TEXT:  
   
   
  Old Enemies Arise 
  (Part 1 of Agents of the Cloaks) 
   
  The alliance between Thay and Mulmaster is stronger than ever, and this does not sit well with 
  some of the neighboring countries; in fact, it appears that one of them is attacking caravans leaving 
  Mulmaster and heading towards Thay. You have been asked by the Cloaks to investigate the attacks, 
  discover who is behind them, and stop them if you can. 
   
  A Four-Hour Adventure for 5th-10th Level Characters 
   
   
  Adrian Arduini 
  Author 
  Adventure Code: CCC-SFBay-02-01 
  Optimized For: APL Level 8 
  Version: Version 1.a whole lot 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  XXXX##-## Adventure Title 
   
   
  2 
   
   
  Development and Editing: Ariel Imrie, Linda Stewart 
  Art and mapwork: Adrian Arduini 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick  
   
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  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. 
   
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  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, 
   
  Introduction 
  Welcome to Old Enemies Arise, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Agents of the Cloaks™ module series. 
   This adventure starts in Mulmaster after the 
  catastrophe that nearly ruined the city (2nd season 
  Epic). The players will then venture into southern 
  Damara and the Earthwood.  
   This adventure is designed for three to seven 
  5th-10th level characters and is optimized for five 
  characters with an average party level (APL) of 8. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
   This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
   
   
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  3 
  Before Play at the Table 
  Before you start play, consider the following: 
  • 
  Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such as 
  a way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Familiarize 
  yourself with the adventure’s appendices and 
  handouts. 
  • 
  Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • 
  Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level, passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  4 
  Adventure Background 
   The Thayans have taken a large role in the 
  reconstruction of Mulmaster, and they have formed 
  strong ties with the Cloaks. In fact, it is not 
  uncommon to see Rastol Shan and the Zulkir of 
  Enchantment Dar'lon Ma, speaking together in 
  certain circles. The potential ramifications of an 
  alliance between these two powerful organizations 
  is not lost on their enemies.  
   One such enemy is the nation of Rashemen. 
  Rashemen is ruled by witches with strong ties to the 
  fey of their land. These witches are known as 
  Hathran, and they have been fighting Thay for 
  centuries. Rashemi witches are famous for the 
  wooden masks they wear when traveling outside of 
  their homeland to protect their identity.  
   The budding alliance between Thay and 
  Mulmaster has been a topic of discussion at many of 
  the Witches’ council meetings. The Rashemi believe 
  that Thay is smuggling magical artifacts from ancient 
  civilizations around the Moonsea through 
  Mulmaster; however, as a nation they have decided 
  not to get involved.  
   A trio of witches did not agree with this decision 
  however, and they have left Rashemen to take a 
  more active role in disrupting the alliance. These 
  witches kidnapped one of their male wizards known 
  as the Vremyonni, formed an alliance with a sub-
  chief of one of the berserker lodges, and left 
  Rashemen to harass the Thayan caravans and 
  flotillas leaving Mulmaster.  
   These three witches are actually Durthan. The 
  Durthan are a sect of witches from Rashemen who 
  embrace the dark forces of the fey. They crave power 
  and are the antithesis to the ruling Hathrans. To 
  exist they often pose as normal Hathran. Their 
  identities are kept secret even from their own 
  people. The Durthan like to work behind the scenes, 
  so it wouldn’t do to attack the flotillas and caravans 
  openly. That would involve the Hathrans, and that is 
  not something they want; consequently, they have 
  decided to frame one of the neighboring countries 
  for their deeds.  
   After attacking two flotillas and destroying two 
  artifacts, the witches and their warriors carried out 
  raids across Damara dressed in the uniforms of 
  Mulmaster’s military. Their objective is to get 
  Mulmaster and Damara to wage war with each other 
  to cover their tracks.  
   For a base of operations while committing these 
  deeds, the witches found an abandoned outpost 
  from a long-gone civilization in the Earthwood. The 
  witch Shevarra negotiated a pact with a local hag 
  who rules over that section of the Earthwood for 
  assistance and protection while in the wood.  
   In the last flotilla attack, Lasharra's mask was 
  damaged. A witch's identity must be protected at all 
  times, so she immediately charged the Vremyonni 
  with making another for her that has magical 
  properties. The Vremyonni has completed its 
  construction but hasn't added the magical properties 
  yet.  
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
   
  Zulkir Dar’Lon Ma. The Zulkir is the highest political rank 
  that can be held in Thay. He is the Zulkir of Enchantment and 
  Thay’s chief representative in Mulmaster.  
   
  Rastol Shan. Rastol Shan is the mysterious leader of the 
  Brotherhood of the Cloaks and probably the most powerful 
  wizard in Mulmaster. He is noted for wearing a hooded robe 
  with a mask covering his face.  
   
  Nelvon DeJuan. Nelvon DeJuan is a high-ranking member 
  of the Cloaks and a powerful wizard.  
   
  Damara. Damara is a feudal nation situated on the other 
  side of the Galena Mountains from Mulmaster. In the past 
  Damara has been known as a force for good in the region.  
   
  Rashemen. To the East of Damara on the border of the 
  vast steppes that separate Faerun from the lands of Koza Kur 
  is a fey infused land of many rivers and lakes. It’s inhabited by 
  powerful witches and fierce berserkers that have spent 
  centuries fighting Thay and the barbarian hordes of Narfell.  
  Adventure Overview 
   The adventure is broken down into five parts: 
   Part 1. The characters are brought to the Tower of 
  Arcane Might to meet with Nelvon DeJuan. He hires 
  them to investigate the latest attack on one of the 
  Thayan flotillas that left Mulmaster for Thay.  
   Part 2. At the site of the wreckage, the characters 
  have a chance to uncover clues that suggest there is 
  a force working to pit Damara against Mulmaster. 
  The characters will also be confronted by a Damaran 
  patrol who thinks they have been raiding their lands. 
  The characters will need to convince them otherwise 
  or fight them. Eventually, the characters will find a 
  hidden trail that leads into the Earthwood.  
   Part 3. While following the hidden trail, the 
  characters are shadowed by a quickling fey who will 
  report their location if the characters cannot 
  neutralize him. Also on the trail, the characters may 
  encounter one of the witches on patrol (optional). If 
  there are time constraints, the characters may 
  navigate a trap filled section of the forest instead of 
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  5 
  the patrol encounter (optional). Failure to neutralize 
  the quickling or avoid the traps results in a scenario 
  where there is no chance for surprise in the coming 
  battle. 
   Part 4. At the end of the trail, the characters fight 
  the bulk of the Rashemi force and their fey allies in a 
  camp outside a cave. The conditions of Part 3 will 
  determine if they get surprise on them or not. They 
  will also rescue a capture Thayan who will petition 
  the characters to capture the Vremyonni in the cave.  
   Part 5.  After defeating the outer force, the 
  characters confront the remainder of the Rashemi 
  leaders within the cave. This is where they may 
  learn there is someone else giving orders to these 
  Rashemi. They will also find proof to exonerate 
  Mulmaster of the charges laid against them by 
  Damara.  
   After defeating the Rashemi Witches, the 
  characters will find a sacred mask and a male 
  Rashemi wizard who wants to take the mask home 
  with him. The characters will have to decide if they 
  want to let the Rashemi male go home to his people 
  and if they will let him take the mask.  
   Part 6. Once the characters get back to Mulmaster, 
  who they speak with and what reward they get will 
  be determined by the decisions they made in Part 5.  
  Adventure Hooks 
   Story Hook. The Cloaks have asked you personally 
  to assist with an important task. You were chosen 
  because of your current reputation. Monetary 
  reward will be given.  
   Ally of Thay. You receive a personalized letter 
  along with a bottle of your favorite drink from 
  Dar'lon Ma requesting that you go to the Tower of 
  Arcane Might to speak with Nelvon DeJuan. Thay is 
  in need of your service once again. 
   Enmity of Thay. You receive the following 
  personalized letter from Dar'lon Ma. "The fact that 
  you are still alive speaks well for your prowess, and I 
  am not one to waste a useful resource. Let's stop 
  expending all this negative energy. Finding and 
  wiping out your whole bloodline going back 100 
  years is tiresome, and I have better things to do. Do 
  this one mission for Thay, and I will consider our 
  issue resolved. Report to Nelvon DeJuan at the 
  Tower of Arcane Might."  
   If the characters complete this mission 
  successfully, the character can remove this story 
  award.  
   Both Ally and Enmity of Thay. You receive a 
  personalized letter from Dar'lon Ma along with a 
  bottle of your favorite drink. It says the following: 
  "Aaaahhhh, relationships are a fickle thing, aren't 
  they? One minute you are a favored asset, and the 
  next you receive a bottle of poisoned brandy. You 
  and I have certainly had our ups and downs, but I 
  want to put an end to all that. I want you to receive a 
  bottle of the good stuff from me and know it isn't 
  poisoned. I have a job that needs doing. Do it, and we 
  can start focusing on the positive. Report to Nelvon 
  DeJuan in the Tower of Arcane Might." 
   If the characters complete this mission 
  successfully, the character can remove the Enmity 
  story award from their character logs. 
   Member of the Cloaks. As part of your service to 
  Mulmaster, you have been commanded to undertake 
  an investigation on their behalf. You are ordered to 
  report to Nelvon DeJuan in the Tower of Arcane 
  Might.  
   Note: Characters who are members of the 
  Brotherhood of the Cloaks do not have to pay the 
  three downtime day costs for playing this mod.  
   Adventurers for Hire. Your deeds have become 
  known in the area. You have received a request to 
  work for the Cloaks of Mulmaster. The summons 
  only states that the compensation will be 
  considerable. 
   
   
   
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  6 
  Part 1. Mulmaster  
  Estimated Duration: 20 minutes 
   Try to give the characters a feel for the state of 
  Mulmaster. The population has been greatly 
  reduced, and many of the people are forced to go 
  about their daily business while seeing their loved 
  ones working on new buildings as zombies.  
   
   
   
   
   
   
   
   
   
   
   
  Mission Briefing 
   
   This section is designed to give the characters a 
  starting point and a little insight as to what is going 
  on. Keep it brief. Nelvon won’t immediately let the 
  characters know they were smuggling magical 
  artifacts to Thay, but he won’t hide it if the 
  characters guess there is more to this than just a 
  simple raid.  
   The characters arrive at the Tower of Arcane 
  Might where a young apprentice wizard escorts 
  them to a small discreet and isolated room. They are 
  served water and some biscuits while they wait a 
  good hour before someone arrives.  
   This is a good time for the characters to introduce 
  themselves.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Role-Playing Nelvon DeJuan 
   
  Nelvon is a quiet and reserved person. He will keep the 
  conversation to the business at hand and won’t volunteer 
  any information that is not “need to know”. However, he is 
  not a politician, and he will not spend a lot of effort to 
  conceal anything from the adventurers should they have 
  good insight.  
   The characters may ask any questions they have of 
  Nelvon. He knows the following:  
   
  • 
  The ambush happened last night. The cloaks had 
  alarms in place to let them know if anything 
  happened to the caravan. 
  • 
  There have been two other attacks like this just 
  this week. One 3 days ago and the other one was 
  5 days ago. The other attacks also occurred 
  within or near Damara.  
  • 
  The merchandise was just normal trade goods 
  being taken to Thay's markets. This is not 
  completely true, but it will take a DC 15 insight 
  check to discover that Nelvon is not telling the 
  characters everything. If they make the check, 
  Nelvon will admit that there was a magic item 
  hidden in the cargo. He will not disclose the 
  specifics of the item but will only say that it was 
  on loan to Thay.  
  • 
  He thinks the obvious entity behind the attack is 
  Damara. He will explain that there has never 
  been any love lost between the two nations; 
  however, both Mulmaster and Thay have a long 
  list of enemies, so it could be just about any 
  nearby country.  
  • 
  Aside from the crew of the barge, there were 6 
  soldiers and two Red Wizards guarding the 
  merchandise. One of the wizards was Azak 
  Throm who was the leader of the expedition. 
  The characters may have met him in DDEX2-5 
  Flames of Kythorn 
   
   
   You have been waiting for a long time. Just when 
  you are ready to leave, the door opens. The middle-
  aged man who enters is an obvious wizard of 
  considerable power.  
   "Hello, my name is Nelvon DeJuan. Thank you for 
  coming on such short notice. I have an important 
  mission for you. One of our regular caravans 
  destined for Thay has been ambushed, and it isn't 
  the first one that has suffered this fate. The latest 
  incident happened along the river in southern 
  Damara. I would like you to go to the site of the 
  ambush and find out who is behind the attack. I also 
  want you to stop them if you can. Your pay will be 
  1000 gold pieces (an illusion appears above his 
  head that says “Not Each”) and the gratitude of the 
  cloaks. So, once I've answered any questions you 
  might have, I would like for you to leave 
  immediately. There is a team waiting to take you to 
  the site of the ambush.  
   Traveling through the streets of Mulmaster on 
  your way to the Tower of Arcane Might, it is obvious 
  that the city has undergone a catastrophic event. 
  Construction is everywhere. Much of the work force 
  is made up of zombies, many of whom were 
  formerly citizens of Mulmaster. You see them being 
  supervised by their Thayan animators. You can also 
  see remnants of that catastrophe in the form of 
  unnatural fires and earth motes that dot the city.  
  Nelvon DeJuan 
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  7 
  Part 2. The Wreckage 
  Estimated Duration: 40 minutes  
   The ambush site is approximately 110 miles away 
  by river. The characters arrive at the site of the 
  ambush after an uneventful 4 days of travel along 
  the river assuming the barge travels at 1mph. They 
  reach the wreckage on the morning of the 5th day. 
  The barge workers park the barge and wait for 
  further instructions from the characters. They will 
  not wait longer than 1 day before they return to 
  Mulmaster. 
   
