Thursday, January 8, 2026

12 Encounters in the Fog

For most of the past two months, the city where I live and the surrounding region, have were covered by an almost perpetual fog (or heavy clouds). I really love fog and the way it makes even the most familiar, mysterious and hidden. Wandering through the forest with the dogs, I eventually came up with a few encounter ideas for foggy regions, landscapes, forests, times of the year. 

Writing them up I got a few more ideas, for a whole adventure or pointcrawl, in my world, set in these foggy lands. But that's maybe for another time. It's on my list and it is a loooong list

For now, here are 12 Foggy Encounters. 

 

1.A Sunlit Glade

A forest glade, which only appears during the fog. Circle of tall trees, illuminated with bright sunlight. There is a horse, carriage, and a lone wolfkin wizard, Maguk—grey, green eyes, pierced ear, dashing - peddling their very specific inventory. Various herbal potions, both remedies and boosters, poisons, curios made from animal bones and fossilized plants, and a few very rare, even unique, magical items.


2. Ruins of the Monastery of the Sky Tower.

An ancient monastic order, which studied the stars to gain understanding of the god(s) tower. The ruins are a mythical place of legend. Tales tell of lost esoteric knowledge, artefacts, but also traps and dangers inside. The ruins can only be entered and exited during the fog. If the fog disperses before the entrants leave the premises, they will remain trapped inside until the fog sets again.


3. The Fogwraith.

A silhouette of a human female looms in the fog. On closer inspection, the figure in her festive, embroidered, but grey clothes floats just slightly above the ground. It can appear of various ages and of different appearances to different people—young, middle-aged, or worn down and straight ancient. In her hand, a scythe.

She strikes up conversations with travelers, asking of their lives and deeds, judging their morality. Those deemed worthy are allowed to continue and may even be offered aid, guidance, or knowledge. Those found immoral are attacked ruthlessly.

The Fogwraith is the spirit of a woman betrayed, killed, and left to die and rot in the fog. The Wraith will continue to haunt the fog unless her remains are found and put to rest.


4. A Limestone path

A wide, inviting, beautiful path winds through the trees, down a ravine, and into the fog. Those who travel down it seldom make it back. It leads to the lair of the Fog Dragon. Watched at all times by silent eyes.


5. The Fog Dragon

The air goes still as a huge shadow looms somewhere above in the fog, dimming the light. It is the Fog Dragon, an ancient, huge, ethereal dragon that has become one with the fog.It is out to survey its grounds, hunt, and interrogate those who encroach onto its territory.

On clear days it stays in its lair. It desires to be honored and admired, akin to the Spirits of the Fog, and it craves followers or tribute. The Dragon believes their rightful place is amongst them.


6. The Miniature Caravan

Bumbling, tumbling squad of 2d6 kobolds, with a small cart pulled by a miniature horse. The cart carries fresh supplies, loot, bounty, treasures, or whatever other required provisions to the Dragon's Lair at the end of the Limestone Path. 

Wary of travelers but not outright hostile. They would accept assistance with their delivery, to keep them away from the prying eyes of other travelers, bandits, or worse. When friendly, they talk merrily about their endeavors and that of the Fog Dragon.


7. The Veiled Band.

A nefarious local bandit group that hunts exclusively in the fog. They are well adapted to their conditions, camouflaged, and prepared to attack. They extort especially wealthy-looking travelers, merchants, businessmen, government officials, and the like. Well-equipped muskets (or heavy crossbows), pikes, swords, and daggers. The bandit prepares various traps for each robbery, from the simple ones—fallen trees, hidden pits—to more elaborate ones such as freezing or electrocuting the fog.

They usually strike as seven—three ranged, three melee, and their leader—but their exact numbers remain unknown. Their leader is known as the Mysty Brigandess—wiry, agile, voice always muffled by the veil over her face.


8. The Fogs Head House.

This tavern and house of ill repute appears out of the fog like a beacon of good hope. A three-story wooden and stone main house, winged with two low halls for storage, stables, and low-comfort accommodation.

It is run by Marcia Rover—tall, broad-shouldered, long red hair, empathetic—a very capable and skilled witch. The establishment and all who work there are under the protection of her powerful defensive wards—her specialty. Very knowledgeable about the magical, supernatural, and the occult.


9. Foglets

Slim and grey, with long, clawed fingers and sharp teeth, they wait to ambush their targets in the fog, blending with it. They consider this foggy part of the land their home and want to deter intruders. Foglets strike from the fog and retreat into it after landing a few successful hits or taking injury. They prefer to wear down their opponents, weaving in and out, striking, and falling back.


10. Magician's Tower.

The tower. lofty, round, with several blue, slightly glowing, inscribed stones placed in specific locations on the exterior.

The wizard. Calintas—tattooed, short, stout, and grumpy—really, really hates the fog. The fog both messes up his experiments with electricity. It also weakens the protection wards, making it detectable and discoverable only during the fog.


