy unknown to her. She carried 
  the Black Blood from a distant ancestor.
  •   The Black Blood surged within Llyneth at the most 
  recent full moon, allowing Kauth to possess her.
  •   Kauth killed Llyneth’s fellow druids and polluted the 
  Eye in the Mist with their blood.  He used the corrupted 
  moonwell to create (or maybe summon) the Howling 
  Disease from the Shadowfell.
  •   Llyneth’s spirit still survives. Kauth needs her to 
  maintain his control over the Eye in the Mist so 
  he banished her spirit into the mists of corrupted 
  moonwell.
  •   To free Llyneth the party must enter the moonwell 
  and rescue Llyneth’s spirit. Hyll believes that Llyneth’s 
  spirit will attempt to assist the party’s efforts within the 
  moonwell. Look for clues and aid!
  •   Freeing Llyneth’s spirit should break Kauth’s hold on the 
  moonwell, ending the threat of the Howling Disease to 
  the fey of Tarthwood. It might help the Ffolk of Moray 
  some, but Hyll doesn’t care about that. 
  If the any members of the party agree to her bargain,  
  Hyll offers the following gifts.
  •   Hyll gives each adventurer a quickling draught (even  
  ones who didn’t agree to the bargain), allowing them  
  to have the speed of a quickling (120 feet) for one round. 
  The draught spoils on the morrow so it can’t be saved  
  for later use. This enables them to get past Kauth and 
  into the moonwell.
  •   The druids enchanted their grove to prevent fire from 
  working inside its borders. Shadow of the Beast twisted 
  that and only fire can part the mists that hide Llyneth 
  inside the moonwell. To get around this, Hyll gives the 
  party a hag-flame torch. The hag magic allows the torch 
  to provide light as a normal torch in the grove and in the 
  moonwell. Hyll warns the party that the hag-flame torch 
  will serve them for three tasks before its magic fades.
  What if the Party Attacks Hyll?
  If the party attacks her, Hyll immediately turns invisible 
  and flees. Afterward, she uses her magic to create 
  an illusory duplicate of herself to bargain with the 
  adventurers. If that still doesn’t work, then the party 
  can face Kauth on their own.
  Treasure
  The potion Hyll gives the party is a potion of cold resistance.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  13
  B. A needle In the eye
  When the party is ready, Snicklet leads them back to the 
  Eye in the Mist. When he gets to the edge of the grove,  
  he pulls them close and whispers:
  “You’re gettin’ a burst o’ speed lika quicklin’. Ya gotta 
  do this right. I wanna hear some snark as ya pass these 
  lumberlings. ‘Tis the quickling way. I’ll be watchin’  
  and judgin’. Now go make me proud!”
  With that, Snicklet zips away into the underbrush.  
  When the party gets close enough to see the grove,  
  read the following.
  The moonwell’s grove is an ovoid ring of oak trees. Inside 
  that circle are eight trilithons—stone structures with 
  two vertical stones topped with a single horizontal 
  stone. At the center of it all is the Eye in the Mist— 
  a 20-foot-wide pool, which boils with fog. A pungent 
  sulfuric smell emanates from it.
  Standing next to the moonwell is a misshapen 
  human woman. Her mouth is distended and full of sharp 
  teeth, her hands are like claws, and she walks slightly 
  hunched over like she’s wearing clothes too small.
  Around her are four werewolves, dropping what 
  are obviously human bones into the moonwell. 
  With a successful DC 12 Intelligence (Nature) check, 
  adventures know that the moonwell is normally filled  
  with water, not mist. This is a by-product of its corruption.
  With a successful DC 15 Intelligence (History) check, 
  the party recognizes the misshapen woman as a warped 
  form of Llyneth. 
  Kauth is barely holding human shape. If combat 
  breaks out, the human form of Llyneth grows, twists,  
  and transforms into a huge beast that has the stats of  
  a tyrannosaurus rex. 
  If attacked Kauth is joined by four members of the 
  Black Blood tribe who are werewolves. He also has 
  corrupted the 24 awakened trees that ring the grove  
  to obey his commands.
  The party should avoid fighting the enemies here and 
  make a run for the moonwell! Let them decide how they 
  want to get past Kauth and his minions. The most obvious 
  solution is the quickling draught. With the speed of a 
  quickling, the party can take the disengage action to avoid 
  all opportunity attacks and still get to the moonwell in a 
  single round. However, if the party comes up with other 
  clever ways to reach the moonwell, let it happen.
  When the party is ready to make their move on the 
  moonwell, read the following:
  As soon as you drink the quickling draught, you feel 
  your heart racing in your chest. This can’t be healthy. 
  When you start running for the moonwell, the trees 
  and stones all become a blur. You can barely make out 
  the look of surprise on Kauth’s face before you plunge 
  into the mists of the moonwell.
  Characters are free to make comments to Kauth and the 
  other Black Bloods as they pass through. All comments 
  enrage Kauth, who fumes in response. Snicklet is indeed 
  watching. If he’s pleased with the snarky comment (up to 
  you!), he gifts the party a potion at the end of the adventure. 
  Treasure
  If the party makes an appropriately snarky comment  
  to Kauth, Snicklet finds them after the adventure  
  to give them a reward. See Treasure in Part 5.
  Developments
  When all the adventurers are in the moonwell,  
  go to Part 4.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  14
  PArt 4. lost In the MIst
  Estimated Duration: 1 hour 50 minutes
  In this part, the adventures enter a misty demiplane 
  created by the Shadow of the Beast inside the Eye in the 
  Mist to trap Llyneth’s spirit. Kauth needs the druid’s spirit 
  intact to maintain the connection to the moonwell, but he 
  didn’t want her interfering with his plans, so he banished 
  her spirit here.
  Llyneth’s spirit can be rescued if the party can 
  overcome four different tests. Each of the tests in some 
  way deals with overcoming the rage and anger that is the 
  legacy of her black blood. Llyneth wants to be rescued  
  so she helps the adventurers as much as she can.
  General Features
  The demiplane inside the well has the following features.
  Terrain. The ground is rolling moorland. The ground 
  is chalky and white “stones” jut up through the grass. 
  Examination of the land with a DC 12 Wisdom (Nature) 
  check reveals that the chalk-like soil is actually finally 
  ground bone and the stones protruding from the grass 
  are likewise large bones.
  Weather. A thick fog blankets the entire land, 
  heavily obscuring all distances. The fog can be driven 
  back with the hag-flame torch.
  Light. Ambient light, radiating from behind layers 
  of thick fog, casts a dim light on the entire land, giving 
  it an ethereal feel.
  Smells and Sounds. The air is thick with moisture 
  and the smell of dew. A haunting wind groans in  
  the distance.
  No Flames. Nonmagical flames are extinguished 
  within the moonwell.
  Rests Permitted. The party can take short or long 
  rests here as long as circumstances permit it.
  A.  the dolMen (the test of trust)
  When the party arrives after jumping into the moonwell, 
  read the following:
  The vertigo from the fall into the moonwell stops, and 
  the light of your torch pushes back the fog, allowing 
  you to see about 20 feet, Beyond that, it’s impenetrable 
  fog in all directions.
  The ground is chalky with tuffs of grass. Nearby are a 
  set of four large white stones set together to create a 
  small covered space, with three stone being walls and 
  the last lying flat to make the roof. You can make out a 
  path that leads from the stones off into the mist.
  The hag-flame torch pushes back the fog 20 feet from the 
  torchbearer. As the torchbearer moves, that 20 feet moves 
  with the torch, and the fog rolls back in behind the bearer. 
  This is the first service of the torch for the party.
  With a successful DC 12 Intelligence (Arcana) check 
  a character can determine that they are no longer on 
  the Material plane. With a successful DC 16 Intelligence 
  (Arcana) check, a character knows that the party is on 
  a demiplane that is very close to the Shadowfell. With a 
  successful DC 12 Intelligence (Religion) check, a character 
  knows that dolmens are used as symbolic burial cairns.