   
   
   
   
   
   
  General Features 
  The site of the ambush has the following general features.  
   
  Terrain. The land North of the river is made up of open 
  gently low rolling hills. South of the river is the Earthwood 
  forest.  
   
  The River. The river is approximately 100 ft wide at this 
  point and about 2-5 feet deep suggesting it can be forded 
  here. It has a slow-moving current.  
   
  Weather. The weather is sunny and partly cloudy.  
   
  Light. The characters arrive in the morning, and it is bright 
  daylight.  
   
  Smells and Sounds. There are no unusual sounds, but the 
  smell of the bodies rotting is powerful.  
  The Investigation  
   The characters will need to investigate the 
  wreckage if they want to gain enough information to 
  be able to track the assailants. Insight, Investigation, 
  Survival, Medicine and Perception can be used 
  immediately. History, Religion, Arcana and Nature 
  will be unlocked depending on the above checks. 
   Read the following boxed text when the characters 
  state they are going to investigate the wreckage.  
   
   
   
   
  When investigating the wreckage, the 
  character can make the checks indicated below. 
  There are three checks for investigating the 
  wreckage itself. The first time the characters find 
  something, ask them if they would like to continue to 
  search the wreckage. Once they’ve gotten all three 
  items, tell them they think they’ve thoroughly 
  checked it all.  
  • 
  Check for motive; Insight DC 15: The 
  characters notice that all the goods were 
  destroyed rather than taken indicating this 
  attack was motivated by something other than 
  just greed. This attack could possibly be 
  politically motivated 
  • 
  Check the wreckage 1st check; Investigation 
  or Perception DC 15: The characters notice a 
  piece of a wooden mask. This opens of the 
  History check. 
  • 
  Check the wreckage 2nd check; Investigation 
  or Perception DC 15: The characters notice a 
  piece of a religious medallion on the ground. 
  This opens the religion check. 
  • 
  Check the wreckage 3rd check; Investigation 
  or Perception DC 15: The characters notice 
  that one of the pieces of cargo destroyed may 
  have once been magical. This opens up the 
  Arcana check.  
  • 
  Check the bodies; Medicine DC 15: The 
  characters learn that the Damaran soldiers did 
  not die here. They died hours after this battle 
  and were placed here. A check of DC 20 reveals 
  that the weapons used to kill both the Damarans 
  and the Thayans were two-handed weapons like 
  greataxes and greatswords. Both the Damarans 
  and the Thayans were equipped with medium 
  sized weapons and shields. 
  • 
  Check for tracks; Survival DC 15: The 
  characters notice that there were large animals 
  as well as humanoids among the attackers. This 
  opens up the Nature check. If the characters 
  make the check with a 20 or higher, they find the 
  hidden trail that leads to the river suggesting the 
  attackers went into the Earthwood.  
  Unlocked checks 
  • 
  History DC 15: See the sidebar "Who are the 
  Rashemi" to learn what the History check 
  reveals. More information can be found in 
  Player Handout 3.  
   Leaving the Moonsea, you sail down the river 
  past Ironfang Keep and through the pass 
  separating the Galena Mountains to the North 
  and the Earthspur Mountains to the South. The 
  Mountains then give way to the low rolling hills 
  of Damara to the North with the Earthwood to 
  the South. It is on the North shore of the river 
  that you spot the wreckage. 
   It is obvious that there was a battle here. There 
  are bodies of soldiers wearing the livery of the 
  Damaran Duchy of Arcata among the debris. You 
  also see the bodies of six soldiers of Thay.  
   There is an obvious trail of numerous humanoids 
  leaving the site and heading North into Damara. 
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  8 
  • 
  Religion DC 15: The medallion is of a deity 
  known as The Hidden One. The Hidden One is an 
  aspect of Mystra that is worshipped in the 
  Rashemi lands. For this check, clerics of Mystra 
  may make the check with advantage.  
  • 
  Nature DC 15: The characters know that the 
  animals involved are not from this land and may 
  have been extraplanar in nature. If the 
  characters unlocked the mystery behind the 
  medallion or the mask, they also know that the 
  Rashemi witches are closely allied with the fey. 
  • 
  Arcana DC 15: The piece that the characters 
  found was a bowl used in summoning rituals. If 
  the characters get a 20 or higher on their check, 
  then they recognize a glyph fragment on the 
  bowl that suggests it was used to summon 
  Demons and is from the ancient Narfell empire.  
   The characters should get the idea they are not 
  facing simple brigands. Their investigation may also 
  inform them that there was a summoning done, 
  possibly by a druid, sorcerer or wizard. 
   During the investigation of the wreckage, the 
  characters easily locate the false trail left by the 
  woodsman that leads inland into Damara. With an 
  active Perception or Investigation check of DC 20, 
  the characters find the real trail that he attempted to 
  conceal, which leads to the river, and suggests that 
  the attackers crossed the river and went into the 
  Earthwood.   
  Who are the Rashemi  
   
  Most people in Faerun don't know about Rashemen. Those 
  that live in the Bloodstone Lands (Moonsea, Damara and 
  Vasa) have probably encountered a few Rashemi Witches or 
  Berserkers. If the character hails from the Unapproachable 
  East (Narfell, The Great Dale, Rashemen, The Hordelands and 
  Thay), then they most certainly know of them and have 
  advantage on these checks.  
   
  DC 8: The people of the nation of Rashemen are called the 
  Rashemi. They are a barbaric people that honor the fey. In 
  battle their spellcasters wear wooden masks.  
   
  DC 12: The Rashemi are ruled by powerful and secretive 
  witches. They are called Hathrans.  
   
  DC 15: Rashemi witches where wooden masks to hide their 
  identity, hate Thay and are very good at fighting spellcasters.  
   
  DC 18: There is another sect of female casters within the 
  ranks of the witches who are evil and oppose the witches’ 
  rule.  They are called Durthan. 
   
  DC 20: Male spellcasters in Rashemi are sequestered away 
  to secret locations where they live their lives creating magic 
  items and spells for the witches. Their existence is a closely 
  guarded secret by the Rashemi. 
  Political Tensions   
   After investigating the wreckage, the characters 
  will either follow the obvious trail into Damara or 
  start thinking about crossing the river into the 
  Earthwood. It is during this time that they will 
  encounter the Damaran patrol. 
   If the characters didn't discover the concealed 
  trail, then read the following boxed text as they 
  follow the obvious trail. 
   
   
   
   
   
   
    
   If the characters discovered the concealed trail, 
  then read the following boxed text as the Damaran 
  patrol rides up on them. 
   
   
   
   
   
   
   
   The leader of the patrol is Knight Captain Igan 
  Dotsk, and he will demand that the characters 
  submit themselves to a Zone of Truth spell. If the 
  characters do so, he will ask them if Mulmaster is 
  conducting raids across Arcata. He will also ask them 
  if they have harmed any citizen of Arcata within the 
  last week. If the characters submit to the spell and 
  answer the questions truthfully, they will be 
  exonerated of all charges. If the characters refuse or 
  don't answer all the questions, they will be required 
  to make a persuasion check of DC20 or the leader 
  will give the command to attack. 
   The DC for the check is modified with the 
  following conditions.  
  • 
  If the characters show the leader the piece of the 
  wychlaran's wooden mask or the religious 
  medallion found at the ambush site, then the 
  check DC is reduced by 5. If the check is already 
  at DC 10, then the check is made with advantage.  
  • 
  If the characters show the leader the disguised 
  tracks left by the Rashemi war band, then the 
  check DC is reduced by 5. If the check is already 
  at DC 10, then the check is made with advantage. 
  • 
  If the characters make any attack against the 
  patrol, then the DC is raised by 5. If any of the 
  characters damage or affect any member of the 
  The trail takes you further into Damara. You 
  travel for about two hours when you crest a low hill 
  and see a patrol riding hard towards your location. 
  Their livery suggests that they are troops of the 
  Damaran Duchy of Arcata. 
  You are getting ready to head off to 
  Earthwood when a troop of soldiers ride up over the 
  rise. They are headed straight for you at a gallop. 
  Their livery suggests that they are troops of the 
  Damaran Duchy of Arcata. 
  
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  9 
  patrol with a spell, then the check is made with 
  disadvantage. 
   
   This is intended to be a role-playing encounter, 
  but it is entirely possible that there will be a party 
  made up of murder hobos who just want to fight. 
  Should that be the case, the patrol is made up of 
  loyal soldiers who will fight with the intention of 
  getting word to the Duke of Arcata regarding 
  Mulmaster's act of war. 
  Role-Playing Knight Captain Igan Dotsk 
   
  Igan Dotsk is a loyal soldier of Damara. He is the third son 
  of a minor noble in the Dutchy of Arcata and a devout 
  follower of Torm (god of loyalty). He is incorruptible.  
   
  His only concern is finding out who’s behind the raids 
  across his lands. If battle erupts, he will first and foremost try 
  to make sure the Duke is alerted to Mulmaster’s act of war.  
   
  Note: If the characters didn’t learn anything about 
  Rashemen during the investigation, feel free to use Igan as a 
  source of information for anything that is listed in the “Who 
  are the Rashemi” section. Between him, his mage, and his 
  priest, he should be able to impart any of the information in 
  the side bar or the handout. Igan thinks it is quite odd that 
  the Rashemi are involved as they are a secretive people who 
  keep to their own lands.  
  Reward 
   If the characters manage to defuse the situation 
  without combat, award them 300 exp each.  
  Let there be COMBAT!  
   Should the characters initiate combat or fail to 
  convince the patrol of their innocence, then combat 
  will happen.  
    
   
   
   
   
   
   The use of Damaran is meant to support the 
  optional rule for humans in the Sword Coast 
  Adventure Guide page 112. If you don’t wish to use 
  those, then have the knight speak common. If you do 
  use that option, then anyone of Damaran descent 
  automatically knows that language.  
   The patrol consists of the following creatures. Five 
  Damaran Soldiers (re-flavored Sildar Hallwinter), 
  one Priest, one Captain Igan Dotsk (a re-flavored 
  Captain Othelstan with a longsword instead of a flail) 
  and one Damaran wizard (re-flavored Thayan 
  Apprentice). They all start combat on Riding Horses. 
  Treat these riding horses as light war horses but 
  don’t have them attack. They do not shy away from 
  combat. They were not figured in on the challenge 
  level of the encounter.  
   Note: This encounter was built using the 
  encounter builder in Xanathar’s guide to 
  everything assuming the following:  
  • 
  Very Weak – Assumes 4 6th level 
  characters  
  • 
  Weak – Assumes 5 7th level characters  
  • 
  Strong – Assumes 5 10th level characters  
  • 
  Very Strong – Assumes 7 10 level 
  characters  
  • 
  Uber Strong – Assumes 7 12th level 
  characters (This setting is for parties that 
  are very well quipped and stronger than 
  normal) 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Replace Captain Othelstan with a Knight, 
  remove the Thayan Apprentice, and replace the Sildar 
  Hallwinter with guards and add 4.  
  • Weak: Replace Captain Othelstan with a Knight 
  • Strong: Replace the Thayan Apprentice with a Conjurer 
  • Very Strong: Replace the Thayan Apprentice with a 
  Conjurer. Replace the Captain Othelstan with a Blackguard 
  (re-flavored as a good aligned knight).  
  • Uber Strong: Remove the five Sildar Hallwinter and add 
  three veterans. Replace the thayan apprentice with a 
  conjurer.  
   
  Tactics 
   The patrol leader’s first act will be to command 
  two of his veterans to ride off in different directions 
  to warn the Duke. The wizard will attempt to 
  counterspell any attempts to throw spells at the 
  departing veterans. The priest will activate spirit 
  guardians (if he has it) and wade into combat with 
  the characters. If he doesn’t have it, he will use his 
  spells as support for the warriors battling the 
  characters. 
  Development  
   If the characters are defeated or surrender, then 
  they will be put to death. Their remains will be sent 
  to Mulmaster along with their possessions as a clear 
  warning not to mess with Damara.  
   The members of the patrol will fight to the death. 
  If the leader is captured, he can still be convinced of 
   With the gauntlet drawn, the knight turns to two 
  of his cavalry men and says in Damaran  “Ride off 
  and warn our Duke of Mulmaster’s treachery. 
  Everyone else, CHARGE! “ 
  
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  10 
  Mulmaster’s innocence of the raids using the 
  conditions listed in Political Tensions above. Anyone 
  else released will immediately ride to the Duke and 
  report that Mulmaster is behind the raids.  
  Treasure 
   The soldiers don't carry much money while out in 
  the field. The leader wears his signet ring which is 
  worth 50gp. Searching the soldier's coin purses, the 
  characters will find various coins worth a total of 75 
  gp. Two-thirds of the coinage is from the leader who 
  is a noble.  
  Development  
   There are two outcomes possible with this 
  encounter. The characters will either defuse the 
  situation between the Damarans and Mulmaster or 
  they will inflame it. The former is intended to be the 
  most common outcome.  
   If the characters manage to defuse the situation 
  and exonerate Mulmaster of the charges against 
  them, then the patrol leader will request that they 
  find out who is behind the raids.   
   If the characters befriend the Damarans, then 
  together they will eventually find the hidden trail. If 
  the characters defeated the Damarans, then let them 
  find the hidden trail by chance. The story doesn’t 
  move forward without the discovery of this trail.  
   
   
   
  
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  11 
  Part 3. Into the Earthwood 
  Estimated Duration: 1 Hour 
   Once the characters discover the hidden trail, they 
  must try to make it to the campsite without being 
  spotted. The witches enlisted the help of the fey, and 
  there is a quickling that is waiting to see if anyone 
  discovers the trail. The tiny fey will have to be 
  neutralized or he will bring word back to the camp 
  that the characters are coming. 
    
