The adventure ahead

Campaign Overview

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A small fishing town plagued by disappearances, fog, and monsters. The party investigates the cult-like monks and the cave.

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Player Handout

You are traveling to the remote fishing town of Fogmoor when a thick fog rolls in. You hear a single bell toll, then silence. The town is quiet, its people fearful. They whisper of disappearances and things in the water. The church monks watch you with cold eyes. You must find out what is happening and stop the spreading evil.

Free Act I Preview
Levels 1 3 Sessions 3-4 sessions of 3-4 hours

The Fog of Fogmoor

Behind the screen

Act I of a campaign. The party arrives in Fogmoor, investigates the town, church, docks, and cave, uncovering a cult led by Father Malachar, who is sacrificing townsfolk to a deep-sea entity. They confront him in the cave, but he is merely a pawn; clues point to a greater evil.

Adventure Hooks

Hook 01

The Widow's Plea

Elin Marsh approaches the party in the foggy town square, begging them to find her missing husband. She whispers that the monks know more than they say, and that people vanish near the docks and the woods. This personal plea draws the party into investigating Fogmoor's terror.

Hook 02

The Tolling Bell

As the party travels the coast, a single bell tolls from Fogmoor's church tower, and the fog thickens unnaturally. A terrified fisherman on the road begs them to turn back, but the bell tolls again—and he collapses, whispering of the Sunken Maw. The party is compelled to investigate.

Act Structure

Act I: The Drowned Bell

Recommended level: 1-3

The party arrives in Fogmoor and uncovers a cult sacrificing townsfolk to a deep-sea entity. They investigate the town, church, docks, and cave, and confront Father Malachar.

Objectives

  • Investigate the disappearances in Fogmoor.
  • Gain access to the church and learn about the cult.
  • Search the docks for clues about the water monsters.
  • Explore the Sunken Maw cave.
  • Confront Father Malachar.

Arrival in the Fog

The town square, by the well

Read aloud

The fog parts to reveal a huddle of wooden houses. A bell tolls once, twice, then stops. The few people on the street hurry past, eyes down. A woman in a faded shawl approaches you, her voice a whisper: 'Please, you have to help us. They keep taking people.'

Running this scene

Elin explains her husband vanished. She points to the church and the docks. The party can ask around. The townsfolk are terrified of the monks. Captain Rorik can be found at the guard post, and Old Tomas at the inn.

Checks
  • DC 12 Insight: The townsfolk are terrified of the monks.
  • DC 13 Investigation: Find tracks leading to the docks.
  • DC 14 Persuasion: Convince a local to talk.
Clues
  • The monks run the church and are never seen at night.
  • People disappear near the docks or the forest.
  • The bell tolls before each disappearance.
Where next
  • To the church (loc-church) to investigate the monks.
  • To the docks (loc-docks) to search for clues.

The Silent Monks

The church nave

Read aloud

The church is cold and smells of salt and incense. Monks in grey robes kneel in silent prayer. One of them, an old man with hollow eyes, glances at you and quickly looks away.

Running this scene

The party can talk to Aldric, who is terrified. He hints at the crypt. Sister Vaela watches. If the party is too obvious, Vaela will confront them. The crypt contains prisoners and a ledger.

Checks
  • DC 13 Perception: Notice a hidden door behind the altar.
  • DC 14 Stealth: Sneak into the crypt.
  • DC 15 Persuasion: Convince Aldric to talk.
Clues
  • The monks perform rituals at night.
  • The crypt is locked and guarded.
  • The bell tower has a room with maps of the cave.
Where next
  • To the crypt (part of loc-church) to find prisoners.
  • To the docks (loc-docks) if the party leaves.
  • To the cave (loc-cave) after finding the map.

What the Water Took

The end of the pier

Read aloud

The fog is thick here. The water laps against the pilings. A young girl crouches behind a barrel, eyes wide. 'They come at night,' she whispers. 'The things in the water. They take people.'

Running this scene

Mira describes a giant shape in the water. She can show where a body was dumped. The party might fight a Giant Octopus or Specter. The sunken boat can be searched.

Checks
  • DC 12 Perception: Spot a submerged chest.
  • DC 14 Athletics: Dive to retrieve it.
  • DC 13 Investigation: Find drag marks.
Clues
  • The cult sacrifices people to something in the water.
  • A monk was seen dumping a body.
  • The chest contains a ritual dagger and a note about the cave.
Where next
  • To the cave (loc-cave) following the note.
  • Back to town (loc-town) to rest.

