TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  1 
   
   
   
  SUITS OF THE MISTS 
  	
  Strange	things	are	afoot	in	the	Moonsea.	The	factions	have	called	all	those	willing	and	able	to	
  investigate	strange	occurrences	in	the	region	surrounding	Phlan.	Dark	whispers	and	unseen	
  terrors	lurk	in	the	misty	shadows	between	this	world	and	someplace	much	more	sinister.	Unveil	
  the	horrors	before	it	is	too	late!	Part	one	of	Misty	Fortunes	and	Absent	Hearts.	
  	
  Five,	1‐Hour	Mini‐Adventures	for	1st	and	2nd	Level	Characters	
  	
  	
   
  Shawn Merwin 
  Adventure	Designer	
   
  Adventure Code: DDAL4‐01 
   
  Development	and	Editing:	Claire	Hoffman,	Travis	Woodall		
  Organized	Play:	Chris	Lindsay	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett		
  D&D	Adventurers	League	Administrators:	Robert	Adducci,	Bill	Benham,	Travis	Woodall,	Claire	Hoffman,	Greg	Marks,		
  Alan	Patrick	
  	
  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. 
   
  ©2016 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. 
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  2 
   
   
  Introduction 
  Welcome	to	Suits	of	the	Mist,	a	D&D	Adventurers	
  League™	adventure,	part	of	the	official	D&D	
  Adventurers	League™	organized	play	system	and	the	
  Curse	of	Strahd™	storyline	season.		
  	 This	adventure	is	designed	for	three	to	seven	1st‐
  level	and	2nd‐level	characters,	and	it	is	optimized	
  for	five	1st‐level	characters.	2nd‐level	characters	
  might	have	a	much	easier	time	playing	the	adventure.	
  Characters	outside	this	level	range	cannot	participate	
  in	this	adventure.	Players	with	ineligible	characters	
  can	create	new	1st‐level	characters	or	use	pre‐
  generated	characters.	
  	 This	adventure	is	divided	into	five	mini‐adventures,	
  each	of	which	should	take	approximately	60	‐	120	
  minutes	to	complete.	It	is	highly	recommended	that	
  these	adventures	are	played	in	sequential	order.	If	the	
  adventure	is	being	run	in	a	single	session,	a	guiding	
  storyline	allows	all	of	the	mini‐adventures	to	be	run	
  consecutively	as	a	longer	play	experience.	
  The D&D Adventurers 
  League 
  This	adventure	is	official	for	D&D	Adventurers	
  League	play.	The	D&D	Adventurers	League	is	the	
  official	organized	play	system	for	DUNGEONS	&	
  DRAGONS®.	Players	can	create	characters	and	
  participate	in	any	adventure	allowed	as	a	part	of	the	
  D&D	Adventurers	League.	As	they	adventure,	players	
  track	their	characters’	experience,	treasure,	and	other	
  rewards,	and	can	take	those	characters	through	other	
  adventures	that	will	continue	their	story.	
  	 If	you’re	running	this	adventure	as	a	part	of	a	store	
  event	or	at	certain	conventions,	you’ll	need	a	DCI	
  number.	This	number	is	your	official	Wizards	of	the	
  Coast	organized	play	identifier.	If	you	don’t	have	a	
  number,	you	can	obtain	one	at	a	store	event.	Check	
  with	your	organizer	for	details.	
  	 D&D	Adventurers	League	play	is	broken	up	into	
  storyline	seasons.	When	players	create	characters,	
  they	attach	those	characters	to	a	storyline	season,	
  which	determines	what	rules	they’re	allowed	to	use	
  to	create	and	advance	their	characters.	Players	can	
  continue	to	play	their	characters	after	the	storyline	
  season	has	finished,	possibly	participating	in	a	second	
  or	third	storyline	with	those	same	characters.	A	
  character’s	level	is	the	only	limitation	for	adventure	
  play.	A	player	cannot	use	a	character	of	a	level	higher	
  or	lower	than	the	level	range	of	a	D&D	Adventurers	
  League	adventure.	
  	 For	more	information	on	playing,	running	games	as	
  a	Dungeon	Master,	and	organizing	games	for	the	D&D	
  Adventurers	League,	please	visit	the	D&D	
  Adventurers	League	home	at:	
  	
  www.dndadventurersleague.org	
  Preparing the Adventure 
  Before	you	show	up	to	Dungeon	Master	this	
  adventure	for	a	group	of	players,	you	should	do	the	
  following	to	prepare.	
   Make	sure	to	have	a	copy	of	the	most	current	
  version	of	the	D&D	Basic	Rules	or	the	Player’s	
  Handbook.	
   Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	yourself	
  while	running	the	adventure,	such	as	a	way	you’d	
  like	to	portray	an	NPC	or	a	tactic	you’d	like	to	use	in	
  a	combat.	
   Get	familiar	with	the	monster	statistics	in	the	
  Appendix.	
   Gather	together	any	resources	you’d	like	to	use	to	
  aid	you	in	running	this	adventure‐‐such	as	
  notecards,	a	DM	screen,	miniatures,	and	
  battlemaps.	
   If	you	know	the	composition	of	the	group	
  beforehand,	you	can	make	adjustments	as	noted	
  throughout	the	adventure.	
  Before Play at the Table 
  Ask	the	players	to	provide	you	with	relevant	
  character	information:	
   Character	name	and	level	
   Character	race	and	class	
   Passive	Wisdom	(Perception)—the	most	common	
  passive	ability	check	
   Anything	notable	as	specified	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Players	that	have	characters	outside	the	adventure’s	
  level	range	cannot	participate	in	the	adventure	
  with	those	characters.	Players	with	ineligible	
  characters	can	make	a	new	1st‐level	character	or	use	
  a	pregenerated	character.	Players	can	play	an	
  adventure	they	previously	played	or	ran	as	a	
  Dungeon	Master,	but	not	with	the	same	character.	
  	 Ensure	that	each	player	has	an	official	adventure	
  logsheet	for	his	or	her	character	(if	not,	get	one	from	
  the	organizer).	The	player	fills	out	the	adventure	
  name,	session	number,	date,	and	your	name	and	DCI	
  number.	In	addition,	the	player	also	fills	in	the	
  starting	values	for	experience,	gold,	downtime,	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  3 
   
   
  renown,	and	number	of	permanent	magic	items.	He	
  or	she	fill	in	the	other	values	and	write	notes	at	the	
  conclusion	of	the	session.	Each	player	is	responsible	
  for	maintaining	an	accurate	logsheet.	
  	 If	you	have	time,	you	can	do	a	quick	scan	of	a	
  player’s	character	sheet	to	ensure	that	nothing	looks	
  out	of	order.	If	you	see	magic	items	of	very	high	
  rarities	or	strange	arrays	of	ability	scores,	you	can	ask	
  players	to	provide	documentation	for	the	
  irregularities.	If	they	cannot,	feel	free	to	restrict	item	
  use	or	ask	them	to	use	a	standard	ability	score	array.	
  Point	players	to	the	D&D	Adventurers	League	Player’s	
  Guide	for	reference.		
  	 If	players	wish	to	spend	downtime	days	and	it’s	the	
  beginning	of	an	adventure	or	episode,	they	can	
  declare	their	activity	and	spend	the	days	now.	
  Alternatively,	they	can	do	so	at	the	end	of	the	
  adventure	or	episode.	Players	should	select	their	
  characters’	spells	and	other	daily	options	prior	to	the	
  start	of	the	adventure,	unless	the	adventure	specifies	
  otherwise.	Feel	free	to	reread	the	adventure	
  description	to	help	give	players	hints	about	what	they	
  might	face.	
  Adjusting the Adventure 
  Throughout	this	adventure,	sidebars	provide	
  information	to	assist	you	in	making	adjustments	for	
  smaller	or	larger	groups	and	characters	of	higher	or	
  lower	levels	than	the	adventure	is	optimized	for.	This	
  is	typically	used	exclusively	for	combat	encounters.		
  	 You	may	adjust	the	adventure	beyond	the	
  guidelines	given	in	the	adventure,	or	for	other	
  reasons.	For	example,	if	you’re	playing	with	a	group	
  of	inexperienced	players,	you	might	want	to	make	the	
  adventure	a	little	easier;	for	very	experienced	players,	
  you	might	want	to	make	it	a	little	harder.	Therefore,	
  five	categories	of	party	strength	have	been	created	
  for	you	to	use	as	a	guide.	Use	these	as	a	guide,	and	feel	
  free	to	use	a	different	adjustment	during	the	
  adventure	if	the	recommended	party	strength	feels	
  off	for	the	group.		
  	 This	adventure	is	optimized	for	a	party	of	five	
  1st‐level	characters.	To	figure	out	whether	you	need	
  to	adjust	the	adventure,	do	the	following:	
   Add	up	the	total	levels	of	all	the	characters.	
   Divide	the	total	by	the	number	of	characters.	
   Round	fractions	of	.5	or	greater	up;	round	fractions	
  of	less	than	.5	down.	
  You’ve	now	determined	the	average	party	level	
  (APL)	for	the	adventure.	To	figure	out	the	party	
  strength	for	the	adventure,	consult	the	following	
  table.	
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
   
  Weak 
  5 characters, APL equivalent  Average 
  5 characters, APL greater than  Strong 
  6-7 characters, APL less than  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Average	party	strength	indicates	no	recommended	
  adjustments	to	the	adventure.	Each	sidebar	may	or	
  may	not	offer	suggestions	for	certain	party	strengths.	
  If	a	particular	recommendation	is	not	offered	for	your	
  group,	you	don’t	have	to	make	adjustments.	
  Running the Adventure 
  As	the	Dungeon	Master	of	the	session,	you	have	the	
  most	important	role	in	facilitating	the	enjoyment	of	
  the	game	for	the	players.	You	help	guide	the	narrative	
  and	bring	the	words	on	these	pages	to	life.	The	
  outcome	of	a	fun	game	session	often	creates	stories	
  that	live	well	beyond	the	play	at	the	table.	Always	
  follow	this	golden	rule	when	you	DM	for	a	group:	
  	
  Make	decisions	and	adjudications	that	enhance	
  the	fun	of	the	adventure	when	possible.	
  	
  To	reinforce	this	golden	rule,	keep	in	mind	the	
  following:	
   You	are	empowered	to	make	adjustments	to	the	
  adventure	and	make	decisions	about	how	the	group	
  interacts	with	the	world	of	this	adventure.	Doing	so	
  is	especially	important	and	applicable	outside	of	
  combat,	but	feel	free	to	adjust	the	adventure	for	
  groups	that	are	having	too	easy	or	too	hard	of	a	
  time.		
   Don’t	make	the	adventure	too	easy	or	too	difficult	
  for	a	group.	Never	being	challenged	makes	for	a	
  boring	game	and	being	overwhelmed	makes	for	a	
  frustrating	one.	Gauge	the	experience	of	the	players	
  (not	the	characters)	with	the	game,	try	to	feel	out	
  (or	ask)	what	they	like	in	a	game,	and	attempt	to	
  give	each	of	them	the	experience	they’re	after	when	
  they	play	D&D.	Give	everyone	a	chance	to	shine.		
   Be	mindful	of	pacing,	and	keep	the	game	session	
  moving	along	appropriately.	Watch	for	stalling,	
  since	play	loses	momentum	when	this	happens.	At	
  the	same	time,	make	sure	that	the	players	don’t	
  finish	too	early;	provide	them	with	a	full	play	
  experience.	Try	to	be	aware	of	running	long	or	
  short.	Adjust	the	pacing	accordingly		
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  4 
   
   
   Read‐aloud	text	is	just	a	suggestion;	feel	free	to	
  modify	the	text	as	you	see	fit,	especially	when	
  dialogue	is	present.		
   Give	the	players	appropriate	hints	so	they	can	make	
  informed	choices	about	how	to	proceed.	Players	
  should	be	given	clues	and	hints	when	appropriate	
  so	they	can	tackle	puzzles,	combat,	and	interactions	
  without	getting	frustrated	over	lack	of	information.	
  Doing	so	helps	to	encourage	immersion	in	the	
  adventure	and	gives	players	“little	victories”	for	
  figuring	out	good	choices	from	clues.		
  In	short,	being	the	DM	isn’t	about	following	the	
  adventure’s	text	word‐for‐word;	it’s	about	facilitating	
  a	fun,	challenging	game	environment	for	the	players.	
  The	Dungeon	Master’s	Guide™	has	more	information	
  on	the	art	of	running	a	D&D	game.	
  Downtime and Lifestyle 
  At	the	beginning	of	each	play	session,	players	must	
  declare	whether	or	not	they	are	spending	any	days	of	
  downtime.	The	player	records	the	downtime	spent	on	
  the	adventure	logsheet.	The	following	options	are	
  available	to	players	during	downtime	(see	the	D&D	
  basic	rules	or	the	D&D	Adventurers	League	Player’s	
  Guide	for	more	information):	
   Catching	up		
   Crafting	(exception:	multiple	characters	cannot	
  commit	to	crafting	a	single	item)		
   Practicing	a	profession		
   Recuperating		
   Spellcasting	services	
   Training		
  Other	downtime	options	might	be	available	during	
  adventures	or	unlocked	through	play,	including	
  faction‐specific	activities.		
  	 In	addition,	whenever	a	character	spends	
  downtime	days,	that	character	also	spends	the	
  requisite	expense	for	his	or	her	lifestyle.	Costs	are	per	
  day,	so	a	character	that	spends	ten	days	of	downtime	
  also	spends	ten	days	of	expenses	maintaining	his	or	
  her	lifestyle.	Some	downtime	activities	help	with	
  lifestyle	expenses	or	add	lifestyle	expenses.	
  Spellcasting Services 
  Any	settlement	the	size	of	a	town	or	larger	can	
  provide	some	spellcasting	services.	Characters	need	
  to	be	able	to	travel	to	the	settlement	to	obtain	these	
  services.	Alternatively,	if	the	party	finishes	an	
  adventure,	the	characters	can	be	assumed	to	return	to	
  the	settlement	closest	to	the	adventure	location.		
  	 Spell	services	generally	available	include	healing	
  and	recovery	spells,	as	well	as	information‐gathering	
  spells.	Other	spell	services	might	be	available	as	
  specified	in	the	adventure.	An	organization	providing	
  spellcasting	services	can	provide	no	more	than	three	
  spells	per	day	total,	unless	otherwise	noted.	
  Spellcasting Services 
  Any	settlement	the	size	of	a	town	or	larger	can	
  provide	some	spellcasting	services.	Characters	need	
  to	be	able	to	travel	to	the	settlement	to	obtain	these	
  services.	
  Help From Who!? 
  Unfortunately, within Barovia, this is not an option; there 
  simply aren’t any sufficiently‐sized settlements that would be 
  able to accommodate such needs, and those places of worship 
  that would otherwise provide them are overrun with 
  monsters. As such, the only individual able to provide 
  spellcasting services entity is Jeny Greenteeth. This will no 
  doubt lead to some uncomfortable situations and unforeseen 
  consequences. 
  	 Spell	services	generally	available	include	healing	
  and	recovery	spells,	as	well	as	information‐gathering	
  spells.	Other	spell	services	might	be	available	as	
  specified	in	the	adventure.	The	number	of	spells	
  available	to	be	cast	as	a	service	is	limited	to	a	
  maximum	of	three	per	day	total,	unless	otherwise	
  noted.	
  Spellcasting Services 
  Spell  
   
   
   
  Cost 
  Cure wounds (1st level)  
   
  10 gp 
  Identify   
   
   
  20 gp 
  Lesser restoration  
   
   
  40 gp 
  Prayer of healing (2nd level) 
   
  40 gp 
  Remove curse  
   
   
  90 gp 
  Speak with dead  
   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration   
  450 gp 
  Raise dead  
   
   
  1,250 gp 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may request 
  one spell per day from the Spellcasting Services table for free. 
  The only cost paid for the spell is the base price for the 
  consumed material component, if any. 
   