  The path leads from the dolmen to Area B.
  Inside the Dolmen
  The large stones form a dolmen, a megalithic tomb with  
  a large, flat stone laid on top of several upright ones to 
  create an enclosed space that is open at one end. Entering 
  the space beneath requires Medium creatures to crouch. 
  Small creatures have no problems.
  Kauth had this metaphorical tomb made for Llyneth 
  to trap her spirit here. She has since escaped and is lost in 
  the mist, but she has left behind a clue.
  A hieroglyph is inscribed on the bottom of the large 
  flat stone that forms the dolmen’s “roof” and is plain to 
  see if anyone enters the dolmen. The hieroglyph is shown 
  on Appendix 4B. The hieroglyphs display the five tests 
  needed to free Llyneth.
  1.   Leaving the dolmen and risking the unknown  
  (Test of Trust)
  2.   Finding the correct path through the crossroads  
  (Test of Reason)
  3.   Scaling the hill and overcoming its threat  
  (Test of Courage)
  4.   Lighting the eight bonfires  
  (Test of Resilience)
  5.   Ascending out of the moonwell  
  (Freedom)
  Hidden in each of the hieroglyphics is the name of the 
  test (Trust, Reason, et al.) written in Druidic. Characters 
  capable of reading Druidic notice it automatically. 
  Adventurers who can’t read Druidic notice the message 
  with a DC 15 Wisdom (Perception) check but can’t 
  decipher it without magic.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  15
  B. the crossroAds (the test of reAson)
  The party encounters a series of six crossroads on the path. 
  There’s a signpost at each of the crossroads that labels the 
  paths. The party must use these signs to figure out the 
  correct path to take at each of the crossroads. 
  It takes a minute to travel between each of the 
  crossroads. Characters who leave the path walk through 
  featureless fog-blanketed moor for a minute until coming 
  back to the dolmen at Area A.
  The party cannot backtrack in the puzzle. If the party 
  attempts to return to an earlier crossroads, they walk 
  through the fog for a minute and arrive back where they 
  were in the sequence.
  The solution to the puzzle is follow the paths marked 
  by the following signs: (1) Right (2) Where (3) Ewe (4) 
  Need (5) 2 (6) Bee.
  Appendix 4C and Appendix 4D have the different 
  signs. The handouts are designed to be turned on their 
  side and folded on the lines to stand up like an actual post. 
  Show the party each of the signposts one at a time 
  as they reach the crossroads. Be aware that if you let the 
  players see all six sign posts at once (by handing them both 
  sheets), the puzzle becomes much easier. 
  The First Crossroads
  When the party reaches the first crossroads, read the following:
  You come to a fork in the path. At the fork, there’s a 
  signpost with two signs on it. The one pointing down 
  the left path is labeled LEFT. The one pointing down  
  the right path is labeled RIGHT.
  The correct path is RIGHT. Regardless of which path  
  the party takes, it leads to the second crossroads.
  Second Crossroads
  When the party reaches the second crossroads, read the 
  following:
  You come to a second crossroads. At this one, the path 
  divides into six options. There’s another signpost here 
  with arrows to each of the paths. The six signs are 
  labeled: WHAT, WHEN, WHERE, WHICH, WHO, WHY.
  The correct path is WHERE. Regardless of which path 
  the party takes, it leads to the third crossroads.
  Third Crossroads
  When the party reaches the third crossroads, read  
  the following:
  You come to another crossroads with another signpost. 
  The five signs are labeled: HEN, EWE, MARE, DOE, SOW.
  The correct path is EWE. Regardless of which path the 
  party takes, it leads to the fourth crossroads.
  Fourth Crossroads
  When the party reaches the fourth crossroads, read the 
  following:
  This crossroads has four paths. The signs are labeled: 
  SEED, NEED, FEED, BLEED.
  The correct path is NEED. Regardless of which path the 
  party takes, it leads to the fifth crossroads.
  Fifth Crossroads
  When the party reaches the fifth crossroads, read the 
  following:
  Yet another division in the path. The signs are labeled: 
  5, 4, 3, 2, 1.
  The correct path is 2. Regardless of which path the party 
  takes, it leads to the sixth crossroads.
  Sixth Crossroads
  When the party reaches the sixth crossroads, read the 
  following:
  Again, a crossroads. This one only has three paths.  
  The signs are labeled: BEE, HORNET, WASP.
  The correct path is BEE. From this crossroads, the party 
  walks another minute before either encountering the 
  Howling Wind or reaching Area C.
  The Howling Wind
  If any of the paths chosen by the party doesn’t match the 
  solution, a minute after leaving the sixth crossroads, the 
  adventurers encounter the Howling Wind Trap. 
  A howling wind rushes down the path. The wind claws 
  at your clothes and bites at exposed skin, and you’re 
  forced to shield your eyes from the blast. It quickly 
  passes, but you find yourself back at the dolmen  
  where you first entered this land.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  16
  Trap. Howling Wind
  Simple Trap (level 1-4, moderate threat)
  A howling wind envelops the party, freezing them and 
  returning them to Area A. 
  Trigger. The party takes one of the wrong paths in 
  the Crossroads puzzle.
  Effect. All creatures that took a wrong path in the 
  Crossroads puzzle must make a DC 10 Dexterity saving 
  throw, taking 5 (1d10) cold damage on a failed save or 
  half as much damage on a successful one.
  Countermeasures. Take the correct path.
  After the howling wind subsides, the party find themselves 
  back at Area A. The path to Area B is visible as before.  
  The party needs to try the puzzle again.
  Wrong Paths Removed. On subsequent attempts, 
  each incorrect path previously walked by the party no 
  longer appears, and the sign pointing to that path is  
  no longer there. This applies to each of the crossroads.
  Tricks of the Trade
  This encounter involves a puzzle, which can frustrate 
  some players. Here are some ideas on how to help  
  give hints.
  Handing Out Handouts. if the players have both 
  handouts and can see all six sign posts at once, the 
  puzzle becomes much easier. 
  Intelligence Checks. Use Intelligence checks (DC at 
  your discretion) to give hints but only after they’ve gone 
  through the puzzle once. Before that, the party needs 
  to explore more as they don’t have enough information. 
  Below are some suggested hints that you can use.
  Hint 1. There must be a reason there are six 
  different crossroads.
  Hint 2. The party didn’t suffer a consequence until 
  after they walked the entire path, implying it’s all a 
  single puzzle.
  Hint 3. The first crossroads only has two paths. 
  That’s a good place to start for figuring out the pattern.
  Process of Elimination. Each time the party goes 
  down a wrong path, remove that option for the next 
  time they come to that crossroads. Eventually, only the 
  correct answer is left.
  c. BeAcon hIll (the test of courAge)
  After the party solves the Crossroads puzzle, the path 
  leads them to Beacon Hill. See Appendix 3D for a map  
  of this encounter. When the party first approaches the 
  hill, read the following:
  The fog lightens enough for you to barely make out  
  the shape of a large hill through the mist. The sides  
  are steeply sloped with parts being exposed white 
  cliffs. The path circles around the hill, climbing up  
  to its summit.
  The party must climb the hillside to reach the beacons. 
  The easiest way up is to follow the path that winds up 
  and around the hill. The path is 10 feet wide. Its incline is 
  gentle enough that it doesn’t count as difficult terrain.
  Characters can climb the steep slope. While steep, 
  the slope isn’t vertical, and there are plenty of exposed 
  hand holds and can be climbed with a successful DC 12 
  Strength (Athletics) check. The hill is 120 feet high from 
  the base to the summit. If the party starts climbing from a 
  point somewhere along the ascending path, use your best 
  judgment on the height from that point.
  Llyneth’s Black Blood
  While the party climbs the path, they are attacked by the 
  primal rage of Llyneth. Adjust the language if the party is 
  scaling the slope instead of the path.
