CCC-UCon-01 Blood and Fog V1.01a PDF
CCC-UCon-01 Blood and Fog V1.01a PDF
CCC-UCon-01 Blood and Fog V1.01a PDF
Heavy mists have plagued the area around Phlan for weeks, even after the reported death of
Vorgansharax, the Maimed Virulence. People have been disappearing in those deadly fogs, and
now dead bodies are turning up. A D&D Adventurer’s League adventure set in the Quivering
Forest.
ALAN PATRICK
Adventure Designer
Adventure Code: CCC-UCon01
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Adventure Hooks
This adventure does not require many specific story
hooks and can easily be inserted into other long-
running adventures:
Characters that have escaped from Barovia:
The Mists that took you to Barovia are still present
around Phlan. While not as thick, dead bodies are
beginning to show up – all drained of their blood and
their hearts removed.
Faction duties: The various factions of the world
are all keenly interested in the activities around
Phlan. Your faction head has assigned you to guard
duty outside the town, but has also told you to be on
your toes as curious events are still unfolding. Be
vigilant, be safe! This hook works best when this
adventure is run as an interlude between other
regularly-scheduled game days.
Already in Phlan: Nearly two dozen people have
been reported missing over the last several weeks.
Bounties are posted for the successful return of each
of them. They were all last known to be leaving the
town on day trips outside the walls, with many
heading towards the general vicinity of the
Quivering Forest.
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The open field to the north of Phlan is chill as the late- Development
morning fog recedes back into the Moonsea. Recent events After combat has concluded, the characters can
in that city have rocked it to its core but the people are investigate the bodies.
resilient and are rebounding at an incredible rate. You’ve
Wisdom (Medicine) DC 12: the humans have
multiple bite marks and claw wounds, and have had
been tasked with securing the northern trade road and while
their hearts removed (likely by the gnolls). They
the last few days have been quiet it appears that today will
were probably alive when this was done.
be a different story. Intelligence (Investigation) DC 16: the gnolls all
Off to the north, near the edge of the Quivering Forest, a have severely matted fur and are riddled with lice;
tremendous howl tears through the air and is immediately this is uncommon for gnolls as they typically take
followed by a scream that is cut short. You can spot pride in their hides, often decorating with small
movement just inside the tree line. skulls and other trophies. The also bear a brand on
the back of their necks: a three-headed flail.
The tree line is several hundred feet away, and the Intelligence (Arcana or Religion) DC 14: once
characters can see several shapes: some look the characters have discovered the brand, they can
humanoid, and some look canine, but they all appear determine that this marks the gnolls as devotees of
to be fighting. Yeenoghu, the demon prince of gnolls. While not a
Once the characters get to the tree line, they can true deity, Yeenoghu is tremendously powerful and
see the following: his followers are often more fanatic than truly
faithful.
The carnage in the trees is staggering. Two men have been
Once the characters have had a few moments with
torn apart and it looks like their chests have been punched
the bodies, they can hear a sound in the nearby
clean through, and three bloody humanoid forms glare brush.
hungrily at you. They all have a canine head, and all are
expelling bloody froth from their mouths. … Without “Laughter”
With a roar, they leap in your direction with their weapons
raised!
Huddled in the brush nearby is a grievously wounded young
woman. Clothed in scraps of clothing that at one time were
Three gnoll fangs of Yeenoghu are attacking the likely of great value, she shows evidence of torture.
characters, having just finished off two scouts from Numerous bite marks and scratches cover her flesh, and her
the city of Phlan. eyes glint with madness. She is giggling to herself, and as you
draw close these giggles become a full-on raucous laugh.
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Treasure
The treasure here is not measured in gold pieces
alone, but also in knowledge. If the characters take
some time to examine the stones, they can begin to
piece together some history and learn more about
their significance. With some gentle scraping and
cleaning they can find a series of carvings that are
heavily damage by the elements and time; taking a
rubbing of these carvings and recording the location
of these stones is worth a significant amount to the
sages of the Library in Phlan.
The carvings show a castle, a massive dragon, and
some waving lines that represent wind or mist. With
a successful DC 10 Intelligence (History) check, the
characters can determine that these carvings tell of
the coming of the Mists to the city of Phlan – the
large dragon is Vorgansharax. Any character that
participated in DDEP4 Reclamation of Phlan
automatically succeeds on this check. Any character
that has met Strahd Von Zarovich in another
adventure recognizes his visage in another ancient
carving, which shows him atop a pile of dead bodies
wearing modern-styled armor.
Additionally, one of the flind’s flails is magical. It is
a berserker flail, and its details can be found at the
end of this adventure.