  No religions have established places of worship here of 
  sufficient size to provide spellcasting services. 
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  5 
   
   
  Character Disease, Death, and 
  Recovery 
  Sometimes	bad	things	happen,	and	characters	get	
  poisoned,	diseased,	or	are	killed.	Since	you	might	not	
  have	the	same	characters	return	from	session	to	
  session,	here	are	the	rules	when	bad	things	happen	to	
  characters.		
  Disease, Poison, and Other Debilitating 
  Effects  
  A	character	still	affected	by	diseases,	poisons,	and	
  other	similar	effects	at	the	conclusion	of	an	adventure	
  can	spend	downtime	days	recuperating	until	such	
  time	as	he	or	she	resolves	the	effect	to	its	conclusion	
  (see	the	recuperating	activity	in	the	D&D	Basic	Rules).	
  	 If	a	character	doesn’t	resolve	the	effect	between	
  sessions,	that	character	begins	the	next	session	still	
  affected	by	the	debilitating	effect.		
  Death  
  A	character	who	is	killed	during	the	course	of	the	
  adventure	has	a	few	options	at	the	end	of	the	session	
  (or	whenever	arriving	back	in	civilization)	if	no	one	in	
  the	adventuring	party	has	immediate	access	to	a	raise	
  dead	or	revivify	spell,	or	similar	magic.	A	character	
  subject	to	a	raise	dead	spell	is	affected	negatively	
  until	all	long	rests	have	been	completed	during	an	
  adventure.	Alternatively,	each	downtime	day	spent	
  after	raise	dead	reduces	the	penalty	to	attack	rolls,	
  saving	throws,	and	ability	checks	by	1,	in	addition	to	
  any	other	benefits	the	downtime	activity	might	
  provide.		
  	 Create	a	New	1st‐Level	Character.	If	the	dead	
  character	is	unwilling	or	unable	to	exercise	any	of	the	
  other	options,	the	player	creates	a	new	character.	The	
  new	character	does	not	have	any	items	or	rewards	
  possessed	by	the	dead	character.		
  	 Dead	Character	Pays	for	Raise	Dead.	If	the	
  character’s	body	is	recoverable	(it’s	not	missing	any	
  vital	organs	and	is	mostly	whole)	and	the	player	
  would	like	the	character	to	be	returned	to	life,	the	
  party	can	take	the	body	back	to	civilization	and	use	
  the	dead	character’s	funds	to	pay	for	a	raise	dead	
  spell.	A	raise	dead	spell	cast	in	this	manner	costs	the	
  character	1,250	gp.		
  	 Character’s	Party	Pays	for	Raise	Dead.	As	above,	
  except	that	some	or	all	of	the	1,250	gp	for	the	raise	
  dead	spell	is	paid	for	by	the	party	at	the	end	of	the	
  session.	Other	characters	are	under	no	obligation	to	
  spend	their	funds	to	bring	back	a	dead	party	member.		
  	 Faction	Charity.	If	the	character	is	of	level	1	to	4	
  and	a	member	of	a	faction,	the	dead	character’s	body	
  can	be	returned	to	civilization	and	a	patron	from	the	
  faction	ensures	that	he	or	she	receives	a	raise	dead	
  spell.	However,	any	character	invoking	this	charity	
  forfeits	all	experience	and	rewards	from	that	session	
  (both	those	earned	prior	to	and	after	death	during	
  that	session)	and	cannot	replay	that	episode	or	
  adventure	with	that	character	again.	Once	a	character	
  reaches	5th	level,	this	option	is	no	longer	available.	
  Adventure Background 
  Following	the	fall	of	Phlan	to	the	so‐called	"Maimed	
  Virulence,"	the	green	dragon	Vorgansharax,	the	five	
  factions	quickly	began	planning	to	drive	the	beast	
  from	the	beleaguered	town.	Since	the	process	of	
  marshalling	resources	has	been	slow,	sentries	were	
  set	at	various	locations	outside	Phlan,	all	watching	for	
  any	movement	from	the	dragon	or	its	forces.	
  	 With	efforts	to	retake	the	town	finally	bearing	fruit,	
  the	factions	are	hearing	reports	of	strange	
  happenings	in	the	lands	around	Phlan.	Worried	that	
  these	reported	oddities	might	interfere	with	their	
  plans,	or	be	signs	of	more	sinister	impediments,	the	
  factions	are	sending	their	agents	to	investigate.	
  	 One	of	the	rumor	hubs	near	Phlan	is	the	Crossing	
  Inn,	a	waystation	for	travelers	along	the	Phlan	Path,	
  which	runs	between	Phlan	and	Melvaunt.	The	patrons	
  and	staff	of	the	inn	believe	that	some	unnamed	doom,	
  something	even	direr	than	the	Maimed	Virulence,	is	
  creeping	steadily	toward	Phlan.	
  	 This	vague	uneasiness	intensified	when	a	family	of	
  Gur,	itinerates	distrusted	by	most,	arrived	at	the	
  Crossing	Inn.	These	nomads,	as	befits	their	
  reputation,	committed	a	host	of	crimes	against	the	
  inn	and	its	patrons.	
  	 When	the	characters	arrive	at	the	Crossing	Inn	to	
  investigate	the	rumors,	the	patrons	and	staff	provide	
  sufficient	fodder	for	further	investigation	into	the	Gur	
  and	what	connections	the	characters	might	have	to	
  the	approaching	dread.	
  Overview 
  Suits	of	the	Mist	consists	of	five	mini‐adventures,	each	
  designed	for	one	to	two	hours	of	play.	Therefore,	if	
  you	are	attempting	to	run	all	five	missions	in	one	
  session,	you	need	a	minimum	of	five	hours	to	do	so	
  (and	possibly	ten	or	more).	If	you	run	this	adventure	
  as	part	of	an	event	that	cycles	players	through	quickly	
  and	involves	limited	time,	DMs	should	be	familiar	
  with	the	mini‐adventures	they	are	running	to	save	
  time	at	the	table.		
  	 At	public	events,	time	is	often	the	most	important	
  factor.	Get	the	players	into	the	mini‐adventure	as	
  quickly	as	possible,	keep	an	eye	on	the	clock,	and	take	
  whatever	shortcuts	are	necessary	to	stay	on	schedule.	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  6 
   
   
  Remind	the	players	of	the	time	limits,	and	encourage	
  them	to	take	the	adventures	at	face	value	rather	than	
  looking	for	any	hidden	plots	or	side	quests.	If	time	is	
  not	an	issue,	let	the	characters	spend	more	time	
  interacting	with	the	non‐player	characters	within	the	
  mini‐adventures.	
  	 The	first	four	missions	can	be	played	in	any	
  order,	but	the	fifth	mission	should	be	played	last.	
  The	last	mission	details	the	characters'	crossing	from	
  Faerûn	into	the	land	of	Barovia,	so	it	may	be	
  anticlimactic	for	players	to	return	and	play	other	
  missions	after	playing	the	final	one.	However,	the	end	
  of	each	mission	contains	an	optional	section	that	
  describes	the	characters	crossing	to	Barovia,	just	in	
  case	it	makes	sense	for	the	characters	to	enter	
  Barovia	and	get	involved	in	the	story	unfolding	there,	
  as	described	in	other	Season	4	adventures.	
  Adventure Hook 
  The	adventure	begins	with	the	characters	arriving	at	
  the	Crossing	Inn,	finding	the	staff	and	patrons	of	the	
  establishment	in	a	tizzy:	
  Your instructions were clear: Travel to the Crossing Inn, 
  located a short ride east of the village of Phlan, with a 
  proverbial ear to the ground. With plans to liberate Phlan 
  underway, vigilance is of the utmost importance. Not 
  surprisingly, strange rumors from the areas around Phlan have 
  the faction leaders nervous. 
   
  The trip to the Crossing Inn was uneventful but 
  disconcerting. The air was unseasonably cold even as the 
  height of winter approaches and a strange, unrelenting fog 
  that envelops the area has had other travelers you’ve crossed 
  paths with on edge. Scavenging creatures have been seen in 
  unusual numbers, roaming the edges of the roads. The world 
  just seemed darker. 
   
  The warmth of the Crossing Inn's octagonal common room 
  engulfs you as you enter. Instead of warm smiles, the barkeep 
  and patrons offer suspicious glares—unusual for the inn. 
   
  Although several patrons frequent the inn, all are crowded 
  around a large table in the corner. Everyone seems to be 
  speaking at once, voices teeming with anger and concern. 
  Among the jumbled words you hear some clearly: "filthy Gur", 
  "cursed nomads", and "larcenous and murderous." 
  After	a	few	moments,	the	tavern	owner,	a	male	
  human	called	Romsan	Kal,	breaks	from	the	group	of	
  complaining	patrons	to	greet	the	characters.	He	puts	
  on	a	forced	smile,	runs	a	hand	over	his	scarred,	bald	
  head,	and	asks	if	the	characters	would	like	food,	
  drinks,	or	a	bed	in	the	common	room.	
  	 If	asked	about	the	unrest	at	the	inn,	Romsan	
  explains	that	strange	things	have	been	happening	in	
  the	area	for	a	couple	of	ten‐days	or	more:	animals	
  acting	in	an	uneasy	manner,	the	cursed	ever‐present	
  fog,	unnaturally	cold	weather,	and	rumors	of	strange	
  creatures	stalking	the	lands	surrounding	Phlan.	
  	 Worse	yet,	a	family	of	Gur	set	camp	in	the	area	just	
  eight	days	ago.	(Gur	are	a	human	race	infamous	in	the	
  Realms	for	their	nomadic	lifestyle.)	Any	character	
  succeeding	on	a	DC	9	Intelligence	(History)	knows	
  about	the	Gur—and	their	reputation.	Romsan	
  welcomed	the	Gur	(or	more	specifically,	their	coin)	
  despite	the	grumbles	from	the	rest	of	his	clientele.	
  For	a	time,	the	Gur	were	well	behaved	and	were	even	
  becoming	well‐liked	at	the	Crossing	Inn.	They	had	
  provided	entertainment	and	stories	and	taught	the	
  locals	some	new	card	games	and	drinking	songs.	The	
  eldest	Gur,	Papa,	even	mixed	up	a	concoction	to	help	
  one	of	the	patrons	with	a	headache.	
  	 Things	have	turned	around	quickly,	however,	in	the	
  last	24	hours.	Apparently,	the	Gur	proved	to	be	as	
  treacherous	as	their	reputations	suggested.	
  	 During	the	course	of	their	conversation	with	the	
  locals,	the	characters	learn	about	a	number	of	events	
  that	took	place	at	the	inn.	These	events	are	recapped	
  in	additional	detail	in	Player	Handout	1.	The	handout	
  provides	information	that	leads	to	the	first	four	
  missions	of	this	adventure.	The	final	mission	occurs	
  when	all	of	them	have	been	completed	and	the	
  characters	return	the	errant	Gur	back	to	the	inn.	The	
  characters	learn:	
   A	young	Gur	named	Hricu	drugged	a	female	elf	
  mage	and	stole	her	wand.	He	was	last	seen	headed	
  towards	the	hills.	
   An	adult	Gur	named	Rilynin	stole	some	gems	from	
  a	merchant.	The	merchant	discloses	that	the	wizard	
  staying	at	the	inn	cast	a	spell	and	learned	that	the	
  box	containing	the	gems	are	currently	on	the	road	
  leading	into	the	Glumpen	Swamp.	
   An	older	Gur	named	Kehkim	stole	a	wagon‐load	of	
  weapons	stored	here	by	local	militiamen.	The	
  wagon	was	seen	headed	towards	Thar	where	there	
  is	an	ancient	stronghold	occupied	by	orcs.	
   An	even	older	Gur	called	Papa	cursed	the	assistant	
  of	the	inn’s	cook.	Since	the	night	before,	the	
  assistant	is	alive,	but	is	completely	unresponsive.	
  Papa	was	seen	fleeing	into	the	nearby	Quivering	
  Forest.	He	needs	to	be	retrieved	if	the	locals	have	
  any	hope	of	removing	the	curse.	
  Once	the	characters	are	brought	up	to	speed	by	the	
  patrons	of	the	inn,	they	are	approached	by	Aya	
  Glenmiir	(DDEX1‐06	The	Scroll	Thief,	DDEX1‐9	
  DDEX1‐10	Tyranny	in	Phlan,	DDEX2‐09	Breath	of	the	
  Yellow	Rose),	an	elven	wizard	staying	at	the	inn	while	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  7 
   
   
  she	waits	to	join	the	upcoming	epic	battle	to	reclaim	
  Phlan.	
  One of the patrons of the inn, an elf who displays the 
  trappings of an arcanist and seems to be enjoying the 
  company of the small, furry creature perched on her shoulder, 
  asks to speak to you. 
   
  "I wanted to pass on one bit of information. I talked to the 
  Gur you pursue. I don't have the same superstitious beliefs as 
  the locals here. To me, the Gur seemed just as scared as the 
  rest of us by the changes in the area. I am not sure what they 
  are playing at, but they might know some important secrets. 
  Treat them well, and they may become important allies." 
  Aya	suggests	that	the	Gur	should	not	be	killed.	She	
  recommends	that	each	of	the	Gur	should,	instead,	be	
  brought	back	to	the	Crossing	Inn	to	answer	for	their	
  crimes	in	a	fair	and	just	manner.	
  	 They	also	might	have	information	about	all	the	
  strange	things	happening	in	the	area,	whether	they	
  are	involved	or	not.	If	asked	about	the	merchant’s	
  gems,	Aya	confirms	that	she	cast	locate	object	for	the	
  merchant.	
  Roleplaying Aya Glenmiir 
  Aya is a female elf of about 300 years. She is has long, auburn 
  hair and radiant green eyes, along with a bit of an ego. She’s 
  well aware of the allure and mystery that her racial heritage 
  evokes, and has no reservations against capitalizing on it. She 
  is quick with a coy smile and a twist of the hair if it gets her 
  what she wants. But despite this, she is quite brilliant, 
  especially when the Weave is discussed. 
  Development 
  If	the	play	environment	does	not	include	time	
  restrictions,	feel	free	to	roleplay	the	plot	hook	
  conversations.	After	they’ve	talked	to	the	various	
  occupants	of	the	inn,	provide	the	characters	with	the	
  summarized	plot	hooks	in	Handout	1.	These	are	
  meant	to	help	play	move	along	more	quickly	by	
  providing	all	the	relevant	information	without	getting	
  bogged	down	with	interactions	that,	while	generally	
  fun	and	entertaining,	can	lengthen	the	play	
  experience.	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  8 
   
   
  Mission 1: Stars 
  Following	the	reported	path	of	the	young	Gur	thief	
  Hricu	into	the	Vanishing	Hills,	the	characters	quickly	
  find	strangeness	seeping	from	the	very	landscape.	
  Stars 
  This suit represents personal power, control, arcane classes, 
  science, abuse of power, hunger, and fire. 
  As	the	characters	press	deeper	into	the	hills,	read:	
  Your journey into the Vanishing Hills was made difficult by the 
  frigid winds and obstinately clinging fog. Now, however, other 
  obstacles have presented themselves. 
   
