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SUITS OF THE MISTS

Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts.

Five, 1-Hour Mini-Adventures for 1st and 2nd Level Characters

Shawn Merwin Adventure Designer

Adventure Code: DDAL4-01

Development and Editing: Claire Hoffman, Travis Woodall Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick

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or lower than the level range of a D&D Adventurers League adventure. Introduction For more information on playing, running games as Welcome to Suits of the Mist, a D&D Adventurers a Dungeon Master, and organizing games for the D&D League Adventurers League, please visit the D&D Adventurers League home at: ™ adventure,storyline part of season. the official D&D Adventurers This adventure League™ is designed organized for playthree system to seven and 1st- the www.dndadventurersleague.org Curselevel andof Strahd™ 2nd-level characters, and it is optimized for five 1st-level characters. 2nd-level characters might have a much easier time playing the adventure. Preparing the Adventure Characters outside this level range cannot participate Before you show up to Dungeon Master this in this adventure. Players with ineligible characters adventure for a group of players, you should do the can create new 1st-level characters or use pre- following to prepare. generated characters.

This adventure is divided into five mini-adventures,  Make sure to have a copy of the most current version of the D&D Basic Rules or the each of which should take approximately 60 - 120 Player’s Handbook. minutes to complete. It is highly recommended that these adventures are played in sequential order. If the  Read through the adventure, taking notes of adventure is being run in a single session, a guiding storyline allows all of the mini-adventures to be run while running the advent anything you’d like to highlight or remind yourself consecutively as a longer play experience. like to portray an NPC a combat. ure, such as a way you’d  Get familiar with the monsteror a tactic statistics you’d likein the to use in The D&D Adventurers Appendix.  League aid you in running this adventure--such as Gather together any resources you’d like to use to This adventure is official for D&D Adventurers notecards, a DM screen, miniatures, and League play. The D&D Adventurers League is the battlemaps. official organized play system for DUNGEONS &  If you know the composition of the group DRAGONS®. Players can create characters and beforehand, you can make adjustments as noted participate in any adventure allowed as a part of the throughout the adventure. D&D Adventurers League. As they adventure, players rewards, and can take those characters through other Before Play at the Table adventurestrack their characters’ that continues experience, their story. treasure, and other Ask the players to provide you with relevant character information:  Character name and level number.)f you’re This running number this is adventure your official as Wizardsa part of ofa storethe  Character race and class event or at certain conventions, you’ll need a DC)  Passive Wisdom (Perception) the most common number, you can obtain one at a store event. Check passive ability check Coast organized play identifier. )f you don’t have a with your organizer for details.  Anything notable as specified —by the adventure D&D Adventurers League play is broken up into (such as backgrounds, traits, flaws, etc.) storyline seasons. When players create characters, they attach those characters to a storyline season, re allowed to use level range cannot participate in the adventure Players that have characters outside the adventure’s to create and advance their characters. Players can with those characters. Players with ineligible continuewhich determines to play their what characters rules they’ after the storyline characters can make a new 1st-level character or use season has finished, possibly participating in a second a pregenerated character. Players can play an or third storyline with those same characters. A adventure they previously played or ran as a ly limitation for adventure Dungeon Master, but not with the same character. play. A player cannot use a character of a level higher Ensure that each player has an official adventure character’s level is the on logsheet for his or her character (if not, get one from

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the organizer). The player fills out the adventure average party level name, session number, date, and your name and DCI (APL) for the adventure. To figure out the party number. In addition, the player also fills in the You’vestrength now for determined the adventure, the consult the following starting values for experience, gold, downtime, table. renown, and number of permanent magic items. He or she fill in the other values and write notes at the Determining Party Strength conclusion of the session. Each player is responsible Party Composition Party Strength for maintaining an accurate logsheet. 3-4 characters, APL less than Very weak If you have time, you can do a quick scan of a 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average out of order. If you see magic items of very high 5 characters, APL less than Weak raritiesplayer’s or character strange sheetarrays to of ensure ability that scores, nothing you can looks ask 5 characters, APL equivalent Average players to provide documentation for the 5 characters, APL greater than Strong irregularities. If they cannot, feel free to restrict item 6-7 characters, APL less than Average use or ask them to use a standard ability score array. 6-7 characters, APL equivalent Strong Point players to the D&D Adventurers League Player’s 6-7 characters, APL greater than Very strong Guide for reference. Average party strength indicates no recommended beginning of an adventure or episode, they can adjustments to the adventure. Each sidebar may or declare)f players their wish activity to spend and spend downtime the days days now and. it’s the may not offer suggestions for certain party strengths. Alternatively, they can do so at the end of the If a particular recommendation is not offered for your adventure or episode. Players should select their start of the adventure, unless the adventure specifies group, you don’t have to make adjustments. otherwise.characters’ Feelspells free and to other reread daily the optionsadventure prior to the Running the Adventure description to help give players hints about what they As the Dungeon Master of the session, you have the might face. most important role in facilitating the enjoyment of the game for the players. You help guide the narrative and bring the words on these pages to life. The Adjusting the Adventure outcome of a fun game session often creates stories Throughout this adventure, sidebars provide that live well beyond the play at the table. Always information to assist you in making adjustments for follow this golden rule when you DM for a group: smaller or larger groups and characters of higher or lower levels than the adventure is optimized for. This Make decisions and adjudications that enhance is typically used exclusively for combat encounters. the fun of the adventure when possible. You may adjust the adventure beyond the guidelines given in the adventure, or for other To reinforce this golden rule, keep in mind the following: of inexperienced players, you might want to make the adventurereasons. For a littleexample, easier; if you’re for very playing experienced with a groupplayers,  You are empowered to make adjustments to the you might want to make it a little harder. Therefore, adventure and make decisions about how the group five categories of party strength have been created interacts with the world of this adventure. Doing so for you to use as a guide. Use these as a guide, and feel is especially important and applicable outside of free to use a different adjustment during the combat, but feel free to adjust the adventure for adventure if the recommended party strength feels groups that are having too easy or too hard of a off for the group. time. This adventure is optimized for a party of five  2nd-level characters. To figure out whether you for a group. Never being challenged makes for a need to adjust the adventure, do the following: boringDon’t make game the and adventure being overwhelmed too easy or makestoo difficult for a frustrating one. Gauge the experience of the players  Add up the total levels of all the characters. (not the characters) with the game, try to feel out  Divide the total by the number of characters. (or ask) what they like in a game, and attempt to  Round fractions of .5 or greater up; round fractions of less than .5 down.

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Spellcasting Services they play D&D. Give everyone a chance to shine.  Begive mindful each of of them pacing, the andexperience keep the they’re game aftersession when Any settlement the size of a town or larger can moving along appropriately. Watch for stalling, provide some spellcasting services. Characters need since play loses momentum when this happens. At to be able to travel to the settlement to obtain these services. finish too early; provide them with a full play experience.the same time, Try make to be sureaware that of therunning players long don’t or Help From Who!? short. Adjust the pacing accordingly For the current storyline season, Curse of Strahd, the rules for  Read-aloud text is just a suggestion; feel free to spellcasting services are changed for characters adventuring in modify the text as you see fit, especially when Baroia. I “trahd’s leak doai, there sipl are’t a dialogue is present. settlements where spellcasters can accommodate such needs,  Give the players appropriate hints so they can make and those places of worship that might otherwise provide informed choices about how to proceed. Players spellcasting services are overrun with monsters. As such, should be given clues and hints when appropriate unless otherwise detailed in an adventure, the only individual so they can tackle puzzles, combat, and interactions able to provide spellcasting services is Jeny Greenteeth. This will no doubt lead to some uncomfortable situations and without getting frustrated over lack of information. unforeseen consequences. Doing so helps to encourage immersion in the Refer to Page 7 of the Adventurers League Dungeon adventure and give Master’s Guide for more details. figuring out good choices from clues. s players little victories for Spell services generally available include healing and -for- recovery spells, as well as information-gathering a)n fun, short, challenging being the game DM isn’t environment about following for the the players. spells. Other spell services might be available as specified in the adventure. The number of spells Theadventure’s Dungeon text Master’s word Guide™word; has it’s more about information facilitating on the art of running a D&D game. available to be cast as a service is limited to a maximum of three per day total, unless otherwise Downtime and Lifestyle noted. At the beginning of each play session, players must Spellcasting Services declare whether or not they are spending any days of Spell Cost downtime. The player records the downtime spent on Cure wounds (1st level) 10 gp the adventure logsheet. The following options are Identify 20 gp available to players during downtime (see the D&D Lesser restoration 40 gp basic rules or the D&D Adventurers League Player’s Prayer of healing (2nd level) 40 gp Guide for more information): Remove curse 90 gp Speak with dead 90 gp  Catching up Divination 210 gp  Crafting (exception: multiple characters cannot Greater restoration 450 gp commit to crafting a single item) Raise dead 1,250 gp  Practicing a profession  Recuperating  Spellcasting services Acolyte Background  Training A character possessing the acolyte background requesting Other downtime options might be available during spellcasting services at a temple of his or her faith may request adventures or unlocked through play, including one spell per day from the Spellcasting Services table for free. faction-specific activities. The only cost paid for the spell is the base price for the consumed material component, if any. In addition, whenever a character spends However, no religions have established places of worship downtime days, that character also spends the here of sufficient size to provide spellcasting services. Because requisite expense for his or her lifestyle. Costs are per of this, characters with the Acolyte background gain no benefit day, so a character that spends ten days of downtime from this trait. also spends ten days of expenses maintaining his or her lifestyle. Some downtime activities help with lifestyle expenses or add lifestyle expenses.

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Character Disease, Death, and Faction Charity. If the character is of level 1 to 4 Recovery can be returned to civilization and a patron from the factionand a member ensures of that a faction, he or she the receives dead character’s a raise dead body Sometimes bad things happen, and characters get spell. However, any character invoking this charity poisoned, diseased, or are killed. Since you might not forfeits all experience and rewards from that session have the same characters return from session to (both those earned prior to and after death during session, here are the rules when bad things happen to that session) and cannot replay that episode or characters. adventure with that character again. Once a character reaches 5th level, this option is no longer available. Disease, Poison, and Other Debilitating Effects Resurrection Madness A character still affected by diseases, poisons, and In Barovia, the souls of the dead are as trapped as the souls of other similar effects at the conclusion of an adventure the liig. The eoe aught i the ists ad a’t trael to can spend downtime days recuperating until such the afterlife. When a humanoid who has been dead for at least time as he or she resolves the effect to its conclusion 24 hours returns to life, either by way of a spell or some (see the recuperating activity in the D&D Basic Rules). supernatural means, it gains a random form of indefinite If a c madness brought on by the realization that its spirit is trapped sessions, that character begins the next session still in Barovia, likely forever. To determine how this madness is expressed, roll on the Indefinite Madness table in chapter 8 of affectedharacter by the debilitating doesn’t resolve effect. the effect between the Dungeon Master’s Guide. Death A character who is killed during the course of the Vampirism and Lycanthropy adventure has a few options at the end of the session Vampires and lycanthropes are not included in the (or whenever arriving back in civilization) if no one in allowed rules for character creation or advancement the adventuring party has immediate access to a raise (see the D&D Adventurers League Player’s Guide). dead or revivify spell, or similar magic. A character These conditions grant characters powers and subject to a raise dead spell is affected negatively abilities that are not suitable for organized play, and until all long rests have been completed during an typically impose a restricted or prohibited alignment. adventure. Alternatively, each downtime day spent As such, characters afflicted with vampirism or after raise dead reduces the penalty to attack rolls, lycanthropy must have the affliction cured before the saving throws, and ability checks by 1, in addition to start of their next episode or adventure. any other benefits the downtime activity might Afflicted characters have the following options: provide.  Lycanthropes can be cured with a remove curse Create a New 1st-Level Character. If the dead spell. This spell is available as a spellcasting service character is unwilling or unable to exercise any of the for 90 gp (though Jeny Greenteeth might have other options, the player creates a new character. The additional new character does not have any items or rewards in this guide). possessed by the dead character.  Vampires canrequirements; be cured by see a wish Spellcasting spell cast by a Dead Character Pays for Raise Dead. If the fellowServices player later character (wish is not available as a charac spellcasting service). Alternatively, a vampire vital organs and is mostly whole) and the player character can be slain and returned to life with ter’s body is recoverable it’s not missing any would like the character to be returned to life, the raise dead, at the normal cost of 1,250 gp. If a party can take the body back to civilization and use character chooses to end a vampiric curse in this raise dead manner, the Dark Powers (see Page 8, Adventurers spell. A raise dead spell cast in this manner costs the League Dungeon Master’s Guide) do not offer a free thecharacter dead character’s 1,250 gp. funds to pay for a raise dead, though Jeny Greenteeth might be willing Character’s Party Pays for Raise Dead. As above, to except that some or all of the 1,250 gp for the raise this guide). dead spell is paid for by the party at the end of the make a deal see Spellcasting Services later in session. Other characters are under no obligation to An afflicted character who does not end his or her spend their funds to bring back a dead party member. curse is retired from play until able to do so by one of

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the means above, or through the application of DM threadbare existences, constantly on the precipice of horror rewards to the character. during your roleplaying encounters. As is the case with most of the denizens of Barovia, most of the people that reside i the illage do’t possess a soul. These The Demiplane of Dread people are empty shells reated “trahd’s osiousess to populate his domain. However, about one in every ten people This adventure is set within the campaign in Barovia are actually possessing of a soul—the souls of the setting, in the lands of Barovia which exists in the original denizens of Barovia before its transition into the Demiplane of Dread. There are several atmospheric Demiplane. When a being with a soul dies in Barovia, its soul and thematic elements to keep in mind at all times remains trapped until it is reincarnated later. Souls tend to while running your game: wear clothing with a splash of color or have other features that demonstrate even a small bit of individuality. The Land is Bleak By the will of the Dark Powers, the sun never fully Alterations to Magic shines in the lands of Barovia. Even during the day, The land of Barovia resides in its own demiplane, the sky is dimmed by fog or storm clouds, or the light isolated from all other planes, including the Material is strangely muted. Barovian daylight is bright light, Plane. No spell not even wish allows one to escape from Strahd Astral projection, teleport, plane shift, and— similar spells cast— for the purpose of yet it isn’t considered sunlight for the purpose of sunlight. Nevertheless, Strahd and his vampire leaving Barovia’s domain. simply fail, as do effects that banish a effects and vulnerabilities, such as a vampire’s, tied to spawn tend to stay indoors most of the day and creature to another plane of existence. These venture out at night, and they are subject to sunlight restrictions apply to magic items and artifacts that created by magic. have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Winter in Barovia Ethereal, such as the etherealness spell and the The winters are cold, wet, and stormy here. The natives of the Etherealness feature of incorporeal undead, is the Demiplane are prepared—well, as prepared as they can hope exception to this rule. A creature that enters the to be. Border Ethereal from The characters, however, are unfamiliar with the realm. into Barovia upon leaving that plane. Thankfully, the region they came from was experiencing the Strahd’s domain is pulled back worst winter in living memory, and are likely to possess winter For the purpose of spells whose effects change clothing. If they are not, then, preparations are in order. The across or are blocked by planar boundaries (such as village has a single shop called The Hare & Hair where they are sending able to procure such supplies if they wish. Magic that summons creatures or objects from other planes functions, Strahd’s normally domain isin considered Barovia, as itsdoes own magic plane. A dark sentience infuses the very soil, twisting and that involves an extradimensional space. Any spells contorting everything within. In places where you cast within such an extra-dimensional space (such as would normally expect wildlife such as deer, rabbits, that created by ’s magnificent mansion) or squirrels, you instead find wolves, rats, and mangy are subject to the same restrictions as magic cast in dogs. Vegetation is rotted and dead, and forests are Barovia. filled mostly with gnarled, thick trees with bare While in Barovia, characters who receive spells branches. Colorful, vivacious things simply do not from deities or otherworldly patrons continue to do exist. so. In addition, spells that allow contact with beings from other planes function normally with one The Denizens of Orașnou provision: Strahd can sense when someone in his Most Orașou residets are udae laorers, farers, domain is casting such a spell and can— choose to make fletchers and other folk who fall under common professions. They typically have gaunt features, as crops often fail to take one who is contacted. root, and creatures of the night frequently kill and devour himself the spell’s recipient, so that he becomes the their livestock. Cosmetic Spell Modifications Most are sullen, and often filled with fear, be it from the lands themselves, what lies within them, Lord Strahd, or their At your discretion, a spell can be modified own tyrant of a Burgomaster; Ivan Randovich and his cronies. cosmetically to enhance the horrific atmosphere of Be sure to play to the mindsets of these people who live Ravenloft. A few examples are presented below: Alarm. Instead of hearing a mental ping when the alarm is triggered, the caster hears a scream.

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Bigby’s Hand. The conjured hand is skeletal. Find Familiar. The familiar is undead instead of Adventure Background being a celestial, a fey, or a fiend, and is immune to Following the fall of Phlan to the so-called "Maimed features that turn undead. Virulence," the green dragon Vorgansharax, the five Find Steed. The summoned steed is undead instead factions quickly began planning to drive the beast of being a celestial, a fey, or a fiend, and is immune to from the beleaguered town. Since the process of features that turn undead. marshalling resources has been slow, sentries were Find the Path. set at various locations outside Phlan, all watching for any movement from the dragon or its forces. A child’s spirit appears and guides With efforts to retake the town finally bearing fruit, the Fog caster Cloud. to the Misty, desired harmless location. claws The form spirit in thecan’t fog. be the factions are hearing reports of strange harmed Gust of and Wind. doesn’t A ghastly communicate. moan accompanies the happenings in the lands around Phlan. Worried that summoned wind. these reported oddities might interfere with their Mage Hand. The summoned hand is skeletal. plans, or be signs of more sinister impediments, the Maze. factions are sending their agents to investigate. made of mortared skulls and bones. One of the rumor hubs near Phlan is the Crossing PhantomThe Steed. surfaces The of steed the demiplane’s resembles a maze skeletal are Inn, a waystation for travelers along the Phlan Path, horse. which runs between Phlan and Melvaunt. The patrons Rary’s Telepathic Bond. Characters linked and staff of the inn believe that some unnamed doom, hat something even direr than the Maimed Virulence, is something vile is telepathically eavesdropping on creeping steadily toward Phlan. togetherthem. by the spell can’t shake the feeling t This vague uneasiness intensified when a family of Revivify. A creature restored to life by a revivify Gur, itinerates distrusted by most, arrived at the spell screams upon regaining consciousness, as Crossing Inn. These nomads, as befits their though waking from some horrible nightmare. reputation, committed a host of crimes against the Spirit Guardians. The spirits appear as ghostly, inn and its patrons. skeletal warriors. When the characters arrive at the Crossing Inn to Wall of Stone. A wall created by the spell has investigate the rumors, the patrons and staff provide ghastly faces sculpted into it, as though tortured sufficient fodder for further investigation into the Gur spirits were somehow trapped within the stone. and what connections the characters might have to the approaching dread. Count Lord Strahd is the Darklord of Barovia. He rules his domain from Castle Ravenloft as Strahd IX; a descendent of Strahd I. In Adventure Overview actuality, Strahd I and Strahd IX are the one and the same--a Suits of the Mist consists of five mini-adventures, each vampire. As a mortal, Strahd fell in love with Tatyana designed for one to two hours of play. Therefore, if Federovna; the bride of his younger brother Sergei. In his you are attempting to run all five missions in one jealousy, Strahd murdered his brother and became the session, you need a minimum of five hours to do so Darklord of Barovia; which was swept away into the (and possibly ten or more). If you run this adventure Demiplane along with its ruler. Since then, Strahd is cursed to as part of an event that cycles players through quickly seek incarnations of Tatyana for eternity. NOTE: Strahd is not and involves limited time, DMs should be familiar present in this adventure. with the mini-adventures they are running to save Not Without Humor time at the table. At public events, time is often the most important The bleak and oppressive landscape must give way factor. Get the players into the mini-adventure as now and then to some moments of respite, not only quickly as possible, keep an eye on the clock, and take does this break up the taxing mindset that Ravenloft whatever shortcuts are necessary to stay on schedule. can evoke, but it also provides good chances for Remind the players of the time limits, and encourage horror to sneak back up on players just as they least them to take the adventures at face value rather than expect it. looking for any hidden plots or side quests. If time is not an issue, let the characters spend more time interacting with the non-player characters within the mini-adventures.

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The first four missions can be played in any The warmth of the Crossing Inn's octagonal common room order, but the fifth mission should be played last. engulfs you as you enter. Instead of warm smiles, the barkeep The last mission details the characters' crossing from and patrons offer suspicious glares—unusual for the inn. Faerûn into the land of Barovia, so it may be Although several patrons frequent the inn, all are crowded anticlimactic for players to return and play other around a large table in the corner. Everyone seems to be missions after playing the final one. However, the end speaking at once, voices teeming with anger and concern. of each mission contains an optional section that Among the jumbled words you hear some clearly: "filthy Gur", describes the characters crossing to Barovia, just in "cursed nomads", and "larcenous and murderous." case it makes sense for the characters to enter Barovia and get involved in the story unfolding there, as described in other Season 4 adventures. After a few moments, the tavern owner, a male human called Romsan Kal, breaks from the group of complaining patrons to greet the characters. He puts Adventure Hook on a forced smile, runs a hand over his scarred, bald The adventure begins with the characters arriving at head, and asks if the characters would like food, the Crossing Inn, finding the staff and patrons of the drinks, or a bed in the common room. establishment in a tizzy. If asked about the unrest at the inn, Romsan explains that strange things have been happening in Curse of Strahd Adventures the area for a couple of ten-days or more: animals The adventures for the Curse of Strahd Season of Dungeons acting in an uneasy manner, the cursed ever-present and Dragons Adventurers League deliver the most impactful fog, unnaturally cold weather, and rumors of strange experience when played in numeric order (i.e.: 04-01, then 04- creatures stalking the lands surrounding Phlan. 02, and so on) but this is not required. Please carefully read Worse yet, a family of Gur set camp in the area just the following pages and be prepared to adjust encounters, eight days ago. (Gur are a human race infamous in the especially where key NPCs are concerned! Although DM tips Realms for their nomadic lifestyle.) Any character may be found in the adventure, they are unlikely to cover succeeding on a DC 9 Intelligence (History) knows every table or situation. about the Gur and their reputation. Romsan For a Ravenloft game, the world itself should be treated welcomed the Gur (or more specifically, their coin) with great respect—it is a character unto itself, and the Dark despite the grumbles— from the rest of his clientele. Powers rarely respond positively to hand-waving and outright For a time, the Gur were well behaved and were even disissal… becoming well-liked at the Crossing Inn. They had Any character afflicted with lycanthropy must receive the provided entertainment and stories and taught the benefits of a remove curse at the end of this adventure in locals some new card games and drinking songs. The order to be rid of this horrible affliction. Characters that choose to remain afflicted or cannot afford this spell, become eldest Gur, Papa, even mixed up a concoction to help NPCs and are no longer playable in D&D Adventurers League one of the patrons with a headache. games. Things have turned around quickly, however, in the last 24 hours. Apparently, the Gur proved to be as Read: treacherous as their reputations suggested. During the course of their conversation with the Your instructions were clear: Travel to the Crossing Inn, locals, the characters learn about a number of events located a short ride east of the town of Phlan, with a that took place at the inn. These events are recapped proverbial ear to the ground. With plans to liberate Phlan in additional detail in Player Handout 1. The handout underway, vigilance is of the utmost importance. Not provides information that leads to the first four surprisingly, strange rumors from the areas around Phlan have missions of this adventure. The final mission occurs the faction leaders nervous. when all of them have been completed and the The trip to the Crossing Inn was uneventful but characters return the errant Gur back to the inn. The characters learn: disconcerting. The air was unseasonably cold even as the height of winter approaches and a strange, unrelenting fog  A young Gur named Hricu drugged a female elf that envelops the area has had other traelers ou’e rossed mage and stole her wand. He was last seen headed paths with on edge. Scavenging creatures have been seen in towards the hills. unusual numbers, roaming the edges of the roads. The world  An adult Gur named Rilynin stole some gems from just seemed darker. a merchant. The merchant discloses that the wizard staying at the inn cast a spell and learned that the

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box containing the gems are currently on the road Development leading into the Glumpen Swamp. If the play environment does not include time  An older Gur named Kehkim stole a wagon-load of restrictions, feel free to roleplay the plot hook weapons stored here by local militiamen. The conversations. various wagon was seen headed towards Thar where there occupants of the inn, provide the characters with the is an ancient stronghold occupied by orcs. summarized plotAfter hooks they’ve in Handout talked to 1 the. These are  An even older Gur called Papa cursed the assistant meant to help play move along more quickly by providing all the relevant information without getting assistant is alive, but is completely unresponsive. bogged down with interactions that, while generally Papaof the was inn’s seen cook. fleeing Since into the thenight nearby before, Quivering the fun and entertaining, can lengthen the play Forest. He needs to be retrieved if the locals have experience. any hope of removing the curse. Once the characters are brought up to speed by the patrons of the inn, they are approached by Aya Glenmiir (DDEX1-06 The Scroll Thief, DDEX1-9 DDEX1-10 Tyranny in Phlan, DDEX2-09 Breath of the Yellow Rose), an elven wizard staying at the inn while she waits to join the upcoming epic battle to reclaim Phlan.

One of the patrons of the inn, an elf who displays the trappings of an arcanist and seems to be enjoying the company of the small, furry creature perched on her shoulder, asks to speak to you. "I wanted to pass on one bit of information. I talked to the Gur you pursue. I don't have the same superstitious beliefs as the locals here. To me, the Gur seemed just as scared as the rest of us by the changes in the area. I am not sure what they are playing at, but they might know some important secrets. Treat them well, and they may become important allies."

Aya suggests that the Gur should not be killed. She recommends that each of the Gur should, instead, be brought back to the Crossing Inn to answer for their crimes in a fair and just manner. They also might have information about all the strange things happening in the area, whether they are involved or not. gems, Aya confirms that she cast locate object for the merchant. )f asked about the merchant’s

Roleplaying Aya Glenmiir Aya is a female elf of about 300 years. She is has long, auburn hair ad radiat gree ees, alog ith a it of a ego. “he’s well aware of the allure and mystery that her racial heritage evokes, and has no reservations against capitalizing on it. She is quick with a coy smile and a twist of the hair if it gets her what she wants. But despite this, she is quite brilliant, especially when the Weave is discussed.

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of each of its turns. A creature can end this damage by using Mission 1: Stars its action to make a DC 10 Dexterity check to extinguish the Following the reported path of the young Gur thief flames. Hricu into the Vanishing Hills, the characters quickly Normally the characters would be able to easily avoid find strangeness seeping from the very landscape. the patches of flame thistle, but the icy slope makes scaling the hills treacherous. In order to scale the Stars 200-foot slope, a character must make a DC 10 This suit represents personal power, control, arcane classes, Strength (Athletics) check. A failed check sends the science, abuse of power, hunger, and fire. adventurer sliding down the slope, taking no damage As the characters press deeper into the hills, read: but careening through a flame thistle bush and picking up 1d3 flowerheads, which explode a round later. One flowerhead can be removed with an action Your journey into the Vanishing Hills was made difficult by the and a DC 10 Intelligence (Nature) check. The frigid winds and obstinately clinging fog. Now, however, other flowerheads are delicate and simply tearing them off obstacles have presented themselves. causes them to explode. Any character that removes a Strange lights and occasional bursts of fiery light are clearly flowerhead in this way must make the saving throw visible further up the slopes, while a thick layer of ice covers all listed above, but with disadvantage. paths in front of you. The slope ahead of you is teeming with If one adventurer can get to the top of the slope and thistle bushes bearing large, bright-red flowerheads, which secure a rope or other climbing-assistance gear, have somehow managed to survive the ice and cold. anyone using that gear makes the check with advantage, and can choose to use either Strength (Athletics) or Dexterity (Acrobatics) for the check. Several magical forces are at play in this area, each bringing their own unique effects to the landscape: Allow the characters to be creative in dealing with the incursion of the mists of Ravenloft, the presence the thistles. Some may try using area-of-effect spells or the like in clearing large swathes of the plants. If, of the dracolich Throstulgrael, and the release of for example, thunderwave is used to do so, the thistles energy when Hricu accidentally broke the wand of fly from the plants and explode dramatically fire. possibly creating a small avalanche or similar effect. Flame Thistles — XP Award The combination of magic suffusing the area has If the characters successfully navigate the slope turned the thistle plants on the slope into magical without taking damage from the flame thistles, award traps. If a creature enters a patch of thistle, some of each character 25 XP. the flowerheads attach to the creature and separate from the brush. Any character succeeding on a DC 11 1. Ice Cats Intelligence (Nature) check identifies the flame thistle and its properties. Light. The fog parts to allow bright light to reach A round after being removed from their stem, a the hills. flowerhead explodes for 2 (1d4) points of fire damage each. With a successful DC 10 Dexterity (Sleight of At the top of the icy slope is a level area littered with Hand) check, an adventurer can pick a flowerhead large boulders. Resting among the boulders are four from a fire thistle bush without exploding it. If the ice cats. A character that succeeds at a DC 11 Wisdom check fails by 4 or more, the flowerhead ignites. Treat (Survival) check notices the tracks of large felines in a thrown flowerhead as alchemist's fire. The magic of the area. picked flowerheads disappears at the end of this A few minutes after the first adventurer reaches the mission. top of the slope, the ice cats slink from their hiding places and attack. Any adventurer at the top of the Flame Thistle Flowerhead slope that succeeds on a DC 13 Wisdom (Perception) check sees the cats stalking the characters. A These sticky, burr-covered growths ignite when subjected to force. As an action, you can throw a flowerhead up to 20 feet, character with a passive Perception of 13 or higher detonating it on impact. Make a ranged attack against a also notices the cats hiding among the boulders. Any creature or object, treating the flowerhead as an improvised character that succeeded on the Wisdom (Survival) weapon. On a hit, the target takes 1d4 fire damage at the start check above makes this check with advantage

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(equitable to a +5 bonus to their passive Perception The trail leads into a rough passage in the side of a cliff. The score). 10-foot-wide passage winds and descends slightly as it When the first adventurer reaches the top of the descends into the hill. Sharp icicles hang from the 15-foot-high slope, read: ceilings, and the floor is littered with long, thin chunks of ice.

The slope levels into a plateau here. Snow covers the ground instead of ice, and few scattered boulders dot the otherwise The magic of the area has made these icicles semi- barren landscape. Beyond the field of snow-covered, boulders sentient, and they want nothing more than to fall on anyone passing beneath them. is a cliff, a small cave visible in its face. The first people passing down the corridor can make a DC 11 Wisdom (Perception) check or a DC 10 Tactics Intelligence (Arcana) check to realize that some of the If the combat moves from the level plateau back onto icicles are actually trembling slightly and making the icy slope, the hungry ice cats can traverse the ice excited whispering noises. If detected, characters can without problems, while the characters must treat it make any saving throws to avoid the ill-intended as difficult terrain. The ice cats know about the flame icicles with advantage. Fire-based attacks in the thistles and prefer to stay off the slope to avoid the direction of the icicles also scare them. fire damage, if possible. If the icicles go unnoticed, the first creature passing beneath them (and only this creature) must succeed Developments on a DC 10 Dexterity saving throw as the semi- Once the cats are defeated, the characters have an sentient shards shriek gleefully and fall on their opportunity to take a short rest, if desired. Taking a intended victim. On a failed saving throw, the long rest in the frigid, dangerous area is unwise. A DC creature takes 5 (2d4) cold damage. Damage is halved 10 Intelligence (Investigation or Nature) check on a successful saving throw. reveals that more ice cats are in the area, and staying Perceptive characters can pick up the icicles and for more than an hour would bring the characters use them as darts that do cold damage instead of into contact with a much larger pack. piercing, although the shrieking of the ice warns the Tracks in the snow reveal, with no check necessary, stirges of the characters' approach. This cold damage, that a single humanoid creature, roughly the size of a of course, could prove useful against the fire stirges. halfling or young human, passed through this area The icicles melt at the end of this mission. and to the north a few hours ago. 3. Shooting Stars Adjusting the Encounter Light. This room is dimly lit by a lantern that Hricu Here are recommendations for adjusting this combat carries. encounter. These are not cumulative. Ceiling. This caverns ceiling is 30 feet high.  Weak party: Remove an ice cat, and reduce the DC to spot the cats to 12. Do not attack the characters until they are all The icicle passage ends in a large cavern, where Hricu at the top of the slope. is currently fighting off stirges with two pieces of the  Strong or very strong party: Add an ice cat. The creatures broken wand of fire. attack 10 rounds after the first adventurer arrives at the top. Within a cavern at the end of the icicle passage, a young 2. Angry Icicles human clutches pieces of thin wood in each hand. The flickering lantern at his feet plays shadows off his terrified Light. This passage is unlit. face. Four creatures, like large bats with long, pointed mouths, Ceiling. This passage's ceiling is 15 feet high. hover about him. Occasionally, a spark of red energy arcs between the two wood fragments, driving the flying creatures Hricu's trail is easy to follow up the slope to the north. back momentarily. Humanoid bones litter the edges of the His tracks continue towards a cliff face with a cave set cavern. into its side and disappear inside.

Four fire stirges harass Hricu, while more fire stirges rest among the crags and niches in the ceiling, preparing to attack. Four more fire stirges enter

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combat in the third round of combat. If the characters Treasure are attempting to be stealthy, they may attempt a DC Among the bones in the room, the characters find a 10 group Dexterity (Stealth) check. If successful, the leather backpack carrying two fire opals worth 125gp fire stirges are surprised. each, as well as two potions of healing. The magic of the broken wand protects Hricu from damage of any type, putting up a shield when damage would occur. This magic disappears when the wood Into the Mist fragments are removed from his hands. From here, the characters may complete any of the other missions or, if they have completed the first Hricu’s Power four missions, proceed to Mission 5: Mists. It is highly An adventurer can attempt a DC 10 Intelligence recommended that they accomplish that mission last (Arcana) check to realize what is happening with as it better handles the crossing into Ravenloft. Hricu. He is suffused with energy that was, until Characters that have not completed the other five recently, safely contained in the wand of fire. Anyone missions should not be permitted to fully enter the character adjacent to Hricu that learns this and is also mists. proficient with Arcana may spend an action to If, and only if, the characters have completed all five attempt a DC 10 Intelligence (Arcana) check. If missions, read the following. Remember that once the successful, the adventurer manipulates the energy character enters the mist, . surrounding Hricu to lash out at a single target within Any character that fully enters the mists earns the 50 feet of the boy, dealing 5 (1d10) fire damage. The Demiplane of Dread storythey can’t award. return to Faerûn Additionally, the nimbus of energy surrounding Hricu completely protects him from the stirges. As you head back towards Phlan, the fog and mists grow so Describe a number of burnt stirges laying on the thick that you lose track of your companions. Even the sounds ground by his feet. of walking and talking are muffled and mangled. The mists Developments seem to take on grotesque shapes. The sounds you make With the fire stirges defeated, Hricu cannot control echoing back as moans of spectral pain. The tension finally the energy within himself. He talks very fast, runs breaks as the mists thin, letting you see your landscape again. around the characters, shakes uncontrollably, and But something is wrong. The air is still cold, but the frost is then finally collapses in exhaustion as the energy gone. A few wretched leaves still cling to the trees here, where drains away. He puts up no fight against the all branches were bare moments ago. characters. If questioned about his actions, he A wooden sign rests on the path before you, having fallen provides the following answers. Even a DC 5 Wisdom off a tree. Next to it is a dead crow, frozen by the frigid air and (Insight) check reveals he is telling the truth: partially eaten by vermin. In oddly slanted letters, the sign  Hricu was instructed by his mother, Sybil, to steal reads: the wand from the wizard and bring it here, where it was rumored that a powerful dragon lived. Welcome to Barovia  Hricu was supposed to offer the wand to the dragon in return for protection when the impending evil swept over the land. Instead, Hricu found this cave empty, and it mattered little, since he managed to break the wand while defending himself from the fire stirges.  Hricu is unaware of what the other Gur have done at the Crossing Inn. Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative.  Weak party: Remove 1 stirge from the second wave.  Strong or very strong party: Remove a round between the waves. The wave contains two more stirges.

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Treasure Awards Rewards Item Name GP Value Make sure the players note their rewards on their Fire opals 250 adventure log sheets. Provide them your name and DCI number (if applicable) so they can record who ran the session. If you are playing all of the missions Potion of Healing as a single adventure, or playing multiple missions in Potion, common one session, you A description of this item can be found in the basic session to give the rewards the players earned during rules or the Player’s Handbook. the individual missions,needn’t but wait you until may. the end of the Story Awards Experience Characters have the opportunity to earn the following Total up all combat experience earned for defeated story awards during this adventure. This award is foes and divide by the number of characters present only earned if the characters voluntarily enter the in the combat. For non-combat experience, the mists at the end of the mission. This award prevents rewards listed are per character. Give all characters them from participating in any unaccomplished in the party non-combat experience awards unless missions. otherwise noted. Combat Awards The Demiplane of Dread. You have traversed the mists and now find yourself in the Demiplane of Name of Foe XP per Foe Dread and, until this story award is removed, you are Ice Cat 50 unable to leave. So long as you are trapped, you Fire Stirge 25 cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during Non-Combat Awards your time here, the Dark Powers are watching. Task or Accomplishment XP per Character Survive the icy slope and icicles 25 Downtime Each character receives five downtime days at the The minimum total award for each character conclusion of this mini-adventure. participating in this adventure is 75 experience points. DM Rewards The maximum total award for each character participating in this adventure is 100 experience You receive 100 XP, 50 gp, and five downtime days points. for each session you run of this mini-adventure.

Treasure The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. 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 up according to a system. See the sidebar if the adventure awards permanent magic items.

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Fire Stirge Appendix: Monster/NPC Tiny beast, unaligned Statistics Armor Class 14 (natural armor) Hit Points 2 (1d4) Speed 10 ft., fly 40 ft. Ice Cat Medium beast, unaligned STR DEX CON INT WIS CHA 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2) Armor Class 12 Hit Points 13 (3d8) Damage Vulnerabilities cold Speed 50 ft., climb 40 ft. Damage Resistances fire Senses darkvision 60 ft., passive Perception 9 STR DEX CON INT WIS CHA Languages 14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2) — Challenge 1/8 (25 XP)

Skills Perception +4, Stealth +6 Actions Damage Vulnerabilities fire Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 Damage Resistances cold ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and Senses passive Perception 14 the fire stirge attaches to the target. While attached, the Languages — fire stirge does’t attak. Istead, at the start of eah of Challenge 1/4 (50 XP) the fire stirge’s turs, the target loses 1d + hit points due to blood loss. Ice Walk. The ice cat can move across and climb icy The fire stirge can detach itself by spending 5 feet of surfaces without needing to make an ability check. its movement. It does so after it drains 10 hit points of Additionally, difficult terrain composed of ice or snow blood from the target or the target dies. A creature, does’t ost etra oeet. including the target, can use its action to detach the fire Keen Smell. The ice cat has advantage on Wisdom stirge. (Perception) checks that rely on smell. Flare (Recharge 6). The fire stirge exhales fire that fills a Pounce. If the ice cat moves at least 20 feet straight 5-foot square adjacent to it. A creature in that area must toward a creature and then hits it with a claw attack on make a DC 10 Dexterity saving throw, taking 5 (2d4) on a the same turn, that target must succeed on a DC 12 failed save, or no damage on a successful one. Strength saving throw or be knocked prone. If the target is prone, the cat can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

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Appendix: The Frozen Cave Map

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Mission 2: Coins A. The Deal Completed The merchant whose gems were stolen, an elf called If the characters do not interfere, the two parties Agrae, gives the characters directions, provided by negotiate. Finally, the gnome, a dealer in stolen goods, the magical ring that lets him keep track of his more accepts the offer. She takes the gems and presents a valuable and portable merchandise. Those directions box in return. The box contains twenty vials of holy take the characters into the eastern-most reaches of water (although only two of them are real, the rest Glumpen Swamp approximately a day-and-a-half are just water). away by foot. Once the trade is made, the two parties pack up and The characters can follow a clearly marked trail, go their separate ways. However, before they can made even more traversable by the frozen ground, leave the clearing, a veritable army of blights attack. which is normally swampy here. Signs of recent travel Proceed to Blight Barrage, below. score the trail, which ends in a clearing. Have the characters attempt a DC 13 group Wisdom B. The Deal Interrupted (Perception) check. If half or more succeed, they are able to hear a conversation before they move into the Light. This clearing is brightly lit by a number of clearing. lanterns on Churly's cart.

The Coins If the characters enter the clearing, or if they choose to interrupt the deal, they must interact with the This suit represents avarice, desire, gluttony, obsession, parties. wealth, poverty, charity, merchants, roguish classes, stealth, A DC 10 group Dexterity (Stealth) check allows the disguise, and air. characters a surprise round if they choose to attack If they made the check, read: without announcing themselves. If they enter the clearing but do not attack As you are about to step into a clearing, you hear voices immediately, the gnome speaks to the characters speaking in Common. "I was promised more than this," says a casually: melodious, lilting voice. "I don't think I can part with the merchandise for this paltry amount." "I didn't expect a party in such a remote location! How A deeper voice, heavily accented, answers angrily. "The wonderful! Alistair, bring some brandy for our guests. My gems are worth more than we agreed to. You assured us that name is Churly Pinket. What brings you into the cold swamp, we had a deal." my friends?" From the frost-covered underbrush of the swamp, you see two parties conversing in the clearing. The first is a human Rilynin falls silent and lets Churly do the talking. male matching the description of the Gur named Rilynin. He Churly plays the innocent merchant for as long as she holds a box of gems low, allowing a gnome clad in an can. If the characters accuse Rilynin of stealing the abundance of furs to study the contents. She sniffs disdainfully gems, Churly acts surprised and claims that she knew as she runs a finicky finger through the box. Behind her, four nothing about it. She is only an honest merchant, she humans dressed in chainmail and wielding spears watch the says, who was told that holy water was needed by an exchange with stoic and bored expressions. interested party, and they arranged to meet here. All of Churly's lies are opposed with a DC 18 Wisdom (Insight) check. If the characters failed the group Perception check, or If the characters believe her story, or even just if they choose not to hide and simply enter the don't want to bother trying to capture her, she is clearing, read this text instead: happy to just hand over Rilynin to them without a fight. Before Churly and her guards can leave, The trail you follow opens into a clearing. As you emerge, you however, the entire group is set upon by blights (see see that the it is already occupied. A human male matching Blight Barrage, below). the description of the Gur named Rilynin holds a box of gems The characters might decide to attack first. If that is out to a female gnome clad in exquisite furs. Four humans the case, both Rilynin and Churly hide, allowing the dressed in chainmail level spears in your direction as you enter four guards to take care of the nasty business of the clearing. fighting. Both Rilynin and Churly have an AC of 10 and 5 hit points. They do not participate in combat.

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Tactics Provided the guards are still alive, their priority is The guards fight to subdue the characters rather than defending Churly. However, as an action, a character kill them something the players should be made may be able to urge the guards to help defeat the aware of. After one of the guards are defeated, the blights rather than flee. Any character attempting to others surrender.— enlist the aid of the guards must succeed on a DC 13 Charisma (Persuasion) check. If the characters killed Developments any of the guards the check is made with advantage. If the characters spared all of the guards or interacted If, by the fifth round of combat, the characters are still with the guards peacefully, consider allowing the fighting the guards, blights attack (see Blight Barrage, check to be made with advantage or succeed below) begins. automatically in the case of exceptional roleplaying.

Treasure Developments Adjusting the Encounter Upon defeating the guards, Churly asks the characters Here are recommendations for adjusting this combat encounter. These are not cumulative. exchange for the box of gems, the characters receive a boxif they’re containing interested a number in completing of vials. Of the them, transaction. only two )n Weak party: Remove a guard.  contain actual holy water. If they do not acquiesce to  Strong or very strong party: Add a guard. possession of the box of gems (see the treasure XP Award sectionChurly’s in offer, The theTrip characters Home, below). are instead able to take If the characters treat peacefully with Churly and his While normally, any experience earned during an guards and avoid combat, award each character encounter would be divided by all participants in the 25 XP. encounter (in this case both the characters and the guards), however in this case, only divide the Blight Barrage experience among the characters.

The timing of the blight attack depends on when the Adjusting the Encounter DM thinks it makes the most sense. Consider the following when making that decision: Here are recommendations for adjusting this combat encounter. These are not cumulative.  When would the attack add most to the fun of the  Very Weak or weak party: Remove a vine blight. The game for the players? guards attack the blights, even if the characters did not  When the flow of the game starts to stall or get persuade them to help. awkward, would the attack keep things moving?  Strong or very strong party: Add a vine blight and a needle  When would the attack be best to challenge a blight. The guards are less likely to attack the blights. strong party or help a weak party? At whatever point the DM deems appropriate, a loud XP Award rustling begins within the thick foliage around the If the characters successfully convince the guards to clearing. Rather than a Wisdom (Perception) check, help them, award each character 25 XP. an adventurer can make a DC 10 Intelligence (Nature) to recognize that some of the plants on the edge of the The Trip Home clearing are not native to the area and possibly not native to Faerûn. And they are moving closer. This Rilynin, once he sees the dangers present in the avoids surprise for any adventurer making the check. swamp, does not fight or try to escape from the From all around the clearing emerge several characters. He happily goes back with them. As they blights: two vine blights and three needle blights. travel, he explains why he stole the gems:

Tactics The blights fight to the death, as they seek the warm blood of living creatures, and they do not discriminate in who they attack. The only creature they do not attack is Rilynin.