  General Features 
  The site of the ambush has the following general features.  
   
  Terrain. The forest is covered with thick underbrush and is 
  made up of mostly birch and evergreen trees. Travel off of 
  the game trails is difficult terrain.  
   
  The Trail. The trail is approximately 5ft wide although 
  there are places where it crosses into a small clearing or 
  widens to 10ft.  
   
  Weather. The weather is sunny and partly cloudy.  
   
  Light. It should still be daytime when the characters 
  travers this forest. The foliage is not thick enough to reduce 
  the light from bright daylight.  
   
  Smells and Sounds. The forest is alive with the sounds and 
  smells of plant and animal life.  
  Did you see that? 
   A quickling fey was left behind to watch for 
  intruders and report them to the Rashemi. His 
  stealth is 18. Allow the characters to make active 
  perception checks or use their passive as you think 
  appropriate. If the characters don’t spot the 
  quickling he runs and warns the outer patrol and 
  outer camp of the character’s arrival in the forest.  
   If the quckling is spotted, read the following boxed 
  text: 
   
   
   
   
   
   
   
   
   
    
   Roll initiative. The characters need to try and take 
  him out before he gets away. He is 30 feet away 
  through difficult terrain and has superior cover. On 
  the quickling's turn, he double moves ignoring 
  difficult terrain and is gone. If the quickling gets 
  away, the outer patrol and the main camp are 
  notified of the characters’ arrival in the forest.  
   
  Adjusting this Encounter 
   
  There are no adjustments to this encounter.  
  Treasure 
   The quickling has no treasure. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  You see a tiny evil looking fey-like 
  humanoid. He appears to be watching you from 
  behind a tree. It’s hard to make out his details as 
  he seems to be moving in place extremely fast 
  causing his features to blur. He’s sees you 
  looking at him, and it looks like he’s about to 
  bolt.  
  
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  12 
  Outer Patrol (Optional Encounter A) 
   This encounter should only be used if there was 
  no combat in Part 2 or time is not an issue. If there 
  was combat in Part 2 or time is running short, use 
  Optional Encounter B.  
   One of the witches along with some warriors is 
  traveling through the Earthwood on their way to 
  conduct more raids.  
   If the quickling was not neutralized, then he will 
  warn this patrol of the characters’ arrival. If the 
  quickling was neutralized, then the characters meet 
  the patrol on the trail.   
   If the patrol is forewarned, read the following 
  boxed text. Give out Player’s Handout#4 Outer 
  Patrol 
   
   
   
   
   
   If the patrol was not forewarned and the 
  characters manage to surprise them, read the 
  following boxed text. 
   
   
   
   
   
   
    
   The woman is the witch Yuldra, and she knows 
  that if the characters are here then they know about 
  the Rashemi involvement. Consequently, she will do 
  everything in her power to make sure the characters 
  don't leave to let anyone know what the witches are 
  doing. 
   The patrol consists of a Rashemi Druid (See 
  Sidebar), 3 Berserkers and 4 scouts (give the 
  scouts greataxes instead of shortswords. Hit: 8 (1d12 
  + 2) slashing damage). 
   Note: This encounter was built using the 
  guidelines of the encounter builder in Xanathar’s 
  guide to everything assuming the following:  
  • 
  Very Weak – Assumes 4 6th level 
  characters  
  • 
  Weak – Assumes 5 7th level characters  
  • 
  Strong – Assumes 5 10th level characters  
  • 
  Very Strong – Assumes 7 10 level 
  characters  
  • 
  Uber Strong – Assumes 5 14th level 
  characters (This setting is for parties that 
  are very well quipped and stronger than 
  normal) 
   
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Replace the Rashemi druid with a druid. 
  Remove 2 berserkers and add 5 scouts (give the scouts 
  greataxes instead of shortswords. Hit: 8 (1d12 + 2) slashing 
  damage). Give the druid wild shape with a CR1 cap.  
  • Weak: Remove three berserkers and add 5 scouts (give the 
  scouts greataxes instead of shortswords. Hit: 8 (1d12 + 2) 
  slashing damage).  
  • Strong: Add an Archer and one scout 
  • Very Strong: Add two Archers, remove 4 scouts and add 3 
  Berserkers. 
  • Uber Strong: Replace the Rashemi Druid with an 
  Archdruid, remove the four scouts and add a berserker.  
   
  What is Rashemi Druid 
  I wanted the Rashemi you encounter to meet the expectation 
  of the lore; unfortunately, there isn’t any humanoid monsters 
  that really meet that description with the proper challenge 
  rating. Please use the following guidelines for running these 
  monsters.  
  The Rashemi Druid - This is a modified version of the 
  Archdruid. Use the following modifications to the Archdruid.  
  • Cap the spell level casting ability for the Archdruid to 6th 
  level spells.  
  • Reduce the DC of her spells to 16, and make her spell 
  attack roll a +7 
  • Cap the CR rating of the beast the druid can change into to 
  CR 4.  
  • The druid cannot cast while in wild shape form.  
  • Reduce the druid’s hit points to 88 
   
  Tactics 
   If the druid is high enough to cast Hallucinatory 
  Terrain and was forewarned of the party's arrival, 
  then she covers half the clearing in forested terrain 
  to hide the Rashemi warriors behind total 
  concealment. If the druid does not have 
  Hallucinatory Terrain, then the warriors will hide in 
  the woods and she will try to get close to a character 
  by pretending to be a curious animal. If she gets 
  close, she will initiate combat by attacking from 
  surprise. Have her make a bluff check opposed by 
  the character’s insight.  
   As you emerge from the tree line and into a 
  large clearing, you see a large beast staring at you 
  from the other side of the clearing. 
   Ahead on the trail you see a woman wearing 
  leathers and a green hooded cloak with her face 
  hidden behind a wooden mask with the visage of a 
  sabre toothed tiger traveling with lightly armored 
  warriors. 
  
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  13 
  Development 
   It’s ok if the druid doesn’t get away. If she does, 
  then she will warn her sisters in the cave and escape 
  into the woods to ride out the rest of the battle. If the 
  characters are walking through the encounters, feel 
  free to have her escape and join the outer camp’s 
  forces.  
   All the Rashemi warriors have backpacks that 
  have Mulmaster and Damaran uniforms in them.  
  This discovery should be sufficient evidence to 
  satisfy the Damaran patrol leader’s request.  
  Treasure 
   The druid and the berserkers have no treasure.  
  Conclusion  
   The trail ends on the crest of a hill. When the 
  characters arrive, read the following boxed text.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Skip the next encounter and go to the conclusion 
  of this chapter 
  Careful, there might be traps (Optional 
  Encounter B) 
   Use this encounter if you are short on time, or you 
  ran the combat in Part 2. This encounter happens 
  when the characters crest a hill and look down on 
  the final 800 ft. before the outer camp. If you use this 
  encounter, read the following boxed text.  
   
   
   
   
   
   
   
   
    
   
   
   
   The woodsman has left many traps in the scrub 
  along the 800ft decline. They are designed to slow 
  down and debilitate the characters. They are also 
  designed to be an early warning system.  
  Roll 1d6 and consult the list of traps below. Each character 
  will encounter at least one trap. Each character must detect 
  and avoid the trap they encounter, or they trigger it.  
   
  Roll 1-2. Falling Log - This is the Collapsing Roof trap re-
  flavored.  
   
  Detection and Disabling. DC 15 to spot the trip wire. Use 
  the character's Passive Perception unless they specify they 
  are actively looking. DC 15 to disable the trap. 
   
  Trigger. Trip wire.  
   
  Effect. If the trap is sprung a large log will swing down and 
  collide with the character. The character must make a DC 15 
  Dexterity saving throw or suffer 22 (4d10) bludgeoning 
  damage on a failed save and half as much on a successful 
  one. 
   
  Roll 3-4. Poison Dart - This is a modified version of the trap 
  of the same name in the Dungeons Master's Guide.  
   
  Detection and Disabling. DC 15 to spot the trap or a DC 15 
  investigation if the character is actively looking.  
   
  Trigger. Trip wire.  
   
  Effect. +8 to hit for 2 (1d4) piercing damage. A character 
  hit by the dart must make a Constitution Saving throw of DC 
  15, or suffer 22 (4d10) poison damage. The character takes 
  half as much damage on a successful save. 
   
   
  Roll 5-6. Spiked Pit  
   
  Detection and Disabling. DC 15 to spot the pit. Use the 
  character's Passive Perception unless they specify they are 
  actively looking.  
   
  Trigger. Step in the covered pit.   
   
  Effect. Characters who fail to spot the pit fall in and take 
  11 (2d10) piercing from spikes in the bottom. The character 
  must then make a DC 13 Constitution saving throw or take 22 
   As the trail takes you to the crest of a hill, you can 
  see a camp of warriors down below. The camp is 
  positioned around a large cave that is in the side of 
  a box canyon. Off to the side of the camp is a tent 
  with several poles that have bodies impaled on 
  them. One of the bodies appears to be a man with a 
  red robe like those worn by the Red Wizards. Next 
  to the tent is a large, dark pond.  
   The camp is approximately 800ft downhill. The 
  path runs through a field of heavy scrub and small 
  trees. While you are looking down on the camp, you 
  see a woman emerge from the cave and speak with 
  another woman who emerges from the large tent. 
  The woman from the cave appears to be wearing a 
  mask. 
   As the trail takes you to the crest of a hill, you 
  can see a camp of warriors down below. The 
  camp is positioned around a large cave that is in 
  the side of a box canyon. Off to the side of the 
  camp is a tent with several poles that have bodies 
  impaled on them. One of the bodies appears to be 
  a man with a red robe like those worn by the Red 
  Wizards. Next to the tent is a large, dark pond.  
   The camp is approximately 800ft downhill. The 
  path runs through a field of heavy scrub and small 
  trees. While you are looking down on the camp, 
  you see a woman emerge from the cave and speak 
  with another woman who emerges from the large 
  tent. The woman from the cave appears to be 
  wearing a mask. 
   
  
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  14 
  (4d10) poison damage. The character takes half as much 
  poison damage on a successful save. 
   There are a lot of traps. If the characters try to 
  sneak down through the vegetation, each character 
  will encounter one trap unless they specify that they 
  are all walking in single file and only stepping where 
  the previous person stepped. 
   Each trap was designed to make enough noise to 
  alert the camp outside the cave if sprung. 
   These traps are supposed to be another obstacle 
  to the character’s attempts to sneak up on the outer 
  camp.   
   The characters shouldn’t have the opportunity to  
  get any kind of rest between this encounter and Part 
  4 unless they have managed to maintain surprise.   
  Treasure 
   This encounter has no treasure 
  Chapter Conclusion 
   It should be relatively difficult for the characters 
  to get to the edge of the outer camp without the 
  occupants being alerted to their presence. If they 
  manage to do so, award each character 300 exp.  
   At this point the characters should be aware that 
  the caravans are being attacked by the Rashemi, and 
  that they were trying to blame it on Damara. It 
  should also be obvious that there is no negotiating 
  here. This next encounter will be a combat 
  encounter.  
   If the characters want to head back and report the 
  rashemi involvement without confronting them, 
  remind them that the instructions were to stop them 
  if they can.  
  Rewards 
   The characters earn the following reward if they 
  got surprise on the outer camp.  
   
  Surprised Outer Camp: 300 exp each 
   
   
   
  
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  15 
  Part 4. Outer Camp 
  Estimated Duration: 50 minutes  
   Once the characters have traversed the 500ft. 
  slope to the edge of the outer camp, read the next 
  section.  
  The Camp 
   The outer camp exists in a boxed in area. The only 
  way into or out of it is the space the characters are 
  approaching from.  
   If the characters managed to get through part 3 
  without giving themselves away, then they have 
  taken the camp by surprise. Read the following 
  description: 
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
    
   
   If any of the characters tripped a trap or were  
  spotted by the quickling, then the camp is on alert 
  and there is no surprise. Read the following 
  description: 
   
   
   
   
   
   
   
   
   
   
   
   
    
  General Features 
  The camp has the following general features.  
   
  Terrain The terrain is even open ground except where 
  noted n the map.  
   
  The Pond. The pond is astonishingly deep. It is deep 
  enough to keep a huge creature completely submerged. The 
  pond spills into a stream that heads into the forest.  
   
  Weather. The weather is sunny and partly cloudy.  
   
  Light. It should still be dusk when the characters get to this 
  point. With the cliff and the trees blocking the setting sun, 
  treat the camp as being in dim light.  
   