The Sunken Maw

The ritual chamber deep in the cave

Read aloud

The cave opens into a vast chamber. A black pool of water fills the center. Monks chant in a circle around a bound figure. At the far end, a tall man in grey robes holds a silver bell. He turns, and his eyes are like drowned stars. 'You are too late,' he says. 'The Drowned God rises.'

Running this scene

Father Malachar is the villain. He will fight with spells and summon shadows. The party can rescue the prisoner (Jack). After defeating Malachar, they find a tome hinting at a greater evil. Captain Rorik may have accompanied the party or given them the mission earlier.

Checks
  • DC 15 Athletics: Climb down safely.
  • DC 14 Stealth: Approach unseen.
  • DC 16 Arcana: Disrupt the ritual.
Clues
  • Malachar is not the ultimate master; he serves a greater entity.
  • The tome speaks of a 'Drowned King' in a distant sea.
  • The bell is a key to opening a portal.
Where next
  • End of Act I. The party can return to town as heroes, but the greater threat looms.

Milestone: The party reaches level 3 after confronting Malachar and discovering the larger threat.

Villain Character Sheets

Father Malachar, the Bell-Tower Whisperer Father Malachar, the Bell-Tower Whisperer

Father Malachar is a tall, gaunt man in his late fifties, draped in layered grey monk robes trimmed with faded sea-blue, the hems stiff wit…

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Monsters & Enemies

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Villain Plans

Father Malachar, the Bell-Tower Whisperer Character Sheet

Cult leader, main boss of Act I

Motivation

He believes he is saving the town by appeasing a deep-sea entity called the Drowned God, but he is actually being manipulated by a greater evil.

Personality

Calm, soft-spoken, fanatical. He never raises his voice, even when threatening.

Resources

  • Cult monks
  • The church and bell tower
  • A magical silver bell
  • A pact with a minor demon

Battle Plan

Malachar begins by ringing the silver bell to disorient the party, then casts spells from a distance while his monks and summoned shadows engage in melee. If reduced to half hit points, he retreats toward the black pool to perform a desperate ritual.

Defeat or Redemption

He can be killed, or if shown the truth of his manipulation, he may repent and help the party against the greater threat.

Running Notes

Recommended party: 4-5 characters

Session Zero

Before play, discuss boundaries around horror themes: drowning, sacrifice, mind control, and body horror. Establish that the fog and the cult create a tense, fearful atmosphere, but player characters are heroes who can make a difference. Use a safety tool like the X-card. Confirm the party wants a mystery-driven game with investigation, combat, and moral choices. Create characters with ties to the coast or a reason to care about Fogmoor.

Scaling Guidance

Adjust encounters by party size and level. For a party of three, remove one Shadow from each encounter and reduce Malachar's hit points by 25%. For a party of six, add one Shadow to the docks and church encounters, and add one Wraith to the cave encounter. If the party is level 1, treat the church encounter as High difficulty and encourage stealth or retreat. If the party is level 3 before the cave, keep the cave as written but allow Malachar to summon two Shadows instead of one when bloodied.

DM Advice

Keep the fog ever-present: describe muffled sounds, cold damp, and the bell tolling at odd times. Let the party choose their investigation order. Use Elin, Mira, and Old Tomas to deliver clues if they stall. Malachar should be calm and soft-spoken, never a ranting villain. Foreshadow the Drowned King in every scene—whispers in the water, dreams of a drowned crown, and the tome's final page. End Act I with the fog lifting but a distant bell tolling under the sea.

Secrets & Clues

  • The fog is not natural; it thickens when the cult performs a sacrifice, and it carries the whispers of the Drowned King.
  • The town well is poisoned with a mild sedative, making the townsfolk passive and forgetful.
  • The bell tower rings at odd hours to signal the monks to prepare a new victim for the cave.
  • Father Malachar believes he is saving Fogmoor, but he is being manipulated by the Drowned King, a far greater entity in a distant sea.

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Villain Character Sheets

Father Malachar, the Bell-Tower Whisperer Father Malachar, the Bell-Tower Whisperer

Father Malachar is a tall, gaunt man in his late fifties, draped in layered grey monk robes trimmed with faded sea-blue, the hems stiff wit…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

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Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Father Malachar, the Bell-Tower Whisperer Character Sheet

Cult leader, main boss of Act I

Motivation

He believes he is saving the town by appeasing a deep-sea entity called the Drowned God, but he is actually being manipulated by a greater evil.