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"You must understand. A great danger threatens this land, and But something is wrong. The air is still cold, but the frost is gone. A few wretched leaves still cling to the trees here, where it is already too late for you and me. My family needed the all branches were bare moments ago. holy water that the gnome offered, and her price was the box of gems. She told us exactly where the merchant would be, A wooden sign rests on the path before you, having fallen and how we could steal the gems. She even arranged this off a tree. Next to it is a dead crow, frozen by the frigid air and meeting place. I must get back to my Sybil so we can prepare partially eaten by vermin. In oddly slanted letters, the sign reads: for the crossing over."

Welcome to Barovia Even a DC 5 Wisdom (Insight) check reveals he is telling the truth. Rilynin cannot answer any more questions about the impending danger to the area; he says only that the characters should talk to Sybil to learn more, as she is the one with the gift of second sight and the power to see other worlds. Rilynin insists that the characters come back and talk to Sybil. Once all the Gur are back together at the inn, Sybil comes out of hiding and instruct them all what to do.

Treasure If they returned the gems, the merchant provides the characters with a pouch containing 250 gp. If the characters steal the gems, they are worth 250 gp. However, thanks to her spell, Aya finds out what . If the characters keep the gems for themselves, each characters earns the Aya Knows Whatthey’ve You done Did story award. Into the Mist From here, the characters may complete any of the other missions or, if they have completed the first four missions, proceed to Mission 5: Mists. It is highly recommended that they accomplish that mission last as it better handles the crossing into Ravenloft. Characters that have not completed the other five missions should not be permitted to fully enter the mists. If, and only if, the characters have completed all five missions, read the following. Remember that once the character enters the mist, . Any character that fully enters the mists earns the The Demiplane of Dread storythey can’t award. return to Faerûn

As you head back towards Phlan, the fog and mists grow so thick that you lose track of your companions. Even the sounds of walking and talking are muffled and mangled. The mists seem to take on grotesque shapes. The sounds you make echoing back as moans of spectral pain. The tension finally breaks as the mists thin, letting you see your landscape again.

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Vial of Holy Water Rewards A description of this item can be found in the Player’s Make sure the players note their rewards on their Handbook. adventure log sheets. Give your name and DCI number (if applicable) so players can record who ran Treasure Awards the session. If you are playing all of the missions as a Item Name GP Value single adventure, or playing multiple missions in one Merchant's reward 250 session, you can wait and give the rewards for all missions played at the end of the session. --OR-- Experience Merchant's gems 250 Total up all combat experience earned for defeated foes and divide by the number of characters present Story Awards in the combat. For non-combat experience, the Characters have the opportunity to earn the following rewards listed are per character. Give all characters story awards during this adventure. This award is in the party non-combat experience awards unless only earned if the characters voluntarily enter the otherwise noted. mists at the end of the mission. This award prevents Combat Awards them from participating in any unaccomplished missions. Name of Foe XP per Foe Guard 25 Aya Knows What You Did. At some point during the Needle Blight 50 Vine Blight 100 belong to you, and a rather powerful mage found out. Returningadventure, the you gems kept (orsomething their equivalent valuable value)that didn’t Non-Combat Awards removes this story award. This may have implications Task or Accomplishment XP per Character in future adventures. Avoiding a fight with the guards 25 Convince Guards to Help 25 The Demiplane of Dread. You have traversed the mists and now find yourself in the Demiplane of The minimum total award for each character Dread and, until this story award is removed, you are participating in this adventure is 75 experience unable to leave. So long as you are trapped, you points. cannot participate in any adventure or event that The maximum total award for each character takes place outside of Barovia. Tread carefully during participating in this adventure is 100 experience your time here, the Dark Powers are watching. points. Downtime Treasure Each character receives five downtime days at the The characters receive the following treasure, divided conclusion of this mini-adventure. up among the party in accordance with the rules set forth in the D&D Adventurers League Player's Guide. DM Rewards Gold piece values listed for sellable gear are You receive 100 XP, 50 gp, and five downtime days calculated at their selling price, not their purchase for each session you run of this mini-adventure. price. 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 up according to a system. See the sidebar if the adventure awards permanent magic items.

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this grapple ends, the target is restrained, and the blight Appendix: Monster/NPC a’t ostrit aother target. Entangling Plants (Recharge 5–6). Grasping roots and Statistics vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that Needle Blight area is difficult terrain for nonplant creatures. In Medium plant, neutral evil additio, eah reature of the light’s hoie i that area when the plants appear must succeed on a DC 12 Armor Class 12 (natural armor) Strength saving throw or become restrained. A creature Hit Points 11 (2d8 + 2) can use its action to make a DC 12 Strength check, Speed 30 ft. freeing itself or another entangled creature within reach on a success. STR DEX CON INT WIS CHA

12 (+1) 12 (+1) 13 (+1) 4 (−3) 8 (−1) 3 (−4) Guard Condition Immunities blinded, deafened Medium humanoid (any race), any alignment Senses blindsight 60 ft. (blind beyond this radius), Armor Class 16 (chain shirt, shield) passive Perception 9 Hit Points 11 (2d8 + 2) Languages uderstads Coo ut a’t speak Speed 30 ft. Challenge 1/4 (50 XP)

STR DEX CON INT WIS CHA Actions 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. Skills Perception +2 Senses passive Perception 12 Needles. Ranged Weapon Attack: +3 to hit, range 30/60 Languages any one language (usually Common) ft., one target. Hit: 8 (2d6 + 1) piercing damage. Challenge 1/8 (25 XP)

Vine Blight Medium plant, neutral evil Actions Armor Class 12 (natural armor) Spear. Melee or Ranged Weapon Attack: +3 to hit, reach Hit Points 26 (4d8 + 8) 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) Speed 10 ft. piercing damage.

STR DEX CON INT WIS CHA 15 (+2) 8 (−1) 14 (+2) 5 (−3) 10 (+0) 3 (−4)

Skills Stealth +1 Condition Immunities blinded, deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages Common Challenge 1/2 (100 XP)

False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until

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Appendix: The Meeting Map

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 Other methods at the discretion of the DM. Mission 3: Swords Unless precautions are taken, a released creature The trail of Kehkim is easy to follow, as the characters takes 3 (1d6) bludgeoning damage from the fall. know he was heading in the direction of the ruins of a If the characters avoid the snares, they may still long-dormant stronghold, and travelers in the area come into play during the combat. If the snare is witnessed his reckless drive in that direction less detected, make the characters aware of the squares than a day before. that contain a snare, and allow them to try to maneuver the orcs into those squares or be pushed Swords into them themselves. This suit represents aggression, violence, martial classes, government, leaders, sadism, brutality, and earth. Tactics When the characters arrive within sight of the ruins, The orcs are cowards and resentful, forced this task read: by stronger members of their tribe. If no characters are ensnared and one orc falls then the other turns The path takes you further up into the hills of Thar and tail and runs away into the hills, never to be heard eventually above the fog where a powerful sight greets you: from again. the ruins of a two-story stone fortress rests atop a bluff. Much Developments of the second story of the fortress is a crumbling ruin, but the The orcs have only their weapons and armor, except outer walls are intact. A large stone ramp leads up to the main one of the orcs carries a piece of paper. On the paper gate, but the gate doors are no longer intact. are various words written in both Goblin and Orc. Further ahead, a group of orcs wheels a cart up the ramp These are calls and responses for patrolling and and into the stronghold. Although you are still an hour's march guarding. These may be useful to the characters when away, you are able to see a human form being carried into the they infiltrate the stronghold. For example, there are fortress. Your quarry may have been captured by orcs! codes to shout out when you approach, when your area is all clear, when help is needed, etc. Before the characters can get to the ramp leading into It is also possible that the characters might keep a the fortress, they must contend with guards. captive orc to gather information or demand help infiltrating the fortress. To see how useful captured Advance Guard orcs are, allow the characters to make a Charisma (Intimidation or Persuasion): On the path leading to the fortress, a pair of orcs hide in the bushes near some snare traps. Any characters  If the result is less than 10, the orcs promise to help that a passive Perception of 13 or higher notices the but betray the characters at the worst possible snares on the path when 30 feet away. Characters time. with a passive Perception of 15 or higher notice the  If the result is between 10 and 15, the orcs provide orcs. information and assistance, but betray the characters if it looks like the characters are weaker Snare Traps than the orc forces they face. Any creature who is 5 feet away from the trap must  If the result is more than 15, the orcs help the make a DC 15 Dexterity saving throw. On a success characters until all the characters are dead or they avoid the trap. On a failed save, the adventurer is captured. snared and hoisted 10 feet into the air. The character is restrained until freed. XP Award Freeing the adventurer can be done in a variety of If the characters detected the snares without setting ways: them off, award each character 25 XP.  A character may use an action to free a snared Treasure One of the orcs carries around a magnifying glass that successful DC 15 Dexterity check. she looted from a merchant she killed. She doesn't adventurer with a set of thieves’ tools and a  Deal a total of 5 damage to the rope with an AC of understand its value, but she likes how it makes her 10 (immune to poison and psychic damage, eyes look big. From the right buyer, it fetches 125 gp. vulnerable to fire and slashing damage).

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Adjusting the Encounter XP Award Here are recommendations for adjusting this combat If the characters put Esselios to work scouting the encounter. These are not cumulative. fortress, award each character 25 XP.  Weak party: Replace the orcs with 3 goblins, and lower the DC to avoid the snare to 10. The Courtyard  Strong or very strong party: Add two goblins. As the raven promised, the ramp is safe to traverse with no chance of being seen. When the characters Raven at the Gates arrive at the top and look into the courtyard, read: When the characters arrive at the foot of the ramp, read: At the top of the ramp is a 20-foot-square area that once stood between the inner and outer gates. With all the gates A 20-foot-wide, 200-foot-long stone ramp leads from this now detached and fallen, the area stands open. point steeply upward onto the plateau that holds the fortress. Beyond the area is a courtyard, open to the sky. Much of Off either side of the ramp, a steep ravine falls away into mist. the grounds are covered in rubble from the walls of the ruined While it is impossible to tell the depth, it is unlikely anything fortress, although a cage has been erected in the east (where could survive the fall. the #6 is on the map). A middle-aged human is slumped in the From your vantage, you do not see any lookouts along the cage, his hands and feet bound with rope. To one side of the walls or at the ruined front gate. No movement at all is courtyard is a horse attached to a cart, within which a variety apparent, except for a circling raven. As you watch, the raven of weapons are piled. Two orcs are inside of the cart— circles for a final time and then descend toward you. rummaging noisily through its contents.

The raven is called Esselios (AC 12, 1 hit point), and it The two orcs are engrossed by the weapons and are was once a familiar for a wizard captured by orcs not paying attention to the gates or the prisoner. here long ago. Its master died, but Esselios survived, Characters who understand Orc hear them arguing vowing to never let anyone else die at the hand of the about who is going to get the sharpest axe and who is orcs within the ruins. going to kill the most enemies. Consider their passive If the characters attempt to attack it, the raven Perception to be 8 unless they are disturbed or shrieks "NO!" and attempts to land near them. If the attacked. characters allow it to approach, Esselios speaks: Adjusting the Encounter "Many orcs! Ogres! A giant! Human in cage! Human in cage! Here are recommendations for adjusting this combat Brought weapons on cart!" encounter. These are not cumulative.  Weak party: Replace an orc with a goblin, and replace the orog with an orc. The raven speaks in short, squawking phrases,  Strong or very strong party: Add an orc. hopping around excitedly as it talks. Esselios despises orcs, and it keeps a wary eye on any half-orcs in the party. It can tell the characters what is happening at Tactics the fortresses. Over the last several weeks, many orcs If the characters befriended Esselios, he uses the and other monstrous humanoids have come to the Help action by flitting around the orcs, pecking at her fortress as some sort of war council. Other creatures eyes. The orcs do not target it; they focus their attacks have come as well. on the characters. Esselios can also provide reconnaissance information: all of the creatures are currently in the Help (Action) chambers beneath the stronghold, except for 2 You can lend your aid to another creature in the completion o (or see Adjusting the Encounter sidebar) that guard f a task. When you take the Help action, the creature you aid the prisoner and the wagon full of weapons. If theorcs gains advantage on the next ability check it makes to perform characters act quickly, they can dispatch the orcs and the task you are helping with, provided that it makes the check free the prisoner without alerting the hundreds of before the start of your next turn. creatures in the fortress. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or i soe other a tea up to ake our all’s attak ore

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effective. If your ally attacks the target before your next turn, As you head back towards Phlan, the fog and mists grow so the first attack roll is made with advantage. thick that you lose track of your companions. Even the sounds of walking and talking are muffled and mangled. The mists Freeing Kehkim seem to take on grotesque shapes. The sounds you make The lock on the cage holding Kehkim is rudimentary, echoing back as moans of spectral pain. The tension finally breaks as the mists thin, letting you see your landscape again. tools. It can also be smashed with a DC 10 Strength But something is wrong. The air is still cold, but the frost is check,requiring but a that DC alerts Dexterity the guards. check made with thieves’ Kehkim is conscious, but woozy. He has an AC of 10 gone. A few wretched leaves still cling to the trees here, where and 2 hit points remaining. His movement is 20 if he all branches were bare moments ago. must move on his own. If he is healed, his movement A wooden sign rests on the path before you, having fallen of 30 feet is restored. off a tree. Next to it is a dead crow, frozen by the frigid air and If freed, Kehkim tells the characters a story that partially eaten by vermin. In oddly slanted letters, the sign might sound familiar if they've played the other reads: missions: he stole the weapons and delivered them to the orcs for a reason. His daughter Sybil has visions of Welcome to Barovia a terrible fate about to befall the area. While it was a desperate move, Kehkim hoped that a gift of weapons would bring the orc army to assist the Gur when the evil came. The situation is dire enough that it was worth the risk. A DC 5 Wisdom (Insight) check reveals he is telling the truth. Kehkim suggests that the characters come back and talk to Sybil. They hear for themselves what is about to happen. He doesn't know where she is, but once all the Gur are back together, she promised to come find them.

XP Award If the characters rescued Kehkim AND recovered the stolen weapons award each character 50 XP.

Treasure Kehkim wears a pair of golden earrings set with jade and jet that are worth a total of 125 gp. If the characters rescue him, he offers them as a reward for saving his life. Into the Mist From here, the characters may complete any of the other missions or, if they have completed the first four missions, proceed to Mission 5: Mists. It is highly recommended that they accomplish that mission last as it better handles the crossing into Ravenloft. Characters that have not completed the other five missions should not be permitted to fully enter the mists. If, and only if, the characters have completed all five missions, read the following. Remember that once the character enters the mist, . Any character that fully enters the mists earns the The Demiplane of Dread storythey can’t award. return to Faerûn

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Treasure Awards Rewards Item Name GP Value Make sure the players note their rewards on their Magnifying Glass 125 adventure log sheets. Give your name and DCI Kehkim's Earrings 125 number (if applicable) so players can record who ran the session. If you are playing all of the missions as a single adventure, or playing multiple missions in one Story Awards session, you can wait and give the rewards for all Characters have the opportunity to earn the following missions played at the end of the session. story awards during this adventure. This award is only earned if the characters voluntarily enter the Experience mists at the end of the mission. This award prevents Total up all combat experience earned for defeated them from participating in any unaccomplished foes and divide by the number of characters present missions. in the combat. For non-combat experience, the A Fine, Feathered Friend. Having befriended the rewards listed are per character. Give all characters strange raven Esselios, if you are capable of casting in the party non-combat experience awards unless find familiar you may take the talkative raven in that otherwise noted. role. In addition to the other benefits of having a familiar, Esselios offers the following: Combat Awards Name of Foe XP per Foe  His Intelligence is 4 (-3) and he can speak Orc and Goblin 50 Elvish in addition to Common. Orc 100  He grants advantage on checks regarding Orc history, religion, and culture. Orog 450  He sometimes gets moody and petulant, muttering to himself in a language no one understands even Non-Combat Awards through the use of comprehend languages. Task or Accomplishment XP per Character The Demiplane of Dread. You have traversed— the Detecting the snares 25 mists and now find yourself in the Demiplane of Employ Esselios in Scouting 25 Dread and, until this story award is removed, you are unable to leave. So long as you are trapped, you The minimum total award for each character cannot participate in any adventure or event that participating in this adventure is 75 experience takes place outside of Barovia. Tread carefully during points. your time here, the Dark Powers are watching. The maximum total award for each character participating in this adventure is 100 experience Downtime points. Each character receives five downtime days at the Treasure conclusion of this mini-adventure. The characters receive the following treasure, divided DM Rewards up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece You receive 100 XP, 50 gp, and five downtime days values listed for sellable gear are calculated at their for each session you run of this mini-adventure. selling price, not their purchase price. 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 up according to a system. See the sidebar if the adventure awards permanent magic items.

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Goblin Appendix: Monster/NPC Small humanoid (goblinoid), neutral evil Statistics Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) Speed 30 ft. Orc Medium humanoid (orc), chaotic evil STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Armor Class 13 (hide armor) Hit Points 15 (2d8 + 6) Skills Stealth +6 Speed 30 ft. Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin STR DEX CON INT WIS CHA Challenge 1/4 (50 XP) 16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0)

Skills Intimidation +2 Nimble Escape. The goblin can take the Disengage or Senses darkvision 60 ft., passive Perception 10 Hide action as a bonus action on each of its turns. Languages Common, Orc Challenge 1/2 (100 XP) Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., Aggressive. As a bonus action, the orc can move up to one target. Hit: 5 (1d6 + 2) slashing damage. its speed toward a hostile creature that it can see. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., Orog one target. Hit: 9 (1d12 + 3) slashing damage. Medium humanoid (orc), chaotic evil Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + Armor Class 18 (plate) 3) piercing damage. Hit Points 42 (5d8 + 20) Speed 30 ft.

STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1)

Skills Intimidation +5, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 2 (450 XP)

Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.

Actions Multiattack. The orog makes two greataxe attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

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Appendix: The Advance Guard

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Appendix: The Courtyard

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A DC 10 Wisdom (Nature) check also reveals Mission 4: Glyphs something interesting: The dogs look as if they The oldest Gur, Ozzcar, cursed the cook's assistant, are ill at ease with the elves; the animals sense the stole some rare herbs and plants from the inn's unnatural force that has turnedelves’s the elves into pantry, and was seen entering the Quivering Forest. mindless killers. During the battle, a character can use an action to attempt a DC 10 Wisdom (Handle Glyphs Animal) check to convince one cooshee to change This suit represents aggression, violence, martial classes, sides and attack the elves instead. If the check is at government, leaders, sadism, brutality, earth least DC 5, the cooshee stops attacking but does not attack the elves unless a further DC 10 check is made. No one can figure out how the Gur cursed the man, so the characters are asked to bring him back to heal the Adjusting the Encounter victim. Here are recommendations for adjusting this combat encounter. These are not cumulative. The Quivering Forest is rife with danger at the best of times,  Weak party: Remove an elf scout. and the aura of strangeness that permeates the land only  Strong or very strong party: Add an elf scout. makes the forest more terrifying. The eerie silence of the forest is broken when squirrels with ragged fur hurl rotted Developments acorns and screech at you from treetops. At the conclusion of the battle, trying to question the Rolling mists pass over low the underbrush, seeming to elves is fruitless. They keep talking about the new make it move of its own accord. The creaking of trees in the master who is coming, and they seem as rabid as mad wind sounds like low laughter. You know you are being dogs. watched. You're just not sure by whom. Or hat… Even if the cooshee are handled and fight against the elves, at the end of the battle they run off, fleeing Mad Elves the area out of fear. Light. Because of the forest canopy and mist, this Treasure area is dimly lit. Each of the elves wears a pendant made of a rare, purple wood. The wood is not from a tree that any Before too much time passes, three elf scouts and adventurer can recognize. The pendants can be sold four cooshee (mastiffs) emerge from the underbrush. for a total of 125 gp. The elves have longbows drawn and trained on the characters. They insist the adventurers, being XP Award trespassers in the Quivering Forest, must drop their If the characters persuade the cooshee to assist them weapons and surrender or be killed. A character against the elves, award each character 50 XP. succeeding at a DC 10 Intelligence (History) check recognizes the elves as those residing in Greenhall, an I Dream of Jeny elven encampment within the Quivering Forest. These elves have been corrupted by the mist, and Shortly after the battle concludes (and the characters they are only trying to get the characters to drop their take a short rest if they wish), they hear more noises weapons to make the battle easier. A DC 10 Wisdom in the woods. (Insight) check reveals that the elves are likely to attack even if the characters surrender perhaps an An old woman steps out of the forest into the path. She wears effect of the unusual mists in the area. a simple, floral-print dressing gown--its hemline soaked with — mud. Small, black eyes set into her wrinkled face gleam with Cooshee wicked humor. Behind her, tethered to a leather leash, is an Also called an elven hound, these huge, long-lived dogs are ancient human fitting the description of your quarry, Ozzcar. often found in the company of elves. A cooshee has a greenish The crone tugs on the leash, nearly pulling the old man off his coat, mottled with brown patches. feet. A fearsome opponent, cooshees possess a tremendously loud bark and powerful jaws. It is said that a single cooshee is worth five orcs in the thick of battle.

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"So much strangeness," whispers the woman, shaking her number. Culling their number is necessary to keep head, "and now this. A simple woman of the woods cannot go the forest in good health. out for a stroll without encountering strange old men and  In exchange for this service, Jeny informs the passing ruffians." characters that finding sufficiently powerful people to casts spells for them will be difficult here and that she can fill that void. The old woman is Jeny Greenteeth (DDEX1-08 Tales Trees Tell), a green hag infamous in the Quivering At this point the characters have a choice: They can Forest. She wears the guise of an old woman, but she either fight Jeny or go kill the elk. If Jeny gets the is quite powerful. A character that succeeds on a DC impression that the characters are likely to attack, she smiles and warns them that it would be a foolish as that of one of the dark fey that entered into a pact decision. Consider adding thematic elements like the of3 protection )ntelligence with (istory the town check of Phlan recalls long the ago. hag’s name area growing dim in response to her thinly-veiled what Roleplaying Jeny Greenteeth you should truly be worried about here, dearie threats or simply her suggesting that she is not Jeny Greenteeth is the living and breathing personification of hate and malice. She loathes humanity with every fiber of her Fighting Jeny . being and lives to make it miserable. However, she is an Jeny is a fearsome opponent for a 1st-level party. exceptional actor and plays the sweet, doting grandmother to They do not have to defeat her completely to win and a T. Only when she is certain that her audience is not receptive neither does she particularly want to kill the to her act does she break character and reveal her true form characters. If she is reduced below 20 hit points, she and demeanor. uses her invisible passage ability to disappear; leaving Quote: "Hush now dearie, or I'll carve out your eyes, too." Ozzcar to the characters. If she reduces a character to If the characters converse with her, she tells them the 0 hit points, she does not kill the character; she following: instead knocks the character unconscious. Even if the characters manage to kill her, the hag  Her name is Jeny, and she has had strange dreams does not stay dead long the mists have plans for for the last few weeks dreams of darkness and Jeny. mist. Love and lost love. Terrible things that woke — her in a start. The dreams— made her decide to walk The Elk through the woods today, trying to figure out why everything felt so strange. She ran into this man, If the characters agree to bring Jeny the heart of a who was trespassing in her territory. He claims to golden elk, she tells them that they don't have to be called Papa, but I can see the name Ozzcar wander far to find them. She points north and says burned into his heart. the characters can pick up tracks there:  Ozzcar has been telling Jeny the most wonderful stories about his granddaughter Sybil, who has the Before long, you find the old woman was right. You easily find gift of second sight. She says that a great evil is the tracks of a herd of elk in the frosty forest ground. coming. [Jeny cackles a little at this.] Following the trail, you soon come upon a shady glen,  Ozzcar offered Jeny some rare herbs and plants that where 5 elk with gold-colored hide and fur drink from an icy can be used as spell components if Jeny would stream. agree to protect Ozzcar's family when the evil comes, but Jeny isn't in need of any herbs right The five elk can be surprised if the characters now. succeed at a group DC 10 Dexterity (Stealth) check. If  If the characters ask Jeny to surrender Ozzcar to successful, the characters are able to notice that one them, Jeny politely declines. of them is ill or injured without the need for an thought, however, she reconsiders. If the characters Intelligence (Nature) check. bring her the heart of a goldenAfter elk aof moment’s the Quivering One of the elk is dying, its body succumbing to a Forest, she will gladly give them the old Gur. plague brought in with the mist: a DC 11 Wisdom  If any characters that might be ethically or morally (Medicine or Nature) check reveals this. Knowing opposed to killing a wild animal, Jeny informs the this, the characters might be able to come up with a characters that the elves have lost all interest in plan to separate the sick one from the rest, thus hunting them and they are growing abundant in

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avoiding a deadlier fight and putting the creature out four missions, proceed to Mission 5: Mists. It is highly of what would be a miserable death. recommended that they accomplish that mission last The DM should use the best discretion when as it better handles the crossing into Ravenloft. figuring out if that plan works. Use DC 10 as a base for Characters that have not completed the other five any skill checks the characters might use in carrying missions should not be permitted to fully enter the out that plan. mists. Otherwise, if they make a frontal assault, the If, and only if, the characters have completed all five adventurers find themselves facing the full might of missions, read the following. Remember that once the angry elk. character enters the mist, they c . Any character that fully enters the mists earns the Treasure The Demiplane of Dread story award.an’t return to Faerûn The coat of a golden elk is valuable much of a market for it, so while they can skin any As you head back towards Phlan, the fog and mists grow so dead elk, they are able to fetch only, but125 there gp for isn’t the thick that you lose track of your companions. Even the sounds pelts regardless of how many they try and sell. of walking and talking are muffled and mangled. The mists seem to take on grotesque shapes. The sounds you make — Adjusting the Encounter echoing back as moans of spectral pain. The tension finally Here are recommendations for adjusting this combat breaks as the mists thin, letting you see your landscape again. encounter. These are not cumulative. But something is wrong. The air is still cold, but the frost is  Weak party: Remove an elk. gone. A few wretched leaves still cling to the trees here, where  Strong or very strong party: Add an elk. all branches were bare moments ago. Traveling Home A wooden sign rests on the path before you, having fallen off a tree. Next to it is a dead crow, frozen by the frigid air and Once the characters take possession of Ozzcar, either partially eaten by vermin. In oddly slanted letters, the sign by defeating Jeny or making the trade for a golden elk reads: heart, the old man has much to say:  His granddaughter Sybil has seen the future of this Welcome to Barovia land. It is already too late to escape, so the Gur family is seeking powerful allies. Jeny Greenteeth is one such ally. However, she is so unpredictable, that she just captured the old man.  Ozzcar does not know exact nature of the impending evil, but it is something that even the most powerful people in the land cannot stop.  however, drugged. He admits to having to giving himOzzcar far didn’ttoo much, curse however; the cook’s this assistant. is likely (eto blamewas,

Ozzcar tells the characters that Sybil has gone into hidingfor his until victim’s all of currentthe Gur returnstate. from their missions. When they are all back in the vicinity of the inn, she is going to meet them to provide further instructions.

Treasure Ozzcar offers a potion of healing he made himself to the characters as a reward for rescuing him. Into the Mist From here, the characters may complete any of the other missions or, if they have completed the first

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Treasure Awards Rewards Item Name GP Value Make sure the players note their rewards on their Elk Pelt 125 adventure log sheets. Give your name and DCI Pendants 125 number (if applicable) so players can record who ran the session. If you are playing all of the missions as a single adventure, or playing multiple missions in one Potion of Healing session, you can wait and give the rewards for all Potion, common missions played at the end of the session. A description of this item can be found in the Player’s Handbook. Experience Total up all combat experience earned for defeated Story Awards foes and divide by the number of characters present Characters have the opportunity to earn the following in the combat. For non-combat experience, the story awards during this adventure. This award is rewards listed are per character. Give all characters only earned if the characters voluntarily enter the in the party non-combat experience awards unless mists at the end of the mission. This award prevents otherwise noted. them from participating in any unaccomplished Combat Awards missions.

Name of Foe XP per Foe The Demiplane of Dread. You have traversed the Mastiff 50 mists and now find yourself in the Demiplane of Elf Scout 25 Dread and, until this story award is removed, you are Jeny Greenteeth 700 unable to leave. So long as you are trapped, you Elk 50 cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during Non-Combat Awards your time here, the Dark Powers are watching. Task or Accomplishment XP per Character Persuade the cooshee to help 50 Downtime Each character receives five downtime days at the The minimum total award for each character conclusion of this mini-adventure. participating in this adventure is 75 experience points. DM Rewards The maximum total award for each character participating in this adventure is 100 experience You receive 100 XP, 50 gp, and five downtime days points. for each session you run of this mini-adventure.

Treasure The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. 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 up according to a system. See the sidebar if the adventure awards permanent magic items.

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Mastiff Appendix: Monster/NPC Medium beast, unaligned Statistics Armor Class 12 Hit Points 5 (1d8 + 1) Speed 40 ft. Elf Scout Medium humanoid (elf), neutral STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2) Armor Class 14 (leather armor) Hit Points 13 (3d8) Skills Perception +3 Speed 35 ft. Senses passive Perception 13

Languages — STR DEX CON INT WIS CHA Challenge 1/8 (25 XP) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +4 Keen Hearing and Smell. The mastiff has advantage on Senses darkvision 60 ft., passive Perception 13 Wisdom (Perception) checks that rely on hearing or Languages Common, Elvish smell. Challenge 1/4 (50 XP) Actions Fey Ancestry. The elf scout has advantage on saving Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one throws against being charmed, and magic cannot put it target. Hit: 4 (1d6 + 1) piercing damage. If the target is a to sleep. creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Actions Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 2) piercing damage.

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Green Hag Elk Medium fey, neutral evil Large beast, unaligned Armor Class 17 (natural armor) Armor Class 10 Hit Points 82 (11d8 + 33) Hit Points 13 (2d10 + 2) Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2)

Skills Arcana +3, Deception +4, Perception +4, Stealth +3 Senses passive Perception 10 Senses darkvision 60 ft., passive Perception 14 Languages — Languages Common, Draconic, Sylvan Challenge 1/4 (50 XP) Challenge 3 (700 XP) Charge. If the elk moves at least 20 feet straight toward Amphibious. The hag can breathe air and water. a target and then hits with a ram attack on the same Innate Spellcasting. The hag’s iate spellastig ailit turn, the target takes an extra 7 (2d6) damage. If the is Charisma (spell save DC 12). She can innately cast the target is a creature, it must succeed on a DC 13 Strength following spells, requiring no material components: saving throw or be knocked prone. At will: dancing lights, minor illusion, vicious mockery Actions Mimicry. The hag can mimic animal sounds and Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one humanoid voices. A creature that hears the sounds can target. Hit: 6 (1d6 + 3) bludgeoning damage. tell they are imitations with a successful DC 14 Wisdom (Insight) check. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone target. Hit: 8 (2d4 + 3) bludgeoning damage. Actions Claws. 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 illusion ends if the hag takes a bonus action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. 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.

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Appendix: The Quivering Forest Map

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"HELP!" comes a scream from outside. Through the window, Mission 5: Mists you see the fog has thinned in patches, giving you a view of a Only those characters that have completed all of the young boy. He emerges from the mist, moving as quickly as his previous four missions should participate in this short legs can take him. He hesitates a moment and looks mission. back, calling out "Mama, where are you?" In his hands, he Once the adventurers have completed the first four missions successfully, they should have returned to clutches a marionette of a toy soldier tightly. the Crossing Inn along with the four Gur Hricu, Within the fog, a hazy form passes boy, barely a blur, and Rilynin, Kehkim, and Ozzcar. The Gur apologize to then the boy is simply gone. You hear more screaming as a everyone and give the same reasoning for— their terrified-looking woman emerges from the mist. She is looking crimes that they gave the characters: something into the air and waving her arms. terrible is coming to Phlan, and they were hoping to bargain with certain powers in the area to gain Four giant bats have arrived from Barovia, and they assistance when the worst happens. are in search of some food in the form of children. They swoop in and out of the fog, attacking prey with Mists their sharp fangs. Remember that creatures make This card represents mysteries, the unexpected, surprising future, and an unexpected voyage or odyssey with advantage. Once the four are in the same place, Sybil returns to their The attack bats also rolls squeak, against chirp, targets and that shriek can’t as see they them fly the inn: through the fog and should serve as a clue for the characters to try and use the trumpet (see below). The ever-present mist gets thicker and thicker as the minutes If the characters choose to act, they can be out of the inn in a round. The woman, Grancie Plumm, was pass. Then the fog closes in on the tavern itself, inching forth caught in the mist and is trying to get herself and her as slowly and as surely as death itself. As the mist touches the three children to the safety of the inn. However, she tavern windows, the door opens to reveal a Gur woman. She is was separated from one of her children, Quiver, who still a relatively young woman. She wears a plain white blouse vanished into the fog. and multicolored, flowing skirts. Her black hair is wind-tousled In the fog, along with Grancie, are two of her as her blue eyes frantically and feverishly search the room. children: Ogvirth and Biddie. When combat begins, The words "We've arrived," slip from her lips as she Grancie and her two children are split up. The two collapses. children are each in a separate patch of fog. Sybil and the other Gur remain safely in the inn. She is uninjured, and she awakens soon after her They flee if confronted with danger. collapse. If her family is present, they get her into a comfortable position until she regains her senses. The Trumpet When she does, she speaks to her family is a strange One of the children carries a trumpet which can be language (Gur). Those with the ability to understand used to disrupt the bats' echolocation. If the picks up the gist of the conversation: She wants to adventurer uses an action to sound the trumpet, all know if they succeeded in their missions, and they tell bats within 30 feet of the trumpet are deafened until her they did not. the end of their next turn. This can be done in consecutive rounds. If the bats are deafened while General Features within a patch of fog, they are blinded and land at the Visibility. The fog heavily obscures any creature beginning of their turn. within it. Tactics The Crossing Inn The giant bats use the areas of fog to cloak their movements. They swoop past the children and focus As the happenings in the tavern unfold, the characters their attention on the characters once combat begins. are called upon to be heroes outside: Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative.

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 Weak party: Remove a giant bat. Treasure Strong or very strong party: Add a giant bat.  Searching the zombie bodies reveals they are dressed as average farmers, but their clothing is just a bit Developments strange, not what farmers in the Moonsea area would After the characters have defeated the bats, they can wear. Instead, they are wearing heavy, fur-lined bring the Plumms into the tavern, although Grancie clothing has to be dragged because she wants to go find her winter. son, Quiver. In their—akin pockets, to something the creatures you’d carried wear ain variety a heavy of trinkets and coins. None of the coins are of a The Crossing Over recognizable mint. The coins are each stamped with a crowned raven clutching a sword on one side and an After the battle, if the characters are about to run animal (wolves for gold, ravens for silver, and rats for after the boy, the people at the Crossing Inn call them copper) on the other. The total worth of the trinkets back before they can go. They say that Sybil wishes to and coins is 250 gp. speak to them before they leave. Adjusting the Encounter With the family safe inside the inn, but the youngest son taken Here are recommendations for adjusting this combat by the bats, Sybil speaks to you. Her voice, having been so soft encounter. These are not cumulative. up to this point, hardens.  Weak party: Replace a mist zombie with a zombie. "The boy is important, I have seen. Or something about him.  Strong or very strong party: Add a mist zombie. Something he is, or something he carries. I must go with you as you search for him." Treasure Once the boy has been rescued, Sybil draws close and, The Rasia family tries to convince Sybil to stay put, after surveying the scene, reluctantly gives the and when she refuses, they insist on joining her. She characters a spell scroll of protection from good and tells them that she has seen the future, and for now evil. they must stay safely at the inn. The adventurers and Sybil can now head into the Into the Mists mist, in search of Quiver. Sybil follows her second sight, leading the party down a path that leads toward Sybil becomes very distressed as time passes. Her a wooded area. After about 20 minutes of travel, she skin pales and she finally is forced to sit. She begins stops: talking in a voice not her own: The mists have come to take us all Sybil stops and peers into the mist. The o is ear, she Into a place of great darkness. breathlessly whispers. Evil lurks within; As she says the words, two human figures edge out of the An evil that only those of conviction deepest mist into your view. They walk slowly and carefully, as Have hope of destroying. if not quite sure where they are. As they draw closer, you are If this is the case, the mist welcomes each of them. able to see empty eye sockets, feral mouths, and sharp, jagged Each character earns The Demiplane of Dread story fingernails. The haunting semblance of a grin plays across its award. Read: face, and you see that the creature drags a young boy behind him by the ankle. As you head back towards Phlan, the fog and mists grow so thick that you lose track of your companions. Even the sounds Tactics of walking and talking are muffled and mangled. The mists The two mist zombies are controlled by the mist seem to take on grotesque shapes and echoes back the sounds itself, and they do not harm the boy or Sybil, as the you make as moans of spectral pain. The tension finally breaks mist wants both alive. They go after the characters, as the mists thin, letting you see the landscape again. however, with the full force of their undead fury. But something is wrong. The air is still cold, but the frost is gone. A few wretched leaves still cling to the trees here, where all branches were bare moments ago.

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A wooden sign rests on the path before you, having fallen off a tree. Next to it is a dead crow, frozen by the frigid air and partially eaten by vermin. In oddly slanted letters, the sign reads:

Welcome to Barovia

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Scroll of Protection from Evil and Good Rewards Scroll, uncommon Make sure the players note their rewards on their adventure log sheets. Give your name and DCI A description of this item can be found in the Player’s number (if applicable) so players can record who ran Handbook. the session. If you are playing all of the missions as a single adventure, or playing multiple missions in one Story Awards session, you can wait and give the rewards for all Characters have the opportunity to earn the following missions played at the end of the session. story awards during this adventure.

Experience The Demiplane of Dread. You have traversed the Total up all combat experience earned for defeated mists and now find yourself in the Demiplane of foes and divide by the number of characters present Dread and, until this story award is removed, you are in the combat. For non-combat experience, the unable to leave. So long as you are trapped, you rewards listed are per character. Give all characters cannot participate in any adventure or event that in the party non-combat experience awards unless takes place outside of Barovia. Tread carefully during otherwise noted. your time here, the Dark Powers are watching. Combat Awards Renown Name of Foe XP per Foe Giant Bats 50 Each character receives one renown upon completing all five of the missions. Mist Zombies 100 Downtime Non-Combat Awards Task or Accomplishment XP per Character Each character receives five downtime days at the Rescue Quiver 20 conclusion of this mini-adventure.

The minimum total award for each character DM Rewards participating in this adventure is 75 experience You receive 100 XP, 50 gp, and five downtime days points. for each session you run of this mini-adventure. The maximum total award for each character participating in this adventure is 100 experience points. Treasure The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. 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 up according to a system. See the sidebar if the adventure awards permanent magic items. Treasure Awards Item Name GP Value Zombie Trinkets 250

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Appendix: Monster/NPC Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one Statistics target. Hit: 4 (1d6 + 1) bludgeoning damage.

Mist Zombie (Lesser Strahd Zombie) Giant Bat Medium undead, unaligned Large beast, unaligned Armor Class 8 Armor Class 13 Hit Points 22 (3d8 + 9) Hit Points 22 (4d10) Speed 20 ft. Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (-2) 5 (−3) 15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2) Saving Throws Wis +0 Senses blindsight 60 ft., passive Perception 11 Damage Immunities poison Languages — Condition Immunities poisoned Challenge 1/4 (50 XP) Senses darkvision 60 ft., passive Perception 8 Echolocation. The at a’t use its lidsight hile Languages understands Common ut a’t speak deafened. Challenge 1/2 (100 XP) Keen Hearing. The bat has advantage on Wisdom Severed Limb. The first time a zombie takes slashing (Perception) checks that rely on hearing. damage, in severs a limb. That limb animates and can also attack as an independent creature. It has the same Actions stats as the zombie with the following changes: It has a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one speed of 10 ft. and 10 hit points. creature. Hit: 5 (1d6 + 2) piercing damage. Actions

Zombie Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium undead, neutral evil target. Hit: 4 (1d6 + 1) bludgeoning damage. Claw. Melee Weapon Attack (severed limb only): +3 to Armor Class 8 hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing Hit Points 22 (3d8 + 9) damage. Speed 20 ft.

STR DEX CON INT WIS CHA 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but a’t speak Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

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Appendix: The Crossing Inn Map

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Player’s Handout 1: On the Trail of the Gur

This handout summarizes the word-of-mouth information that the characters learned during their time speaking with the patrons of the Crossing Inn. General Information All of the Gur seemed to pay deference to a female whom they referred to as Sybil. While the four male Gur interacted with the tavern-goers and staff normally, Sybil kept to herself. All of the Gur were very charming, and they easily assuaged the fears of the superstitious folk in the tavern. Hricu and the Stolen Wand The youngest of the Gur was a lad of twelve years called Hricu. He had befriended a mage staying at the inn. Aya woke yesterday morning with little memory of the night before and found his wand of fire missing. He recalls little of the night before other than Hricu had served him drinks. He is convinced that the boy stole the wand. The wand contained magic that tapped into the power of the Elemental Plane of Fire. That same morning a farmer saw the boy heading into the Vanishing Hills carrying a strange-looking piece of wood marked with sigils and runes. blazing claim that the snow itself was whispering as it fell, although no one can agree on what the snow was saying. That night, travelers reported seeing stars falling from the sky in the area above the hills. Travelers also Rilynin and the Stolen Gems Another Gur was a man in his thirties called Rilynin. He was seen in the vicinity of the stables, where a shipment of s mercenaries. Like the wizard, the guards remember taking drink offered by the man, and when they woke part of the gem shipment was missing. Aya cast locate object for the gemsmerchant was andbeing determined guarded by that the the gem box merchant’ containing the stolen gems is currently being carried into the Glumpen Swamp. The gem merchant has offered a hefty reward for anyone returning the gems. Kehkim and the Stolen Weapons Romsan has been allowing the militia of the surrounding area to store their surplus weapons in the basement of his inn. When the other thefts were reported, one of the militia members checked the basement and found many of the weapons missing. Travelers saw an older Gur of fifty years by the name of Kehkim fleeing into the wastes of Thar, driving a stolen wagon with weapons rattling beneath a tarp. Other rumors tell of a gathering of orcs in the hills of Thar, quite near the old abandoned orc fortress of Xûl-Jarak. Papa and the Cursed Cook the oldest Gur a withered, ancient man called Papa by the others rummaging through the spice cupboards. The assistant yelled for help, but On the morning thatPapa the rest cursed of the him. Gur Since disappeared, that time, thethe cook’s assistant assistant found — followed to the edge of the Quivering— Forest, but the trackerinn’s was too scared he’sassistant convinced might that die if Papa is not retrieved to lift the curse. has been unresponsive. Papa’s tracks were to enter. Everyone fears that the cook’s

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THE BEAST:

Something strange is afoot within the Quivering Forest. So much so that even the elves of Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales of a strange beast are not earning them any favor; especially among the , whom the elves suspect is to blame for their ills. Return once more to the Quivering Forest and learn the terrifying truth! Part Two of Misty Fortunes and Absent Hearts.