  Halfway up the hill, the parting fog reveals a feral and 
  savage humanoid who bars your way. She has the head 
  of a boar, complete with long, sharp tusks and in her 
  hand, she carries a heavy maul made for bashing heads. 
  Floating near her are two imp-like creatures seemingly 
  made out of ice. The boar-woman snorts angrily and 
  charges at you.
  The defenders consist of a wereboar and two ice mephits. 
  All creatures begin 10 feet apart from each other with the 
  mephits fluttering in mid-air off the side of the trail. The 
  wereboar remains in hybrid shape throughout the battle 
  to use her tusks and maul. The mephits fly around aiding 
  the wereboar and using their breath and spells to the best 
  of their ability.
  Together, the three creatures block the path and fight  
  to the death to keep the party from ascending higher. 
  They have no interest in conversation and efforts to 
  reason with them fail. 
  When slain, the wereboar returns to her humanoid 
  form: a wild and primal form of Llyneth. She appears as 
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  17
  a middle-aged woman, clad in tattered leather strips. Her 
  gray-streaked black hair is unbound, tangled with sticks 
  and mud. Characters recognize her as the warped woman 
  possessed by Kauth from the Eye in the Mist and from 
  Hyll’s cauldron. This form dissolves into mist on the 
  following round.
  If the party is scaling the steep side of the hill, the 
  wereboar and the mephits attack them while they are half 
  way up the slope, attempting to catch them at a disadvantage. 
  Tricks of the Trade
  Consider the following when you’re running the combat.
  Help the Wereboar. Each round, one of the ice 
  mephits uses the Help action to give the wereboar 
  advantage on its tusk attack. They can fly just off the 
  path to threaten targets on the path.
  Lost in the Fog. The ice mephits use their fog cloud 
  ability one at a time to disrupt ranged attackers. They 
  try not to catch the wereboar in the area. The hag-flame 
  torch has no effect on this fog
  Keep on Charging. The wereboar does bonus 
  damage when it charges. Open with a charge, and on 
  later rounds move back 15 feet and then charge back 
  in. This provokes an opportunity attack, but it’s worth 
  it. Combine this with advantage from a mephit’s Help 
  action. If you knock the target prone with the charge, 
  you have advantage on the following maul attack too!
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Very Weak: Remove both ice mephits.
  Weak: Remove one ice mephit. 
  Strong: Add one ice mephit.
  Very Strong: Add two ice mephits.
  d. the suMMIt (the test of resIlIence)
  After the adventurers overcome Llyneth’s primal rage, 
  they reach the summit of the hill.
  Beneath a moonless night sky, the wide, flat summit of 
  the hill rises above the mists, making it feel like you’re 
  on an island in a sea of fog. Eight unlit bonfires stand 
  in a circle around a smooth, circular stone, set into 
  the ground at the center of the hill. A few gooseberry 
  bushes grow around the stone.
  With a successful passive DC 12 Wisdom (Insight) check, 
  adventurers notice that the dimensions of the summit 
  match that of the moonwell’s grove back on the Material 
  Plane. Each of the bonfires stands where a trilithon does 
  in the Material and the flat stone occupies the position  
  as the moonwell.
  D1. Circular Stone
  The stone at the center of the summit is engraved with 
  a unicorn, a whale, and a pack of wolves. Characters 
  recognize the three servants of the Earthmother with  
  a DC 12 Intelligence (Religion) or (History) check.
  Around the edge of the stone are symbols of safety 
  and protection. No check is needed to recognize the 
  meaning of these symbols.
  D2. Gooseberry Bushes
  The gooseberries on the bushes have the property of 
  the goodberry spell. There are four bushes. Each one has 
  twenty berries on it. A berry is easily picked (as an interact 
  with an object that can be combined with another action).
  D3. Bonfires
  The eight unlit bonfires are made of wood. The prohibition 
  on normal fires starting in the moonwell’s grove still applies 
  here. However, a character can use the hag-flame torch to 
  light a bonfire as an action. The bonfires burn with eldritch 
  silvery flame that doesn’t deal damage. Lit wood removed 
  from the bonfire is immediately blown out by wind. 
  The locations of the bonfires are tied to the trilithons 
  back in the moonwell grove. Moving unlit wood from their 
  current location on the hill causes them to dissolve into 
  mist and reform at their original location.
  Lighting the Beacons 
  To successfully rescue Llyneth, the party must light 
  all eight of the bonfires on the hilltop. This summons 
  the druid and allows her to escape the mists in the 
  moonwell. This is the second service of the hag-flame 
  torch for the party.
  When the party lights any of the bonfires, they 
  activate the Wrath of the Shadow of the Beast Trap.  
  Read the following:
  As you light the bonfire, you notice a wispy shape 
  appear overtop the flat stone at the center of the 
  hill. It is impossible to make out details, but it seems 
  humanoid in shape. 
  The wind picks up and whips around you in a 
  frenzy. Then an enormous bestial hand made entirely 
  of fog rises up out of the mist. It descends upon your 
  bonfire, intent on snuffing it out!
   
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  18
  Trap. Wrath of the Shadow of the Beast
  Complex Trap (level 1-4, dangerous threat)
  Kauth manifests an enormous clawed hand made 
  entirely out of mist that tries to extinguish the bonfires. 
  Meanwhile, a freezing wind sweeps the hilltop.
  Trigger. The trap activates when one of the 
  bonfires is lit.
  Initiative. The trap acts on initiative count 20  
  (losing ties) and initiative count 10 (losing ties)
  Active Elements. The Wrath of the Shadow of the Beast 
  includes a misty claw that extinguishes bonfires.
  •   Moving Claw (Initiative 20). The Misty Claw 
  either moves (1) from the fog that surrounds the 
  summit onto a lit bonfire or (2) from a bonfire 
  to an adjacent bonfire. The Misty Claw occupies 
  the same space as the bonfire. Once on the 
  hilltop, the Misty Claw must go around the ring 
  of bonfires (like the hands of a clock) and cannot 
  cut across.
  •   Crush the Flames (Initiative 10). The Misty Claw 
  extinguishes a lit bonfire if it occupies the same 
  space. As part of this action, the claw attacks 
  any creature adjacent to the bonfire with a 
  +5 bonus to the attack and dealing 11 (2d10) 
  bludgeoning damage.
  Constant Elements. As long as the Misty Claw is on the 
  hilltop, a freezing wind whips across the summit.
  •   Freezing Wind. Any creature that ends its turn  
  on the hilltop must make a DC 10 Dexterity saving 
  throw, taking 5 (1d10) cold damage on a failed save 
  or half as much on a successful one. The freezing 
  wind has no effect on the hag-flame torch or the 
  bonfires. However, any lit wood picked up from  
  a bonfire is immediately snuffed out.
  Dynamic Elements. 
  •   No Flame. No Claw. If none of the bonfires are lit 
  on initiative count 20, the Misty Claw withdraws 
  into the fog until the following initiative count  
  20 when it can use its moving claw power to 
  move back from the fog onto any lit bonfire.  
  The freezing wind dies down until the Misty  
  Claw returns.
  •   Worsening Winds. When five or more of the 
  bonfires are lit, the freezing wind gets far colder 
  and does 11 (2d10) cold damage on a failed save  
  or half as much on a successful one. If the number 
  of lit bonfires drops below five, the winds die back 
  to 5 (1d10) cold damage.
  Countermeasures. The elements of the trap can  
  be thwarted. 
  •   Light a Bonfire. A creature can use the hag-flame 
  torch to light a bonfire with a Use an Object action. 
  Only the hag-flame torch can light a bonfire.
  •   Baton Race. A creature can hand off a torch  
  to another creature as an interact with an  
  object that can be combined with another 
  action. A creature can take a torch from  
  another creature the same way.
  •   Throw the Torch. The hag-flame torch can be 
  thrown 20 feet as an action.