  Strange lights and occasional bursts of fiery light are clearly 
  visible further up the slopes, while a thick layer of ice covers all 
  paths in front of you. The slope ahead of you is teeming with 
  thistle bushes bearing large, bright‐red flowerheads, which 
  have somehow managed to survive the ice and cold. 
  Several	magical	forces	are	at	play	in	this	area,	each	
  bringing	their	own	unique	effects	to	the	landscape:	
  the	incursion	of	the	mists	of	Ravenloft,	the	presence	
  of	the	dracolich	Throstulgrael,	and	the	release	of	
  energy	when	Hricu	accidentally	broke	the	wand	of	
  fire.	
  Flame Thistles 
  The	combination	of	magic	suffusing	the	area	has	
  turned	the	thistle	plants	on	the	slope	into	magical	
  traps.	If	a	creature	enters	a	patch	of	thistle,	some	of	
  the	flowerheads	attach	to	the	creature	and	separate	
  from	the	brush.	Any	character	succeeding	on	a	DC	11	
  Intelligence	(Nature)	check	identifies	the	flame	thistle	
  and	its	properties.	
  	 A	round	after	being	removed	from	their	stem,	a	
  flowerhead	explodes	for	2	(1d4)	points	of	fire	damage	
  each.	With	a	successful	DC	10	Dexterity	(Sleight	of	
  Hand)	check,	an	adventurer	can	pick	a	flowerhead	
  from	a	fire	thistle	bush	without	exploding	it.	If	the	
  check	fails	by	4	or	more,	the	flowerhead	ignites.	Treat	
  a	thrown	flowerhead	as	alchemist's	fire.	The	magic	of	
  picked	flowerheads	disappears	at	the	end	of	this	
  mission.	
  Flame Thistle Flowerhead 
  These sticky, burr‐covered growths ignite when subjected to 
  force. As an action, you can throw a flowerhead up to 20 feet, 
  detonating it on impact. Make a ranged attack against a 
  creature or object, treating the flowerhead as an improvised 
  weapon. On a hit, the target takes 1d4 fire damage at the start 
  of each of its turns. A creature can end this damage by using 
  its action to make a DC 10 Dexterity check to extinguish the 
  flames. 
  Normally	the	characters	would	be	able	to	easily	avoid	
  the	patches	of	flame	thistle,	but	the	icy	slope	makes	
  scaling	the	hills	treacherous.	In	order	to	scale	the	
  200‐foot	slope,	a	character	must	make	a	DC	10	
  Strength	(Athletics)	check.	A	failed	check	sends	the	
  adventurer	sliding	down	the	slope,	taking	no	damage	
  but	careening	through	a	flame	thistle	bush	and	
  picking	up	1d3	flowerheads,	which	explode	a	round	
  later.	One	flowerhead	can	be	removed	with	an	action	
  and	a	DC	10	Intelligence	(Nature)	check.	The	
  flowerheads	are	delicate	and	simply	tearing	them	off	
  causes	them	to	explode.	Any	character	that	removes	a	
  flowerhead	in	this	way	must	make	the	saving	throw	
  listed	above,	but	with	disadvantage.	
  	 If	one	adventurer	can	get	to	the	top	of	the	slope	and	
  secure	a	rope	or	other	climbing‐assistance	gear,	
  anyone	using	that	gear	makes	the	check	with	
  advantage,	and	can	choose	to	use	either	Strength	
  (Athletics)	or	Dexterity	(Acrobatics)	for	the	check.	
  	 Allow	the	characters	to	be	creative	in	dealing	with	
  the	thistles.	Some	may	try	using	area‐of‐effect	spells	
  or	the	like	in	clearing	large	swathes	of	the	plants.	If,	
  for	example,	thunderwave	is	used	to	do	so,	the	
  thistles	fly	from	the	plants	and	explode	
  dramatically—possibly	creating	a	small	avalanche	or	
  similar	effect.	
  XP Award 
  If	the	characters	successfully	navigate	the	slope	
  without	taking	damage	from	the	flame	thistles,	award	
  each	character	25	XP.	
  1. Ice Cats 
  	 Light.	The	fog	parts	to	allow	bright	light	to	reach	
  the	hills.	
  	
  At	the	top	of	the	icy	slope	is	a	level	area	littered	with	
  large	boulders.	Resting	among	the	boulders	are	four	
  ice	cats.	A	character	that	succeeds	at	a	DC	11	Wisdom	
  (Survival)	check	notices	the	tracks	of	large	felines	in	
  the	area.	
  	 A	few	minutes	after	the	first	adventurer	reaches	the	
  top	of	the	slope,	the	ice	cats	slink	from	their	hiding	
  places	and	attack.	Any	adventurer	at	the	top	of	the	
  slope	that	succeeds	on	a	DC	13	Wisdom	(Perception)	
  check	sees	the	cats	stalking	the	characters.	A	
  character	with	a	passive	Perception	of	13	or	higher	
  also	notices	the	cats	hiding	among	the	boulders.	Any	
  character	that	succeeded	on	the	Wisdom	(Survival)	
  check	above	makes	this	check	with	advantage	
  (equitable	to	a	+5	bonus	to	their	passive	Perception	
  score).	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  9 
   
   
  	 When	the	first	adventurer	reaches	the	top	of	the	
  slope,	read:	
  The slope levels into a plateau here. Snow covers the ground 
  instead of ice, and few scattered boulders dot the otherwise 
  barren landscape. Beyond the field of snow‐covered, boulders 
  is a cliff, a small cave visible in its face. 
  Tactics 
  If	the	combat	moves	from	the	level	plateau	back	onto	
  the	icy	slope,	the	hungry	ice	cats	can	traverse	the	ice	
  without	problems,	while	the	characters	must	treat	it	
  as	difficult	terrain.	The	ice	cats	know	about	the	flame	
  thistles	and	prefer	to	stay	off	the	slope	to	avoid	the	
  fire	damage,	if	possible.	
  Developments 
  Once	the	cats	are	defeated,	the	characters	have	an	
  opportunity	to	take	a	short	rest,	if	desired.	Taking	a	
  long	rest	in	the	frigid,	dangerous	area	is	unwise.	A	DC	
  10	Intelligence	(Investigation	or	Nature)	check	
  reveals	that	more	ice	cats	are	in	the	area,	and	staying	
  for	more	than	an	hour	would	bring	the	characters	
  into	contact	with	a	much	larger	pack.	
  	 Tracks	in	the	snow	reveal,	with	no	check	necessary,	
  that	a	single	humanoid	creature,	roughly	the	size	of	a	
  halfling	or	young	human,	passed	through	this	area	
  and	to	the	north	a	few	hours	ago.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove an ice cat, and reduce the DC to spot 
  the cats to 12. Do not attack the characters until they are all 
  at the top of the slope. 
   Strong or very strong party: Add an ice cat. The creatures 
  attack 10 rounds after the first adventurer arrives at the 
  top. 
  2. Angry Icicles 
  	 Light.	This	passage	is	unlit.	
  	 Ceiling.	This	passage's	ceiling	is	15	feet	high.	
  	
  Hricu's	trail	is	easy	to	follow	up	the	slope	to	the	north.	
  His	tracks	continue	towards	a	cliff	face	with	a	cave	set	
  into	its	side	and	disappear	inside.	
  The trail leads into a rough passage in the side of a cliff. The 
  10‐foot‐wide passage winds and descends slightly as it 
  descends into the hill. Sharp icicles hang from the 15‐foot‐high 
  ceilings, and the floor is littered with long, thin chunks of ice. 
  The	magic	of	the	area	has	made	these	icicles	semi‐
  sentient,	and	they	want	nothing	more	than	to	fall	on	
  anyone	passing	beneath	them.	
  	 The	first	people	passing	down	the	corridor	can	
  make	a	DC	11	Wisdom	(Perception)	check	or	a	DC	10	
  Intelligence	(Arcana)	check	to	realize	that	some	of	the	
  icicles	are	actually	trembling	slightly	and	making	
  excited	whispering	noises.	If	detected,	characters	can	
  make	any	saving	throws	to	avoid	the	ill‐intended	
  icicles	with	advantage.	Fire‐based	attacks	in	the	
  direction	of	the	icicles	also	scare	them.	
  	 If	the	icicles	go	unnoticed,	the	first	creature	passing	
  beneath	them	(and	only	this	creature)	must	succeed	
  on	a	DC	10	Dexterity	saving	throw	as	the	semi‐
  sentient	shards	shriek	gleefully	and	fall	on	their	
  intended	victim.	On	a	failed	saving	throw,	the	
  creature	takes	5	(2d4)	cold	damage.	Damage	is	halved	
  on	a	successful	saving	throw.	
  	 Perceptive	characters	can	pick	up	the	icicles	and	
  use	them	as	darts	that	do	cold	damage	instead	of	
  piercing,	although	the	shrieking	of	the	ice	warns	the	
  stirges	of	the	characters'	approach.	This	cold	damage,	
  of	course,	could	prove	useful	against	the	fire	stirges.	
  The	icicles	melt	at	the	end	of	this	mission.	
  3. Shooting Stars 
  	 Light.	This	room	is	dimly	lit	by	a	lantern	that	Hricu	
  carries.	
  	 Ceiling.	This	caverns	ceiling	is	30	feet	high.	
  	
  The	icicle	passage	ends	in	a	large	cavern,	where	Hricu	
  is	currently	fighting	off	stirges	with	two	pieces	of	the	
  broken	wand	of	fire.	
  Within a cavern at the end of the icicle passage, a young 
  human clutches pieces of thin wood in each hand. The 
  flickering lantern at his feet plays shadows off his terrified 
  face. Four creatures, like large bats with long, pointed mouths, 
  hover about him. Occasionally, a spark of red energy arcs 
  between the two wood fragments, driving the flying creatures 
  back momentarily. Humanoid bones litter the edges of the 
  cavern. 
  Four	fire	stirges	harass	Hricu,	while	more	fire	stirges	
  rest	among	the	crags	and	niches	in	the	ceiling,	
  preparing	to	attack.	Four	more	fire	stirges	enter	
  combat	in	the	third	round	of	combat.	If	the	characters	
  are	attempting	to	be	stealthy,	they	may	attempt	a	DC	
  10	group	Dexterity	(Stealth)	check.	If	successful,	the	
  fire	stirges	are	surprised.	
  	 The	magic	of	the	broken	wand	protects	Hricu	from	
  damage	of	any	type,	putting	up	a	shield	when	damage	
  would	occur.	This	magic	disappears	when	the	wood	
  fragments	are	removed	from	his	hands.	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  10 
   
   
  Hricu’s Power 
  An	adventurer	can	attempt	a	DC	10	Intelligence	
  (Arcana)	check	to	realize	what	is	happening	with	
  Hricu.	He	is	suffused	with	energy	that	was,	until	
  recently,	safely	contained	in	the	wand	of	fire.	Anyone	
  character	adjacent	to	Hricu	that	learns	this	and	is	also	
  proficient	with	Arcana	may	spend	an	action	to	
  attempt	a	DC	10	Intelligence	(Arcana)	check.	If	
  successful,	the	adventurer	manipulates	the	energy	
  surrounding	Hricu	to	lash	out	at	a	single	target	within	
  50	feet	of	the	boy,	dealing	5	(1d10)	fire	damage.	
  	 Additionally,	the	nimbus	of	energy	surrounding	
  Hricu	completely	protects	him	from	the	stirges.	
  Describe	a	number	of	burnt	stirges	laying	on	the	
  ground	by	his	feet.	
  Developments 
  With	the	fire	stirges	defeated,	Hricu	cannot	control	
  the	energy	within	himself.	He	talks	very	fast,	runs	
  around	the	characters,	shakes	uncontrollably,	and	
  then	finally	collapses	in	exhaustion	as	the	energy	
  drains	away.	He	puts	up	no	fight	against	the	
  characters.	If	questioned	about	his	actions,	he	
  provides	the	following	answers.	Even	a	DC	5	Wisdom	
  (Insight)	check	reveals	he	is	telling	the	truth:	
   Hricu	was	instructed	by	his	mother,	Sybil,	to	steal	
  the	wand	from	the	wizard	and	bring	it	here,	where	
  it	was	rumored	that	a	powerful	dragon	lived.	
   Hricu	was	supposed	to	offer	the	wand	to	the	dragon	
  in	return	for	protection	when	the	impending	evil	
  swept	over	the	land.	Instead,	Hricu	found	this	cave	
  empty,	and	it	mattered	little,	since	he	managed	to	
  break	the	wand	while	defending	himself	from	the	
  fire	stirges.	
   Hricu	is	unaware	of	what	the	other	Gur	have	done	
  at	the	Crossing	Inn.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove 1 stirge from the second wave. 
   Strong or very strong party: Remove a round between the 
  waves. The wave contains two more stirges. 
  Treasure 
  Among	the	bones	in	the	room,	the	characters	find	a	
  leather	backpack	carrying	2	fire	opals	worth	125gp	
  each,	as	well	as	2	potions	of	healing.	
  Into the Mist 
  From	here,	the	characters	may	complete	any	of	the	
  other	missions	or,	if	they	have	completed	the	first	
  four	missions,	proceed	to	Mission	5:	Mists.	It	is	highly	
  recommended	that	they	accomplish	that	mission	last	
  as	it	better	handles	the	crossing	into	Ravenloft.	
  Characters	that	have	not	completed	the	other	five	
  missions	should	not	be	permitted	to	fully	enter	the	
  mists.	
  	 If,	and	only	if,	the	characters	have	completed	all	five	
  missions,	read	the	following.	Remember	that	once	the	
  character	enters	the	mist,	they	can’t	return	to	Faerûn.		
  	 Any	character	that	fully	enters	the	mists	earns	the	
  The	Demiplane	of	Dread	story	award.	
  As you head back towards Phlan, the fog and mists grow so 
  thick that you lose track of your companions. Even the sounds 
  of walking and talking are muffled and mangled. The mists 
  seem to take on grotesque shapes. The sounds you make 
  echoing back as moans of spectral pain. The tension finally 
  breaks as the mists thin, letting you see your landscape again. 
   
  But something is wrong. The air is still cold, but the frost is 
  gone. A few wretched leaves still cling to the trees here, where 
  all branches were bare moments ago. 
   