11. Unexpected travelers

A band of gnomes, who for one reason or another cannot use their magical underground passages, reach their destination - a former mine. They do not feel comfortable traveling overground and are careful around the above-ground folk. They will happily trade their knowledge of the underground world—including of treasures or secrets underground—in return for an escort to their destination.


12. Altar of the Fogs.

A shrine and place of pilgrimage to the Spirits of the Fog, who have dominion over this fog. The Spirits talk to pilgrims in the Fog, more so when the right words – Hmla mlha – are spoken, or the right offering is made. They can answer requests or bestow blessings on those deemed deserving.

  

Edit.  

I've added some system neutral statblocks that I started writing up, as there was interest in them. They are untested, just ideas, so use them with caution or just as inspiration. 

 

Statblocks and info


Foglet

HD: 3


Attacks: both hands: claws – each sharp as a dagger, or lunges and bites, as if with sword.

Defence: Thick leather skin.


Behaviour and morale: Deters outsiders from venturing onto the land. Strikes from the fog and retreats into it. Wears down opponents. Prefers survival and defence of territory

Number appearing: 2 – 4


Special: Fog ambush – hides in the fog, waiting to strike – unless scouted out or noticed, acts first in the first round

One with the Fog – All Foglets retreat into the fog after three rounds, or taking significant damage



Fogwraith

HD: 5


Attacks: Scythe – sharp and causes bleeding.

Defence: Agile and hard to hit, but no real physical protection. Takes half damage from non-magical weapons.


Behaviour and morale: Asks travellers about their actions in life. If deemed unworthy, or do not know how to behave in the fog, attacks. Undead and potentially vengeful.

Numbers appearing: 1


Special:

Vindictive victim – The spirit of a woman murdered and left to die in the fog. If reduced to zero HP, will reappear after 1d4 days, unless her remains are found, put to peace and justice is carried out.


The blinding frost – At the start of combat, thick frosty mist descends onto the battle field – caused 1d2 damage per round and makes attacks against the Fogwraith disadvantaged. The mist lasts 1d4 round.



The Veiled Band


Consists of an even number ranged and melee fighters, plus their leader.

Group Behaviour: Ambushes rich (looking) merchants and travellers. Sets ups traps. Tries to go for a “sure thing. Will retreat into the fog on their leaders command.


Ranged Bandits

HD: 2+1

Attacks: Musket or Heavy crossbow at range. Takes a turn to reload.

Dagger at melee range.

Defence: Dexterous. Wears a leather jerkin.


Behaviour and morale: They prioritise targets they can eliminate or incapacitate quickly. Confident, while leader is around.

Numbers appearing: 3



Melee Bandits

Attacks: Pike at a distance. Dagger in close combat.

Defence: Hardy. Wears a brigandine – less sturdy than chain-mail, but stronger than leather.


Behaviour and morale: Use pikes to keep melee opponents away from the shooters. Tries to find weak spots in armoured opponents. Confident, while leader is around

Numbers appearing: 3




Leader – The Mysty Brigandess

HD: 4


Attacks: Dual Pistols – loaded at first, but only one can be reloaded per turn. Handaxe in close combat.

Defence: Agile and sturdy. Wears a thick Brigandine – sturdy as chain-mail, but lighter.


Behaviour and morale: If possible ambushes go without bloodshed or combat. Traps are meant break the morale of the targets, who she then intimidated. Self-assured in the fog, but prefers survival to capture of death.


Special: The veil takes me - When in critical danger, fires a very precise pistol shot at an advantage, and attempts to dexterously flee into the fog. The next round the rest of the band attempts to disengage and retreat.



Fogdragon

HD: 15


Attacks:

Claws – two. Each strong as a longsword.

Jaws – Powerful crushes, as if a two-handed war-hammer.

Tail – swift, punishing, whip, strikes with currents of electricity.


Defence:

Dragonscales – strong as any full plate armour. Takes half damage from non magical weapons. Any attacks against it in the fog are disadvantaged.


Behaviour and morale: Glides and flies around in the fog, considers those that enter it at its whim. Desires to be honoured and admired by all that enter the fog. Believes itself to be untouchable. If seriously wounded and survives, will quickly retreat to the lair and build up defences


Special:

The Creeping Breath – Area of effect. Cold and wet drenches the victims, slows them down makes them take double damage from electricity. Stacks over time – first stack causes vulnerability to electricity. Second stack halves movement and causes the targets attacks to be disadvantaged. Third stack causes the target to slow down to the point of crawling and take 1d4 cold damage per turn.


Assortment of water and electric spells, that it can use.

It’s a dragon so let it do dragon-y stuff.

 

 

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12 Encounters in the Fog

For most of the past two months, the city where I live and the surrounding region, have were covered by an almost perpetual fog (or heavy cl...