A 2-hour Adventure for 1st – 4th level Characters

ALAN PATRICK Adventure Designer

Adventure Code: DDEX4-02

Development and Editing: Claire Hoffman, Travis Woodall 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

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

FAMILY IS NOT AN IMPORTANT THING. It is everything. www.dndadventurersleague.org --Michael J. Fox Preparing the Adventure Introduction Before you show up to Dungeon Master this Welcome to The Beast adventure for a group of players, you should do the adventure, part of the official D&D Adventurers following to prepare. Lea , a D&D Expeditions™Curse of Strahd  Make sure to have a copy of the most current Thisgue™ adventure organized is play designed system forand 1st the through version of the D&D Basic Rules or the Player’s 4th-level™ storyline characters, season. and is optimized for five Handbook. 2nd-level characters. Characters outside this level  Read through the adventure, taking notes of range cannot participate in this adventure. The adventure takes place entirely in the barony yourself while running the adventure, such as a of Barovia, in the Ravenloft campaign setting. anything you’d like to highlightNPC or remind like to use in a combat.  wayGet familiar you’d like with to theportray monster an statisticsor a tactic in the you’d The D&D Adventurers Appendix.  League aid you in running this adventure--such as This adventure is official for D&D Adventurers notecards,Gather together a DM anyscreen, resources miniatures, you’d and like to use to League play. The D&D Adventurers League is the battlemaps. official organized play system for DUNGEONS &  If you know the composition of the group DRAGONS®. Players can create characters and beforehand, you can make adjustments as noted participate in any adventure allowed as a part of throughout the adventure. the D&D Adventurers League. As they adventure, and other rewards, and can take those characters Before Play at the Table throughplayers track other their adventures characters’ that experience,continues their treasure, Ask the players to provide you with relevant story. character information:

 Character name and level DCI)f number.you’re running This number this adventure is your official as a part Wizards of a of  Character race and class store event or at certain conventions, you’ll need a  Passive Wisdom (Perception) the most have a number, you can obtain one at a store event. common passive ability check Checkthe Coast with organized your organizer play identifier. for details. )f you don’t  Anything notable as specified —by the adventure D&D Adventurers League play is broken up into (such as backgrounds, traits, flaws, etc.) storyline seasons. When players create characters, Players that have characters outside the they attach those characters to a storyline season, cannot participate in the which determine adventure with those characters. Players with to create and advance their characters. Players can ineligibleadventure’s characters level range can make a new 1st-level continue to play theirs what characters rules they’re after allowed the storyline to use character or use a pregenerated character. Players season has finished, possibly participating in a can play an adventure they previously played or second or third storyline with those same ran as a Dungeon Master, but not with the same characters. A character character. for adventure play. A player cannot use a character Ensure that each player has an official adventure of a level higher or lower’s levelthan isthe the level only range limitation of a logsheet for his or her character (if not, get one D&D Adventurers League adventure. from the organizer). The player fills out the For more information on playing, running games adventure name, session number, date, and your as a Dungeon Master, and organizing games for the name and DCI number. In addition, the player also D&D Adventurers League, please visit the D&D fills in the starting values for experience, gold, Adventurers League home at: downtime, renown, and number of permanent

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magic items. He or she fill in the other values and strength for the adventure, consult the following write notes at the conclusion of the session. Each table. player is responsible for maintaining an accurate logsheet. Determining Party Strength If you have time, you can do a quick scan of a Party Composition Party Strength 3-4 characters, APL less than Very weak looks out of order. If you see magic items of very 3-4 characters, APL equivalent Weak highplayer’s rarities character or strange sheet arrays to ensure of ability that nothing scores, you 3-4 characters, APL greater than Average can ask players to provide documentation for the 5 characters, APL less than Weak irregularities. If they cannot, feel free to restrict 5 characters, APL equivalent Average item use or ask them to use a standard ability score 5 characters, APL greater than Strong array. Point players to the D&D Adventurers League 6-7 characters, APL less than Average Player’s Guide for reference. 6-7 characters, APL equivalent Strong If players wish to spend downtime day 6-7 characters, APL greater than Very strong the beginning of an adventure or episode, they can declare their activity and spend the days snow and. it’s Average party strength indicates no Alternatively, they can do so at the end of the recommended adjustments to the adventure. Each adventure or episode. Players should select their sidebar may or may not offer suggestions for to certain party strengths. If a particular the start of the adventure, unless the adventure recommendation is not offered for your group, you specifiescharacters’ otherwise. spells and Feel other free daily to reread options the prior adventure description to help give players hints about what they might face. Runningdon’t have to make the adjustments. Adventure As the Dungeon Master of the session, you have the Adjusting the Adventure most important role in facilitating the enjoyment of Throughout this adventure, sidebars provide the game for the players. You help guide the information to assist you in making adjustments for narrative and bring the words on these pages to smaller or larger groups and characters of higher or life. The outcome of a fun game session often lower levels than the adventure is optimized for. creates stories that live well beyond the play at the This is typically used exclusively for combat table. Always follow this golden rule when you DM encounters. for a group: You may adjust the adventure beyond the guidelines given in the adventure, or for other Make decisions and adjudications that enhance the fun of the adventure when possible. of inexperienced players, you might want to make thereasons. adventure For example, a little easier; if you’re for playing very experienced with a group To reinforce this golden rule, keep in mind the players, you might want to make it a little harder. following: Therefore, five categories of party strength have been created for you to use as a guide. Use these as  You are empowered to make adjustments to the a guide, and feel free to use a different adjustment adventure and make decisions about how the during the adventure if the recommended party group interacts with the world of this adventure. strength feels off for the group. Doing so is especially important and applicable This adventure is optimized for a party of five outside of combat, but feel free to adjust the 2nd-level characters. To figure out whether you adventure for groups that are having too easy or need to adjust the adventure, do the following: too hard of a time.   Add up the total levels of all the characters. for a group. Never being challenged makes for a  Divide the total by the number of characters. boringDon’t make game the and adventure being overwhelmed too easy or makestoo difficult for a  Round fractions of .5 or greater up; round frustrating one. Gauge the experience of the fractions of less than .5 down. players (not the characters) with the game, try to average party level feel out (or ask) what they like in a game, and (APL) for the adventure. To figure out the party attempt to give each of them the experience You’ve now determined the

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activities help with lifestyle expenses or add a chance to shine. lifestyle expenses.  Bethey’re mindful after of when pacing, they and play keep D&D. the Give game everyone session moving along appropriately. Watch for stalling, Spellcasting Services since play loses momentum when this happens. Any settlement the size of a town or larger can At the same time, make sure that the players provide some spellcasting services. Characters need to be able to travel to the settlement to obtain these play experience. Try to be aware of running long services. ordon’t short. finish Adjust too early;the pacing provide accordingly them with a full  Read-aloud text is just a suggestion; feel free to Help From Who!? modify the text as you see fit, especially when Unfortunately, within Barovia, this is not an option; there dialogue is present. sipl are’t a suffiietl-sized settlements that would  Give the players appropriate hints so they can be able to accommodate such needs, and those places of make informed choices about how to proceed. worship that would otherwise provide them are overrun Players should be given clues and hints when with monsters. As such, the only individual able to provide appropriate so they can tackle puzzles, combat, spellcasting services entity is Jeny Greenteeth. This will no and interactions without getting frustrated over doubt lead to some uncomfortable situations and lack of information. Doing so helps to encourage unforeseen consequences. immersion in the adventure and gives players Spell services generally available include healing and recovery spells, as well as information- from clues. gathering spells. Other spell services might be little victories for figuring out good choices available as specified in the adventure. The number -for- of spells available to be cast as a service is limited facilitating)n short, being a fun, the challenging DM isn’t about game following environment the for to a maximum of three per day total, unless theadventure’s players. Thetext Dungeonword Master’sword; it’s Guide™ about has more otherwise noted. information on the art of running a D&D game. Spellcasting Services Downtime and Lifestyle Spell Cost Cure wounds (1st level) 10 gp At the beginning of each play session, players must Identify 20 gp declare whether or not they are spending any days Lesser restoration 40 gp of downtime. The player records the downtime Prayer of healing (2nd level) 40 gp spent on the adventure logsheet. The following options are available to players during downtime Remove curse 90 gp (see the D&D basic rules or the D&D Adventurers Speak with dead 90 gp League Player’s Guide for more information): Divination 210 gp Greater restoration 450 gp  Catching up Raise dead 1,250 gp  Crafting (exception: multiple characters cannot commit to crafting a single item) Acolyte Background  Practicing a profession  Recuperating A character possessing the acolyte background requesting spellcasting services at a temple of his or her faith may  Spellcasting services request one spell per day from the Spellcasting Services  Training table for free. The only cost paid for the spell is the base Other downtime options might be available during price for the consumed material component, if any. adventures or unlocked through play, including However, no religions have established places of worship faction-specific activities. here of sufficient size to provide spellcasting services. In addition, whenever a character spends Because of this, characters with the Acolyte background downtime days, that character also spends the gain no benefit from this trait. requisite expense for his or her lifestyle. Costs are per day, so a character that spends ten days of Character Disease, Death, and downtime also spends ten days of expenses Recovery maintaining his or her lifestyle. Some downtime

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Sometimes bad things happen, and characters get body can be returned to civilization and a patron poisoned, diseased, or are killed. Since you might from the faction ensures that he or she receives a not have the same characters return from session raise dead spell. However, any character invoking to session, here are the rules when bad things this charity forfeits all experience and rewards happen to characters. from that session (both those earned prior to and after death during that session) and cannot replay Disease, Poison, and Other Debilitating that episode or adventure with that character Effects again. Once a character reaches 5th level, this A character still affected by diseases, poisons, and option is no longer available. other similar effects at the conclusion of an adventure can spend downtime days recuperating until such time as he or she resolves the effect to its The Demiplane of Dread conclusion (see the recuperating activity in the This adventure is set within the Ravenloft campaign D&D Basic Rules). setting, in the lands of Barovia which exists in the Demiplane of Dread. There are several atmospheric sessions, that character begins the next session still and thematic elements to keep in mind at all times affected)f a character by the debilitating doesn’t resolve effect. the effect between while running your game:  The Land is Bleak. Barovia is a place where the Death sun never shines, even during the day the sky is A character who is killed during the course of the filled with storm clouds or is overcast. adventure has a few options at the end of the Consequently, creatures that would otherwise session (or whenever arriving back in civilization) suffer harmful effects while outdoors during the if no one in the adventuring party has immediate day are unaffected by the sun's presence. access to a raise dead or revivify spell, or similar magic. A character subject to a raise dead spell is The Denizens of Orașnou affected negatively until all long rests have been Most Orașou residets are udae laorers, farers, completed during an adventure. Alternatively, each fletchers and other folk who fall under common professions. downtime day spent after raise dead reduces the They typically have gaunt features, as crops are often penalty to attack rolls, saving throws, and ability stricken with famine, and creatures of the night frequently checks by 1, in addition to any other benefits the kill and devour their livestock. downtime activity might provide. Most are sullen, and often filled with fear, be it from the Create a New 1st-Level Character. If the dead lands themselves, what lies within them, Lord Strahd, or their own tyrant of a Burgomaster; Ivan Randovich and his character is unwilling or unable to exercise any of cronies. Be sure to play to the mindsets of these people who the other options, the player creates a new live threadbare existences, constantly on the precipice of character. The new character does not have any horror during your roleplaying encounters. items or rewards possessed by the dead character. As is the case with most of the denizens of Barovia, most Dead Character Pays for Raise Dead. If the of the people that reside i the illage do’t possess a soul. These people are empt shells reated “trahd’s vital organs and is mostly whole) and the player consciousness to populate his domain. However, about one wouldcharacter’s like the body character is recoverable to be returned it’s not tomissing life, the any in every ten people in Barovia are actually possessing of a party can take the body back to civilization and use soul—the souls of the original denizens of Barovia before its t raise dead transition into the Demiplane. When a being with a soul dies spell. A raise dead spell cast in this manner costs in Barovia, its soul remains trapped until it is reincarnated thehe characterdead character’s 1,250 gp. funds to pay for a later. Souls tend to wear clothing with a splash of color or Character’s Party Pays for Raise Dead. As have other features that demonstrate even a small bit of above, except that some or all of the 1,250 gp for individuality. the raise dead spell is paid for by the party at the  The Land is Alive. A dark sentience infuses the end of the session. Other characters are under no very soil, twisting and contorting everything obligation to spend their funds to bring back a dead within. In places where you would normally party member. expect wildlife such as deer, rabbits, or squirrels, Faction Charity. If the character is of level 1 to 4 you instead find wolves, rats, and mangy dogs. Vegetation is rotted and dead, and forests are and a member of a faction, the dead character’s

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filled mostly with gnarled, thick trees with bare watched in awe as she reverted to her human form branches. Colorful, vivacious things simply do not to clean the beast. The fact that she was a exist. shapechanger did not bother him in the slightest because again, he had grown accustomed to the Winter in Barovia wild things in the world. He was smitten. — The winters are cold, wet, and stormy here. The natives of Their courtship was fast and passionate. Within a the Demiplane are prepared—well, as prepared as they can year, they were married and Laszlo took Alina's hope to be. surname. Together, they found a niche in trapping The characters, however, are unfamiliar with the realm. and skinning. They sold the furs to the village of Thankfully, the region they came from was experiencing the , and in return, were given both a place to worst winter in living memory, and are likely to possess winter clothing. If they are not, then, preparations are in live and a community to belong to something that order. The village has a single shop called The Hare & Hair AlinaOrașnou was secretly unsure of. But she had never where they are able to procure such supplies if they wish. received such generosity, and they— pressed with inquiries of what they did before coming to  Magic is Different Here. Divination spells or the sleepy little village. weren’t effects that petition beings outside the Demiplane However, Alina never told Laszlo the full truth of Dread function, however Strahd may elect to about her family's curse. Afraid of what would intercept the communication and respond to it come if Laszlo discovered her family's curse, she instead. Also, spells or effects that would took great pains to ensure that he never met other normally allow its caster or creatures to travel to members of her family. As their relationship grew, other dimensions do not function. she found herself with child and faced a terribly Count Strahd Von Zarovich difficult decision could she tell Laszlo about her curse before the baby was born and risk his anger Lord Strahd is the Darklord of Barovia. He rules his domain (or worse, abandonment),— or withhold it from him from Castle Ravenloft as Strahd IX; a descendent of Strahd I. and continue living the lie. In actuality, Strahd I and Strahd IX are the one in the same-- a vampire. As a mortal, Strahd fell in love with Tatyana Shortly before the birth of their child, Alina and Federovna; the bride of his younger brother Sergei. In his Laszlo agreed to trek into the forest for one last jealousy, Strahd murdered his brother and became the batch of furs before the winter set in. During the Darklord of Barovia; which was swept away into the trip, she finally decided to tell him the truth. In a fit Demiplane along with its ruler. Since then, Strahd is cursed of rage, he attacked Alina. Out of pure instinct, she to seek incarnations of Tatyana for eternity. NOTE: Strahd is shifted and killed her beloved. Alina herself not present in this adventure. grievously injured, and now with a tiny newborn that was unlikely to survive in the wild, she stole  Not Without Humor. The bleak and oppressive into one last time to give up her child. Her landscape must give way now and then to some first motherly act accomplished, Alina retreated moments of respite, not only does this break up deepOrașnou into the woods to heal her wounds in the the taxing mindset that Ravenloft can evoke, but hopes that the villagers would raise her child as it also provides good chances for horror to sneak their own. back up on players just as they least expect it. Winter in Barovia Background The winters are cold, wet, and stormy here. The natives of the Demiplane are prepared well, as prepared as they can Long has the Vaduva clan lived in the forest outside — hope to be. a small village The characters, however, are unfamiliar with the realm. located at the base of the mountains of Barovia. In Thankfully, the region they came from was experiencing the responseof the small to villagesome long-forgotten of Orașnou— slight, a Vistani worst winter in living memory, and are likely to possess seer cursed their bloodline with lycanthropy winter clothing. If they are not, then, preparations are in something which has led them to take great care in order. The village has a single shop called The Hare & Hair staying away from civilization. — where they are able to procure such supplies if they wish. Laszlo is a sellsword that prefers the solace of the forest over the company of people. While)n Orașnou, on a hunting trip, he watched Alina Vaduva quickly take down a bear in the form of a wolf, and

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order to be rid of this horrible affliction. Characters that Overview choose to remain afflicted or cannot afford this spell, Once the characters arrive in , they are become NPCs and are no longer playable in D&D informed of the coming storms and the danger the Adventurers League games. village faces if the Laszlo, Alina,Orașnou and their furs are Currently, the only entities able to provide spellcasting not returned and soon! services is the hag, Jeny Greenteeth and the elven mage, As the characters set out into the forest, they find Aya Glenmiir. For the time being, Jeny happily accepts gold that something— is not right in the woods, and that as payment for these services. In time, however, the hag things are very frequently not what they seem. may demand more...abstract…fors of opesatio. A upcoming article on www.dndadventurersleague.org will Laszlo's campsite is a bloody wreck; it is apparent provide additional information on Jeny Greenteeth. that a massive wolf mauled him to death. Following the tracks from here, the characters Welcome to Barovia stalk deeper into the forest and foothills, only to find that Alina's den is the site of a terrible Some characters may be arriving from Faerûn for revelation--that she killed her husband after he the first time. For those characters describe a heavy tried to cut the baby from her, and that she left the fog bank rolling through their travel path while child in with no warning about what they are in the Quivering Forest, and when it would happen. eventually clears, they are on the outskirts of a Orașnou -handed, but such is the way of the Demiplane. Adventure Hooks small Any mountain character village. that participates )t’s heavy in this adventure If the characters begin this adventure from within earns The Demiplane of Dread story award if they the Forgotten Realms or a setting other than do not have it already. They should be made aware Ravenloft, have them be transported to the that until this story award is removed, they may not participate in any adventure that does not take unnaturally thick fog or mist while traveling place in Barovia. overland,Demiplane prefe of Dread just outside Orașnou via an NOTE: This adventure may touch on some morally dark moments. Please be careful to gauge If the charactersrably have at night. already Proceed played to DDAL04-0 Welcome1 your player's comfort with such things, and toSuits Barovia of the Mistssee Partor other , below. adventures in this season remember that the goal of a Dungeons & Dragons game is for everyone to have fun! likely because they've heard of a troubling rumor of athey missing arrive persons. in Orașnou early one gray morning— Druids, barbarians, and anyone with the Hermit or Wanderer background may have experienced troubling dreams in the past few days--terrible and savage wolf attacks, abandoned and crying children, and blinding snowstorms. Curse of Strahd Adventures The adventures for the Curse of Strahd Season of Dungeons and Dragons Adventurers League deliver the most impactful experience when played in numeric order (i.e.: 04-01, then 04-02, and so on) but this is not required. Please carefully read the following pages and be prepared to adjust encounters, especially where key NPCs are concerned! Although DM tips may be found in the adventure, they are unlikely to cover every table or situation. For a Ravenloft game, the world itself should be treated with great respect—it is a character unto itself, and the Dark Powers rarely respond positively to hand-waving and outright disissal… Any character afflicted with lycanthropy must receive the benefits of a remove curse at the end of this adventure in

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Part 1. Orașnou: A Sleepy The Village of Orașnou Expected Duration: 15 minutes Mountain Village… Characters arriving from Faerûn find themselves

IT IS IMPORTANT TO STRESS THAT THE ACTUAL steadily falling away from them and back towards standing on the outskirts of Orașnou, the Mist PROCESS OF TRANSFIGURATION IS NOT TYPICALLY the forest. Characters that have played other A RENDING, BURNING AGONY FOR TRUE adventures in the Curse of Strahd storyline may LYCANTHROPES, BUT IT IS OFTEN SO FOR THE already be in the village. PATHOLOGIC VARIETY. In fact, many of the true lycanthropes with which I have spoken (before General Features destroying them) have claimed that the experience is one of transcendent ecstasy. Light and Visibility. It is early morning; the sun The general features of Orașnou are as follows: Furthermore, true lycanthropes retain all of their has not yet fully woken from its slumber. There is mental faculties while in any of their forms. At no thick cloud cover, giving the entire area point do they forget what occurs when not in human surrounding the village a dismal gloom. aspect, nor do they lose control of their actions. In Climate and Weather. It is wintertime, and addition, they always retain their immunities and though there are piles of snow here and there, it is most of their abilities. currently drizzling. Cold, fat raindrops splatter into the mud and heighten the dreariness. —Dr. Rudolph Van Richten; "Van Richten's Monster Smells and Sounds. Mud, fresh rain, wood Hunter's Compendium, vol. 1" smoke. Whipping wind, clattering shutters, rain on wood and metal. Read: Welcome to Barovia Hopefully most characters are starting this Thick grey clouds gather far to the east and north, around adventure after having already played previous the mountain range in the distance. The village you are adventures during Season 4 of the D&D Adventurers standing in appears to have withstood a number of winter League. Some characters, however, may not. These storms; the walls of the buildings are clearly weatherworn; characters are arriving from Faerûn for the first their paint has long since peeled and heavy shutters adorn time. For those characters describe a heavy fog every window. There is little color here; the clouds have bank rolling through their travel path while they turned even the leaves of the trees and bushes grey and are in the Quivering Woods, and when it eventually lifeless. clears, they are on the outskirts of a small mountain The breeze picks up, flipping your cloaks about as if -handed, but such is the way of the Demiplane. nature itself was warning you to turn back. A name can just village. Any character )t’s heavy that participates in this adventure be made out on a weathered sign on a post by the road earns The Demiplane of Dread story award if they "Orașou". do not have it already. They should be made aware that until this story award is removed, they may not As the characters enter the village proper, read: participate in any adventure that does not take place in Barovia. There aren't a uildigs i Orașnou, but one catches NOTE: This adventure may touch on some your eye—The Hare & Hair". The sign proudly displays the morally dark moments. Please be careful to gauge silhouette of a rabbit with crossed razors underneath. It your player's comfort with such things, and appears to be the only place open at this time of day; the remember that the goal of a Dungeons & Dragons game is for everyone to have fun! rest of the buildings shuttered and closed. A pot-bellied shopkeeper opens the door and waves to you. "Strangers? Come in, come in; there's no sense in you standing outside in the wet and cold. I've got shelter if ou’re atig and wares if ou’re eedig."

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Gregori Wurlbach is a middle-aged, balding man.  Everyone in the village helps with the survival He owns and operates this shop, which contains efforts; be it through farming, smithing, or basic adventuring equipment and weapons worth hostelry. Preparedness is the currency here. 10 gold pieces and less, but there is one potion of  Laszlo and Alina Vaduva are the trappers that healing and one antivenom for sale if the characters keep the store stocked with furs, but they haven't ask. Gregori marvels at the characters strange returned from their last trip. They are typically coins, but after biting into them, is satisfied with only gone a day or two, but it's been nearly a their authenticity. ’s tenday now and everyone is growing worried. The most eye-catching feature of the store is the  Alina is about eight months pregnant. front window: it has a small number of low-quality  furs and skins, including those from deer, bear, and warned of a "murderous winter to come". The wolf. In a pinch, the skins could function as cold blizzardLast time on the the Vistani horizon came looks through especially Orașnou, brutal, they weather gear Gregori is willing to sell the furs to and if Laszlo and Alina do not return soon they the characters if asked. However, as they haven't may not make it back at all. been properly— cured yet, Gregori informs them that  Last he knows, Laszlo and Alina were heading to the furs will no doubt be worthless after a day or their usual campsite, about four to five hours to two of use in the rain. the northeast along a well-marked trail. Additionally, he has three small rooms that have  been reserved for travelers (though he admits that and all the other able-bodied men and women they rarely get travelers, especially during the areThere preparing are not verythe village many forresidents the coming in Orașnou, winter. winter). Each room rents for 5 sp. They've got a The villagers no doubt appreciate any assistance bunkbed each and come with a bath and a hot meal. that the characters might provide. Roleplaying Gregori Wurlbach  Alina wears a choker emblazoned with a raven; she has never been seen without it. Gregori is a soft, balding man with gnarled hands. He has If the characters ask where they are or where the worked hard for the comforts that he enjoys in the village— chief among these being that his food and drink is provided free of charge thanks to his ability to host the Vistani when them quizzically and after an uncomfortable pause, they arrive every few months to peddle their wares. Fair informsvillage itself them Orașnou "The duchy is located, of Barovia. Gregori The looks domain at of minded, he often overlooks his own profits in favor of his Lord Strahd von Zarovich, may he be healthy and community and friends. Unlike other denizens of the duchy, well." Gregori is friendly and welcoming of outsiders. If the characters wish to perform further investigations, they may do so. Some potential Gregori is talkative enough, and happy to sell the investigation information is noted below, but feel characters anything they wish to purchase. He free to create your own responses and information informs them that they rarely receive weapons and based on character choices. Getting the townsfolk ammunition or more expensive goods: to open up and talk to these newcomers takes one  The Vistani travel through here once every other or two hours, depending on how long the players month or so, and bring much-needed goods like wish to investigate. food, grains, and raw ore. In exchange, they entertain our citizens and take furs with them. Investigating Orașnou (Short)  The Vistani are due within the next tenday, but If the characters spend a short amount of time (an there aren't enough furs in stock right now. He is hour or less) speaking to the villagers, they learn afraid that they won't leave any goods this time, the following: and may even stop coming to their village  Laszlo never spoke about what he did before altogether in the future--leading to making this a difficult winter, indeed. madly in love with him shortly after his arrival.  The remaining furs in the front of the store are Hercoming family to Orașnou, has historically but Alina lived fell somewhere quickly and out lower quality and might be serviceable as cold- in the forest, and they've always been a bit rough weather gear. He gladly sells them, but warns the around the edges. Alina and Laszlo were clearly characters that the furs will likely degrade and two souls that were meant for each other. become useless after a day or two of use in the rain.

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 The person that dropped off the yowling wolf Development pup limped off into the woods well before sunrise Once the characters have had a few minutes to about five days ago. Gregori has the pup now. discuss the village and the absence of Laszlo and  The villages around Barovia prize wolf pups; they Alina, they can hear a puppy making yelping are something of a status symbol and loyal noises likely of hunger or a need for attention. protectors if properly trained from a young age. Gregori smiles happily and tells the characters that  The villagers are convinced that Laszlo and Alina a yelping,— tiny newborn wolf pup was tied to are dead, and this means that the Vistani Glovia's doorframe just four days ago. "Loyal return this winter. E guardians, wolves, if you get them at a young age. I starve as a result, as the Vistani have no reasonwon’t to think he was a bit premature, but I don't tend to veryone is afraid that they’ll look to the fates too closely. Glovia's not due back the Vaduvas provide. for a good long while, so I'll just look after the stop in Orașnou without the furs and skins that scruffy thing." Investigating Orașnou (Long) If the characters spend a longer amount of time The Wolf Pup (two or more hours) speaking to the villagers, they Though no one but Alina knows it, the wolf pup is her also learn the following: child—something made apparent by its silver fur. Gregori etios that he foud the pup tied to Gloia’s  Glovia prepares food for those that cannot do so door frame, but would prefer to keep it for himself. While themselves and manages winter rations for the the characters are out searching for Laszlo and Alina, the village. She is not in the village currently, as she is pup eventually escapes during the storm and into the forest away visiting family some fifty miles to the south. where it rejois ith Alia’s pak. Glovia has been the only friend that Alina has had Gregori offers to provide access to lodging here in Alina when her rage and anger issues threaten to the village if they characters can return Laszlo and consumein Orașnou, her. and is the only person that can calm Alina safely. They are, of course, welcome to retain  Most folks say that no wild wolves have been any goods they might find in the wilderness and he seen in the village in years, but some of the assures the characters that if something foul has villages claim to have seen a large silver wolf in occurred. A man of reason, Laszlo will likely the village recently. compensate them as well.  For all of her rage, Alina has always had a soft Services in the Village of Orașnou spot for children. Some of the women in the village say that if Alina were to hear a baby cry, As a sall illage, Orașou is ot ale to proide uh i the means of services and goods. Generally, any item valued she would be rooted in place and temporarily at 25gp or less is available, albeit at a 10% increase in price. stricken dumb--it was almost surreal to behold. Similarly, services are sparse. The only inn and tavern is  Laszlo wielded both whip and bow with equally the Seven Tables. deadly proficiency--even going so far as to claim that he can never be surprised by his foes. He is Ultimately, Gregori attempts to impress upon the very protective of his whip, though some characters that without Laszlo, Alina, and their furs villagers claim that there is an always-moving eye they bring in, in the pommel -- and that it may actually be winter. cursed! Orașnou is unlikely to survive the The Blizzard  Locals spotted wolf tracks around the rear of both Glovia's home and Gregori's shop several The characters have 7 hours before the blizzard sets in; less days ago. any time spent in the village. Once the storm hits, at the  Pointy-eared people have been seen around the beginning of each encounter each character must succeed on a DC 9 Constitution saving throw or gain a level of village recently. The villagers think that they exhaustion. Creatures with resistance or immunity to cold --almost damage automatically succeed on the saving throw, as do mythical. A character succeeding on a DC 12 creatures wearing cold weather gear (thick coats, gloves, wereWisdom elves, (Survival) but elves check are rare can confirmin Orașnou this; the and the like) and creatures naturally adapted to cold tracks head in the same direction as Laszlo & environments. Alina's hunting grounds.

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Part 2. Over the River and The storms are close and likely no more than a day away. Clouds, heavy with snow and sleet and worse, threaten to Through the Woods roll down from the mountains to blanket the land in cold death for the unprotected. Without help, it is likely that Expected Duration: 80 minutes total neither Alina nor Laszlo will survive for long out there. Trekking through the wooded area surrounding Part 2a. Orașnou and its Surrounds characters do not need to participate in every encounterOrașnou can thouleadgh to adda number additional of encounters. encounters The if Expected Duration: 30 minutes time allows. Choose (or determine randomly) one encounter The characters— should interact with an element on the "Orașnou and Its Surrounds" table, Once the characters complete this encounter, discover Laszlo's body, and then one element on proceedfrom the to"Orașnou the section and entitled )ts Surrounds" "The Campsite". table, below: the "The Deep Wilderness" table as time allows. They have a chance to take a long rest there if they desire, but the winter storms will fall upon them General Features soon! The Orașnou and Its Surrounds unforgiving: Roll Type Title Terrain.woodlands The woodssurrounding outside Orașnou of the village are are far- 1 Combat A Splash of Blood Hawks reaching and treacherous. The ground is stony and 2 Combat It Stirs in the Thickets the soil hard-packed, with only the hardiest of 3 Combat Please, Sirs and Ladies scrub growth poking through to the sun and trees 4 Exploration On the Muddy Banks above. While not difficult terrain, it should be 5 Exploration This Does Not Belong Here described as if the life has been slowly drained out, 6 Exploration We’re Not Aloe leaving the land little more than a withered husk. Light and Visibility. Dark snow filled clouds 1. A Splash of Blood Hawks overtake the normally overcast sky. As the winter storm descends upon the land, there is a palpable, The forest has been fairly quiet for the journey so far, but draining gloom all about. The area is brightly lit the trees ahead are positively alive with the excited during the day, but the clouds prevent the light of chittering and cawing of hunting birds. Hardly a breath later, the sun from being seen. At night, the area is they take wing and fly in your direction! completely dark, and in the wild regions of the area, the only light that exists is that which the characters have with them. Six blood hawks have nested in the hardy maple Smells and Sounds. There is very little evidence trees ahead. If the party flees more than fifty feet of native fauna, though the occasional snapping from the tree, the hawks do not pursue them. twig and falling limb should be evident. The characters should feel that they are not alone in the Adjusting the Encounter forest, despite evidence to the contrary. Here are recommendations for adjusting this combat Weather. After each encounter, the snow gets a encounter. These are not cumulative. little bit closer and the weather grows more  Very weak or weak party: Remove two blood hawks dangerous. After 7 hours have elapsed, the blizzard  Strong party: The wind has picked up, imposing hits (see details in the sidebar in the "The Wolf disadvantage on ranged weapon attacks Den", below).  Very strong party: as Strong party, and add two more blood hawks A chill wind blows from the low mountains to the northwest, carrying with it the hint of the coming winter Two hours of travel occur before the next storms. Laszlo and Alina were last known to be on a hunting encounter takes place. Laszlo's and Alina's tracks trip somewhere out there in the wilderness and are long continue off to the north from here and are fairly overdue to return. easy to follow. A DC 12 Wisdom (Survival) check also shows that there are elf tracks as well, heading

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in the same direction as well as back towards grants total cover and breaks line of sight) to escape or hide. Treasure. Once the characters defeat or drive off The entire space covered by the dome and shrubs theOrașnou. blood hawks, they find the partially is considered rough terrain and causes 3 (1d6) decomposed body of a human male at the base of points of piercing damage to move through. A the roosting tree. If they search the body, they creature moving through the brambles that recover 20 gp from its pockets. There is also a scroll succeeds on a DC 8 Dexterity saving throw avoids tube half-buried in the dirt; it contains a single spell this damage. Characters in medium or heavy armor scroll of create bonfire. make the saving throw with advantage. Once the vine blight takes shape, it doesn't leave 2. It Stirs in the Thicket the clearing. The thorns and briars hold the corpse The characters easily see several sets of tracks here, fast, and moves around as the vine blight attempts which a DC 10 Wisdom (Survival) check identifies to engage the characters. as a single, male human among several types of wildlife. The tracks lead to a densely packed thicket Adjusting the Encounter ahead: Here are recommendations for adjusting this combat encounter. These are not cumulative. Though you have not seen much underbrush during your  Very weak party: as weak party, and the vine blight's time in the wood, there is a curiously dense thicket ahead. entangling plants ability does not recharge The bushes seem to be in a ring surrounding a seven-foot  Weak party: remove two twig blights tall tangle of briars and thorns in the rough shape of a  Strong party: change the twig blights to needle blights, but they retain the false appearance ability dome. There seems to be a scrap of bright green cloth  Very strong party: as Strong party, and add a violet several feet into the thorny environment. fungus in the center of the dome under the body Fire damage, such as from a torch or burning hands If the characters wish to retrieve the cloth, they spell, clears the dry brush very quickly, but may must push five feet into the thorns to pluck it. Once cost the characters some valuable treasure as well. they do this, they can easily make out the form of a Laszlo's and Alina's tracks continue to the prone human body deeper in the center of the northeast from here. Two hours of travel occurs dome. The characters can see that the body is before the characters have another encounter. A DC wearing a bright green traveling cloak, but until 12 Wisdom (Survival) check also shows that there they pull the corpse from the thicket, they can are elf tracks as well, heading in the same direction discern no other details.

Barovian Flora and Fauna Treasure. If the characters recover the body, theyas well find as a back spell towards scroll of Orașnou.create bonfire as well as a The wildlife in Barovia is not what you would typically see in pouch of rare spell components worth 20 gp. If the a Faerûnian forest. Instead of deer or foxes, you're more likely to come across mangy wolves. Rats and other vermin characters use fire to clear out the briars, the fire take the place of squirrels in the ecosystem. Stress an destroys both the scroll and the spell components. abundance of predatory or scavenging animals and the lack of prey. 3. Please, Sirs and Ladies Similarly, plant life is also different. Fruit from trees is spoilt and flowering plants are almost nonexistent. Leaves A pot-bellied, heavily mustachioed man kicks the broken are dull and colorless with spindly, fraying branches and an wheel of his cart as he curses loudly. unusual amount of thorns and brambles. "Please, sirs and ladies, have you the briefest of moments The shrubs are actually four twig blights, and the to help a down-on-his-luck merchant? My back aches thorny dome houses a vine blight. However, they something fierce, and I need to get this wheel repaired lie in wait for at least one of the characters to enter before those storms hit!" the undergrowth before attacking. They do not stray more than ten feet away the clearing unless The man, Fluvio, is actually a bandit, and he is they are being actively attacked, in which case, the biding his time until his two scouts can get into creatures attempt to meld into the thicket (this flanking positions around the characters. He

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engages the party in conversation while they dart With a Passive Perception score of 13 or higher, the from tree to tree about 50 feet away from the cart. characters can spot a single woman's boot on the A character that succeeds on a DC 15 Wisdom far shore. While the river is not difficult to cross, it (Perception) check notices them. He is not shy has a significant pull and is nearly ten feet deep. about asking the strongest-looking character to lift Worse, the nearby trees aren't tall enough to act as his cart so that another character can fix the wheel. a sturdy bridge though creative characters may lash Unless the characters have reason to believe that a few together or come up with similarly inventive something is amiss, the scouts likely have a methods to bypass this area. surprise round on the characters as combat begins. Characters that do not take care to stay dry (or Neither the bandit nor the scouts are interested in do not construct a fire on the opposite side in order to dry off) must succeed on a DC 10 Constitution if combat appears to be going against their favor. save or gain a level of exhaustion until they have a taking prisoners, though they don’t hesitate to flee chance to take a long rest beside a warm fire. Adjusting the Encounter Aside from the single empty boot, there is Here are recommendations for adjusting this combat nothing more of interest here. However you should encounter. These are not cumulative. take care to use this as a foreboding moment  Very weak or weak party: Remove a scout perhaps ask the players for Wisdom (Insight)  Strong party: change the bandit into a bandit captain checks, ask for the Passive Perception scores,— and  Very strong party: as strong party, and add a scout so on. When they report their totals, simply thank them and respond with "I'll update my notes" or Development something similar. The bandits are denizens of the Demiplane of Dread Laszlo's and Alita's tracks continue to the east, and know nothing about Faerûn. across the river and deeper into the woods. One Two hours of travel occur before the next hour of travel occurs before the characters have encounter takes place (see The Campsite, below). another encounter. A DC 12 Wisdom (Survival) Laszlo's and Alina's tracks continue off to the north check also shows that there are elf tracks as well, and east from here and are fairly easy to follow. A heading in the same direction as well as back DC 12 Wisdom (Survival) check also shows that there are elf tracks as well, heading in the same towards Orașnou. 5. This Does Not Belong Here Treasure. The weapons and armor that the directionbandits had as beenwell as using back are towards of low Orașnou.quality, but the After several hours of walking through the forest and seeing furs in the cart are in excellent shape and would no evidence of life aside from a few scurrying creatures, the sight before you is quite curious: a tree has consumed a (Insight) check might tell the characters that these brightly painted wagon, well decorated with highly detailed furslikely may be worthhave previously gp in Orașnou. belonged A toDC Laszlo Wisdom and carvings and silver filigree. It looks as if the tree has grown Alina. In a pinch, these furs may serve as cold- around and even through the wagon, and though the paint weather gear. There is also a scroll tube in the on the wagon looks fresh this type of growth typically takes wagon containing a spell scroll of create bonfire. decades to complete. 4. On the Muddy Banks A DC 10 Intelligence (Nature) check reveals that the tree has likely been magically influenced; there's The sound of running water can be heard in the distance, something about the tree's growth that is not and soon a fast-moving if shallow river can be spotted. — — natural. A quick search of the wagon--made much The banks have begun to ice up and flotsam adorns both more difficult by the tree growing through the shores; a number of broken branches sit half in the water center of it--turns up little by way of treasure, and nearly all of their bark is missing; they could almost pass although a jingling tambourine can be spied for exposed, twisted bones in the dim light. Though the river hanging from one of the branches as if deliberately is less than thirty feet wide, the chilling spray makes it feel placed there. much wider. A message scrawled (in what is unmistakably blood) on the interior of the tambourine reads:

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"Family is the Cruelest of Curses" Through it all, Laszlo's and Alina's tracks can be easily followed in a generally eastern direction, Laszlo's and Alina's tracks wind off around the though they appear to have sprinted through this wagon and further east, deeper into the forest. One area in a zig-zag manner. There is roughly one hour hour of travel occurs before the next encounter of travel between the encounters. A DC 12 Wisdom takes place. A DC 13 Wisdom (Survival) check also (Survival) check also shows that there are elf tracks shows that there are elf tracks as well, heading in as well, heading in the same direction as well as

Treasure. The tambourine is very well made and the same direction back towards Orașnou. worth 10 gp. No mundane cleaning will remove the Partback towards 2b. The Orașnou. Campsite bloody phrase--even prestidigitation or the like proves fruitless. Only a remove curse or the The characters eventually come across the remains equivalent removes it permanently. If a character of a campsite. It was here that Alina revealed her elects to keep the tambourine, instruct them to note true nature to Laszlo who, in retaliation, sought to it on their Adventure Logsheet. slay his betrothed and carve the baby from her belly. When the dust settled, Laszlo lay dead, and 6. We Are Not Alone Alina was gravely injured. When she awoke, she As the characters travel through the forest, ask the fled. players to choose to roll for Wisdom (Perception or Survival) checks. If the players roll exceptionally Expected Duration: 20 minutes low or high, follow up by asking for Wisdom The characters have been in the woods for (Insight) checks. Regardless of their responses, approximately three to four hours (more if they reference the ideas below for appropriate chose to take a rest or have otherwise been responses: sidetracked). They should have covered about 10- 12 miles of ground and should be well aware of the  Heart-wrenching thoughts of abandoned blizzard moving in from the mountains. If they are children, their hungry hands outstretched for not, this is a prime opportunity to inform them that food, safety, and approval overwhelm the the weather is not going to hold out for much characters longer the air has become sharp and crisp, and is  There are strange tracks on the ground. They almost still as the clouds prepare to break and look like they may have once belonged to a wolf, shower— freezing doom upon the land. but the tracks are far too large for any breed of wolf that you are familiar with. A campsite can be seen several hundred yards ahead  Your guts squirm and twist and it feels like through the sparse growth, but as you draw closer you something foreign is wriggling around inside realize that nothing lives here. There are obvious signs of a your torso. The feeling passes as quickly as it struggle--long scrapes in the dirt, fresh boot tracks, and a came on.  You could swear that something bumped into damaged corpse give away the scene. your hip.  The shadows grow long and the wind seems The body is that of Laszlo, the trapper and hunter somehow colder than ever before. A feeling of loneliness washes over you. despite the carnage all over this area.  Memories of your family come unbidden to your from Orașnou. (owever, there is no sign of Alina mind, but they're different somehow; sadder and Is This Laszlo? full of loss. The Dark Powers are not finished with Laszlo. If any of the The entries above are merely suggestions. This characters have already played adventures that come later in the season, all references to Laszlo in this encounter section works best if you write one of the above should be changed to that of a more generic hunter or messages down on a slip of paper and privately trapper. passes it to the character with the lowest or highest Please refer to the sidebar on that appears after roll on their skill check. Wait a few minutes, and do Adventure Hooks for more information about why you may it again. This section may serve as an interesting need to make this change. Specifically, refer to the notes method to award inspiration tokens to characters about key NPCs. that get involved in the messages.

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Wisdom (Survival) or Intelligence (Nature) Development  DC 9: The body has been partially ravaged by After the characters have had some time to scavengers. investigate the campsite or perhaps if the  DC 11: The canine tracks are larger than normal, characters are especially watchful, maybe because — as if made by a wolf easily twice the normal size. they are aware of the elf tracks a trio of thin elves emerge from the trees several hundred feet away.  DC 13: The canine tracks do not appear to They approach the characters with— their arms originate from outside the campsite. They lead off raised in surrender, begging for aid and parlay. Two to the east, and splatters of blood follow of them are young males (barely 100 years old, alongside. named Earlan Shadowsong and Nim'il Briarbough), Wisdom (Perception) and they are led by Aya Glenmiir, an auburn-haired  DC 13: Light glints off a silver dagger in the cold female elf of about 300 years with piercing green ashes of the campfire. Charred blood covers the eyes. dagger. Roleplaying Aya Glenmiir  DC 15: The characters find a wolf's tooth embedded in one of Laszlo's wounds. Aya is a female elf of about 300 years. She has long, auburn hair and radiant green eyes, along with a bit of an ego. Wisdom (Medicine) Originally from Phlan on the Moonsea, were she is a wizard  DC 11: Laszlo has been dead for about five days, specializing in warding magic, she has a history of being very killed by a very savage wolf attack. charismatic and a bit of a flirt. However, the land here in Barovia has seemingly drained  DC 13: The damage to Laszlo's body is massive in her of her energy leaving her gaunt and withdrawn, and she scale, but he appears to have been surprised; his openly comments on how the nature of magic (known as most grievous wounds are on his neck and back. the Weave) "is just different here". Aya was also featured in  DC 15: There is more blood here than Laszlo DDEX1-6 The Scroll Thief, DDEX1-10 Tyranny in Phlan, could have provided. DDEX2-9 Breath of the Yellow Rose, and DDAL04-01 Suits of  DC 17: If the characters have discovered the the Mists. dagger in the campfire, they can tell that Laszlo With the exception of Aya, the elves actually hail did not try to defend himself there are no bites from Greenhall--an elven settlement in the or bruises on his arms. — Quivering Forest. They inform the characters that Intelligence (Investigation) they had been investigating the perimeter of their  DC 11: The tracks are wild and chaotic, but the domain, but entered a thick fogbank near the characters discern a number of wolf tracks Crossing Inn. When they emerged from the mist, among Laszlo's. There are two sets of humanoid the forest had dramatically changed. tracks: one male and one female; both sets lead into the clearing but no humanoid tracks leave as the villagers were very withdrawn and wouldn't this place. makeThe eye village contact. of Orașnou They swear confuses that and they alarms had them,  DC 13: If the characters have not yet found the nothing to do with the carnage in this campsite, dagger, they spot it in the ashes of the campfire. though they've seen a massive wounded silver wolf  DC 15: The wolf tracks head east, away from the and had been tracking it in hopes of earning an easy camp and into the foothills of the mountains. meal. A DC 10 Wisdom (Insight) check tells the There are no humanoid tracks heading in that characters that the elves are not telling the whole direction. truth about the wolf.

Once the characters have had some time to examine Charisma (Persuasion): Laszlo's body, they should be able to recover his bags (see the Treasure section). The wolf tracks  DC 12: The elves have been in the forest for head east, into a more inhospitable area. The almost a tenday. They saw Laszlo and Alina, and characters realize that the blizzard is very close-- trailed them for a while. They argued a lot, but likely no more than a few hours. appeared to be capable hunters.  DC 15: Laszlo attacked Alina here in the campsite after a particularly loud argument. The elves left the hunters alone, not wanting to see what would

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happen if Laszlo saw them. (A DC 10 Wisdom Part 2c: The Deep Wilderness Insight check tells the characters that the elves are not telling the whole truth). Expected Duration: 30 minutes  DC 18: Before moving onto Part 3, below, choose (or grew huge teeth and fur. She attacked Laszlo determine randomly) an encounter from the when hisAfter back the was loud turned. fight, HeAlina…changed; tried to fight hershe "Or off, but was slain. The elves fled, overcome with terror and revulsion. A successful DC 8 Wisdom Theașnou Deep and Wilderness )ts Surrounds" table, below: (Insight) check tells the characters that the elves Roll Type Title are telling the truth. 1 Combat Zombie + Elk = Profit? Intimidation may work to get this information, but 2 Combat I the Forest, Does a Bear…? likely at disadvantage on the skill check. The elves 3 Combat Bad Dogs are close to starving and feel that they have little 4 Exploration Agitation 5 Exploration I'm Not a Witch! left to lose. 6 Exploration Stickmen The elves are not intended to be a combat encounter and do not pose a significant physical The characters should have had two encounters threat. If the characters decide to attack them, the (one from each 2a and 2c) before moving to part 3. scuffle is brief and grants no experience. While they refuse to take the characters to 1. Zombie + Elk = profit? Greenhall, the characters may be able to convince . With some creative role-playing--and a handful of rations, trust, and Low growls and grunts can be heard from some ways off, maybethe elves a Charismato return (Persuasion)to Orașnou check or two--the followed by trumpeting sounds and terrific crashes. Low elves could actually be convinced to continue moans immediately follow each crash. Laszlo & Alina's trapping and skinning efforts through the winter. The characters observe a pack of three zombies Finally, if the characters wish, Aya is able to have attacked a pair of elk. One of the magnificent provide limited spellcasting services for the creatures is dead, and the other one is soon to characters; specifically, she can cast remove curse. follow. If the characters get involved, the elk is in a See the information at the beginning of the full panic and unless magical methods are used, it is adventure for how much this service costs. unable to distinguish them from the zombies and defends itself. The elk runs away at first XP Award opportunity. If the characters successfully convince the elves to 25 XP. Adjusting the Encounter Here are recommendations for adjusting this combat Treasuretreat with Orașnou, award each character encounter. These are not cumulative. In addition to Laszlo's silver dagger, the characters  Very weak or weak party: remove one zombie find his furs and bags. The assembled furs are easily  Strong party: Add two zombies worth 100 gp, and his bags contain pieces of  Very strong party: Add four zombies polished bone and antler; items worth more as finished art pieces and trinkets worth another 20 The characters can avoid this encounter if they wish. Wolf tracks continue to the east. There is the ruins of the campfire. It contains a shortbow, 12 roughly two hours of travel between this encounter arrows,gp in Orașnou. an explorer's The characters pack, and find a salted Laszlo's ham, pack all ofin and the next. which are been ruined. Although it cannot be found, there is evidence that he possessed a pot of ink. The 2. Does a Bear Sit in the Woods? elves have no items worth any amount of value aside from their immediate gear, but taking their A very dead bear sits, leaning against a tree slightly off the gear is a death sentence for the elves. path--its belly horrifically distended. The stench is However, they also find Laszlo's a whip of overwhelming, even from nearly forty feet away. warning on the ground by his body.