  •   Blow the Claw Away. Any effect that disrupts  
  a fog cloud (such as a gust of wind spell) disperses 
  the Misty Claw for one round. It reforms on 
  initiative count 20 and uses its moving claw power.
  •   Dispel the Claw. A successful dispel magic spell 
  automatically dismisses the Misty Claw for one 
  round. It reforms on initiative count 20 and  
  uses its moving claw power.
  •   Eye of the Storm. Creatures atop the Circular 
  Stone (Area E1) are protected from the freezing 
  wind. Creatures notice this area of safety with  
  a passive Wisdom (Perception) of 10.
  •   Get Off the Hilltop. Creatures on the trail are 
  protected from the freezing wind.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  19
  Return of Llyneth. As the party lights more bonfires, 
  Llyneth comes more into focus. Llyneth is a middle-aged 
  woman, unbent by age. Her black hair is streaked with 
  gray and she has it swept up in elaborate braids that are 
  laced with flowers. She is wearing druid vestments of rich 
  wool, which are splendidly decorated with knotwork.
  In addition, as the bonfires are lit, the moon waxes 
  from new to full. When all eight bonfires are lit, Llyneth’s 
  spirit fully manifests and the moon is full. The power of 
  the moonwell prevents any adventurers from transforming 
  into lycanthropes at this time. Go to Developments below.
  Tricks of the Trade
  When running this encounter, consider the following.
  Claw is Immune to Damage. Make it very clear that 
  weapon attacks and spell damage on the misty claw 
  have no effect. Even magic missiles go right through  
  the fog.
  Coordination is Key. The party needs to work 
  together to outpace the misty claw. Friendship is magic!
  Fast Hands. A rogue can use the fast hands ability 
  to light a bonfire with the hag-flame torch as a bonus 
  action. This means a rogue could light two bonfires in 
  one turn. Fighters can use action surge to do the same.
  No Torches! The magic of the moonwell prevents 
  normal flames from igniting in this demiplane.
  Resetting the Claw. The claw withdraws into the 
  fog if no bonfires are lit on initiative count 20. The 
  freezing wind dies down when this happens and does 
  no damage. Use this to let the party regroup.
  Safety in the Circular Stone. The party can avoid 
  the winds by staying in the Circular Stone. Make it 
  obvious that this is a place of safety.
  Some for Now. Llyneth has blessed the gooseberries 
  to make them act as goodberries. Eating each berry 
  requires a separate action so it’s a slow process.
  Some for Later. The party can even take the good- 
  berries to the next encounter! The berries spoil after 24 
  hours so the party can’t keep them past this adventure.
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Very Weak: Remove the worsening winds dynamic 
  element and reduce the crush the flames active element 
  damage to 5 (1d10).
  Weak: Remove the worsening winds dynamic element. 
  Strong: The Misty Claw attacks all creatures within  
  10 feet of a bonfire when it uses its crush the flames  
  active element
  Very Strong: Increase the freezing wind Dexterity 
  saving throw to DC 15. 
  Developments
  When all eight bonfires are lit, read the following:
  The spirit of Llyneth looks around, aware of her 
  surrounding for the first time. She slices the air with 
  her hand and the claw dissipates as if it were nothing 
  but the morning mist. Llyneth nods in thanks to you. 
  “You have allowed me to find myself again. And now 
  we must return.”
  The rushing winds lift you up and carry you toward 
  the full moon. The moonlight gets brighter as you soar 
  toward it. In seconds, its light envelopes all your senses.
  The hag-flame torch remains lit, as it has one more task  
  to play for the adventurers.
  The power of the moonwell gives all the adventurers 
  the benefit of a short rest. Go to Part 5 and the fight for  
  the moonwell!
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  20
  PArt 5. kIll the BeAst
  Estimated Duration: 50 minutes
  The spirit of Llyneth returns to moonwell’s grove and fights 
  for control of her body with Kauth. She can’t do this alone, 
  and the party must sway the tide in her favor.
  See Appendix 3E. for a map of this encounter.
  General Features
  This area has the following features.
  Terrain. The interior of the grove is flat and open, 
  but it is surrounded by forest that is difficult terrain. 
  Weather. Llyneth’s return has pushed the mist 
  out of the grove and into the forest where it lightly 
  obscures the trees.
  Light. It’s night when the characters return.  
  The moon is shining or hidden, depending upon events. 
  The grove is in dim light when the moon is shining  
  or darkness when it is hidden.
  Smells and Sounds. The grove is full of noises  
  of the Black Bloods, the growls of animals, and the 
  creaking of the trees.
  Nature Endures. Any actions that would damage 
  the trees or other natural foliage don’t work in the 
  moonwell’s grove.
  No Flames. Nonmagical flames are extinguished 
  within the moonwell’s grove.
  llyneth confronts the BeAst
  When the adventurers emerge from the moonwell, read 
  the following:
  It’s night when you emerge from the moonwell, and a 
  half-moon shines above, drenching the grove in silvery 
  light. Llyneth’s spirit hovers over the moonwell and points 
  a finger in challenge at the Shadow of the Beast. “Kauth! 
  Your prison is broken. Now begone from here!”
  Llyneth’s misshapen body slumps to the ground and 
  rapidly returns to normal. Then a thick, red mist streams 
  out of her mouth and coalesces into a menacing spiritual 
  predator. “My prey returns, and she brought fresh meat,” 
  he growls. “You couldn’t best me before. What makes  
  you think you can do so now?”
  “I’m not alone this time,” Llyneth answers. 
  Kauth snorts in derision and howls. Shadowy hounds 
  emerge from the darkness of the forest. “Neither am I,” 
  he snarls and rushes at her.
  “Leave Kauth to me!” she shouts in warning.  
  “You can’t harm him. Slay his pack!” 
  The party begins next to the moonwell (Area A) 
  surrounded by a shadow mastiff alpha and three 
  shadow mastiffs. They are scattered around the grove 
  between the moonwell and the ring of trilithons (Area 
  B). The shadow mastiffs attempt to kill the party while 
  making liberal use of their shadow blend ability.
  No normal fires burn in the grove, and the 
  moonlight only makes dim light. Magical swords or 
  spells can create the bright light necessary to see the 
  shadow mastiffs. Also, the hag-flame torch produces 
  bright light (as per a normal torch). This is the third  
  and final service of the hag-flame torch for the party.  
  It extinguishes at the end of this encounter.
  The awakened trees are outside the ring of trilithons 
  in Area C. With Llyneth present they don’t attack the 
  party, but because she doesn’t have full control of the 
  moonwell, they don’t help her either. 
  A. the Moonwell
  The Eye in the Mist is a 20-foot-wide pool that is bounded 
  by piled stones to form a natural well. Normally, the pool 
  is full of clean clear water that descends deep into the 
  earth, but it is now filled with harmless mist that boils  
  out and spreads across the ground a few inches deep 
  within 10 feet of the moonwell.
  Creatures who enter the Eye in the Mist fall into the 
  mist and emerge from the moonwell in a random adjacent 
  square at the start of their next turn.
  Kauth and Llyneth struggle over the top of the 
  moonwell for control. They are both spirits and cannot 
  be harmed by the party.
  B. trIlIthons
  These megalithic structures consist of two vertical stones 
  supporting a third horizontal stone. There are eight of 
  them in total. The shadow mastiffs refuse to pass between 
  the stones, going around the trilithons instead. The stones 
  are sacred to the Earthmother and cannot be damaged.
  c. cIrcle of oAks
  Beyond the trilithons are an ellipse of oaks that are the 
  awakened trees the serve the druid. The trees don’t react  
  in this encounter.
  d. PAths
  Four paths lead from the circle of trilithons into the 
  forest beyond.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  21
  e. forest
  Beyond the circle of oaks is the Tarthwood. This area is 
  difficult terrain and lightly obscured by the mist.
  lAIr ActIons
  While Kauth and Llyneth vie for control of the moonwell, 
  they also vie for control of its lair actions.  Kauth’s lair actions 
  happen automatically every round. Llyneth’s lair actions 
  must be triggered by defeating one of Kauth’s minions.