  A wooden sign rests on the path before you, having fallen 
  off a tree. Next to it is a dead crow, frozen by the frigid air and 
  partially eaten by vermin. In oddly slanted letters, the sign 
  reads: 
   
  “Welcome to Barovia” 
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  11 
   
   
  Rewards 
  Make	sure	the	players	note	their	rewards	on	their	
  adventure	log	sheets.	Provide	them	your	name	and	
  DCI	number	(if	applicable)	so	they	can	record	who	
  ran	the	session.	If	you	are	playing	all	of	the	missions	
  as	a	single	adventure,	or	playing	multiple	missions	in	
  one	session,	you	needn’t	wait	until	the	end	of	the	
  session	to	give	the	rewards	the	players	earned	during	
  the	individual	missions,	but	you	may.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non‐combat	experience,	the	
  rewards	listed	are	per	character.	Give	all	characters	
  in	the	party	non‐combat	experience	awards	unless	
  otherwise	noted.	
  Combat Awards  
  Name of Foe  
   
   
  XP per Foe  
  Ice Cat 
   
   
  50 
  Fire Stirge  
   
  25 
  Non‐Combat Awards  
  Task or Accomplishment 
   
  XP per Character  
  Survive the icy slope and icicles 
  25 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	75	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	100	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	divided	
  up	amongst	the	party.	Characters	should	attempt	to	
  divide	treasure	evenly	whenever	possible.	Gold	piece	
  values	listed	for	sellable	gear	are	calculated	at	their	
  selling	price,	not	their	purchase	price.		
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	magic	
  item,	the	DM	can	determine	who	gets	it	randomly	
  should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	up	according	
  to	a	system.	See	the	sidebar	if	the	adventure	awards	
  permanent	magic	items.	
  Potion of Healing  
  A	description	of	this	item	can	be	found	in	the	basic	
  rules	or	the	Player’s	Handbook.	
  Treasure Awards  
  Item Name  
   
   
  GP Value  
  Fire opals  
   
  250 
  Story Awards 
  Characters	have	the	opportunity	to	earn	the	following	
  story	awards	during	this	adventure.	This	award	is	
  only	earned	if	the	characters	voluntarily	enter	the	
  mists	at	the	end	of	the	mission.	This	award	prevents	
  them	from	participating	in	any	unaccomplished	
  missions.	
  	
  The	Demiplane	of	Dread.	You	have	traversed	the	
  mists	and	now	find	yourself	in	the	Demiplane	of	
  Dread	and,	until	this	story	award	is	removed,	you	are	
  unable	to	leave.	So	long	as	you	are	trapped,	you	
  cannot	participate	in	any	adventure	or	event	that	
  takes	place	outside	of	Barovia.	Tread	carefully	during	
  your	time	here,	the	Dark	Powers	are	watching.	
  Downtime 
  Each	character	receives	five	downtime	days	at	the	
  conclusion	of	this	mini‐adventure.	
  DM Rewards 
  You	receive	100	XP,	50	gp,	and	five	downtime	days	
  for	each	session	you	run	of	this	mini‐adventure.	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  12 
   
   
  Appendix: Monster/NPC 
  Statistics 
  	
  Ice Cat 
  Medium beast, unaligned 
  Armor Class 12 
  Hit Points 13 (3d8) 
  Speed 50 ft., climb 40 ft. 
   
    STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  15 (+2) 
  10 (+0) 
  3 (−4) 
  14 (+2) 
  7 (−2) 
  	
  Skills Perception +4, Stealth +6 
  Damage Vulnerabilities fire 
  Damage Resistances cold 
  Senses passive Perception 14 
  Languages — 
  Challenge 1/4 (50 XP) 
   
  Ice Walk. The ice cat can move across and climb icy 
  surfaces without needing to make an ability check. 
  Additionally, difficult terrain composed of ice or snow 
  doesn’t cost extra movement. 
  Keen Smell. The ice cat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Pounce. If the ice cat moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack on 
  the same turn, that target must succeed on a DC 12 
  Strength saving throw or be knocked prone. If the target 
  is prone, the cat can make one bite attack against it as a 
  bonus action. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. 
  Fire Stirge 
  Tiny beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   4 (−3) 
  16 (+3) 
  11 (+0) 
  2 (−4) 
  8 (−1) 
  6 (−2) 
    
  Damage Vulnerabilities cold 
  Damage Resistances fire 
  Senses darkvision 60 ft., passive Perception 9 
  Languages — 
  Challenge 1/8 (25 XP) 
  Actions 
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and 
  the fire stirge attaches to the target. While attached, the 
  fire stirge doesn’t attack. Instead, at the start of each of 
  the fire stirge’s turns, the target loses 5 (1d4 + 3) hit 
  points due to blood loss. 
    The fire stirge can detach itself by spending 5 feet of 
  its movement. It does so after it drains 10 hit points of 
  blood from the target or the target dies. A creature, 
  including the target, can use its action to detach the fire 
  stirge. 
  Flare (Recharge 6). The fire stirge exhales fire that fills a 
  5‐foot square adjacent to it. A creature in that area must 
  make a DC 10 Dexterity saving throw, taking 5 (2d4) on a 
  failed save, or no damage on a successful one. 
  	
   
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  13 
   
   
  Appendix: The Frozen Cave 
  Map 
  	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  14 
   
   
  Mission 2: Coins 
  The	merchant	whose	gems	were	stolen,	an	elf	called	
  Agrae,	gives	the	characters	directions,	provided	by	
  the	magical	ring	that	lets	him	keep	track	of	his	more	
  valuable	and	portable	merchandise.	Those	directions	
  take	the	characters	into	the	eastern‐most	reaches	of	
  Glumpen	Swamp	approximately	a	day‐and‐a‐half	
  away	by	foot.	
  	 The	characters	can	follow	a	clearly	marked	trail,	
  made	even	more	traversable	by	the	frozen	ground,	
  which	is	normally	swampy	here.	Signs	of	recent	travel	
  score	the	trail,	which	ends	in	a	clearing.	Have	the	
  characters	attempt	a	DC	13	group	Wisdom	
  (Perception)	check.	If	half	or	more	succeed,	they	are	
  able	to	hear	a	conversation	before	they	move	into	the	
  clearing.		
  The Coins 
  This suit represents avarice, desire, gluttony, obsession, 
  wealth, poverty, charity, merchants, roguish classes, stealth, 
  disguise, and air. 
  If	they	made	the	check,	read:	
  As you are about to step into a clearing, you hear voices 
  speaking in Common. "I was promised more than this," says a 
  melodious, lilting voice. "I don't think I can part with the 
  merchandise for this paltry amount." 
   
  A deeper voice, heavily accented, answers angrily. "The 
  gems are worth more than we agreed to. You assured us that 
  we had a deal." 
   
  From the frost‐covered underbrush of the swamp, you see 
  two parties conversing in the clearing. The first is a human 
  male matching the description of the Gur named Rilynin. He 
  holds a box of gems low, allowing a gnome clad in an 
  abundance of furs to study the contents. She sniffs disdainfully 
  as she runs a finicky finger through the box. Behind her, four 
  humans dressed in chainmail and wielding spears watch the 
  exchange with stoic and bored expressions. 
  If	the	characters	failed	the	group	Perception	check,	or	
  if	they	choose	not	to	hide	and	simply	enter	the	
  clearing,	read	this	text	instead:	
  The trail you follow opens into a clearing. As you emerge, you 
  see that the it is already occupied. A human male matching 
  the description of the Gur named Rilynin holds a box of gems 
  out to a female gnome clad in exquisite furs. Four humans 
  dressed in chainmail level spears in your direction as you enter 
  the clearing. 
  A. The Deal Completed 
  If	the	characters	do	not	interfere,	the	two	parties	
  negotiate.	Finally,	the	gnome,	a	dealer	in	stolen	goods,	
  accepts	the	offer.	She	takes	the	gems	and	presents	a	
  box	in	return.	The	box	contains	twenty	vials	of	holy	
  water	(although	only	two	of	them	are	real,	the	rest	
  are	just	water).	
  	 Once	the	trade	is	made,	the	two	parties	pack	up	and	
  go	their	separate	ways.	However,	before	they	can	
  leave	the	clearing,	a	veritable	army	of	blights	attack.	
  Proceed	to	Blight	Barrage,	below.	
  B. The Deal Interrupted 
  Light.	This	clearing	is	brightly	lit	by	a	number	of	
  lanterns	on	Churly's	cart.	
  	
  If	the	characters	enter	the	clearing,	or	if	they	choose	
  to	interrupt	the	deal,	they	must	interact	with	the	
  parties.	
  	 A	DC	10	group	Dexterity	(Stealth)	check	allows	the	
  characters	a	surprise	round	if	they	choose	to	attack	
  without	announcing	themselves.		
  	 If	they	enter	the	clearing	but	do	not	attack	
  immediately,	the	gnome	speaks	to	the	characters	
  casually:	
  "I didn't expect a party in such a remote location! How 
  wonderful! Alistair, bring some brandy for our guests. My 
  name is Churly Pinket. What brings you into the cold swamp, 
  my friends?" 
  Rilynin	falls	silent	and	lets	Churly	do	the	talking.	
  Churly	plays	the	innocent	merchant	for	as	long	as	she	
  can.	If	the	characters	accuse	Rilynin	of	stealing	the	
  gems,	Churly	acts	surprised	and	claims	that	she	knew	
  nothing	about	it.	She	is	only	an	honest	merchant,	she	
  says,	who	was	told	that	holy	water	was	needed	by	an	
  interested	party,	and	they	arranged	to	meet	here.	All	
  of	Churly's	lies	are	opposed	with	a	DC	18	Wisdom	
  (Insight)	check.	
  	 If	the	characters	believe	her	story,	or	even	just	
  don't	want	to	bother	trying	to	capture	her,	she	is	
  happy	to	just	hand	over	Rilynin	to	them	without	a	
  fight.	Before	Churly	and	her	guards	can	leave,	
  however,	the	entire	group	is	set	upon	by	blights	(see	
  Blight	Barrage,	below).	
  	 The	characters	might	decide	to	attack	first.	If	that	is	
  the	case,	both	Rilynin	and	Churly	hide,	allowing	the	
  four	guards	to	take	care	of	the	nasty	business	of	
  fighting.	Both	Rilynin	and	Churly	have	an	AC	of	10	
  and	5	hit	points.	They	do	not	participate	in	combat.	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  15 
   
   
  Tactics 
  The	guards	fight	to	subdue	the	characters	rather	than	
  kill	them—something	the	players	should	be	made	
  aware	of.	After	one	of	the	guards	are	defeated,	the	
  others	surrender.	
  Developments 
  If,	by	the	fifth	round	of	combat,	the	characters	are	still	
  fighting	the	guards,	blights	attack	(see	Blight	Barrage,	
  below)	begins.	
  Treasure 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove a guard. 
   Strong or very strong party: Add a guard. 
  XP Award 
  If	the	characters	treat	peacefully	with	Churly	and	his	
  guards	and	avoid	combat,	award	each	character	
  25	XP.	
  Blight Barrage 
  The	timing	of	the	blight	attack	depends	on	when	the	
  DM	thinks	it	makes	the	most	sense.	Consider	the	
  following	when	making	that	decision:	
   When	would	the	attack	add	most	to	the	fun	of	the	
  game	for	the	players?	
   When	the	flow	of	the	game	starts	to	stall	or	get	
  awkward,	would	the	attack	keep	things	moving?	
   When	would	the	attack	be	best	to	challenge	a	
  strong	party	or	help	a	weak	party?	
  At	whatever	point	the	DM	deems	appropriate,	a	loud	
  rustling	begins	within	the	thick	foliage	around	the	
  clearing.	Rather	than	a	Wisdom	(Perception)	check,	
  an	adventurer	can	make	a	DC	10	Intelligence	(Nature)	
  to	recognize	that	some	of	the	plants	on	the	edge	of	the	
  clearing	are	not	native	to	the	area	and	possibly	not	
  native	to	Faerûn.	And	they	are	moving	closer.	This	
  avoids	surprise	for	any	adventurer	making	the	check.	
  	 From	all	around	the	clearing	emerge	several	
  blights:	two	vine	blights	and	three	needle	blights.		
  Tactics 
  The	blights	fight	to	the	death,	as	they	seek	the	warm	
  blood	of	living	creatures,	and	they	do	not	
  discriminate	in	who	they	attack.	The	only	creature	
  they	do	not	attack	is	Rilynin.	
  	 Provided	the	guards	are	still	alive,	their	priority	is	
  defending	Churly.	However,	as	an	action,	a	character	
  may	be	able	to	urge	the	guards	to	help	defeat	the	
  blights	rather	than	flee.	Any	character	attempting	to	
  enlist	the	aid	of	the	guards	must	succeed	on	a	DC	13	
  Charisma	(Persuasion)	check.	If	the	characters	killed	
  any	of	the	guards	the	check	is	made	with	advantage.	If	
  the	characters	spared	all	of	the	guards	or	interacted	
  with	the	guards	peacefully,	consider	allowing	the	
  check	to	be	made	with	advantage	or	succeed	
  automatically	in	the	case	of	exceptional	roleplaying.	
  Developments 
  Upon	defeating	the	guards,	Churly	asks	the	characters	
  if	they’re	interested	in	completing	the	transaction.	In	
  exchange	for	the	box	of	gems,	the	characters	receive	a	
  box	containing	a	number	of	vials.	Of	them,	only	two	
  contain	actual	holy	water.	If	they	do	not	acquiesce	to	
  Churly’s	offer,	the	characters	are	instead	able	to	take	
  possession	of	the	box	of	gems	(see	the	treasure	
  section	in	The	Trip	Home,	below).	
  	 While	normally,	any	experience	earned	during	an	
  encounter	would	be	divided	by	all	participants	in	the	
  encounter	(in	this	case	both	the	characters	and	the	
  guards),	however	in	this	case,	only	divide	the	
  experience	among	the	characters.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or weak party: Remove a vine blight. The 
  guards attack the blights, even if the characters did not 
  persuade them to help. 
   Strong or very strong party: Add a vine blight and a needle 
  blight. The guards are less likely to attack the blights. 
  XP Award 
  If	the	characters	successfully	convince	the	guards	to	
  help	them,	award	each	character	25	XP.	
  The Trip Home 
  Rilynin,	once	he	sees	the	dangers	present	in	the	
  swamp,	does	not	fight	or	try	to	escape	from	the	
  characters.	He	happily	goes	back	with	them.	As	they	
  travel,	he	explains	why	he	stole	the	gems:	
  "You must understand. A great danger threatens this land, and 
  it is already too late for you and me. My family needed the 
  holy water that the gnome offered, and her price was the box 
  of gems. She told us exactly where the merchant would be, 
  and how we could steal the gems. She even arranged this 
  meeting place. I must get back to my Sybil so we can prepare 
  for the crossing over." 
  Even	a	DC	5	Wisdom	(Insight)	check	reveals	he	is	
  telling	the	truth.	Rilynin	cannot	answer	any	more	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  16 
   
   
  questions	about	the	impending	danger	to	the	area;	he	
  says	only	that	the	characters	should	talk	to	Sybil	to	
  learn	more,	as	she	is	the	one	with	the	gift	of	second	
  sight	and	the	power	to	see	other	worlds.		
  	 Rilynin	insists	that	the	characters	come	back	and	
  talk	to	Sybil.	Once	all	the	Gur	are	back	together	at	the	
  inn,	Sybil	comes	out	of	hiding	and	instruct	them	all	
  what	to	do.	
  Treasure 
  If	they	returned	the	gems,	the	merchant	provides	the	
  characters	with	a	pouch	containing	250	gp.	
  	 If	the	characters	steal	the	gems,	they	are	worth	250	
  gp.	However,	thanks	to	her	spell,	Aya	finds	out	what	
  they’ve	done.	If	the	characters	keep	the	gems	for	
  themselves,	each	characters	earns	the	Aya	Knows	
  What	You	Did	story	award.	
  Into the Mist 
  From	here,	the	characters	may	complete	any	of	the	
  other	missions	or,	if	they	have	completed	the	first	
  four	missions,	proceed	to	Mission	5:	Mists.	It	is	highly	
  recommended	that	they	accomplish	that	mission	last	
  as	it	better	handles	the	crossing	into	Ravenloft.	
  Characters	that	have	not	completed	the	other	five	
  missions	should	not	be	permitted	to	fully	enter	the	
  mists.	
  	 If,	and	only	if,	the	characters	have	completed	all	five	
  missions,	read	the	following.	Remember	that	once	the	
  character	enters	the	mist,	they	can’t	return	to	Faerûn.		
  	 Any	character	that	fully	enters	the	mists	earns	the	
  The	Demiplane	of	Dread	story	award.	
  As you head back towards Phlan, the fog and mists grow so 
  thick that you lose track of your companions. Even the sounds 
  of walking and talking are muffled and mangled. The mists 
  seem to take on grotesque shapes. The sounds you make 
  echoing back as moans of spectral pain. The tension finally 
  breaks as the mists thin, letting you see your landscape again. 
   