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Over the following days you can spend some time with the
puppy. Its features are decidedly wolf-like but it seems
friendly enough, and prefers to burrow into discarded shirts
and pants when sleeping. It almost looks like its growing over
night!
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Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
DM Rewards
You receive 10 downtime days, 1,250 experience
points, and 650 gold pieces for running this
adventure.
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I Got a Puppy!
You chose to keep the wolf puppy that was trapped
in the gnoll camp deep inside the Quivering Forest. It
is incredibly friendly and knows a few tricks;
sometimes it even brings you small presents like
sticks, stones, or a dead animal. This silver-haired
wolf pup never howls at the moon, but does love to
play in the woods and wander through heavy fogs
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Barovia
Barovia is the domain of Strahd Von Zarovich, a
powerful vampire and nobleman that has ruled for
centuries. The land that he governs is also his prison,
and although he strains to find escape, deep down he
is afraid that he will be here forever.
However, in his arrogance, Strahd will
occasionally send his trusted allies or powerful
minions through magical experiments. Sometimes
these experiments result in him being able to see
distant worlds but in some very rare circumstances
he can actually speak with the denizens of those
worlds – and in one particular case, he made such an
impression that he would become known as the
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 11 (+0) 13 (+1) 12 (+1) 17 (+3) 15 (+2) 15 (+2) 10 (+0) 11 (+0) 13 (+1)
Saving Throws Con +8, Wis +5 Saving Throws Con +4, Wis +2, Cha +3
Skills Intimidate +5, Perception +5 Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Gnoll
Languages Gnoll, Abyssal Challenge 4 (1,100 XP)
Challenge 9 (5,000 XP) Rampage. When the gnoll reduces a creature to 0 hit
Aura of Blood Thirst. If the flind isn’t incapacitated, any points with a melee attack on its turn, the gnoll can
creature with the Rampage trait can make a bite attack take a bonus action to move up to half its speed and
as a bonus action while within 10 feet of the flind. make a bite attack.
Actions Actions
Multiattack. The flind makes three attacks: one with Multiattack. The gnoll makes three attacks: one with
each of its different flail attacks or three with its its bite and two with its claws.
longbow. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Flail of Madness. Melee Weapon Attack: +9 to hit, target. Hit: 6 (1d6 + 3) piercing damage, and the target
reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning must succeed on a DC 12 Constitution saving throw or
damage, and the target must make a DC 16 Wisdom take 7 (2d6) poison damage.
saving throw. On a failed save, the target must make a Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
melee attack against a random target within its reach target. Hit: 7 (1d8 + 3) slashing damage.
on its next turn. If it has no targets within its reach
even after moving, it loses its action on that turn.
Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage,
plus 22 (4d10) psychic damage.
Flail of Paralysis. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning
damage, and the target must succeed on a DC 16
Constitution saving throw or be paralyzed until the end
of its next turn.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 4 (1d8) piercing damage.
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) 14 (+2) 8 (-1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)
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STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 9 (-1) 12 (+1) 6 (-2) 4 (-3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (-2)
Skills Deception +2, Perception +3 Skills Acrobatics +8, Sleight of Hand +8, Stealth +8,
Senses darkvision 60 ft., passive Perception 13 Perception +5
Languages Abyssal, Gnoll Senses darkvision 60 ft., passive Perception 15
Challenge 3 (700 XP) Languages Common, Sylvan
Keen Smell. The leucrotta has advantage on Wisdom Challenge 1 (200 XP)
(Perception) checks that rely on smell. Blurred Movement. Attack rolls against the quickling
Kicking Retreat. IF the leucrotta attacks with its have disadvantage unless the quickling is incapacitated
hooves, it can take the Disengage action as a bonus or restrained.
action. Evasion. If the quickling is subjected to an effect that
Mimicry. The leucrotta can mimic animal sounds and allows it to make a Dexterity saving throw to take only
humanoid voices. A creature that hears the sounds can half damage, it instead takes no damage if it succeeds
tell they are imitations with a successful DC 14 Wisdom on the saving throw, and only half damage if it fails.
(Insight) check.
Actions
Rampage. When the leucrotta reduces a creature to 0
hit points with a melee attack on its turn, it can take a Multiattack. The quickling makes three dagger attacks.
bonus action to move up to half its speed and make an Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft.,
attack with its hooves. one target. Hit: 8 (1d4 + 6) piercing damage.
Actions
Multiattack. The leucrotta makes two attacks: one
with its bite and two with its hooves.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage. If the leucrotta
scores a critical hit, it rolls the damage dice three
times, instead of twice.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage.
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