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Fog Over Barovia: A Ghostly Nautical Adventure For Curse of Strahd

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100% found this document useful (1 vote)
231 views24 pages

Fog Over Barovia: A Ghostly Nautical Adventure For Curse of Strahd

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Fog Over Barovia

A ghostly nautical adventure for Curse of Strahd


A 2-3 hour adventure for characters level 2-6.

by Thomas Kolar

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, U K. All Art from the Metropolitan Museum of Art in New York Open Access Artwork Collection. “The Fog” 1980 created by Deborah Hill and John Carpenter

1
Ghost Stories
boiled nettles and fish heads for soup and still went to
bed hungry. Robb Drake, a wealthy noble from Vallaki
offered Antonbucher salvation, but with a cost. Drake
had survived the plague, but it left his body misshapen
Almost dawn. Enough time for one more and deformed. An outcast from a society terrified of
story. One more story before dawn, just to
contagion, he purchased a large plot of land from the
keep us warm. In a few minutes, it will be
Founder’s Day. One hundred years ago on this families living in Antonbucher for a colony to be a new
day, out in the waters around Spiney Point, a home for other survivors of that terrible plague. Those
small clipper ship drew toward land. Suddenly, families were horrified at the thought of those hideously
out of the night, the fog rolled in. For a touched by plague living in their midst, but were
moment, they could see nothing, not a foot in
desperate for that money, and the rest of the money
front of them. Then, they saw a light. By the
gods, it was a fire burning on the shore, Drake would bring to build his colony. In their
strong enough to penetrate the swirling mist. desperation, they hatched a dark and bloody plan. They
They steered a course toward the light. But it would lure Drake’s ship, the Dear Lizbeth, and the 50
was a campfire, like this one. The ship crashed innocent souls aboard, to crash. They would pocket the
against the rocks, the hull sheared in two,
money and loot the wreckage for the rest of Drake’s gold.
masts snapped like a twig. The wreckage
sank, with all aboard. At the bottom of the With Drake’s gold they could feed the town and rebuild
sea, lay the Dear Lizbeth, with her crew, their the fishing fleet. On the appointed night, a thick fog
lungs filled with salt water, their eyes open, rolled in around Antonbucher, helping the conspirators in
staring to the darkness. And above, as their black deed. The next day, the townspeople were
suddenly as it come, the fog lifted, receded
back across the ocean and never came again. told that the conspirators had fortunately found the gold
But it is told by the fishermen, and their in the wreck. This day was was ever after a town festival,
parents and grandparents, that when the fog and the conspirators gained new acclaim in the
returns to Antonbucher, those at the bottom community, with most of their families (Mehlon, deVayne,
of the sea, out in the water by Spiney Point, Willems, Rook, Banyon, and Bex) still prominent and well-
will rise up and search for the campfire that
led them to their dark, icy death. respected Town Elders of Antonbucher a century later.
The wreck of the Dear Lizbeth was another of the
countless tragedies of the lake, another sailor’s ghost
Every child of Antonbucher has heard Old Man Macher’s story. But the dead do not forget. And now, on Founders’
ghost stories, including the story of the Dear Lizabeth. Day one hundred years later, they rise to take their
None of them, perhaps even Macher himself, knows that vengeance on Antonbucher.
it holds a terrible secret crime.

ANTONBUCHER
VILLAGE
Antonbucher is a small port village across the lake from
Vallaki. Most of the village is centered around the fishing
fleet, and that fleet provides a major food source for
Vallaki. Antonbucher is also a supply and trade center for
the mining and logging camps around Mt. Bartok.

NOTABALE PERSONALITIES OF
ANTONBUCHER:
Mayor Lorrian Willems (Use Noble), Town Elder. A
descendent of the respected and important Willems
One hundred years ago, Antonbucher was dying. Not a
family, always busy and taking more and more jobs
proper village yet, just a few rickety shacks around the
among the community. Popular and outgoing, deeply
docks. Plague and drought ravaged the land, the catch
committed to the village and it’s history. Usually
was scanty, the boats rotted in port, the town’s people
2
accompanied her acerbic assistant, Loomis (use the community. Use Bandit Captain with proficiency in
Commoner, Proficient in Persuasion). Mayor Willems is water vehicles. Good friends with the Sea Glass crew, and
swamped with work for the Founders’ Day festival, and is growing worried about them. Nicolai is friendlier and
starting to grow worried that her husband, Albrecht’s more open to outsiders than the average villager, and is
fishing boat (The Sea Glass) hasn’t returned to port yet. more likely to ally with the PCs if they’ve behaved well in
town and they convince him of their good intentions for
“Then we have speeches, the Father and me, then we the village.
pass out the candles and have the procession. Then I go
home and pass out.” “I don’t believe in luck, good or bad. I don’t believe in
anything much. But something did happen once..”
Harbormaster Simms Ashcroft. In charge of records, boat
slips, and logistics for the harbor, an authority figure Goody Phibes, local midwife and healer. Use Commoner
second only to the Mayor. Ashcroft is a tough old sailor with a +4 in Wisdom (Medicine). Morning and evening,
who can crack heads when needed, and acts as the she usually waits at the docks to help with the inevitable
unofficial sheriff of the village. He’s a skeptic, convinced fishing injuries. Other times, she’s circulating through the
the Sea Glass is missing because the crew had too much town helping those as needed. She has a pouch with two
ale the night before. Suspicious of strangers. potions of healing, and one each of antivenom and lesser
restoration.
“What kind of fog moves against the wind?”
“His wounds are covered with algae, his lungs are full, and
Father Mehlon. Town Elder and priest of the there's silt under his fingernails. I tell ya, I saw Al Willems
Morninglord. Use Acolyte. His grandfather and father three days ago at the tavern. Now he's lying there on the
served Antonbucher as priests, and so he entered the table looking like he's been underwater for a month!”
clergy out of sense of duty and obligation more than
personal faith. Drinks too much, an open secret in the
village. Despite this, he’s still respected by most of the NOTABLE LOCATIONS:
villagers as a fundamentally decent person, not just Byronite’s General Store- in the central “commercial”
because of his family and position. area of the village, the main store carrying things of
interest to the average PC (the three other nearby stores
“We’re all cursed. All of us.” specialize in fishing supplies or boat supplies). Has
everything for sale in the Adventuring Equipment section
Ariadne deVayne. Town Elder, owner and barkeep of the of the PHB that is less than 30 gold. When the PCs arrive,
town inn, “The Black Sail.” Use Noble. Beautiful and Strobal Byronite is finishing up some cleaning, preparing
charismatic, Ariadne is the best source of information and to close the store at sunset for the festival. If they talk to
gossip in the village. Often puts on a mysterious, him about the broken glass and mess, he tells them that
seductive air when dealing with customers- she’s all the previous night the air got very still and cold, and then
business otherwise. She’s a bit on edge because of some jars started exploding while things just spilled off the
unsettling incidents the previous day, and is beginning to shelves.
suspect the village is in danger.
The Docks- normally bustling with ships loading and
“There's a celebration planned for tonight. So if you're so excited about unloading cargo, the docks are built on the west side of
it you can't sleep, well, stay up with me.”
the village, along either side of a large wooden bridge
Old Man Macher. Oldest living fishing captain, famous as built over one of the rivers flowing from Mt. Bartok. The
a storyteller, encyclopedic knowledge of local legends and river is used for shipping timber and minerals to the
lore. village, and for travel or supplies going to the mining and
logging camp. The docks are a tangle of piers, hand
“Time for one more story, just to keep us warm.” cranes, small warehouses, and fish-packing plants. They
also house the harbormaster’s office, and a few holding
Nicholai Rook. Town Elder, retired captain, respected in cells for drunks and malcontents which act as the village’s

3
jail. Slouched between the larger buildings are a few
rough, nameless dives where a sailor can get cheap ale,
rotgut liquor, and a bowl of stew.

Black Sails Tavern- Large tavern on a hill in the central


“commercial” area around the Village Green, the main
social hub of the village. The tavern is also used for village
meetings, with a few rooms for the occasional traveler
staying the night. When the PCs arrive, it is packed with
people either setting up for the nights festival or getting
an early start on revelry. Tables are being set up on the
Village Green between the Tavern and the new statue,
with a small stage for the dedication whose construction

PART 1: THE FATE OF THE SEA


is being finished. Use the Blue Water Inn Map, the attic

GLASS
rookery is now the storage space for the old town
records.
Here are four potential ways the PCs could be sent to
Church of St. Johan- The oldest remaining building in Antonbucher if you need a motivation.
town, dating almost the founding. Located on a hill on
the eastern edge of town. Use the Barovia Church map 1: The Mad Mage. Antonbucher and the work camps it
supplies have an uneasy co-existence with the Mad Mage.
Old Watchtower- On a raised cliff on the western edge of If your PCs are looking for him, they will be pointed to
town, used as a watchtower in past decades when pirate Antonbucher as a place that knows how to contact the
raids were more common, warning the townspeople with Mage. When the adventure is over, one of the NPCs they
the ringing of its bell. Now abandoned, use Van Richten’s saved gives them a map to a huge tree stump in the
Tower map. mountains. The villagers working in the mountains know
to make regular offerings of food and other sundries on

FESTIVAL OF REMEMBRANCE
the stump, in exchange the Mad Mage usually leaves
them alone- this is a good place to make contact, and if
The adventure begins in Antonbucher, the day the PCs they bring offerings from the town they’ll have Advantage
arrive. Preparations are underway for the 100th annual on their first three social rolls to speak to the Mage.
Festival of Remembrance, including the sunset unveiling
of a new statue of the murderous conspirators, locally 2: Records and Maps. Antonbucher is 100 years old, and
known as “The Saviors of Antonbucher.” Mayor Willems is known to have records going back even further. It’s
hopes that the festival will alleviate some of the tension in also known as the central settlement for people working
the town. The last few days, the catch has been sparse, in the Mount Bartok region, so it could be a good place to
and some of the fishers report a strange fog out on the find historical records or maps the PCs want to find, such
lake. The previous night put every on edge- bad dreams, as information about the Werewolf Den.
windows shattered, bottles and jars knocked down,
animals restless and panicky. The PCs are sent to 3: Missing Shipment. Some important NPC in Vallaki is
Antonbucher (for a number of potential reasons) and waiting for a shipment from Antonbucher (food, lumber,
encounter a fishing boat, the Sea Glass, that went out last or minerals), brought to Vallaki by the Sea Glass.
night and never came back to port. Examples include Baron Vallak waiting for lumber to
reinforce the town palisade, Lady Wachter waiting for a
silver shipment to help fund her political plans, or the
Martikovs waiting for a shipment of food for the Inn. The
PCs are tasked with investigating the delay. When they
find the Sea Glass, the missing shipment is intact.