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The bear corpse is actually home to a swarm of  Strong party: Irease the death dogs’s “tealth odifier centipedes. A successful DC 13 Intelligence to +6. (Nature) check reveals that this, and those that  Very strong party: Add one death dog succeed on a DC 11 Wisdom (Perception) check see Laszlo's and Alina's tracks continue off to the north tiny ripples in the dead flesh. Those that succeed on from here and are fairly easy to follow. There is the Intelligence (Nature) check make the Wisdom roughly two hours of travel between this encounter (Perception) check with advantage. and the next. If the characters physically interact with the corpse, it explodes in a shower of gore as the 4. Agitation centipedes burst forth. Any creature within 10 feet Do not run this encounter if "We are Not Alone" of the corpse takes 1 piercing damage and must (see Part 2a, above) was used. However, at your succeed on a DC 11 Constitution saving throw or discretion this section may serve to reinforce the take 11 (2d10) poison damage and be poisoned for feeling of loss and chilling loneliness. 1 hour. As the characters travel through the forest, ask A successful DC 11 Intelligence (Investigation) the players to choose to roll for Wisdom check reveals that any amount of piercing damage (Perception) or Wisdom (Survival) checks. If the done from a distance will cause the corpse to players roll exceptionally low or high, follow up by deflate with little effect to the characters. asking for Wisdom (Insight) checks. Regardless of The insects scurry off into the undergrowth their responses, reference the ideas below for unless the characters are within ten feet of them or appropriate responses: are attacking them.  The characters hear faint cries of an infant can be Adjusting the Encounter heard in the distance, intermingled with the Here are recommendations for adjusting this combat yowling of wolf pups. encounter. These are not cumulative.  The characters find an arrow formed of a  Strong party: Add one swarm of centipedes collection of bright red stones on the ground. It  Very strong party: Add one swarm of rats and the points northeast. creatures don't flee  Scratched into a nearby tree trunk are the letters "LV AV". A broken fingernail is still stuck in the The characters can avoid this encounter if they wood. wish. Wolf tracks wind past the bear corpse and off  You feel a sharp stabbing pain across your to the north. There is roughly two hours of travel abdomen, and then your torso goes numb--a between this encounter and the next. heartbeat later, the sensation fades away. 3. Bad Dogs  The trees seem to warp and twist ever so slightly as you look at them, as if they are trying to blot out the sun. The forest has grown silent, and the wind has gone eerily  Suddenly, the only thing you can think about is a calm. warm mug of mulled cider and a blazing hearth. The entries above are merely suggestions. This Two death dogs are stalking the characters. section works best if you write one of the above Characters that succeed on a Wisdom (Perception) messages down on a slip of paper and privately check opposed by the death dogs's Dexterity passes it to the character with the lowest or highest (Stealth) check are not surprised as the beasts roll on their skill check. Wait a few minutes, and do spring out to attack them. They pursue unarmored it again. This section may serve as an interesting characters first, and flee if reduced to 15 hit points method to award inspiration tokens to characters or less. that get involved in the messages. The characters spot wolf tracks heading Adjusting the Encounter northeast from here. There is roughly two hours of Here are recommendations for adjusting this combat travel between this encounter and the next. encounter. These are not cumulative.  Very weak party: As weak party; remove one death dog  Weak party: The death dogs do not surprise the party

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5. I’m Not a Witch! of sticks. As the walk further, the bundles take a more humanoid shape and grow in size, the largest Snow has begun to fall, and with the temperature of them being about twelve inches from top to bottom, and all of them are hanging from tree plummets. As you prepare to look for shelter an old woman, branches. some fifty feet ahead, waves frantically at you and beckons After two miles of this, they come to a clearing. you all to come closer. Lashed to a stand of trees are four very large humanoid effigies. Standing almost fifteen feet tall, The old human woman leads the characters to her they are quite an imposing sight. A DC 10 hut, nestled in between three sturdy trees. She is Intelligence (Religion) check shows that these half-blind and very talkative, but she poses no effigies are clearly dedicated to some deity or force, threat to the characters. Characters may decide to but it is not clear to whom. A feeling of unease make Wisdom (Insight) checks so as to determine permeates the area, and the sense that the her motives--if they do, feel free to describe her characters are being watched is very strong here. warty, gap-toothed smile, stringy hair, and so on as While the tall effigies provide excellent cover from her key features. She tells the characters that she the wind, attempting to rest here requires a DC 15 hasn't needed a name for many years since she Wisdom saving throw; failing this saving throw left the village in fact, and has actually forgotten her results in the character gaining a level of name altogether. — exhaustion (and losing the benefit of the rest) as The small hut is cozy enough, and keeps the old murderous thoughts fill his or her mind. Druids and woman protected from the elements. She is very evil-aligned characters automatically succeed on eager to share her rancid-smelling stew, and seems this saving throw but still have these thoughts. incredibly concerned with the well-being of the Wolf tracks continue off to the southeast from characters. here and are easy to follow. There is roughly two hours of travel between this encounter and the  "Wear a thick jacket, it's cold out there!" next.  "Where are your gloves, young lady?"  Advancing the Adventure  "Do you see how he looks at you? I haven't seen that"When look ) was in a yourlong age…"time." The characters should have had two encounters in addition to "The Campfire". If time allows, feel free  "Be careful in these woods. Some say they've to run them through additional encounters from seen a frightful scary ghostie with a gaping hole the "Deep Wilderness Encounters" table but be in its chest." careful to manage your remaining time as well as  "There are some mighty large wolves out this staying within the maximum gold and experience time of year. One came by recently, with a huge rewards. belly wound that just kept bleeding."

She allows the characters to stay in her hut as long as they like, but there is only room for two people plus her at any one time. Any unprepared character that remains outside for one hour or more without building a campfire or taking appropriate shelter must make a DC 10 Constitution saving throw or gain one level of exhaustion due to the encroaching cold. Wolf tracks and a blood trail continue off to the north from here and are easy to follow. There is roughly two hours of travel between this encounter and the next. 6. Stickmen As the characters progress deeper into the forest and the foothills, they begin to notice small bundles

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The thick leather shows signs of gnawing but is still Part 3. Wolf Den closed. Expected Duration: 20 minutes Once opened, the satchel is found to contain a Tracking the wolves has been time-consuming, and hand-written journal (written in Common), three the weather is turning for the worse. As the storm small bundles of herbs (which, if ingested, restore approaches, the characters find what appears to be 1d4 hit points each), a small pot of ink and a writing the wolf den, but there is more than simple shelter quill. They also find the Player Handout. Many of here. Secrets will be revealed and blood will be the pages have been torn or have had ink spilled on shed in this place. them, but some key phrases can be found. Only three of the entries are legible. The remaining Rock and a Hard Place pages are stained and smeared with ink, blood, and A massive storm front has been building for the last other unknowable substances. several days, and as the characters enter the cave Once the characters have discovered the journal the sky breaks loose in addition to the heavy and read the key entries, or thirty minutes have winds, a thick freezing rain begins to fall in passed (not quite enough for a short rest), Alina torrential bursts, interwoven— with inch-wide arrives. Read: hailstones. Staying outside will almost certainly bring death to whomever is foolish enough to do so. The sound of baying wolves breaks the silence. A moment later, a young, silver-haired woman with an immense wolf in General Features tow stumbles into the den; gasping in agony with a bloody Alina's lair has the following general features: hand clasped over her belly. Terrain. This cave is a natural formation. The As she sees you, her face contorts into rage. She spits a floor and walls are not worked in any way, but this curse; flecks of blood dancing on her lips. is not rough terrain. The ceiling is about 7 feet high. Her curses turn into a throaty growl as she falls to her Light. There are no light sources in the wolf den. hands and knees. Her body contorts and twists as her forms The oncoming storm blots out the sunlight if the party arrive during day hours. changes to that of a large, silver-furred wolf. The beast Smells. Wolf urine and rotting meat are powerful throws its head back and howls, and then charges. scents in this place. Temperature. The storm causes the temperature Alina and her dire wolf are desperate to get out of to drop very quickly. Characters outside the wolf presence in their den take 1d4 points of bludgeoning and cold home has them in a lather. damage at the start of each of their turns due to the the storm, and the characters’s hail and freezing rain; characters wearing cold Aw, Is That a Baby? weather gear take half of this damage. Characters It is possible that the characters interacted with the villagers inside the wolf den are cold but otherwise i Orașou or read i the joural that Alia reats poorl to unaffected. the sound of infants crying. Cunning characters can attempt to mimic that sound in any appropriate manner, such as It is quite apparent that this is a wolf den. Broken, gnawed succeeding at an opposed Charisma (Deception) check, using prestidigitation or similar magic, etc. If successful, all bones litter the floor, and scraps of fur from a large number of Alina's attacks have disadvantage until the start of her of animals have been shredded and scattered about the next turn as tears well up in her eyes. Reward creativity cavern. The smells of offal and rotting meat compete for here; do’t just rel o the roll of a die. attention, and the results are exactly as you might expect. As you take in your environment, a loud peal of thunder Tactics reverberates around the cave—the storm outside has finally Alina and the wolf flank characters that appear broken loose! Freezing rain and hail begin to pelt the cave weaker or less-armored. This encounter should entrance, and a howling wind tears through the forest. have a definite feel of menace and terror the characters are backed into a corner and the wolves A bit of investigation (no check needed) reveals a have no other place to go. — satchel amidst the scraps of bone, fur, and leather. If any of the characters are openly wielding the whip of warning

found on Laszlo’s body, Alina

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pointedly avoids that character in favor of other Alina targets. If Alina was spared, the characters are now faced with the decision of what to do with Alina. Her Adjusting the Encounter wound is festering and rotting, and her lycanthropy Here are recommendations for adjusting this combat may not be curable with local resources encounter. These are not cumulative. simply isn't populated enough to provide the  Very weak: Replace the dire wolf with a wolf; replace necessary means to remove her affliction—Orașnou (though Alina with a dire wolf the characters likely do not know this). Should she  Weak party: Replace the dire wolf with two wolves; reclaim her sanity long enough to be questioned by replace Alina with a dire wolf. the characters, she tearfully admits that her "pup"  Strong party: Alina gains the pack tactics ability as per survived despite Laszlo's attack and that the pain the dire wolves. Additionally, the Dark Powers have gifted triggered her transformation. her with the following trait: Regeneration: Alina regains 5 If the characters decide to return— Alina to the hit points at the start of each of her turns. If she hears the village, she is scared to return to the village. While sound of a baby crying or is damaged by a silvered it is possible that the characters may still desire to weapo, this trait does’t futio at the start of her et turn. Alina dies only if she starts her turn with 0 hit points keep her alive, it should be made clear that and doesn't regenerate. throughout the journey she became visibly more and more bestial, and that her humanity is likely to  Very strong party: as Strong party, ut Alia’s regeneration ability causes her to regain 10 hit points at be lost forever if she is not cured soon. the start of each of her turns, and a supernatural cold If the characters return to the village with Alina creeps into the wolf den. Any creature that is not heavily in tow, the Burgomaster van furred or wearing cold weather gear must succeed on a Randovich, is dismayed with her condition. He DC 11 Constitution save at the start of their turn or else informs the characters thatof Orașnou, ) they have disadvantage on saving throws, ability checks injuries, he is confident that she can be saved. He and attacks until they complete a rest. Alina's thick coat asks an older gentleman (hisdespite aide) to the help girl’s carry the protects her from this effect. girl inside. As a parting gesture, Ivan informs them that Gregori will likely be happy to hear whatever Treasure news they have. Assuming they do as they are bid, Aside from the tattered journal, Alina carries but a read the following on their return: single object with her in her wolf form: an old, ornate jade-and-pearl pendant emblazoned with a As you leave the Burgomaster’s residee, three shapes raven. This necklace is evidence of who she is (if the appear on the roof: Alina, the Burgomaster, and his aide. A characters have not already figured it out), and oose of stout rope has ee tighteed aroud Alia’s ek would easily fetch 100 gp from a Vistani merchant. and a burlap sack filled with what appears to be stones has Where is Laszlo? been lashed to her ankles. The oo has ursed this girl! The Burgomaster says, If the adventurers have previously encountered Laszlo in to save her, but we can other adventures (and thus, did not find his corpse at the There is othig that a e doe campfire), Alina bellows out challenges and taunts during preet her destroig us all! the combat, including "Laszlo's marrow will provide meals Alina has time only for the briefest of screams as the man for days" and other such lines that indicate she is aware of behind the Burgomaster shoves the girl bodily from the his death. The characters may also find evidence of Laszlo's roof. There is a resounding CRACK as the rope around her death in the wolf den if needed. neck draws taut.

Conclusion Gregori is pleased that the characters have The characters can finish searching the wolf den returned, and gives them 100 gold pieces for their after combat has concluded. No other wolves trouble. He also offers them lodging in his travel u. house and tells them that they will be welcome for There isn't much left here only some scraps of as long as they would like to stay. This does not botherleather them,clothing even and on a thefew journey broken backshiny to baubles. Orașno confer any discount on lodging, but it does — guarantee that have an available room if they need to he’ll always stay in Orașnou.

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Damned thing got a good start from)f asked the storm about and the bolted. wolf pup, Shame, Gregori’s too demeanor changes slightly. The Elves . Additionally, it is possible that the characters have u. They are skilled hunters and would do well to fill Laszlo & Alina'sconvinced newly-vacated the elves to dutiescome to in Orașnothe village. In time, Aya may even recover her more of her magical abilities and personality, becoming an asset that the characters can rely on for magical support.

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character is interested in a specific consumable Rewards magic item, the DM can determine who gets it Make sure players note their rewards on their randomly should the group be unable to decide. adventure logsheets. Give your name and DCI Permanent magic items are divided according number (if applicable) so players can record who to a system. See the sidebar if the adventure awards ran the session. permanent magic items. Experience Treasure Awards Total up all combat experience earned for Item Name GP value defeated foes, and divide by the number of Blood hawk coins 20 characters present in the combat. For non-combat Pouch of rare spell components 20 experience, the rewards are listed per character. Bandit furs and skins 20 Give all characters in the party non-combat Tambourine 10 experience awards unless otherwise noted. Silvered dagger 102 Laszlo's furs 100 Combat Awards Laszlo's trinkets 20 Name of Foe XP per Foe Alina's opal necklace 200 Blood Hawk 25 Twig Blight 25 Scroll of Create Bonfire Vine Blight 100 Scroll, uncommon Needle Blight 50 Bandit 25 A description of this item can be found in the Bandit Captain 450 Dungeon Master’s Guide. This spell appears in the Scout 100 Elemental Evil Player’s Companion. Zombie 50 Elk 50 Whip of Warning Swarm of Centipedes 100 Weapon (whip), uncommon (requires attunement) Death Dog 200 This whip is fashioned from a length of rotting, Dire Wolf 200 thorn-covered vine set into a handle made of an Alina (Werewolf) 700 unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped Non-Combat Awards within. A description of this item can be found in Task or Accomplishment XP per Character the Dungeon Master’s Guide. Takig the eles to go to Orașou 25 Permanent Magic Item Distribution D&D Adventurers League has a system in place to The minimum total award for each character determine who is awarded permanent magic items at the participating in this adventure is 225 experience end of a session. Eah harater’s logsheet contains a points. column to record permanent magic items for ease of The maximum total award for each character reference. participating in this adventure is 300 experience  If all the players at the table agree on one character points. taking possession of a permanent magic item, that Treasure character gets the item.  In the event that one or more characters indicate an The characters receive the following treasure, interest in possessing a permanent magic item, the divided up amongst the party. Characters should character that possesses the fewest permanent magic attempt to divide treasure evenly whenever items gets the item. If there is a tie in the total number of possible. Gold piece values listed for sellable gear permanent magic items owned by contesting characters, are calculated at their selling price, not their the ite’s oer is deteried radoly by the DM. purchase price. Consumable magic items should be divided up Renown however the group sees fit. If more than one

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All faction members earn one renown point for participating in this adventure. Downtime Each character receives five downtime days at the conclusion of this adventure. Story Awards Characters have the opportunity to earn the following story awards during this adventure. This award is only earned to characters that have entered Barovia for the first time.

The Demiplane of Dread. You have traversed the mists and now find yourself in the Demiplane of Dread and, until this story award is removed, you are unable to leave. So long as you are trapped, you cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during your time here, the Dark Powers are watching. DM Rewards You receive 200 XP, 50gp and five downtime days for running this session.

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Aya has been previously featured in DDEX1-6 The DM Appendix: NPC Scroll Thief, DDEX1-10 Tyranny in Phlan, DDEX2-9 Breath of the Yellow Rose, and DDAL04-01 Suits of Summary the Mists.

Glovia Falinescu (GLOW-vee-uh FALL-in-ESs-coo). Burgomaster Ivan Randovich (EYE-vun RAN-doe- A heartbroken mother and healer who lost her vitch): Male human. Shell. Ivan has grown fat, vain, infant child to disease. Blames her own lack of and rich on the backs of those he has subjugated. ability for the child's death. Highly educated in NOTE: Ivan is not present anatomy. until the conclusion of this adventure NOTE: Glovia is not present in this adventure. Seeks out Tatyana’s Comb.

Alina Vaduva (uh-LEEN-uh vuh-DOO-vuh). Alina is a skilled hunter and tracker, and can sometimes get carried away with her direct nature and sometimes-fiery temper. Married to Laszlo, and together they own a small but successful fur trading post. Alina is a werewolf due to a curse upon her family line.

Laszlo Vaduva (laz-LO vuh-DOO-vuh). A true outdoorsman, Laszlo has spent most of his life working in the wild. A skilled hunter, trapper, and woodsman, he firmly believes that the land provides everything that his people need. Married to Alina, and together they own a small but successful believe that Laszlo is hiding details about his life before he camefur trading to the post.village, The but people he does of Orașnounot speak of those dark days.

Gregori Wurlbach (gre-GOR-ee VURL-bok). Male human. Soul. Gregori is a soft, balding man with gnarled hands. He has worked hard for the comforts that he enjoys in the village chief among these being that his food and drink is provided free of charge thanks to his ability to host— the Vistani when they arrive every few months to peddle their wares. He is fair minded and often overlooks his own profits in favor of his community and friends. Unlike other denizens of the duchy, Gregori is friendly and welcoming of outsiders.

Aya Glenmiir (Ah-yuh glen-MEER). Aya is a female elf of about 300 years. She has long, pale blonde hair and radiant green eyes, along with a bit of an ego. She is a wizard specializing in abjuration magic originally hailing from the town of Phlan. Though she has a history of being very charismatic and a bit— of a flirt, the land here in Barovia has seemingly drained her of her energy. She is gaunt and withdrawn, and openly comments on how the nature of magic, the Weave, "is just different here".

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Appendix. NPC/Monster Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., Statistics one target. Hit: 3 (1d4 + 1) slashing damage

Vine Blight Blood Hawk Small plant, neutral evil Small beast, unaligned Armor Class 12 (natural armor) Armor Class 12 Hit Points 26 (4d8 + 8) Hit Points 7 (2d6) Speed 10 ft. Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (-+0) 3 (-4) 6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

Skills Stealth +1 Skills Perception +4 Condition Immunities blinded, deafened Senses passive Perception 14 Senses blindsight 60 ft. (blind beyond this radius), Languages -- passive Perception 10 Challenge 1/8 (25 XP) Languages Common Keen Hearing and Smell. The hawk has advantage on Challenge 1/2 (100 XP) Wisdom (Perception) checks that rely on sight. False Appearance. While the blight remains Pack Tactics. The hawk has advantage on an attack motionless, it is indistinguishable from a tangle of roll against a creature if at least one of the hawk's vines. allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Actions Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one and a Large or smaller target is grappled (escape DC target. Hit: 4 (1d4 + 2) piercing damage. 12). Until this grapple ends, the target is restrained,

and the blight can't constrict another target. Twig Blight Entangling Plants (recharge 5-6). Grasping roots and Small plant, neutral evil vines sprout in a 15-foot radius centered on the Armor Class 13 (natural armor) blight, withering away after 1 minute. For the Hit Points 4 (1d6 + 1) duration, that area is difficult terrain for nonplant Speed 20 ft. creatures. In addition, each creature of the blight's choice in that area when the plants appear must STR DEX CON INT WIS CHA succeed on a DC 12 Strength saving throw or become 6 (-2) 13 (+2) 12 (+1) 4 (-3) 8 (-1) 3 (-4) restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled Skills Stealth +3 creature within reach on a success. Damage Vulnerabilities fire Condition Immunities blinded, deafened Needle Blight Senses blindsight 60 ft. (blind beyond this radius), Medium plant, neutral evil passive Perception 9 Languages understands Common but can't speak Armor Class 12 (natural armor) Challenge 1/8 (25 XP) Hit Points 11 (2d8 + 2) False Appearance. While the blight remains Speed 30 ft. motionless, it is indistinguishable from a dead shrub. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4)

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Condition Immunities blinded, deafened Actions Senses blindsight 60 ft. (blind beyond this radius), Multiattack. The captain makes three melee attacks: passive Perception 9 two with its scimitar, and one with its dagger. Or the Languages understands Common but can't speak captain makes two ranged attacks with its daggers. Challenge 1/4 (50 XP) Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., Actions one target. Hit: 6 (1d6 + 3) slashing damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit, Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + one target. Hit: 6 (2d4 +1) slashing damage. 3) piercing damage. Needles. Ranged Weapon Attack: +3 to hit, reach 30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage. Reactions

Parry. The captain adds 2 to its AC against one melee Bandit attack that would hit it. To do so, the captain must see Medium humanoid (any race), any non-lawful the attacker and be wielding a melee weapon. alignment Armor Class 12 (leather armor) Scout Hit Points 11 (2d8 + 2) Medium humanoid (any race), any alignment Speed 30 ft. Armor Class 13 (leather armor)

Hit Points 16 (3d8 + 3) STR DEX CON INT WIS CHA Speed 30 ft. 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10 STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Languages Common, Halfling

Challenge 1/8 (25 XP) Skills Nature +4, Perception +5, Stealth +6, Survival +5 Actions Senses passive Perception 15 Languages Common Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., Challenge 1/2 (100 XP) one target. Hit: 4 (1d6 + 1) slashing damage. Keen Hearing and Sight. The scout has advantage on Light Crossbow. Ranged Weapon Attack: +3 to hit, Wisdom (Perception) checks that rely on hearing or ranged 100/400 ft., one target. Hit: 5 (1d8 + 1) sight. piercing damage. Actions Bandit Captain Multiattack. The scout makes two attacks. Medium humanoid (any race), any non-lawful Shortsword. Melee Weapon Attack: +5 to hit, reach 5 alignment ft., one target. Hit: 5 (1d6 + 2) piercing damage. Armor Class 15 (studded leather) Longbow. Ranged Weapon Attack: +5 to hit, ranged Hit Points 65 (10d8 + 20) 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing Speed 30 ft. damage.

STR DEX CON INT WIS CHA Zombie 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) Medium undead, neutral evil

Saving Throws Str +4, Dex +5, Wis +2 Armor Class 8 Skills Athletics +4, Deception +4 Hit Points 22 (3d8 + 9) Senses passive Perception 10 Speed 20 ft. Languages Common Challenge 2 (450 XP) STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

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3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Saving Throws Wis +0 Damage Immunities poison Damage Resistances bludgeoning, piercing, slashing Condition Immunities poisoned Condition Immunities charmed, frightened, Senses darkvision 60 ft., passive Perception 8 paralyzed, petrified, prone, restrained, stunned Languages Common, Draconic Senses blindsight 10 ft., passive Perception 8 Challenge $ ($ XP) Languages -- Undead Fortitude. If damage reduces the zombie to 0 Challenge 1/2 (100 XP) hit points, it must make a Constitution saving throw Swarm. The swarm can occupy another creature's with a DC of 5 + the damage taken, unless the damage space and vice versa, and the swarm can move is radiant or from a critical hit. On a success, the through any opening large enough for a Tiny insect. zombie drops to 1 hit point instead. The swarm can't regain hit points or gain temporary hit points. Actions Paralyzing Bites. A creature reduced to 0 hit points by Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one a swarm of centipedes is stable but poisoned for 1 target. Hit: 4 (1d6 + 1) bludgeoning damage. hour, even after regaining hit points, and paralyzed while poisoned in this way. Elk Actions Large beast, unaligned Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one Armor Class 10 target in the swarm's space. Hit: 10 (4d4) piercing Hit Points 13 (2d10 + 2) damage or 5 (2d4) piercing damage if the swarm has Speed 50 ft. half of its hit points or fewer.

STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2) Death Dog Medium monstrosity, neutral evil Senses passive Perception 10 Armor Class 12 Languages -- Hit Points 39 (6d8 + 12) Challenge 1/4 (50 XP) Speed 40 ft. Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on STR DEX CON INT WIS CHA the same turn, the target takes an extra 7 (2d6) 15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+2) 6 (-2) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Actions Languages -- Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 1 (200 XP) target. Hit: 6 (1d6 + 3) bludgeoning damage. Two-Headed. The dog has advantage on Wisdom Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., (Perception) checks and on saving throws against one target. Hit: 8 (2d4 + 3) bludgeoning damage. being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Swarm of Centipedes Actions Medium swarm of Tiny beasts, unaligned Multiattack. The dog makes two bite attacks. Armor Class 12 (natural armor) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Hit Points 22 (5d8) target. Hit: 5 (1d6 + 2) piercing damage. If the target is Speed 20 ft., climb 20 ft. a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned STR DEX CON INT WIS CHA until the disease is cured. Every 24 hours that elapse,

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the creature must repeat the saving throw, reducing Languages Common (can't speak in wolf form) its hit point maximum by 5 (1d10) on a failure. The Challenge 3 (700 XP) creature dies if the disease reduces its hit point Shapechanger. Alina can use her action to polymorph maximum to 0. into a wolf-humanoid hybrid or into a wolf, or back into her true human form. Her statistics, other than her AC, are the same in each form. Any equipment

Dire Wolf she is weapon or carrying isn't transformed. She reverts to her true form if she dies. Large beast, unaligned Keen Hearing and Smell. Alina has advantage on Armor Class 14 (natural armor) Wisdom (Perception) checks that rely on hearing or Hit Points 37 (5d10 + 10) smell. Speed 50 ft. Mother's Ears. If Alina hears the sound of a crying infant, she must make a DC 12 Wisdom save. On a STR DEX CON INT WIS CHA failure, she is unable to take reactions and on her turn 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) may only move or take an action; this effect ends at the start of her next turn. Skills Perception +3, Stealth +4 Senses passive Perception 13 Actions Languages -- Multiattack (Humanoid or Hybrid Form Only). Alina Challenge 1 (200 XP) makes two attacks when using the Attack action. Keen Hearing and Smell. The wolf has advantage on Bite (Wolf or Hybrid Form Only). Melee Weapon Wisdom (Perception) checks that rely on sight or Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + smell. 2) piercing damage. If the target is humanoid, it must Pack Tactics. The wolf has advantage on an attack roll succeed on a DC 12 Constitution saving throw or be against a creature if at least one of the vulture's allies cursed with werewolf lycanthropy. is within 5 ft. of the creature and the ally isn't Claws (all forms). Melee Weapon Attack: +4 to hit, incapacitated. reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing Actions damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Alina Vaduva (Werewolf) Medium humanoid (human, shapechanger), chaotic evil Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form Hit Points 58 (9d8 + 18) Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 12 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +4, Stealth +3 Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Senses passive Perception 14

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Player Handout: Alina’s Journal

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Appendix. Map of Wolf Den

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Results Code: March-April 2016

If you are DMing this adventure during the months of March April 2016, please show your players this page. The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the future! –

If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their results.

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THE EXECUTIONER

The locals are spreading rumors of the emergence of an age-old relic in a remote farming village.

Surely you won’t be the only one to seek it, but can you affordthemselves? to not be succ essful in this mission?Part AndThree why of Mistyhaven’t Fortunes they claimed and Absent it for Hearts.

A Two-Hour adventure for 1st-4th level characters

JERRY LeNEAVE Adventure Designer

Adventure Code: DDAL04-03

Development and Editing: Claire Hoffman, Travis Woodall 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

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, and Middlesex, UB11 1ET, UK.

(order #8808443) DO YOU WANT TO BE BORN AGAIN? I can chase away of a level higher or lower than the level range of a those demons. Hand in hand, you could tell me all your D&D Adventurers League adventure. secrets. I know what you want, but you won't let it go. For more information on playing, running games I know what you want, but you have to follow. If you as a Dungeon Master, and organizing games for the want to know who you are, just come with me into the D&D Adventurers League, please visit the D&D dark. Adventurers League home at:

--Craig Owens, Devil www.dndadventurersleague.org Introduction Preparing the Adventure Welcome to The Executioner, a D&D Adventurers Before you show up to Dungeon Master this adventure for a group of players, you should do the following to prepare. League™Curse of Strahd adventure, part of the official D&D AdventurersThis adventure League™ is designed organized for play 1st system through and 4th- the  Make sure to have a copy of the most current level characters,™ storyline and is optimized season. for five 3rd- version of the D&D Basic Rules or the Player’s level characters. Characters outside this level range Handbook. cannot participate in this adventure.  Read through the adventure, taking notes of

farming village just outside of the Svalich Woods, while running the northThe ofadventure Barovia, takeswithin place the Ravenloft in Orașnou, campaign a small likeanything to portray you’d an like NPC to highlight or remind yourself setting. in a combat. adventure, such as a way you’d  Get familiar with the monsteror a tactic statistics you’d likein the to use Appendix. The D&D Adventurers  aid you in running this adventure--such as League notecards,Gather together a DM anyscreen, resources miniatures, you’d and like to use to This adventure is official for D&D Adventurers battlemaps. League play. The D&D Adventurers League is the  If you know the composition of the group official organized play system for DUNGEONS & beforehand, you can make adjustments as noted DRAGONS®. Players can create characters and throughout the adventure. participate in any adventure allowed as a part of the D&D Adventurers League. As they adventure, Before Play at the Table and other rewards, and can take those characters Ask the players to provide you with relevant throughplayers track other their adventures characters’ that experience,continues their treasure, story. character information:

 Character name and level  Character race and class DCI)f number.you’re running This number this adventure is your official as a part Wizards of a of store event or at certain conventions, you’ll need a  Passive Wisdom (Perception) the most common passive ability check a number, you can obtain one at a store event. Check — withthe Coast your organized organizer playfor details. identifier. )f you don’t have  Anything notable as specified by the adventure D&D Adventurers League play is broken up into (such as backgrounds, traits, flaws, etc.) storyline seasons. When players create characters, they attach those characters to a storyline season, level range cannot participate in the adventure which determines what rule withPlayers those that characters have characters. Players outside with the ineligible adventure’s to create and advance their characters. Players can characters can make a new 1st-level character or use continue to play their characterss they’re after allowed the storyline to use a pregenerated character. Players can play an season has finished, possibly participating in a adventure they previously played or ran as a second or third storyline with those same Dungeon Master, but not with the same character. the only limitation Ensure that each player has an official adventure for adventure play. A player cannot use a character logsheet for his or her character (if not, get one from characters. A character’s level is

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(order #8808443) the organizer). The player fills out the adventure  Round fractions of .5 or greater up; round name, session number, date, and your name and DCI fractions of less than .5 down. number. In addition, the player also fills in the average party level starting values for experience, gold, downtime, (APL) for the adventure. To figure out the party renown, and number of permanent magic items. He You’vestrength now for determined the adventure, the consult the following or she fill in the other values and write notes at the table. conclusion of the session. Each player is responsible for maintaining an accurate logsheet. Determining Party Strength If you have time, you can do a quick scan of a Party Composition Party Strength 3-4 characters, APL less than Very weak out of order. If you see magic items of very high 3-4 characters, APL equivalent Weak raritiesplayer’s or character strange sheetarrays to of ensure ability that scores, nothing you can looks 3-4 characters, APL greater than Average ask players to provide documentation for the 5 characters, APL less than Weak irregularities. If they cannot, feel free to restrict item 5 characters, APL equivalent Average use or ask them to use a standard ability score array. 5 characters, APL greater than Strong Point players to the D&D Adventurers League Player’s 6-7 characters, APL less than Average Guide for reference. 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong the beginning of an adventure or episode, they can declare)f players their wish activity to spend and spend downtime the days days now and. it’s Average party strength indicates no recommended Alternatively, they can do so at the end of the adjustments to the adventure. Each sidebar may or adventure or episode. Players should select their may not offer suggestions for certain party character strengths. If a particular recommendation is not the start of the adventure, unless the adventure specifies otherwise.s’ spells and Feel other free daily to reread options the prior to adjustments. adventure description to help give players hints offered for your group, you don’t have to make about what they might face. Running the Adventure Adjusting the Adventure As the Dungeon Master of the session, you have the most important role in facilitating the enjoyment of Throughout this adventure, sidebars provide the game for the players. You help guide the information to assist you in making adjustments for narrative and bring the words on these pages to life. smaller or larger groups and characters of higher or The outcome of a fun game session often creates lower levels than the adventure is optimized for. stories that live well beyond the play at the table. This is typically used exclusively for combat Always follow this golden rule when you DM for a encounters. group: You may adjust the adventure beyond the

guidelines given in the adventure, or for other Make decisions and adjudications that enhance the fun of the adventure when possible. of inexperienced players, you might want to make

thereasons. adventure For example, a little easier; if you’re for playing very experienced with a group To reinforce this golden rule, keep in mind the players, you might want to make it a little harder. following: Therefore, five categories of party strength have been created for you to use as a guide. Use these as a  You are empowered to make adjustments to the guide, and feel free to use a different adjustment adventure and make decisions about how the during the adventure if the recommended party group interacts with the world of this adventure. strength feels off for the group. Doing so is especially important and applicable This adventure is optimized for a party of five outside of combat, but feel free to adjust the 3rd-level characters. To figure out whether you adventure for groups that are having too easy or need to adjust the adventure, do the following: too hard of a time.   Add up the total levels of all the characters. for a group. Never being challenged makes for a  Divide the total by the number of characters. boringDon’t make game the and adventure being overwhelmed too easy or makestoo difficult for a

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(order #8808443) frustrating one. Gauge the experience of the requisite expense for his or her lifestyle. Costs are players (not the characters) with the game, try to per day, so a character that spends ten days of feel out (or ask) what they like in a game, and downtime also spends ten days of expenses attempt to give each of them the experience maintaining his or her lifestyle. Some downtime activities help with lifestyle expenses or add lifestyle chance to shine. expenses.  Bethey’re mindful after of when pacing, they and play keep D&D. the Give game everyone session a moving along appropriately. Watch for stalling, Spellcasting Services since play loses momentum when this happens. At Any settlement the size of a town or larger can the same time, make provide some spellcasting services. Characters need finish too early; provide them with a full play to be able to travel to the settlement to obtain these experience. Try to be sureaware that of therunning players long don’t or services. short. Adjust the pacing accordingly  Read-aloud text is just a suggestion; feel free to Help From Who!? modify the text as you see fit, especially when dialogue is present. For the current storyline season, Curse of Strahd, the rules for spellcasting services are changed for characters adventuring  Give the players appropriate hints so they can i Baroia. I Strahd’s leak doai, there siply are’t ay make informed choices about how to proceed. settlements where spellcasters can accommodate such Players should be given clues and hints when needs, and those places of worship that might otherwise appropriate so they can tackle puzzles, combat, provide spellcasting services are overrun with monsters. As and interactions without getting frustrated over such, unless otherwise detailed in an adventure, the only lack of information. Doing so helps to encourage individual able to provide spellcasting services is Jeny immersion in the adventure and gives players Greenteeth. This will no doubt lead to some uncomfortable situations and unforeseen consequences. clues. Refer to Page 7 of the Adventurers League Dungeon little victories for figuring out good choices from Master’s Guide for more details. -for- Spell services generally available include healing and facilitating)n short, being a fun, the challenging DM isn’t about game following environment the for recovery spells, as well as information-gathering theadventure’s players. Thetext Dungeonword Master’sword; it’s Guide™ about has more spells. Other spell services might be available as information on the art of running a D&D game. specified in the adventure. The number of spells available to be cast as a service is limited to a Downtime and Lifestyle maximum of three per day total, unless otherwise noted. At the beginning of each play session, players must declare whether or not they are spending any days Spellcasting Services of downtime. The player records the downtime Spell Cost spent on the adventure logsheet. The following Cure wounds (1st level) 10 gp options are available to players during downtime Identify 20 gp (see the D&D basic rules or the D&D Adventurers Lesser restoration 40 gp for more information): League Player’s Guide Prayer of healing (2nd level) 40 gp  Catching up Remove curse 90 gp  Crafting (exception: multiple characters cannot Speak with dead 90 gp commit to crafting a single item) Divination 210 gp  Practicing a profession Greater restoration 450 gp  Recuperating Raise dead 1,250 gp  Spellcasting services  Training Acolyte Background Other downtime options might be available during A character possessing the acolyte background requesting adventures or unlocked through play, including spellcasting services at a temple of his or her faith may faction-specific activities. request one spell per day from the Spellcasting Services table In addition, whenever a character spends for free. The only cost paid for the spell is the base price for downtime days, that character also spends the the consumed material component, if any.

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(order #8808443) However, no religions have established places of worship Character’s Party Pays for Raise Dead. As above, here of sufficient size to provide spellcasting services. except that some or all of the 1,250 gp for the raise Because of this, characters with the Acolyte background gain dead spell is paid for by the party at the end of the no benefit from this trait. session. Other characters are under no obligation to spend their funds to bring back a dead party Character Disease, Death, and member. Recovery Faction Charity. If the character is of level 1 to 4 Sometimes bad things happen, and characters get can be returned to civilization and a patron from the poisoned, diseased, or are killed. Since you might not factionand a member ensures of that a faction, he or she the receives dead character’s a raise dead body have the same characters return from session to spell. However, any character invoking this charity session, here are the rules when bad things happen forfeits all experience and rewards from that session to characters. (both those earned prior to and after death during that session) and cannot replay that episode or Disease, Poison, and Other Debilitating adventure with that character again. Once a Effects character reaches 5th level, this option is no longer A character still affected by diseases, poisons, and available. other similar effects at the conclusion of an adventure can spend downtime days recuperating Resurrection Madness until such time as he or she resolves the effect to its In Barovia, the souls of the dead are as trapped as the souls conclusion (see the recuperating activity in the D&D of the liig. They eoe aught i the ists ad a’t Basic Rules). travel to the afterlife. When a humanoid who has been dead effect between for at least 24 hours returns to life, either by way of a spell or some supernatural means, it gains a random form of sessions, that character begins the next session still indefinite madness brought on by the realization that its )f a character doesn’t resolve the affected by the debilitating effect. spirit is trapped in Barovia, likely forever. To determine how this madness is expressed, roll on the Indefinite Madness Death table in chapter 8 of the Dungeon Master’s Guide. A character who is killed during the course of the adventure has a few options at the end of the session Vampirism and Lycanthropy (or whenever arriving back in civilization) if no one Vampires and lycanthropes are not included in the in the adventuring party has immediate access to a allowed rules for character creation or advancement raise dead or revivify spell, or similar magic. A (see the D&D Adventurers League Player’s Guide). character subject to a raise dead spell is affected These conditions grant characters powers and negatively until all long rests have been completed abilities that are not suitable for organized play, and during an adventure. Alternatively, each downtime typically impose a restricted or prohibited day spent after raise dead reduces the penalty to alignment. As such, characters afflicted with attack rolls, saving throws, and ability checks by 1, in vampirism or lycanthropy must have the affliction addition to any other benefits the downtime activity cured before the start of their next episode or might provide. adventure. Create a New 1st-Level Character. If the dead Afflicted characters have the following options: character is unwilling or unable to exercise any of the other options, the player creates a new  Lycanthropes can be cured with a remove curse character. The new character does not have any spell. This spell is available as a spellcasting items or rewards possessed by the dead character. service for 90 gp (though Jeny Greenteeth might Dead Character Pays for Raise Dead. If the have additional earlier in this guide). vital organs and is mostly whole) and the player  Vampires can berequirements; cured by a wish see spell Spellcasting cast by a wouldcharacter’s like the body character is recoverable to be returned it’s not tomissing life, the any Servicesfellow player character (wish is not available as a party can take the body back to civilization and use spellcasting service). Alternatively, a vampire raise dead character can be slain and returned to life with spell. A raise dead spell cast in this manner costs the raise dead, at the normal cost of 1,250 gp. If a thecharacter dead character’s 1,250 gp. funds to pay for a character chooses to end a vampiric curse in this manner, the Dark Powers (see Page 8, Adventurers

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(order #8808443) League Dungeon Master’s Guide) do not offer a root, and creatures of the night frequently kill and devour free raise dead, though Jeny Greenteeth might be their livestock. Most are sullen, and often filled with fear, be it from the earlier in this guide). lands themselves, what lies within them, Lord Strahd, or their willing to make a deal see Spellcasting Services own tyrant of a Burgomaster; Ivan Randovich and his cronies. An afflicted character who does not end his or her Be sure to play to the mindsets of these people who live curse is retired from play until able to do so by one threadbare existences, constantly on the precipice of horror of the means above, or through the application of during your roleplaying encounters. DM rewards to the character. As is the case with most of the denizens of Barovia, most of the people that reside i the illage do’t possess a soul. These people are epty shells reated y Strahd’s The Demiplane of Dread consciousness to populate his domain. However, about one This adventure is set within the Ravenloft campaign in every ten people in Barovia are actually possessing of a setting, in the lands of Barovia which exists in the soul—the souls of the original denizens of Barovia before its Demiplane of Dread. There are several atmospheric transition into the Demiplane. When a being with a soul dies and thematic elements to keep in mind at all times in Barovia, its soul remains trapped until it is reincarnated while running your game: later. Souls tend to wear clothing with a splash of color or have other features that demonstrate even a small bit of individuality. The Land is Bleak By the will of the Dark Powers, the sun never fully shines in the lands of Barovia. Even during the day, Alterations to Magic the sky is dimmed by fog or storm clouds, or the The land of Barovia resides in its own demiplane, light is strangely muted. Barovian daylight is bright isolated from all other planes, including the Material Plane. No spell not even wish allows one to Astral projection, tiedlight, to yet sunlight. it isn’t considered Nevertheless, sunlight Strahd for and the his purpose teleport, plane —shift, and similar— spells cast for the vampireof effects spawn and vulnerabilities, tend to stay indoors such as most a vampire’s, of the day purposeescape from of leaving Strahd’s Barovia domain. simply fail, as do effects and venture out at night, and they are subject to that banish a creature to another plane of existence. sunlight created by magic. These restrictions apply to magic items and artifacts that have properties that transport or banish Winter in Barovia creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell The winters are cold, wet, and stormy here. The natives of and the Etherealness feature of incorporeal undead, the Demiplane are prepared—well, as prepared as they can hope to be. is the exception to this rule. A creature that enters The characters, however, are unfamiliar with the realm. Thankfully, the region they came from was experiencing the back into Barovia upon leaving that plane. worst winter in living memory, and are likely to possess the For Border the purpose Ethereal of from spells Strahd’s whose domaineffects change is pulled winter clothing. If they are not, then, preparations are in across or are blocked by planar boundaries (such as order. The village has a single shop called The Hare & Hair sending where they are able to procure such supplies if they wish. plane. Magic that summons creatures or objects , Strahd’s domain is considered its own A dark sentience infuses the very soil, twisting and from other planes functions normally in Barovia, as does magic that involves an extradimensional space. contorting everything within. In places where you Any spells cast within such an extra-dimensional would normally expect wildlife such as deer, rabbits, space (such as that created by or squirrels, you instead find wolves, rats, and Mordenkainen’s magnificent mansion) are subject to the same mangy dogs. Vegetation is rotted and dead, and restrictions as magic cast in Barovia. forests are filled mostly with gnarled, thick trees While in Barovia, characters who receive spells with bare branches. Colorful, vivacious things simply from deities or otherworldly patrons continue to do do not exist. so. In addition, spells that allow contact with beings The Denizens of Orașnou from other planes function normally with one provision: Strahd can sense when someone in his Most Orașou residets are udae laorers, farers, domain is casting such a spell and can— choose to fletchers and other folk who fall under common professions. They typically have gaunt features, as crops often fail to take becomes the one who is contacted. make himself the spell’s recipient, so that he

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(order #8808443) Cosmetic Spell Modifications can evoke, but it also provides good chances for At your discretion, a spell can be modified horror to sneak back up on players just as they least cosmetically to enhance the horrific atmosphere of expect it. Ravenloft. A few examples are presented below: Alarm. Instead of hearing a mental ping when the alarm is triggered, the caster hears a scream. Background Bigby’s Hand. The conjured hand is skeletal. The farming village of teeters on the Find Familiar. The familiar is undead instead of precipice of chaos. The sudden onset of winter put being a celestial, a fey, or a fiend, and is immune to the town into a panic asOrașnou its most trusted skinner and features that turn undead. trapper, Laszlo and Alina Vaduva had not returned Find Steed. The summoned steed is undead yet with their final bundle of furs to help endure the instead of being a celestial, a fey, or a fiend, and is season. Yet, the forest outside of the village where immune to features that turn undead. the Vaduvas had set up camp were rife with Find the Path. sightings of large wolves and reports of strange the caster to the desired location. The spirit events and animal behavior. A child’s spirit appears and guides Locals offered rewards and urged those brave Fog Cloud. Misty, harmless claws form in thecan’t fog. be enough to venture out into the forest to seek out the harmed Gust of and Wind. doesn’t A ghastly communicate. moan accompanies the camp, and possibly the source of the strange summoned wind. activities. What was discovered was a decimated Mage Hand. The summoned hand is skeletal. camp and Laszlo's eviscerated corpse. Thought to Maze. have been killed by wolves, Laszlo was actually slain made of mortared skulls and bones. by his wife who was also a werewolf. PhantomThe Steed. surfaces The of steed the demiplane’s resembles a maze skeletal are Laszlo was aware and unbothered by Alina's horse. affliction, but unaware that it was a curse bestowed Rary’s Telepathic Bond. Characters linked upon her bloodline that was about to be passed down to their unborn child. Upon learning this, he something vile is telepathically eavesdropping on attacked her in a fit of rage and attempted to cut the them.together by the spell can’t shake the feeling that child from her womb. Alina, forced to defend herself, Revivify. A creature restored to life by a revivify killed Laszlo in the process. Alina snuck back into spell screams upon regaining consciousness, as one last time to leave her child in safety, though waking from some horrible nightmare. knowing it would not survive the winter in the Spirit Guardians. The spirits appear as ghostly, wilderness.Orașnou Afterward, she disappeared deep into skeletal warriors. the woods. Wall of Stone. A wall created by the spell has Now, with winter in full swing, the villagers have ghastly faces sculpted into it, as though tortured begun to give in to their panic and fearmongering. spirits were somehow trapped within the stone. Among many rumors, the one of an ancient artifact hidden within their village has become the most Count Strahd Von Zarovich popular. Some are blaming the abnormally swift and harsh winter on it as well. The artifact known as Lord Strahd is the Darklord of Barovia. He rules his domain from Castle Ravenloft as Strahd IX; a descendent of Strahd I. Tatyana's Powderbox is indeed within the village of In actuality, Strahd I and Strahd IX are the one and the same-- and while a few outsiders have arrived in a vampire. As a mortal, Strahd fell in love with Tatyana search of it, Laszlo, risen as a wight under the Federovna; the bride of his younger brother Sergei. In his controlOrașnou of Glovia Falinescu now seeks it too. In jealousy, Strahd murdered his brother and became the exchange for the powderbox, Glovia has promised Darklord of Barovia; which was swept away into the Laszlo to be reunited with his wife in undeath. Demiplane along with its ruler. Since then, Strahd is cursed to Glovia is a broken woman who lost a child to seek incarnations of Tatyana for eternity. NOTE: Strahd is not disease and also a healer well versed in anatomy. present in this adventure. She wishes to create a new "child" through an amalgamation of grave robbing, necromancy, and Not Without Humor crude experiments. The bleak and oppressive landscape must give way Glovia is also a servant of Esmae Amarantha, the now and then to some moments of respite, not only most powerful witch in all of Barovia. Esmae is does this break up the taxing mindset that Ravenloft smitten with Lord Strahd and seeks out a series of

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(order #8808443) artifacts that were personal effects of Tatyana Otherwise, if the characters have already played in Federnova's, in order to transform herself into other adventures in this series then they start out Tatyana. If she is able to transform, she plans to lay permanent claim to Strahd's heart and his every inside the inn not too long after their last adventure. thought, for all time. already The adventure in Orașnou begins taking as respite characters from are the settling weather in Wearing a hat of disguise, Laszlo continues his life for a meal at the Seven Tables Inn just after inside guised as a tradesman named Arik sundown. Having recently discovered that the Lavus. He is getting very close to obtaining the village's supplier of warm furs and sturdy leather artifact,Orașnou while he ultimately prefers to do so in were found dead in the forest, the common room is secret, he will stop at nothing to succeed in fulfilling buzzing with rumor and grim portents for the winter Glovia's wishes. ahead. Overview The adventure is divided into 3 major parts and followed by a malleable conclusion. Part 1. Characters begin the adventure inside the Seven Tables Inn where the locals are discussing rumors of an artifact lost within the village. Characters quickly learn that there may be some truth to these rumors and begin investigating. Part 2. Rumor gathering and role playing lead the characters toward Fillar Esven's shop where they encounter Laszlo under the ruse that is "Arik Lavus" and begin to realize something is not right. Afterward, the characters freely explore the village and uncover some more pieces of the puzzle, deducing that Arik is working with Fillar who has been stealing from 's Burgomaster. As soon as the characters realize that Arik is actually Laszlo, it is already be too late.Orașnou Part 3. The climax of the adventure comes as the characters and a lynch mob of angry townsfolk descend upon Laszlo's former home and set it ablaze, where they are met by ghouls sent by Laszlo to waylay them as he escapes the village to deliver the powderbox to Glovia. Conclusion. After the battle, the players return to the Seven Tables Inn to formulate a plan where they are confronted by the Burgomaster who demands they explain the havoc they have seemingly brought to his village. Adventure Hooks If the characters begin this adventure from within the Forgotten Realms or a setting other than Ravenloft, have them be transported to the

unnaturally thick fog or mist while traveling overland,Demiplane preferably of Dread justat night. outside Orașnou via anome . Proceed to Welc to Barovia, below

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(order #8808443) Welcome to Barovia Some characters may be arriving from Faerûn for the first time. For those characters describe a heavy fog bank rolling through their travel path while they are in the Quivering Forest, and when it eventually clears, they are on the outskirts of a small mountain -handed, but such is the way of the Demiplane. village. Any character )t’s heavy that participates in this adventure earns The Demiplane of Dread story award if they do not have it already. They should be made aware that until this story award is removed, they may not participate in any adventure that does not take place in Barovia. NOTE: This adventure may touch on some morally dark moments. Please be careful to gauge your player's comfort with such things, and remember that the goal of a Dungeons & Dragons game is for everyone to have fun!