  But something is wrong. The air is still cold, but the frost is 
  gone. A few wretched leaves still cling to the trees here, where 
  all branches were bare moments ago. 
   
  A wooden sign rests on the path before you, having fallen 
  off a tree. Next to it is a dead crow, frozen by the frigid air and 
  partially eaten by vermin. In oddly slanted letters, the sign 
  reads:  
   
  “Welcome to Barovia” 
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  17 
   
   
  Rewards 
  Make	sure	the	players	note	their	rewards	on	their	
  adventure	log	sheets.	Give	your	name	and	DCI	
  number	(if	applicable)	so	players	can	record	who	ran	
  the	session.	If	you	are	playing	all	of	the	missions	as	a	
  single	adventure,	or	playing	multiple	missions	in	one	
  session,	you	can	wait	and	give	the	rewards	for	all	
  missions	played	at	the	end	of	the	session.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non‐combat	experience,	the	
  rewards	listed	are	per	character.	Give	all	characters	
  in	the	party	non‐combat	experience	awards	unless	
  otherwise	noted.	
  Combat Awards  
  Name of Foe  
   
   
  XP per Foe  
  Guard  
   
   
   
  25 
  Needle Blight 
   
   
  50 
  Vine Blight 
   
   
  100 
  Non‐Combat Awards  
  Task or Accomplishment 
   
  XP per Character  
  Avoiding a fight with Churly's guards 
  25 
  Convince Guards to Help 
   
  25 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	75	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	100	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	divided	
  up	among	the	party	in	accordance	with	the	rules	set	
  forth	in	the	D&D	Adventurers	League	Player's	Guide.	
  Gold	piece	values	listed	for	sellable	gear	are	
  calculated	at	their	selling	price,	not	their	purchase	
  price.		
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	magic	
  item,	the	DM	can	determine	who	gets	it	randomly	
  should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	up	according	
  to	a	system.	See	the	sidebar	if	the	adventure	awards	
  permanent	magic	items.	
  Vial of Holy Water 
  A	description	of	this	item	can	be	found	in	the	Player’s	
  Handbook.	
  Treasure Awards  
  Item Name  
   
   
  GP Value  
  Merchant's reward  
   
  250 
  --OR-- 
  Merchant's gems 
   
   
  250 
  Story Awards 
  Characters	have	the	opportunity	to	earn	the	following	
  story	awards	during	this	adventure.	This	award	is	
  only	earned	if	the	characters	voluntarily	enter	the	
  mists	at	the	end	of	the	mission.	This	award	prevents	
  them	from	participating	in	any	unaccomplished	
  missions.	
  	
  Aya	Knows	What	You	Did.	At	some	point	during	the	
  adventure,	you	kept	something	valuable	that	didn’t	
  belong	to	you,	and	a	rather	powerful	mage	found	out.	
  Returning	the	gems	(or	their	equivalent	value)	
  removes	this	story	award.	This	may	have	implications	
  in	future	adventures.	
  	
  The	Demiplane	of	Dread.	You	have	traversed	the	
  mists	and	now	find	yourself	in	the	Demiplane	of	
  Dread	and,	until	this	story	award	is	removed,	you	are	
  unable	to	leave.	So	long	as	you	are	trapped,	you	
  cannot	participate	in	any	adventure	or	event	that	
  takes	place	outside	of	Barovia.	Tread	carefully	during	
  your	time	here,	the	Dark	Powers	are	watching.	
  Downtime 
  Each	character	receives	five	downtime	days	at	the	
  conclusion	of	this	mini‐adventure.	
  DM Rewards 
  You	receive	100	XP,	50	gp,	and	five	downtime	days	
  for	each	session	you	run	of	this	mini‐adventure.	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  18 
   
   
  Appendix: Monster/NPC 
  Statistics 
  	
  Needle Blight 
  Medium plant, neutral evil 
  Armor Class 12 (natural armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  12 (+1) 
  13 (+1) 
  4 (−3) 
  8 (−1) 
  3 (−4) 
    
  Condition Immunities blinded, deafened 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 9 
  Languages understands Common but can’t speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) piercing damage. 
  Needles. Ranged Weapon Attack: +3 to hit, range 30/60 
  ft., one target. Hit: 8 (2d6 + 1) piercing damage. 
   
  Vine Blight 
  Medium plant, neutral evil 
  Armor Class 12 (natural armor) 
  Hit Points 26 (4d8 + 8) 
  Speed 10 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  8 (−1) 
  14 (+2) 
  5 (−3) 
  10 (+0) 
  3 (−4) 
    
  Skills Stealth +1 
  Condition Immunities blinded, deafened 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
   
  False Appearance. While the blight remains motionless, 
  it is indistinguishable from a tangle of vines. 
  Actions 
  Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a 
  Large or smaller target is grappled (escape DC 12). Until 
  this grapple ends, the target is restrained, and the blight 
  can’t constrict another target. 
  Entangling Plants (Recharge 5–6). Grasping roots and 
  vines sprout in a 15‐foot radius centered on the blight, 
  withering away after 1 minute. For the duration, that 
  area is difficult terrain for nonplant creatures. In 
  addition, each creature of the blight’s choice in that 
  area when the plants appear must succeed on a DC 12 
  Strength saving throw or become restrained. A creature 
  can use its action to make a DC 12 Strength check, 
  freeing itself or another entangled creature within reach 
  on a success. 
   
  Guard 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
    
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) 
  piercing damage. 
   
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  19 
   
   
  Appendix: The Meeting 
  Map 
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  20 
   
   
  Mission 3: Swords 
  The	trail	of	Kehkim	is	easy	to	follow,	as	the	characters	
  know	he	was	heading	in	the	direction	of	the	ruins	of	a	
  long‐dormant	stronghold,	and	travelers	in	the	area	
  witnessed	his	reckless	drive	in	that	direction	less	
  than	a	day	before.	
  Swords 
  This suit represents aggression, violence, martial classes, 
  government, leaders, sadism, brutality, and earth. 
  When	the	characters	arrive	within	sight	of	the	ruins,	
  read:	
  The path takes you further up into the hills of Thar and 
  eventually above the fog where a powerful sight greets you: 
  the ruins of a two‐story stone fortress rests atop a bluff. Much 
  of the second story of the fortress is a crumbling ruin, but the 
  outer walls are intact. A large stone ramp leads up to the main 
  gate, but the gate doors are no longer intact. 
   
  Further ahead, a group of orcs wheels a cart up the ramp 
  and into the stronghold. Although you are still an hour's march 
  away, you are able to see a human form being carried into the 
  fortress. Your quarry may have been captured by orcs! 
  Before	the	characters	can	get	to	the	ramp	leading	into	
  the	fortress,	they	must	contend	with	guards.	
  Advance Guard 
  On	the	path	leading	to	the	fortress,	a	pair	of	orcs	wait	
  near	some	snare	traps.	Any	characters	that	succeed	
  on	a	DC	13	Wisdom	(Perception)	check	notices	the	
  snares	on	the	path	and	the	orcs	waiting	in	the	brush	
  on	the	side	of	the	path.	
  Snare Traps 
  The	adventurer	(or	characters)	in	the	lead	if	the	
  group	Perception	check	is	failed	must	make	a	DC	13	
  Dexterity	saving	throw.	On	a	success	they	avoid	the	
  trap.	On	a	failed	save,	the	adventurer	is	snared	and	
  hoisted	ten	feet	into	the	air.	The	character	is	
  restrained	until	freed.	
  	 Freeing	the	adventurer	can	be	done	in	a	variety	of	
  ways:	
   A	DC	15	check	made	using	a	set	of	thieves’	tools	to	
  release	the	snare,	either	from	the	tree	or	from	the	
  adventurer's	ankle.	
   Deal	a	total	of	5	slashing,	fire,	or	acid	damage	to	the	
  rope	with	an	AC	of	10.	
   Other	methods	at	the	discretion	of	the	DM.	
  Unless	precautions	are	taken,	a	released	creature	
  takes	3	(1d6)	bludgeoning	damage	from	the	fall.	
  	 If	the	characters	avoid	the	snares,	they	may	still	
  come	into	play	during	the	combat.	If	the	snare	is	
  detected,	make	the	characters	aware	of	the	squares	
  that	contain	a	snare,	and	allow	them	to	try	to	
  maneuver	goblins	into	those	squares	or	be	pushed	
  into	them	themselves.	
  Tactics 
  The	goblins	are	cowards,	forced	into	service	by	the	
  orcs	and	their	own	cowardly	tribal	leaders	who	
  submitted	to	the	larger	creatures.	If	no	characters	are	
  ensnared	and	more	than	half	the	goblins	fall,	the	rest	
  turn	tail	and	run	away	into	the	hills,	never	to	be	heard	
  from	again.		
  Developments 
  The	goblins	have	only	their	weapons	and	armor,	
  except	one	of	the	goblins	carries	a	piece	of	paper.	On	
  the	paper	are	various	words	written	in	both	Goblin	
  and	Orc.	These	are	calls	and	responses	for	patrolling	
  and	guarding.	These	may	be	useful	to	the	characters	
  when	they	infiltrate	the	stronghold.	For	example,	
  there	are	codes	to	shout	out	when	you	approach,	
  when	your	area	is	all	clear,	when	help	is	needed,	etc.	
  	 It	is	also	possible	that	the	characters	might	keep	
  captive	goblins	to	gather	information	or	demand	help	
  infiltrating	the	fortress.	To	see	how	useful	captured	
  goblins	are,	allow	the	characters	to	make	a	Charisma	
  (Intimidation	or	Persuasion):	
   If	the	result	is	less	than	10,	the	goblins	promise	to	
  help	but	betray	the	characters	at	the	worst	possible	
  time.	
   If	the	result	is	between	10	and	15,	the	goblins	
  provide	information	and	assistance,	but	betray	the	
  characters	if	it	looks	like	the	characters	are	weaker	
  than	the	orc	forces	they	face.	
   If	the	result	is	more	than	15,	the	goblins	help	the	
  characters	until	all	the	characters	are	dead	or	
  captured.	
  XP Award 
  If	the	characters	detected	the	snares	without	setting	
  them	off,	award	each	character	25	XP.	
  Treasure 
  One	of	the	goblins	carries	around	a	magnifying	glass	
  that	she	looted	from	a	merchant	she	killed.	She	
  doesn't	understand	its	value,	but	she	likes	how	it	
  makes	her	eyes	look	big.	From	the	right	buyer,	it	
  fetches	125	gp.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  21 
   
   
   Weak party: Remove two goblins, and lower the DC to 
  avoid the snare to 10. 
   Strong or very strong party: Add two goblins. 
  Raven at the Gates 
  When	the	characters	arrive	at	the	foot	of	the	ramp,	
  read:	
  A 20‐foot‐wide, 200‐foot‐long stone ramp leads from this 
  point steeply upward onto the plateau that holds the fortress. 
  Off either side of the ramp, a steep ravine falls away into mist. 
  While it is impossible to tell the depth, it is unlikely anything 
  could survive the fall. 
   
  From your vantage, you do not see any lookouts along the 
  walls or at the ruined front gate. No movement at all is 
  apparent, except for a circling raven. As you watch, the raven 
  circles for a final time and then descend toward you. 
  The	raven	is	called	Esselios	(AC	12,	1	hit	point),	and	it	
  was	once	a	familiar	for	a	wizard	captured	by	orcs	
  here	long	ago.	Its	master	died,	but	Esselios	survived,	
  vowing	to	never	let	anyone	else	die	at	the	hand	of	the	
  orcs	within	the	ruins.	
  	 If	the	characters	attempt	to	attack	it,	the	raven	
  shrieks	"NO!"	and	attempts	to	land	near	them.	If	the	
  characters	allow	it	to	approach,	Esselios	speaks:	
  "Many orcs! Ogres! A giant! Human in cage! Human in cage! 
  Brought weapons on cart!" 
  The	raven	speaks	in	short,	squawking	phrases,	
  hopping	around	excitedly	as	it	talks.	Esselios	despises	
  orcs,	and	it	keeps	a	wary	eye	on	any	half‐orcs	in	the	
  party.	It	can	tell	the	characters	what	is	happening	at	
  the	fortresses.	Over	the	last	several	weeks,	many	orcs	
  and	other	monstrous	humanoids	have	come	to	the	
  fortress	as	some	sort	of	war	council.	Other	creatures	
  have	come	as	well.		
  	 Esselios	can	also	provide	reconnaissance	
  information:	all	of	the	creatures	are	currently	in	the	
  chambers	beneath	the	stronghold,	except	for	2	“orcs”	
  (or	see	Adjusting	the	Encounter	sidebar)	that	guard	
  the	prisoner	and	the	wagon	full	of	weapons.	If	the	
  characters	act	quickly,	they	can	dispatch	the	orcs	and	
  free	the	prisoner	without	alerting	the	hundreds	of	
  creatures	in	the	fortress.	
  XP Award 
  If	the	characters	put	Esselios	to	work	scouting	the	
  fortress,	award	each	character	25	XP.	
  The Courtyard 
  As	the	raven	promised,	the	ramp	is	safe	to	traverse	
  with	no	chance	of	being	seen.	When	the	characters	
  arrive	at	the	top	and	look	into	the	courtyard,	read:	
  At the top of the ramp is a 20‐foot‐square area that once 
  stood between the inner and outer gates. With all the gates 
  now detached and fallen, the area stands open. 
   