4
4: Missing Agent. The Keepers of the Feather have a clues. A total of 10 reveals that the boathook run through
contact in town (Daniel Banyon, captain of the Sea Glass) Banyon has a ships’ name cut into it. “Dear Lizbeth.” A
who keeps tabs on the region and the Mad Mage. He was total of 12 reveals a few gold coins around the bodies,
supposed to meet a wereraven at a rendezvous point the tarnished and muddy. Cleaning off the muck reveals the
previous night, and never showed up. The Martikovs asks coins are Barovian, about a hundred years old.
the PCs to investigate.
Whatever they roll, the PCs notice Banyon’s corpse is
Whatever their motivation, the PCs are given the use of a wrapped in a loose cloak, which is missing a catch.
skiff called the Sea Queen, piloted by its owner, Jamie Banyon is holding an antique golden brooch with a symbol
Soley (a Vallaki native that often ferries people between of a ship and scales. After the PCs examine it, the brooch
Vallaki and Antonbucher). Use Scout, with Proficiency in corrodes into rust and dissolves in an instant.
Water Vehicles. She enjoys meeting new people,
especially unusual ones, and can answer any basic
D RAKE ’ S TREASURE
questions about Antonbucher. She doesn’t know the Sea The brooch is the first clue in a potential story path for the PCs
Glass or Captain Banyon personally, but by reputation as a to follow that leads them to a peaceful way to appease the Fog
dependable, easygoing sailor. Spirits. The conspirators claimed some of Drake’s valuables
for themselves, and returning the final piece of stolen
treasure, the candlesticks in the Church, is one way to put the
It’s a day’s journey sail to Antonbucher. A few hours from spirits to rest.
Vallaki, the PCs see a strange fog bank ahead of them in
When the PCs next interact with a Town Elder NPC, the PCs
the middle of the lake. Captain Soley confirms this is
with the highest Passive Perception notices that NPC is
unusual for the weather and time of year. They sail wearing a finely made ring with the same ship-and-scales
through the fog uneventfully, emerging near a drifting, symbol as the brooch. If asked, the NPC says that the ring is a
lifeless ship, the Sea Glass. Solley insists on investigating. family heirloom, being worn in honor of the Founders’ Day.

Examining the brooch. A DC 12 Intelligence (History)


check, made with Advantage if a PC has the Noble
background, reveals that this was the symbol of a wealthy
noble trading family, the Drakes, in Vallakai. The family
was thought ended by the Red Death plague, about 100
years ago.

If they discuss the boathook, Solley mentions that she’s


heard of the “Dear Lizbeth.” It’s a famous wreck around
Antonbucher, years and years ago. She knows the same

THE SEA GLASS


story as any Antonbucher native, Old Man Macher’s ghost
story.
On board, the deck is soaked in sea water and clumps of
seaweed. The crew is dead. They are torn apart, gashing A few minutes into the investigation, one corpse will sit
wounds in their bodies, and there are still weapons buried up, and croak out “Blood for blood. All will pay the price”
in their flesh- boat hooks, utility knives, and before collapsing, dead once more. If you want some
longshoreman’s hooks. But their bodies are bloated, pale, combat, the three sailor corpses can reanimate as
and barnacled. A DC 10 Wisdom (Medicine) or Zombies, use CL appropriate AC and HP from the Fog
Intelligence (Nature) check reveals that they died by Spirits.
drowning, water in their lungs. If they fail this roll, Nicolai
Rook at the port can tell them this information after he Solley offers to tow the Sea Glass into port, insisting on
examines the bodies. giving the crew a proper burial. A DC 14 Charisma
The bodies look like they’ve been under the sea for (Persuasion) check is necessary to convince her to
months. The PCs can make a Wisdom (Perception) or continue to port without it.
Intelligence (Investigation) check to search the ship for

5
PART 2: THE TRUTH OF THE funeral arrangements for her husband and his crew.
ABOMINATION- FOLLOWING
THE CLUES
F ATHER M EHLON ’ S S ECRET .
When they arrive at the dock it is late afternoon. Nicolai
As the PCs move through the Black Sails Tavern, they should
Rook is there watching for the Sea Glass. If the PCs roll a DC 10 Wisdom (Perception) check to overhear a
brought the Sea Glass with them, Nicolai asks them to background NPC talking about the stress of the festival
describe what they saw as he climbs aboard to examine preparations. “It’s even getting to Father Mehlon. He’s
the bodies. If they did not bring the Sea Glass back with supposed to give the blessing at the ceremony, but he was
staggering around the Church last night blathering about
them, Solley tells Nicolai what they saw. Nicolai is a little
blood and revenge.” This NPC is Bennet, a Carpenter who
skeptical, but accepts their story. Either way, Nicolai does repair work and maintenance at the Church. Bennet’s
wants to help them find out what happened to the Sea companion is scandalized by this behavior- “I mean, everyone
Glass’s crew and can answer their questions about the knows the Father enjoys a drink or two, but he’s never
behaved like this!” If the PCs ask for more detail, Bennet
town and give them introductions to other important comments that Father spent most of the afternoon at his desk
NPCs. The PC with the highest Passive Perception notices drinking and reading a dusty book that Bennet had never seen
Nicolai is wearing a finely made, antique dagger with the before.
same ship-and-scales crest as the brooch they found. If
asked, Nicolai tells them the dagger is a family heirloom.
If anyone needs healing, Nicolai calls Goody Phibes to If the PCs stay in the tavern and ask about the records or
treat them. about the Dear Lizbeth, they are directed to Loomis, who
is frantically handling details of the festival. A DC 12
If the PCs ask about the “Dear Lizbeth,” the brooch, or the Charisma (Persuasion) check (made with Advantage if
coins, Nicolai can help them. He, like most natives of the Nikolai is with them) will convince her to give them the
village, knows the official story of the “Dear Lizbeth” and key to the attic for research.
the important role that ship’s wreck played in the village’s
survival (the event being celebrated that very night). He Madame de Vayne is sitting calmly behind the bar,
directs the PCs to two places for more research. The answering questions and requests from her frantic
Church has records going back to the founding of the servers. If the PCs talk to her about their experiences, she
village, they could talk to Father Mehlon for access. drops her cool and sultry façade. In a panic, she tells the
Another possible research place, the village stores old PCS that her son found a similar coin on the beach this
records in the attic at the Black Sails Tavern, and they very morning. When she handled it, she got a sense of
could talk to Mayor Willems, Loomis or Madame deVayne malevolence, and insisted on bringing it with her to the
for access. Nicolai is heading over to the Black Sail Tavern Tavern. She brings the PCs into a storage room, showing
to find Willems and tell her about her husband’s death. them coin. The coin is dripping sea water. When she
picks it up, they all hear a growling voice saying “damn
If the PCs mention the boat hook, Nicolai mentions them. Damn them all!” and the coin bursts into flame and
remembers seeing a piece of wood with the “Dear disappears. She gives them the key to the Attic records
Lizbeth” name burned into it behind the bar of the Black storage room, and offers to help them any way she can.
Sails Tavern.
In the Black Sails Tavern Attic, a DC 14 Intelligence
The Black Sails Tavern: The tavern is packed full of people (Investigation) or DC 12 Intelligence (History) check finds
either working to set up for Founder’s Day, or making an The Contract. If the PCs fail, they find a scrap of paper
early start on their own festivities. torn out of the town ledger with a faint “Lizbeth” and
“Money for the Church” written on the remaining
If the PCs want to help Nikolai find Mayor Willems, they fragment.
are directed to the Village Green where she is reviewing
the memorial ceremony details. She is horrified to hear
what happened to her husband on the Sea Glass, but
determined to continue the memorial ceremony. She asks
the PCs to go to the Church to inform Fr. Mehlon to make

6
Appendix B, the Journal Pages. If they haven’t found the
Contract yet, a copy is tucked in the Journal. Mehlon
watches, drinking, as the PCs read the pages. When they
finish reading, he tries, half-drunk, to convince them to
help him cancel the ceremony, before collapsing in
T HE C ONTRACT
despair that the people won’t listen to him. If the PCs
The Contract is a tattered legal document signed between Drake
and the Antonbucher Town Council, on which Drake buys a large
reveal what they found on the Sea Glass, he begins
plot of land north of the village for a colony to be home the fumbling around looking for books, trying to figure out
survivors of the Red Death plague for 5000 gold. It include what what is happening. He begs the PCs to warn the people at
was pretty standard oath language for the region 100 years ago, the ceremony. He is desperate to protect the Village, and
including the line “We swear this by our blood, for a hundred
open to any suggestions the PCs offer.
years.” The Village Elders who signed it include some of the most
prominent families in the town- Banyon, Byronite, Rook,
deVayne, Willems, and Acolyte Mehloan, the priest of the Whatever path they follow, they should conclude their
Morninglord 100 years previously. research just at dusk.