Curse of Strahd Adventures The adventures for the Curse of Strahd Season of Dungeons and Dragons Adventurers League deliver the most impactful experience when played in numeric order (i.e.: 04-01, then 04-02, and so on) but this is not required. Please carefully read the following pages and be prepared to adjust encounters, especially where key NPCs are concerned! Although DM tips may be found in the adventure, they are unlikely to cover every table or situation. For a Ravenloft game, the world itself should be treated with great respect—it is a character unto itself, and the Dark Powers rarely respond positively to hand-waving and outright disissal… Any character afflicted with lycanthropy must receive the benefits of a remove curse at the end of this adventure in order to be rid of this horrible affliction. Characters that choose to remain afflicted or cannot afford this spell, become NPCs and are no longer playable in D&D Adventurers League games.

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(order #8808443)  Do not know that Laszlo is currently a wight, or that Glovia Part 1: Murmurs has any affiliation with his plans.  Do not know that Alina was a werewolf or know her I'M THE DARKEST HOUR, just before the dawn, and whereabouts, unless she was brought back to the village at I'm slowly sinking, into the slough of despond. the end of DDAL04-02 The Beast in a vain attempt to save her—in which case she was lynched. Dallas Green, Northern Wind  Do not know that the wolf pup left on Gregori’s doorstep was Alina and Laszlo's progeny, or that the child is afflicted with lycanthropy. Village of Orașnou  Are aware there an artifact is hidden somewhere in the village, but do not know what it is, does, or looks like. The village of is a small, desolate farming settlement surrounded to the south by the Svalich Seven Tables Inn Woods not tooOrașnou far from the Balinok Mountains. There is an Inn, a few shops, several homes of One of the largest buildings in the village, the Seven varying size and quality, and a cobblestone town Tables Inn is a cozy place run by an older man center. named Marku Grelon and his family. Marku is a man in his early fifties with thinning gray hair and salt & General Features pepper facial hair. The village has the following general features: The common room here is let out to passersby in Terrain. The ground is mostly dirt with patches of order to pay off the hefty lien placed on the property dead grass, now covered by a thick blanket of snow. by Burgomaster Randovich. Thus the food here is There are a few small farms with crops that until cheap, but its quality and the service is also subpar. recently grow formidably, despite the poor soil. The Grelon family are rumormongers and even in Most homes are constructed of wood and stone— with times of lessened crisis, the Inn is always buzzing thatch or— shingled roofs. with gossip and hearsay. Light. The adventure begins at sundown, the While inside the Inn, characters may make a nights are long and full of pale moonlight. During the various sorts of checks such as Charisma day the skies are muted gray and produce a steady (Deception or Persuasion) or Wisdom snowfall. All buildings are lit externally by torchlight (Perception) in order— to gather information or and internally by stone hearths. Despite the clouds carouse with locals to glean information. blocking the sun, the area is brightly lit during the Roll a die. If— the result is a 1, the character doesn't day. The moon provides dim light at night. overhear anything than muttered complaints about Smells and Sounds. Crisp cold air, the sounds of the weather or the price of grain. If the result is odd, creaking tree branches, raven calls, and the distant they overhear a false rumor. If the result is even, baying of wolves. they overhear a true rumor. If a character buys another patron a drink or otherwise spends in When you are ready to begin the adventure, read the excess of a few silver ravens, roll two dice. If either following aloud: of them are even, the character obtains a true rumor. Consult the following tables and choose a rumor to A heavy shroud of snow has blanketed the village of Orașou. deliver, or decide randomly You find yourself inside its only inn, The Seven Tables, False Rumors preparing to eat the first hot meal you've had in days. 1D4 Rumor The common room is filled mostly with locals, many of 1 An orphaned wolf pup is the source of the them hunkered down waiting for a break in the blizzard to storm. return to their homes. An aura of fear and superstition permeates the room, as the villagers engage in discussing 2 The Vistani have placed a curse upon the rumors as they wait. village. 3 Laszlo faked his death in order to skip town and find a more profitable village to sell his The Denizens of Orașnou wares. 4 Strahd's choking fog is coming after the snow. In addition to their normal demeanor (see above), unless otherwise noted, the people of Orașou:

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(order #8808443) True Rumors years of over-indulgently spending his ill-gotten 1D6 Rumor coin. 1 Burgomaster Randovich has recently In order for Glovia to reward him, Laszlo must increased the number of guards he pays to obtain the powderbox with little-to-no suspicion. watch over his home. Laszlo, using a hat of disguise fashioned in the form 2 An artifact of ancient origin once important to of a wolfskin cap masquerades as a brown-haired Lord Strahd lies hidden somewhere in the human man in his late-twenties named Arik Lavus. village. He has begun selling curiosities and supplies to Fillar 3 A new resident, Arik Lavus frequently takes at a very good price, knowing that Fillar has been trips out of town and returns with various stealing from the Burgomaster for years and that the goods that he sells to Fillar. powder box is bound to turn up on Fillar's shelves 4 Fillar’s ares are too pletiful, osistet, ad sooner rather than later. high quality to not be ill-gotten. What Laszlo doesn't know is that Fillar is a 5 The Burgomaster has been shaking people wereraven, which is how he has so easily stole so down for extra taxes in order to line his many trinkets from right under the Burgomaster's pockets. nose for so long. 6 Arik, the man in the wolfskin cap, only seems to speak with Fillar and avoids other Allow the players to venture out into the village to townsfolk. Some say he smells strange or begin looking for answers as to what is really going awful. on. If they do not have their own, have Marku approach them offering to loan them some furs if Among the rumors, the general consensus of the needed. villagers that is easily picked up on is: — Keeping Things Moving  Without the Vaduvas, there be enough Throughout the adventure there are plenty of opportunities quality furs to outlast the winter. for role playing and investigation, but if time is a concern, be  Though some crops grow regardlesswon’t of weather, careful to not let characters dawdle. there is not enough for the entire town to survive In Part 1, if needed, begin guiding the characters toward on should the winter persist longer than usual. meeting Fillar and encountering "Arik" (Laszlo) by having  The Burgomaster is away from the village Marku Grelon encourage them to visit shops in town, to temporarily on business but should be back soon. snatch up whatever remaining winter supplies that might be This has given villagers at least a modicum of available. respite. Being that the adventure has limited time, do keep in mind the following important points that must be covered before  Rumors of the artifact have drawn a handful of moving into Part Two: outsiders to , though most of them seem to come up missing shortly after their arrival.  An ancient artifact is rumored to be here in Orașou, some  Fillar, the ownerOrașnou of the Eyes of Midnight, and a of the locals think it is the source of the icy weather. new resident, Arick, do quite a lot of business  A peculiar man named Arik Lavus has taken up residence in the village and is seen frequently around Fillar's shop together.  Fillar can't possibly be running an honest business with the

stock that he keeps. DM Note  During Part 2 of the adventure, if things begin to hang up, you can quickly cover some of the investigation by having Actually, Laszlo is luring these newcomers and off-screen something draw attention to Fillar's shop, the Eyes of adventurers outside of the village and killing them to sell Midnight, and let the roleplaying encounter there guide their belongings to Fillar in order to build rapport with him. them. It shouldn't be too hard to realize that Arik is not who he claims to be, and that Fillar is a criminal. Development

Once the characters have had some time to get a feel for what is going on in the village, they should naturally begin to set out and begin investigating. The reality is that the powderbox lies within the cellar of the Burgomaster's home, unknown to him, and packed away among dozens of crates filled with miscellaneous curiosities he has acquired over his

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(order #8808443) comes nearer than the street. If provoked, one of Part 2: Secrets them sounds a whistle, summoning three more thugs from the rear of the house near the cellar (see The devil's finest trick, is to persuade you that he below), who arrive at the end of the second round. doesn't exist. They are miserable, though; if the fight goes against them, and they are given the opportunity, they --Charles Baudelaire, Les Fleurs du mal surrender.

During this portion of the Adventure, characters It’s Our Lot to Suffer explore the few buildings of interest that As mentioned above, the thugs are quite cold and even more has to offer and interact with Laszlo and Fillar; bored. The only reason they have remained this long is beginning to uncover the true nature of whatOrașnou is because they are afraid of the Burgomaster. However, they going on in the village. Once all the pieces come into can be distracted or bought off with relative ease. An offer in view, it is already too late. excess of 5 gp each is instantly accepted, whereas anything less is successful with a Charisma (Deception or Persuasion) A. Village Square hek opposed y the result of the thugs’s Wisdo Isight check. Due to their miserable state, the thugs make this The center of the village is the only place where the check with disadvantage. ground is made of cobblestone instead of dirt and contains a single well that is mostly frozen over. Due to their contempt for the Burgomaster, the During the warmer months Vistani set up their townsfolk turn a blind eye to any goings-on at his wagons here to sell their wares, but beyond that it residence. remains largely unused. The well is 5 feet wide and 40 feet deep. The water at the bottom of the well is Adjusting the Encounter frozen solid. Any creature falling into the well takes Here are recommendations for adjusting this combat 14 (4d6) bludgeoning damage. On one corner, a encounter. These are not cumulative. small platform is set with a lampstand likely where  Very weak party: Remove a thug; two thugs arrive at the announcements to the entire village are held. end of the third round. —  Strong or Very strong party: Add a thug; the wind and B. Burgomaster’s Residence snow has picked up, imposing disadvantage on ranged attacks

This building is stout and sturdy looking, crafted from mostly Treasure brick and some petrified timbers. The low, shingled roof If slain or bargained with, characters notice one of hangs over the front door creating a small area of cover from the guards at the front door has spent his earnings the snowfall where 2 armed men stand guard. less modestly than the rest and wears a golden bracelet and carries a pair of ornate dice carved The Burgomaster , Ivan Randovich, is a from human bones. The two items are worth 25 gp man who has grown fat and rich through heavy each. taxation and high prices.of Orașnou This vain tyrant of a man is currently away on business. His home is easily the XP Award most well-made structure in . It is a single- If the characters avoid violence with the thugs, level home that sits atop a raised stone foundation award each character 25 XP per thug. with a shallow set of woodenOrașnou stairs leading to a porch and an ornate front door. A traditional 1. Main Floor wooden hatch buried beneath the snow at the back of the home leads to a well-stocked cellar. Warm and inviting, the inside of this home is decadent. The The front door is typically guarded by three furniture is adorned with many flourishes and rich with deep, (thugs) sitting in chairs, bundled against the chill. The door itself is locked and requires a vibrant colors on the upholstery. The faint scent of spices and tools and a successful DC 15 Dexterity check to open. well-oiled leather fills the air. Alternatively, it can be forced open withset a DCof thieves’13 Strength (Athletics) check. The thugs refuse to let The interior of the home is a simply laid out yet anyone enter, and are suspicious of anyone who well-furnished and decadent. To the right side of the —

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(order #8808443) entryway is a large hearth above which hangs an oil check. Due to their miserable state, the thugs make this painting of Ivan, himself. In the corner sits a well- check with disadvantage. dressed canopy bed with overstuffed pillows and a Due to their contempt for the Burgomaster, the foot locker at its base. The opposite end of the home townsfolk turn a blind eye to any goings-on at his contains a well-stocked larder, dining area, and a residence. cabinet full of exotic liquors and spices. Any character with a passive Perception of 11 or Adjusting the Encounter higher notices a draft coming up from inside the Here are recommendations for adjusting this combat footlocker. Any character specifically examining the encounter. These are not cumulative. bottom of the footlocker discovers a trapdoor that leads down into the cellar. The trapdoor looks like it  Very weak party: Remove a thug; two thugs arrive at the hasn't been used in ages. end of the third round. Treasure. The foot locker is unlocked and  Strong or Very strong party: Add a thug; the wind and snow has picked up, imposing disadvantage on ranged contains personal effects of relatively high value; attacks gold vestments worth 25 gp, a rhodochrosite (a blood-red stone worth 10 gp), and a small wolf-fur The cellar door is secured with a well-made lock. pouch containing 15 gp. successful DC 15 Dexterity check, but the lock has 2. Cellar rustThe edlock through requires so theany use attempts of thieves’ to do tools so are and made a with disadvantage. The weather has partially rotted Dry, and covered in a thin layer of dust but otherwise well the wooden door, however, so it can be forced open easily with a successful DC 8 Strength (Athletics) kept. This cellar is dimly lit by a faint glow of light through the check. floorboards above. Many crates and boxes of various shapes Inside the cellar are two casks of ale, several- and sizes litter the floor in a semi-organized manner. dozen bottles of wine of various ages and origins, and dozens of crates containing various, valuable The stone foundation items that the Burgomaster has hoarded over the contains a small opening barred with iron, just years. enoughcellar to beneathkeep it aired the home’s out. Removing the bars is Once the players discover this area, and the thugs nigh-impossible; requiring a successful DC 25 are either dispatched, distracted, or otherwise not in Strength (Athletics) check, but they can be destroyed pursuit, read the following: (AC 17 and 30 hit points; resistance to bludgeoning, piercing and slashing damage from nonmagical Some of the crates seem to be in disarray, as if hastily moved attacks; immunity to psychic and poison damage). or rummaged through recently. The air here is crisp and rife The cellar door is currently buried beneath the snow with the smell of age. but is otherwise easily discernable. On this occasion it is also obvious due to the two thug guards posted near it. They are sitting on a felled log beside a There are roughly a dozen crates here. Unless brazier full of burning coals, trying to drive off the otherwise noted, the crates are shut but not sealed; If provoked, one of them sounds a they do not require pry bars or force to open. They whistle, summoning two additional thugs from the contain the following: frontwinter’s of the chill. house (see above), who arrive at the end  Four crates are full of lavish, oversized clothing of the second round. They are miserable, though; if cut to fit a man of the Burgomaster's figure. the fight goes against them, and they are given the  A small crate is lined with down and soft velvet opportunity, they surrender. protecting the baubles inside (see Treasure, below).

It’s Our Lot to Suffer  Four of the crates contain various types of spirits. As mentioned above, the thugs are quite cold and even more Any character that casts detect magic notices that bored. The only reason they have remained this long is three of the bottles radiate conjuration magic. because they are afraid of the Burgomaster. However, they These are potions of healing three of them to be can be distracted or bought off with relative ease. An offer in exact. excess of 5 gp each is instantly accepted, whereas anything — less is successful with a Charisma (Deception or Persuasion)  The remaining crates contain various personal effects from a seemingly a wide range of people. hek opposed y the result of the thugs’s Wisdo Isight

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(order #8808443) Some are children's dolls, keepsakes, family crests, C. Vaduva Trading Post jewelry, deeds, and the like. Unknown to the characters, these are all items that Burgomaster Randovich has confiscated or taken as collateral This simple, rectangular home was never pristine, but now from the people of over the years. Inside shows the signs of neglect. The birch boards used for its of this box is a large hat box tied closed with a construction have begun to rot, and are broken in many wide, red ribbon. TheOrașnou hat box is disappointingly places. An occasional rat scurries between the loose boards, empty save for a note that reads: and many bats have taken up residence in the nearby trees. "A memento of my dearest friend Tatyana, swept off her feet by the handsome Sergei Von Zarovich what Just outside the village on the road leading back seems like so long ago. Unlike this powderbox that will toward the Svalich Woods is Laszlo's former home eventually succumb ravages of time, may their love and now-abandoned trading post. eternally echo throughout the land as one final The windows of this now ramshackle home are beacon of something truly beautiful." shuttered and hastily boarded up with driftwood Observant characters may notice the following after and iron nails. The building is barren inside, aside making a successful DC 15 Intelligence from several scraps of fur and an empty, broken (Investigation) check: curing rack. This is where Laszlo has been squatting in  There are small bird footprints in the dust between trips out of town to slay outsiders as he throughout the room and near the small cellar patiently waits for his opportunity to get the window. powderbox from Fillar. As he no longer needs to eat,  Human sized footsteps can be found around some drink, or sleep; there is little evidence of him living of the crates, particularly the ones that bore less here. However, characters who succeed on a DC 11 valuables than the others Wisdom (Perception) notice that the tracks in the  There is still a thick, undisturbed coat of dust on snow around the building seem fresh for a dwelling the ladder that leads from the cellar to the trap that is supposedly abandoned. door in the ceiling. In addition to foot traffic, close inspection of the Treasure. One of the small crates contains a home shows that jagged claw marks mar the doors carved bone statuette depicting a gazebo made of and windows where Laszlo's now-undead hands had human bones worth 25 gp, a small mirror set in a brutishly operated them. purple painted wooden frame worth 25 gp, and a sardonyx worth 50 gp inside a bloodstained burlap D. Eyes of Midnight bag. Read: If the characters fully inspected the crates and their contents (see above), they find three potions of healing as well. A carved birch sign depicting a close-up of a Raven's head XP Award. If the characters avoid violence with with pupils painted to look like the full moon hangs above the thugs, award each character 50 XP. the doorstep of this wooden shop. It reads "The Eyes of Midnight: Baubles and Beyond".

Not necessarily a supply shop, the Eyes of Midnight is run by a man named Fillar Esven, who sells an eclectic selection of trinkets, jewelry, nick-knacks and other baubles one might decorate their home with or give as gifts. He sells nothing of particular use; merely things that catch his eye. A recently acquired crate of curiosities has just arrived (stolen from the Burgomaster) and its contents set out for display and purchase. Tatyana's powderbox is one of these items. Upon entering the shop, the characters stumble into a transaction between Fillar, and the young,

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(order #8808443) kempt man named Arik Lavus (Laszlo disguised by against him. Divination spells reveal nothing but a healthy, his wolfskin cap). Arik wears leather and furs, but male human. perhaps the most notable thing about his The actual transaction of the powderbox took place appearance is the plush wolfskin cap he wears on his several minutes before the characters arrived. The head complete with a wolf tail falling rakishly box Laszlo is carrying is a distraction, though it is full down from the back of the cap and over one of miscellaneous supplies; a small knife, thick thread, — shoulder. His demeanor seems more collected than spices, and dyes; he carries it to avoid suspicion. most of residents. With his prize in-hand, Laszlo attempts a hasty yet Arik has just purchased the powderbox from Fillar unassuming exit. Orașnou’s in exchange for coin and trinkets recovered from the Assuming the characters stop Laszlo to chat, —here victims. Fillar is completely unaware of the are a few things— to keep in mind: box's significance. Arik has already placed it in his packwight’s and is making small talk with Fillar as the  A character that succeeds on a DC 13 Intelligence characters walk in. sell much in the way of actual, practical goods As you enter the Eyes of Midnight, the jingle of the doorbell here.)nvestigation It is unlikely check that realizes he bought that the Fillar box doesn’t of doesn't seem to interrupt the tall man who runs the shop supplies from Fillar, but he casually bantering with a young man wearing a wolfskin cap. leaving with anything else.  Characters who get close todoesn’t Arik to seemspeak to with be him The man in the hat has just exchanged some jewelry and a or attempt to steal from him or take his crate or few small hand tools for a short crate. any personal belongings not only cause him to exit the scene faster, but may aid in giving away that Roleplaying Fillar & Arik (Laszlo) he is undead. Any character with a passive Perception of 15 or higher notices that Arik smells Fillar and Arik are crucial to the story and take center stage faintly of decay. during this role playing encounter.  Characters who touch Arik's skin immediately Fillar the Wereraven. Fillar does’t hide his affliction all that well. He's a tall, thin man with a long crooked nose, notice that he is extremely cold, especially for a pointed features, and thick black hair. He dresses primarily in person dressed in such a warm garb. black and darkened shades of gray. He has dark, beady eyes  Characters paying specific attention to Fillar and bony fingers. His is also quite skittish; he seems to notice his movements are somewhat birdlike (i.e., constantly be assessing his surroundings and moving in he cocks his head when being spoken to, or bobs it abrupt, jerky motions while doing so. gently as he walks). A character that succeeds on a Fillar, although less-than-scrupulous, is not a violent man DC 13 Intelligence (Nature) check realizes that he and has no ill will for anyone in the village aside from may, in fact, be a wereraven. Additionally, a skiig the Burgoaster’s elogigs. At any sign of character succeeding at a DC 13 Wisdom (insight) danger, he flees—avoiding combat entirely. check gets the impression that Fillar is not being Despite his alignment, he is a corvid at-heart and becomes entirely honest with the characters. defensive and even hostile if someone steals from him. He does not know the significance of the powderbox, and is Should Arik leave the shop without attracting confused that Arik is willing to pay a large sum of money for attention, or the characters catching on, he travels it; as much as it pains him to part with such a lovely object, immediately out of town to Glovia. It is only be a he knows that the gold will do good in the village. Fillar does matter of time before the characters realize what is not know that Arik Is Laszlo, but suspects that he is hiding going on. If they need help, toss them a big hint like something. finding Arik's wolfskin cap on the ground lost as he Arik (The Wight Laszlo in Disguise). Of course, he tries to fled town quickly followed by a change in the act aloof and as if he's unfamiliar with the area. He claims to shape and depth of his footprints suddenly— change as be a simple travelling trader who has decided to take up his disguise fell. — semi-permanent residence within Orașou. He is very close If the characters attempt to confront or fight to obtaining the powderbox from Fillar, and as the players Laszlo within Fillar's shop, Fillar defends him, but enter the scene he is mere moments away from obtaining it. ultimately flees if he is reduced to half his hit points. He goes to whatever length necessary to ensure he leaves the shop unscathed, undetected, and with the artifact. Arik may also call upon ghouls or zombies to break Due to the enchantment of his wolfskin cap, spells that in the door to the shop to defend his escape. Such an ould diie Laszlo’s udead ature divine sense, etc.) fail present much of an additional challenge. encounter is designed to be exciting, and shouldn’t

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(order #8808443) community and friends. Unlike other denizens of the duchy, Laszlo’s Escape Gregori is friendly and welcoming of outsiders. In the unlikely event that the characters corner or threaten to destroy Laszlo, he should be allowed to escape. His escape, Village Random Encounters however, should be dramatic and mysterious, and not reveal his true nature. Perhaps a patch of mist unexpectedly glides If at any point the characters begin spending too in and when it fades, he is gone. Or maybe he whistles shrilly, much time outside without taking direction, or they and a gaunt, black horse arrives; Laszlo (still disguised as Arik) progressed quicker than anticipated feel free to roll outs the east ad rides off. Be reatie, ut do’t forget on the random encounters table. that the characters find his wolfskin cap in Part 3, below). Rado Ecouters iside Orașou Treasure 1d20 Encounter Should the characters choose to steal from or barter 1-3 1d4 blood hawks swoop in and attack the with Fillar, they discover two items of value in a characters. 4-6 A vine blight buried beneath the snow attacks display case: a golden locket on display, painted with a random character. the portrait of a beautiful red haired woman with 7-9 A death dog bounds out from behind a moon-pale skin on the inside, and a copper chalice illager’s hoe, fresh lood drippig fro its with a silvered rim. Each item is worth 25 gp. jaws. 10-12 1d10 ravens burst from a nearby copse of Stealing from Fillar trees, pecking at the characters incessantly. After the fial eouter ith Laszlo’s iios later i the 13-15 An emaciated black bear emerges from the adventure, Fillar temporarily flees the village to avoid the forest, hungry for anything it can overcome. threat. Having left in a hurry, he forgot to lock up the shop 16-19 A wandering wererat vagabond attempts to and less scrupulous characters can freely obtain these items. ambush the weakest character in the group. 20 A ghoul, and 2 zombies rush the characters E. The Hare & Hair thirsty for flesh. The sign on the front of this shop depicts the Development silhouette of a rabbit over a pair of crossed razors. Once the characters have deduced that Arik is not The window showcases a spare supply of low- who he says he is and that he is actually Laszlo, they quality furs, skins, and other sundries. should find themselves heading back toward his It is run by a middle-aged balding man named former home to either follow or investigate him. If Gregori Wurlbach who often sells to the public, but they did not find clues earlier in the adventure whose profits lie primarily with the Vistani as they indicating that he may still be dwelling there, they pass through town. Gregori is a talkative and fair discover fresh tracks in the snow that indicate he man and often overlooks making a profit in order to was headed that way on his way out of town. help his community. t manage to discover that Services in the Village of Orașnou Arik is, in fact, Laszlo; or that something is amiss with)f the him, characters you may don’bring about a turn of events that As a sall illage, Orașou is ot ale to proide uh i the makes his deceit undeniable. Consider the following: means of services and goods. Generally, they are able to find any basic adventuring equipment and weapons worth 10 gp  His burning hatred as a wight takes over and he or less. attacks a random villager in plain sight who just so If the characters are coming into this adventure happens to be trying to make it back to their home having just played DDAL04-02 The Beast, they may during the blizzard. already have a relationship with Gregori.  While interacting with Laszlo, there is an unmistakable stench of rot on his person or Roleplaying Gregori Wurlbach perhaps a severed finger with jewelry still attached tumbles from his pack in front of the Gregori is a soft, balding man with gnarled hands. He has characters. worked hard for the comforts that he enjoys in the village— chief among these being that his food and drink is provided  He may become unusually inquisitive while free of charge thanks to his ability to host the Vistani when interacting with the characters, sensing that they they arrive every few months to peddle their wares. Fair are not like the rest of the villagers, which tips minded, he often overlooks his own profits in favor of his them off to his ruse.

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(order #8808443) Regardless of how these events pan out, the characters should soon head toward the abandoned Vaduva home. If they do not do so on their own volition, ensure that they begin to notice groups of curious villagers peering out of their windows who soon after confront them in the streets, demanding to know what Arik is up to. Should the characters tell the villagers what they've discovered, an angry mob quickly forms and heads toward Laszlo's old home with or without the characters. If the characters choose to withhold information from the villagers, fear— and rumors bring them there after the stir-crazy villagers in the Inn come to a breaking point; their hunger for answers quickly overriding facts, reason, and fear. They take it upon themselves begin to search for Arik torches and pitchforks in hand demanding he explain himself. Should— none of these events manage— to take place, Laszlo safely leaves the village and sends in undead minions behind him into the town center to attack just as the moon rises into the sky that evening.

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(order #8808443) snow has picked up and the entire area is lightly Part 3: Apprehension obscured. Laszlo is nowhere to be found. There is no definitive map for this area or THIS IS MY LINE, THIS IS ETERNAL. How did I ever encounter, but as you map it out for your players, end up here? Discarnate, preternatural, my prayers to ensure that there are various patches of rough disappear. Absent of grace, marked as infernal. terrain where rubble, ash, and snow choked Ungranted in dead time left me disowned. To this vegetation are clumped together, as well as a few nature, so unnatural. I remain alone. patches of snow that have solidified into ice. Characters that Dash over patches of ice must --David Marchand, But Home Is Nowhere succeed a DC 11 Dexterity saving throw or fall prone. Additionally, the entire house and various areas If the characters deduce that Arik is more than he around it are on fire; creatures ending their turn in appears to be and pursue him, proceed to Encounter the flames take 3 (1d6) fire damage. A. Otherwise, proceed to Encounter B. The A few villagers cling to life, calling out for help. characters should only participate in one of these Should the characters return them to town, the encounters. remaining villagers are able to save their lives.

A. Grab Your Pitchforks! Treasure With or without a mob of angry villagers, the After the battle, the characters find Laszlo's wolfskin characters should be in pursuit of Laszlo, headed cap amidst the carnage. Finally, a character that toward his home just outside the edge of the village. makes a successful DC 15 Wisdom (Perception) The snowstorm has once again picked up to near- check while searching the area after the battle spots blizzard conditions. If the characters are a moonstone worth 50 gp lying near a slain accompanied by the villagers, read the following villager partially camouflaged by the snow. aloud: B. No— Inquisition? No problem!

The reflection of dozens of blazing torches dances across the Should no hunt for Arik take place and his minions traipse pallid snow as the lynch mob approaches Laszlo's former into the village during the night, the encounter pans out home. The raucous crowd's roar hits an apex as torch after roughly in the same fashion. A villager sets fire to a structure torch are thrown and collide with a burst of sparks onto the with a misplaced torch throw, icy terrain muddles the thatch roof, setting it ablaze. Soon, only the crackling of the battlefield, and villagers become devoured by the undead. Just in the village center instead. flames can be heard as the crowd is quickly silenced by the sight of shambling undead that slowly wander out from the If the events leading to Laszlo not surrounding trees and claw their way out from underneath take place, read the following aloud as night fully the home. settles and the moon is high: ’s apprehension do

A blood curdling scream rings out from the center of the At this point, most of the mob disperses and flee to their homes or the inn. If the characters did not village, from your point of view, you see a gray haired woman follow the lynch mob immediately, read the in shoddy clothing in the embrace of a sickly looking man. following aloud: Blood flos do the oa’s loak ad oto the pallid snow at her feet; black in the moonlight. You approach the former home of Laszlo, plumes of black smoke rise high above the trees as you're greeted by a warm Two ghouls and two zombies have made it to the glow of the home set ablaze. Stark smatterings of blood and center of the village and have begun clawing and spent torches scatter the snow here, as most of the villagers biting at anything in sight (building doors, villagers, have fled. Some remain though. Most of them are dead, but livestock, etc.) the unlucky ones scream in agony and horror as a number of in this manner, it becomes clear that Arik was . After encountering Laszlo’s minions undead gnaw and rend on their writhing bodies. behind it he left his telltale cap behind. — Here, at the edge of the road, are two ghouls and two zombies. Despite the light from the blaze, the

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(order #8808443) Adjusting the Encounter The Burgomaster Here are recommendations for adjusting this combat Any respite the players might partake in is cut short encounter. These are not cumulative. however; shortly after returning to the tavern,  Very weak party: Remove a ghoul and a zombie. Burgomaster Randovich bursts in along with four  Weak party: Remove a ghoul. thugs, demanding to speak with the characters.  Strong party: Replace ghouls with ghasts. The wind disappears and the area is filled with choking smoke from The door to the inn swings open abruptly behind a nearby burning building—all ranged attacks are made with disadvantage. Burgomaster Randovich's gait, filling the room with a blast of  Very strong party: Replace ghouls with ghasts and wind that causes the hearth to momentarily flicker. He is zombies with ghouls. The wind disappears and the area is followed closely by four rough-looking men wielding clubs filled with choking smoke from a nearby burning building— and brandishing wide smiles full of rotten, missing teeth. all ranged attacks are made with disadvantage. They approach your group, demanding you explain yourselves at once! Treasure After the battle, the characters find Laszlo's wolfskin The Burgomaster demands the characters explain all cap amidst the carnage. Finally, a character that that they know about what just happened at the makes a successful DC 15 Wisdom (Perception) Vaduva's home and presses them to empty their check while searching the area after the battle spots packs and show them all of their belongings. a moonstone worth 50 gp lying near a slain If a fight ensues, the Burgomaster immediately villager partially camouflaged by the snow. retreats to his home; two additional thugs wait outside the inn to cover his escape, if necessary. If — the Burgomaster is slain, he arises the following Conclusion morning. With the Burgomaster present, all of the thugs …AND THOSE WHO RESISTED, were dragged out of fight to the death. If pressed or questioned, they their homes. This necklace, was fashioned out of their don't know anything; they are paid muscle and teeth and bones. nothing more. --Francis Mark, Holding a Wolf by the Ears Moving On After dealing with Laszlo's undead minions, the The ending of this adventure is set to dovetail nicely characters are urged to return to the Seven Tables into DDAL04-04, Marionette, where the larger by townsfolk who were injured or simply paralyzed schemes in the story begin to unfold. in fear from watching the events from afar. The If the adventure is not being played as part of the villagers implore the characters to let everyone in D&D Adventurer's League organized play program, the village know the truth about Laszlo especially you are free to decide what happens next with the the Grelon family. village of , the artifact, Laszlo, and the Once at the Inn, Marku invites the characters— to overarching plot. stay free of charge and recuperate as needed. He Orașnou pries for any details the characters are willing to provide. Allow the characters a few hours of rest and begin to formulate plans for dealing with Laszlo and obtaining the powder box. XP Award If the characters made the extra effort to render aid to the injured residents of the village, award each character 50 XP.

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(order #8808443) magic item, the DM can determine who gets it Rewards randomly should the group be unable to decide. Make sure players note their rewards on their Permanent magic items are divided according to adventure logsheets. Give your name and DCI a system. See the sidebar if the adventure awards number (if applicable) so players can record who permanent magic items. ran the session. Treasure Awards Experience Item Name GP Value Total up all combat experience earned for defeated Radoih’s Footloker 50 foes, and divide by the number of characters present Radoih’s Cellar 100 in the combat. For non-combat experience, the Eyes of Midnight 50 rewards are listed per character. Give all characters Laszlo’s Shak 50 in the party non-combat experience awards unless Radoih’s guards 50 otherwise noted. Potion of Healing Combat Awards Potion, common Name of Foe XP per Foe A description of this item can be found in the Black Bear 200 Dungeon Master's Guide. Blood Hawk 25 Death Dog 200 Wolfskin Cap Ghoul 200 Wondrous item, uncommon (requires attunement) Raven 10 Thug 100 This thick and fuzzy hat is actually a hat of disguise, Vine Blight 100 and looks incredibly comfortable. While it allows the Wererat 450 wearer to cast disguise self at-will, the power is Wereraven 450 limited in that it only disguises the wearer as a plain- Wight 700 looking brown-haired human male in his late Zombie 50 twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true Non-Combat Awards nature (such as divine sense). A description of this item can be found in the Dungeon Master's Guide. Task or Accomplishment XP per Character Avoid violence with the thugs 25 per thug Permanent Magic Item Distribution Save injured villagers 50 D&D Adventurers League has a system in place to determine who is awarded permanent magic items at the end of a The minimum total award for each character session. Each character’s logsheet otais a olu to participating in this adventure is 225 experience record permanent magic items for ease of reference. points.  If all the players at the table agree on one character taking The maximum total award for each character possession of a permanent magic item, that character gets participating in this adventure is 300 experience the item. points.  In the event that one or more characters indicate an interest in possessing a permanent magic item, the Treasure character that possesses the fewest permanent magic items gets the item. If there is a tie in the total number of The characters receive the following treasure, permanent magic items owned by contesting characters, divided up amongst the party. Characters should the ite’s oer is determined randomly by the DM. attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are Renown calculated at their selling price, not their purchase price. All faction members earn one renown point for Consumable magic items should be divided up participating in this adventure. however the group sees fit. If more than one character is interested in a specific consumable

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(order #8808443) Story Awards Characters have the opportunity to earn the following story awards during this adventure. This award is given to those characters that begin their adventures in Ravenloft during this adventure (see

TheWelcome Demiplane to Barovia, of Dread. above. You have traversed the mists and now find yourself in the Demiplane of Dread and, until this story award is removed, you are unable to leave. So long as you are trapped, you cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during your time here, the Dark Powers are watching. Downtime Each character receives five downtime days at the conclusion of this adventure. DM Rewards For running this adventure, you receive 150 XP and 75 gp.

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(order #8808443) Esmae--thinking that she had finally won his heart-- DM Appendix: NPC quickly realized that she was no more than a pawn. She seeks to change that. NOTE: Esmae is not present Summary in this adventure.

Fillar Esven (FILL-er ESS-ven). This less-than- Tatyana Federnova (taut-YAWN-uh): The scrupulous man has been stealing from the Burgomaster for years and usually has a fair stock of goods. While the prices are not quite as high as the murder.betrothed of Strahd’s brother, Sergei. Threw herself Burgomaster has established, they are somewhat from the walls of Castle Ravenloft after Sergei’s higher than the goods are usually sold for. Burgomaster Ivan Randovich (EYE-vun RAN-doe- Unbeknownst to him, he is getting very close to vich): Associated with the Coins suit. Burgomaster attention. When that happens, of the village of . Through heavy taxation he may not be in business much longer. Fillar is also and the high prices of the goods he alone provides, moredrawing than Randovich’s he appears; he is a wereraven. he has grown fat,Orașnou vain, and rich on the backs of those NOTE: Arik/Laszlo Vaduva (AIR-ikk/laz-LO vuh-DOO- Ivan is not present until the conclusion of this vuh). Laszlo, once an outdoorsman married to Alina headventure has subjugated. Seeks out Tatyana’s Comb. is now a wight in the service of Glovia. He commands a small group of undead to do most of his bidding and has an ally within the city, Fillar Esven, a crooked and sly businessman. Laszlo aides Fillar by supplying goods (looted from corpses of those he leaves in his wake) in exchange for Fillar being a reliable source of information about the village and its inhabitants

Alina Vaduva (uh-LEEN-uh vuh-DOO-vuh). Alina is a skilled hunter and tracker, and can sometimes get carried away with her direct nature and sometimes- fiery temper. Married to Laszlo, and together they own a small but successful fur trading post. Alina is a werewolf due to a curse upon her family line. NOTE: Alina is not present in this adventure.

Glovia Falinescu (GLOW-vee-uh FALL-in-ES-cu). A heartbroken mother and healer who lost her infant child to disease. Blames her own lack of ability for the child's death. Highly educated in anatomy. NOTE: Glovia is not present in this adventure.

Esmae Amarantha (EZZ-may AM-uh-RAN-thuh): s obsession and infatuation with Count Strahd turned Once a simple girl of surpassing alentedbeauty, witchEsmae’ in her own right. this In chandler’sher pursuit daughter of his heart, into Esmaea t worked to become the most powerful Witch of Barovia and with her newfound ability, seeks to transform her appearance to that of Tatyana--a woman who Strahd had loved, and murdered for. In this act, Strahd created a kindre suffering of unrealized love, Strahd was comforted. d spirit; and in Esmae’s endless

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(order #8808443) Appendix. NPC/Monster Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one Statistics target. Hit: 4 (1d4 + 2) piercing damage.

Death Dog Black Bear Medium monstrosity, neutral evil Medium beast, unaligned Armor Class 12 Armor Class 11 (natural armor) Hit Points 39 (6d8 + 12) Hit Points 19 (3d8 + 6) Speed 40 ft. Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+2) 6 (-2) 15 (+2) 10 (+0) 14 (+2) 12 (+1)

2 −4 −2 Skills Perception +5, Stealth +4 Skills Perception +3 Senses darkvision 120 ft., passive Perception 15 Senses passive Perception 13 Languages -- Languages — Challenge 1 (200 XP) Challenge 1/2 (100 XP) Two-Headed. The dog has advantage on Wisdom Keen Smell. The bear has advantage on Wisdom (Perception) checks and on saving throws against being (Perception) checks that rely on smell. blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack. The bear makes two attacks: one with its Actions bite and one with its claws. Multiattack. The dog makes two bite attacks. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. target. Hit: 5 (1d6 + 2) piercing damage. If the target is Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one a creature, it must succeed on a DC 12 Constitution target. Hit: 7 (2d4 + 2) slashing damage. saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the Blood Hawk creature must repeat the saving throw, reducing its hit Small beast, unaligned point maximum by 5 (1d10) on a failure. The creature dies if the disease reduces its hit point maximum to 0. Armor Class 12

Hit Points 7 (2d6) Speed 10 ft., fly 60 ft. Ghast Medium undead, chaotic evil STR DEX CON INT WIS CHA Armor Class 13 6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) Hit Points 36 (8d8) Speed 30 ft. Skills Perception +4 Senses passive Perception 14 STR DEX CON INT WIS CHA Languages -- 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) Challenge 1/8 (25 XP) Keen Hearing and Smell. The hawk has advantage on Damage Resistances necrotic Wisdom (Perception) checks that rely on sight. Damage Immunities poison Pack Tactics. The hawk has advantage on an attack roll Condition Immunities charmed, exhaustion, poisoned against a creature if at least one of the hawk's allies is Senses darkvision 60 ft., passive Perception 10 within 5 feet of the creature and the ally isn't Languages Common incapacitated. Challenge 2 (450 XP)

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(order #8808443) Stench. Any creature that starts its turn within 5 feet of Raven the ghast must succeed on a DC 10 Constitution saving Tiny beast, unaligned throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Armor Class 12 Hit Points 1 (1d4 - 1) the ghast’s Steh for 2 hours. Speed 10 ft., fly 50 ft. Turn Resistance. The ghast and any ghouls within 30

feet of it have advantage on saving throws against STR DEX CON INT WIS CHA effects that turn undead. 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

Actions Skills Perception +3 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Senses passive Perception 13 creature. Hit: 12 (2d8 + 3) piercing damage. Languages -- Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 0 (10 XP) target. Hit: 10 (2d6 + 3) slashing damage. If the target is Mimicry. The raven can mimic simple sounds it has a creature other than an undead, it must succeed on a heard, such as a person whispering, a baby crying, or DC 10 Constitution saving throw or be paralyzed for 1 an animal chittering. A creature that hears the sounds minute. The target can repeat the saving throw at the can tell they are imitations with a successful DC 10 end of each of its turns, ending the effect on itself on a Wisdom (insight) check. success. Actions Ghoul Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium undead, chaotic evil creature. Hit: 1 piercing damage.