  Beyond the area is a courtyard, open to the sky. Much of 
  the grounds are covered in rubble from the walls of the ruined 
  fortress, although a cage has been erected in the east (where 
  the #6 is on the map). A middle‐aged human is slumped in the 
  cage, his hands and feet bound with rope. To one side of the 
  courtyard is a horse attached to a cart, within which a variety 
  of weapons are piled. Two orcs are inside of the cart—
  rummaging noisily through its contents. 
  The	two	orcs	are	engrossed	by	the	weapons	and	are	
  not	paying	attention	to	the	gates	or	the	prisoner.	
  Characters	who	understand	Orc	hear	them	arguing	
  about	who	is	going	to	get	the	sharpest	axe	and	who	is	
  going	to	kill	the	most	enemies.	Consider	their	passive	
  Perception	to	be	8	unless	they	are	disturbed	or	
  attacked.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Replace an orc with a goblin, and replace the 
  orog with an orc. 
   Strong or very strong party: Add an orc. 
  Tactics 
  	 If	the	characters	befriended	Esselios,	he	uses	the	
  Help	action	by	flitting	around	the	orcs,	pecking	at	her	
  eyes.	The	orcs	do	not	target	it;	they	focus	their	attacks	
  on	the	characters.	
  Help (Action) 
  You can lend your aid to another creature in the completion o 
  f a task. When you take the Help action, the creature you aid 
  gains advantage on the next ability check it makes to perform 
  the task you are helping with, provided that it makes the check 
  before the start of your next turn. 
   
  Alternatively, you can aid a friendly creature in attacking a 
  creature within 5 feet of you. You feint, distract the target, or 
  in some other way team up to make your ally’s attack more 
  effective. If your ally attacks the target before your next turn, 
  the first attack roll is made with advantage. 
  Freeing Kehkim 
  The	lock	on	the	cage	holding	Kehkim	is	rudimentary,	
  requiring	a	DC	10	Dexterity	check	made	with	thieves’	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  22 
   
   
  tools.	It	can	also	be	smashed	with	a	DC	10	Strength	
  check,	but	that	alerts	the	guards.	
  	 Kehkim	is	conscious,	but	woozy.	He	has	an	AC	of	10	
  and	2	hit	points	remaining.	His	movement	is	20	if	he	
  must	move	on	his	own.	If	he	is	healed,	his	movement	
  of	30	feet	is	restored.	
  	 If	freed,	Kehkim	tells	the	characters	a	story	that	
  might	sound	familiar	if	they've	played	the	other	
  missions:	he	stole	the	weapons	and	delivered	them	to	
  the	orcs	for	a	reason.	His	daughter	Sybil	has	visions	of	
  a	terrible	fate	about	to	befall	the	area.	While	it	was	a	
  desperate	move,	Kehkim	hoped	that	a	gift	of	weapons	
  would	bring	the	orc	army	to	assist	the	Gur	when	the	
  evil	came.	The	situation	is	dire	enough	that	it	was	
  worth	the	risk.	A	DC	5	Wisdom	(Insight)	check	reveals	
  he	is	telling	the	truth.	
  	 Kehkim	suggests	that	the	characters	come	back	and	
  talk	to	Sybil.	They	hear	for	themselves	what	is	about	
  to	happen.	He	doesn't	know	where	she	is,	but	once	all	
  the	Gur	are	back	together,	she	promised	to	come	find	
  them.	
  XP Award 
  If	the	characters	rescued	Kehkim	AND	recovered	the	
  stolen	weapons	award	each	character	50	XP.	
  Treasure 
  Kehkim	wears	a	pair	of	golden	earrings	set	with	jade	
  and	jet	that	are	worth	a	total	of	125	gp.	If	the	
  characters	rescue	him,	he	offers	them	as	a	reward	for	
  saving	his	life.	
  Into the Mist 
  From	here,	the	characters	may	complete	any	of	the	
  other	missions	or,	if	they	have	completed	the	first	
  four	missions,	proceed	to	Mission	5:	Mists.	It	is	highly	
  recommended	that	they	accomplish	that	mission	last	
  as	it	better	handles	the	crossing	into	Ravenloft.	
  Characters	that	have	not	completed	the	other	five	
  missions	should	not	be	permitted	to	fully	enter	the	
  mists.	
  	 If,	and	only	if,	the	characters	have	completed	all	five	
  missions,	read	the	following.	Remember	that	once	the	
  character	enters	the	mist,	they	can’t	return	to	Faerûn.		
  	 Any	character	that	fully	enters	the	mists	earns	the	
  The	Demiplane	of	Dread	story	award.	
  As you head back towards Phlan, the fog and mists grow so 
  thick that you lose track of your companions. Even the sounds 
  of walking and talking are muffled and mangled. The mists 
  seem to take on grotesque shapes. The sounds you make 
  echoing back as moans of spectral pain. The tension finally 
  breaks as the mists thin, letting you see your landscape again. 
   
  But something is wrong. The air is still cold, but the frost is 
  gone. A few wretched leaves still cling to the trees here, where 
  all branches were bare moments ago. 
   
  A wooden sign rests on the path before you, having fallen 
  off a tree. Next to it is a dead crow, frozen by the frigid air and 
  partially eaten by vermin. In oddly slanted letters, the sign 
  reads: 
   
  “Welcome to Barovia” 
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  23 
   
   
  Rewards 
  Make	sure	the	players	note	their	rewards	on	their	
  adventure	log	sheets.	Give	your	name	and	DCI	
  number	(if	applicable)	so	players	can	record	who	ran	
  the	session.	If	you	are	playing	all	of	the	missions	as	a	
  single	adventure,	or	playing	multiple	missions	in	one	
  session,	you	can	wait	and	give	the	rewards	for	all	
  missions	played	at	the	end	of	the	session.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non‐combat	experience,	the	
  rewards	listed	are	per	character.	Give	all	characters	
  in	the	party	non‐combat	experience	awards	unless	
  otherwise	noted.	
  Combat Awards  
  Name of Foe  
   
   
  XP per Foe  
  Goblin 
   
   
   
  50 
  Orc 
   
   
   
  100 
  Orog 
   
   
   
  450 
  Non‐Combat Awards  
  Task or Accomplishment 
   
  XP per Character  
  Detecting the snares 
   
  25 
  Employ Esselios in Scouting  
  25 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	75	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	100	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	divided	
  up	amongst	the	party.	Characters	should	attempt	to	
  divide	treasure	evenly	whenever	possible.	Gold	piece	
  values	listed	for	sellable	gear	are	calculated	at	their	
  selling	price,	not	their	purchase	price.		
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	magic	
  item,	the	DM	can	determine	who	gets	it	randomly	
  should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	up	according	
  to	a	system.	See	the	sidebar	if	the	adventure	awards	
  permanent	magic	items.	
  Treasure Awards  
  Item Name  
   
   
  GP Value  
  Magnifying Glass 
   
   
  125 
  Kehkim's Earrings  
   
  125 
  Story Awards 
  Characters	have	the	opportunity	to	earn	the	following	
  story	awards	during	this	adventure.	This	award	is	
  only	earned	if	the	characters	voluntarily	enter	the	
  mists	at	the	end	of	the	mission.	This	award	prevents	
  them	from	participating	in	any	unaccomplished	
  missions.	
  	 A	Fine,	Feathered	Friend.	Having	befriended	the	
  strange	raven	Esselios,	if	you	are	capable	of	casting	
  find	familiar	you	may	take	the	talkative	raven	in	that	
  role.	In	addition	to	the	other	benefits	of	having	a	
  familiar,	Esselios	offers	the	following:	
   His	Intelligence	is	4	(‐3)	and	he	can	speak	Orc	and	
  Elvish	in	addition	to	Common.	
   He	grants	advantage	on	checks	regarding	Orc	
  history,	religion,	and	culture.	
   He	sometimes	gets	moody	and	petulant,	muttering	
  to	himself	in	a	language	no	one	understands—even	
  through	the	use	of	comprehend	languages.	
  	 The	Demiplane	of	Dread.	You	have	traversed	the	
  mists	and	now	find	yourself	in	the	Demiplane	of	
  Dread	and,	until	this	story	award	is	removed,	you	are	
  unable	to	leave.	So	long	as	you	are	trapped,	you	
  cannot	participate	in	any	adventure	or	event	that	
  takes	place	outside	of	Barovia.	Tread	carefully	during	
  your	time	here,	the	Dark	Powers	are	watching.	
  Downtime 
  Each	character	receives	five	downtime	days	at	the	
  conclusion	of	this	mini‐adventure.	
  DM Rewards 
  You	receive	100	XP,	50	gp,	and	five	downtime	days	
  for	each	session	you	run	of	this	mini‐adventure.	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  24 
   
   
  Appendix: Monster/NPC 
  Statistics 
  	
  Orc 
  Medium humanoid (orc), chaotic evil 
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (−2) 
  11 (+0) 
  10 (+0) 
    
  Skills Intimidation +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
    
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage. 
  Goblin 
  Small humanoid (goblinoid), neutral evil 
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (−1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (−1) 
  8 (−1) 
    
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
    
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  	
  Orog 
  Medium humanoid (orc), chaotic evil 
  Armor Class 18 (plate) 
  Hit Points 42 (5d8 + 20) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  18 (+4) 
  12 (+1) 
  11 (+0) 
  12 (+1) 
   
  Skills Intimidation +5, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
    
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see. 
  Actions 
  Multiattack. The orog makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage. 
   
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  25 
   
   
  Appendix: The Advance 
  Guard 
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  26 
   
   
  Appendix: The Courtyard 
  	
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  27 
   
   
  Mission 4: Glyphs 
  The	oldest	Gur,	Ozzcar,	cursed	the	cook's	assistant,	
  stole	some	rare	herbs	and	plants	from	the	inn's	
  pantry,	and	was	seen	entering	the	Quivering	Forest.	
  Glyphs 
  This suit represents aggression, violence, martial classes, 
  government, leaders, sadism, brutality, earth 
  No	one	can	figure	out	how	the	Gur	cursed	the	man,	so	
  the	characters	are	asked	to	bring	him	back	to	heal	the	
  victim.	
  The Quivering Forest is rife with danger at the best of times, 
  and the aura of strangeness that permeates the land only 
  makes the forest more terrifying. The eerie silence of the 
  forest is broken when squirrels with ragged fur hurl rotted 
  acorns and screech at you from treetops. 
   
  Rolling mists pass over low the underbrush, seeming to 
  make it move of its own accord. The creaking of trees in the 
  wind sounds like low laughter. You know you are being 
  watched. You're just not sure by whom. Or what… 
  Mad Elves 
  	 Light.	Because	of	the	forest	canopy	and	mist,	this	
  area	is	dimly	lit.	
  	
  Before	too	much	time	passes,	three	elf	scouts	and	
  four	cooshee	(mastiffs)	emerge	from	the	underbrush.	
  The	elves	have	longbows	drawn	and	trained	on	the	
  characters.	They	insist	the	adventurers,	being	
  trespassers	in	the	Quivering	Forest,	must	drop	their	
  weapons	and	surrender	or	be	killed.	A	character	
  succeeding	at	a	DC	10	Intelligence	(History)	check	
  recognizes	the	elves	as	those	residing	in	Greenhall,	an	
  elven	encampment	within	the	Quivering	Forest.	
  	 These	elves	have	been	corrupted	by	the	mist,	and	
  they	are	only	trying	to	get	the	characters	to	drop	their	
  weapons	to	make	the	battle	easier.	A	DC	10	Wisdom	
  (Insight)	check	reveals	that	the	elves	are	likely	to	
  attack	even	if	the	characters	surrender—perhaps	an	
  effect	of	the	unusual	mists	in	the	area.	
  Cooshee 
  Also called an elven hound, these huge, long‐lived dogs are 
  often found in the company of elves. A cooshee has a greenish 
  coat, mottled with brown patches. 
   
  A fearsome opponent, cooshees possess a tremendously 
  loud bark and powerful jaws. It is said that a single cooshee is 
  worth five orcs in the thick of battle. 
  	 A	DC	10	Wisdom	(Nature)	check	also	reveals	
  something	interesting:	The	elves’s	dogs	look	as	if	they	
  are	ill	at	ease	with	the	elves;	the	animals	sense	the	
  unnatural	force	that	has	turned	the	elves	into	
  mindless	killers.	During	the	battle,	a	character	can	use	
  an	action	to	attempt	a	DC	10	Wisdom	(Handle	
  Animal)	check	to	convince	one	mastiff	to	change	sides	
  and	attack	the	elves	instead.	If	the	check	is	at	least	DC	
  5,	the	mastiff	stops	attacking	but	does	not	attack	the	
  elves	unless	a	further	DC	10	check	is	made.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove an elf scout. 
   Strong or very strong party: Add an elf scout. 
  Developments 
  At	the	conclusion	of	the	battle,	trying	to	question	the	
  elves	is	fruitless.	They	keep	talking	about	the	new	
  master	who	is	coming,	and	they	seem	as	rabid	as	mad	
  dogs.	
  	 Even	if	the	mastiffs	are	handled	and	fight	against	
  the	elves,	at	the	end	of	the	battle	they	run	off,	fleeing	
  the	area	out	of	fear.	
  Treasure 
  Each	of	the	elves	wears	a	pendant	made	of	a	rare,	
  purple	wood.	The	wood	is	not	from	a	tree	that	any	
  adventurer	can	recognize.	The	pendants	can	be	sold	
  for	a	total	of	125	gp.	
  XP Award 
  If	the	characters	persuade	the	cooshee	to	assist	them	
  against	the	elves,	award	each	character	50	XP.	
  I Dream of Jeny 
  Shortly	after	the	battle	concludes	(and	the	characters	
  take	a	short	rest	if	they	wish),	they	hear	more	noises	
  in	the	woods.	
  An old woman steps out of the forest into the path. She wears 
  a simple, floral‐print dressing gown‐‐its hemline soaked with 
  mud. Small, black eyes set into her wrinkled face gleam with 
  wicked humor. Behind her, tethered to a leather leash, is an 
  ancient human fitting the description of your quarry, Ozzcar. 
  The crone tugs on the leash, nearly pulling the old man off his 
  feet. 
   
  "So much strangeness," whispers the woman, shaking her 
  head, "and now this. A simple woman of the woods cannot go 
  out for a stroll without encountering strange old men and 
  passing ruffians." 
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  28 
   
   
  The	old	woman	is	Jeny	Greenteeth	(DDEX1‐08	Tales	
  Trees	Tell),	a	green	hag	infamous	in	the	Quivering	
  Forest.	She	wears	the	guise	of	an	old	woman,	but	she	
  is	quite	powerful.	A	character	that	succeeds	on	a	DC	
  13	Intelligence	(History)	check	recalls	the	hag’s	name	
  as	that	of	one	of	the	dark	fey	that	entered	into	a	pact	
  of	protection	with	the	town	of	Phlan	long	ago.	
  Roleplaying Jeny Greenteeth 
  Jeny Greenteeth is the living and breathing personification of 
  hate and malice. She loathes humanity with every fiber of her 
  being and lives to make it miserable. However, she is an 
  exceptional actor and plays the sweet, doting grandmother to 
  a T. Only when she is certain that her audience is not receptive 
  to her act does she break character and reveal her true form 
  and demeanor. 
   