PART 3: SOMETHING IN THE


FOG

As the sun begins to go down, a fog starts to creep in from


the ocean. All over Antonbucher, the town is busy with
the festival. The dedication ceremony for the statue ends
shortly after sunset, and the Town is hosting a feast on
the lawn of the Black Sail Tavern. Many of the
townspeople are there, at the long tables set up on the
green. Others are having smaller celebrations in their
The Church: The PCs go to the Church of St. Johan either own homes, and the dockyard dives are packed with
following up “Father Mehlon’s Secret, ” to arrange the revelers. The townspeople barely notice at first, beyond a
funeral for the Sea Glass crew, or for historical research. shiver at the sudden chill, as the fog begins to thicken…
At the Church, Loomis has come to see if Mehlon has
sobered up and if he is prepared to give the Statue The lost souls of the Dear Lizbeth have come for revenge.
dedication. As the PCs arrive, Loomis is running out of the They travel in the fog, beginning along the coastal edge of
Temple, as Father Mehlon hurls an empty wine bottle at town and working their way up the hills. All night, they
them screaming “This celebration is a travesty! We’re will kill all they find as vengeance for the evil that sent
celebrating murderers! Murderers!” He then slumps them to their watery graves. The fog carrying the Fog
back into his study. Spirits appears at dusk and lasts until midnight, about 5
hours.
Inside, the PCs see Father Mehlon, hands shaking, messily
pouring more wine. An ancient, tattered journal lies on
his table. As long as the PCs have not been antagonistic
here to Father Mehlon, he talks freely. If they have been
antagonistic, a DC 10 Charisma (Persuasion) roll will
convince him to spill everything. He *wants* to talk.

“Last night, I was doing some work on my dedication..{he


laughs bitterly}. I brushed by that spot of the wall, and
the stones over there {gestures to a small hole in wall}
just…fell away. This journal was inside. This was written
by my Grandfather. My Grandfather!” Give the PCs

7
PROGRESS OF THE FOG
THICK AS P EA SOUP ? The unnatural Fog drifts in from Spiney Point, then
While in the fiction of the adventure, the fog quickly
becomes thick and opaque, much of this adventure will be in surrounds the beach, It moves slowly up the hills of the
that fog. The DMG gives thick fog as an example of a heavily town. About 30 minutes after first appearing in it
obscured environment that imposes the Blinded condition on advances to through the docks and the bridge. Within an
the party. This could very easily be frustrating for your
hour, the fog has reached the Black Sails and has
players. Use that if you want, but another option that might
make the adventure more fun for your players is if to use the surrounded the town, cutting off any escape into the hills.
lightly obscured environment rules, even in the thickest part Within two hours, the Fog fills the entire town and will
of the fog. This simply imposes Disadvantage on Wisdom
last for three more hours.
(Perception) checks involving sight, which makes sense given

SAFE ZONES
the scenario and will be less frustrating for your players. If you
want more evocative and challenging combat, you could also
rule that the Fog within 10-15 feet of the Fog Spirits is thick On the Western side of town, the Abandoned
fog, imposing the Blinded condition. If you do this, raise the Watchtower is a high place that’s easily defended and
Fog Spirits CL by 1. could hold a decent number of villagers. The Watchtower
If the PCs use some magical ability or spell such as Gust of
bells can also be used to warn the townspeople. If the
Wind to disperse the fog surrounding a band of Fog Spirits, PCs get to the tower and ring the bells, most of the
Spirits lose their “ Bound Together ” connection to the other townspeople will head to the Village Green on the
Fog Spirits, but each PC that can see the revealed Fog Spirits
assumption there is a town emergency.
must make a DC 13 Wisdom save or be Frightened until their
next turn, per Drake’s “ Reveal” ability.
In the Center of town: The Black Sails Tavern is a large,
relatively secure building that many of the villagers will
The Fog Spirits move within the Fog. 5-10 minutes after naturally gravitate to. It is an excellent setting for The
the fog enters an area, a CL appropriate group of Fog Final Siege.
Spirits will set upon anyone in the open. If people are
behind locked doors, Fog Spirits will circle the building, On the Eastern hill: The Church of St. Johan, is a
searching for any doors or windows they can get through, stronghold where your Divine magic user could be very
knocking at first, then smashing their way in if they can. If useful, see Securing the Wards. The four corner stones
a place is clearly occupied but resisting Fog Spirit entry, that generate the Church’s mystical protection can be
another band will arrive every 20 minutes or so to help moved somewhere else (such as the Town Green) with a
besiege it. If one band of Fog Spirits is defeated, another PC making a successful DC 16 Religion check. If this check
shows up to that place in 10-15 minutes to search for fails, a PC can instead sacrifice a second level divine magic
living survivors. Finding a safe place to take a short rest is spell slot. This represents a one hour ritual of re-
a challenge of the adventure. PCs should either fortify consecration, giving the Church’s mystical protection (see
themselves secure enough to hold off the Fog Spirits or Securing the Ward) to a new space within those stones
hide well enough to be overlooked by those Spirits in perimeter.
order to safely take a short rest.
The Village Green: Many of the villagers are already
gathered for the festival, and the warning bell in the
YOU CAN ’ T FIGHT FOG Abandoned Watchtower would draw many more to the
The bands of Fog Spirits are a combat encounter like a regular
combat encounter, but each individual band of Fog Spirits is Green. The PCs might decide to simply fortify the space
part of an unlimited whole. An individual band can be the people are already gathered. The PCs can make skill
defeated, but another band will always come if the PCs do not checks to direct the crowd to overturn the tables and
stay on the move. The fog is inexorable and all the PCs and
NPCs in Antonbucher can do is try to hide or escape- moving to benches to set them up as walls around the perimeter of
higher ground and either staying on the run or fortifying the Village Green. See The Final Siege. If the PCs are
themselves in a defensible place until midnight, when the Fog present when Fog Spirits arrive, the PCs notice that the
ends- the goal here is for you to create a sense of dread. The
only other answer is to Break the Curse. The primary heroic spirits seem drawn to the statue. The spirits howl in rage
task of the PCs here is to save as many townspeople as possible and begin more viciously attacking any one at the green.
and/or Break the Curse. This is a clue for one way to appease the spirits.

8
Saving the Townspeople. If your PCs decides to focus on for your PCs.
saving as many townspeople as possible, they can try to
direct the townspeople away from the fog and to safe S ALTMARSH FOG E NCOUNTERS
zones, saving as many as possible until midnight. An
Roll Encounter Major Abilities and Skills
Intelligence (History or Nature) check DC 10 can clue them
1 Drunks in Social with potential for
in to the various safe zones already mentioned if the PCs
do not think of one themselves. The PCs might want extra a Tavern combat. Advantage if some
PCs have local backgrounds.
NPCs to help direct evacuation, search for survivors, etc. 2 Combat, with some social.
Looters
The PCs can acquire this help by making a DC 14 Charisma Advantage with the Thief
(Persuasion) check to recruit a group of random background.

townspeople for help, and a DC 12 Charisma (Persuasion) 3 Animals Animal Handling, Intelligence
roll. Feel free to adjust this DC based on positive Panicking (Nature), and Woodworking
Proficiency
relationship with the NPC or general positive reputation in 4 Child Dexterity, Stealth, and Combat
Antonbucher. This is also an excellent chance to make encounter
Trapped
creative use of Cantrips like Dancing Lights or Minor
at Home
Illusion as a signaling system to direct the townspeople
5 Trapped Combat and Strength
away from the fog. A simple way to direct a lot of (Athletics) encounter,
in a
villagers to the Village Green is for the PCs to make their Advantage if they have
Tower climbing gear.
way to the Abandoned Watchtower and ring the tower
6 Cart Strength (Athletics) aided by
bell.
Stuck in Charisma (Persuasion) and
Wisdom (Handle Animal).
the Road
OUTSIDE MY F RONT DOOR 7 Burning Strength (Athletics) and
As the PCs race through the streets of Antonbucher, here Dexterity (Acrobatics)
House
are some example encounters the PCs can have to help encounter aided by Charisma
(Persuasion)
the townspeople escape, using different skills or abilities.
8 Bravos Charisma (Persuasion/
If you want to speed up the adventure, the PCs can have a
making Intimidation) and Combat
single Fog Spirit encounter and then make DC 12 Strength encounter
Trouble
(Athletics) or Dexterity (Stealth) rolls to avoid the other
Fog Spirits as they move through the town toward their
1. Drunks in a Tavern. A small group of sailors have
destination. If they fail those rolls, they could have
gathered in a dockside tavern, and are refusing to leave.
another Fog Spirit combat or you could use on of the
They are well into their cups, and mockingly dismiss any
example encounters.
stories about “monsters in the fog.” They are
browbeating a few remaining servers into staying and
You can roll on the chart or pick a couple that seem good
keeping their drinks refreshed. For the drunks, use 3-4
to you. Feel free to adjust suggested skill DCs, and
Bandits, no longbow attack, replace scimitar with work
numbers of combat opponents, especially if the PCs split
tools (+3, 1d6+1 Slash). The bandits are at Disadvantage
up- these are designed as written for an entire party. You
on any Dex, Wis, or Int based rolls because of their
can run these as single skill rolls, a number of skill rolls
intoxication.
that make narrative sense to you, or skill challenges. I
The drunks are not looking for a fight, but will Brawl if
personally ran them as skill challenges. The PCs needed 5
provoked. To persuade them to disperse, the PCs can
success before 3 failures. First failure: The fog begins
make a Charisma (Intimidation or Persuasion) DC 15 roll,
drifting around you. Second failure: Tattered, misshapen
rolling with Advantage if a local is with them, or the PCs
figures are walking toward you out of the fog. Third
can use past experience in Antonbucher to appeal to a
Failure: A combat against 3-4 Fog Spirits. Alternatively (if
common cause.
you don’t want to use the structure of a skill challenge) a
band of 3-4 Fog Spirits should arrive about 15 minutes
2: Looters. The PCs come upon a gang of toughs looting
after they begin an encounter. You can see on the chart
abandoned houses and business, piling valuables on a
the major used skills to help you pick encounters balanced
small hand cart (5 feet, center of street). The looter