Armor Class 12 Hit Points 22 (5d8) Thug Speed 30 ft. Medium humanoid (any race), any non-good alignment Armor Class 11 (leather armor) STR DEX CON INT WIS CHA Hit Points 32 (5d8 + 10) 13 (+1) 15 (+2) 10 (+0) 10 (+0) Speed 30 ft.

Damage Immunities poison −2 −2 STR DEX CON INT WIS CHA Condition Immunities charmed, exhaustion, poisoned 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Senses darkvision 60 ft., passive Perception 10 Languages Common Skills Intimidation +2 Challenge 1 (200 XP) Senses passive Perception 10 Languages any one language (usually Common) Actions Challenge 1/2 (100 XP) Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Pack Tactics. The thug has advantage on an attack roll Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one agaist a reature if at least oe of the thug’s allies is target. Hit: 7 (2d4 + 2) slashing damage. If the target is ithi feet of the reature ad the ally is’t a creature other than an elf or undead, it must succeed incapacitated. on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at Actions the end of each of its turns, ending the effect on itself Multiattack. The thug makes two melee attacks. on a success. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

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(order #8808443) Heavy Crossbow. Ranged Weapon Attack: +2 to hit, Skills Perception +2, Stealth +4 range 100/400 ft., one target. Hit: 5 (1d10) piercing Damage Immunities bludgeoning, piercing, and damage. slashing damage from nonmagical attacks that aren't silvered Vine Blight Senses darkvision 60ft. (rat form only), passive Perception 12 Small plant, neutral evil Languages Common (can't speak in rat form) Armor Class 12 (natural armor) Challenge 2 (450 XP) Hit Points 26 (4d8 + 8) Shapechanger. The wererat can use its action to Speed 10 ft. polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its STR DEX CON INT WIS CHA statistics, other than its size, are the same in each 15 (+2) 8 (-1) 14 (++2) 5 (-3) 10 (-+0) 3 (-4) form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Skills Stealth +1 Condition Immunities blinded, deafened Keen Smell. The were rat has advantage on Wisdom Senses blindsight 60 ft. (blind beyond this radius), (Perception) checks that rely on smell. passive Perception 10 Languages Common Actions Challenge 1/2 (100 XP) Multiattack (Humanoid or Hybrid Form Only). The False Appearance. While the blight remains were rat makes two attacks, only one of which can be a motionless, it is indistinguishable from a tangle of bite. vines. Bite (Rat or Hybrid Form Only). Melee Weapon Attack: Actions +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) piercing damage. If the target is a humanoid, it must Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., succeed on a DC 11 Constitution saving throw or be one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a cursed with were rat lycanthropy. Large or smaller target is grappled (escape DC 12). Until Shortsword (Humanoid or Hybrid Form Only). Melee this grapple ends, the target is restrained, and the Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 blight can't constrict another target. (1d6 + 2) piercing damage. Entangling Plants (recharge 5-6). Grasping roots and Hand Crossbow (Humanoid or Hybrid Form Only). vines sprout in a 15-foot radius centered on the blight, Ranged Weapon Attack: +4 to hit, range 30/120 ft., one withering away after 1 minute. For the duration, that target. Hit: 5 (1d6 + 2) piercing damage. area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Wereraven (Fillar) Strength saving throw or become restrained. A Medium humanoid (human, shapechanger), lawful creature can use its action to make a DC 12 Strength good check, freeing itself or another entangled creature Armor Class 12 within reach on a success. Hit Points 31 (7d8) Speed 30 ft. (fly 50 ft. in raven and hybrid forms) Wererat Medium humanoid (human, shapechanger), lawful evil STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 11 (+0) 13 (+1) 15 (+2) 14 (+2) Armor Class 12 Hit Points 33 (6d8 + 6) Skills Insight +4, Perception +6 Speed 30ft. Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with STR DEX CON INT WIS CHA silvered weapons 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1) Senses passive Perception 16

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(order #8808443) Languages Coo a’t speak in raven form) Challenge 2 (450 XP) Sunlight Sensitivity. While in sunlight, the wight has Shapechanger. The wereraven can use its action to disadvantage on attack rolls, as well as on Wisdom polymorph into a raven-humanoid hybrid or into a (Perception) checks that rely on sight. raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any Actions equipment it is earig or arryig is’t trasfored. Multiattack. The wight makes two longsword attacks It reverts to its human form if it dies. or two longbow attacks. It can use its Life Drain in place Mimicry. The wereraven can mimic simple sounds it of one longsword attack. has heard, such as a person whispering, a baby crying, Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., or an animal chittering. A creature that hears the one creature. Hit: 5 (1d6 + 2) necrotic damage. The sounds can tell they are imitations with a successful DC target must succeed on a DC 13 Constitution saving 10 Wisdom (Insight) check. throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction Actions lasts until the target finishes a long rest. The target dies Multiattack (Human or Hybrid Form Only). The if this effect reduces its hit point maximum to 0. wereraven makes two weapon attacks, one of which A humanoid slain by this attack rises 24 hours later can be with its hand crossbow. as a zoie uder the ight’s otrol, uless the humanoid is restored to life or its body is destroyed. Beak (Raven or Hybrid Form Only). Melee Weapon The wight can have no more than twelve zombies Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing under its control at one time. damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is a humanoid, it must Longsword. Melee Weapon Attack: +4 to hit, reach 5 succeed on a DC 10 Constitution saving throw or be ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 cursed with wereraven lycanthropy. (1d10 + 2) slashing damage if used with two hands. Shortsword (Humanoid or Hybrid Form Only). Melee Longbow. Ranged Weapon Attack: +4 to hit, range Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing (1d6 + 2) piercing damage. damage. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one Zombie target. Hit: 5 (1d6 + 2) piercing damage. Medium undead, neutral evil Armor Class 8 Wight (Laszlo) Hit Points 22 (3d8 + 9) Medium undead, neutral evil Speed 20 ft.

Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Speed 30 ft.

Saving Throws Wis +0 STR DEX CON INT WIS CHA Damage Immunities poison 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 8 Skills Perception +3, Stealth +4 Languages Common, Draconic Damage Resistances necrotic; bludgeoning, piercing, Challenge 1/4 (50 XP) ad slashig fro oagial eapos that are’t 300silvered Undead Fortitude. If damage reduces the zombie to 0 Damage Immunities poison hit points, it must make a Constitution saving throw Condition Immunities exhaustion, poisoned with a DC of 5 + the damage taken, unless the damage Senses darkvision 60 ft., passive Perception 13 is radiant or from a critical hit. On a success, the Languages the languages it knew in life zombie drops to 1 hit point instead. Challenge 3 (700 XP)

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(order #8808443) Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

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(order #8808443) Appendix. The Village of Orașnou Map

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(order #8808443) Appendix. Laszlo’s Cabin Map

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(order #8808443) Appendix. Orașnou Square Map

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(order #8808443) Results Code: March - April 2016

If you are DMing this adventure during the months of March April 2016, please show your players this page. The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the future! –

If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their results.

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(order #8808443)

THE MARIONETTE

A Vistani fortuneteller has called you out by name during the private reading. She

raved of an army of the dead, a delicate powderbox, and a beautifulBurgomaster’s yet dangerous woman. Now the Burgomaster

Part Fourwants of to Misty know Fortunes why you’re and more Absent important Hearts. than he is…

A Four-Hour adventure for 1st-4th level characters

ROBERT ALANIZ Adventure Designer

Adventure Code: DDAL04-04

Development and Editing: Claire Hoffman, Travis Woodall 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

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Playe’s Hadbook, Moste Maual, Dugeo Maste’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

(order #8808443) Introduction Preparing the Adventure Before you show up to Dungeon Master this Welcome to The Marionette adventure for a group of players, you should do the adventure, part of the official D&D Adventurers following to prepare. , a D&D Expeditions™Curse of Strahd season.  Make sure to have a copy of the most current League™This adventure organized is play designed system forand 1st the through 4th- version of the D&D Basic Rules or the Player’s level characters,™ storyline and is optimized for five 3rd- Handbook. level characters. Characters outside this level range  Read through the adventure, taking notes of cannot participate in this adventure. The adventure takes place entirely in the barony of Barovia, in the Ravenloft campaign setting. likeanything to portray you’d an like NPC to highlight or remind yourself awhile combat. running the adventure, such as a way you’d  Get familiar with the monsteror a tactic statistics you’d likein the to use in The D&D Adventurers Appendix.  League aid you in running this adventure--such as This adventure is official for D&D Adventurers notecards,Gather together a DM anyscreen, resources miniatures, you’d and like to use to League play. The D&D Adventurers League is the battlemaps. official organized play system for DUNGEONS &  If you know the composition of the group DRAGONS®. Players can create characters and beforehand, you can make adjustments as noted participate in any adventure allowed as a part of the throughout the adventure. D&D Adventurers League. As they adventure, players

rewards, and can take those characters through other Before Play at the Table adventurestrack their characters’ that continues experience, their story. treasure, and other Ask the players to provide you with relevant If character information:

number.you’re This running number this is adventure your official as Wizardsa part of ofa storethe  Character name and level event or at certain conventions, you’ll need a DC)  Character race and class number, you can obtain one at a store event. Check  Passive Wisdom (Perception) the most common withCoast your organized organizer play for identifier. details. )f you don’t have a passive ability check D&D Adventurers League play is broken up into  Anything notable as specified —by the adventure storyline seasons. When players create characters, (such as backgrounds, traits, flaws, etc.) they attach those characters to a storyline season, level range cannot participate in the adventure to create and advance their characters. Players can withPlayers those that characters have characters. Players outside with the ineligible adventure’s continuewhich determines to play their what characters rules they’re after allowed the storyline to use characters can make a new 1st-level character or use season has finished, possibly participating in a second a pregenerated character. Players can play an or third storyline with those same characters. A adventure they previously played or ran as a Dungeon Master, but not with the same character. play. A player cannot use a character of a level higher Ensure that each player has an official adventure orcharacter’s lower than level the is level the onlyrange limitation of a D&D for Adventurers adventure logsheet for his or her character (if not, get one from League adventure. the organizer). The player fills out the adventure For more information on playing, running games as name, session number, date, and your name and DCI a Dungeon Master, and organizing games for the D&D number. In addition, the player also fills in the Adventurers League, please visit the D&D starting values for experience, gold, downtime, Adventurers League home at: renown, and number of permanent magic items. He or she fill in the other values and write notes at the www.dndadventurersleague.org conclusion of the session. Each player is responsible for maintaining an accurate logsheet.

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(order #8808443) If you have time, you can do a quick scan of a Determining Party Strength Party Composition Party Strength out of order. If you see magic items of very high 3-4 characters, APL less than Very weak raritiesplayer’s or character strange sheetarrays to of ensure ability that scores, nothing you can looks ask 3-4 characters, APL equivalent Weak players to provide documentation for the 3-4 characters, APL greater than Average irregularities. If they cannot, feel free to restrict item 5 characters, APL less than Weak use or ask them to use a standard ability score array. 5 characters, APL equivalent Average Point players to the D&D Adventurers League Player’s 5 characters, APL greater than Strong Guide for reference. 6-7 characters, APL less than Average

beginning of an adventure or episode, they can 6-7 characters, APL equivalent Strong declare)f players their wish activity to spend and spend downtime the days days now and. it’s the 6-7 characters, APL greater than Very strong Alternatively, they can do so at the end of the adventure or episode. Players should select their Average party strength indicates no recommended adjustments to the adventure. Each sidebar may or start of the adventure, unless the adventure specifies may not offer suggestions for certain party strengths. otherwise.characters’ Feelspells free and to other reread daily the optionsadventure prior to the If a particular recommendation is not offered for your description to help give players hints about what they grou might face. p, you don’t have to make adjustments. Running the Adventure Adjusting the Adventure As the Dungeon Master of the session, you have the Throughout this adventure, sidebars provide most important role in facilitating the enjoyment of information to assist you in making adjustments for the game for the players. You help guide the narrative smaller or larger groups and characters of higher or and bring the words on these pages to life. The lower levels than the adventure is optimized for. This outcome of a fun game session often creates stories is typically used exclusively for combat encounters. that live well beyond the play at the table. Always You may adjust the adventure beyond the follow this golden rule when you DM for a group: guidelines given in the adventure, or for other re Make decisions and adjudications that enhance of inexperienced players, you might want to make the the fun of the adventure when possible. adventureasons. For a littleexample, easier; if you’re for very playing experienced with a groupplayers, you might want to make it a little harder. Therefore, To reinforce this golden rule, keep in mind the five categories of party strength have been created following: for you to use as a guide. Use these as a guide, and feel  You are empowered to make adjustments to the free to use a different adjustment during the adventure and make decisions about how the group adventure if the recommended party strength feels interacts with the world of this adventure. Doing so off for the group. is especially important and applicable outside of This adventure is optimized for a party of five combat, but feel free to adjust the adventure for 3rd-level characters. To figure out whether you groups that are having too easy or too hard of a need to adjust the adventure, do the following: time.  Add up the total levels of all the characters.   Divide the total by the number of characters. for a group. Never being challenged makes for a Don’t make the adventure too easy or too difficult  Round fractions of .5 or greater up; round fractions boring game and being overwhelmed makes for a of less than .5 down. frustrating one. Gauge the experience of the players (not the characters) with the game, try to feel out ermined the average party level (or ask) what they like in a game, and attempt to (APL) for the adventure. To figure out the party You’ve now det strength for the adventure, consult the following they play D&D. Give everyone a chance to shine. table.  Begive mindful each of of them pacing, the andexperience keep the they’re game aftersession when moving along appropriately. Watch for stalling, since play loses momentum when this happens. At

the same time, make sure that the players don’t

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(order #8808443) finish too early; provide them with a full play Help From Who!? experience. Try to be aware of running long or short. Adjust the pacing accordingly For the current storyline season, Curse of Strahd, the rules for spellcasting services are changed for characters adventuring in  Read-aloud text is just a suggestion; feel free to Baroia. I “trahd’s leak doai, there siply are’t ay modify the text as you see fit, especially when settlements where spellcasters can accommodate such needs, dialogue is present. and those places of worship that might otherwise provide  Give the players appropriate hints so they can make spellcasting services are overrun with monsters. As such, informed choices about how to proceed. Players unless otherwise detailed in an adventure, the only individual should be given clues and hints when appropriate able to provide spellcasting services is Jeny Greenteeth. This so they can tackle puzzles, combat, and interactions will no doubt lead to some uncomfortable situations and without getting frustrated over lack of information. unforeseen consequences. Doing so helps to encourage immersion in the Refer to Page 7 of the Adventurers League Dungeon Maste’s Guide for more details. figuring out good choices from clues. Spell services generally available include healing and adventure and gives players little victories for recovery spells, as well as information-gathering -for- spells. Other spell services might be available as a)n fun, short, challenging being the game DM isn’t environment about following for the the players. specified in the adventure. The number of spells Theadventure’s Dungeon text Master’s word Guide™word; has it’s more about information facilitating available to be cast as a service is limited to a on the art of running a D&D game. maximum of three per day total, unless otherwise noted. Downtime and Lifestyle Spellcasting Services At the beginning of each play session, players must Spell Cost declare whether or not they are spending any days of Cure wounds (1st level) 10 gp downtime. The player records the downtime spent on Identify 20 gp the adventure logsheet. The following options are Lesser restoration 40 gp available to players during downtime (see the D&D Prayer of healing (2nd level) 40 gp basic rules or the D&D Adventurers League Player’s Remove curse 90 gp Guide for more information): Speak with dead 90 gp  Catching up Divination 210 gp  Crafting (exception: multiple characters cannot Greater restoration 450 gp commit to crafting a single item) Raise dead 1,250 gp  Practicing a profession  Recuperating Acolyte Background  Spellcasting services A character possessing the acolyte background requesting  Training spellcasting services at a temple of his or her faith may request Other downtime options might be available during one spell per day from the Spellcasting Services table for free. adventures or unlocked through play, including The only cost paid for the spell is the base price for the faction-specific activities. consumed material component, if any. In addition, whenever a character spends However, no religions have established places of worship downtime days, that character also spends the here of sufficient size to provide spellcasting services. Because requisite expense for his or her lifestyle. Costs are per of this, characters with the Acolyte background gain no benefit day, so a character that spends ten days of downtime from this trait. also spends ten days of expenses maintaining his or her lifestyle. Some downtime activities help with Character Disease, Death, and lifestyle expenses or add lifestyle expenses. Recovery Spellcasting Services Sometimes bad things happen, and characters get poisoned, diseased, or are killed. Since you might not Any settlement the size of a town or larger can have the same characters return from session to provide some spellcasting services. Characters need session, here are the rules when bad things happen to to be able to travel to the settlement to obtain these characters. services.

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(order #8808443) Disease, Poison, and Other Debilitating Resurrection Madness Effects In Barovia, the souls of the dead are as trapped as the souls of A character still affected by diseases, poisons, and the liig. They eoe aught i the ists ad a’t trael to other similar effects at the conclusion of an adventure the afterlife. When a humanoid who has been dead for at least can spend downtime days recuperating until such 24 hours returns to life, either by way of a spell or some time as he or she resolves the effect to its conclusion supernatural means, it gains a random form of indefinite (see the recuperating activity in the D&D Basic Rules). madness brought on by the realization that its spirit is trapped in Barovia, likely forever. To determine how this madness is

expressed, roll on the Indefinite Madness table in chapter 8 of sessions, that character begins the next session still the Dungeon Maste’s Guide. affected)f a character by the debilitating doesn’t resolve effect. the effect between

Death Vampirism and Lycanthropy A character who is killed during the course of the Vampires and lycanthropes are not included in the adventure has a few options at the end of the session allowed rules for character creation or advancement (or whenever arriving back in civilization) if no one in (see the D&D Adventurers League Player’s Guide). the adventuring party has immediate access to a raise These conditions grant characters powers and dead or revivify spell, or similar magic. A character abilities that are not suitable for organized play, and subject to a raise dead spell is affected negatively typically impose a restricted or prohibited alignment. until all long rests have been completed during an As such, characters afflicted with vampirism or adventure. Alternatively, each downtime day spent lycanthropy must have the affliction cured before the after raise dead reduces the penalty to attack rolls, start of their next episode or adventure. saving throws, and ability checks by 1, in addition to Afflicted characters have the following options: any other benefits the downtime activity might  Lycanthropes can be cured with a remove curse provide. spell. This spell is available as a spellcasting service Create a New 1st-Level Character. If the dead for 90 gp (though Jeny Greenteeth might have character is unwilling or unable to exercise any of the additional other options, the player creates a new character. The earlier in this guide). new character does not have any items or rewards  Vampires canrequirements; be cured by see a wish Spellcasting spell cast by a possessed by the dead character. fellowServices player character (wish is not available as a Dead Character Pays for Raise Dead. If the spellcasting service). Alternatively, a vampire character can be slain and returned to life with vital organs and is mostly whole) and the player raise dead, at the normal cost of 1,250 gp. If a wouldcharacter’s like the body character is recoverable to be returned it’s not tomissing life, the any character chooses to end a vampiric curse in this party can take the body back to civilization and use manner, the Dark Powers (see Page 8, Adventurers raise dead League Dungeon Master’s Guide) do not offer a free spell. A raise dead spell cast in this manner costs the raise dead, though Jeny Greenteeth might be willing thecharacter dead character’s 1,250 gp. funds to pay for a earlier Character’s Party Pays for Raise Dead. As above, in this guide). except that some or all of the 1,250 gp for the raise Anto afflicted make a characterdeal see Spellcastingwho does notServices end his or her dead spell is paid for by the party at the end of the curse is retired from play until able to do so by one of session. Other characters are under no obligation to the means above, or through the application of DM spend their funds to bring back a dead party member. rewards to the character. Faction Charity. If the character is of level 1 to 4 can be returned to civilization and a patron from the The Demiplane of Dread factionand a member ensures of that a faction, he or she the receives dead character’s a raise dead body spell. However, any character invoking this charity This adventure is set within the Ravenloft campaign setting, in the lands of Barovia which exists in the forfeits all experience and rewards from that session Demiplane of Dread. There are several atmospheric (both those earned prior to and after death during and thematic elements to keep in mind at all times that session) and cannot replay that episode or adventure with that character again. Once a character while running your game: reaches 5th level, this option is no longer available.

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(order #8808443) The Land is Bleak Alterations to Magic By the will of the Dark Powers, the sun never fully The land of Barovia resides in its own demiplane, shines in the lands of Barovia. Even during the day, isolated from all other planes, including the Material the sky is dimmed by fog or storm clouds, or the light Plane. No spell not even wish allows one to escape is strangely muted. Barovian daylight is bright light, Astral projection, teleport, plane shift, and— similar spells cast— for the purpose of effects and vulnerabilities, such as a va fromleaving Strahd’s Barovia domain. simply fail, as do effects that banish a sunlight.yet it isn’t Nevertheless, considered sunlight Strahd forand the his purpose vampire of creature to another plane of existence. These spawn tend to stay indoors most of thempire’s, day and tied to restrictions apply to magic items and artifacts that venture out at night, and they are subject to sunlight have properties that transport or banish creatures to created by magic. other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the Winter in Barovia Etherealness feature of incorporeal undead, is the The winters are cold, wet, and stormy here. The natives of the exception to this rule. A creature that enters the Demiplane are prepared—well, as prepared as they can hope to be. into Barovia upon leaving that plane. The characters, however, are unfamiliar with the realm. Border For the Ethereal purpose from of spells Strahd’s whose domain effects is pulled change back Thankfully, the region they came from was experiencing the across or are blocked by planar boundaries (such as worst winter in living memory, and are likely to possess winter sending clothing. If they are not, then, preparations are in order. The Magic that summons creatures or objects from other village has a single shop called The Hare & Hair where they are planes functions, Strahd’s normally domain isin considered Barovia, as itsdoes own magic plane. able to procure such supplies if they wish. that involves an extradimensional space. Any spells A dark sentience infuses the very soil, twisting and cast within such an extra-dimensional space (such as contorting everything within. In places where you that created by Mordenkainen’s magnificent mansion) would normally expect wildlife such as deer, rabbits, are subject to the same restrictions as magic cast in or squirrels, you instead find wolves, rats, and mangy Barovia. dogs. Vegetation is rotted and dead, and forests are While in Barovia, characters who receive spells filled mostly with gnarled, thick trees with bare from deities or otherworldly patrons continue to do branches. Colorful, vivacious things simply do not so. In addition, spells that allow contact with beings exist. from other planes function normally with one provision: Strahd can sense when someone in his The Denizens of Orașnou domain is casting such a spell and can— choose to make Most Orașou residets are udae laorers, farers, fletchers and other folk who fall under common professions. one who is contacted. They typically have gaunt features, as crops often fail to take himself the spell’s recipient, so that he becomes the root, and creatures of the night frequently kill and devour Cosmetic Spell Modifications their livestock. At your discretion, a spell can be modified Most are sullen, and often filled with fear, be it from the cosmetically to enhance the horrific atmosphere of lands themselves, what lies within them, Lord Strahd, or their Ravenloft. A few examples are presented below: own tyrant of a Burgomaster; Ivan Randovich and his cronies. Alarm. Instead of hearing a mental ping when the Be sure to play to the mindsets of these people who live alarm is triggered, the caster hears a scream. threadbare existences, constantly on the precipice of horror Bigby’s Hand. The conjured hand is skeletal. during your roleplaying encounters. Find Familiar. The familiar is undead instead of As is the case with most of the denizens of Barovia, most of being a celestial, a fey, or a fiend, and is immune to the people that reside i the illage do’t possess a soul. These people are epty shells reated y “trahd’s osiousess to features that turn undead. populate his domain. However, about one in every ten people Find Steed. The summoned steed is undead instead in Barovia are actually possessing of a soul—the souls of the of being a celestial, a fey, or a fiend, and is immune to original denizens of Barovia before its transition into the features that turn undead. Demiplane. When a being with a soul dies in Barovia, its soul Find the Path. remains trapped until it is reincarnated later. Souls tend to the caster to the desired location. The sp wear clothing with a splash of color or have other features A child’s spirit appears and guides that demonstrate even a small bit of individuality. Fog Cloud. Misty, harmless claws formirit in thecan’t fog. be harmed Gust of and Wind. doesn’t A ghastly communicate. moan accompanies the

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(order #8808443) summoned wind. While the majority of the residents are modest, the Mage Hand. The summoned hand is skeletal. village does claim one noble family the Falinescu Maze. family having made their home many years made of mortared skulls and bones. ago. Lucian Falinescu inherited his —fortune, but his PhantomThe Steed. surfaces The of steed the demiplane’s resembles a maze skeletal are family nevertheless prosperedOrașnou through his horse. mechanical inventions: devices, instruments, and toys Rary’s Telepathic Bond. Characters linked operated by springs and cogs. His wife, Glovia gifted with a talent for healing helped the locals for many something vile is telepathically eavesdropping on years using her knowledge of healing ways and— tools them.together by the spell can’t shake the feeling that crafted by her husband. — Revivify. A creature restored to life by a revivify The Falinescus had a single daughter named spell screams upon regaining consciousness, as Isabella who unfortunately contracted a deadly though waking from some horrible nightmare. just shy Spirit Guardians. The spirits appear as ghostly, of ten years ago at the age of nine. The couple did not skeletal warriors. takedisease Isabella's and, despite death Glovia’swell and best both efforts, fell into died a very Wall of Stone. A wall created by the spell has dark state of depression. Lucian has since made rare ghastly faces sculpted into it, as though tortured appearances, but hasn't been seen since last winter. spirits were somehow trapped within the stone. Glovia disappeared for so long that it was rumored she had killed herself. Recently, however, she has Count Strahd Von Zarovich emerged and has once again begun helping at the Lord Strahd is the Darklord of Barovia. He rules his domain hospice. She sleeps there more often from Castle Ravenloft as Strahd IX; a descendent of Strahd I. In than not, but occasionally returns to their home for actuality, Strahd I and Strahd IX are the one and the same--a longvillage’s periods. small vampire. As a mortal, Strahd fell in love with Tatyana Many rumors surround Falinescu manor, a very Federovna; the bride of his younger brother Sergei. In his sizable estate to the south of the village. Before jealousy, Strahd murdered his brother and became the Isabella's death, it was an honor to be invited to one Darklord of Barovia; which was swept away into the of their many social events. Their servant staff once Demiplane along with its ruler. Since then, Strahd is cursed to provided much needed income for the village, but seek incarnations of Tatyana for eternity. NOTE: Strahd is not now all of the servants have been relieved of their present in this adventure. positions or have simply not been heard from. Not Without Humor Within her home, Glovia blamed herself for Isabella's death, and became obsessed with finding a The bleak and oppressive landscape must give way way to bringing her daughter back. Initially, she drew now and then to some moments of respite, not only upon on her knowledge of anatomy and healing, but does this break up the taxing mindset that Ravenloft eventually resorted to arts of a darker nature none can evoke, but it also provides good chances for of which produced the results for which she was horror to sneak back up on players just as they least hoping. Lucian vehemently objected — expect it. activities and demanded that she stop. But heart had festered and her work hadto grown his wife’s into a dangerous Glovia’s Background would be his undoing; Glovia murdered her husband The village of is somewhat remote, perched and from hisobsession. body crafted )n the a golem.end, Lucian’s Now Lucian objections will in the Barovian hills in the Svalich Woods. Situated at serve his wife with neither question nor complaint. the base of a cliffOrașnou to protect it from the harsh As dark as her research became, Glovia still holds a northeasterly winds, its picturesque location would place in her heart for the villagers. Better yet, normally grant a scenic view, however no living working at the hospice has granted her access to the person can recall a day that would make such a sight occasional corpse that passes through an added possible. Regardless, the ominous castle Ravenloft is bonus. Finally, during her time in the Hospice, Glovia almost always visible. With only narrow roads that has begun formulating plans for a young— girl from the climb into the hills, it's common for the small village village. to become cut off from the rest of the valley during Glovia's obsession has caught the attention of a the winter months. powerful Witch of Barovia. Sympathizing with Glovia's plight, but more importantly seeing an

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(order #8808443) opportunity to exploit her grief for her own purposes, Tables; taking respite from the biting cold winter she offered to help Glovia resurrect her daughter's over a mug of ale, a glass of wine, or simply just a hot soul into a new body. In exchange for this gift, the meal. witch has asked for only a single item in return; Tatyana’s powderbox. Welcome to Barovia To help her find the powderbox, she has created minions, notably and most recently the wight, Laszlo Some characters may be arriving from Faerûn for the (DDAL04-02 The Beast and DDAL04-03 The first time. For those characters describe a heavy fog Executioner). He has recently succeeded in obtaining bank rolling through their travel path while they are the powderbox, but suspects that Glovia will betray in the Quivering Forest, and when it eventually clears, him after she gets what she wants. Because of this, he they are on the outskirts of a small mountain village. is hesitant to return it to his mistress. -handed, but such is the way of the Demiplane. Laszlo the Un-deaded Undead. )t’s Any heavy character that participates in this adventure earns The Demiplane of Dread story award if they do If the characters at your table managed to slay Laszlo in a not have it already. They should be made aware that previous adventure (such as DDAL04-2 The Beast or DDAL04- 03 The Executioner), this is, indeed, the same creature. The until this story award is removed, they may not Dark Powers have saw fit to restore the slain wight for their participate in any adventure that does not take place own, unfathomable reasons. in Barovia. NOTE: This adventure may touch on some morally dark moments. Please be careful to gauge your Overview player's comfort with such things, and remember that the goal of a Dungeons & Dragons game is for This adventure consists of four parts. everyone to have fun! Part 1. The adventurers are asked to find a wagon from a supply run to a neighboring village. In so Curse of Strahd Adventures doing, they are forced to fend off scavenging harpies. The adventures for the Curse of Strahd Season of Dungeons They find evidence of something more than harpies and Dragons Adventurers League deliver the most impactful and hopefully bring a survivor to the hospice in an experience when played in numeric order (i.e.: 04-01, then 04- effort to save him. 02, and so on) but this is not required. Please carefully read Part 2. The adventurers are summoned to the the following pages and be prepared to adjust encounters, Burgomas especially where key NPCs are concerned! Although DM tips ritual that seeks to understand why they have been may be found in the adventure, they are unlikely to cover ter’s home. (ere they take part in a Vistani every table or situation. Part 3. Anticipating her betrayal, Laszlo attacks the For a Ravenloft game, the world itself should be treated village,personally knowing named Glovia in the cares Burgomaster’s for them, as reading. well as to with great respect—it is a character unto itself, and the Dark force her hand. The adventurers are compelled to Powers rarely respond positively to hand-waving and outright make tough decisions in the heat of the attack. disissal… Part 4. After doing their best to help defend the Any character afflicted with lycanthropy must receive the town, they learn that Glovia has absconded to benefits of a remove curse at the end of this adventure in Falinescu Manor with Sorina, a village girl, and her order to be rid of this horrible affliction. Characters that father has gone after her. choose to remain afflicted or cannot afford this spell, become NPCs and are no longer playable in D&D Adventurers League games. Adventure Hook If the characters begin this adventure from within the Forgotten Realms or a setting other than Ravenloft, have them be transported to the Demiplane of Dread

mist while traveling overland, preferably at night. just outside Orașnou via an unnaturally thick fog or Otherwise, the characters begin the adventure havingProceed already to Welcome made the to Barovia, transition below. to the Demiplane of Dread, they begin the adventure in the Seven

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(order #8808443) As the howling of the wind outside appears to die down the Part 1: Easy Money proprietor, Marku, approaches you. "Excuse me; I wonder if I Expected Duration: 30 minutes might have a moment? I told Crina we shouldn't bother you, This adventure begins in the early afternoon at the but she insisted I come over. My nephew, Vasile and his friend Seven Tables common house where the characters have recently gone to Vallaki for supplies. They were due back have gathered to regroup after their battle with Laszlo's undead minions. It is assumed they have had last eeig, ut hae ot retured. Norally, I ould’t a long rest. Take a moment to let the characters worry, but the storm and recent events give me pause. introduce themselves. Take note of the characters We do’t hae uh, ut e ould srape together a full names as they are needed in the Town Crier modest reward if you are able to find them." section. ’s Marku is the owner of the Seven Tables. He refuses to The Seven Tables say how much of a reward he will be able to provide; Proceed with the following text: partly out of fear that such a paltry amount might worried that the other patrons might overhear. The storm outside has intensified and made it foolish to leave insult If the the characters adventurers, agree, but he largely suggests because that Vallaki he’s is to An excuse for you to get some much-needed rest. Your hosts the west along the main road. He is able to provide Marku and Crina Grelon are quite the gossips and you have the characters with a wagon and pair of broken-down picked up on a few bits of information as they make their horses. rounds. Roleplaying Marku Grelon The Grelon family owns this establishment and has Marku is human, small in frame with a short graying beard and added a large common room that they let out to a small hat he wears on the back of his head. He is pensive and passersby in order to pay off the hefty lien placed spends most of his time serving drinks and engaged in serious upon the property by the Burgomaster. The food is conversations about the latest gossip with the patrons. His cheap and subpar (little more than a thin soup), and wife, Crina, cooks and occasionally pops out of the kitchen to the drinks watered down. Refer to the rumors sidebar yell at him to serve the food or drink and update her on any new information. Marku knows the value of information and for conversations and rumors that the adventures has mastered the technique of asking the right questions to may hear. In addition, the information in the get it. His primary motivation, aside from his family, is making background section, and the manor information from any profit at all after paying his taxes to the Burgomaster. Part 4 can be learned. Quote: "H… I ight be able to fid out fo you… but it won't be easy..." Rumors During their time in the Seven Tables, the following In Search of Vasile rumors are passed their way or simply overheard: If the characters accept the job of looking for Vasile,  Shadows have been seen near— the graveyard. they are told to travel out of town and into the valley  The Burgomaster has brought a curse on the village on the north road. They do not have to travel far to by entertaining the Vistani woman. find him.  The Falinescu girl haunts the Manor and kills anyone who approaches. General Features  Taxes are too high the greed will The area has the following general features: be felt as winter progresses. Light and Visibility. It is a typical gray and  The woodsman was— killedBurgomaster’s by a werewolf, but how overcast day, but well lit. did he rise from the dead? Weather. There is a break in the storm, but the  Some of the servants from Falinescu manor have resulting snow is very deep, representing difficult not been seen in far too long. terrain. When the interaction is winding down, proceed to the Smells and Sounds. There is a strong smell of following interjection by Marku. evergreen trees. The heavy snow cover dampens and kills any sound before it travels.

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(order #8808443) Though the snowfall has stopped, the lingering drifts are deep. The Hospice Descending into a valley, you happen upon a junction in the road. To one side of the crossing, you see a wagon—its cargo The hospice is a squat brick building with a high-peaked roof. spread out in the snow. As you approach, a woman and a young girl come out to meet The corpse of a horse and what is likely its owner lay you. partially covered in snow on the ground. Iside, the oa says ally, “oria ill diret you here to set hi. This unfortunat Once inside, the woman examines the wounds and points undead minions roaming the area. The body in the things out to the young girl, who nods understandingly after snow is e scene friendis the resultand the of horse Laszlo’s is dead each observation has been made. Sorina follows the woman as and been partially eaten. that of Vasile’s she sets to work on the unconscious boy. Development A search of the wagon reveals Vasile still alive, This is Glovia Falinescu and she attends the hospice albeit in horrible condition. He has a number of with the assistance of the young girl, Sorina. The slashing wounds and is unconscious,— suffering from modest facility has four beds, a table for herbal life drain, and once roused, madness as a result of the preparations, and the large table upon which Vasile is wight's attack. Vasile is on the verge of death and is currently laying. An adjoining room offers a small unlikely to survive the trip back to town without living space. some attention something that a character that A character succeeding at a DC 15 Intelligence succeeds on a DC 10 Wisdom (Medicine) check (Medicine) check realizes that Glovia has a deep realizes. — understanding of anatomy. Despite this, the gravity of Having been defeated b life drain wounds appear to shock Glovia. With a ability, any attempts to restore hit points puzzled look on her face, she asks the characters automatically fail. However,y the a successful wight’s DC10 aboutVasile’s the attack and what they found. If, for some Wisdom (Medicine) check or one use of a Healer's Kit reason, the adventurers did not go to the hospice, stabilizes him long enough to get back to town. If no Sorina to fetch them. attempts are made to stabilize him, Vasile perishes Read: along the way. arrives wherever they’re at On returning to , the Grelons are thankful, Panic washes over Gloia’s fae; she is oiously orried. but hysterical at the sight of Vasile. They beg the "This as Laszlo's doig. Did you destroy hi? “he asked, characters to accompanyOrașnou them to the hospice where the slightest hint of anticipation on her lips. they insist that Glovia can help him. Marku sends one of the patrons to warn them of their pending arrival. Glovia If Vasile does not survive, the characters are still Laszlo is; she describes him only as being some sort asked to take his body to the hospice; instead to ask of undead.doesn’t elaborate as to what sort of creature Glovia to arrange the burial. She is very interested in what the characters found at the scene of the attack and asks the characters to Treasure spare not the slightest detail. If asked for healing, she The characters are able to find a jewelry box is able to cast healing word, once. This healing is an containing gaudy jewelry worth a total of 75 gp. If the arcane ability; it is not a divine spell. characters return Vasile to the Grelons alive, Marku gives the characters a tattered pouch containing 10 Roleplaying Glovia gp; the entirety of their wealth. Glovia is about 50 years of age. She speaks with the slow cadence of experience. This can turn ominous when she is XP Award issuing words of caution. She has a warm and then suddenly If the characters return Vasile to alive, award cold personality when it comes to the villagers. While she truly each player 50 XP. cares for them, when thoughts turn to Isabella, her obsession Orașnou takes over and any obstacles to her perceived goals lose a swift and brutal decision. While at the hospice, Glovia wears plain clothing and none of the jewelry she owns.

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(order #8808443) Quote: You etatasal is showig. That ust be uite paiful. Glovia is willing to converse with the characters, provided work. She is meticulous and distractions easily annoy her. they don’t distract her too much from her She provides the following information, but only if the characters ask:  The Falinescu family has lived in the village for a long, long time.  Her husband, Lucian, came from a wealthy family.  Lucian passed shortly after her daughter grew sick and died.  search to learn about the body and ways to heal its woes.Glovia largely credits )sabella’s death with her  She does not speak about Isabella or her death any further. A character that succeeds on a DC 9 Wisdom (Insight) check clearly realizes that the subject is enormously painful for Glovia to speak about.

the characters go provide the Grelon family the news thatGlovia she doesn’t is confident speak thatabout she much will else,be able insisting to save that Vasile (or doing what the characters can to comfort

the family if Vasile didn’t survive the trip.

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(order #8808443) feeling that the villagers don't respect the Part 2: The Reading Burgomaster, but would never openly express their Expected Duration: 45 minutes . If characters refuse to go, the Burgomaster The Town Crier attemptsfeelings because, a more formalhey; he’s approach the Burgomaster and personally invites them to dinner. When business at the hospice is winding down, begin this event by reading the following: The Burgomaster’s Estate

From outside you hear the loud clang of a hand-bell. You see a The home is at the southern end of the stout, portly man with a blue coat and pale trousers flanked by village on the road that leads further into Barovia. Burgomaster’s a lanky teenage boy staring into space. They both stand on a When the characters approach the home, read the following: small platform at the center of town. Townsfolk immediately Burgomaster’s stop what they are doing and a surprisingly large crowd quickly The night fog is beginning to sneak its way down the cliff and gathers. ’s into the town. The home is quite large The man begins: Burgoaster’s compared to the other homes within the village and leaves "Oyez, Oyez, Oyez! The following is a decree from the most little doubt of who controls the purse strings. distinguished and generous Burgomaster Randovich, to which e are all ideted…i oe for or aother. The Burgomaster makes it known that the following In front of the house on the road there is an elegant persons are to report to his residence as soon as is possile. vardo, (a round-topped wagon, commonly used by the Vistani), adorned with bright colors and images of red roses. The man elbows the young boy standing next to him As the adventurers approach the door, they are who, in turn, welcomed into the home by a stoic servant that leads from an unfurled scroll. Once done, read: them into the abode. The servant does not engage in recites the characters’s names aloud conversation; chiming in with only, "I'm sure I The crier continues, "These persons are suspected not of being wouldn't know such things charlatans, burglars, vagabonds, or instigators. You are to about the goings-on in the village. draw no conclusions." By now you are sure that the entire if asked a direct question town is staring at you. The furniture is adorned with many flourishes and rich with "Let it also e ko that… Oleg, it is your tur to light the deep, vibrant colors on the upholstery. The faint scent of village lamps tonight." A single, disembodied groan rises from spices and well-oiled leather fills the air. the back of the crowd, oozing with disappointment. "That is A large round table covered in a black velvet cloth all!" dominates the parlor. At the far end sits a comely middle-aged woman dressed in bright colors. As you enter, she pulls a deck After the crier leaves, the crowd slowly disperses as, of lacquered cards from her gown and, spreading them in a naturally, speculations begin to spread like wild fire. graceful flourish, bids you to sit. Behind her, a rotund man in The characters have time to talk to some of the fine clothing stares out the window impatiently chewing on his villagers if they like. While some folks may be leery of thumbnail. the characters, most have seen them return with Vasile, garnering their trust. This is a good After a few, uncomfortable moments, the opportunity for them to hear some rumors floating Burgomaster takes a moment to introduce himself to around town especially if this is the first adventure any new characters (unless everyone has met the of the series that the characters have participated in. Burgomaster before). Once greetings have been If the characters— elect to spend some time speaking exchanged, he relates the following information: to the residents of the village, be aware of the passage of real-world time. Otherwise, allow the characters to  He introduces the woman at the table as Sybil engage with the locals or maybe even a meal and a Rasia. She claims to be Gur, but I am not aware with chance to freshen up at the Seven Tables. any tribe among the Vistani. Eventually, however, the characters are directed to the estate. Characters should get the

Burgomaster’s

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(order #8808443)  At my request, she performed a reading for me From seemingly nowhere, you hear the delicate plucking of earlier today, and foresaw something ominous and, a harpsichord and images of objects fade into view. Eventually, frankly, unusual. you find yourselves in a lavish parlor in a large, thoughtfully  Among other interesting portents, she also decorated manor. A roaring fire crackles in the enormous mentioned the characters; individually and by hearth. Windows span one wall of the room—flooding light name. out onto a dramatic terrace overlooking the night-shrouded Ivan recants valley below. nervous tones: A young girl in a white dress is facing the windows sitting the highlights of the Sybil’s reading in  An army of the dead and playing a large, keyed instrument.  A delicate powderbox  A beautiful, yet powerful, woman This ritual channels the spirit of a troubled deceased,  The adventurers' names in this case, Isabella Falinescu. It is a shared event All the while, the Sybil shuffles the cards in a single that reveals metaphoric objects reflecting her past hand; stopping every once in a while to flip one face- experiences as well as current perceptions. up onto the table. Soon, the Burgomaster begins to grow angry and Focusing During the Vision curse. Only then does Sybil Rasia speak. She does not Certain activities while in a dream state require a great deal of remark upon what the Burgomaster said, but believes effort to focus enough to consciously realize what has been that she can provide more accurate information by seen. A successful Constitution check may be required to performing a group reading. However, it requires the perform activities such as reading, or focusing on minute details while other stimuli within the vision might distract you. participation of all of the adventurers to be During the vision granted by this ritual, the player may be successful. called upon to make a Constitution (Investigation) or Constitution (Perception) check. This reflects their ability to The Reading remain focused on the vision while taking their own individual If the characters agree to participate, the Sybil knack for noticing things that would otherwise go unnoticed. performs a ritual that creates a shared experience a ritual unique to the Sybil. Within the vision, the characters are free to explore If the characters choose not to participate, the Sybil— the room. Because of the dream-state, it requires Rasia and more importantly the Burgomaster are effort to maintain conscious awareness in the event. greatly disappointed. The characters are asked once Because of this, spells may not be cast. Additionally, — — some activities may require a Constitution ability Proceed to Part 3, below. check. The DC for the majority of these checks should more and then dismissed from the Baron’s home. be 11 or 13. Sybil Rasia deftly pockets her Tarokka deck and withdraws a General Features fist-sized sphere of crystal from what seems to be the same The room has the following general features: pocket with a single, fluid motion. She sets the crystal orb on Area. The room is very large, approximately 60 feet the table before her atop a silver stand. long and 45 feet wide. Attempts to leave the room "There is no need for caution. Close your eyes and clear your thoughts." opened. prove Attire fruitless;. The characters the doors find and themselves windows can’t without be After a few moments, characters that close their eyes their weapons, armor, spellbooks, etc. They are and concentrate receive a vision. dressed in formal attire for a social event of some Read: status. Puffy sleeves are apparently in fashion for men and ladies are in formal dresses. As your eyes close, a feeling of restful warmth washes over Light. Bright light fills the room from a roaring fire and the multitude of candles spread around the room. you. Sounds. There is the delicate plucking of a harpsichord playing a haunting child-like melody. Occasionally, a man's cries of agony ring out from behind one of the doors. If asked, Isabella downplays the screams saying, "That's Daddy. He's being fixed."