  Quote: "Hush now dearie, or I'll carve out your eyes, too." 
  If	the	characters	converse	with	her,	she	tells	them	the	
  following:	
   Her	name	is	Jeny,	and	she	has	had	strange	dreams	
  for	the	last	few	weeks—dreams	of	darkness	and	
  mist.	Love	and	lost	love.	Terrible	things	that	woke	
  her	in	a	start.	The	dreams	made	her	decide	to	walk	
  through	the	woods	today,	trying	to	figure	out	why	
  everything	felt	so	strange.	She	ran	into	this	man,	
  who	was	trespassing	in	her	territory.	He	claims	to	
  be	called	Papa,	but	I	can	see	the	name	Ozzcar	
  burned	into	his	heart.	
   Ozzcar	has	been	telling	Jeny	the	most	wonderful	
  stories	about	his	granddaughter	Sybil,	who	has	the	
  gift	of	second	sight.	She	says	that	a	great	evil	is	
  coming.	[Jeny	cackles	a	little	at	this.]	
   Ozzcar	offered	Jeny	some	rare	herbs	and	plants	that	
  can	be	used	as	spell	components	if	Jeny	would	
  agree	to	protect	Ozzcar's	family	when	the	evil	
  comes,	but	Jeny	isn't	in	need	of	any	herbs	right	
  now.	
   If	the	characters	ask	Jeny	to	surrender	Ozzcar	to	
  them,	Jeny	politely	declines.	After	a	moment’s	
  thought,	however,	she	reconsiders.	If	the	characters	
  bring	her	the	heart	of	a	golden	elk	of	the	Quivering	
  Forest,	she	will	gladly	give	them	the	old	Gur.	
   If	any	characters	that	might	be	ethically	or	morally	
  opposed	to	killing	a	wild	animal,	Jeny	informs	the	
  characters	that	the	elves	have	lost	all	interest	in	
  hunting	them	and	they	are	growing	abundant	in	
  number.	Culling	their	number	is	necessary	to	keep	
  the	forest	in	good	health.	
   In	exchange	for	this	service,	Jeny	informs	the	
  characters	that	finding	sufficiently	powerful	people	
  to	casts	spells	for	them	will	be	difficult	here	and	
  that	she	can	fill	that	void.	
  At	this	point	the	characters	have	a	choice:	They	can	
  either	fight	Jeny	or	go	kill	the	elk.	If	Jeny	gets	the	
  impression	that	the	characters	are	likely	to	attack,	she	
  smiles	and	warns	them	that	it	would	be	a	foolish	
  decision.	Consider	adding	thematic	elements	like	the	
  area	growing	dim	in	response	to	her	thinly‐veiled	
  threats	or	simply	her	suggesting	that	she	is	not	“what	
  you	should	truly	be	worried	about	here,	dearie.”	
  Fighting Jeny 
  Jeny	is	a	fearsome	opponent	for	a	1st‐level	party.	
  They	do	not	have	to	defeat	her	completely	to	win	and	
  neither	does	she	particularly	want	to	kill	the	
  characters.	If	she	is	reduced	below	20	hit	points,	she	
  uses	her	invisible	passage	ability	to	disappear;	leaving	
  Ozzcar	to	the	characters.	If	she	reduces	a	character	to	
  0	hit	points,	she	does	not	kill	the	character;	she	
  instead	knocks	the	character	unconscious.	
  	 Even	if	the	characters	manage	to	kill	her,	the	hag	
  does	not	stay	dead	long—the	mists	have	plans	for	
  Jeny.	
  The Elk 
  If	the	characters	agree	to	bring	Jeny	the	heart	of	a	
  golden	elk,	she	tells	them	that	they	don't	have	to	
  wander	far	to	find	them.	She	points	north	and	says	
  the	characters	can	pick	up	tracks	there:	
  Before long, you find the old woman was right. You easily find 
  the tracks of a herd of elk in the frosty forest ground. 
   
  Following the trail, you soon come upon a shady glen, 
  where 5 elk with gold‐colored hide and fur drink from an icy 
  stream. 
  The	five	elk	can	be	surprised	if	the	characters	
  succeed	at	a	group	DC	10	Dexterity	(Stealth)	check.	If	
  successful,	the	characters	are	able	to	notice	that	one	
  of	them	is	ill	or	injured	without	the	need	for	an	
  Intelligence	(Nature)	check.		
  	 One	of	the	elk	is	dying,	its	body	succumbing	to	a	
  plague	brought	in	with	the	mist:	a	DC	11	Wisdom	
  (Medicine	or	Nature)	check	reveals	this.	Knowing	
  this,	the	characters	might	be	able	to	come	up	with	a	
  plan	to	separate	the	sick	one	from	the	rest,	thus	
  avoiding	a	deadlier	fight	and	putting	the	creature	out	
  of	what	would	be	a	miserable	death.	
  	 The	DM	should	use	the	best	discretion	when	
  figuring	out	if	that	plan	works.	Use	DC	10	as	a	base	for	
  any	skill	checks	the	characters	might	use	in	carrying	
  out	that	plan.	
  	 Otherwise,	if	they	make	a	frontal	assault,	the	
  adventurers	find	themselves	facing	the	full	might	of	
  angry	elk.	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  29 
   
   
  Treasure 
  The	coat	of	a	golden	elk	is	valuable,	but	there	isn’t	
  much	of	a	market	for	it,	so	while	they	can	skin	any	
  dead	elk,	they	are	able	to	fetch	only	125	gp	for	the	
  pelts—regardless	of	how	many	they	try	and	sell.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove an elk. 
   Strong or very strong party: Add an elk. 
  Traveling Home  
  Once	the	characters	take	possession	of	Ozzcar,	either	
  by	defeating	Jeny	or	making	the	trade	for	a	golden	elk	
  heart,	the	old	man	has	much	to	say:	
   His	granddaughter	Sybil	has	seen	the	future	of	this	
  land.	It	is	already	too	late	to	escape,	so	the	Gur	
  family	is	seeking	powerful	allies.	Jeny	Greenteeth	is	
  one	such	ally.	However,	she	is	so	unpredictable,	
  that	she	just	captured	the	old	man.	
   Ozzcar	does	not	know	exact	nature	of	the	
  impending	evil,	but	it	is	something	that	even	the	
  most	powerful	people	in	the	land	cannot	stop.	
   Ozzcar	didn’t	curse	the	cook’s	assistant.	He	was,	
  however,	drugged.	He	admits	to	having	to	giving	
  him	far	too	much,	however;	this	is	likely	to	blame	
  for	his	victim’s	current	state.	
  Ozzcar	tells	the	characters	that	Sybil	has	gone	into	
  hiding	until	all	of	the	Gur	return	from	their	missions.	
  When	they	are	all	back	in	the	vicinity	of	the	inn,	she	is	
  going	to	meet	them	to	provide	further	instructions.	
  Treasure 
  Ozzcar	offers	a	potion	of	healing	he	made	himself	to	
  the	characters	as	a	reward	for	rescuing	him.	
  Into the Mist 
  From	here,	the	characters	may	complete	any	of	the	
  other	missions	or,	if	they	have	completed	the	first	
  four	missions,	proceed	to	Mission	5:	Mists.	It	is	highly	
  recommended	that	they	accomplish	that	mission	last	
  as	it	better	handles	the	crossing	into	Ravenloft.	
  Characters	that	have	not	completed	the	other	five	
  missions	should	not	be	permitted	to	fully	enter	the	
  mists.	
  	 If,	and	only	if,	the	characters	have	completed	all	five	
  missions,	read	the	following.	Remember	that	once	the	
  character	enters	the	mist,	they	can’t	return	to	Faerûn.		
  	 Any	character	that	fully	enters	the	mists	earns	the	
  The	Demiplane	of	Dread	story	award.	
  As you head back towards Phlan, the fog and mists grow so 
  thick that you lose track of your companions. Even the sounds 
  of walking and talking are muffled and mangled. The mists 
  seem to take on grotesque shapes. The sounds you make 
  echoing back as moans of spectral pain. The tension finally 
  breaks as the mists thin, letting you see your landscape again. 
   
  But something is wrong. The air is still cold, but the frost is 
  gone. A few wretched leaves still cling to the trees here, where 
  all branches were bare moments ago. 
   
  A wooden sign rests on the path before you, having fallen 
  off a tree. Next to it is a dead crow, frozen by the frigid air and 
  partially eaten by vermin. In oddly slanted letters, the sign 
  reads: 
   
  “Welcome to Barovia” 
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  30 
   
   
  Rewards 
  Make	sure	the	players	note	their	rewards	on	their	
  adventure	log	sheets.	Give	your	name	and	DCI	
  number	(if	applicable)	so	players	can	record	who	ran	
  the	session.	If	you	are	playing	all	of	the	missions	as	a	
  single	adventure,	or	playing	multiple	missions	in	one	
  session,	you	can	wait	and	give	the	rewards	for	all	
  missions	played	at	the	end	of	the	session.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non‐combat	experience,	the	
  rewards	listed	are	per	character.	Give	all	characters	
  in	the	party	non‐combat	experience	awards	unless	
  otherwise	noted.	
  Combat Awards  
  Name of Foe  
   
   
  XP per Foe  
  Mastiff  
   
   
   
  50 
  Elf Scout  
   
   
  25 
  Jeny Greenteeth 
   
   
  700 
  Elk 
   
   
   
  50 
  Non‐Combat Awards  
  Task or Accomplishment 
   
  XP per Character  
  Persuade the cooshee to help 50 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	75	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	100	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	divided	
  up	amongst	the	party.	Characters	should	attempt	to	
  divide	treasure	evenly	whenever	possible.	Gold	piece	
  values	listed	for	sellable	gear	are	calculated	at	their	
  selling	price,	not	their	purchase	price.		
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	magic	
  item,	the	DM	can	determine	who	gets	it	randomly	
  should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	up	according	
  to	a	system.	See	the	sidebar	if	the	adventure	awards	
  permanent	magic	items.	
  Potion of Healing 
  A	description	of	this	item	can	be	found	in	the	Player’s	
  Handbook.	
  Treasure Awards  
  Item Name  
   
   
  GP Value  
  Elk Pelt 
    
   
   
  125 
  Pendants  
   
   
  125 
  Story Awards 
  Characters	have	the	opportunity	to	earn	the	following	
  story	awards	during	this	adventure.	This	award	is	
  only	earned	if	the	characters	voluntarily	enter	the	
  mists	at	the	end	of	the	mission.	This	award	prevents	
  them	from	participating	in	any	unaccomplished	
  missions.	
  	
  The	Demiplane	of	Dread.	You	have	traversed	the	
  mists	and	now	find	yourself	in	the	Demiplane	of	
  Dread	and,	until	this	story	award	is	removed,	you	are	
  unable	to	leave.	So	long	as	you	are	trapped,	you	
  cannot	participate	in	any	adventure	or	event	that	
  takes	place	outside	of	Barovia.	Tread	carefully	during	
  your	time	here,	the	Dark	Powers	are	watching.	
  Downtime 
  Each	character	receives	five	downtime	days	at	the	
  conclusion	of	this	mini‐adventure.	
  DM Rewards 
  You	receive	100	XP,	50	gp,	and	five	downtime	days	
  for	each	session	you	run	of	this	mini‐adventure.	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  31 
   
   
  Appendix: Monster/NPC 
  Statistics 
  	
  Elf Scout 
  Medium humanoid (elf), neutral 
  Armor Class 14 (leather armor) 
  Hit Points 13 (3d8) 
  Speed 35 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
    
  Skills Perception +3, Stealth +4 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, Elvish 
  Challenge 1/4 (50 XP) 
    
  Fey Ancestry. The elf scout has advantage on saving 
  throws against being charmed, and magic cannot put it 
  to sleep. 
  Actions 
  Short Sword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage. 
  	
  Mastiff 
  Medium beast, unaligned 
  Armor Class 12 
  Hit Points 5 (1d8 + 1) 
  Speed 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  14 (+2) 
  12 (+1) 
  3 (−4) 
  12 (+1) 
  7 (−2) 
    
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/8 (25 XP) 
    
  Keen Hearing and Smell. The mastiff has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) 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 granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  32 
   
   
  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 
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices. A creature that hears the sounds can 
  tell they are imitations with a successful DC 14 Wisdom 
  (Insight) check. 
  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. 
   
   
   
   
  Elk 
  Large beast, unaligned 
  Armor Class 10 
  Hit Points 13 (2d10 + 2) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (+0) 
  12 (+1) 
  2 (−4) 
  10 (+0) 
  6 (−2) 
    
  Senses passive Perception 10 
  Languages — 
  Challenge 1/4 (50 XP) 
    
  Charge. If the elk moves at least 20 feet straight toward 
  a target and then hits with a ram attack on the same 
  turn, the target takes an extra 7 (2d6) damage. If the 
  target is a creature, it must succeed on a DC 13 Strength 
  saving throw or be knocked prone. 
  Actions 
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage. 
  Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one prone target. Hit: 8 (2d4 + 3) bludgeoning damage. 
   
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  33 
   
   
  Appendix: The Quivering 
  Forest Map 
  	
  	
  	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  34 
   
   
  Mission 5: Mists 
  Only	those	characters	that	have	completed	all	of	the	
  previous	four	missions	should	participate	in	this	
  mission.		
  	 Once	the	adventurers	have	completed	the	first	four	
  missions	successfully,	they	should	have	returned	to	
  the	Crossing	Inn	along	with	the	four	Gur—Hricu,	
  Rilynin,	Kehkim,	and	Ozzcar.	The	Gur	apologize	to	
  everyone	and	give	the	same	reasoning	for	their	
  crimes	that	they	gave	the	characters:	something	
  terrible	is	coming	to	Phlan,	and	they	were	hoping	to	
  bargain	with	certain	powers	in	the	area	to	gain	
  assistance	when	the	worst	happens.	
  Mists 
  This card represents mysteries, the unexpected, surprising 
  future, and an unexpected voyage or odyssey 
  Once	the	four	are	in	the	same	place,	Sybil	returns	to	
  the	inn:	
  The ever‐present mist gets thicker and thicker as the minutes 
  pass. Then the fog closes in on the tavern itself, inching forth 
  as slowly and as surely as death itself. As the mist touches the 
  tavern windows, the door opens to reveal a Gur woman. She is 
  still a relatively young woman. She wears a plain white blouse 
  and multicolored, flowing skirts. Her black hair is wind‐tousled 
  as her blue eyes frantically and feverishly search the room. 
   
  The words "We've arrived," slip from her lips as she 
  collapses. 
  She	is	uninjured,	and	she	awakens	soon	after	her	
  collapse.	If	her	family	is	present,	they	get	her	into	a	
  comfortable	position	until	she	regains	her	senses.	
  When	she	does,	she	speaks	to	her	family	is	a	strange	
  language	(Gur).	Those	with	the	ability	to	understand	
  picks	up	the	gist	of	the	conversation:	She	wants	to	
  know	if	they	succeeded	in	their	missions,	and	they	tell	
  her	they	did	not.	
  General Features 
  	 Visibility.	The	fog	heavily	obscures	any	creature	
  within	it.	
  The Crossing Inn 
  As	the	happenings	in	the	tavern	unfold,	the	characters	
  are	called	upon	to	be	heroes	outside:	
  "HELP!" comes a scream from outside. Through the window, 
  you see the fog has thinned in patches, giving you a view of a 
  young boy. He emerges from the mist, moving as quickly as his 
  short legs can take him. He hesitates a moment and looks 
  back, calling out "Mama, where are you?" In his hands, he 
  clutches a marionette of a toy soldier tightly. 
   