9
consist of 2-3 (Bandits, Tribal Warriors, or Thugs minutes after the PCs arrive unless they stop those Spirits.
depending on the tier of the party, see Appendix A). The There is a back window into Tomas’s room they could use
PCs can make a Charisma (Persuasion or Intimidate) roll to rescue him. A DC 14 Intelligence (Investigation) check
DC 16 to disperse the looters. The PCs roll with reveals a glimpse of Tomas through that window, or if
Advantage if they can peak in Thieves’ Cant. If a Ariadne is with them, she leads them to the back window.
combatant (enemy or PC) misses adjacent to cart, they
shatter a barrel of wine and wine spills out onto the street 5: Woman Trapped in a Tower. The PCs hear someone
10 feet next to that side of art. The wine acts as Grease screaming for help from within the Fog. They can follow
spell on those spaces. the voice to find a local woman (Madam Barbary) on the
top of a three story tower. She’s climbed up to the roof,
3: Animals panicking. The PCs come upon a crowd of and is clinging on as three Fog Spirits have climbed up the
people streaming through the street, heading to higher internal staircase, and are pounding on the inner door to
ground. At a small pen near the docks, about a dozen the roof. The PCs can fight the Fog Spirits or help her
horses are kicking at their fence. A DC 14 Wisdom climb down the side. A successful ranged attack roll
(Animal Handling) will calm the animals, allowing the PCs against DC 13 or a DC 15 Strength (Athletics) check can
to safely open the fence and move them out. If they fail shoot or throw a rope up to her. She will climb down the
this check, a PC can make a DC 10 Intelligence (Nature) rope, and the Fog Spirits will rush down the stairs to
check to know their direction of stampede, and another attack the party, arriving 5 minutes after Madam Barbary
PC can then DC 10 Charisma (Persuade or Intimidate) gets down. The PCs can make a DC 12 Strength (Athletics)
check to move the crowd away, so the horses break check to get away before the Fog Spirits get out the door.
through and do minimal damage. A DC 14 Strength Save If the Fog Spirits are defeated, another band of 3 will
will secure fence, preventing the stampede. This roll is arrive about 15 minutes later.
made with Advantage if one of the PCs has Proficiency in
woodworking tools. All the PCs can take 2 actions, before 6: Trapped Cart in the Road. The PCs come upon a dozen
(if not stopped one way or another), the horses break people trying to evacuate to higher ground, and a beer
free. The Horses do 6 (1d10+2) Bludgeon Damage to the delivery cart blocking the road, its wheel mired in the
PCs, who can make a DC 15 Dex save for ½ damage. mud, draft horse straining and panicking. The crowd is
pressing against it, trying to climb over, pushing it further
4: Son trapped in home. The PCs come upon a crowd in the road. A DC 14 Charisma (Persuasion or
moving forward, Madame Ariadne pushing against that Intimidation) check convinces the crowd to back down. A
crowd, moving back into the fog, screaming for help. “My DC 16 Strength (Athletics) check lifts the cart’s wheels out
son’s in our home! My son Tomas is still out there- my of the mud. The DC lowers to 14 if the roll is aided by
neighbor was watching him, he’s still there!” If the PCs another PC or an NPC (Charisma Persuasion DC 12), and
agree to help, she gives them directions to her home. they can roll with Advantage if a PC makes a DC 13
Ariadne will want to come along, The PCs muse make a DC Wisdom (Animal Handling) to calm the draft horse and
14 Charisma (Persuasion) roll to convince her not to. They persuade it to pull in tandem with the lifting.
have Advantage on this roll if they have interacted with
her in the past and behaved in a trustworthy way. One
player making a DC 15 Stealth check can lead the party to
the house (other party members make a DC 10 Stealth
check). If anyone fails, they have a combat encounter
with 3-4 Fog Spirits. They arrive at the house, and the
front door hangs open. A band of 3 Fog spirits is has killed
the neighbor (Madam Craviz) who was watching Tomas,
and have split up, picking through the rest of the small
house. One Fog Spirit is in the main room, one is up the
stairs on the second floor, and the other is walking down
the hall toward the back room where Tomas is hiding.
That Fog Spirit will find him in that room about 10

10
7: Burning House. The PCs see a glowing firelight in the
fog, and hear panicked screams and banging coming from
a burning house. A family of four (father, mother,
brother, sister) has barricaded themselves in their home,
and a fire has broken out. The family has gathered in the
central room of the house, desperately pulling at the
furniture blockading the door. The PCs can make a DC 18
Strength (Athletics) check to push the door open. The
check can be made with Advantage if they make a DC 16
Charisma (Persuasion) roll to calm the family and organize
their own efforts. There are also two boarded windows
into the room. A DC 14 Strength (Athletics) check will
open one of those windows. The family will need
assistance climbing out. A DC 14 Dexterity (Acrobatics)
check will allow a PC to climb through or halfway into the
window and help them out. The PCs have Advantage on
the roll if they use rope or other climbing equipment.
They also make this Dexterity (Acrobatics) roll with
Advantage if they first make a DC 14 Charisma
(Persuasion) roll to calm the family down and organize BREAKING THE CURSE:
them. If they fail two checks to evacuate the family, the POTENTIAL ENDGAMES
room begins to fill with smoke and the DC of any future
checks to save them is +2.
MY PARTY IS V ERY PROACTIVE

I If they sail out to Spiney Point (and Solley will take them
8: Bravos making trouble. The party hears the sounds of
if asked), they will find the barnacled hulk of the Dear
shouting and cheering from outside a tavern. A local
Lizbeth floating in the densest part of the fog, the ship’s
rabble-rouser is riling up a crowd of locals, claiming the
lights their only guide through the mist. As they round
attack is a pirate attack and they need to fight back. The
Spiney Point, the silhouette of a ship emerges from the
rabble rouser (use Scout, Spy, Berserker depending on the
thick fog. The mast is cracked and twisted and the hull is
party’s Tier, see Appendix A) is trying to convince the
covered in seaweed and barnacles. An eerie dull red light
crowd to charge into the fog to attack those supposed
glows from the Captain’s Cabin. The party can try
enemies, inevitably leading them to be slaughtered by the
climbing on the main deck or climbing up to the captain’s
Fog Spirits. A DC 16 Persuasion or Intimidation roll
cabin windows to scout or sneak in.
convinces the crowd to back down. If they fail, they can
If they climb on to the main deck, they see Fog Spirits
challenge the rabble-rouser to a fight, one-on-one. The
moving around the ship. You can ask everyone for
rabble-rouser accepts, and if that PC is able to reduce the
Dexterity (Stealth) rolls or just one PC could make that roll
rabble-rouser to half hp within 4 rounds, or do damage to
to find a safe path. The wood is soaked and rotten, and
the rabble-rouser 3 rounds in a row, the rabble-rouser
they must all make Dexterity (Acrobatics) checks DC 10 to
surrenders and the crowd disperses. If the fight is still
cross without their foot sinking in to the deck. If it does, a
going after 5 rounds, a band of Fog Spirits attacks.
group of 2-3 Fog Spirits attacks them and any PC can use
one action to free the sunken foot. They can make the
If more than one PC attacks the rabble-rouser, or if the
Dexterity (Acrobatics) check with Advantage if they move
PCs attack the rabble-rouser without warning, a number
at half speed.
crowd members equal to the remaining PCs, (use Bandits,
Tribal Warriors, or Thugs depending on the party’s Tier)
At the Cabin, they see Captain Drake’s Fog Spirit standing
will join the fight. If this happens, the PCS will make any
among a group of 2-3 Fog Spirits, surrounding a table on
future social rolls to convince the crowd with
which sits a sodden copy of the Contract. Its letters glow
Disadvantage (for fighting unfair).

11
with the same dull red light as Captain Drake’s eyes. They If the PCs want to move that sacred protection to another
can end the curse by defeating Drake, destroying the space, like say the Village Green, they can do so by a PC
Contract, or both (depending on your narrative making a successful DC 16 Religion check. If this check
preference). When the PCs have done your chosen win fails, a PC can instead sacrifice a second level divine magic
condition, any remaining Fog Spirits dissolve into mist, spell slot.
and the PCs must make a DC 10 Dexterity (Acrobatics) roll
to not be knocked prone as the ship lurches in the waves,
hurtling toward the rocks of Spiney Point. The PCs have 3
rounds to escape the ship. If they fail, the ship crashes
into the rocks. Any remaining PCs on board must make a
DC 12 Strength Save or take 1d6+3 Bludgeoning Damage.
They then must make a DC 14 (10 if they have a climb
speed) Strength (Athletics) check to grab on to the rocks
and pull themselves out of the waves (relevant skills, gear,
and spells applying to the scenario, of course).