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(order #8808443) Smells. There is a very attractive aroma of 71 - 75 The character does whatever anyone tells him or her cinnamon-clove spiced cider. Beneath the pleasant to do that isn't obviously self-destructive. smells of the room, the lingering smell of rot. 76- 80 The character experiences an overpowering urge to Nightmare State. The dream-state of the ritual eat something strange such as dirt, s lime, or offal. may provoke a nightmare-like effect (as per the 81-90 The character is stunned. dream spell) and heightens the experience. This may, 91-100 The character falls unconscious. on occasion, invoke a Horror saving throw for he is quite something that otherwise may not. friendly; she greets the characters in an innocent voice.Despite Any the attempts girl’s hideous to touch disfigurement, or otherwise s physically Specific Features interact with the girl are ineffective; physical objects The following items are in the room, describe their pass through her as if she were incorporeal. Resting details if the characters investigate them: on top of the harpsicord is a tattered doll. The Girl. The girl wears a lovely, white dress and is If the characters question the girl, she knows and playing a harpsichord with her back to the relates the following: adventurers. She is quite skilled, is performing a fast-  Her mother's name is Glovia and her father is paced waltz. If approached, the girl turns suddenly Lucian. She points to each in turn in the portrait. towards them revealing that her chest and arms are

riddled with open sores, and the left side of her face is  She doesn't know about her affliction, but says "it must be very bad because it makes Mommy very sad almost entirely rotted away. The sight is grotesque and Daddy very angry." and shocking. must succeed on a DC 11 Horror saving throw.  Her father makes things like toys and tools that are The first character to see the girl’s face used to "fix people." Horror  Her mother is very smart and can fix people, the way her father fixes his toys. Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurers see something  Isabella can't leave the manor because her mother completely contrary to the common understanding of what has told her to remain here or she'll be scolded. can and should occur in the world, or upon the realization of a  Her mother can't fix her without help from the dreadful truth. In such a situation, you can call on characters "pretty lady." She doesn't know it, but she is to make a Charisma saving throw to resist the horror. Set the referring to the witch that has tasked Glovia with DC based on the magnitude of the horrific circumstances. On a finding and retrieving the powderbox. She only failed save, a character either becomes frightened or gains a knows her as a pretty lady that wants something short-term form of madness that you choose or determine from her mother. randomly. Use your discretion when determining the effect of  If asked, she thinks the reason the adventurers a failed horror check. Take your players into consideration and were named in the reading is because they are the activity in which they are participating. supposed to protect the village. It's their purpose. A character afflicted with short-term madness is subjected She doesn't know why she thinks this. to an effect from the Short-Term Madness table for 1d10 minutes. Large Family Portrait. The large portrait is of a Short-Term Madness wealthy, attractive family. Centered in the picture is d100 Effect (lasts 1d10 minutes) Glovia Falinescu resting her hand on the shoulder of 01-20 The character retreats into his or her mind and a young girl who looks identical to the young girl becomes paralyzed. The effect ends if the character playing the harpsicord,— minus the disfiguring sores takes any damage. and rot. Anyone looking at the portrait who succeeds 21-30 The character becomes incapacitated and spends on a DC 13 Constitution (Perception) check notices a the duration screaming, laughing, or weeping. empty heart. 31 – 40 The character becomes frightened and must use his Bust. A marble bust of a man sits on a thick or her action and movement each round to flee from pedestal.ring on Glovia’s A name finger is inscribed depicting on anits base. A character the source of the fear. succeeding on a successful DC 13 Constitution 41 - 50 The character begins babbling and is incapable of (Investigation) check sees the name: "Lord Strahd normal speech or spellcasting. 51 - 60 The character must use his or her action each round von Zarovich" to attack the nearest creature. base. If anyone investigates the bust while wearing 61-70 The character experiences vivid hallucinations and the spectacles (seeetched below), on a brass they findplacard the onbust the looking bust’s has disadvantage on ability checks. back at them. The character viewing the bust must succeed on a DC 11 Horror check.

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(order #8808443) Spectacles. On the center table there is a delicate say she doesn't know and then she can remember it pair of glasses. These glasses sport amber lenses with later. slender slivers of green glass resembling the vertical s Isabella skips to a table upon which is a silver box. As she Isabella without her disease. opens it, golden light spills out. She reaches in and pulls out a pupils Doors of. aThere serpent’s are three eyes. doorsWearing that them exit thereveal room. No simple, wooden box, the source of the light, and shows it to amount of effort opens them. Isabella simply says you. that, "Mommy keeps the doors locked." The walls, Just as you are able to focus on the object to discern what it doors, and windows are a boundary of the is, the serenity of the moment shatters as a figure comes experience. Dolls. Dozens of different dolls, puppets, and toy crashing through the window. soldiers are placed about the room. Some of them are Thick strings of wispy ether are attached to his arms and clockwork toys, and walk around the room; others legs similar to those of a marionette. He snatches the wooden are dolls with features that move like blinking eyes or box from Isabella and with a backhanded swing of a lumber waving hands, and a few are marionette puppets. axe strikes the young girl’s head fro her shoulders without a These toys are Lucian's handiwork with beautiful, so much as a glance. intricate details. Isabella loves to talk about them and praises her father's work. Any character witnessing Laszlo's entrance and the A writing table with an open book. The book is must succeed on a DC Glovia's journal. Deciphering the writing in the 11 Horror saving throw. journal requires a successful DC 11 Concentration girl’s Additionally, subsequent the decapitation characters may attempt a DC 13 (Investigation) check. If successful, give Player Constitution (Investigation) check. Those characters Handout 1 to the character reading the journal and that failed the Horror saving throw make this check only that player. These entries are the extent of what with disadvantage. Characters that succeed on this — they are able to learn from the journal. check or anyone wearing the spectacles, notices that Tray of Cider. On a tray there are crystal cups of the strings attached to Laszlo lead to the giant image warm cider, one for each adventurer. The aroma fills of Glovia who also has strings attached to her. the room and is difficult to ignore. If asked, Isabella tells the characters that her mother set out the cider "Bring it to me Laszlo!", a voice booms from overhead. for her guests and invites everyone to partake. It’s good for you. Anyone who drinks the cider Seeming to snarl at the voice, the creature gathers his strings is overcome with warm feelings and thoughts of together and with a single sweep of his axe, severs them comfort and home. she says. It immediately removes the effects cleanly. Looking at you, he issues a hissing growl and leaps out of failed horror check. through the window and into the cold night.

Roleplaying Isabella in the Reading The adventurers are awakened from the ritual by the As any child her age, Isabella has a short attention span. She is sound of the Burgomaster yelling. aware of the cold truths of her and her family's situation and addresses those things plainly as if it were anything else and "Run, Oleg!" The loud yell of the Burgomaster slaps you then change the subject. She is aware of her mother's plans but doesn't speak about that either. She is more reserved and back to reality. Finally regaining control of your body you sad in the reading than her more mischievous antics that take return to see him yelling out the window. A dark figure is place in the manor. chasing Oleg down the street; its head is cocked strangely to Quote: Do you like y dess? Mothe had it ade fo just one side. Screams are coming from all parts of the village. Ivan for e. turns to you and yells, "Snap out of it! We're under attack!" Enter Laszlo Any creature who drank the cider in the vision gains If Isabella is asked about the powderbox, or whenever the benefit of a short rest. the characters are done exploring the room, you may begin this section. If the adventurers have asked Isabella about the powderbox, but you want to allow them more time to explore the room, simply have her

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(order #8808443) being set ablaze. The provisions must be retrieved Part 3: Laszlo’s Attack or families won't make it through the winter. Expected Duration: 30 minutes  Encounter 4. The characters notice a creature that Realizing that Glovia is using him and intends to seems to be giving orders to all the other undead. betray him at first opportunity in favor of the Defeating him may be instrumental in defending villagers, Laszlo attempts to exact revenge on her and the village. the villagers who tried to kill him. The sun is just beginning to set when Part 3 begins. Success and Failures The encounters have benefits or consequences based Coming outside, you hear a roaring voice echoing down into on the outcome. Assume that encounters not the village from the cliffs above. Looking up you see Laszlo attempted are failures. holding a torch: "Glovia! What shall you do now? You can't protect them all! I have what you seek and now you must A. You're Pullin' my Oleg betray them as you were going to betray me!" He then hurls his torch down into the village and it lands on the roof of one Oleg and a few villagers have been chased down a side alley of the buildings and immediately catches fire. This brings your and are cornered by a group of zombies that shamble toward focus to the village and you realize the horror that is them. You may be able to distract and lure the monsters near happening all around you. The dead have risen and are a stack of heavy timbers that can be released upon them, attacking the town. Looking back up, Laszlo has vanished from pinning and restraining them, but you will have to offer a sight, but it seems you have more immediate concerns. convincing distraction.

The characters have several opportunities to help Four zombies are closing on Oleg and two villagers. defend the village from the undead attack. The Impress upon adventurers that wish to simply fight characters may split up to solve the first three, but the the zombies that it likely requires all party members fourth may be difficult without the entire party. Each which may likely prevent any other encounter character can participate in one encounter (see A attempts. through D, below). The characters fail any encounter If the characters wish to attempt to lure the that they do not attempt. zombies away, they may do so. This provides Oleg Once done, proceed to I'm Afraid I Have More Bad and the villagers plenty of time to get out of the alley News, below. and get away. Adventurers are then able to release the stack of timbers onto the slow moving zombies Descriptions and pin them in place. Reward clever thinking and successful rolls here. If These encounters are meant to be run quickly. Briefly you feel you must assign a mechanical measure of describe each of the following scenarios, and then success or failure here, do so. For example, you may allow the players to decide the one in which they'd require that the characters succeed on a number of like to participate. Remind players to consider not Charisma (Deception or Persuasion) checks to lure just skills, but also alignments, personality, and the zombies away and a Dexterity (Stealth) check to backgrounds when deciding. hide from them as they shamble by whatever hiding  Encounter 1. Oleg and some villagers have been place the characters have chosen. Either way, if the cornered by a group of zombies. the characters are successful, Oleg and the villagers are characters can lure them away without fighting able to take refuge inside a nearby building. Failure them, reward clever roleplaying, )t’shere. possible means that half of the zombies pursue the characters  Encounter 2. A pack of skeletons goes from while the rest continue to attack the villagers. building to building setting them on fire. They have already set the jailhouse on fire and the prisoner Success yells through the window at passersby; pleading for One of the villagers was once a servant at Falinescu them to release him. He assures the characters that manor and has recently made a delivery of supplies. he will make it worth their while. She knows the condition of the entrance floor (Area  Encounter 3. The Burgomaster tells the characters A1), and describes it to the characters. that the town hall contains the food stores precious to the village's winter survival and is currently

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(order #8808443) Treasure. At the conclusion of Part 2, the rescued Adventurers succeeding earned the "Eye of the villagers gather 25 gp worth of assorted coins and a Raven" story reward. potion of healing to show their gratitude. Treasure. In exchange gives the characters a satchel containing a potion of Failure healing, 25 gp, and a brassfor key rescuing set with ahim, purple the man If one or more of the villagers are killed by the stone. The jailors do not recognize the key as zombies, the characters receive no warning of the belonging to any door in the jailhouse. This key entrance floor at the manor. unlocks the controller foun Workshop. XP Award d in Area C1, Lucian’s If the characters succeed, award each player 100 XP. Failure If the prisoner is not freed within two rounds (three if Adjusting the Encounter the fire is delayed), the roof collapses destroying Here are recommendations for adjusting this combat the treasure the prisoner would have otherwise given encounter. These are not cumulative. the characters. As the building collapses,— the characters see a raven flying out of the wreckage and  Very Weak or Weak party: Remove two zombies into the night.  Strong or Very Strong party: Add two zombies B. As the Crow Fries XP Award If the characters succeed, award each player 100 XP.

Help, help! shouts a disembodied voice from a nearby C. The Heat of the Moment building. As you draw closer, a head appears in a barred window. The roof of the town hall building is particularly susceptible to The building appears to be a jailhouse of sorts and it is the fire—which is rapidly getting out of control. A quick look empty; the constable likely out defending the town. The inside the building reveals five large crates. The roof is beyond struture’s roof is well ablaze as you arrive. hope of extinguishing, but with quick decisive action you may be able to save the supplies within before the roof comes There are two obstacles to this challenge, the building down. door and the jail cell lock. To contemplate things, the roof over the area of the jailhouse containing the cell collapses two rounds after the characters arrive. To successfully remove a crate from the building, a However, characters may, as an action, delay the character must succeed on a DC 13 Strength collapse by one round by shoveling snow onto the (Athletics) check. Each time a character makes and roof of the jailhouse. This may be done only once. attempt, they must succeed on a DC 11 Dexterity The Cell. The jail cell is more challenging; it saving throw or take 7 (1d10) fire damage from requires a falling debris and smoke inhalation. Two characters Dexterity check. Forcing open the door requires a may work together to remove a crate and gain successful setDC of17 thieves’ Strength tools (Athletics) and a successful check. DC 15 advantage on the check, the saving throw is made No help may be given in these checks, but if more with disadvantage. than one character is present, an action may be spent On the ninth attempt, the roof collapses and anyone to throw snow on the fire to delay it enough to gain who fails that attempt is caught inside, taking 11 an additional attempt. This may be done once. (2d10) fire damage and 11 (2d10) bludgeoning damage. Additionally, they must succeed on a DC 11 Success Dexterity saving throw or be knocked prone and The prisoner grabs a bag concealed in a pile of straw restrained by the debris. In order to free themselves, he was given as a bed and with a wink, he thanks the a restrained character must succeed on a DC 11 characters for their bravery handing them the Strength saving throw. If someone uses an action to satchel before turning into a raven and flying away. help them, the saving throw is made with advantage. Some characters might realize— he could have escaped Once the roof collapses, any remaining crates are at any time. If asked later, the jailors claim to be destroyed. All five crates are required for success. unaware of any prisoners in their custody.

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(order #8808443) Success  Very Weak party: Replace the ghast with a ghoul, remove a skeleton The adventurers earn the Trust of the Burgomaster  Weak party: Remove a skeleton story award.  Strong party: Replace skeleton with a ghoul Treasure. The Burgomaster gifts the characters  Strong or Very Strong party: Replace skeletons with ghouls with a pouch containing 25 gp and a potion of healing.

Failure Treasure No penalty other than not receiving the treasure The ghast wears the butler's ring, a jeweled ring reward. If the event was not attempted, the worth 50gp. characters earn the Ire of the Burgomaster story award. I'm Afraid I Have More Bad News When each character has completed an encounter XP Award (failing or succeeding), the outcome of events not If the characters succeed, award each player 100 XP. attempted have played out and failed. If the ghast was not killed by the adventurers, he is eventually D. An Uninvited Ghast overcome by a mob of villagers. The remaining undead are confused without direction and are easily Looking around at the chaos, one figure stands out from the lead away or dispatched by the torch and pitchfork others. A particularly ghastly looking creature seems to be bearing village mob. The adventurers are now able to take a short rest issuing orders to the others. You think that if you could take while the villagers extinguish the fires that remain him out, it would be a simple matter to confuse and lead the and gather the dead and wounded. others away from town. After the cleaning efforts begins to wind down for the evening, Leading the attack is a ghast. The objective is simple; a woman arrives; pleading hysterically for help. "You must eliminate the commander. At the end of each round help me. She has taken my girl! My Sorina is gone and my that the ghast is still alive; two skeletons come to his husband, Boris, has gone after them. I could not stop him!" defense.

Adjusting the Encounter The woman is the mother of Sorina, the young girl Here are recommendations for adjusting this combat who works at the hospice. She explains that Glovia encounter. These are not cumulative. cast a spell on them and took the girl. She was told by others that Sorina was seen leaving the town with Very Weak party: Replace the ghast with a ghoul, remove a  Glovia heading towards the Manor. When the skeleton adventurers decide to go to the manor, be sure to  Weak party: Remove a skeleton issue the warning by the village woman if she was  Strong party: Replace skeleton with a ghoul saved in Encounter 1.  Strong or Very Strong party: Replace skeletons with ghouls

Success The ghast was once Jakob, butler of Falinescu Manor. The characters find a jeweled ring worth 50 gp on his corpse. This ring acts as a key to certain doors inside the manor.

Failure Without the key, it may be more difficult to access some areas in the manor.

Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative.

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(order #8808443) Part 4: The Manor Approaching the Manor Expected Duration: 2 hours Falinescu Manor was built by the Falinescu family for There is a road from the village, although it has not seen their only son, Lucian and his young bride Glovia, who wagon or carriage traffic in years and is now nothing more wanted to live in a picturesque mountain home. This than a foot path. was far from a simple home however, requiring a full The enormity of the home is in sharp contrast to the staff of servants to manage. While it is not part of buildings you have seen so far in the area. Once a lavish estate proper, it was very much welcomed as its that surely hosted many grand affairs, Falinescu Manor has existence supported many families. Being a young fallen into dilapidation from neglect. An imposing granite coupleOrașnou with a child, the family was thought of as local structure perched on a bluff, the home boasts an impressive royalty and beloved by everyone in the village. When their daughter Isabella died, the town view over the Svalich Woods to an ominous castle in the mourned with them. But when their grief went on for distance. years, attitudes changed from compassion to suspicion and eventually to rumor and fear. The manor itself is indeed haunted by Isabella who A. The First Floor acts as an unwanted tour guide as the adventurers move through. A1. Entrance It is late in the evening when Part 4 begins. In front of the estate there is a circular path for carriages. Roleplaying Isabella in the Manor Multiple gargoyles stare down from their parapets in Existing as a ghost, Isabella is bound to the house by her disapproval. Huge black, wooden doors with rusted iron mother's grief. She remains quite innocent, acting as any girl bindings offer a cold reception. of nine, coming and going with impeccable timing to disrupt any plan or strategy, yet never around when you need her. She is a great tool for the DM to use when the players are The doors are not locked and open easily. A DC 10 stuck or to lead them to areas to help or trick them. She is Wisdom (Perception) check reveals that no one mischievous and as adventurers explore the manor, she will appears to have used the doors in a very long time. A attempt to scare them as a child's game. Her scares tend to be DC 15 Wisdom (Perception) also reveals that there is much more effective however, as she uses her appearance a path that leads to a side entrance on both sides of and incorporeal state to great effect. If attacked, she runs the manor. away and returns when they have calmed down. Each time one of these scares occurs; have the affected characters A2. Foyer attempt a Horror check. If the character fails, in addition to the madness effects, they will suffer disadvantage on their next Horror check. The location and details of these scares are This grand foyer is obviously made to impress. The ceiling is entirely up to the DM. open to the second story and ultimately to a glass paned roof If asked about Sorina or her father, she admits to seeing which is currently leaking very badly. Pillars line the sides of them but never reveals where, walking off through walls as the room supporting an overlooking rail on the second story. she is talking. She does say she feels sorry for Sorina because An impressive staircase is opposite the door. she thinks she may end up like Gordon. Gordon was a goose she was fond of that ended up as dinner one night. Occasionally Gordon will also participate in her scare scenes, If 200 pounds or more is placed on the foyer floor particularly in the dining room. DMs are encouraged to be (anywhere within the railed section), the sub- creative in planning scares. Very few things will actually make flooring collapses in key structural areas, causing Isabella angry; repeatedly attacking her, or shortening her the entire foyer floor and the stairs up to the first name to "Bella." If she gets angry, she will use Horrifying landing to crumble into the basement. Visage and then runs away or goes Ethereal, only to return later. Look Out Below! Quote: "What are you doing? You're silly. Hey, where are Any creatures on the floor or beneath it when it collapses, you going?" must succeed on a DC 11 Dexterity saving throw or fall, taking 3 (1d6) bludgeoning damage, and 5 (1d10) piercing damage as they (and jagged pieces of timber) fall to the basement below.

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(order #8808443) Climbing out of the basement is possible, but difficult due to A6. Water Closet the rotted wood—it requires a successful DC 13 Dexterity (Acrobatics) or Strength (Athletics) check. Failure results in the This room has a latrine and small table with a wash staircase crumbling and collapsing as well, in which case the basin. Scenes of cavalry battle adorn the walls. characters take the same damage as the initial fall—though this time without a saving throw to avoid it. A7. Closet Isabella is aware of the state of the floor here, and often This room contains heavy cloaks and coats on pegs, leads adventurers over it. After the floor fails, she giggles a bit but is otherwise empty. If the characters sift through and tells them about the Library stairway that is safe. them, a character may find Isabella hanging from a If the foyer collapses, the ghouls from the Ghoul's noose behind one of the coats another of her macabre pranks. Den section of the Basement emerge and attack — anyone that has fallen down to the lower level, attempting to paralyze them and drag them back into A8. Retiring Room their den. A plush sofa and chairs as well as a broken mirror and wash A3. Servant Stairs basin are in the outer section of the room. A latrine shielded There are two sets of stairs. The west stairs access the by a curtain lines the north wall. basement (Area B), while the east stairs access the second floor (Area C). Isabella likes to frighten any male characters investigating this room; informing them that "only for A4. Dining Room

This once elegant room has not been used for its purpose in A9.Mommy Ballroom is allowed in here. many years. A large table bearing a cobwebbed draped candelabrum is surrounded by chairs that have been covered Intricate crystal chandeliers dominate this lightly furnished with linens to shield them from dust. The wall at the southern room clearly meant for entertaining. Ornately carved details end is adorned with the Falinescu family crest. and an angelic painting on the ceiling hint at a once beautiful ballroom. That image falls away however as a number of There is nothing of value in this room, but it can serve waxen-skinned children turn to you, most of them partially as a defensible position or refuge if needed. It's also a decomposed. All of them have had their chests cut open good scare location. revealing an empty cavity. When they see you they begin snapping their teeth together in a disturbing rhythmic A5. Smoking Room anticipation of food. Almost in unison, they turn their heads towards you and begin to shuffle in your Once a place where men would adjourn after meals, the room direction...clack...clack...clack. has not been used in quite some time. On the walls, various weapons are displayed. The children are four ghouls that attack anyone other than Glovia that opens the doors. The doors are There are four longswords, two shields, two daggers, locked, but may be opened with the butler's ring or a and a great sword. Closer inspection reveals that the successful DC 10 Strength (Athletics) check. If actively daggers are pure silver, while the other weapons and listening to the door, a successful DC 10 Wisdom the shields are purely decorative. Isabella does not (Perception) check reveals several footsteps from t's for Daddy. within and a little girl's voice. This is Isabella's voice. Treasure. The two daggers are ornate matching She knows some of the children and considers all of entersilvered this daggers room, asworth i 150 gp as a set. them her friends. She introduces the adventurers to her friends by opening the doors for them when they are not expecting it, such as during an attempt to break the door down, possibly causing that person to fall prone.

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(order #8808443) Emphasize the creepiness of this encounter. The to Area A9. If the characters have already been here, rotting, little girls move with unnatural grace; giggling Isabelle tries to scare them instead, possibly an and laughing all the while. illusion involving the axed harpsichord.

Adjusting the Encounter A12. The Winter Garden Here are recommendations for adjusting this combat The stench from this room hits anyone who gets encounter. These are not cumulative. within ten feet. The door is locked, but is rotting with  Very Weak party: Replace ghouls with zombies moisture and easily broken down.  Weak party: Remove two ghouls; add a zombie  Strong party: Add a ghoul Once some sort of garden, the large plants have overgrown  Very Strong party: Replace ghouls with ghasts wildly, the roots bursting the pots and spilling dirt around the floor. Leaves flood the windows and trees and plants reach the A10. Library ceiling 20 feet overhead. Near the far wall, there is a pool of putrid water and blood. Rising out of its center is a significant This library is in better shape than the rest of the manor. The pile of appendages and various body parts. The room is humid walls are lined with books and the furniture is comfortable and and thick with moisture, coating the walls with a slippery plush. In the northeast wall, a rich wooden staircase leads to growth. the next floor. At the center of the room is a table and serving A pile of rotten wood lies in the north end of the room, the set surrounded by several reading chairs. remains of what used to be a staircase.

If investigated, the books focus heavily on the Created by Glovia's necromantic energy and failed subjects of anatomy and physiology as well as many attempts at golems, a gibbering mouther has books on mechanics, physics, and engineering. emerged and lives in this room, eating various parts The characters also recognize the serving set from that are dropped as waste from Glovia's "laboratory" the Vistani ritual. If investigated at all, the smell of above. cinnamon-clove spiced cider is familiar. Searching the Anyone entering the room must succeed on a DC 9 area, the characters are able to find enough materials Constitution saving throw or become poisoned; to brew enough cider to serve seven people. It takes retching violently for 1 minute. At the end of each of ten minutes to prepare and serves up to seven. its turns, a poisoned creature may repeat the saving Anyone partaking gains the benefit of a short rest. throw, ending it early on a success. The pool is 10 feet The cider retains its potency for only 10 minutes, and across but only six inches deep. a character can only benefit from drinking once. Tactics. The mouther attacks any creature that gets within ten feet of the pool entering the mouther's A11. Parlor aberrant ground with surprise if the characters There is nothing of value in the room — You recognize this room instantly from your experience in and the mouther does not chase anyone out of the didn’troom, insteadnotice it. retreating back into its pool. A DC 10 “yil’s ritual, although the oditio of the roo is ery Horror saving throw is required after combat with different. Someone has taken an axe to the harpsichord and the mouther. most of the furnishings. You see evidence of the remains from the frame that held the family portrait in the fireplace. Adjusting the Encounter Here are recommendations for adjusting this combat Isabella always reveals herself in this room, as it was encounter. These are not cumulative. the room she spent the most time with her parents.  Very Weak and Weak party: Reduce the mouther's hit She is excited to see the adventurers and boasts that points to 37 and Bite damage to 8 she remembers them. If the adventurers have not  Strong and Very Strong party: Increase the mouther's hit opened the ballroom doors, Isabella tells them that points to 83. she wants them to meet her friends and leaves almost instantly, moving through the east wall and into the ballroom. When the adventurers go into the hallway to look for her, she opens the ballroom doors. The doors lead

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(order #8808443) A13. Balcony B4. Wine Cellar

The ground level in the back of the estate is much lower than Rows and rows of wine bottles, most of which are now empty, the front, setting the balcony some fifteen feet off the ground. are stored in this room. Some of the shelves have been moved A beautiful vista over the top of the Svalich Woods may be to one side to make room for a leather chair and table where enjoyed from this vantage. The moldering remains of furniture it looks like someone spent a great deal of time and emptied lay in splinters on the bluffs below. many bottles.

This door is locked, but the lock mechanism looks B. The Basement familiar to any character that has seen the butler's ring, which acts as a key. Otherwise, the door requires B1. Kitchen a successful DC 15 Strength (Athletics) check to break

The side door that leads to the kitchen appears recently used. 13 Dexterity check to unlock. The door is ot loked. There is o food i sight ad it’s open or the use of thieves’ tools and a successful DC apparent none has been prepared here in quite a while. A slow B5. Servant’s Common Room steady dripping sound echoes through the room. A puddle The Ghoul’s Den collects inside the hearth. Areas B5 through B9 serve as a ghoul's den. Once the servant staff of the manor, the ghouls remain in this area without the B2. Food Storage and Meat Locker guidance of Jakob the butler, their leader. (see Part 3D. An Uninvited Ghast, above). The smell from this room is nauseating. A combination of spoiled food and rat droppings, this one-time pantry and There is a putrid smell in this area. A large dining table and adjoining meat locker is now a nest for rats. several chairs and cabinets are in here, all of them moved to the edges of the room. A pile of bones lies in one corner. The stench of spoiled food flows heavy from under the door. A successful DC 15 Wisdom (Perception) The one time gathering place of the servants, it check is able to hear movement. If this door is continued to serve that purpose until recently. Having opened, rats flood out. Six swarms of rats attack. been turned to ghouls, they use these rooms as their den. A total of four ghouls reside in this area. Adjusting the Encounter Tactics. If the adventurers enter or are dragged Here are recommendations for adjusting this combat into the den area, the ghouls attempt to trap and flank encounter. These are not cumulative. them using a trick taught to them by Jakob. One of the ghouls stays as bait at the southern-most area of Area  Very Weak party: Remove four swarms of rats

 Weak party: Remove two swarms of rats  Strong and Very Strong party: Increase the swarms of rats B5, while the others hide nearby in the servant’s hit points to 32. ghoul is attacked, the other ghouls move into Area B9 throughroom that a holeshares in athe wall wall with and Area ambush B9. )f the the attackers bait from the rear. The hole is located beneath a bed; only B3. Scullery ng under the This room is a typical scullery, containing not just beds locate it. dishes but all manner of kitchen and dining needs for characters that specify that they’re looki entertaining. Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative.  Very Weak party: Replace ghouls with zombies  Weak party: Remove two ghouls; add a zombie  Strong party: Add a ghoul  Very Strong party: Replace ghouls with ghasts

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(order #8808443) B6. Servant’s Quarters General Features All of these rooms are identical. They contain two Light and visibility. In most rooms, there is no beds, tables, chairs, and lockers. light to be had. In the more important rooms, Treasure. Searching all of the rooms yields a total however, there are at least a handful of candles of 10 gp and a healer's kit. flickering. Rooms with candles as the only source of light are dimly lit. Dust hangs heavy in the air. B7. Butler’s Pantry Otherwise, the room is completely dark. Jakob's room is much like the other servant's room Doors. There are several doors on the second floor with a few more amenities. that have had arcane lock cast on them. These doors Treasure. Within Jakob's desk are 50 gp and a require a DC 25 Strength (Athletics) check to break potion of healing. open. They are indicated on the map with a half door. Dust. Nearly every surface within the home is B8. Water Closet dusty. This room has a latrine in one corner and small table and basin. C1. Lucian’s Workshop

B9. Storage This room is clearly an inventor and craftsman's workshop. All This area comprises the entirety of the eastern side of types of contraptions lie about the floor and workbenches. the basement. The floor in this section of the house Cog wheels, springs and other mechanical objects you have has settled significantly, causing water to collect. A never seen before are scattered everywhere. Many toy stagnant pool of water gradually deepens to a depth soldiers and mechanical men lie about; some of them hang of two feet in the southeast corner of the manor. from the rafters, swinging slowly as their eyes appear to follow Water. The area of this room submerged by water your movement. There are also a few human and larger sized is treated as difficult terrain. In some spots, mechanical arms, some with weapon modifications. submerged objects might trip creatures moving quickly through the area, who must succeed on a DC 11 Dexterity saving throw or fall prone. Any character inspecting the workbenches finds a wood box inlaid with brass, glass, and colored The double doors to this room are open and sway with the crystals. This is a device that controls some of ripples in the water. The room is obviously meant as storage, detect magic reveals that the controller radiates an aura of strong housing many pieces of furniture. Chairs, sofas, and trunks are transmutationLucian’s creations. magic. Characters It is useless using without the key or bobbing around in the water. Several more coffins, child and the code (see sidebar, below). adult sized are stacked up high. The Controller Anyone taking a closer look in this room catches a The controller is a peculiar object on one of the workbenches glint of light coming from one of the larger coffins. and does not stand out from any of the other odd items in the Upon closed inspection, it looks like a piece of jewelry room. It is a small, keenly-polished wooden box with a central, . The coffin is a mimic and it fist-sized brass handle. It has one button on each side, a single attacks anyone that gets within 5 feet. Treat keyhole in the front; below the handle. It is accented in brass, movementinlaid in the in coffin’s this room lid is as difficult terrain. with unusual additions of glass and colored crystals.  A character succeeding at a DC 11 Intelligence Adjusting the Encounter (Investigation) finds notes on the workbench, detailing the Here are recommendations for adjusting this combat controller and its function. encounter. These are not cumulative.  If the result of the check is 15 or higher, the character finds an entry detailing a series of control inputs that activate the  Very Weak party: Reduce the mimic's hit points to 39 toy soldiers. After entering the series of commands, any Average party: Increase the mimic's hit points to 77  active soldier within range (20 feet) snaps to attention,  Strong party: Increase the mimic's hit points to 96 turns to face the character using the controller, and renders  Very Strong party: increase the mimic's hit points to 115 a sharp salute.  If the characters do not enter the series of commands, they C. Second Floor may also use the controller if they possess the key obtained by freeing the wereraven (see As the Crow Fries; Part 3b,

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(order #8808443) above). They keyhole on the controller is fitted with a Deep red cloth lines the walls. Several rows of chairs line the purple stone identical to that set into the key. If the key is length of the room, each one containing a marionette puppet inserted into the controller, and turned, toy soldiers within range of the controller, rouses to life, jumps down from a or doll. A small stage has been erected in the southeast corner table, and stands facing the person with the controller— of the room. Isabella sits at the front row and claps her hands rendering a sharp salute. and the curtains are pulled back. A man, unconscious or dead,  A character can spend 10 minutes to become acquainted you’re ot sure hih hags lip fro ay strigs ith with the controller. Alternatively, a character may forego hooks into his skin in several places—mimic a macabre this, but any attacks, checks, or saving throws made by toy marionette. soldier’s uder the harater’s otrol are ade ith He has many small, bleeding wounds all over his body, the disadvantage.  As an action on their turn, a character may control the toy blood pooling on the stage under him. The strings are being soldiers using the controllers, though all of the soldiers must manipulated by four toy soldiers at the back of the stage who perform the same action. are tugging on the strands to make the man do an eerie dance.  The controller (and any soldier it controls) falls inert if Isabella and all of the dolls are laughing and enjoying the grisly removed from Falinescu Manor. program. If the soldier in this room is activated, it can be controlled as normal. The man is Boris; looking for his daughter. He is unconscious and exhausted, C2. Isabella’s Bedroom but is alive. If any attemptSorina’s isfather made who to free came Boris, the , Isabella puppets slowly and eerily turn their smiling heads to greets them in the hallway and pleads with them to gaze at anyone moving towards him, as if in warning. come)f the adventurerssee her room. exit Lucian’s workshop If the adventurers continue to move towards Boris, two swarms of dolls and six toy soldiers attack. Opening the door, you are struck by how clean and well-kept Isabella begins crying and flees the room through the this room is. No dust can be found. White furniture, pink frills, walls, complaining that her shows always get spoiled. and dolls of all kinds are throughout the room. Shelves line the The toy soldiers in this room can be controlled by south wall and are stuffed full of books, toys, and dolls that the controller rea C1, above). have been carefully arranged. You hear the sound of a music Tactics. Onefound swarm in comesLucian’s from workshop the theatre, see Aand box begin to play. "Do you like my room? Isn't it wonderful?" the other from the bedroom. If a character has the toy You turn to see Isabella suddenly standing where a moment soldier controller, one of the swarms attempts to ago there was nothing. restrain them first. Toy soldiers always prioritize targets that are being strangled. Isabella runs around the room excitedly, showing the adventurers her various toys and treasures. There are Adjusting the Encounter no toy soldiers or anything of value in the room. If she Here are recommendations for adjusting this combat notices them losing interest or if they make a motion encounter. These are not cumulative. to leave, she tells them, "I think you'll want to see my  Very Weak party: Remove a swarm of dolls and four new favorite toy." She then vanishes through the soldiers south wall into the theatre.  Weak party: Remove two soldiers  Strong party: Add a swarm of dolls C3. Theatre  Very Strong party: Add a swarm of dolls and two soldiers This room is a small theatre built by Lucian, once used to entertain his daughter. C4. Lucian’s Changing Room

The dressing chambers for the lord of the home, clothes are scattered all around the floor and all of the furniture is smashed to bits.

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(order #8808443) C5. Master Bedchambers  Very Weak party: Reduce the golem's hit points to 45  Weak party: Reduce the golem's hit points to 52  Strong party: Increase the golem's hit points to 82 Once the master bedchambers, this room has been cleared of  Very Strong party: Increase the golem's hit points to 105 any bedroom furniture. Five large tables have bodies in various states of autopsy, or assembly; it's difficult to tell C6. Upstairs Balcony which. Body parts have been combined and stitched together creating massive hulking cadavers, some with mechanical The view from this balcony, while only one level above, offers parts attached using horrific procedures. Other tables hold all a much better view over the trees. The soft snow covered manner of various body parts, vile reagents and surgical valley below is a stark contrast to the horror that lies within. instruments. Many scientific anatomy books, diagrams, and notes lie scattered about. An alchemy station is next to a door on the west side. C7. Guest Chambers Glovia has been using the northern guest room as her living quarters since the Master Chambers has been She has experimented with many ways to animate or turned into an operating room. The southern room reincarnateGlovia has turned the dead this roomranging into from her researchstudies in room. has not been used. Both rooms are locked. The anatomy and the science of golems to necromancy. All butler's ring opens them. Otherwise, the characters of the cadavers on the— tables are simply dead bodies may unlock the door with a set except one, which is Lucian, a flesh golem. successful DC 13 Dexterity check or break it open In a rage, Lucian demanded that Glovia stop her with a successful DC 15 Strengthof (Athletics) thieves’ tools check. and a research. As an insult for his lack of love for their Treasure. There is 350 gp and a spell scroll of daughter, his wife created a flesh golem from his animate dead in a chest under the bed in the northern remains. As a result of Glovia guest room. golem creation, Lucian does not have all of the attributes of a normal flesh golem.’s incomplete To compensate, skills in C8. Glovia’s Laboratory Glovia has gifted her creation with own inventions a huge, mechanical arm. The room is lit by many candles. The air is thick and warm and Tactics. Lucian lies on the westernmostone of Lucian’s table; carries the stench of mildew and rotting flesh. On opposing indistinguishable— from a lifeless cadaver. If the sides of the room you see two tables: One holds the heavily- adventurers approach within 5 feet of the golem or if decomposed body of a young girl in a new dress, her chest they look like they are going to approach the doors to cavity open and empty; while the other holds the unconscious the laboratory, the golem awakens and attacks. body of Sorina, her skin covered in tiny, arcane markings. Next In addition to the potions (see Treasure, below), to Sorina's table is a hole in the floor where a staircase once the alchemy station holds many unstable liquids. was. Lucien understands wha contents are capable of and attempts to shove attackers into it Between the tables stands Glovia; flanked by desiccated while keeping himself wellt the clear. station’s If struck or knocked humanoids wearing suits of armor over fine clothes. She wears over, the alchemy station explodes. Any creature strange spectacles and a look of calm resolve; addressing you within 5 feet of the table when it explodes must with a slow cadence. "You've yet to kill the monster. I warned succeed on a DC 11 Dexterity saving throw or take 5 you he ould e troule. I a see that you’re distrated." (1d10) acid damage and 5 (1d10) fire damage, or half The ghostly image of a young girl floats in the air beside the of that on a success. woman, silvery tears streaming from her eyes Treasure. If the characters inspect the alchemy No, other! the girl says i a fait, ehoig oie, It station, they find many vials of various liquids. Of the hurts! various contents, the characters are able to find a potion of healing, a potion of climbing, in addition to two flasks of alchemist fire and a vial of acid. Glovia has prepared this room for a ritual that the witch has promised will channel Isabella's soul into Adjusting the Encounter Sorina's body. She calmly explains this to the adventurers, but knows that they are certain to try Here are recommendations for adjusting this combat and stop her, anyway. encounter. These are not cumulative.

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(order #8808443) Glovia is accompanied by a ghoul holding a wooden Suffocating tray holding an open book. It is crudely stitched together and wears breastplate armor. The armor A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). increases its AC to 16. When a creature runs out of its breath, it can survive for a Additionally, a guardian portrait depicting a number of rounds equal to its Constitution modifier (minimum young girl (Isabella) sitting in a chair hangs on the 1 round). At the start of its next turn, it drops to 0 hit points wall. If Glovia attacks, the girl in the painting grows and is dying. angry and defends her. If the possession is not successful, she uses horrifying Adjusting the Encounter visage (which affects Glovia as well) and then flees to Here are recommendations for adjusting this combat her room, crying. encounter. These are not cumulative. directly; she attempts a possession once, and if it fails or if the possessionShe ends, doesn’t she flees.fight the adventurers  Very Weak party: Remove the ghoul; the guardian portrait Treasure. The characters are able to recover the is a normal painting. eyes of charming that Glovia wears. The bookshelves  Weak party: Remove the ghoul contain mostly scholarly tomes. It is unlikely that a  Strong party: Add a ghoul  Very Strong party: Replace the ghoul with a ghast suitable buyer will be found in the village. Glovia’s Tactics. Glovia is ready for combat and begins combat already having cast mage armor. She is Conclusion confident in her ability to survive the adventurers, If Glovia is defeated, Isabella is no longer bound to the and talks with them for a bit if they wish. She has also house and her soul may rest. She appears to the consumed a potion of false life and has 6 temporary adventurers one last time as she is fading to tell them hit points. to not worry; she will take care of her parents now. If there is any exchange at all, she seizes the She's afraid of what the "pretty lady" might do opportunity to use her first charge of her eyes of though, so she warns them to not stay around here. If charming targeting the character that seems the they have not found it yet, Isabella tells them about most susceptible. Because Glovia is evil, the saving the treasure under Glovia's bed in the north throw is made— as disadvantage. chambers. Glovia has learned her abilities through rigorous Treasure. If the adventurers return to the village study and scientific experimentation; her spells with both Sorina and Boris, they are hailed and should reflect that. Consider the use of science-based awarded 300 gp. If they are only able to rescue one, thematic affects when she casts a spell. An inflict they receive half that, and nothing if they return wounds spell may entail her hurling a vial of a thick, empty-handed. viscous black slime on the target, and charm person may involve blowing a handful of silvery powder in XP Award If either Sorina or Boris is returned to alive, If the battle turns against her, she drops Sorina into award each character 100 XP; if both Sorina and Boris the holetarget’s in the face. floor, who lands unconscious in the are returned, award each character 200Orașnou XP. pile of carnage in Area A12. If no one attempts to rescue her, Glovia uses a suggestion spell on someone to attempt to make them go after her. If it is still alive, the gibbering mouther begins to consume Sorina at the end of the third round. Isabella Tactics. combat begins, she attempts to possess of one of the characters preferring)sabella’s physically-powerful ghost is here. When male characters. If the possession is successful, she stomps around the— room throwing a tantrum about the fight, finally stopping in the middle of the room and telling Glovia that she'll be sorry for not listening to her daughter and holds her breath. She ends the possession and flees the room if the possessed character drops to 0 hit points or if Glovia is slain.

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(order #8808443) Rewards Treasure Make sure players note their rewards on their The characters receive the following treasure, divided adventure logsheets. Give your name and DCI number up amongst the party. Characters should attempt to (if applicable) so players can record who ran the divide treasure evenly whenever possible. Gold piece session. values listed for sellable gear are calculated at their selling price, not their purchase price. Experience Consumable magic items should be divided up however the group sees fit. If more than one Total up all combat experience earned for defeated character is interested in a specific consumable magic foes, and divide by the number of characters present item, the DM can determine who gets it randomly in the combat. For non-combat experience, the should the group be unable to decide. rewards are listed per character. Give all characters Permanent magic items are divided according to in the party non-combat experience awards unless a system. See the sidebar if the adventure awards otherwise noted. permanent magic items. Combat Awards Treasure Awards Name of Foe XP per Foe Item Name GP Value Commoner 10 Jewelry in the wagon 75 Flesh Golem, (Lesser) 700 Marku’s reard 10 Ghast 450 Saving villagers from zombies 25 Ghost 1,100 Saving the prisoner 25 Ghoul 200 Butler’s Rig 50 Gibbering Mouther 450 Burgoaster’s Reward 25 Glovia (Necromancer) 700 Butler’s ahe 50 Guardian Portrait 200 “erat’s stash 10 Harpy 200 Silver Dagger Set 150 Mimic 450 Gloia’s hest 350 Swarm of Puppets 50 Reward from Orașou 300 Swarm of Rats 50 Skeleton 50 Toy Soldier 25 Eyes of Charming Zombie 50 Wondrous item, uncommon (requires attunement) These glasses sport lenses of brilliant amber with Non-Combat Awards slender slivers of green glass resembling the vertical Task or Accomplishment XP per Character Get Vasile to hospice 50 s Lead zombies away 100 savingpupils ofthrow. a serpent’s Once this eyes. feature )f the ofwearer the glasses is evil, has they Rescue wereraven 100 may choose to impose disadvantage on the effect’ Remove all crates 100 dawn. A description of this item can be found in the Rescue Sorina or Boris 100 Dungeonbeen used, Master’s it can’t Guidebe used. again until the following Rescue both Sorina and Boris 200 Scroll of Animate Dead The minimum total award for each character Scroll, uncommon participating in this adventure is 900 experience A description of this item can be found in the Dungeon points. Master's Guide. The maximum total award for each character participating in this adventure is 1,200 experience Acid (Vial) points. A description of this item can be found in the Player’s Handbook.

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(order #8808443) Alchemist’s Fire (Flask) DM Rewards A description of this item can be found in the Player’s Handbook. For running this adventure, you receive 300 XP and 150 gp. Potion of Climbing Potion, common A description of this item can be found in the Dungeon Master's Guide.

Potion of Healing Potion, uncommon A description of this item can be found in the Dungeon Master's Guide. Renown Each character receives one point of renown.

If the characters successfully defeated Glovia Falinescu, each character receives an additional point of renown. Story Awards Characters have the opportunity to earn the following story awards during this adventure.

The Demiplane of Dread. You have traversed the mists and now find yourself in the Demiplane of Dread and, until this story award is removed, you are unable to leave. So long as you are trapped, you cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during your time here, the Dark Powers are watching.

Eye of the Raven. You have aided a member of the mysterious and elusive Order of the Feather. Somewhere, a bird is thinking fondly of you.