Personality

Calm, soft-spoken, fanatical. He never raises his voice, even when threatening.

Resources

  • Cult monks
  • The church and bell tower
  • A magical silver bell
  • A pact with a minor demon

Battle Plan

Malachar begins by ringing the silver bell to disorient the party, then casts spells from a distance while his monks and summoned shadows engage in melee. If reduced to half hit points, he retreats toward the black pool to perform a desperate ritual.

Defeat or Redemption

He can be killed, or if shown the truth of his manipulation, he may repent and help the party against the greater threat.

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Encounters

What the Water Took

Suggested Level: 1-2

Mira, the dockworker, whispers that something in the water has been taking people. As the party investigates the sunken boat, the water churns and a giant octopus drags itself onto the pier, shadows peeling from the fog to aid it.

Creatures

Terrain Features

The pier is slick and rotting; a DC 10 Dexterity (Acrobatics) check is needed to run without slipping. The water is dark and cold. Barrels and crates provide half cover. The sunken boat can be searched after the fight.

Treasure

In the sunken boat: a waterlogged chest containing a ritual dagger (worth 25 gp), a note reading 'The Maw hungers. Bring more to the deep,' and 15 gp in wet coins.

DM Notes

For a weaker party, remove one Shadow. For a stronger party, add one Specter or a second Giant Octopus.

The Silent Monks

Suggested Level: 2

The party sneaks into the crypt to find prisoners and proof of the cult's crimes. Sister Vaela and two cult monks are performing a ritual over a bound fisherman. Shadows writhe in the corners.

Creatures

Terrain Features

The crypt is cramped, with stone pillars providing cover. A ritual circle on the floor glows faintly. The bound prisoner is Jack, who can be freed. A locked chest sits in the corner.

Treasure

The chest contains a ledger listing names of the taken, a map marking the Sunken Maw, and 30 gp in mixed coins. Jack carries a silver locket that matches Elin's description.

DM Notes

For a weaker party, replace the Specter with one Shadow. For a stronger party, add one Wraith or a second Specter.

The Sunken Maw

Suggested Level: 3

The party descends into the cave and finds Father Malachar performing the final ritual. Monks chant in a circle around a bound figure. Shadows and a specter guard the chamber. Malachar holds the silver bell.

Creatures

Terrain Features

The chamber is large, with stalagmites for cover. The black pool is deep and cold; falling in requires a DC 13 Strength (Athletics) check to escape. The silver bell hangs from a stalactite and can be grabbed with a DC 15 Dexterity (Acrobatics) check.

Treasure

Malachar carries a tome titled 'The Drowned King's Call' (worth 50 gp, contains clues about the greater evil), the silver bell (magic item), and a key to the church crypt. The bound prisoner is Jack, who can be rescued.

DM Notes

For a weaker party, remove two Shadows and reduce Malachar's hit points by 25%. For a stronger party, add one Wraith and have Malachar summon two Shadows instead of one.

Magic Items

The Silver Bell of the Drowned Choir The Silver Bell of the Drowned Choir Completed

The Silver Bell of the Drowned Choir

Uncommon
A tarnished silver bell etched with wave patterns. When rung, it emits a haunting tone that disrupts shadow creatures and reveals invisible foes within 30 feet for 1 minute.

Location

Act I, in the Sunken Maw cave, held by Father Malachar or hanging from a stalactite.

Attunement

True — by a cleric or paladin

Ritual Dagger of the Deep Ritual Dagger of the Deep Completed

Ritual Dagger of the Deep

Uncommon
A curved obsidian dagger with a handle wrapped in kelp. It drips seawater when held. Deals an extra 1d4 cold damage to creatures that are frightened or grappled.

Location

Act I, in the sunken chest at the Rotting Docks or on Sister Vaela's body in the church crypt.

Attunement

False

Locket of the Lost Locket of the Lost Completed

Locket of the Lost

Common
A silver locket containing a portrait of Elin's husband. When worn, it grants advantage on Wisdom saving throws against being frightened, and it grows warm near the Sunken Maw cave.

Location

Act I, given by Elin Marsh after the party agrees to help, or found on Jack in the cave.

Attunement

True — by any character

Player Characters

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