MY PARTY IS REALLY INTO EVACUATING


TOWNSPEOPLE THE FINAL S IEGE
Evacuating to a non-mystical Stronghold such as the Black
If they are totally happy trying to help the townspeople Sails Tavern or the Abandoned Watchtower, the PCs
escape to a Stronghold until midnight, have fun. Choose a should have 10-30 minutes (depending on their previous
narratively appropriate Stronghold for them to direct actions and success) to fortify their location before Fog
people toward and escape to- perhaps a messenger tells Spirits apply. Intelligence (Investigation) and Wisdom
them people are evacuating to the Stronghold or a DC 10 (Perception) checks could be used to look for entrances to
Intelligence (Nature) (Arcana) (History) or (Religion) check secure and seal. Intelligence (History) and Wisdom
informs them it would be a good Stronghold. (Survival) checks can be used to plan the defenses. If PCs
have tool proficiencies, they can make Dexterity and
SECURING THE WARDS
The Church of St. Johan could have mystical protection, if Strength checks using those tools to help secure the
your party has a divine magic user to help secure that entrances. The PCs can also make Charisma (Persuasion)
protection. When they arrive at the Church, Fr. Mehlon is or (Intimidation) to calm the panicking townspeople and
rushing people inside while setting up mystical wards. direct them to help.
The PC (or PCs) with divine magic can assist in setting up
those wards. Every assisting PCs must make an The number of skill checks the PCs can make is
Intelligence (Religion), DC 14. If they succeed, the determined by how fast they were able to get themselves
mystical wards last for one half hour for each PC that and the crowd to their chosen location. If the PCs get five
succeeds in this roll. If they fail, they can burn a first level success and no failures, the location is secure. If the PCs
(or higher) spell slot to succeed. They can burn an get five success and one failure, one band of Fog Spirits
additional first level (or higher) slot for the mystical wards will break into their location 30 minutes before midnight.
to last an additional half hour. If they get five success and two failures, Drake and one
band of Fog Spirits will break in at that time. If they get
The mystical ward act as a Hallow Spell, with two changes. three failures before five success, there will be a major
The mystical wards do not have the extra effect of a breach with multiple waves of Fog Spirits (GM’s discretion
normal Hallow Spell, and Duration is determined by the as the total number and frequency).
PCs rolls/spell slot usage. The PCs (and you) might be
totally happy just securing the location until midnight. When the time they have to secure the location passes,
You can throw them a last challenge with the Harpoon group of Fog Spirits will arrive. They will separate, circle
Fog Spirits, or go to My Party Evacuated to a Stronghold, the building looking for windows or doors they could use
but Wants a Boss Fight. to break in. Every 10 minutes another group will arrive. If
they cannot break in, after 30 minutes Harpoon Fog

12
Spirits step forward and attempt to spear any
Townspeople or PCs standing by windows or open spaces. Drake and his band can either attack the PCs, or ignore
The harpoon wielding Fog Spirits prioritize Town Elder them and focus on killing the Town Elders, depending
NPCs. If a PC or NPC is harpooned, they will be dragged what you think would be most engaging combat scenario
into out of the safe zone. They will be pulled into the for your PCs.
crowd of Fog Spirits and killed (if NPCs) on the same
initiative count in the next round. The PCs can make
Strength (Athletics) checks DC 14 to hold the target back MY PARTY WANTS TO LOOPHOLE THE CURSE
for another round, and bladed weapon attacks against an
AC of 12 to cut the rope. The rope has 6 hit points. One of the classic solutions for this kind of vengeance
ghost story is to figure out some clever way to break the
If there are no target available, the Fog Spirits will use terms of the curse. A DC 15 Intelligence/Arcana roll and
their harpoons as grappling hooks to climb to higher levels they can try to do just that. Here are a couple
of the building and try to break in that way. If the Fog suggestions, but anything the PCs come up with that
Spirits still cannot enter 30 minutes before midnight, the makes narrative sense and provides a satisfying ending is
Fog will supernaturally wrap around the upper floors of fine.
the building, allowing the Fog Spirits to access any upper
level entrances for a final confrontation. You could have The contract gives the Fog Spirits access to the town, and
the PCs either do a siege style combat- fight waves of specifically says, “We swear this by our blood, for a
regular Fog Spirits for 10 rounds, protecting the hundred years.” The PCs could try to collect blood from
Townspeople until midnight banishes the curse. You descendants of all six Antonbucher signatories and put it
could also do the “Boss Fight” encounter for a more on the contract or have collected 5000 gold and return it
traditional climatic combat. with that blood- Pirates of the Caribbean style.

The PCs could try to get a descendent of the six


MY PARTY EVACUATED TO A STRONGHOLD Antonbucher signatories to sacrifice themselves. An NPC
BUT STILL WANTS A BOSS FIGHT
could have family connections to all six. The PCs could get
Mayor Willems to formally revoke the contract (paying
If there are no NPCs in their Stronghold location, have
back the gold).
some important Town Elder NPC knock on the PC’s door
and begs to admitted before the Fog Spirits get them (Pick
an NPC they have positive relationships with). If there is MY PARTY FEELS BAD FOR THE FOG SPIRITS
already NPCs in the location, use one of them as the Town
Elder NPC. The pursuing Fog Spirits try to break into the The Fog Spirit were the victims of a horrible injustice, and
Stronghold for a few minutes, and then stop. A minute their murders were celebrated as heroes for a century.
later, the Town Elder NPC clutches their hand in pain as Some players might want to make peace with them,
fog begins pouring from the ring they are wearing. The rather than defeat them. Once again, whatever they
ring is a family heirloom, and later examination reveal it come up with that seems narratively satisfying way to
has the ship-and-scales crest of house Drake. Cpt. Drake’s honor and put to rest the Fog Spirits is fine, but they do
Fog Spirit appears in the room, attacking the NPC. For a need to convince the vengeful ghosts to leave. If they go
single enemy boss fight you can use a CL appropriate out into the fog they can make a DC 14 Charisma
enemy for Cpt. Drake. For a multi-enemy boss fight, 3-4 (Persuasion) roll to the first group of Fog Spirits that
other Fog Spirits can appear in the room with him. For a approaches them, and if they succeed in asking to talk
more strategic challenge, you can have a new low level with them, those spirits will not attack them but stand,
Fog Spirit appear every time one is destroyed until the PCs watching them. Other Spirits will slowly join the silent,
either defeat Drake, destroy the ring, or both (the ring has watching crowd. After about 5 minutes, Cpt. Drake will
an AC of 14 and 16 HP, vulnerable to Bludgeoning approach the PCs and stand, waiting to hear what they
Damage. Drake and his band will target any PC attacking have to say. They must convince him to stop the attack.
the ring). If the PCs try to appease Drake by returning the Just talking him down would be very challenging, a DC 20
ring, go to the Drake’s Treasure scenario.
13
Charisma (Persuasion) check. If the PCs do some kind of Church, which are hinted at in his journal. If the PCs don’t
public announcement of the horrible truth they make the connection between the journal entry and the
uncovered, maybe lead the townspeople in a mass items with the crest, they can make an intelligence save
gesture of apology, that lowers the DC to 17. The PCs DC 10 to have the clue pointed out (this is a bit of hand-
could also destroy the statue of the six “saviors of holding that is not ideal, but if your PCs are invested in
Saltmarsh” or alter it to reveal the truth of their crime. appeasing the spirits, it is important to give them a
This lowers the Charisma (Persuasion) DC to 16. If the PCs narratively satisfying path). Whenever they make the
offer to honor the original contract and set aside the connection, they make their way to the Church (through
purchased land as a refuge for the sick or the outcast, the other combats or encounters if you think the adventure
DC lowers to 14. Combining these ideas can lower it even should be more challenging). Inside the Church, they can
further. Drake’s Spirit is willing to negotiate, but he does make a DC 14 Wisdom (Perception), Intelligence (Religion)
demand some form of restitution. or Intelligence (Investigation) check to notice a pair of
golden candlesticks in the building are much fancier and
If the PCs seem interested in putting the Fog Spirits to more expensive looking than any of the other Church
rest, but don’t have any idea how, there’s a couple clues adornments. The candlesticks have the ship-and-scales
you could give them. If they saw any Fog Spirits on the logo on them.
village green, you could remind them of the Spirit’s
reaction to the statue. You could also have them see the Offering the Candlesticks to the Fog Spirits will cause
Spirits stab one of the town elders, then stop attacking those spirits to stop their attack, and in a few minutes
when that town elder’s blood splashes on the Spirit, Drake will arrive. The PCs giving them to him (with an
hopefully clueing the PCs to the potential use of blood to apology and acknowledgement of the evil done against
break the curse. Drake and his people) causes Drake, the Spirits, and the
Fog itself to vanish. (Once again, if the PCs are invested in
If they fail in their Persuasion roll, despite having taken a peaceful outcome and have figured out the candlesticks,
those sort or reparative actions, the Fog Spirits still you don’t want to necessarily make that contingent on a
demand vengeance, but just on descendants of the successful Charisma/Persuasion roll. If you would prefer
original “saviors”. Drake croaks out “six must die” and the having a roll, just use the previous rules for negotiating
spirits disappear into the Fog, to hunt the remaining three with Drake with a DC you think is appropriate for what the
descendants of the original six, the indiscriminate killing PCs have done to appease the Spirits).
now over. The PCs can try to save those remaining
descendants, or allow the Spirits their vengeance.
IF THIS HAS BEEN ANYTHING BUT A
NIGHTMARE
DRAKE’S TREASURE One way or another, through victory over the Fog Spirits
or simply surviving until midnight, at that moment the
Another path your PCs might be following to appease the
spirits vanish. Another moment later, a cold wind from
ghosts is the Drake ship-and-scales crest marked items. If
the ocean lifts the Fog, leaving the survivors blinking as
the PCs have noticed the items and are convinced the
the stars come out. The villagers spend the rest of the
items are important, have them see a scene where two night gathering the bodies of the fallen and preparing for
Fog Spirits are setting on a woman, grab at her necklace
a mass funeral the next day. Any surviving Town Elder
(with the ship-and-scales crest). Once the Spirits tear it
offers the PCs a reward of 75 gold each, as well as one or
off her neck, they then ignore the women as they pursue
more “family heirloom” magic item. Choose a number of
the necklace. The PCs then later see a Fog Spirit carrying
magic items that seems appropriate for campaign
a golden ship-and-scales marked goblet out of a house,
difficulty and number of PCs from Magic Item Table A or B
the only item they have seen the Spirits take.
in the Dungeon Master’s Guide.