  Kauth’s Lair Actions
  On initiative count 20 (losing ties), clouds and mists 
  obscure the moon, plunging the grove into darkness. In 
  addition, Kauth can take a lair action to cause one of the 
  following magical effects; Kauth can’t use the same effect 
  two rounds in a row. 
  •   Call a Shadowed Fey. Kauth summons a skulk to aid  
  the shadow mastiffs against the party.
  •   Frenzy of the Beast. Until the next initiative count 20,  
  all of Kauth’s minions in the moonwell’s grove are 
  enraged, causing them to have advantage on melee 
  weapon attack rolls and causing attack rolls to have 
  advantage against them.
  •   Rage Within. One creature that Kauth can see within 
  120 feet of him must succeed on a DC 15 Wisdom saving 
  throw or be charmed by Kauth. Creatures afflicted 
  with the curse of lycanthropy have disadvantage on 
  this roll. While charmed in this manner, the creature 
  is overwhelmed with rage and unable to discern friend 
  from foe, regarding all creatures it can see as enemies. 
  On its action, the affected creature must choose a target 
  at random from among all creatures it can see within 
  range of the attack, spell, or other ability it’s using, 
  moving up to its speed if necessary. If any creature 
  provokes an opportunity attack from the affected 
  creature, the creature must make that attack if it has  
  the ability to do so. The effect ends on initiative count  
  20 on the next round.
  Llyneth’s Lair Actions
  When the party successfully reduces one of Kauth’s 
  minions to 0 hit points (including any summoned 
  skulks), the moon breaks through the clouds and mist 
  above, providing dim light in the grove until Kauth’s 
  next lair action. 
  In addition, Llyneth can take a lair action to cause 
  one of the following magical effects; Llyneth can’t use 
  the same effect twice in a row. If the party kills multiple 
  minions in a round, this trigger multiple lair actions in 
  that round by Llyneth.
  •   Faerie Fire. Llyneth casts faerie fire on a 20-foot cube 
  she can see within 60 feet of her. Each creature in the 
  area must make a DC 15 Dexterity saving throw or be 
  affected by the spell.
  •   Healing Moon. All of Llyneth’s allies that she can see 
  within 120 feet are bathed in moonlight and regain 
  1d4+6 hit points.
  •   Ray of Moonlight. One creature that Llyneth can see 
  within 120 feet must succeed on a DC 15 Constitution 
  saving throw or be struck by a ray of moonlight and 
  paralyzed. The effect ends at the end of the creature’s 
  next turn.
  Tricks of the Trade
  When running this encounter, consider the following.
  Bite ‘em When They’re Down. Once a target is 
  knocked prone by a shadow mastiff, the others can 
  attack the prone character with advantage.
  Blend Those Shadows. Shadow mastiffs can use 
  a bonus action to become invisible while in either dim 
  light or darkness. Use this ability after they attack so 
  that it is more difficult for the party to target them 
  during the rest of the round.
  Darkvision and Shadow Blend. Darkvision doesn’t 
  negate the shadow mastiff’s shadow blend ability to 
  become invisible.
  Dog Pile. If the adventurers hide in areas of bright 
  light, have the shadow mastiffs emerge into the light, 
  attack, then withdraw back into the darkness. They 
  have the speed to do it. Keep attacking the same 
  character to limit the opportunity attacks.
  Let the Players Choose. Instead of you picking 
  Llyneth’s lair action, let the players pick from the list  
  for you. This gives them more control over the fight.
  Light the Land. A light spell and the hag-flame  
  torch creates bright light and negates the shadow 
  blend ability of the shadow mastiffs within 20 feet.
  Hidden then Not Hidden Moon. As Kauth and 
  Llyneth contend for control of the moonwell, the moon 
  is obscured or revealed. This shifts the battlefield from 
  darkness to dim light and back with lair actions.
  No Torches. The power of the moonwell prevents 
  nonmagical fires from starting in the grove. That blocks 
  the use of torches and lanterns.
  Skulks and Faerie Fire. Faerie fire doesn’t negate 
  the invisibility of the skulks but does prevent them from 
  gaining any benefit from it.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  22
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Very Weak: Replace two shadow mastiffs with two 
  dire wolves.
  Weak: Replace one shadow mastiffs with a dire wolf. 
  Strong: Add one shadow mastiff.
  Very Strong: Add two shadow mastiffs.
  Developments
  When the party defeats the shadow mastiffs, read  
  the following:
  As the last of the shadow mastiffs dispersed, Llyneth 
  grabs Kauth with her hands and starts crushing him. 
  He roars in pain and disbelief but crumples under the 
  pressure. She squeezes until there is nothing left but a 
  small lump of black ore. She releases it, and the nugget 
  falls into the moonwell. The mists inside the well then 
  evaporate, and it returns to being filled with clear water 
  that reflects the moon above.
  With Kauth gone, Llyneth’s spirit streams down 
  into her body that lies beside the well. In moments  
  her eyes open as the druid returns to herself. 
  Llyneth the druid is herself again. She is willing to talk to 
  the party as long as they wish. She has the following to say:
  •   The Eye of the Mist is cleansed! It’s no longer a source 
  for the Howling Disease to enter Faerûn. 
  •   Through their actions in the Eye in the Mist, the party 
  has purged Llyneth of her latent Black Blood. The tests 
  of trust, reason, courage, and resilience allowed her to 
  overcome its influence.
  •   Kauth is a shadow spirit of rage and destruction. 
  He cannot be destroyed easily. She has banished his 
  corrupting presence back to the Shadowfell.
  •   While he no longer has a hold on her, Kauth will 
  continue to be a threat to the Moonshaes in the future. 
  Llyneth urges the adventurers to be on their guard.
  •   Llyneth has memories of what happened while Kauth 
  wore her skin. The Black Blood have spread the Howling 
  Disease to the village of Kork to the south, which has a 
  port. The disease is no longer confined to Moray.
  Roleplaying Llyneth
  Llyneth is a quiet, introverted woman who prefers the 
  solitary life as a steward of a moonwell. She is sparse 
  with her words and deliberate with her mannerisms. 
  Llyneth prefers to reflect and meditate before 
  committing to any course of action. 
  Quote: “You have my thanks for restoring me.  
  May the Earthmother bless you, nourish you, and 
  sustain you.”
  Fulfilling Hyll’s Bargain
  The party should bring up Hyll’s request to Llyneth  
  at some point. If not, Llyneth asks how the party knew 
  how to find her.
  Llyneth is concerned about letting a hag live in the 
  Tarthwood. However, she feels she owes the party for 
  rescuing her. If at least one of the adventurers is willing 
  to trade the story award listed below for her permission, 
  Llyneth allows Hyll to live in Tarthwood.
  Treasure
  Llyneth gives the adventurers her cloak of elvenkind in 
  thanks. Any adventurers who didn’t trade their reward  
  for Hyll’s bargain earns the Story Award: Eye in the Stone. 
  Soon afterward, Snicket approaches any adventurer 
  who traded Llyneth’s story award to let the hag stay in the 
  Tarthwood. Snicklet tells them that Hyll is pleased her  
  pets did so well. “She said pets, but she meant pawns,”  
  he assures the party. They’ll be hearing from her in the 
  future with other errands. Those adventurers all earn  
  the Story Award: I Have My Eye on You.
  If the party member made a worthy snarky comment 
  at Kauth as they went by him in Part 3 (your discretion if 
  it was snarky enough), Snicklet finds at character after the 
  adventure and gives that person a potion of fire breath with 
  the note “Light ‘em up!” written on the side of the vial.
  If the party borrowed silver weapons at the beginning  
  of the adventure, they return them to their owners at  
  this time.