  Smells and Sounds. Fresh air and the sound of the forest 
  and the waterfall are present.  
   The outer camp forces consist of the following 
  creatures: seven scouts (give the scouts greataxes 
  instead of shortswords. Hit: 8 (1d12 + 2) slashing 
  damage), one Green Hag and one banderhobb. 
   Note: This encounter was built using the 
  encounter builder in Xanathar’s guide to 
  everything assuming the following:  
  • 
  Very Weak – Assumes 4 6th level 
  characters  
  • 
  Weak – Assumes 5 7th level characters  
  • 
  Strong – Assumes 5 10th level characters  
  • 
  Very Strong – Assumes 7 10 level 
  characters  
  • 
  Uber Strong – Assumes 7 12th level 
  characters (This setting is for parties that 
  are very well quipped and stronger than 
  normal) 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Replace the banderhobb with a Giant Toad, 
  remove two scouts.  
  • Weak: remove one scout 
  • Strong: Replace the green hag with an annis hag. Remove 
  2 scouts and add a berserker. 
  • Very Strong: Add a banderhobb. Remove 2 scouts and add 
  a berserker. 
  • Uber Strong: Replace the banderhobb with a froghemoth. 
  Remove the seven scouts and add six berserkers and one 
  archer.  
  Tactics 
   This is a straight up fight. The Rashemi are 
  experienced in fighting casters and will avoid 
  bunching up to reduce the impact of area affect 
  spells. The hag and her creatures will attack with 
  characteristic fey viciousness.  
   You see before you several fur tents with a 
  large fire centered between every four of them. 
  There are lightly armored warriors carrying great 
  weapons and bows going about their daily 
  business.  
   Off to the side of the cave you see a tent that is 
  larger than the others, and decorated with bodies 
  impaled on spears. On one spear is the impaled 
  body of a red wizard. There is a large dark pond 
  next to the large tent. A Hideous looking woman 
  comes out of the tent and throws something that 
  looks like an arm into the pool. Before the arm 
  hits the pool, you see a large bulbous froglike 
  head surface and shoot its tongue out and snatch 
  the morsel. 
   You see before you several fur tents with a large 
  fire centered between every four of them. There 
  are lightly armored warriors forming a line facing 
  your direction. They have obviously been alerted 
  to your approach.  
   Off to the side of the cave you see a tent that is 
  larger than the others, and decorated with bodies 
  impaled on spears. On one spear is the impaled 
  body of a red wizard. There is a large dark pond 
  next to the large tent. 
   
  
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  16 
   The fey and the Rashemi will fight till the death. 
  None of them will attempt to go into the cave to 
  warn the witches, for they know that the witches 
  became aware once the characters entered the 
  clearing.  
  The Rashemi’s tents 
   In the various Rashemi warrior huts the 
  characters will find Mulmaster and Damaran soldier 
  uniforms as well as various treasures taken from 
  their raids in Damara. 
  Treasure 
  Various treasures plundered from Damara – 1000gp 
  in various art objects and coins. 
  The Hag’s Hut 
   When the characters enter the hag’s tent, read the 
  following boxed text.  
   
   
   
   
   
   
   
   
   
   
    
   
   The Thayan is Azak Throm. The characters may 
  have met him in DDEX2-5 Flames of Kythorn. He’s 
  being held by the hag until the witches can torture 
  him for information. He’s managed to over hear a 
  few things while being caged up here. Azak knows 
  the following:  
  • 
  The witches are raiding Damara and trying 
  to blame it on Mulmaster 
  • 
  They answer to another authority. He heard 
  this other person referenced in a 
  conversation with the hag once. He only 
  knows that’s it’s a she and she’s called the 
  Othlor.  
  • 
  He thinks the witches have a portal in the 
  back of the cave somewhere, and doesn’t 
  think they’ll stick around if the characters 
  spend too much out here. They’re arrogant, 
  but they aren’t stupid.  
  • 
  He thinks one of the famous Vremyonni is 
  somewhere in the cave. He offers to give the 
  characters a magical treasure if they capture 
  him and bring him back to Mulmaster with 
  them.  
   
   Searching the hag’s hut reveals several bottles of 
  pickled human remains, pickled pixies, and 1 potion.  
  Treasure  
   Potion of Animal Friendship. 
  Development 
   It should be clear to the characters that the leaders 
  of this force are in the cave. It should also be clear 
  that taking a short rest here will mean that the 
  witches will most likely escape through their portal 
  taking their treasure and the vremyonni with them.  
   If the characters enter the cave immediately after 
  a quick search of the huts and a short conversation 
  with Azak, then the witches are arrogant enough to 
  think they can still take them. If the witches think 
  they are healing up and recharging their powers, 
  they will escape through the portal.  
   
   
   
  The interior of the hag’s hut is a 
  gruesome site. Skulls, humanoid and animal 
  body parts decorate the place. The are many jars 
  of pickled tiny fey and organs shelved 
  throughout the place. In the corner, you see a 
  thin man wearing the robes of a Red Wizard in a 
  cage that is too small to hold him comfortably.  
   
  The man looks at you and says: “get me 
  out of here, and go in that cave and kill those 
  vile Rashemi hags!”.  
  
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  Part 5. Face the Coven 
  Estimated Duration: 50 minutes  
  The Main Chamber 
   Now that the outer camp forces have been 
  defeated, the characters must face the leaders of this 
  force, the Rashemi Witches. They may have already 
  faced Yuldra the druid, they must now face Lasharra 
  the wizard, Shevarra the warlock, the leader of the 
  warriors, and their woodsman.  
   The witches have wards placed around the camp 
  that warns them if the outer camp is attacked. It is 
  not possible to catch this force by surprise.   
   If the characters manage to get a look at the 
  witches for some reason. Read the following boxed 
  text:  
   
   
   
   
   
   
   
   
   
   
   
   
  Guards and Wards 
   
  The witches are not without their wiles. For Strong, Very 
  strong and Uber Strong encounters the witches have cast 
  Guards and Wards on the entrance hallway, their chambers 
  and the hallways into them. The hallways are totally 
  obscured with a fog, but the occupants are unaffected by the 
  effects of the spell. Also, the doors into their bed chamber 
  and the room with the Vremyonni are both concealed with 
  an illusion per the spell. The second square into the hallway 
  leading into the witches’ bed chamber has a suggestion spell 
  on it as per the Guards and Wards spell. Read the description 
  of the room for the conditions of the spell. Remember that 
  casting dispel magic on one of the effects of Guards and 
  Wards only removes that effect. To dispel any effect of the 
  spell the characters have to beat a 6th level spell. The whole 
  Guards and Wards spell cannot be dispelled at once (This is 
  the rule interpretation of the author).  
   
   Guards and Wards is only to be used for Strong, Very 
  Strong and Uber Strong encounters.   
    
   This encounter consists of the following creatures: 
  one Conjurer (Lasharra), one Warlock of the 
  Archfey (Shevarra), one berserker (Chief) and 
  one archer (Woodsman).  
   Note: This encounter was built using the 
  encounter builder in Xanathar’s guide to 
  everything. This is supposed to be a hard encounter, 
  so the target party level was set 2 levels higher.  
  • 
  Very Weak – Assumes 4 8th level 
  characters  
  • 
  Weak – Assumes 5 9th level characters  
  • 
  Strong – Assumes 5 12th level characters  
  • 
  Very Strong – Assumes 7 12 level 
  characters 
  • 
  Uber Strong – Assumes 7 14th level 
  characters   
   
  Adjusting this Encounter 
   
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative 
  • Very Weak: Remove the Archer. Replace the Warlock of 
  the Arch Fey with a Thayan Apprentice. Replace the 
  conjurer with an enchanter. 
  • Weak: Replace the conjurer with an enchanter. 
  • Strong: Replace the conjurer with an evoker. Add Guards 
  and Wards 
  • Very Strong: Replace the berserker with a knight. Replace 
  the conjurer with an evoker. Add Guards and Wards. 
  • Uber Strong: Replace the conjurer with an archmage, the 
  berserker with a knight and add an archer.  
   
  Rashemi stats 
  I wanted the Rashemi you encounter to meet the expectation 
  of the lore; unfortunately, there isn’t any humanoid monsters 
  that really meet that description with the proper challenge 
  rating. Please use the following guidelines for running these 
  monsters.  
  Knight - Re-flavor the plate as half-plate but leave the AC the 
  same.  
  Tactics 
   The chief will drink his potion of growth and block 
  the hallway leading into the main chamber while the 
  witches and the woodsman blast the characters with 
  spells and arrows. Remember that if the fog cloud 
  effect of Guards and Wards is present then the 
  witches and their allies can see the characters but 
  the characters can’t see them while they are in the 
  fog.  
   If the chief is about to die, then the wizard will 
  polymorph him into a large beast if she can. Her 
  objective is to keep the party trapped in the hallway.  
   
  You see in the room two women dressed 
  in red and brown clothing wearing scarfs, 
  bandanas and a lot of jewelry. The black haired 
  one is wearing a broken mask that depicts a bird 
  of prey. The silver haired one is wearing a mask 
  that depicts a hag. Also in the room is a tall 
  bearded warrior with a greatword and half-plate 
  and a tall thin warrior in woodsman garb carrying 
  a bow.  
  
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   If the fog was dispelled from the corridor, then the 
  wizard will cast Greater Invisibility on herself, so 
  she can counterspell with impunity.  
   If Lasharra is a conjurer, she will start casting 
  conjure elemental while the characters are fighting 
  the forces outside. If she is able to get the spell to go 
  off, the elemental will be hiding under the corridor 
  into the main chamber. It will attack the characters 
  from behind. If the characters did not achieve 
  surprise on the outer camp, then this spell did go off.  
   The Warlock will hide behind the low 5-foot wall, 
  so she has total cover when she isn’t casting. She will 
  also attempt to cast Conjure Fey to summon an 
  Annis Hag to fight on their behalf. This spell has a 
  casting time of 1 minute, so she will start casting 
  when the characters are fighting the outside forces.  
   The witches will not sacrifice themselves here; 
  however, they will sacrifice the chief and the 
  woodsman. If the battle is lost or one of the witches 
  dies, the other will make for the portal. They want to 
  live to get their revenge on the characters another 
  day. If any of the witches get away, then award the 
  party the Durthan's Curse story award. 
  Treasure  
   The chief carries 2 Potions of Growth but he will 
  use one potion once the characters are in the 
  corridor. The Chief wears a belt with a golden buckle 
  decorated like a stag worth 300gp.  
  1 Potion of Growth 
  Golden Stag Belt Buckle 300 gp 
  The Witches’ Sleeping Quarters  
   The passage leading into this chamber is only 5ft 
  wide, and the second square into the passage has as 
  Suggestion spell cast on it from the Guards and 
  Wards spell. Any character that enters the square is 
  subject to a Suggestion spell DC 16 that will give the 
  command telepathically to turn around and keep 
  walking in the opposite direction until the spell ends.  
   The chamber contains three beds and three foot 
  lockers. There are no locks on the foot lockers, and 
  they are not trapped.  
   Lasharra's footlocker has her spare clothes, her 
  traveling spellbook, and a note addressed to her. The 
  note states the following: "Continue with your raids 
  in southern Damara, and do not get caught. We need 
  to make it extremely hard for Thay to get their goods 
  to their lands. Next, we'll start on Impilter. Those 
  cowardly Hathrans will get our people killed and 
  enslaved with their reluctance to act." There is no 
  signature on the note, but it is clear evidence that 
  these witches are not acting on their own authority. 
  This note can also be shown to the Damarans to 
  satisfy their request for information.  
   In this chamber, the witches have a Teleportation 
  Circle set up to take them back to their home. It 
  requires a special passphrase that is only known to 
  the three witches. 
  Treasure  
   Lasharra’s traveling spellbook is in her 
  footlocker.  
  Vremyonni’s Lab 
   The passage into this chamber is only 5ft wide. 
  Once the characters enter the room read the 
  following boxed text: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   If the characters come in spells a-blazing, then the 
  Vremyonni will surrender as soon as he thinks it’s 
  safe to do so. He will only use his spells to defend 
  himself. He has the stats of an Evoker.  
   The Vremyonni’s name is Sergi, and he is a 
  prisoner of the witches and will not fight to help 
  them. He will ask that the characters leave the mask 
  with him and let him take it back to his people. His 
  argument is that it is sacred to the Rashemi people. 
  He knows the following:  
  • 
  These witches do not represent the nation of 
  Rashemen. They belong to a rebel sect called the 
  Durthan that worship the dark fey. The Durthan 
  are the antithesis to the Witches of Rashemen, 
  and contest them for rulership of the country. 
  He urgently wants to get back to his country, so 
  he can warn the witches’ council of what they 
  are doing.  
  • 
  The leader of these witches is named Lysharra. 
  She threatened to hurt his grandchild if he didn't 
         When you enter the room, you see a middle-
  aged man sitting on a chair next to a work table. 
  On the work table, you see a primal looking 
  wooden mask decorated with blue runes and 
  colorful feathers. Also in the room is a bed and a 
  footlocker. The man is wearing black robes and 
  has a long grey peppered beard. He seems very 
  calm and confident despite knowing the fact that 
  you would have had to defeat the witches and 
  their warriors in order to get this far.  
        "Hello, you must be formidable warriors 
  indeed to have been able to defeat the coven. How 
  may I be of assistance to you?" 
  
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  19 
  agree to come with them and make magic items 
  for them.  
  • 
  He believes that these witches answer to 
  another. He doesn't know who it is, but he 
  believes it is a Rashemi witch of considerable 
  power and possibly one of the Othlors.  
  • 
  The mask on the table was going to be a magical 
  mask he was making to replace Lasharra's mask 
  that was damaged in the attack against the 
  Thayan barge. He has not yet completed the final 
  enchantments that make it work; however, the 
  mask is of exquisite quality and more valuable 
  than the masks the other witches were wearing.  
  Treasure  
   The wooden mask on the table is a magical mask 
  created by the Vremyonni for Lysharra.  
   This mask is made of a rare wood that exists only 
  in the Feywild. It decorated with blue runes and 
  exotic feathers. The mask is not magical, but it is 
  worth 500gp to a collector. The Rashemi will 
  consider anyone who possesses one of these masks 
  an enemy of the Rashemi people.  
  Non-magical Wychlaran mask: 500gp 
  Development  
   Once the characters have defeated the witches, 
  they have some decisions to make. Whether any of 
  the witches got away or not doesn't modify these 
  decisions.  
  • 
  Do they take the mask? The Vremyonni will ask 
  that he be allowed to take the mask home with 
  him. He will tell the party that there will be a 
  reward for letting him take it home, but he 
  doesn't know what it will be yet as that is not his 
  decision to make. He will also stress that taking 
  the mask will incur the wrath of the Wychlaran. 
  If the characters don't take the mask and let the 
  Vremyonni go, read the Unexpected Visitor 
  section in the Epilogue, and they earn the 
  Friend of Rashemen story award. If the 
  characters keep the mask despite the 
  Vremyonni's warning but let him go, then read 
  the Now you did it section, and they earn the 
  Enmity of the Wychlaran story award. 
  • 
  Do they let the Vremyonni go or turn him over 
  to Thay? The characters can choose to let the 
  Vremyonni go, or they can take him prisoner 
  and take him back to the Tower of Arcane Might. 
  If they take the wizard prisoner and turn him 
  over to the Cloaks with the intent of turning him 
  over to Thay, they will earn the story award Ally 
  of Thay as well as Enmity of the Wychlaran. 
  Read the What were you thinking section to 
  close the mod.  
  • 
  Do they return to Damara and tell the Damarans 
  who was behind the raids? If the characters 
  return to Damara and show them the note from 
  the unknown person to Lysharra or the 
  uniforms from the berserkers’ huts, then the 
  Damarans will reward them 500 gp.  
  • 
  Did any of the witches get away? Try to let at 
  least one of the witches escape. If the druid 
  encounter is not run, or one of the witches 
  escapes the characters earn The Durthans’ 
  Curse story award.  
   