  Within the fog, a hazy form passes boy, barely a blur, and 
  then the boy is simply gone. You hear more screaming as a 
  terrified‐looking woman emerges from the mist. She is looking 
  into the air and waving her arms. 
  Four	giant	bats	have	arrived	from	Barovia,	and	they	
  are	in	search	of	some	food	in	the	form	of	children.	
  They	swoop	in	and	out	of	the	fog,	attacking	prey	with	
  their	sharp	fangs.	Remember	that	creatures	make	
  their	attack	rolls	against	targets	that	can’t	see	them	
  with	advantage.	
  	 The	bats	also	squeak,	chirp,	and	shriek	as	they	fly	
  through	the	fog	and	should	serve	as	a	clue	for	the	
  characters	to	try	and	use	the	trumpet	(see	below).	
  	 If	the	characters	choose	to	act,	they	can	be	out	of	
  the	inn	in	a	round.	The	woman,	Grancie	Plumm,	was	
  caught	in	the	mist	and	is	trying	to	get	herself	and	her	
  three	children	to	the	safety	of	the	inn.	However,	she	
  was	separated	from	one	of	her	children,	Quiver,	who	
  vanished	into	the	fog.	
  	 In	the	fog,	along	with	Grancie,	are	two	of	her	
  children:	Ogvirth	and	Biddie.	When	combat	begins,	
  Grancie	and	her	two	children	are	split	up.	The	two	
  children	are	each	in	a	separate	patch	of	fog.	
  	 Sybil	and	the	other	Gur	remain	safely	in	the	inn.	
  They	flee	if	confronted	with	danger.	
  The Trumpet 
  One	of	the	children	carries	a	trumpet	which	can	be	
  used	to	disrupt	the	bats'	echolocation.	If	the	
  adventurer	uses	an	action	to	sound	the	trumpet,	all	
  bats	within	30	feet	of	the	trumpet	are	deafened	until	
  the	end	of	their	next	turn.	This	can	be	done	in	
  consecutive	rounds.	If	the	bats	are	deafened	while	
  within	a	patch	of	fog,	they	are	blinded	and	land	at	the	
  beginning	of	their	turn.	
  Tactics 
  The	giant	bats	use	the	areas	of	fog	to	cloak	their	
  movements.	They	swoop	past	the	children	and	focus	
  their	attention	on	the	characters	once	combat	begins.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Remove a giant bat. 
   Strong or very strong party: Add a giant bat. 
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  35 
   
   
  Developments 
  After	the	characters	have	defeated	the	bats,	they	can	
  bring	the	Plumms	into	the	tavern,	although	Grancie	
  has	to	be	dragged	because	she	wants	to	go	find	her	
  son,	Quiver.	
  The Crossing Over 
  After	the	battle,	if	the	characters	are	about	to	run	
  after	the	boy,	the	people	at	the	Crossing	Inn	call	them	
  back	before	they	can	go.	They	say	that	Sybil	wishes	to	
  speak	to	them	before	they	leave.	
  With the family safe inside the inn, but the youngest son taken 
  by the bats, Sybil speaks to you. Her voice, having been so soft 
  up to this point, hardens. 
   
  "The boy is important, I have seen. Or something about him. 
  Something he is, or something he carries. I must go with you 
  as you search for him." 
  The	Rasia	family	tries	to	convince	Sybil	to	stay	put,	
  and	when	she	refuses,	they	insist	on	joining	her.	She	
  tells	them	that	she	has	seen	the	future,	and	for	now	
  they	must	stay	safely	at	the	inn.	
  	 The	adventurers	and	Sybil	can	now	head	into	the	
  mist,	in	search	of	Quiver.	Sybil	follows	her	second	
  sight,	leading	the	party	down	a	path	that	leads	toward	
  a	wooded	area.	After	about	20	minutes	of	travel,	she	
  stops:	
  Sybil stops and peers into the mist. “The boy is near,” she 
  breathlessly whispers. 
   
  As she says the words, two human figures edge out of the 
  deepest mist into your view. They walk slowly and carefully, as 
  if not quite sure where they are. As they draw closer, you are 
  able to see empty eye sockets, feral mouths, and sharp, jagged 
  fingernails. The haunting semblance of a grin plays across its 
  face, and you see that the creature drags a young boy behind 
  him by the ankle. 
  Tactics 
  The	two	mist	zombies	are	controlled	by	the	mist	
  itself,	and	they	do	not	harm	the	boy	or	Sybil,	as	the	
  mist	wants	both	alive.	They	go	after	the	characters,	
  however,	with	the	full	force	of	their	undead	fury.	
  Treasure 
  Searching	the	zombie	bodies	reveals	they	are	dressed	
  as	average	farmers,	but	their	clothing	is	just	a	bit	
  strange,	not	what	farmers	in	the	Moonsea	area	would	
  wear.	Instead,	they	are	wearing	heavy,	fur‐lined	
  clothing—akin	to	something	you’d	wear	in	a	heavy	
  winter.	
  	 In	their	pockets,	the	creatures	carried	a	variety	of	
  trinkets	and	coins.	None	of	the	coins	are	of	a	
  recognizable	mint.	The	coins	are	each	stamped	with	a	
  crowned	raven	clutching	a	sword	on	one	side	and	an	
  animal	(wolves	for	gold,	ravens	for	silver,	and	rats	for	
  copper)	on	the	other.	The	total	worth	of	the	trinkets	
  and	coins	is	250	gp.	
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Weak party: Replace a mist zombie with a zombie. 
   Strong or very strong party: Add a mist zombie. 
  Treasure 
  Once	the	boy	has	been	rescued,	Sybil	draws	close	and,	
  after	surveying	the	scene,	reluctantly	gives	the	
  characters	a	spell	scroll	of	protection	from	good	and	
  evil.	
  Into the Mists 
  Sybil	becomes	very	distressed	as	time	passes.	Her	
  skin	pales	and	she	finally	is	forced	to	sit.	She	begins	
  talking	in	a	voice	not	her	own:	
  The	mists	have	come	to	take	us	all	
  Into	a	place	of	great	darkness.	
  Evil	lurks	within;	
  An	evil	that	only	those	of	conviction	
  Have	hope	of	destroying.	
  If	this	is	the	case,	the	mist	welcomes	each	of	them.	
  Each	character	earns	The	Demiplane	of	Dread	story	
  award.	Read:	
  As you head back towards Phlan, the fog and mists grow so 
  thick that you lose track of your companions. Even the sounds 
  of walking and talking are muffled and mangled. The mists 
  seem to take on grotesque shapes and echoes back the sounds 
  you make as moans of spectral pain. The tension finally breaks 
  as the mists thin, letting you see the landscape again. 
   
  But something is wrong. The air is still cold, but the frost is 
  gone. A few wretched leaves still cling to the trees here, where 
  all branches were bare moments ago. 
   
  A wooden sign rests on the path before you, having fallen 
  off a tree. Next to it is a dead crow, frozen by the frigid air and 
  partially eaten by vermin. A dark, sticky liquid stains In oddly 
  slanted letters, the sign reads: 
   
  “Welcome to Barovia” 
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  36 
   
   
  Rewards 
  Make	sure	the	players	note	their	rewards	on	their	
  adventure	log	sheets.	Give	your	name	and	DCI	
  number	(if	applicable)	so	players	can	record	who	ran	
  the	session.	If	you	are	playing	all	of	the	missions	as	a	
  single	adventure,	or	playing	multiple	missions	in	one	
  session,	you	can	wait	and	give	the	rewards	for	all	
  missions	played	at	the	end	of	the	session.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non‐combat	experience,	the	
  rewards	listed	are	per	character.	Give	all	characters	
  in	the	party	non‐combat	experience	awards	unless	
  otherwise	noted.	
  Combat Awards  
  Name of Foe  
   
   
  XP per Foe  
  Giant Bats 
   
   
  50 
  Mist Zombies 
   
   
  100 
  Non‐Combat Awards  
  Task or Accomplishment 
   
  XP per Character  
  Rescue Quiver 
   
   
  20 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	75	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	100	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	divided	
  up	amongst	the	party.	Characters	should	attempt	to	
  divide	treasure	evenly	whenever	possible.	Gold	piece	
  values	listed	for	sellable	gear	are	calculated	at	their	
  selling	price,	not	their	purchase	price.		
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	magic	
  item,	the	DM	can	determine	who	gets	it	randomly	
  should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	up	according	
  to	a	system.	See	the	sidebar	if	the	adventure	awards	
  permanent	magic	items.	
  Scroll of Protection from Evil and Good 
  A	description	of	this	item	can	be	found	in	the	Player’s	
  Handbook.	
  Treasure Awards  
  Item Name  
   
   
  GP Value  
  Zombie Trinkets  
   
   
  250  
  Story Awards 
  Characters	have	the	opportunity	to	earn	the	following	
  story	awards	during	this	adventure.	
  	
  The	Demiplane	of	Dread.	You	have	traversed	the	
  mists	and	now	find	yourself	in	the	Demiplane	of	
  Dread	and,	until	this	story	award	is	removed,	you	are	
  unable	to	leave.	So	long	as	you	are	trapped,	you	
  cannot	participate	in	any	adventure	or	event	that	
  takes	place	outside	of	Barovia.	Tread	carefully	during	
  your	time	here,	the	Dark	Powers	are	watching.	
  Renown 
  Each	character	receives	one	renown	upon	
  completing	all	five	of	the	missions.	
  Downtime 
  Each	character	receives	five	downtime	days	at	the	
  conclusion	of	this	mini‐adventure.	
  DM Rewards 
  You	receive	100	XP,	50	gp,	and	five	downtime	days	
  for	each	session	you	run	of	this	mini‐adventure.	
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  37 
   
   
  Appendix: Monster/NPC 
  Statistics 
  	
  Giant Bat 
  Large beast, unaligned 
  Armor Class 13 
  Hit Points 22 (4d10) 
  Speed 10 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  11 (+0) 
  2 (−4) 
  12 (+1) 
  6 (−2) 
    
  Senses blindsight 60 ft., passive Perception 11 
  Languages — 
  Challenge 1/4 (50 XP) 
  Echolocation. The bat can’t use its blindsight while 
  deafened. 
  Keen Hearing. The bat has advantage on Wisdom 
  (Perception) checks that rely on hearing. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage. 
   
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3) 
    
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage is 
  radiant or from a critical hit. On a success, the zombie 
  drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
  Mist Zombie (Lesser Strahd Zombie) 
  Medium undead, unaligned 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (-2) 
  5 (−3) 
    
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Common but can’t speak 
  Challenge 1/2 (100 XP) 
  Severed Limb. The first time a zombie takes slashing 
  damage, in severs a limb. That limb animates and can 
  also attack as an independent creature. It has the same 
  stats as the zombie with the following changes: It has a 
  speed of 10 ft. and 10 hit points. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
  Claw. Melee Weapon Attack (severed limb only): +3 to 
  hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing 
  damage. 
  	
  	
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  38 
   
   
  Appendix: The Crossing Inn 
  Map 
  	
  	
   
   
  
  	
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  Suits of the Mists 
   
   
  39 
   
   
  Player’s Handout 1: On the 
  Trail of the Gur 
  	
  This	handout	summarizes	the	word‐of‐mouth	information	that	the	characters	learned	during	their	time	speaking	
  with	the	patrons	of	the	Crossing	Inn.		
  General Information 
  All	of	the	Gur	seemed	to	pay	deference	to	a	female	whom	they	referred	to	as	Sybil.	While	the	four	male	Gur	
  interacted	with	the	tavern‐goers	and	staff	normally,	Sybil	kept	to	herself.	All	of	the	Gur	were	very	charming,	and	
  they	easily	assuaged	the	fears	of	the	superstitious	folk	in	the	tavern.	
  Hricu and the Stolen Wand 
  The	youngest	of	the	Gur	was	a	lad	of	twelve	years	called	Hricu.	He	had	befriended	a	mage	staying	at	the	inn.	Aya	
  woke	yesterday	morning	with	little	memory	of	the	night	before	and	found	his	wand	of	fire	missing.	He	recalls	little	of	
  the	night	before	other	than	Hricu	had	served	him	drinks.	He	is	convinced	that	the	boy	stole	the	wand.	
  	 The	wand	contained	magic	that	tapped	into	the	power	of	the	Elemental	Plane	of	Fire.	That	same	morning	a	farmer	
  saw	the	boy	heading	into	the	Vanishing	Hills	carrying	a	strange‐looking	piece	of	wood	marked	with	sigils	and	runes.	
  That	night,	travelers	reported	seeing	“blazing	stars	falling	from	the	sky”	in	the	area	above	the	hills.	Travelers	also	
  claim	that	the	snow	itself	was	whispering	as	it	fell,	although	no	one	can	agree	on	what	the	snow	was	saying.	
  Rilynin and the Stolen Gems 
  Another	Gur	was	a	man	in	his	thirties	called	Rilynin.	He	was	seen	in	the	vicinity	of	the	stables,	where	a	shipment	of	
  gems	was	being	guarded	by	the	gem	merchant’s	mercenaries.	Like	the	wizard,	the	guards	remember	taking	drink	
  offered	by	the	man,	and	when	they	woke	part	of	the	gem	shipment	was	missing.	Aya	cast	locate	object	for	the	
  merchant	and	determined	that	the	box	containing	the	stolen	gems	is	currently	being	carried	into	the	Glumpen	
  Swamp.	The	gem	merchant	has	offered	a	hefty	reward	for	anyone	returning	the	gems.	
  Kehkim and the Stolen Weapons 
  Romsan	has	been	allowing	the	militia	of	the	surrounding	area	to	store	their	surplus	weapons	in	the	basement	of	his	
  inn.	When	the	other	thefts	were	reported,	one	of	the	militia	members	checked	the	basement	and	found	many	of	the	
  weapons	missing.	Travelers	saw	an	older	Gur	of	fifty	years	by	the	name	of	Kehkim	fleeing	into	the	wastes	of	Thar,	
  driving	a	stolen	wagon	with	weapons	rattling	beneath	a	tarp.	Other	rumors	tell	of	a	gathering	of	orcs	in	the	hills	of	
  Thar,	quite	near	the	old	abandoned	orc	fortress	of	Xûl‐Jarak.		
  Papa and the Cursed Cook 
  On	the	morning	that	the	rest	of	the	Gur	disappeared,	the	cook’s	assistant	found	the	oldest	Gur—a	withered,	ancient	
  man	called	Papa	by	the	others—rummaging	through	the	inn’s	spice	cupboards.	The	assistant	yelled	for	help,	but	
  he’s	convinced	that	Papa	cursed	him.	Since	that	time,	the	assistant	has	been	unresponsive.	Papa’s	tracks	were	
  followed	to	the	edge	of	the	Quivering	Forest,	but	the	tracker	was	too	scared	to	enter.	Everyone	fears	that	the	cook’s	
  assistant	might	die	if	Papa	is	not	retrieved	to	lift	the	curse.	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/DDAL4-01 - Suits of the Mists.pdf