  If any of the characters suffer from lycanthropy 
  at the end of the adventure, Llyneth calls upon favors 
  with the clerics of Helm in Caer Moray to cast remove 
  curse free of charge. The clerics ask that any characters 
  receiving this boon spend 5 downtime days doing charity 
  work. They won’t enforce it, but they lean pretty hard.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  23
  Adventure rewArds
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments.  
  These rewards include advancement and treasure,  
  and may include special rewards, such as story awards  
  or new downtime activities, as follows:
  AdvAnceMent And treAsure checkPoInts
  The characters receive 4 advancement checkpoints and  
  4 treasure checkpoints for completing the adventure. 
  PlAyer rewArds
  The characters earn the following player rewards for 
  completing the adventure:
  Magic Item Unlock
  Characters completing the adventure unlock:
  Llyneth’s Cloak of Mists. This cloak is made of fine gray 
  wool and edged with embroidered silver knotwork. The 
  wool blends into the mists common in the Moonshaes. 
  The inside is lined with small pockets perfect for holding 
  herb samples or spell components.
  While you wear this cloak with its hood up, Wisdom 
  (Perception) checks made to see you have disadvantage, 
  and you have advantage on Dexterity (Stealth) checks 
  made to hide, as the cloak’s color shifts to camouflage 
  you. Pulling the hood up or down requires an action. 
  Mechanically, this item is a cloak of elvenkind which can  
  be found in the Dungeon Master’s Guide. This item can  
  be found in Appendix 5.
  Potion of Cold Resistance. This item can be found in the 
  Dungeon Master’s Guide.
  Potion of Fire Breath. This item can be found in the 
  Dungeon Master’s Guide.
  Story Awards
  During the course of this adventure, the characters may 
  earn the following story awards:
  Eye in the Stone. This small flat round stone is carved 
  with a symbol of an eye with wave lines representing mist 
  around it. It was given to you as a token of gratitude by 
  Llyneth Kincaid, the great druid of the Eye in the Mist 
  moonwell on Moray. The stone signifies her regard and 
  may be useful in encounters with other druids of the 
  Earthmother or with devout followers of the Earthmother 
  among the Ffolk. This story award can be found in 
  Appendix 6A.
  I Have My Eye on You. You’ve served Hyll the Ugliest Hag 
  well, and she may have more tasks for you in the future.  
  In the meantime, you occasionally get a glimpse of an 
  eyeball sitting in a discrete location observing you. When 
  you turn to get a better look, it’s gone. This story award 
  can be found in Appendix 6B.
  Downtime
  When the party completes this adventure, each character 
  earns 10 downtime days.
  Renown
  Each character receives one renown at the conclusion  
  of this adventure.
  dungeon MAster rewArds
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and downtime 
  as though you played the adventure, but none of the 
  adventure’s player rewards.
  However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for more 
  information about DM Quests.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  24
  APPendIx 1. locAtIons & nPcs
  The following NPCs and locations feature prominently  
  in this adventure. 
  the eye In the MIst
  The Eye in the Mist is the moonwell in the northeastern 
  forest of Moray. It is tended by the druid Llyneth but is 
  currently corrupted by Kauth.
  hyll 
  (HEEL) Hyll is a green hag who suffers under a curse by 
  the High Lady Ordalf of Sarifal that gives her the beauty 
  and demeanor of a nymph until such time as “the mask 
  becomes the face.” Hyll is horrified by her transformation, 
  and her attempts to wreck her new appearance have proven 
  fruitless. Her coven has expelled her, and she dwells alone 
  in Tarthwood. Hyll hides her lovely appearance under 
  rags and a burlap sack on which she has drawn a rough 
  approximation of her old guise. She hopes that this is the 
  mask that will become the face and break the curse.
  kAuth 
  (KAWTH) Kauth is a servitor of a secretive master from the 
  Shadowfell. He has taken the form of the “Shadow of the 
  Beast” and managed to possess Llyneth through her tainted 
  black blood ancestry. Kauth is using Llyneth’s body as his 
  shell in the mortal world and corrupted the moonwell in 
  Tarthwood. He seeks to spread the Howling Disease and 
  bring chaos and fear to the fey of the Moonshaes.
  llyneth kIncAId
  (LEH-neth KIN-kade) Llyneth is the great druid of the 
  Eye in the Mist, a moonwell on Moray. She is a middle-
  aged woman, unbent by age. Her black hair is streaked 
  with gray and she has it swept up in elaborate braids that 
  are laced with flowers. A dark legacy from her ancestry 
  allowed Kauth to possess her and corrupt the moonwell.
  snIcklet
  (SNICK-let) Snicklet is a quickling who serves Hyll 
  the Ugliest Hag. He talks fast, constantly jitters and 
  fidgets, and gets bored really easily. He craves constant 
  stimulation. He enjoys playing tricks on lumberlings 
  (anyone not a quickling) to entertain himself and loves 
  smack talk.
  tArthwood
  Often called the Veiled Forest, Tarthwood is a mixed 
  coniferous and deciduous forest in the lowlands of 
  northeastern Moray. At its heart is the Eye in the Mist.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  25
  APPendIx 2. creAture stAtIstIcs
  AwAkened tree
  Huge plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 59 (7d12 + 14)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  6 (-2)
  15 (+2)
  10 (+0)
  10 (+0)
  7 (-2)
  Damage Vulnerabilities fire
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Senses passive Perception 10
  Languages one language known by its creator
  Challenge 2 (450 XP)
  False Appearance. While the tree remains motionless,  
  it is indistinguishable from a normal tree.
  Actions
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,  
  one target. Hit: 14 (3d6 + 4) bludgeoning damage.
  Boggle
  Small fey, chaotic neutral
  Armor Class 14
  Hit Points 18 (4d6 +4)
  Speed 30 ft. climb 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  18 (+4)
  13 (+1)
  6 (-2)
  12 (+1)
  7 (-2)
  Skills Perception +3, Sleight of Hand +6, Stealth +6
  Damage Resistances fire
  Senses darkvision 60 ft., passive Perception 13 
  Languages Sylvan
  Challenge 1/8 (25 XP)
  Boggle Oil. The boggle excretes nonflammable oil from 
  its pores. The boggle chooses whether the oil is slippery 
  or sticky and can change the oil on its skin from one 
  consistency to another as a bonus action.
  Slippery Oil: While coated in slippery oil, the boggle 
  gains advantage on Dexterity (Acrobatics0 checks made 
  to escape bonds, squeeze through narrow spaces, and 
  end grapples. 
  Sticky Oil: While coated in sticky oil, the boggle gains 
  advantage on Strength (Athletics) checks made to grapple 
  and any ability check made to maintain a hold on another 
  creature, a surface, or an object. The boggle can also 
  climb difficult surfaces, including upside down on ceilings, 
  without needing to make an ability check.
  Dimensional Rift. As a bonus action, the boggle can create 
  an invisible and immobile rift within an opening or frame 
  it can see within 5 feet of it, provided that the space is no 
  bigger than 10 feet on any side. The dimensional rift bridges 
  the distance between that space and any point within 30 
  feet of it that the boggle can see or specify by distance 
  and direction (such as “30 feet straight up”). While next 
  to the rift, the boggle can see through it and is considered 
  to be next to the destination as well, and anything the 
  boggle puts through the rift (including a portion of its body) 
  emerges at the destination. Only the boggle can use the 
  rift, and it lasts until the end of the boggle’s next turn.
  Actions
  Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft.,  
  one target. Hit: 2 (1d6-1) bludgeoning damage.
  Oil Puddle. The boggle creates a puddle of oil that is 
  either slippery or sticky (boggle’s choice). The puddle  
  is l inch deep and covers the ground in the boggle’s 
  space. The puddle is difficult terrain for all creatures 
  except boggles and lasts for l hour.
  If the oil is slippery, any creature that enters the 
  puddle’s area or starts its turn there must succeed  
  on a DC 11 Dexterity saving throw or fall prone.