  
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  20 
  Part 6. Epilogue  
  Estimated Duration: 20 minutes  
   There are several possible ends. Which one you 
  use will depend on the choices made by the players.  
  Unexpected Visitor 
   This section only applies if the characters rescued 
  the Vremyonni and let him go. 
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  \ 
   
   
   
   
   Give the characters Players Handout #6.  
   Lady Vandree won't entertain questions about 
  who she is or how she came be a representative of 
  the Rashemi Witches. She will only say that her 
  relationship with the witches is one of mutual trust.  
   She will caution the characters about being ever 
  watchful of these witches. She warns them that they 
  may be scrying them. She also uses minor illusion to 
  show the characters what the witches 
  looklikebehind their masks. Give the players 
  Player’s Handout #5.   
   Once she delivers the cloak, she will Teleport away 
  after a final statement. "Goodbye friends, know that 
  you have made friends of the Rashemi people.  
  Treasure  
   Cloak of Displacement  
   Mission Payment: 1000 gp  
  Mission complete………somewhat 
   This section only applies if the characters discover 
  the witches are behind the attacks, but don’t defeat 
  them.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Nelvon has no more to say to the characters; in 
  fact, he turns his back on them and leaves.  
  Treasure  
   Nelvon pays the characters as promised.   
   Mission Payment: 1000 gp  
   
   
   
   
   
   
   
   
   
   
   
   
   
   Upon your return to the Cloak Tower, you are 
  ushered into the same secluded room where you 
  received your briefing. You don't have long to wait 
  this time however. Nelvon enters with a large bag 
  of gold and greets you.   
   "Hello adventurers. I've been tracking your 
  progress and see you were quite successful in 
  discovering who was behind the attacks. You did a 
  good job. Thank you. I have brought your payment 
  as promised.  
   I would also like to say you showed good 
  judgment in letting the male wizard return to his 
  people. The Rashemi Witches are not people you 
  want fighting against you.  
   Now that our business is concluded, I believe you 
  have another visitor to see. It appears you still have 
  unfinished business with the Rashemi. Please 
  follow me".  
   With that said, Nelvon leads you into the room 
  next door. He opens the door and you see a 
  beautiful drow female holding a bundle of blue 
  cloth turn to greet you. She says: "Hello 
  adventurers. You may call me Lady Vandree. I'm 
  here as a friend and representative to the Rashemi 
  people. They owe you a debt of gratitude and 
  would like to pay up." 
   She then holds out the bundle of cloth and says 
  "This is a cloak of Displacement. It is made from the 
  hide of one of the displacer beasts that roam the 
  Feywild. This cloak is given to you as a gift for the 
  respect you showed in returning the mask, 
  rescuing the Vremyonni and then letting him go." 
   Upon your return to the Tower of Arcane 
  Might, you are ushered into the same secluded 
  room where you received your briefing. Once 
  again you have to wait a long time for your host. 
  Nelvon enters with a large bag of gold and an 
  unhappy expression on his face.  
   He says: "Hello adventurers. I've been tracking 
  your progress and see you were quite successful 
  in discovering who was behind the attacks. Good 
  job with that, but I was kind of hoping for a bit 
  more follow through. I guess your reputation 
  preceded you a little too far.” I thank you for your 
  work. You may go.  
   
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  21 
  Now you did it  
   This section only applies if the characters kept the 
  mask but let the Vremyonni go.  
   
   
   
   
   
   
   
   
   
   
   Nelvon has no more to say to the characters; in 
  fact, he turns his back on them and leaves.  
  What were you thinking 
   This section applies if the characters took the 
  Vreymyonni prisoner and brought him back to 
  Mulmaster. 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   You do not know the fate of the Vremyonni 
  wizard. Was he turned over to Thay, or did 
  something else happen? Some questions may never 
  get answered.  
  Treasure  
   Rastol Shan pays the characters as promised.   
   Cloak of Displacement  
   Mission Payment: 1000 gp  
   
   
   
   Your walk through the city to the Tower of Arcane 
  Might is the subject of much ogling. Your alliance 
  with Thay is obvious as you have the captured 
  vremyonni and Azak traveling with you. Some of the 
  people spit at you and call you undead lovers, while 
  others throw flowers at your feet and call you 
  heroes. When you get to the Tower of Arcane Might, 
  you are quickly ushered into a room deep in the 
  lower levels of the tower. Azak does not travel with 
  you beyond this point. It feels almost like you are 
  being taken to the dungeons. When the door opens, 
  you are greeted not by Nelvon DeJuan but by Rastol 
  Shan himself.  
    
   Rastol Shan turns his masked face towards you 
  and says:  "What complete lapse of sound 
  judgement compelled you to bring the Vremyonni 
  back here? War with Rashemen is not something 
  we want right now, nor do we want Thay to have 
  the secrets that are locked within the head of this 
  wizard." 
       Rastol Shan hands over the payment and says: 
  "Take your payment”. He then hands over a cloth 
  bundle and says: “I will take charge of the wizard. 
  Here is the magical item that was promised you by 
  Azak. Your services are no longer required. Take it 
  and go” 
   Upon your return to the Tower of Arcane Might, 
  you are ushered into the same secluded room where 
  you received your briefing. Once again you must 
  wait a long time for your host. Nelvon enters with a 
  large bag of gold and an unhappy expression on his 
  face.  
   He says: "Hello adventurers. I've been tracking 
  your progress and see you were quite successful in 
  discovering who was behind the attacks. Good job 
  with that, but I don't think you showed very good 
  judgement in keeping the mask. The Rashemi 
  Witches are not ones to trifle with, but I expect you'll 
  be learning that soon enough. 
   Our business is concluded. You may go." 
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  22 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Sildar Hallwinter  
   
  200 
  Thayan Apprentice 
   
  450 
  Captain Othelstan 
   
  1800 
  Blackguard  
   
   
  3900 
  Guard 
   
   
   
  25 
  Veteran  
   
   
  700 
  Mage 
   
   
   
  2300 
  Knight  
   
   
  700 
  Priest  
   
   
   
  450 
  Scout 
   
   
   
  100 
  Conjurer  
   
   
  2300 
  Evoker  
   
   
  5000 
  Archmage  
   
   
  8400 
  Quickling 
   
   
  200 
  Berserker  
   
   
  450 
  Archer  
   
   
  700 
  Rashemi Druid 
   
   
  2300 
  Archdruid  
   
   
  8400 
  Druid 
   
   
   
  450 
  Annis Hag 
   
   
  2300 
  Green Hag 
   
   
  700 
  Banderhobb 
   
   
  1800 
  Froghemoth  
   
   
  5900 
  Warlock of the Archfey 
   
  1100 
  Enchanter 
   
   
  1800 
   
   
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Befriended Damaran Patrol  
  300 exp 
  Surprised Outer Camp: 
   
  300 exp  
   The minimum total award for each character 
  participating in this adventure is 3000 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 9000 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Mission Payment  
   
  1000 
  Damaran patrol leader signet ring  50 
  Damaran patrol various coins  
  75 
  Outer Camp various art objects  
  1000 
  Golden stag belt buckle  
   
  300 
  Damaran reward for info  
  500 
  Non-magical Wychlaran mask 
  500 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
   
  The character will only receive one of the following 
  two permanent magic items. The item they get is 
  determined by the choice they make in Part 4.  
  Cloak of Displacement  
  Wondrous Item, rare 
  This item is a cloak made from a rare cloth found only 
  in the Feywild. It is covered in blue runes. While you 
  wear this cloak, it projects an illusion that makes you 
  appear to be standing in a place near your actual 
  location, causing any creature to have disadvantage on 
  attack rolls against you. If you take damage, the 
  property ceases to function until the start of your next 
  turn. This property is suppressed while you are 
  incapacitated, restrained, or otherwise unable to 
  move. 
  Player Handout 3. 
  
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  23 
  Potion of Growth 
  Potion, uncommon 
        When you drink this potion, you gain the “enlarge” 
  effect of the enlarge/reduce spell for 1d4 hours (no 
  concentration required). The red in the potion’s liquid 
  continuously expands from a tiny bead to color the 
  clear liquid around it and then contracts. Shaking the 
  bottle fails to interrupt this process. 
  Potion of Animal Friendship  
  Potion, uncommon 
   When you drink this potion, you can cast the 
  animal friendship spell (save DC 13) for 1 hour at 
  will. Agitating this muddy liquid brings little bits into 
  view: a fish scale, a hummingbird tongue, a cat claw, 
  or a squirrel hair.  
   
  These items can be found in the Dungeon Master’s 
  Guide. 
  Lasharra’s Traveling spellbook 
   This is a typical traveling spellbook as described in 
  the Player’s Handbook.  
  1st level (4 slots): absorb elements, mage armor, magic 
  missile, tenser’s floating disk, alarm 
  2nd level (3 slots): mirror image, misty step, shatter 
  3rd level (3 slots): counterspell, fireball, lightning bolt, 
  water breathing, Leomund’s tiny hut.  
  4th level (3 slots): ice storm, stoneskin, greater 
  invisibility  
  5th level (2 slots): Bigby’s hand, cone of cold, rary’s 
  telepathic bond 
  6th level (1 slot): chain lightning, guards and wards 
  Story Awards 
   During the course of this adventure, the characters 
  may earn the following story award: More 
  information can be found in Player Handout 2 
  Ally of Thay. You are known to be an ally of the 
  Thayan Plateau, whether you want to or not. You have 
  advantage on Charisma-based checks with Red 
  Wizards and other non-slaves from Thay. 
  Friend of Rashemen. You have earned the respect 
  and regard of the Rashemi people by rescuing the 
  Vremyonni and retuning the wychlaran mask. You 
  have advantage on all social checks with the people of 
  Rashemen if they know your name and what you did. 
  Durthan’s Curse. You have been marked by the evil 
  Durthan. As long as either Lasharra, Yuldra or Shevarra 
  are alive, they will be able scry you and will do so 
  unless you take precautions to prevent it. If you are not 
  able to prevent the scrying, your party will have 
  disadvantage on all initiative checks in combats that 
  involve any of the mentioned witches or any of their 
  minions. You are also at a disadvantage on stealth 
  checks to surprise the witches or their minions. This 
  story award gets removed when all three witches are 
  dead.  
  Enmity of the Wychlaran. You have offended the 
  secretive order of Rashemi witches by either taking the 
  Vremyonni back to Mulmaster or keeping the 
  wychlaran mask or both. You have disadvantage on all 
  social checks with the people of Rashemen if they 
  know your name and what you did. If discovered within 
  the lands of Rashemen, you will be captured and put to 
  death. 
  Renown and Downtime 
   Each character receives one renown and 10 
  downtime days after this adventure. 
   
  DM Reward 
   In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  24 
  Appendix. Featured NPCs 
  The following NPCs are featured prominently in this 
  adventure: 
  Rastol Shan. Damaran human, Male, Leader of the 
  brotherhood of the cloaks 
  Rastol Shan is a mysterious figure in Mulmaster. He 
  always appears in public wearing a mask to hide his 
  features. He is the leader of the Brotherhood of the 
  Cloaks and a very powerful wizard. 
   
  Dar’lon Ma. Mulan human, Male, Zulkir of 
  Enchantment 
  Dar’lon Ma is a large well-built man. He keeps his head 
  bald and covered in tatoos in the typical Thayan 
  tradition. His jovial persona can be misleading making 
  people forget that he is a high-ranking member of Thay 
  and the Thayan representative in Mulmaster. 
   
  Nelvon DeJuan. Damaran human, Male, Senior 
  member of the brotherhood of the cloaks 
  Nelvon DeJuan is a man who appears to be in his 
  middle years. He is dark of hair and dark of eyes with a 
  slight build. He is a powerful wizard, and he does not 
  banter or mince words. 
   
  Azak Throm. Mulan Human, Male, Thayan Red Wizard 
  Azak Throm was Thayan spy before Dar’lon Ma arrived. 
  He has since been demoted to performing menial 
  duties such as caravan guard duty.  
   
  Knight Captain Igan Dotsk. Damaran human, Male, 
  Leader of the Damaran patrol 
  Igan has a long mustache, brown eyes and the face of a 
  man of the outdoors. Ser Igan is a no-nonsense noble 
  who leads by example. His men worship him, and will 
  die for him. He is a devout of Torm and will fight to the 
  death to protect his country. 
   