The PCs can put the Spirits to rest peacefully if they give
the Spirits the final piece of Drake’s treasure, a set of
golden candlesticks Acolyte Mehlon took for use in the

14
POTENTIAL FOLLOW UP:

If part of the PCs solution or actions was encouraging the


Villagers to acknowledge their ancestors’ crimes and
repent of them, the PCs are offered a chance to help with
that repentance. The next day, a surviving Town Elder
tells the PCs that they are replacing the statue of the
“Saviors of Antonbucher” with a memorial to their
victims. The Elder asks the PCs to lead a pair of villagers
(including Fr. Mehlon if he survived) to the wreckage of
the “Dear Lizbeth”. The Villagers plan to perform funeral
rites for the ship’s dead, and to look for a piece of the ship
to make the centerpiece of a new memorial in the Village
Green. This could be a good follow up if the PCs feel
invested in trying to give the victims of the “Dear Lizbeth”
some form of justice.

Village lore has always said the wreckage of the ship was
eventually washed onto the rocks near Spiney Point, and
some nights you can still hear the ships bell ringing in the
wind from the sea caves. This is a forlorn, haunted area.
To recover the bell, the PCs must navigate the
treacherous terrain, crashing waves, and whatever
supernatural dangers might lurk in the sea caves…

If the PCs offered to fulfill the original contract and


establish a colony for the sick or needy, they can do a
follow-up adventure of clearing the monsters out of the
colony plot, as well as making arrangements with Mad
Mage.

If the PCs are invested in the Village and want to spend


more time there, see Appendix C for more adventure
seeds.

15
For simplicity’s sake I’m treating all those as Shortswords

APPENDIX A: FOG
for the purpose of their attack and damage rolls (feel free
to change that if you want). A slightly more dangerous

SPIRITS group of Fog Spirits are armed with boathooks, giving


them Reach. A final, most dangerous group are armed
with harpoons. These are especially significant for
In this adventure, there is only one “monster” that is a
“Securing the Wards” and “The Final Siege.”
part of every encounter- the Fog Spirits (with Cpt. Drake
Tier A- PCs Levels 1-2,
as a more powerful “final boss” version). The difficulty of
Tier B- PCs Levels 3-4,
the adventure is going to be strongly based on the
Tier C- PCs Levels 5-6
difficulty of the Fog Spirits, which gives you the ability to
scale that easily adventure difficulty. The adventure
offers 3 “tiers” of Fog Spirits for different leveled parties.
These different tiers each take a pre-existing undead and
modify it to a Fog Spirit. As always, CL design for a
specific party is more art than science. You can see how
your party is doing and if things are too easy or too hard-
you have some sliders to adjust that difficulty in a number
of ways.

The Fog Spirits are divided into two- level tiers. For an
average sized party (4-5 PCs) I would use bands of three
Spirits for the lower level of the tier and four Spirits for
the higher level of the tier. Of course, if your part is
especially strong (All Clerics!) or weak against the undead
you should adjust the number and or tier of Fog Spirits
they fight in each band. You can also always adjust those
on the fly if you feel it is necessary to make the next
combat easier or harder.

The Fog Spirits have the “Bound Together” Ability the


Drowned have from Ghost of Saltmarsh. However, they
move in groups of 3-4 and if one is defeated another
group arrives within 20 minutes (no swarms, except for
the “feel sorry for the Fog Spirits” end game option).
They also all have a modified version of “misty step”
which they can use at will. They can only “misty step”
within the Fog, and they are (usually) blocked as a normal
creature by doors or windows (even if the Fog flows in).
The Fog normally stays on ground level (see “The Final
Siege” for an exception).
The Fog Spirits are armed with weapons scavenged from
the ship- sailor’s hooks, hatchets, work knives.

16
Tier A- PCs level 1-2

Medium undead, Neutral Evil


Medium undead, Neutral Evil
Armor Class 10
Armor Class 8
Hit Points 39 (4d8+7)
Hit Points 16 (2d8+8)
Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 13 (+1) 6 (-1) 16 (+3) 10 (+0) 10 (+0) 5 (-3)
13 (+1) 6 (-1) 16 (+3) 10 (+0) 10 (+0) 5 (-3)

Saving Throws Wis +0


Saving Throws Wis +0
Damage Immunities Poison
Damage Immunities Poison
Condition Immunities Poisoned
Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 12
Languages Understands Common and two other languages of
Languages Understands Common but can’t speak.
your choice, but can only speak with great difficulty., but can
Challenge 1/4 (50 XP)
only speak with great difficulty.
Challenge 1/2 (100 XP)
Undead Fortitude. If damage reduces the Fog Spirit to 0 Hit
Points, it must make a Constitution saving throw with a DC of
Undead Fortitude. If damage reduces Drake to 0 Hit Points, it
5+the damage taken, unless the damage is radiant or from a
must make a Constitution saving throw with a DC of 5+the
critical hit. On a success, the zombie drops to 1 hit point instead.
damage taken, unless the damage is radiant or from a critical hit.
Bound Together. The Fog Spirit shares its mind with every other On a success, the zombie drops to 1 hit point instead.
Fog Spirit within 1 mile of it and can communicate its thoughts
Bound Together. Drake shares his mind with every other Fog
and observations to them instantaneously and without limitation.
Spirit within 1 mile of it and can communicate his thoughts and
Fog Step. The Fog Spirit can teleport to any space filled with with observations to them instantaneously and without limitation.
the supernatural Fog. This Travel takes 10 minutes.
Fog Step. Drake can teleport to any space filled with the
supernatural Fog. This Travel takes 10 minutes. Drake
instinctively senses descendants of the original 6 betrayers and
moves toward them, following the Fog.
Sailor’s Hook. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Or
Boat Hook. Melee Weapon Attack: +3 to hit, reach 10 ft., one Long Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) piercing damage. target. Hit: 5 (1d8 + 1) slashing damage.
Or Reveal (1/day) . Drake removes his mask, revealing his rotting
face. Each creature of Drake’s choice within 30 feet of him that
Harpoon. Range Weapon Attack, 20/60 ft: +3 to hit, one target.
can see him must succeed on a DC 13 Wisdom saving throw or
Hit: 5 (1d8 + 1) piercing damage. If the target is a Huge or smaller
be frightened until the end of its next turn.
creature, it must succeed on a Strength contest against the Fog
Spirit or be pulled 20 feet toward the Spirit.

2
TIER B- PCS LEVEL 3-4.

Medium undead, Neutral Evil Medium undead, Neutral Evil

Armor Class 10 Armor Class 13


Hit Points 30 (6d8+5) Hit Points 56 (8d8+20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (-1) 16 (+3) 10 (+0) 10 (+0) 5 (-3) 13 (+1) 6 (-1) 16 (+3) 10 (+0) 10 (+0) 5 (-3)

Saving Throws Wis +0 Saving Throws Wis +0


Damage Immunities Poison Damage Immunities Poison
Condition Immunities Poisoned Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages Understands Common but can’t speak. Languages Understands Common and two other languages of
Challenge 1 (150 XP) your choice but can only speak with great difficulty.
Challenge 3 (500 XP)
Undead Fortitude. If damage reduces the Fog Spirit to 0 Hit
Points, it must make a Constitution saving throw with a DC of Undead Fortitude. If damage reduces Drake to 0 Hit Points, it
5+the damage taken, unless the damage is radiant or from a must make a Constitution saving throw with a DC of 5+the
critical hit. On a success, the zombie drops to 1 hit point instead. damage taken, unless the damage is radiant or from a critical hit.
Bound Together. The Fog Spirit shares its mind with every other On a success, the zombie drops to 1 hit point instead.
Fog Spirit within 1 mile of it and can communicate its thoughts Bound Together. Drake shares his mind with every other Fog
and observations to them instantaneously and without limitation. Spirit within 1 mile of it and can communicate his thoughts and
Fog Step. The Fog Spirit can teleport to any space filled with the observations to them instantaneously and without limitation.
supernatural Fog. This Travel takes 10 minutes. Fog Step. Drake can teleport to any space filled with the
supernatural Fog . This Travel takes 10 minutes. Drake
instinctively senses descendants of the original 6 betrayers and
moves toward them, following the Fog.