  If the oil is sticky, any creature that enters the 
  puddle’s area or starts its turn there must succeed on 
  a DC 11 Strength saving throw or be restrained. On its 
  turn, a creature can use an action to try to extricate 
  itself from the sticky puddle, ending the effect and 
  moving into the nearest safe unoccupied space with  
  a successful DC 11 Strength check.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  26
  dIre wolf 
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 37 (Sd10 + 10)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+1)
  15 (+2)
  15 (+2)
  3 (-4)
  12 (+1)
  7 (-2)
   
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The dire wolf has advantage  
  on Wisdom (Perception) checks that rely on hearing  
  or smell.
  Pack Tactics. The dire wolf has advantage on an attack 
  roll against a creature if at least one of the dire wolf’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  green hAg 
  Medium fey, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  13 (+1)
  14 (+2)
  14 (+2)
   
  Skills Arcana +3, Deception +4, Perception +4, Stealth +3
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Draconic, Sylvan
  Challenge 3 (700 XP)
  Amphibious. The hag can breathe air and water.
  Innate Spellcasting. The hag’s innate spellcasting ability 
  is Charisma (spell save DC 12). She can innately cast the 
  following spells, requiring no material components:
  •  At will: dancing lights, minor illusion, vicious mockery
  ACTIONS
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft. ,  
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like another creature of  
  her general size and humanoid shape. The illusion ends 
  if the hag takes a bonus action to end it or if she dies.
  The changes wrought by this effect fail to hold 
  up to physical inspection. For example, the hag could 
  appear to have smooth skin, but someone touching 
  her would feel her rough flesh. Otherwise, a creature 
  must take an action to visually inspect the illusion and 
  succeed on a DC 20 Intelligence (Investigation) check  
  to discern that the hag is disguised.
  Invisible Passage. The hag magically turns invisible until 
  she attacks or casts a spell, or until her concentration 
  ends (as if concentrating on a spell). While invisible, she 
  leaves no physical evidence of her passage, so she can 
  be tracked only by magic. Any equipment she wears or 
  carries is invisible with her.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  27
  Ice MePhIt
  Small elemental, neutral evil
  Armor Class 11
  Hit Points 21 (6d6)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  13 (+1)
  10 (+0)
  9 (-1)
  11 (+0)
  12 (+1)
  Skills Perception +2, Stealth +3
  Damage Vulnerabilities bludgeoning, fire
  Damage Immunities cold, poison
  Condition Immunities poison
  Senses darkvision 60 ft., passive Perception 12
  Languages Aquan, Auran
  Challenge 1/2 (100 XP)
  Death Burst. When the mephit dies, it explodes in a 
  burst of jagged ice. Each creature within 5 feet of it 
  must make a DC 10 Dexterity saving throw, taking 4 (1d8) 
  slashing damage on a failed save, or half as much damage 
  on a successful one.
  False Appearance. While the mephit remains motionless, 
  it is indistinguishable from an ordinary shard of ice.
  Innate Spellcasting (1/Day). The mephit can innately cast 
  fog cloud, requiring no material components. Its innate 
  spellcasting ability is Charisma.
  Actions
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one creature. Hit: 3 (1d4 + 1) slashing damage plus 2  
  (1d4) cold damage.
  Frost Breath (Recharge 6). The mephit exhales a 15-foot 
  cone of cold air. Each creature in that area must succeed 
  on a DC 10 Dexterity saving throw, taking 5 (2d4) cold 
  damage on a failed save, or half as much damage on  
  a successful one.
  QuIcklIng 
  Tiny fey, chaotic evil
  Armor Class 16
  Hit Points 10 (3d4 + 3)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  11 (+0)
  12 (+1)
  12 (+1)
  13 (+1)
  9 (-1)
   
  Skills Acrobatics +8, Perception +5, Sleight of Hand +8, 
  Stealth +8
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Sylvan
  Challenge 1 (200 XP)
  Blurred Movement. Attack rolls against the quickling 
  have disadvantage unless the quickling is incapacitated 
  or restrained.
  Evasion. If the quickling is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, it instead takes no damage if it succeeds  
  on the saving throw, and only half damage if it fails.
  ACTIONS
  Multiattack. The quickling makes three dagger attacks.
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,  
  one target. Hit: 3 (1d4 + 1) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +8 to hit,  
  reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) 
  piercing damage.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  28
  scArecrow 
  Medium construct, chaotic evil
  Armor Class 11
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  13 (+1)
  11 (+0)
  10 (+0)
  10 (+0)
  13 (+1)
   
  Damage Vulnerabilities fire
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator 
   but can’t speak
  Challenge 1 (200 XP)
  False Appearance. While the scarecrow remains 
  motionless, it is indistinguishable from an ordinary, 
  inanimate scarecrow.
  ACTIONS
  Multiattack. The scarecrow makes two claw attacks.
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) slashing damage. If the target is 
  a creature, it must succeed on a DC 11 Wisdom saving 
  throw or be frightened until the end of the scarecrow’s 
  next turn.
  Terrifying Glare. The scarecrow targets one creature 
  it can see within 30 feet of it. If the target can see the 
  scarecrow, the target must succeed on a DC 11 Wisdom 
  saving throw or be magically frightened until the end  
  of the scarecrow’s next turn. The frightened target  
  is paralyzed.
  shAdow MAstIff
  Medium monstrosity, neutral evil
  Armor Class 12
  Hit Points 38 (6d8 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  13 (+1)
  5 (-3)
  12 (+1)
  5 (-3)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks while in dim light or darkness
  Senses Darkvision 60 ft., Passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Ethereal Awareness. The shadow mastiff can see 
  ethereal creatures and objects.
  Keen Hearing and Smell. The shadow mastiff has 
  advantage on Wisdom (Perception) checks that rely  
  on hearing or smell.
  Shadow Blend. While in dim light or darkness, the 
  shadow mastiff can use a bonus action to become 
  invisible, along with anything it is wearing or carrying. 
  The invisibility lasts until the shadow mastiff uses a 
  bonus action to end it or until the shadow mastiff 
  attacks, is in bright light, or is incapacitated.
  Sunlight Weakness. While in bright light created by 
  sunlight, the shadow mastiff has disadvantage on 
  attack rolls, ability checks, and saving throws.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  29
  shAdow MAstIff AlPhA
  Medium monstrosity, neutral evil
  Armor Class 12
  Hit Points 42 (6d8 + 6)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  13 (+1)
  6 (-2)
  12 (+1)
  5 (-3)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks while in dim light or darkness
  Senses Darkvision 60 ft., Passive Perception 13
  Languages —
  Challenge 2 (450 XP)
  Ethereal Awareness. The shadow mastiff can see 
  ethereal creatures and objects.
  Keen Hearing and Smell. The shadow mastiff has 
  advantage on Wisdom (Perception) checks that rely  
  on hearing or smell.
  Shadow Blend. While in dim light or darkness, the 
  shadow mastiff can use a bonus action to become 
  invisible, along with anything it is wearing or carrying. 
  The invisibility lasts until the shadow mastiff uses a 
  bonus action to end it or until the shadow mastiff 
  attacks, is in bright light, or is incapacitated.
  Sunlight Weakness. While in bright light created by 
  sunlight, the shadow mastiff has disadvantage on 
  attack rolls, ability checks, and saving throws.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  Terrifying Howl. The shadow mastiff howls. Any beast 
  or humanoid within 300 feet of the mastiff and able to 
  hear its howl must succeed on a DC 11 Wisdom saving 
  throw or be frightened for 1 minute. A frightened 
  target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If 
  a target’s saving throw is successful or the effect ends 
  for it, the target is immune to any shadow mastiff’s 
  Terrifying Howl for the next 24 hours
  skulk
  Medium humanoid, chaotic neutral
  Armor Class 14
  Hit Points 18 (4d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  19 (+4)
  10 (+0)
  10 (+0)
  7 (-2)
  1 (-5)
  Saving Throws Con +2
  Skills Stealth +8
  Damage Immunities radiant
  Condition Immunities blinded
  Senses darkvision 120 ft., passive Perception 8
  Languages understands Common but doesn’t speak
  Challenge 1/2 (100 XP)
  Fallible Invisibility. The skulk is invisible. This invisibility 
  can be circumvented by three things:
  •   The skulk appears as a drab, smooth-skinned 
  humanoid if its reflection can be seen in a mirror  
  or on another surface.