  Shevarra. Rashemi human, Female, Wychlaran 
  Warlock of the Archfey 
  Shevarra’s age is hard to determine. She was found as 
  a young girl on the edges of one of the sacred forests in 
  Rashemen. She has strong ties with the fey, and it is 
  believed that she serves a powerful hag from the 
  Feywild. Her connection to the Feywild is obvious as 
  her features have started to show an elvish appearance 
  with pointed swept back ears, beautiful platinum hair 
  and bright green eyes even though she is pure human. 
  This fact alone has gained her a lot of respect amongst 
  her people. She wears a hideous mask that resembles a 
  hag. 
   
  Lasharra. Rashemi human, Female, Wychlaran wizard 
  Lasharra is a stern woman in her middle years with 
  piercing blue eyes. She has wild black hair that she 
  keeps in check with a cloth bandana and is often seen 
  smoking a pipe. Like all true Durthan she craves power, 
  and she will sacrifice anything or anyone to get it. She 
  usually wears a mask of a bird of prey, but it was 
  damaged in the latest flotilla ambush. 
   
  Yuldra. Rashemi human, Female, Wychlaran Druid 
  Yuldra is the youngest of the witches of the coven yet 
  she has risen as a druid of considerable power. She is 
  an energetic woman with dark red hair and bright blue 
  eyes. Like Shevarra, she has strong ties to the forests 
  and the animals of Rashemen. Yuldra thrives on the 
  savageness of the wild. She would often take innocent 
  young animals and feeds them to older predators to 
  watch them make the kill. She would do that to 
  captured Thayans or other non-Rashemi as well. Yuldra 
  likes to wear predator masks. This time she has one 
  with the image of a sabre toothed tiger. 
   
  Lady Vandree. Menzoberranzan Drow, Female, Drow 
  Wychlaran 
  This beautiful drow female is also known as Liriel 
  Baenre. She is the daughter of Gromph Baenre who 
  was the archmage of Menzoberranzan before the 
  events of Out of the Abyss. She is an accomplished 
  wizard. Before the Spellplague, Liriel formed a 
  relationship with a Rashemi berserker who named her 
  his Wychlaran. Together they helped the Rashemi 
  people, and she earned their respect and trust. 
   
   
   
  
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  25 
  Appendix. Monster/NPC 
  Statistics 
   
  Encounter Part 2 
   
  Sildar Hallwinter (Damaran Soldiers) 
  Medium humanoid (Damaran Human), LN 
  Armor Class 16 (chainmail) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 
  10 (+0) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Saving Throws Str +3, Con +3 
  Senses passive Perception 12 
  Skills Perception +2 
  Languages Common, Damaran 
  Challenge 1 (200 XP) 
  Actions 
  Multiattack. Sildar makes two melee attacks 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 
  (1d10 + 3) slashing damage if used with two hands. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Reactions  
  Parry. When an attacker hits Sildar with a melee attack 
  and Sildar can see the attacker, he can roll 1d6 and add 
  the number rolled to his AC against the triggering 
  attack, provided that he’s wielding a melee weapon.  
   
  Guard (Damaran Soldiers) 
  Medium humanoid (Damaran Human), LN 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages Common, Damaran 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  range 20/60 ft., one target. Hit: 4 (1d6 +1) piercing 
  damage, or 5 (1d8+1) piercing damage if used with two 
  hands to make a melee attack.  
   
  Veteran 
  Medium humanoid (Damaran Human), LN 
  Armor Class 19 (splint + shield) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Senses passive Perception 12 
  Skills Athletics +5, Perception +2 
  Languages Common, Damaran 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. The veteran makes two longsword 
  attacks.  
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing 
  damage. 
   
  Captain Othelstan (Knight Captain Igan 
  Dotsk) 
  Medium humanoid (Damaran Human), LG 
  Armor Class 19 (Splint, Shield) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Str +7, Con +6 
  Senses passive Perception 15 
  Skills Athletics +7, Perception +5, Intimidation +4, 
  Religion +4 
  Languages Common, Damaran 
  Challenge 5 (1800 XP) 
  
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  26 
   
  Action Surge (Recharges when Othelstan finishes a 
  short or long rest). On his turn, Othelstan can take one 
  additional action.  
  Tiamat’s Blessing of Retribution (re-flavored as Torm’s 
  Blessing). When Othelstan takes damage that reduces 
  him to 0 hit points, he immediately regains 20 hit 
  points. If he has 20 hit points or fewer at the end of his 
  next turn, he dies.  
  Actions 
  Multiattack. Othelstan attacks twice with his 
  longsword or spear, or makes two ranged attacks with 
  his spears.   
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 8 (1d8+4) slashing damage. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  range 20/60 ft., one target. Hit: 7 (1d6 +4) piercing 
  damage. 
   
  Knight (Knight Captain Igan Dotsk) 
  Medium humanoid (Damaran Human), LG 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  15 (+2) 
   
  Saving Throws Wis +2, Con +4 
  Senses passive Perception 10 
  Languages Common, Damaran 
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws 
  against being frightened.  
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 
  5ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. RangedWeapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 ft. of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided 
  it can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is 
  incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
   
  Blackguard (Knight Captain Igan Dotsk) 
  Medium humanoid (Rashemi Human), LG 
  Armor Class 18 (plate) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  11 (+0) 
  18 (+4) 
  11 (+0) 
  14 (+2) 
  12 (+1) 
   
  Saving Throws Wis +5, Cha +5 
  Senses passive perception 12 
  Skills Athletics +7, Deception +5, Intimidation +5 
  Languages Common, Damaran 
  Challenge 8 (3,900 XP) 
   
  Spellcasting. The blackguard is a 10th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 13, +5 
  to hit with spell attacks). It has the following paladin 
  spells prepared.  
  1st level (4 slots): command, protection from evil and 
  good, thunderous smite  
  2nd level (3 slots): branding smite, find steed 
  3rd level (2 slots): blinding smite, dispel magic  
  Actions 
  Multiattack. The blackguard makes three attacks with 
  its glaive or its shortbow. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 9 (1d10+4) slashing damage. 
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6+2) piercing damage. 
  Dreadful Aspect (Recharges after a short or long rest) 
  The blackguard exudes magical menace. Each enemy 
  within 30 feet of the blackguard must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If a frightened target ends it turn more than 30 feet 
  
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  27 
  away from the blackguard, the target can repeat the 
  saving, ending the effect on itself on a success.  
   
  Thayan Apprentice (Damaran Wizard) 
  Medium Humanoid (Damaran Human), LN 
  Armor Class 15 (natural armor plus Mage Armor)  
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  15 (+2) 
  13 (+1) 
  11 (+0) 
   
  Senses passive Perception 11 
  Skills Arcana +4 
  Languages – Common, Damaran, Chondathan,  
  Challenge 2 (450 XP) 
  Abilities  
  Doomvault Devotion: Within the Doomvault, the 
  apprentice has advantage on saving throws against 
  being charmed or frightened.  
   
  Spellcasting. The Thayan Apprentice is a 4th-level 
  spellcaster. Its spellcasting ability is intelligence (spell 
  save DC 12, +4 to hit with spell attacks). The Thayan 
  Apprentice has the following wizard spells prepared: 
   
  Cantrips (at will): Fire bolt, mage hand, shocking grasp, 
  prestidigitation 
  1st level (4 slots): mage armor, burning hands, magic 
  missile 
  2nd level (3 slots): Blur, scorching ray 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage.  
   
  Conjurer (Damaran Wizard) 
  Medium Humanoid (Damaran Human), LN 
  Armor Class 15 (natural armor plus Mage Armor)  
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Senses passive Perception 11 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Languages – Common, Damaran, Chondathan, 
  Draconic, Abyssal  
  Challenge 6 (2300 XP) 
   
  Spellcasting. The conjurer is a 9th-level spellcaster. Its 
  spellcasting ability is intelligence (spell save DC 14, +6 
  to hit with spell attacks). The conjurer has the following 
  wizard spells prepared: 
  Cantrips (at will): acid splash, mage hand, poison spray, 
  prestidigitation 
  1st level (4 slots): mage armor, magic missile, absorb 
  elements  
  2nd level (3 slots): cloud of daggers*, misty step*, 
  web* 
  3rd level (3 slots): fireball, counterspell 
  4th level (3 slots): Evard’s black tentacles*, stoneskin 
  5th level (2 slots): cloudkill*, conjure elemental* 
  *Conjuration spell of 1st level or higher  
   
  Benign Transportation (Recharges after the Conjurer 
  Casts a Conjuration Spell of 1st Level or Higher). As a 
  bonus action, the conjurer teleports up to 30 feet to an 
  unoccupied space that it can see. If it instead chooses a 
  space within range that is occupied by a willing Small or 
  Medium creature, they both teleport, swapping places. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.  
   
  Priest (Damaran Priest) 
  Medium Humanoid (Damaran Human), LN 
  Armor Class 13 (chain shirt)  
  Hit Points 27 (5d8 +5) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Senses passive Perception 13 
  Skills: Medicine +7, Religion +3 and Persuasion +3 
  Languages – Common, Damaran, Celestial and 
  Chondathan 
  Challenge 2 (450 XP) 
   
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  
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  hit with spell attacks). It has the following cleric spells 
  prepared: 
  Cantrips (at will): light, sacred flame, spare the dying 
  1st level (4 slots): guiding bolt, healing word, cure 
  wounds 
  2nd level (3 slots): zone of truth, spiritual weapon 
  3rd level (3 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
   
  
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  29 
  Encounter Part 3 
   
  Quickling 
  Tiny Fey, CE 
  Armor Class 16  
  Hit Points 10 (3d4 +3) 
  Speed 120 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   4 (-3) 
  23 (+6) 
  13 (+1) 
  10 (+0) 
  12 (+1) 
  7 (-2) 
   
  Senses darkvision 60ft., passive perception 15 
  Skills Acrobatics +8, Perception +5, Slight of Hand +8, 
  Stealth +8 
  Languages Common, Sylvan  
  Challenge 1 (200 XP) 
   
  Blurred Movement. Attack rolls against the quickling 
  have disadvantage unless the quickling is incapacitated 
  or restrained. 
  Evasion. If the quickling is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, it instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
  Actions 
  Multiattack. The quickling makes three dagger attacks. 
  Dagger. Melee or Ranged Weapon Attack: +8 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4+6) 
  piercing damage. 
   
  Berserker  
  Medium humanoid (Rashemi Human), CN 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  10 (+0) 
  9 (-1) 
  Senses passive perception 10 
  Languages Common, Rashemi 
  Challenge 2 (450 XP) 
   
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage 
   
  Archer  
  Medium humanoid (Rashemi Human), CN 
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
  Senses passive perception 15 
  Skills Acrobatics +6, Perception +5 
  Languages Common, Rashemi 
  Challenge 3 (700 XP) 
   
  Archer’s Eye (3/Day). As a bonus action, the archer can 
  add 1d10 to its next attack or damage roll with a 
  longbow or shortbow.  
  Actions 
  Multiattack . The archer makes two attacks with its 
  longbow. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft. one target. Hit: 7 (1d6+4) piercing damage. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft, one target. Hit: 8 (1d8+4) piercing damage. 
   
  Scout  
  Medium humanoid (Rashemi Human), CN 
  Armor Class 13 (studded leather) 
  Hit Points 16 (3d8 +3) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  Senses passive perception 15 
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Languages Common, Rashemi 
  Keen hearing and Sight The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing and 
  sight.  
  Challenge 1/2 (100 XP) 
  
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  30 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks.  
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft. one target. Hit: 5 (1d6+2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft, one target. Hit: 6 (1d8+2) piercing damage. 
   
  Archdruid (Yuldra) 
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 16 (hide armor and shield) 
  Hit Points 132 (24d8 +24) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  12 (+1) 
  20 (+5) 
  11 (+0) 
   
  Senses passive Perception 19 
  Saving Throws Int +5, Wis +9 
  Skills: Medicine +8, Nature +5, Perception +8 
  Languages – Common, Rashemi, and Sylvan 
  Challenge 12 (8400 XP) 
   
  Spellcasting. The archdruid is an 18th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 17, +9 
  to hit with spell attacks). It has the following druid 
  spells prepared: 
  Cantrips (at will): druidcraft, shillelagh, poison spray, 
  produce flame 
  1st level (4 slots): cure wounds, entangle, faerie fire, 
  speak with animals 
  2nd level (3 slots): animal messenger, beast sense, hold 
  person 
  3rd level (3 slots): conjure animals, meld into stone, 
  water breathing 
  4th level (3 slots): dominate beast, hallucinatory 
  terrain, stoneskin, wall of fire 
  5th level (3 slots): commune with nature, mass cure 
  wounds, treestride 
  6th level (1 slot): heal, heroes’ feast, sunbeam 
  7th level (1 slot): fire storm 
  8th level (1 slot): animal shapes 
  9th level (1 slot): foresight 
  Actions 
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) slashing damage. 
  Change Shape (2/Day). The archdruid magically 
  polymorphs into a beast or elemental with a challenge 
  rating of 6 or less, and can remain in this form for up to 
  9 hours. The archdruid can choose whether its 
  equipment falls to the ground, melds with its new 
  form, or is worn by the new form. The archdruid 
  reverts to its true form if it dies or falls unconscious. 
  The archdruid can revert to its true form using a bonus 
  action on its turn. While in a new form, the archdruid 
  retains its game statistics and ability to speak, but its 
  AC, movement modes, Strength, and Dexterity are 
  replaced by those of the new form, and it gains any 
  special senses, proficiencies, traits, actions, and 
  reactions (except class features, legendary actions, and 
  lair actions) that the new form has but that it lacks. It 
  can cast its spells with verbal or somatic components 
  in its new form. The new form’s attacks count as 
  magical for the purpose of overcoming resistances and 
  immunity to nonmagical attacks. 
   