Sailor’s Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 5 (1d6 + 3) slashing damage.
Or
Multiattack. Drake makes two Longsword attacks.
Boat Hook. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 7 (1d8 + 3) piercing damage. Long Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
Or
Reveal (1/day). Drake removes his mask, revealing his rotting
Harpoon. Range Weapon Attack, 20/60 ft: +5 to hit, one target.
face. Each creature of Drake’s choice within 30 feet of him that
Hit: 7 (1d8 + 3) piercing damage. If the target is a Huge or smaller
can see him must succeed on a DC 13 Wisdom saving throw or
creature, it must succeed on a Strength contest against the Fog
be frightened until the end of its next turn.
Spirit or be pulled 20 feet toward the Spirit.

2
Tier C- PCs level 5-6

Medium undead, Neutral Evil


Medium undead, Neutral Evil
Armor Class 13
Armor Class 14
Hit Points 42 (7d8+13)
Hit Points 60 (9d8+15)
Speed 30 ft.
Speed 30 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 6 (-1) 16 (+3) 10 (+0) 10 (+0) 5 (-3)
13 (+1) 6 (-1) 16 (+3) 10 (+0) 10 (+0) 5 (-3)

Saving Throws Wis +0


Saving Throws Wis +0
Damage Immunities Poison
Damage Immunities Poison
Condition Immunities Poisoned
Condition Immunities Poisoned
Senses darkvision 60 ft., passive Perception 12
Senses darkvision 60 ft., passive Perception 12
Languages Understands Common but can’t speak.
Languages Understands Common and two other languages of
Challenge 4 (150 XP)
your choice but can only speak with great difficulty.
Challenge 5 (500 XP)
Undead Fortitude. If damage reduces the Fog Spirit to 0 Hit
Points, it must make a Constitution saving throw with a DC of
Undead Fortitude. If damage reduces Drake to 0 Hit Points, it
5+the damage taken, unless the damage is radiant or from a
must make a Constitution saving throw with a DC of 5+the
critical hit. On a success, the zombie drops to 1 hit point instead.
damage taken, unless the damage is radiant or from a critical hit.
Bound Together. The Fog Spirit shares its mind with every other On a success, the zombie drops to 1 hit point instead.
Fog Spirit within 1 mile of it and can communicate its thoughts
Bound Together. Drake shares his mind with every other Fog
and observations to them instantaneously and without limitation.
Spirit within 1 mile of it and can communicate his thoughts and
Fog Step. The Fog Spirit can teleport to any space filled with the observations to them instantaneously and without limitation.
supernatural Fog. This Travel takes 10 minutes.
Fog Step. Drake can teleport to any space filled with the
supernatural Fog. This Travel takes 10 minutes. Drake
instinctively senses descendants of the original 6 betrayers and
moves toward them, following the Fog.
Multiattack. The Fog Spirits make two melee attacks.
Sailor’s Hook. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 3) slashing damage.
Or Multiattack. Drake makes two Longsword attacks.
Boat Hook. Melee Weapon Attack: +5 to hit, reach 10 ft., one Long Sword. Melee Weapon Attack: +57to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage. target. Hit: 10 (2d6 + 3) slashing damage.
Or Reveal (1/day) . Drake removes his mask, revealing his rotting
face. Each creature of Drake’s choice within 30 feet of him that
Harpoon. Range Weapon Attack, 20/60 ft: +5 to hit, one target.
can see him must succeed on a DC 13 Wisdom saving throw or
Hit: 7 (1d8 + 3) piercing damage. If the target is a Huge or smaller
be frightened until the end of its next turn.
creature, it must succeed on a Strength contest against the Fog
Spirit or be pulled 20 feet toward the Spirit.

3
APPENDIX B: ACOLYTE MEHLOAN’S JOURNAL
Day 290
Bad Winter. Two more funerals to prepare for, making four this week. Ice clogging the
harbor, fish scarce, wolves preying on those cutting firewood. I pray to the Morninglord
and try to keep hope alive, but I fear our village will not survive to Spring.

Day 312
Met with Drake for the first time this evening. He stood in the shadows to prevent us
from getting a clear look at him. What a vile thing this disease is. Drake is a rich man
with a cursed condition. His proposal is simple. He wishes to purchase a plot of land
north of Antonbucher for a colony. I must balance my feelings of mercy and compassion
for the poor man with my revulsion at a settlement of the diseased so close to ours.

Day 381
Cannot sleep. My mind still reels with the truth of the abomination that myself and my
conspirators plan. The six of us met from dusk until midnight. We planned the death of
Drake and his comrades. I tell myself that Antonbucher needs that gold to repair the
fishing fleet and feed the people, but it does not sooth the horror I feel being an accomplice
to murder.

Day 382
The deed is done. Drake followed our false fire to shore and the ship broke apart on the
rocks by Spiney Point. We were aided by an unearthly fog that rolled in as if heaven sent,
thought the Morninglord had no part in our actions. May He forgive us. We all claim to
be doing this bloody act for the good of our town and families, but that did not stop us
from taking some of Drake’s treasure for ourselves. I am no better in this, though I claim
my share is for the good of the Church.

Day 385 (the last entry)


Dusk until Midnight belongs to the dead. Morninglord deliver us.

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Appendix C: Ghost Stories of the Sea
1: The Wreck of the Vesta
The tale.

Just three nights ago a strange ship crashed near the harbor. A terrible storm blew up out of the blue, and the Vesta, a sma ll cargo ship, was tossed onto
the shore by the waves. Everyone aboard was dead, captain lashed to the wheel. The ship’s log tell s a blood-chilling tale of the crew disappearing or
dying one by one, until only the captain was left, crazed with fear and ranting about monsters. Strangely enough, the main cargo they were sent to
deliver were just boxes filled with dirt. The Mayor’d would pay to find out what happened, calm everyone down.

What’s going on-

Not vampires! A local Wizard (possibly the Mad Mage in a lucid moment) ordered a rare specimen of blood-drinking plant blights to study. The
specimens were supposed to be dormant, but awakened during the journey and killed the crew. Now they’ve infiltrated the village, killing again and
again.

An examination of the body found at the docks the previous night (DC 10 Wisdom Medicine) reveals the body has been drained of blood, and is covered
with small scratches, uncharacteristic of vampires.

A careful search (Intelligence Investigation DC 15) of the ship’s papers show the boxes were ordered by a wizard and containe d three specimens of a rare
and dangerous magical plant creature, “blood blights.” An Intelligence Investigation or Wisdom (Perception) DC 12 search of the murder sites or the ship
reveal strange, thorny vines. Either of those clues can allow a DC 14 Intelligence (Arcana or Nature) check (with Advantage if the PCs have access to the
appropriate books). If this check succeeds, reveal the life cycle and fire damage vulnerabilities of Blood Blights. When awakened, they feed on blood at
night and rest, rooted in the earth during the day. They prefer dark and moist places, fresh-water (like under the warehouse pier by the river). This
information, combined with studying the location of the discovered body (a DC 14 Intelligence/ Investigation check) clues the PCs to that warehouse pier.
Another way to find the lair is to search around where the body was found, if the PCs know what to look for, a DC 14 Wisdom (Survival) check leads them
to the warehouse pier, where the blights are camouflaged in the scrub plants that grow under the pier.

On the rising of the next full moon after awakening, they reproduce, each blood blight generating three more blood blights. And the next full moon is
tonight….

2: The Empty Lighthouse


The tale.

The lighthouse on Flarahan Isle was out! My ship almost crashed near those rocks! We sent a launch to find out, but the place was empty. All three crew
vanished, place looked ransacked. We had to move on to catch the tide. They’ll be needing some people to find what happened to the crew and re-light
the beacon, at least until they can free up some more light keepers, probably pay very well. Flarahan Isle’s a strange place, you know. The locals never
settled there- they graze their animals there, but never stay there overnight. And they never go near the ruins.

What’s going on-

A new keeper, Tomas, joined the lighthouse crew a few months ago. Tomas was a curious, scholarly type, and used his off hours to investigate the ruins
on Flarahan Isle. He discovered an ancient talisman, a crude ivory carving of a kind of humanoid squid person. These ruins were the temple of an Aboleth
cult and the talisman carried some of their psionic madness, which slowly infected the crew. The last night, securing the tower’s cliffside storage shed
against the storm, Tomas fell over the cliffs, his body (still with the talisman) still dangli ng on the cliffs. The crew’s psychic reaction with the talisman
attracted a Chuul from the sea, who ransacked the lighthouse, then killed and carried off the rest of the crew. The Chuul is coming again with the next
storm, and only defeating it, destroying the talisman, or returning the talisman from the cliffs to the lake will drive the Chuul off and secure the
lighthouse.

Investigating the ransacked lighthouse shows signs of huge claws having torn open the doors. There is a kettle on the stove and two sets of oilskins
hanging by the door, next to one empty peg (Tomas’s)

An Intelligence (Investigation) or Wisdom (Perception) check, DC 12, finds the lighthouse log. The senior keeper was a spiteful man, and he has very
negative things to say about the new Crew Member Tomas, describing him as a suspicious oddball. Tomas was apparently some kind of academic, and
spent his off hours exploring the ruins on the far side of the island. About a week ago, the notes describe increasing paranoia and anger among the crew,

2
with Tomas disappearing for long stretches, and strange clicking sounds heard around the lake at night. The final entry, barely legible, tells of a huge
storm brewing, with Tomas not returning after being sent to secure the western storage shed. Studying Tomas’s Bunk, an Intelligence (Investigation) or
Wisdom (Perception) check (made with Advantage if any PCs have woodworking tool proficiency or the Criminal Background) reveals a floorboard hiding
place. Inside are Tomas’ notes on his investigation of the ruins, including sketches of the talisman. As they investigate, a storm begins to brew outside.
After two hours on the Island, the PCs notice the storm brewing. The wind rises and a sense of tension and paranoia creeps through everyone there, as
they hear clicking and chittering sounds in the wind. Everyone should make a DC 14 Wisdom saving throw. If they fail, they take one level of Exhaustion
(they can no longer remember how long they’ve been on the island, insisting it’s been days, maybe weeks). The Chuul attacks shortly after the storm hits.
Climbing to Tomas’s body takes Strength (Athletics) DC 16 in the pounding rain and waves. When they get within 5 feet of Tomas’s body, the Talismans
psionic power lashes out at the PCs, acting as a Confusion spell.