  •   The skulk appears as a dim, translucent form in the 
  light of a candle made of fat rendered from a corpse 
  whose identity is unknown.
  •   Humanoid children, aged 10 and under, can see 
  through this invisibility.
  Trackless. The skulk leaves no tracks to indicate where 
  it’s been or where it’s headed.
  Actions
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) slashing damage. If the skulk has 
  advantage on the attack roll, the target also takes 7 (2d6) 
  necrotic damage.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  30
  tyrAnnosAurus rex
  Huge beast, unaligned
  Armor Class 13 (natural armor) 
  Hit Points 136 (13d12 + 52)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  19 (+4)
  10 (+0)
  10 (+0)
  7 (-2)
  1 (-5)
  Skills Perception +4
  Senses passive Perception 14
  Languages — 
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. The tyrannosaurus makes two attacks: 
  one with its bite and one with its tail. It can’t make both 
  attacks against the same target. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 33 (4d12 + 7) piercing damage. If the target is a 
  Medium or smaller creature, it is grappled (escape DC 17). 
  Until this grapple ends, the target is restrained, and the 
  tyrannosaurus can’t bite another target. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.
  wereBoAr
  Medium humanoid (shapechanger), neutral evil
  Armor Class 10 in humanoid form, 11 (natural armor)  
  in boar or hybrid form
  Hit Points 78 (12d8 + 24)
  Speed 30 ft. (40 ft. in boar form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  15 (+2)
  10 (+0)
  11 (+0)
  8 (-1)
  Skills Perception +2
  Immunities bludgeoning, piercing, and slashing damage 
  from non-magical weapons that aren’t silvered.
  Senses passive Perception 12
  Languages Common (can’t speak in boar form)
  Challenge 4 (1,100 XP)
  Shapechanger. The wereboar can use its action to 
  polymorph into a boar-humanoid hybrid or into a 
  boar, or back into its true form, which is humanoid. 
  Its statistics, other than its size and AC, are the same 
  in each form. Any equipment it is wearing or carrying 
  isn’t transformed. It reverts to its true form if it dies.
  Charge (Boar or Hybrid Form Only). If the wereboar 
  moves at least 15 feet straight toward a target and 
  then hits it with its tusks on the same turn, the target 
  takes an extra 7 (2d6) slashing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the 
  wereboar takes 14 damage or less that would reduce it to 
  0 hit points, it is reduced to 1 hit point instead.
  Actions
  Multiattack (Humanoid or Hybrid Form Only).  
  The wereboar makes two attacks, only one of which can 
  be with its tusks.
  Maul (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 
  bludgeoning damage.
  Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: 
  5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing 
  damage. If the target is a humanoid, it must succeed 
  on a DC 12 Constitution saving throw or be cursed with 
  wereboar lycanthropy.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  31
  werewolf
  Medium humanoid (shapechanger), chaotic evil
  Armor Class 11 in humanoid form, 12 (natural armor)  
  in wolf or hybrid form
  Hit Points 58 (9d8 + 18)
  Speed 30 ft. (40 ft. in wolf form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+0)
  13 (+1)
  12 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Perception +4, Stealth +3
  Immunities bludgeoning, piercing, and slashing damage 
  from non-magical weapons that aren’t silvered.
  Senses passive Perception 14
  Languages Common (can’t speak in wolf form)
  Challenge 3 (700 XP)
  Shapechanger. The werewolf can use its action to 
  polymorph into a wolf-humanoid hybrid or into a wolf, 
  or back into its true human form. Its statistics, other 
  than her AC, are the same in each form. Any equipment 
  it is wearing or carrying is not transformed. It reverts  
  to its true form when it dies.
  Keen Hearing and Smell. The werewolf has advantage 
  on Wisdom (Perception) checks that rely on hearing  
  or smell.
  Actions
  Multiattack (Humanoid or Hybrid Form Only).  
  The werewolf makes two attacks when using the  
  Attack action.
  Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. If the target is humanoid, it must succeed on 
  a DC 12 Constitution saving throw or be cursed with 
  werewolf lycanthropy.
  Claws (all forms). Melee Weapon Attack: +4 to hit, reach  
  5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
  wolf
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  12 (+1)
  3 (–4)
  12 (+1)
  6 (–2)
   
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Keen Hearing and Smell. The wolf has advantage  
  on Wisdom (Perception) checks that rely on hearing  
  or smell.
  Pack Tactics. The wolf has advantage on an attack  
  roll against a creature if at least one of the wolf’s  
  allies is within 5 feet of the creature and the ally  
  isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one target. Hit: 7 (2d4 + 2) piercing damage. If the  
  target is a creature, it must succeed on a DC 11  
  Strength saving throw or be knocked prone.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  32
  APPendIx 3A. MAP of the southern MoonshAe Isles
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  33
  APPendIx 3B. BlAck Blood AMBush oPtIon 1
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  34
  APPendIx 3c. BlAck Blood AMBush oPtIon 2
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  35
  APPendIx 3d. BeAcon hIll
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  36
  APPendIx 3e. the eye In the MIst
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  37
  APPendIx 4A. PlAyer hAndout 1
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  38
  APPendIx 4B. PlAyer hAndout 2
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  39
  APPendIx 4c. PlAyer hAndout 3
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  40
  APPendIx 4d. PlAyer hAndout 4
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  41
  APPendIx 5. MAgIc IteM
  llyneth’s cloAk of MIsts
  Wondrous Item, uncommon (requires attunement)
  This cloak is made of fine gray wool and edged with 
  embroidered silver knotwork. The wool blends into the 
  mists common in the Moonshaes. The inside is lined  
  with small pockets perfect for holding herb samples  
  or spell components.
  While you wear this cloak with its hood up, Wisdom 
  (Perception) checks made to see you have disadvantage,  
  and you have advantage on Dexterity (Stealth) checks  
  made to hide, as the cloak’s color shifts to camouflage  
  you. Pulling the hood up or down requires an action.
  Mechanically, this item is a cloak of elvenkind which  
  can be found in the Dungeon Master’s Guide.
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  42
  APPendIx 6A. story AwArd
  During the course of this adventure, the characters may 
  earn the following story award. If you are printing these 
  out for your characters, print as many as you may need  
  to ensure that any eligible character receives a copy:
  eye In the stone
  This small flat round stone is carved with a symbol of an 
  eye with wave lines representing mist around it. It was given 
  to you as a token of gratitude by Llyneth Kincaid, the great 
  druid of the Eye in the Mist moonwell on Moray. The stone 
  signifies her regard and may be useful in encounters with 
  other druids of the Earthmother or with devout followers  
  of the Earthmother among the Ffolk
  
  Not for resale. Permission to print a photocopy of this document for personal use only.
  CCC-BMG-MOON2-3 The Eye in the Mist
  43
  APPendIx 6B. story AwArd
  During the course of this adventure, the characters may 
  earn the following story award. If you are printing these 
  out for your characters, print as many as you may need  
  to ensure that any eligible character receives a copy:
  I hAve My eye on you
  You’ve served Hyll the Ugliest Hag well, and she may 
  have more tasks for you in the future. In the meantime, 
  you occasionally get a glimpse of an eyeball sitting in  
  a discrete location observing you. When you turn to  
  get a better look, it’s gone.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG MOON 2-3 - The Eye in the Mist.pdf