  Druid (Yuldra) 
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8 +5) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  12 (+1) 
  13 (+1) 
  12 (+1) 
  15 (+2) 
  11 (+0) 
   
  Senses passive Perception 14 
  Skills: Medicine +4, Nature +3, Perception +4 
  Languages – Common, Rashemi, and Sylvan 
  Challenge 2 (450 XP) 
   
  Spellcasting. The Rashemi Druid is an 4th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell save 
  DC 12, +4 to hit with spell attacks). It has the following 
  druid spells prepared: 
  Cantrips (at will): druidcraft, shillelagh, produce flame 
  1st level (4 slots): cure wounds, entangle, faerie fire, 
  speak with animals 
  2nd level (3 slots): Moonbeam, pass without trace  
  Actions 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, or 6 (1d8 + 2) bludgeoning 
  damage with shillelagh or if wielded with 
  two hands.  
   
   
   
   
  
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  31 
  Encounter Part 4 (Outer Camp) 
   
  Berserker  
  Medium humanoid (Rashemi Human), CN 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  10 (+0) 
  9 (-1) 
  Senses passive perception 10 
  Languages Common, Rashemi 
  Challenge 2 (450 XP) 
   
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage 
   
  Archer 
  Medium humanoid (Rashemi Human), CN 
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
  Senses passive perception 15 
  Skills Acrobatics +6, Perception +5 
  Languages Common, Rashemi 
  Challenge 3 (700 XP) 
   
  Archer’s Eye (3/Day). As a bonus action, the archer can 
  add 1d10 to its next attack or damage roll with a 
  longbow or shortbow.  
  Actions 
  Multiattack . The archer makes two attacks with its 
  longbow. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft. one target. Hit: 7 (1d6+4) piercing damage. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft, one target. Hit: 8 (1d8+4) piercing damage. 
   
  Scout  
  Medium humanoid (Rashemi Human), CN 
  Armor Class 13 (studded leather) 
  Hit Points 16 (3d8 +3) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  14 (+2) 
  12 (+1) 
  11 (+0) 
  13 (+1) 
  11 (+0) 
  Senses passive perception 15 
  Skills Nature +4, Perception +5, Stealth +6, Survival +5 
  Languages Common, Rashemi 
  Keen hearing and Sight The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing and 
  sight.  
  Challenge 1/2 (100 XP) 
  Actions 
  Multiattack. The scout makes two melee attacks or 
  two ranged attacks.  
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft. one target. Hit: 5 (1d6+2) piercing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft, one target. Hit: 6 (1d8+2) piercing damage. 
   
  Annis Hag 
  Large Fey, CE 
  Armor Class 17 (natural armor)  
  Hit Points 75 (10d10 +20) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  15 (+2) 
   
  Senses darkvision 60 ft., passive perception 15 
  Saving Throws Con +5 
  Skills Deception +5, Perception +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks.  
  Languages Common, Sylvan, Giant 
  Challenge 6 (2300 XP) 
   
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 13). She can innately 
  cast the following spells: 
  
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  32 
  3/day each: disguise self (including the form of a 
  Medium humanoid), fog cloud 
  Actions 
  Multiattack. The annis makes three attacks: one with 
  her bite and two with her claws. 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6+5) piercing damage. 
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6+5) slashing damage. 
  Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 36 (9d6+5) bludgeoning damage, 
  and the target is grappled (escape DC 15) if it is a Large 
  or smaller creature. Until the grapple ends, the target 
  takes 36 (9d6+5) bludgeoning damage at the start of 
  each of the hag’s turns. The hag can’t make attacks 
  while grappling a creature in this way. effect ends for 
  it, the creature is immune to the hag’s Maddening 
  Feast for the next 24 hours. 
   
  Green Hag 
  Medium Fey, CE 
  Armor Class 17 (natural armor)  
  Hit Points 82 (11d8 +33) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  12 (+1) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  14 (+2) 
   
  Senses darkvision 60 ft., passive perception 14 
  Skills Arcana +3, Deception +4, Perception +4, Stealth 
  +3 
  Languages Common, Sylvan, Draconic 
  Challenge 3 (700 XP) 
   
  Amphibious. The hag can breathe air and water.  
   
  Innate Spellcasting. The hag’s innate spellcasting 
  ability is Charisma (spell save DC 12). She can innately 
  cast the following spells: 
  At will: dancing lights, minor illusion, vicious mockery 
   
  Mimicry. The hag can mimic animal sounds and 
  humanoid voices. A creature that hears the sound can 
  tell they are imitations with a successful DC 14 Wisdom 
  (insight) check.  
  Actions 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8+4) slashing damage. 
   
  Illusory Appearance. The hag covers herself and 
  anything she is wearing or carrying with a magical 
  illusion that makes her look like another creature of 
  her general size and humanoid shape. 
   
  The changes wrought by this effect fail to hold 
  up to physical inspection. Otherwise, a creature must 
  take an action to visually inspect the illusion and 
  succeed on a DC 20 intelligence (investigation) check to 
  discern that the hag is disguised.  
   
  Invisible Passage. The hag magically turns invisible 
  until she attacks or casts a spell, or until her 
  concentration ends (as if concentrating on a spell). 
  While invisible, she leaves no physical evidence of her 
  passage, so she can be tracked only by magic. Any 
  equipment she wears or carries is invisible with her.  
   
  Giant Toad 
  Large Beast, unaligned  
  Armor Class 11 (natural armor)  
  Hit Points 39 (6d10 +6) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  13 (+1) 
  13 (+1) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Senses darkvision 30 ft., passive perception 10 
  Amphibious The giant toad can breathe air and water 
  Standing Leap The toad’s long jump is up to 20 feet 
  and its high jump is up to 10 feet, with or without a 
  running start 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10+2) piercing damage, and the target 
  is grappled (escape DC 13). The target is restrained, 
  and the toad can’t bite another target until the grapple 
  ends.   
  Swallow. The giant toad bites one medium or smaller 
  target the toad is grappling. If it hits, the target is 
  swallowed and the grapple ends. The swallowed creature 
  is blinded and restrained, it has total cover against 
  attacks and other effects outside the giant toad and it 
  takes 10 (3d6) acid damage at the start of each of the 
  giant toad’s turns. The giant toad can have only one 
  
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  33 
  target swallowed at a time. If the giant ice toad dies, 
  the swallowed creature is no longer restrained, and it 
  can escape the corpse using 5 feet of movement 
  exiting prone. 
   
  Banderhobb 
  Large Monstrosity, NE 
  Armor Class 15 (natural armor)  
  Hit Points 84 (8d10 +40) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  12 (+1) 
  20 (+5) 
  11 (+0) 
  14 (+2) 
  8 (-1) 
   
  Senses darkvision 120 ft., passive perception 12 
  Skills Athletics +8, Stealth +7 
  Condition Immunities charmed, frightened   
  Languages Understands common and the language of 
  its creator, but it can’t speak  
  Challenge 5 (1800 XP) 
   
  Resonant Connection. If the banderhobb has even a 
  tiny piece of a creature or an obect in its possession, 
  such as a lock of hair or a splinter of wood, it knows the 
  most direct route to that creature or object if it is 
  within1 mile of the banderhobb. 
  Shadow Stealth. While in dim light or darkness, the 
  banderhobb can take the Hide action as a bonus 
  action. 
  Actions 
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 22 (5d6+5) piercing damage, and the target 
  is grappled (escape DC 15) if it is a Large or smaller 
  creature. Until this grapple ends, the target is 
  restrained, and the banderhobb can’t use its bite 
  attack or tongue attack on another target. 
  Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target. Hit: 10 (3d6) necrotic damage, and the 
  target must make a DC 15 Strength savng throw. On a 
  failed save, the target is pulled to a space within 5 feet 
  of the banderhobb, which can use a bonus action to 
  make a bite attack against the target. 
  Swallow. The banderhobb makes a bite attack against 
  a Medium or smaller creature it is grappling. If the 
  attack hits, the target is swallowed, and the grapple 
  ends. The swallowed creature is blinded and 
  restrained, it has total cover against attacks and other 
  effects outside the banderhobb and it takes 10 (3d6) 
  necrotic damage at the start of each of the 
  banderhobb’s turns. A creature reduced to 0 hit points 
  in this way stops taking necrotic damage and becomes 
  stable. The banderhobb can have only one target 
  swallowed at a time. While the banderhobb isn’t 
  incapacitated, it can regurgitate the creature at any 
  time (no action required) in a space within 5 feet of it. 
  The creature exits prone. If the banderhobb dies, it 
  likewise regurgitates a swallowed creature. 
  Shadow Step. The banderhobb magically teleports up 
  to 30 feet to an unoccupied space of dim light or 
  darkness that it can see. Before or after teleporting, it 
  can make a bite or tongue attack. 
   
  Froghemoth 
  Huge Monstrosity, Unaligned  
  Armor Class 14 (natural armor)  
  Hit Points 184 (16d12 +80) 
  Speed 30 ft., swim 30 ft.  
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   23 (+6) 
  13 (+1) 
  20 (+5) 
  2 (-4) 
  12(+1) 
  5 (-3) 
   
  Senses darkvision 60 ft., passive perception 19 
  Saving Throws Con +9, Wis +5 
  Skills Perception +9, Stealth +5 
  Damage Resistances fire, lightning   
  Languages -- 
  Challenge 10 (5900 XP) 
   
  Amphibious. The froghemoth can breathe air and 
  water. 
  Shock Suscptibility. If the froghemoth takes lightning 
  damage, it suffers several effects until the end of its 
  next turn: its speed is halved, it takes a -2 penalty to AC 
  and Dexterity saving throws, it can’t use reactions or 
  Multiattack, and on its turn, it can use either an action 
  or a bonus action, not both. 
  Actions 
  Multiattack. The froghemoth makes two attacks with 
  its tentacles. It can also use its tongue or bite. 
  Tentacle. MeleeWeapon Attack: +10 to hit, reach 20 
  ft., one target. Hit: 19 (3d8+6) bludgeoning damage, 
  and the target is grappled (escape DC 16) if it is a Huge 
  or smaller creature. Until the grapple ends, the 
  froghemoth can’t use this tentacle on another target. 
  The froghemoth has four tentacles. 
  
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  34 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft, one 
  target. Hit: 22 (3d10+6) piercing damage, and the 
  target is swallowed if it is 
  a Medium or smaller creature. A swallowed creature is 
  blinded and restrained, has total cover against attacks 
  and other effects outside the froghemoth, and takes 10 
  (3d6) acid damage at the start of each of the 
  froghemoth’s turns. The froghemoth’s gullet can hold 
  up to two creatures at a time. If the Froghemoth takes 
  20 damage or more on a single turn from a creature 
  inside it, the Froghemoth must succeed on a DC 20 
  Constitution saving throw at the end of that turn or 
  regurgitate all swallowed creatures, each of which falls 
  prone in a space within 10 feet of the froghemoth. If 
  the froghemoth dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse using 
  10 feet of movement, exiting prone. 
  Tongue. The Froghemoth targets one Medium or 
  smaller creature that it can see within 20 feet of it. The 
  target must make a DC 18 Strength saving throw. On a 
  failed save, the target is pulled into an unoccupied 
  space within 5 feet of the froghemoth, and the 
  froghemoth can make a bite attack against it as a 
  bonus action. 
   
   
   
  
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  35 
  Encounter Part 4 (Main Chamber) 
   
  Knight (Chief) 
  Medium humanoid (Rashemi Human), LN 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  15 (+2) 
   
  Saving Throws Wis +2, Con +4 
  Senses passive Perception 10 
  Languages Common, Rashemi 
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws 
  against being frightened.  
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 
  5ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. RangedWeapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 ft. of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided 
  it can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is 
  incapacitated. 
   
  Berserker (Chief) 
  Medium humanoid (Rashemi Human), CN 
  Armor Class 13 (hide armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  10 (+0) 
  9 (-1) 
  Senses passive perception 10 
  Languages Common, Rashemi 
  Challenge 2 (450 XP) 
   
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage 
   
  Archer (Woodsman) 
  Medium humanoid (Rashemi Human), CN 
  Armor Class 16 (studded leather) 
  Hit Points 75 (10d8 + 30) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  13 (+1) 
  10 (+0) 
  Senses passive perception 15 
  Skills Acrobatics +6, Perception +5 
  Languages Common, Rashemi 
  Challenge 3 (700 XP) 
   
  Archer’s Eye (3/Day). As a bonus action, the archer can 
  add 1d10 to its next attack or damage roll with a 
  longbow or shortbow.  
  Actions 
  Multiattack . The archer makes two attacks with its 
  longbow. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft. one target. Hit: 7 (1d6+4) piercing damage. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft, one target. Hit: 8 (1d8+4) piercing damage. 
   
  Evoker (Lasharra) 
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 15 (natural armor plus Mage Armor)  
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Senses passive Perception 11 
  Saving Throws Int +7, Wis +5 
  Skills Arcana +7, History +7 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  36 
  Languages – Common, Rashemi, Sylvan, Draconic, 
  Mulan 
  Challenge 9 (5000 XP) 
   
  Spellcasting. The evoker is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks). The evoker has the following 
  wizard spells prepared: 
  Cantrips (at will): fire bolt*, light*, prestidigitation, ray 
  of frost* 
  1st level (4 slots): absorb elements, mage armor, magic 
  missile*, shield  
  2nd level (3 slots): mirror image, misty step 
  3rd level (3 slots): counterspell, fireball*, lightning 
  bolt* 
  4th level (3 slots): Polymorph, greater invisibility  
  5th level (2 slots): Bigby’s hand*, cone of cold* 
  6th level (1 slot): chain lightning*, Guards and Wards 
  *Evocation spell 
   
  Sculpt Spells. When the evoker casts an evocation spell 
  that forces other creatures it can see to make a saving 
  throw, it can choose a number of them equal to 1+the 
  spell’s level. These creatures automatically succeed on 
  their saving throws against the spell. If a successful 
  save means a chosen creature would take half damage 
  from the spell, it instead takes no damage from it. 
  Actions 
  Quarterstaff. Melee or Ranged Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit:  2 (1d6 - 1) bludgeoning 
  damage. 
   