3: The Orange Maiden


The tale.

That’s the ship they’re all talking about, she drifted into the shipping lanes yesterday. They tried to hail her, but no one was on deck. They saw a half -
raised signal flag. “All dead.” She’s almost drifted to clogging up the river mouth, a danger to every other ship going through. Harbormaster’d pay well to
get her towed out.

What’s going on.

The Orange Maiden is a smuggling ship, and in its last port picked up a cursed cargo, a chest of diamonds looted from the Tsolenka Pass. The diamonds
act the vessel for 2-3 Frost Maidens (Use Specter, with two changes. 1: They are immune to cold damage and vulnerable to fire damage. 2: Their Life
Drain does cold, not necrotic damage.)

The Frost Maidens awakened on the voyage, and killed the crew one by one, draining the warmth from their bodies. When the PC s come aboard, they
are happy to have new victims to feed on. As the PCs explore or prep the ship for towing, the Frost Maidens will try to separate them into ones or twos
and attack. Failing that, the Frost Maidens will reanimate the frozen corpses into ice zombies (use zombies, but immune to cold damage and vulnerable
to fire damage). Those ice zombies will attack the PC, trying to split them up into ones or twos. The PCs can defeat the Frost Maidens in combat, or by
soaking the diamonds in rum and alchemical explosive and igniting them (though that fire will quickly and explosively spread through the ship).
On board, the PCs notice the air is perceivably colder than before. The PCs find the bodies of the crew all over the ship. Their faces are contorted in
expressions of terror, and the bodies feel cold as ice. A DC 12 Wisdom (Medicine) or Intelligence (Nature) check shows they all died of hypothermia.
However, where hypothermia normally takes at least a few minutes, this appears to be an almost instant death.

The ship’s papers are in the captain’s cabin, and a DC 14 Intelligence (Investigation) check, made with Advantage if any PC knows Thieves’ Cant reveals the
Orange Maiden was smuggling several barrels of very flammable Alchemical regents among their official cargo of rum. On their last stop they also picked
up a chest of stolen diamonds, which was hidden in a false- bottomed rum barrels. A DC 16 Intelligence (Investigation) check (made with Advantage if
one of the PCs’s has the Criminal Background) finds the false-bottomed barrel. As they investigate, the frozen bodies begin to stir…

4: The Swinging Coffin


The tale.

Oh, everyone in these part’s heard of Captain Abbot’s tomb! They say he loved sailing so much he never wanted to rest in dry land, and was packed in
rum in a lead coffin, suspended by chains off the ground. They say he had a great treasure buried with him, and I think I heard some fe lla around here
saying he found Abbot’s crypt, and was going to search it for the treasure tonight…

What’s going on-

Captain Abbot is not buried in the strange coffin, and there is no treasure. On Abbot’s last voyage, he unknowingly picked up a Life-Drinker, a strange,
water-draining creature from a distant desert land. It appears as a large man with oversized, leech-like fingers. After the Life-Drinker killed several of his
crew, he was able to trap it in rum and then seal it in his own prepared tomb. The fools who’ve found his crypt are about to unleash the life-drinker on
their village.

A few days ago, Reese Lantron, a stubborn and greedy clerk discovered some old papers of the Abbot family, including the sale plot for Captain Abbot’ s
crypt. Armed with this, he’s trying to recruit some Adventurers to break into the crypt and find the fabled treasure, the soonest night he can (he wants to
avoid his theft of the papers being discovered). He’ll try to recruit the PCs, and if they turn him down, Reese will approac h a more naïve and gullible
group (possibly including someone with connections to a PC). If the PCs agree to open the casket, the life-drinker awakens when they drain out the rum,
and water-drinks Reese dry. Reese drops his lantern and ignites the rum, and the Life-Drinker escapes in the chaos. The Life-Drinker then begins stalking
the PCs (having gotten their scent when they opened the casket), trying to find them alone at night and drain them, in the meantime feeding on other
people in the village. If a group of NPCs open it, the PCs arrive just as they’re opening it, the same situation happens, and the Life-Drinker stalks and

3
eliminates the other NPCs. As well as the second group. A DC 14 Intelligence (Investigation) check reveals that the non- crypt opening victims are all
descendants of the Captain Abbot’s original crew. The Life-Drinker has got their scent, and is hunting them down as revenge for it’s imprisonment.

5: The Cursed Ship.

The tale

The Ivan Vasily? She’s cursed, they say. Half the crew deserted at this port, even though Captain Anton was paying double wages. I heard he’s up to
triple wages now, but only the most desperate sea scrapings in the port have signed on. It’s a shame, the ship’s carrying a cargo of badly needed grain.
They say the night watchmen see a strange, glowing figure walking the deck. The next day they’re driven to rage, madness, pa ralyzed staring into space
or hurling themselves into the sea. It’s a death ship, and no decent sailor’d crew her.

What’s going on-

The Ivan Vasiliy was severely damaged in a storm three months ago, and the ship stopped at a small wooded island to make repa irs. One of the trees
they chopped down to repair the main mast was the binding tree of a slumbering Dryad. The Dryad is haunting the ship and seeking revenge on those
who destroyed her home. She’s attacking subtly, using her Fey Charm ability as a Crown of Madness spell on those crew she finds alone at night. If she’s
found out and pursued, she escalates to open attacks using her Entangle and Shillelagh spells. She can be defeated in combat, or banished by chopping
down the mast and knocking it into the sea.

The ship is a miserable, tense place with a crew that’s half desperate, half incompetent, and half drunk as they can be. A day after setting sail, two of the
men on night watch disappear (hurling themselves into the sea). The next night, the PCs are awakened by screaming, as three of the night watch savagely
tear into each other. The next night, one of the night watch is found catatonic.

Captain Anton varies between stalking the ship, yelling about discipline and hiding in his cabin, drinking. The first and se cond mate (old friends and
shipmates of Anton) are the only thing holding the crew together and holding back outright anarchy or mutiny. They’re harried and exhausted, but willing
to talk to the PCs about what happens if the PCs demonstrate competence or leadership. A DC 14 Charisma (Persuasion) check will convince either of
them to share what they know, including that the incidents started a few days after the repairs. A few other crew members wi ll talk more readily (DC 12
Charisma/ Persuasion) but will only give garbled ghost stories about strange glowing women walking the deck before disasters. Those crew could,
however (especially with gifted rum rations) answer questions about the timeline or the site of the repairs. A DC 16 Intelli gence (Investigation) or
Charisma (Persuasion) check can find Old Saul, one of the crew who actually cut down the trees. Old Saul will tell the PCs that the “branches moved
strange, alive-like, and there’d a sound like screams under the saw blades). Studying the ships logs (in the captain’s cabin) could also re veal the timeline
of the haunting. Studying the repaired mast, the PCs can make a DC 14 Intelligence (Arcana or Nature) check to be able to te ll this was wood from a
Dryad tree.
After a few nights, the night watch crews are doubled and the PCs are put on watch…

4
Medium undead, Neutral Evil

Medium Plant, Neutral Evil


Armor Class 16
Armor Class 12 Hit Points 65 (10d8+20)
Hit Points 48 (4d8+8) Speed 30 ft.
Speed 15 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 8 (-1)
15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (0) 3 (-4) Saving Throws Dex+ 5, Wis +3
Condition Immunities blinded, deafened Damage Resistances Necrotic
Damage Vulnerabilities Fire Damage Vulnerabilities Radiant, Fire
Senses blindsight 60 ft (blind beyond this radius), passive Senses darkvision 60 ft., passive Perception 11
Perception 10 Languages any languages it spoke in life.
Languages understands Common but can’t speak it. Challenge 4 (1100 XP)
Challenge 1 (200 XP)
Keen Smell The Life-Drinker has Advantage on Wisdom
False Appearance. When the blight remains motionless (Perception) checks that rely on smell.
it is indistinguishable from a thorny shrub.

Water Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one


Constrict. +4 to hit, reach 10ft, (2d6 + 2), and a Large or smaller target. Hit: 10 (2d6 + 3) necrotic damage. The target must succeed
target is grappled (escape DC 12). Until this grapple ends, the on a DC 14 Constitution save or it takes a level of Exhaustion.
target is restrained, and the blight can’t constrict another target. This level of Exhaustion is cleared by a short rest and drinking 1
Blood Drain. If a target is grappled at the start of the Blight’s water skin (approximately 4 pints) worth of water.
turn, the Blight may make an attack (+4 to hit, 1d6+2 damage). If the Life-Drinker succeeds on a Water Drain Attack, on its next
turn it may take one of three options.
1: The Life-Drinker has Advantage on its next Attack roll.
2: The Life-Drinker regenerates 10 hp of damage.
3: The Life Drinker’s speed for this turn is 45 feet.

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