  Conjurer (Lasharra) 
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 15 (natural armor plus Mage Armor)  
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Senses passive Perception 11 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Languages – Common, Rashemi, Sylvan, Draconic, 
  Mulan 
  Challenge 6 (2300 XP) 
   
  Spellcasting. The conjurer is a 9th-level spellcaster. Its 
  spellcasting ability is intelligence (spell save DC 14, +6 
  to hit with spell attacks). The conjurer has the following 
  wizard spells prepared: 
  Cantrips (at will): acid splash, mage hand, poison spray, 
  prestidigitation 
  1st level (4 slots): mage armor, magic missile, absorb 
  elements, shield 
  2nd level (3 slots): cloud of daggers, misty step* 
  3rd level (3 slots): fireball, counterspell 
  4th level (3 slots): Polymorph, greater invisibility  
  5th level (2 slots): cloudkill*, conjure elemental* 
  *Conjuration spell of 1st level or higher  
   
  Benign Transportation (Recharges after the Conjurer 
  Casts a Conjuration Spell of 1st Level or Higher). As a 
  bonus action, the conjurer teleports up to 30 feet to an 
  unoccupied space that it can see. If it instead chooses a 
  space within range that is occupied by a willing Small or 
  Medium creature, they both teleport, swapping places. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage.  
   
  Enchanter (Lasharra) 
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 15 (natural armor plus Mage Armor)  
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Senses passive Perception 11 
  Saving Throws Int +6, Wis +4 
  Skills Arcana +6, History +6 
  Languages – Common, Rashemi, Sylvan, Draconic, 
  Mulan 
  Challenge 5 (1800 XP) 
   
  Spellcasting. The conjurer is a 9th-level spellcaster. Its 
  spellcasting ability is intelligence (spell save DC 14, +6 
  to hit with spell attacks). The conjurer has the following 
  wizard spells prepared: 
  Cantrips (at will): acid splash, mage hand, poison spray, 
  prestidigitation 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  37 
  1st level (4 slots): shield, mage armor, magic missile, 
  absorb elements  
  2nd level (3 slots): hold person, suggestion 
  3rd level (3 slots): fireball, haste, counterspell 
  4th level (3 slots): polymorph, greater invisibility  
  5th level (2 slots): hold Monster 
  Actions 
  Quarterstaff. Melee or Ranged Weapon Attack: +2 to 
  hit, reach 5 ft. one target. Hit: 2 (1d6-1) bludgeoning 
  damage, or 3 (1d8-1) bludgeoning damage if used with 
  two hands. 
   
  Archmage (Lasharra) 
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 15 (natural armor plus Mage Armor)  
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  20 (+5) 
  15 (+2) 
  16 (+3) 
   
  Senses passive Perception 12 
  Saving Throws Int +9, Wis +5 
  Skills Arcana +13, History +13 
  Damage Resistance damage from spells; nonmagical 
  bludgeoning, piercing and slashing (from stoneskin) 
  Languages – Common, Rashemi, Sylvan, Draconic, 
  Mulan, plus 2 others 
  Challenge 12 (8400 XP) 
   
  Magic Resistance. The archmage has advantage on 
  saves vs spells and other magical effects.  
   
  Spellcasting. The Rashemi Archmage is an 18th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 17, +9 to hit with spell attacks). The Archmage 
  can cast disguise self and invisibility at will and has the 
  following wizards spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, shocking 
  grasp, prestidigitation 
  1st level (4 slots): mage armor, magic missile, detect 
  magic, shield 
  2nd level (3 slots): detect thoughts, misty step, mirror 
  image 
  3rd level (3 slots): lightning bolt, fly, counterspell 
  4th level (3 slots): banishment, greater invisibility, 
  fireshield 
  5th level (3 slots): cone of cold, scrying, wall of force 
  6th level (1 slot): Guards and Wards 
  7th level (1 slot): teleport 
  8th level (1 slot): incendiary cloud 
  9th level (1 slot): wish 
   
  Actions 
  Quarterstaff. Melee or Ranged Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit:  2 (1d6 - 1) bludgeoning 
  damage. 
   
  Warlock of the Archfey (Shevarra) 
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 14 (natural armor plus Mage Armor)  
  Hit Points 49 (11d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  13 (+1) 
  11 (+0) 
  11 (+0) 
  12 (+1) 
  18 (+4) 
   
  Senses passive Perception 11 
  Saving Throws Wis +3, Cha +6 
  Skills Arcana +2, Deception +6, Nature +2, Persuasion 
  +6 
  Condition Immunities charmed  
  Languages – Common, Rashemi, Sylvan 
  Challenge 4 (1100 XP) 
   
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components: 
  At will: disguise self, mage armor (self only), silent 
  image, speak with animals  
  1/day: conjure fey  
  Spellcasting. The warlock is a 11th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): dancing lights, eldritch blast, friends, 
  mage hand, minor illusion, prestidigitation, vicious 
  mockery 
  1st-5th level (3 5th-level slots): hex, charm person, 
  dimension door, dominate beast, faerie fire, fear, hold 
  monster, misty step, phantasmal force, seeming, sleep 
  
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  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  38 
  Actions 
  Dagger. Melee or Ranged Weapon Attack:: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage. 
  Reactions  
  Misty Escape (Recharges after a Short or Long Rest). In 
  response to taking damage, the warlock turns invisible 
  and teleports up to 60 feet to an unoccupied space it 
  can see. It remains invisible until the start of its next 
  turn or until it attacks, makes a damage roll, or casts a 
  spell. 
   
  Thayan Apprentice (Shevarra) 
  Medium Humanoid (Rashemi Human), NE 
  Armor Class 15 (natural armor plus Mage Armor)  
  Hit Points 27 (5d8+5) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  12 (+1) 
  15 (+2) 
  13 (+1) 
  11 (+0) 
   
  Senses passive Perception 11 
  Skills Arcana +4 
  Languages – Common, Rashemi, Chondathan,  
  Challenge 2 (450 XP) 
  Abilities  
  Doomvault Devotion: Within the Doomvault, the 
  apprentice has advantage on saving throws against 
  being charmed or frightened.  
   
  Spellcasting. The Thayan Apprentice is a 4th-level 
  spellcaster. Its spellcasting ability is intelligence (spell 
  save DC 12, +4 to hit with spell attacks). The Thayan 
  Apprentice has the following wizard spells prepared: 
   
  Cantrips (at will): Fire bolt, mage hand, shocking grasp, 
  prestidigitation 
  1st level (4 slots): mage armor, burning hands, magic 
  missile 
  2nd level (3 slots): Blur, scorching ray 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 
  2) piercing damage.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  39 
  Appendix. Map 
   
  Outer Camp 
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  40 
  Main Chamber: DM’s Map 
   
   
   
   
  Guards and Wards  
  If the encounter is being played at 
  Hard, Very Hard or Uber Hard, 
  Guards and Wards is active.  Make 
  the following adjustments to the 
  map if Guards and Wards is active  
  •
  All corridors are fogged. 
  The inhabitants are not 
  affected by this and can 
  see normally 
  •
  The two doors are 
  concealed behind an 
  illusion to make them 
  look like part of the wall.  
  •
  The second square in 
  the corridor that leads 
  into the witch’s chamber 
  has a suggestion spell 
  (Marked with an S) that 
  triggers when anyone 
  other than one of the 
  witches steps on it. The 
  command is “turn 
  around and keep 
  walking, and don’t stop. 
   
  1 Square = 5 ft.  
  2 
  3 
  1 
  Room 1. Main 
  Chamber 
  Room 2. Witches 
  sleeping quarters 
  Room 3. Vremyonni’s 
  chamber  
   
  Low 5 
  Ft. wall.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  41 
  Main Chamber: Player’s Map 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  42 
  Player Handout 1. Story 
  Awards 
  During the course of this adventure, the characters 
  may earn the following story awards. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Ally of Thay 
  You are known to be an ally of the Thayan Plateau, 
  whether you want to or not. You have advantage on 
  Charisma-based checks with Red Wizards and other 
  non-slaves from Thay. 
  Friend of Rashemen 
  You have earned the respect and regard of the 
  Rashemi people by rescuing the Vremyonni and 
  returning the wychlaran mask. You have advantage 
  on all social checks with the people of Rashemen if 
  they know your name and what you did. 
  Durthan’s Curse  
  You have been marked by the evil Durthan. Any witch 
  that survived this battle will be able scry you and will 
  do so unless you take precautions to prevent it. If you 
  are not able to prevent the scrying, your party will have 
  disadvantage on all initiative checks in combats that 
  involve one of these three Durthans or any of her 
  minions. You are also at a disadvantage on stealth 
  checks to surprise these Durthans or their minions. 
  Enmity of the Wychlaran  
  You have offended the secretive order of Rashemi 
  witches by either taking the Vremyonni to Mulmaster, 
  keeping the wychlaran mask, or both. You have 
  disadvantage on all social checks with the people of 
  Rashemen if they know your name and what you did. If 
  discovered within the lands of Rashemen, you will be 
  captured and put to death. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  43 
  Player Handout 2. Magic Items 
  During the course of this adventure, the characters 
  may find the following magic items: 
  Cloak of Displacement  
  Wondrous Item, rare 
  This item comes in the form of a cloak made 
  from a rare cloth found only in the Feywild. It is 
  covered in blue runes. While you wear this cloak, it 
  projects an illusion that makes you appear to be 
  standing in a place near your actual location, causing 
  any creature to have disadvantage on attack rolls 
  against you. If you take damage, the property ceases to 
  function until the start of your next turn. This property 
  is suppressed while you are incapacitated, restrained, 
  or otherwise unable to move. 
  Potion of Growth 
  Potion, uncommon 
  When you drink this potion, you gain the “enlarge” 
  effect of the enlarge/reduce spell for 1d4 hours (no 
  concentration required). The red in the potion’s liquid 
  continuously expands from a tiny bead to color the 
  clear liquid around it and then contracts. Shaking the 
  bottle fails to interrupt this process. 
  Potion of Animal Friendship  
  Potion, uncommon 
   When you drink this potion, you can cast the 
  animal friendship spell (save DC 13) for 1 hour at 
  will. Agitating this muddy liquid brings little bits into 
  view: a fish scale, a hummingbird tongue, a cat claw, 
  or a squirrel hair.  
   
  These items can be found in the Dungeon Master’s 
  Guide. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  44 
  Player Handout 3. Who are 
  Rashemi  
   
  Who are the Rashemi  
   
  Most people in Faerun don't know about Rashemen. Those 
  that live in the Bloodstone Lands (Moonsea, Damara and 
  Vasa) have probably encountered a few Rashemi Witches or 
  Berserkers. If the character hails from the Unapproachable 
  East (Narfell, The Great Dale, Rashemen, The Hordelands and 
  Thay), then they most certainly know of them and have 
  advantage on these checks.  
   
  DC 8: The people of the nation of Rashemen are called the 
  Rashemi. Rashemen is a land of vast lakes and fey-enchanted 
  woods that is surrounded by mountains. To North are the 
  lands of the Nar barbarians. To the South is Thay. West is the 
  Great Dale and East over the mountains are the vast Tuigen 
  Hordelands that separates Faerun from Kara-Tur Both Nar 
  and Thay are constant threats that keep the people of 
  Rashemen battle-hardened and wary.   
   
   
   
   
  DC 12: The Rashemi are openly ruled by the Iron Lord 
  known as the Huhrong. Their army is made up of berserkers 
  that gather in lodges dedicated to a particular totem beast or 
  spirit. While the obvious leaders are the warriors, the true 
  power lies with the witches.   
   
   
   
  DC 15: The Rashemi witches are powerful spellcasters that 
  go into battle hiding their identity behind wooden masks. 
  They can be of any discipline, including priests, wizards, 
  warlocks, druids and bards among their ranks. They are 
  exclusively women and are respectfully called Wychlaran by 
  the Rashemi people. The members of this sect are called 
  "Hathrans" (learned sister) while the most powerful and 
  respected are called "Othlor" (true one). The word of a 
  Wychlaran is unchallenged by the Rashemi people of any 
  rank. When acting in their capacity as witches, their identities 
  are kept hidden, and many of them are wives to the warriors 
  they send into battle.  
   
  The Wychlaran are well practiced at fighting Thayan Red 
  Wizards and the barbarians of Nar 
    
   
   
   
   
   
   
   
   
   
  DC 18: Another sect of witches within Rashemen are the 
  Durthan. The Durthan are more focused on power than the 
  Hathrans, and they tend to associate with the dark fey. They 
  are the antithesis to the Hathrans, but they are not as 
  numerous. They often pose as Hathrans while plotting behind 
  the scenes. 
   
   
  DC 20: The characters may wonder where the male 
  spellcasters go. With a DC 20 History check, the characters 
  can know the following: Males with an aptitude for 
  spellcasting are sequestered away in a secret location. There, 
  their sole function is to create items and spells for the 
  Wychlaran to use in battle. These secluded wizards are 
  known as the Vremyonni. This is a well-guarded secret, and 
  the enemies of Rashemen would go to great lengths to locate 
  the place where these casters reside. 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
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  Player Handout 4. Outer Patrol 
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  46 
  Player Handout 5. The Witches  
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-SFBay-02-01 Old Enemies Arise 
   
   
  47 
  Player Handout 6. Lady 
  Vandree 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/FarWest MiniCon (SFBAY)/CCC-SFBAY-02-01 - Old Enemies Arise.pdf