Trust of the Burgomaster. You have aided the Burgomaster of . News travels fast. You gain advantage on ability checks that involve negotiations with any BurgomasterOrașnou in Barovia.

Ire of the Burgomaster. You have slighted the Burgomaster of . News travels fast. You gain disadvantage on ability checks that involve negotiations withOrașnou any Burgomaster in Barovia. Downtime Each character receives 10 downtime days at the conclusion of this adventure.

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(order #8808443) itself. Once the golem goes berserk, it continues to do Appendix: Monster/NPC so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, Statistics can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) Commoner check. If the check succeeds, the golem ceases being Medium humanoid (any race), any alignment berserk. If it takes damage while still at 30 hit points or Armor Class 10 fewer, the golem might go berserk again. Hit Points 4 (1d8) Aversion of Fire. If the golem takes fire damage, it has Speed 30 ft. disadvantage on attack rolls and ability checks until the end of its next turn. STR DEX CON INT WIS CHA Immutable Form. The golem is immune to any spell or 10 (+0) 10 (+0) 10 (+0) 0 (+0) 10 (+0) 10 (+0) effect that would alter its form.

Senses passive Perception 10 Lightning Absorption. Whenever the golem is Languages any one language (usually Common) subjected to lightning damage, it takes no damage and Challenge 0 (10 XP) instead regains a number of hit points equal to the lightning damage dealt. Actions Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Multiattack. Lucian makes two slam attacks or one slam attack and one pincer attack Flesh Golem, Lesser (Lucian) Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.., one Medium construct, neutral creature. Hit: 8 (1d8 + 3) bludgeoning damage. Armor Class 9 Pincer. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 +3) bludgeoning damage and the creature is Hit Points 67 (9d8 + 27) Speed 30 ft. grappled (escape DC 13).

STR DEX CON INT WIS CHA Ghast 17 (+3) 9 (-1) 17 (+3) 6 (-2) 10 (+0) 5 (-3) Medium undead, chaotic evil Armor Class 13 Damage Resistances bludgeoning, piercing, and Hit Points 36 (8d8) slashing from non-magical weapons that aren't Speed 30 ft. adamantine Damage Immunities lightning, poison STR DEX CON INT WIS CHA Condition Immunities charmed, exhaustion, paralyzed, 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Damage Resistances necrotic Languages understands all languages it knew in life but Damage Immunities poison can't speak Condition Immunities charmed, exhaustion, poisoned Challenge 3 (700 XP) Senses darkvision 60 ft., passive Perception 10 Berserk. Whenever the golem starts its turn with 30 hit Languages Common points or fewer, roll a d6. On a 6, the golem goes Challenge 2 (450 XP) berserk. On each of its turns while berserk, the golem Stench. Any creature that starts its turn within 5 feet of attacks the nearest creature it can see. If no creature is the ghast must succeed on a DC 10 Constitution saving near enough to move to and attack, the golem attacks throw or be poisoned until the start of its next turn. On an object, with preference for an object smaller than

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(order #8808443) a successful saving throw, the creature is immune to Etherealness. The ghost enters the Ethereal Plane from the ghast’s Stench for 24 hours. the Material Plane, or vice versa. It is visible on the Turning Defiance. The ghast and any ghouls within 30 Material Plane while it is in the Border Ethereal, and feet of it have advantage on saving throws against vice versa, yet it can 't affect or be affected by anything effects that turn undead. on the other plane. Horrifying Visage Each non-undead creature within 60 Actions feet of the ghost that can see it must succeed on a DC Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.., one 13 Wisdom saving throw or be frightened for 1 minute. creature. Hit: 12 (2d8 + 3) piercing damage. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one throw at the end of each of its turns, ending the target. Hit: 10 (2d6 + 3) slashing damage. If the target is frightened condition on itself on a success. If a target's a creature other than an undead, it must succeed on a saving throw is successful or the effect ends for it, the DC 10 Constitution saving throw or be paralyzed for 1 target is immune to this ghost's Horrifying Visage for minute. The target can repeat the saving throw at the the next 24 hours. The aging effect can be reversed end of each of its turns, ending the effect on itself on a with a greater restoration spell, but only within 24 success. hours of it occurring. Ghost (Isabella) Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Medium undead, neutral Charisma saving throw or be possessed by the ghost; Armor Class 11 the ghost then disappears, and the target is Hit Points 45 (10d8) incapacitated and loses control of its body. The ghost Speed 0 ft., fly 40 ft. now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any STR DEX CON INT WIS CHA attack, spell, or other effect, except ones that turn 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed Damage Resistances acid, fire, lightning, thunder; and frightened. It otherwise uses the possessed bludgeoning, piercing, and slashing from nonmagical target's statistics, but doesn't gain access to the attacks target's knowledge, class features, or proficiencies. The Damage Immunities cold, necrotic poison possession lasts until the body drops to 0 hit points, Condition Immunities charmed, exhaustion, the ghost ends it as a bonus action, or the ghost is frightened, grappled, paralyzed, petrified, poisoned, turned or forced out by an effect like the dispel evil and prone, restrained good spell. When the possession ends, the ghost Senses darkvision 60 ft., passive Perception 11 reappears in an unoccupied space within 5 feet of the Languages Common body. The target is immune to this ghost's Possession Challenge 4 (1,100 XP) for 24 hours after succeeding on the saving throw or Ethereal Sight. The ghost can see 60 feet into the after the possession ends. Ethereal Plane when it is on the Material Plane, and vice versa. Ghoul Incorporeal Movement. The ghost can move through Medium undead, chaotic evil other creatures and objects as if they were difficult Armor Class 12 terrain. It takes 5 (ld10) force damage if it ends its turn Hit Points 22 (5d8) inside an object. Speed 30 ft.

Actions STR DEX CON INT WIS CHA Withering Touch. Melee Weapon Attack: +5 to hit, 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) reach 5 ft.., one target. Hit: 17 (4d6 + 3) necrotic damage. Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned

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(order #8808443) Senses darkvision 60 ft., passive Perception 10 Actions Languages Common Multiattack. The gibbering mouther makes one bite Challenge 1 (200 XP) attack and, if it can, uses its blinding spittle. Actions Bites. Melee Weapon Attack: +2 to hit, reach 5 ft.., one creature. Hit: 17 (5d6) piercing damage. If the target is Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.., one Medium or smaller, it must succeed on a DC 10 creature. Hit: 9 (2d6 + 2) piercing damage. Strength saving throw or be knocked prone. If the Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target is killed by this damage, it is absorbed into the target. Hit: 7 (2d4 + 2) slashing damage. If the target is mouther. a creature other than an elf or undead, it must succeed Blinding Spittle (Recharge 5-6). The mouther spits a on a DC 10 Constitution saving throw or be paralyzed chemical glob at a point it can see within 15 feet of it. for 1 minute. The target can repeat the saving throw at The glob explodes in a blinding flash of light on impact. the end of each of its turns, ending the effect on itself Each creature within 5 feet of the flash must succeed on a success. on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn. Gibbering Mouther Medium aberration, neutral Glovia Falinescu, Necromancer Armor Class 9 Medium humanoid (human), neutral evil Hit Points 67 (9d8 + 27) Armor Class 12 (15 with mage armor) Speed 10ft., swim 10 ft. Hit Points 30 (5d8 + 5)

Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2) STR DEX CON INT WIS CHA 9 (-1) 10 (+0) 12 (+1) 17 (+3) 14 (+2) 13 (+1) Condition Immunities prone

Senses darkvision 60 ft., passive Perception 10 Saving Throws Con +3, Cha +5 Languages - Senses passive Perception 12 Challenge 2 (450 XP) Languages Common Aberrant Ground. The ground in a l0-foot radius Challenge 3 (700 XP) around the mouther is dough like difficult terrain. Each Spellcasting. Glovia is a 4th-level spellcaster. Her creature that starts its turn in that area must succeed spellcasting ability is Intelligence (spell save DC 14, +5 on a DC 10 Strength saving throw or have its speed to hit with spell attacks). She knows the following reduced to 0 until the start of its next turn. spells: Gibbering. The mouther babbles incoherently while it Cantrips (at will): spare the dying, chill touch*, shocking can see any creature and isn't incapacitated. Each grasp creature that starts its turn within 20 feet of the 1st level (4 slots): healing word, mage armor, inflict mouther and can hear the gibbering must succeed on a wounds, shield DC 10 Wisdom saving throw. On a failure, the creature 2nd level (3 slots): misty step, suggestion, hold person can't take reactions until the start of its next turn and * Glovia's chill touch can target two creatures within 5 rolls a d8 to determine what it does during its turn. On feet of each other. a 1 to 4, the creature does nothing. On a 5 to 6, the creature takes no action or bonus action and uses all its Actions movement to move in a randomly determined Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., direction. On a 7 or 8, the creature makes a melee one target. Hit: 4 (1d4 + 2) piercing damage. attack against a randomly determined creature within its reach or does nothing if it can't make such an Legendary Actions attack. Glovia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another

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(order #8808443) creature's turn. Glovia regains spent legendary actions 1 (-5) 1 (-5) 10 (+0) 14 (+2) 10 (+0) 10 (+0) at the start of her turn. Gloia a’t use the sae legendary action twice in consecutive rounds. Damage Immunities poison Condition Immunities charmed, exhausted, frightened, Smoke Bomb. Glovia may hurl a vial from a nearby  grappled, paralyzed, petrified, poisoned, prone, table at one creature, mimicking the effects of a fog restrained cloud spell, though with only a 10-foot radius. Senses darkvision 60 ft., passive Perception 10  Poisoned Dagger. Glovia makes a dagger attack. If Languages Common successful, the target must succeed on a DC 11 Challenge 1 (200 XP) Constitution saving throw or take 7 (2d6) poison damage. Antimagic Susceptibility. The portrait is incapacitated while in the area of an antimagic field. If targets by  Optimal Positioning. Glovia moves her speed. This dispel magic, the portrait must succeed on a oeet does’t prooke opportuity attaks.  Exploding Beaker (Costs 2 actions). Glovia hurls a Costitutio saig thro agaist the aster’s spell save DC or become unconscious for 1 minute. large beaker which lands at a location of her choosing and explodes in a ball of flame. Each Innate Spellcasting. The portrait innate spellcasting creature within 15 feet of that point must succeed ability is Intelligence (spell save DC 12). The portrait on a DC 11 Dexterity saving throw or take 10 (2d6) can innately cast the following spells, requiring no fire damage and be knocked prone from the blast. material components: 3/day each: counterspell, crown of madness, hypnotic Lair Actions pattern, telekinesis On initiative count 20 (losing initiative ties), Glovia False Appearance. While the figure in the portrait takes a lair action to cause one of the following effects; remains motionless, the portrait is indistinguishable Glovia can't use the same effect two rounds in a row: from a normal painting.  The floor in the room buckles and writhes. Each Harpy creature in the room must succeed on a DC 11 Medium monstrosity, chaotic evil Dexterity saving throw or be knocked prone. Glovia is immune to this effect. Armor Class 11  The contents of a nearby cauldron boil over. Hit Points 38 (7d8 + 7) Creatures within 5 feet of the cauldron must succeed Speed 20 ft., fly 40 ft. on a DC 13 Dexterity saving throw or take 5 (1d10) acid damage. Additionally, the ground in the area STR DEX CON INT WIS CHA becomes slick with wet goo and is treated as difficult 12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1) terrain for 1 round.  A mirror in the room twists and corrupts the Senses passive Perception 10 Languages Common refletio of a sigle reature of Gloia’s hoie for 1 round. That creature must succeed at a DC 11 Horror Challenge 1 (200 XP) saving throw. As a reaction, the creature can avoid Actions looking at the reflection by closing its eyes or averting its gaze. However, doing so causes all of Multiattack. The harpy makes two attacks: one with its that reature’s attaks to e ade ith disadatage claws and one with its club. for 1 round. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Guardian Portrait Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium Construct, unaligned target. Hit: 3 (1d4+1) bludgeoning damage. Armor Class 5 (natural armor) Luring Song. The harpy sings a magical melody. Every Hit Points 22 (5d8) humanoid and giant within 300 feet of the harpy that Speed 0 ft. can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The STR DEX CON INT WIS CHA harpy must take a bonus action on its subsequent turns

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(order #8808443) to continue singing. It can stop singing at any time. The Swarm of Puppets song ends if the harpy is incapacitated. While charmed Medium swarm of Tiny constructs, unaligned by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more Armor Class 10 than 5 feet away from the harpy, the target can take Hit Points 24 (7d8 - 7) the Dash action on its turn to move toward the harpy Speed 30 ft. by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such STR DEX CON INT WIS CHA 9 (-1) 11 (+0) 9 (-1) 12 (+1) 10 (+0) 3 (-4) as lava or a pit, and whenever it takes damage from a

source other than the harpy, a target can repeat the Damage Resistances bludgeoning, piercing, slashing saving throw. A creature can also repeat the saving Damage Resistances poison throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it. A Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned target that successfully saves is immune to this harpy's song for the next 24 hours. Senses darkvision 60 ft., passive Perception 10 Languages understands the language of its creator but can't speak Mimic Challenge 1/2 (100 XP) Medium monstrosity (shapechanger), neutral Swarm. The swarm can occupy another creature's Armor Class 12 (natural armor) space and vice versa, and the swarm can move through Hit Points 58 (9d8 + 18) any opening large enough for a Tiny puppet. Other Speed 15 ft. than a successful Encore, the swarm can't regain hit points or gain temporary hit points. STR DEX CON INT WIS CHA Encore. Two swarms of less than 8 hit points can join 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1) together and form a new swarm by entering the same

space. The new swarm has 16 hit points. An encore Skills Stealth +5 may occur in the same space as an enemy creature. Damage Immunities acid Condition Immunities prone Actions Senses darkvision 60 ft., passive Perception 11 Languages - Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft., Challenge 2 (450 XP) one target. Hit: 4 (1d8 - 1) bludgeoning damage., and the target is grappled (escape DC 14). Until the grapple Shape Changer. The mimic can use its action to ends, the creature is restrained, and the swarm can't polymorph into an object or back into its true, strangle another target. amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Swarm of Rats Medium swarm of Tiny beasts, unaligned Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature Armor Class 10 adhered to the mimic is also grappled by it (escape DC Hit Points 24 (7d8 - 7) 13). Ability checks made to escape this grapple have Speed 30 ft. disadvantage. STR DEX CON INT WIS CHA Actions 9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 Damage Resistances bludgeoning, piercing, slashing ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If Condition Immunities charmed, frightened, paralyzed, the mimic is in object form, the target is subjected to petrified, prone, restrained, stunned its Adhesive trait. Senses darkvision 30 ft., passive Perception 10 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Languages - target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) Challenge 1/4(50 XP) acid damage.

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(order #8808443) Keen Smell. The swarm has advantage on Wisdom Condition Immunities charmed, exhaustion, paralyzed, (Perception) checks that rely on smell. petrified, poisoned Swarm. The swarm can occupy another creature's Senses darkvision 60 ft., passive Perception 10 space and vice versa, and the swarm can move through Languages understands the language of its creator but any opening large enough for a Tiny rat. The swarm can't speak can't regain hit points or gain temporary hit points. Challenge 1/8 (25 XP) Pack Tactics. The toy soldier has advantage on attack Actions rolls against a creature if at least one other soldier is Bites. Melee Weapon Attack: +2 to hit, reach 5 ft.., one within 5 feet of the creature and the other soldier isn't target in the swarm's space. Hit: 7 (2d6) piercing incapacitated. damage, 3 (1d6) piercing damage if the swarm has half Magic Weapons. The sar’s attaks are osidered of its hit points or fewer. magical.

Skeleton Actions Medium undead, neutral evil Tiny Sword (Dagger). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Armor Class 13 Hit Points 13 (2d8 + 4) Speed 30 ft. Zombie Medium undead, neutral evil STR DEX CON INT WIS CHA Armor Class 8 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Hit Points 22 (3d8 + 9) Speed 20 ft. Damage Vulnerabilities bludgeoning Damage Immunities poison STR DEX CON INT WIS CHA Condition Immunities exhaustion, poisoned 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but Saving Throws Wisdom +0 can't speak Damage Immunities poison Challenge 1/4 (50 XP) Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Actions Languages understands the languages it knew in life Shortsword. Melee Weapon Attack: +4 to hit, reach 5 but can't speak ft., one target. Hit: 5 (1d6 + 2) piercing damage. Challenge 1/4 (50 XP) Shortbow. Ranged Weapon Attack: +4 to hit, range Undead Fortitude. If damage reduces the zombie to 0 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage Toy Soldier is radiant or from a critical hit. On a success, the Small construct, unaligned zombie drops to 1 hit point instead. Armor Class 14 (natural armor) Actions Hit Points 5 (1d8 + 1) Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one Speed 30 ft. target. Hit: 4 (1d6 + 1) bludgeoning damage.

STR DEX CON INT WIS CHA 9 (-1) 13 (+1) 12 (-1) 4 (-3) 10 (+0) 10 (+0)

Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical attacks Damage Vulnerability fire Damage Immunities poison

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(order #8808443) DM Appendix. NPC Summary This section is provided to the Dungeon Master to help keep track of the various NPCs present in the adventure.

Isabella Falinescu (ee-sah-BEL-luh FALL-in-ESS- koo). Female human daughter of Glovia and Lucian who exists now as a ghost.

Glovia Falinescu (GLOW-vee-uh FALL-in-ESS- koo). A heartbroken mother and healer who lost her child to disease. Highly educated in anatomy and seeks to be reunited through whatever means possible. Fi Obsessions. rst of Esmae Amarantha’s Four Ivan Randovich (EYE-vun RAN-doe-vich). The Burgomaster of the village of . Through heavy taxation and the high prices of goods he alone provides, he has grown fat, vainOrașnou and rich on the backs of those he has subjugated.

Sybil Rasia (Si-buhl RAH-see-uh). Female Gur fortune teller.

Marku Grelon (MAR-koo GREE-lawn). Male human. Owner of the Seven Tables Inn and Tavern.

Crina Grelon (KREE-nah GREE-lawn). Female human. Owner of the Seven Tables Inn and Tavern.

Vasile (vah-SEEL). Male human nephew of Marku and Crina Grelon.

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(order #8808443) DM Appendix. Tips for Pacing & Extending the Adventure This adventure is intended to be a 4-hour adventure, but there are several opportunities to expand for extended play beyond that constraint. If the 4-hour time limit is critical, use these tips to avoid an extended session. 

thRemovee opportunity the difficulty to scare checks off the in theharpies. )n Search of Alternatively,Vasile event and the simplyharpies advise could thebe removed. adventurers of  Limit or remove basement encounters in the Manor  Limit the number of scare attempts from Isabella  Do not allow Isabella to attempt a possession.  Glovia does not dump Sorina into the Winter Garden (Area A12).  Isabella is the most valuable tool for pacing the encounters in the manor. She may be used to lead the adventurers to the safest or quickest route to the second. Keep in mind that the second floor encounters are the most important encounters in the manor.

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(order #8808443) Appendix. The Village of Orașnou Map

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(order #8808443) Appendix. Falinescu Manor (First Floor) Map

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(order #8808443) Appendix. Falinescu Manor (Basement) Map

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(order #8808443) Appendix. Falinescu Manor (Second Floor) Map

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(order #8808443) Player Appendix. Player Handout (Journal Entries)

Isabella will not have died because of my failings. I must find a way to bring her back to me.

Lucian’s grief is getting in the way. He drinks incessantly. He cannot see the big picture. I’m not sure what to do about him but he will not stop me.

Another failed attempt! I think there is a greater force at work here. Something is subverting my efforts. Lucian objects to my methods. I will kill him tonight.

The golem studies have yielded nothing, save a method of resolve for Lucian. There are days I miss him, but he was blind. Now at least he is useful.

Some success today, but the results are morbid. They are not suitable for my darling, though they are useful for fetching more specimens.

Today I have finally found the answer, or rather, she has found me and she knows far more than I do and has promised to help me. She says she can bring Isabella back, but it will require a host. She asks only that I bring her a particular box. I’m not sure why she needs it and I don’t care, as long as she is true. I have no choice.

This box eludes me! Alina and Laszlo will help, though he can be careless.

Sorina will be perfect. She is exactly the correct age.

Alina has killed Laszlo, deservedly so no doubt. I can’t find her though. In her stead, I have empowered Laszlo to help me find the box.

Laszlo has found it, I’m sure. He will pay dearly for delaying my efforts.

I fear Laszlo will betray me to the village. I may have to advance my plans.

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(order #8808443) Results Code: March – April 2016

If you are DMing this adventure during the months of March April 2016, please show your players this page. The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the future! –

If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their results.

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(order #8808443)

THE SEER

However,The time hasin your come travels, to venture you happen beyond across the village an unusual of Orașnou tribe and of people explore--distrusted the realm denizensof Barovi a.of the Demiplane of Dread. Do the Vistani truly possess the ability to see the future, or is it simple parlor tricks and deceit? Part Five of Misty Fortunes and Absent Hearts.

A Two-Hour adventure for 1st-4th level characters

Ron Lundeen Adventure Designer

Adventure Code: DDAL04-05

Development and Editing: Claire Hoffman, Travis Woodall 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

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

(order #8808443) Introduction Preparing the Adventure Welcome to The Seer Before you show up to Dungeon Master this adventure, part of the official D&D Adventurers adventure for a group of players, you should do the , a D&D Expeditions™ following to prepare. Fortunes and Absent Hearts storyline season.  Make sure to have a copy of the most current League™ This adventure organized is playdesigned system for and three the to Misty seven 1st- version of the D&D Basic Rules or the Player’s 4th level characters, and it is optimized for five Handbook. 4th-level characters. Characters outside this level  Read through the adventure, taking notes of range cannot participate in this adventure. This adventure is set in the snowy forests outside the village of in Barovia. likeanything to portray you’d an like NPC to highlight or remind yourself whilein a combat. running the adventure, such as a way you’d Orașnou The D&D Adventurers  Get familiar with the monsteror a tactic statistics you’d likein the to use Appendix. League  aid you in running this adventure--such as This adventure is official for D&D Adventurers notecards,Gather together a DM anyscreen, resources miniatures, you’d and like to use to League play. The D&D Adventurers League is the battlemaps. official organized play system for DUNGEONS &  If you know the composition of the group DRAGONS®. Players can create characters and beforehand, you can make adjustments as noted participate in any adventure allowed as a part of the throughout the adventure. D&D Adventurers League. As they adventure, and other rewards, and can take those characters Before Play at the Table throughplayers track other their adventures characters’ that experience,continues their treasure, story. Ask the players to provide you with relevant

character information: store event or at certain conve DCI)f number.you’re running This number this adventure is your official as a part Wizards of a of  Character name and level ntions, you’ll need a  Character race and class a number, you can obtain one at a store event. Check  Passive Wisdom (Perception) the most common withthe Coast your organized organizer playfor details. identifier. )f you don’t have passive ability check D&D Adventurers League play is broken up into  Anything notable as specified —by the adventure storyline seasons. When players create characters, (such as backgrounds, traits, flaws, etc.) they attach those characters to a storyline season, level range cannot participate in the adventure to create and advance their characters. Players can withPlayers those that characters have characters. Players outside with the ineligible adventure’s continuewhich determines to play their what characters rules they’re after allowed the storyline to use characters can make a new 1st-level character or use season has finished, possibly participating in a a pregenerated character. Players can play an second or third storyline with those same adventure they previously played or ran as a Dungeon Master, but not with the same character. for adventure play. A player cannot use a character Ensure that each player has an official adventure ofcharacters. a level higher A character’s or lower levelthan isthe the level only range limitation of a logsheet for his or her character (if not, get one from D&D Adventurers League adventure. the organizer). The player fills out the adventure For more information on playing, running games name, session number, date, and your name and DCI as a Dungeon Master, and organizing games for the number. In addition, the player also fills in the D&D Adventurers League, please visit the D&D starting values for experience, gold, downtime, Adventurers League home at: renown, and number of permanent magic items. He

or she fill in the other values and write notes at the www.dndadventurersleague.org conclusion of the session. Each player is responsible for maintaining an accurate logsheet.

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(order #8808443) If you have time, you can do a quick scan of a Determining Party Strength Party Composition Party Strength out of order. If you see magic items of very high 3-4 characters, APL less than Very weak raritiesplayer’s or character strange sheetarrays to of ensure ability that scores, nothing you can looks 3-4 characters, APL equivalent Weak ask players to provide documentation for the 3-4 characters, APL greater than Average irregularities. If they cannot, feel free to restrict item 5 characters, APL less than Weak use or ask them to use a standard ability score array. 5 characters, APL equivalent Average Point players to the D&D Adventurers League Player’s 5 characters, APL greater than Strong Guide for reference. 6-7 characters, APL less than Average

the beginning of an adventure or episode, they can 6-7 characters, APL equivalent Strong declare)f players their wish activity to spend and spend downtime the days days now and. it’s 6-7 characters, APL greater than Very strong Alternatively, they can do so at the end of the adventure or episode. Players should select their Average party strength indicates no recommended adjustments to the adventure. Each sidebar may or the start of the adventure, unless the adventure may not offer suggestions for certain party specifiescharacters’ otherwise. spells and Feel other free daily to reread options the prior to strengths. If a particular recommendation is not adventure description to help give players hints about what they might face. adjustments. offered for your group, you don’t have to make Adjusting the Adventure Running the Adventure Throughout this adventure, sidebars provide As the Dungeon Master of the session, you have the information to assist you in making adjustments for most important role in facilitating the enjoyment of smaller or larger groups and characters of higher or the game for the players. You help guide the lower levels than the adventure is optimized for. narrative and bring the words on these pages to life. This is typically used exclusively for combat The outcome of a fun game session often creates encounters. stories that live well beyond the play at the table. You may adjust the adventure beyond the Always follow this golden rule when you DM for a guidelines given in the adventure, or for other group:

of inexperienced players, you might want to make Make decisions and adjudications that enhance thereasons. adventure For example, a little easier; if you’re for playing very experienced with a group the fun of the adventure when possible. players, you might want to make it a little harder. Therefore, five categories of party strength have To reinforce this golden rule, keep in mind the been created for you to use as a guide. Use these as a following: guide, and feel free to use a different adjustment  You are empowered to make adjustments to the during the adventure if the recommended party adventure and make decisions about how the strength feels off for the group. group interacts with the world of this adventure. This adventure is optimized for a party of five Doing so is especially important and applicable 4th-level characters. To figure out whether you outside of combat, but feel free to adjust the need to adjust the adventure, do the following: adventure for groups that are having too easy or  Add up the total levels of all the characters. too hard of a time.  Divide the total by the number of characters.   Round fractions of .5 or greater up; round for a group. Never being challenged makes for a Don’t make the adventure too easy or too difficult fractions of less than .5 down. boring game and being overwhelmed makes for a frustrating one. Gauge the experience of the average party level players (not the characters) with the game, try to (APL) for the adventure. To figure out the party feel out (or ask) what they like in a game, and You’ve now determined the strength for the adventure, consult the following attempt to give each of them the experience table. chance to shine. they’re after when they play D&D. Give everyone a

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(order #8808443)  Be mindful of pacing, and keep the game session Spellcasting Services moving along appropriately. Watch for stalling, since play loses momentum when this happens. At Any settlement the size of a town or larger can provide some spellcasting services. Characters need finish too early; provide them with a full play to be able to travel to the settlement to obtain these experience.the same time, Try make to be sureaware that of therunning players long don’t or services. short. Adjust the pacing accordingly  Read-aloud text is just a suggestion; feel free to Help From Who!? modify the text as you see fit, especially when For the current storyline season, Curse of Strahd, the rules for dialogue is present. spellcasting services are changed for characters adventuring  Give the players appropriate hints so they can i Baroia. I Strahd’s leak doai, there siply are’t ay make informed choices about how to proceed. settlements where spellcasters can accommodate such Players should be given clues and hints when needs, and those places of worship that might otherwise appropriate so they can tackle puzzles, combat, provide spellcasting services are overrun with monsters. As and interactions without getting frustrated over such, unless otherwise detailed in an adventure, the only lack of information. Doing so helps to encourage individual able to provide spellcasting services is Jeny Greenteeth. This will no doubt lead to some uncomfortable immersion in the adventure and gives players situations and unforeseen consequences. Refer to Page 7 of the Adventurers League Dungeon clues. Master’s Guide for more details. little victories for figuring out good choices from -for- Spell services generally available include healing and facilitating)n short, being a fun, the challenging DM isn’t about game following environment the for recovery spells, as well as information-gathering spells. Other spell services might be available as theadventure’s players. Thetext Dungeonword Master’sword; it’s Guide™ about has more information on the art of running a D&D game. specified in the adventure. The number of spells available to be cast as a service is limited to a Downtime and Lifestyle maximum of three per day total, unless otherwise noted. At the beginning of each play session, players must declare whether or not they are spending any days Spellcasting Services of downtime. The player records the downtime Spell Cost spent on the adventure logsheet. The following Cure wounds (1st level) 10 gp options are available to players during downtime Identify 20 gp (see the D&D basic rules or the D&D Adventurers Lesser restoration 40 gp League Player’s Guide for more information): Prayer of healing (2nd level) 40 gp Remove curse 90 gp  Catching up Speak with dead 90 gp  Crafting (exception: multiple characters cannot Divination 210 gp commit to crafting a single item) Greater restoration 450 gp  Practicing a profession Raise dead 1,250 gp  Recuperating  Spellcasting services  Training Acolyte Background Other downtime options might be available during A character possessing the acolyte background requesting adventures or unlocked through play, including spellcasting services at a temple of his or her faith may faction-specific activities. request one spell per day from the Spellcasting Services table In addition, whenever a character spends for free. The only cost paid for the spell is the base price for the consumed material component, if any. downtime days, that character also spends the However, no religions have established places of worship requisite expense for his or her lifestyle. Costs are here of sufficient size to provide spellcasting services. per day, so a character that spends ten days of Because of this, characters with the Acolyte background gain downtime also spends ten days of expenses no benefit from this trait. maintaining his or her lifestyle. Some downtime activities help with lifestyle expenses or add lifestyle expenses.

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(order #8808443) Character Disease, Death, and spend their funds to bring back a dead party member. Recovery Faction Charity. If the character is of level 1 to 4

Sometimes bad things happen, and characters get can be returned to civilization and a patron from the poisoned, diseased, or are killed. Since you might not factionand a member ensures of that a faction, he or she the receives dead character’s a raise dead body have the same characters return from session to spell. However, any character invoking this charity session, here are the rules when bad things happen forfeits all experience and rewards from that session to characters. (both those earned prior to and after death during that session) and cannot replay that episode or Disease, Poison, and Other Debilitating adventure with that character again. Once a Effects character reaches 5th level, this option is no longer A character still affected by diseases, poisons, and available. other similar effects at the conclusion of an adventure can spend downtime days recuperating Resurrection Madness until such time as he or she resolves the effect to its In Barovia, the souls of the dead are as trapped as the souls conclusion (see the recuperating activity in the D&D of the liig. They eoe aught i the ists ad a’t Basic Rules). travel to the afterlife. When a humanoid who has been dead for at least 24 hours returns to life, either by way of a spell or sessions, that character begins the next session still some supernatural means, it gains a random form of affected)f a character by the debilitating doesn’t resolve effect. the effect between indefinite madness brought on by the realization that its spirit is trapped in Barovia, likely forever. To determine how Death this madness is expressed, roll on the Indefinite Madness table in chapter 8 of the Dungeon Master’s Guide. A character who is killed during the course of the adventure has a few options at the end of the session (or whenever arriving back in civilization) if no one Vampirism and Lycanthropy in the adventuring party has immediate access to a Vampires and lycanthropes are not included in the raise dead or revivify spell, or similar magic. A allowed rules for character creation or advancement character subject to a raise dead spell is affected (see the D&D Adventurers League Player’s Guide). negatively until all long rests have been completed These conditions grant characters powers and during an adventure. Alternatively, each downtime abilities that are not suitable for organized play, and day spent after raise dead reduces the penalty to typically impose a restricted or prohibited attack rolls, saving throws, and ability checks by 1, in alignment. As such, characters afflicted with addition to any other benefits the downtime activity vampirism or lycanthropy must have the affliction might provide. cured before the start of their next episode or Create a New 1st-Level Character. If the dead adventure. character is unwilling or unable to exercise any of Afflicted characters have the following options: the other options, the player creates a new  Lycanthropes can be cured with a remove curse character. The new character does not have any spell. This spell is available as a spellcasting items or rewards possessed by the dead character. service for 90 gp (though Jeny Greenteeth might Dead Character Pays for Raise Dead. If the have additional req in this guide). vital organs and is mostly whole) and the player  Vampires can be cureduirements; by a wish see spell Spellcasting cast by a wouldcharacter’s like the body character is recoverable to be returned it’s not tomissing life, the any Servicesfellow player later character (wish is not available as a party can take the body back to civilization and use spellcasting service). Alternatively, a vampire raise dead character can be slain and returned to life with spell. A raise dead spell cast in this manner costs the raise dead, at the normal cost of 1,250 gp. If a the dead character’s funds to pay for a character 1,250 gp. character chooses to end a vampiric curse in this Character’s Party Pays for Raise Dead. As above, manner, the Dark Powers (see Page 8, Adventurers except that some or all of the 1,250 gp for the raise League Dungeon Master’s Guide) do not offer a dead spell is paid for by the party at the end of the free raise dead, though Jeny Greenteeth might be session. Other characters are under no obligation to willing to earlier in this guide). make a deal see Spellcasting Services

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(order #8808443) An afflicted character who does not end his or her Be sure to play to the mindsets of these people who live curse is retired from play until able to do so by one threadbare existences, constantly on the precipice of horror of the means above, or through the application of during your roleplaying encounters. DM rewards to the character. As is the case with most of the denizens of Barovia, most of the people that reside i the illage do’t possess a soul. These people are epty shells reated y Strahd’s The Demiplane of Dread consciousness to populate his domain. However, about one in every ten people in Barovia are actually possessing of a This adventure is set within the Ravenloft campaign soul—the souls of the original denizens of Barovia before its setting, in the lands of Barovia which exists in the transition into the Demiplane. When a being with a soul dies Demiplane of Dread. There are several atmospheric in Barovia, its soul remains trapped until it is reincarnated and thematic elements to keep in mind at all times later. Souls tend to wear clothing with a splash of color or while running your game: have other features that demonstrate even a small bit of individuality. The Land is Bleak By the will of the Dark Powers, the sun never fully Alterations to Magic shines in the lands of Barovia. Even during the day, The land of Barovia resides in its own demiplane, the sky is dimmed by fog or storm clouds, or the isolated from all other planes, including the Material light is strangely muted. Barovian daylight is bright Plane. No spell not even wish allows one to for the purpose Astral projection, teleport, plane —shift, and similar— spells cast for the tiedlight, to yet sunlight. it isn’t considered Nevertheless, sunlight Strahd and his purposeescape from of leaving Strahd’s Barovia domain. simply fail, as do effects vampireof effects spawn and vulnerabilities, tend to stay indoors such as most a vampire’s, of the day that banish a creature to another plane of existence. and venture out at night, and they are subject to These restrictions apply to magic items and artifacts sunlight created by magic. that have properties that transport or banish creatures to other planes. Magic that allows transit Winter in Barovia to the Border Ethereal, such as the etherealness spell The winters are cold, wet, and stormy here. The natives of and the Etherealness feature of incorporeal undead, the Demiplane are prepared—well, as prepared as they can is the exception to this rule. A creature that enters hope to be. domain is pulled The characters, however, are unfamiliar with the realm. back into Barovia upon leaving that plane. Thankfully, the region they came from was experiencing the the For Border the purpose Ethereal of from spells Strahd’s whose effects change worst winter in living memory, and are likely to possess across or are blocked by planar boundaries (such as winter clothing. If they are not, then, preparations are in order. The village has a single shop called The Hare & Hair sending where they are able to procure such supplies if they wish. plane. Magic that summons creatures or objects from other, Strahd’s planes domainfunctions is normallyconsidered in itsBarovia, own as A dark sentience infuses the very soil, twisting and does magic that involves an extradimensional space. contorting everything within. In places where you Any spells cast within such an extra-dimensional would normally expect wildlife such as deer, rabbits, space (such as that created by Mordenkainen’s or squirrels, you instead find wolves, rats, and magnificent mansion) are subject to the same mangy dogs. Vegetation is rotted and dead, and restrictions as magic cast in Barovia. forests are filled mostly with gnarled, thick trees While in Barovia, characters who receive spells with bare branches. Colorful, vivacious things simply from deities or otherworldly patrons continue to do do not exist. so. In addition, spells that allow contact with beings from other planes function normally with one The Denizens of Orașnou provision: Strahd can sense when someone in his Most Orașou residets are udae laorers, farers, domain is casting such a spell and can— choose to fletchers and other folk who fall under common professions. They typically have gaunt features, as crops often fail to take becomes the one who is contacted. root, and creatures of the night frequently kill and devour make himself the spell’s recipient, so that he their livestock. Cosmetic Spell Modifications Most are sullen, and often filled with fear, be it from the At your discretion, a spell can be modified lands themselves, what lies within them, Lord Strahd, or their cosmetically to enhance the horrific atmosphere of own tyrant of a Burgomaster; Ivan Randovich and his cronies. Ravenloft. A few examples are presented below:

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(order #8808443) Alarm. Instead of hearing a mental ping when the alarm is triggered, the caster hears a scream. Adventure Background Bigby’s Hand. The conjured hand is skeletal. The mysterious Vistani travel throughout the Find Familiar. The familiar is undead instead of dangerous lands of Barovia in close-knit, insular being a celestial, a fey, or a fiend, and is immune to family groups. When Vistani families meet in their features that turn undead. wanderings, affections can run strong. Such was the Find Steed. The summoned steed is undead case for Donani of the Bogarav family and Lela of the instead of being a celestial, a fey, or a fiend, and is Moslavaric family. The families planned to marry the immune to features that turn undead. two lovers when their journeys next brought them Find the Path. rs and guides back together. Donani was not the only young man interested in Lela; an outcast (or mortu) named A child’s spirit appea Hanzi also fell in love with the young woman. The the Fog caster Cloud. to the Misty, desired harmless location. claws The form spirit in thecan’t fog. be Moslavarics attempted to keep the outcast at bay, harmed Gust of and Wind. doesn’t A ghastly communicate. moan accompanies the but Hanzi was persistent. Even the Bogaravs have summoned wind. heard of Hanzi's affections, and they worry that the Mage Hand. The summoned hand is skeletal. insistent mortu might deflect Lela's affections for Maze. Donani before the wedding. made of mortared skulls and bones. A few days ago, Lela was lured away from her PhantomThe Steed. surfaces The of steed the demiplane’s resembles a maze skeletal are family's camp in the evening. Although the horse. Moslavarics worried that she was trysting with Rary’s Telepathic Bond. Characters linked Hanzi, the truth is far more sinister: a vampire seduced Lela and transformed her into an undead something vile is telepathically eavesdropping on thrall. Lela concealed her true nature from her them.together by the spell can’t shake the feeling that family, making alterations in her vardo to preserve Revivify. A creature restored to life by a revivify the illusion of humanity. This illusion is slipping, and spell screams upon regaining consciousness, as Lela must kill one of her own people to refresh it; though waking from some horrible nightmare. she has selected the love-struck Hanzi as her victim, Spirit Guardians. The spirits appear as ghostly, as the mortu is unlikely to be missed by anyone. skeletal warriors. Wall of Stone. A wall created by the spell has The Vistani ghastly faces sculpted into it, as though tortured The Vistani are an insular, itinerant people freely able to pass spirits were somehow trapped within the stone. through the mysterious mists of Barovia. Vistani are humans with dark, luxurious hair, fair skin, and graceful builds. Count Strahd Von Zarovich Vistani travel in close family groups of only a few dozen Lord Strahd is the Darklord of Barovia. He rules his domain people in distinctive wooden, round-topped wagons called from Castle Ravenloft as Strahd IX; a descendent of Strahd I. vardos. They rarely interact with giorgios (the Vistani term In actuality, Strahd I and Strahd IX are the one and the same-- for any non-Vistani) except to peddle their wares or obtain a vampire. As a mortal, Strahd fell in love with Tatyana supplies. They do not possess the same notions of propriety Federovna; the bride of his younger brother Sergei. In his or property ownership as others in Barovia, and are just as jealousy, Strahd murdered his brother and became the likely to get what they need from giorgios by honest Darklord of Barovia; which was swept away into the purchase, trickery, or outright theft. Demiplane along with its ruler. Since then, Strahd is cursed to Vistani families interact with one another when their paths seek incarnations of Tatyana for eternity. NOTE: Strahd is not cross, particularly to exchange information or to establish present in this adventure. marriages. Each Vistani family belongs to one of three extended tribal groups called tasques: The Boem (who are Not Without Humor primarily entertainers and more inclined to interact with giorgios), the Kaldresh (primarily crafters and animal- The bleak and oppressive landscape must give way trainers), and the Manusa (specialists in arcane powers). The now and then to some moments of respite, not only most extreme punishment among the Vistani is exile from does this break up the taxing mindset that Ravenloft the family, which is deemed the equivalent of a death- can evoke, but it also provides good chances for sentence. Such outcasts are called mortu, and are shunned horror to sneak back up on players just as they least by all Vistani. expect it. Vistani life revolves around rich tradition. Tradition dictates where the families roam, how they make their camp, and with whom they may interact. Vistani leadership is

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(order #8808443) prescribed by tradition: each family is directed by a senior If the characters did not participate in DDAL04-04 male called the captain and an elder female called the raunie. The Marionette, the characters have been told about The family's captain oversees mundane matters such as a tribe of Vistani in the area surrounding . camping, travel, and trade. The raunie guides the family's The villagers short on supplies have encouraged spiritual life. the characters to seek them out the nomadicOrașnou people The Vistani possess powers that set them apart from the and get whatever— supplies they can— purchase. common folk of Barovia, but these powers are not well- understood. Every raunie--and often other women in a family--possess the power to deliver powerful curses such as Welcome to Barovia the "evil eye" and to tell fortunes with cards, dice, or tea Some characters may be arriving from Faerûn for leaves. This gift is commonly called "the Sight." Vistani rarely the first time. For those characters describe a heavy tell a giorgio's fortune, but their predictions are uncannily fog bank rolling through their travel path while they accurate. are in the Quivering Forest, and when it eventually clears, they are on the outskirts of a small mountain -handed, but such is the way of the Adventure Overview Demiplane. The Seer is divided into three parts: village. Any character )t’s heavy that participates in this adventure Part 1: The Bogaravs. Outside the village of earns The Demiplane of Dread story award if they , the adventurers meet a family of Vistani do not have it already. They should be made aware called the Bogaravs. The normally reclusive that until this story award is removed, they may not OrașnouBogaravs welcome the adventurers, as they have a participate in any adventure that does not take place problem they hope the adventurers can solve. The in Barovia. Bogaravs explain what they have heard about the NOTE: This adventure may touch on some morally mortu Hanzi wooing Lela, Donani's betrothed. dark moments. Please be careful to gauge your Donani asks the adventurers to deliver a gift to Lela player's comfort with such things, and remember and to deter Hanzi's attentions. that the goal of a Dungeons & Dragons game is for Part 2: The Moslavarics. At the camp of the dour everyone to have fun! and insular Moslavarics, the adventurers learn that Hanzi has kidnapped Lela and taken her into the Curse of Strahd Adventures woods. Canny adventurers may pick up on clues that The adventures for the Curse of Strahd Season of Dungeons Lela was more than an innocent girl. and Dragons Adventurers League deliver the most impactful Part 3: The Standing Stones. The adventurers experience when played in numeric order (i.e.: 04-01, then follow the tracks of Hanzi and Lela into the deep 04-02, and so on) but this is not required. Please carefully forest and contend with creatures placed to read the following pages and be prepared to adjust discourage pursuit. In an ancient circle of standing encounters, especially where key NPCs are concerned! stones, the adventurers confront Lela as she is about Although DM tips may be found in the adventure, they are to sacrifice Hanzi to renew her human disguise. unlikely to cover every table or situation. For a Ravenloft game, the world itself should be treated with great respect—it is a character unto itself, and the Dark Adventure Hooks Powers rarely respond positively to hand-waving and outright disissal… If the characters begin this adventure from within Any character afflicted with lycanthropy must receive the the Forgotten Realms or a setting other than benefits of a remove curse at the end of this adventure in Ravenloft, have them be transported to the order to be rid of this horrible affliction. Characters that Demiplane of Dread jus choose to remain afflicted or cannot afford this spell, become unnaturally thick fog or mist while traveling NPCs and are no longer playable in D&D Adventurers League t outside Orașnou via an games.

overland, Otherwise, preferably the adventurers at night. Proceedmay be curiousto Welcome about tothe Barovia, Vistani ritual below. they experienced in DDAL4-4 The Marionette. The Vistani are known to travel in the woods around , so the party may be seeking them out to learn more about what they envisioned Orașnou

during the Sybil’s ritual.

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(order #8808443) Treasure Part 1: The Bogaravs If the characters take the time to skin the bears, they are able to fetch a total of 50 gp for their hides. This adventure begins with the party in the snowy In the Bogarav Camp gloomy, with snow ranging from a few inches to a footforests deep outside (the snow Orașnou. is not The deep day enough is overcast to count and as The drumming originates from a Vistani difficult terrain). The temperature is approximately encampment nearly a mile away. As the adventurers 25 degrees Fahrenheit, which is not cold enough to approach, they hear woodwinds and stringed quality as Extreme Cold (see page 110 of the instruments join in with the drumming. Dungeon Master's Guide). Seven gaudily-painted wagons with rounded wooden roofs Snow Falling Upon the Cedars fill a large clearing in the forest. The wagons form a large circle around a blazing campfire. Two dozen humans Snow blankets the deep forest. Although you have been surround this fire, playing musical instruments and dancing. exploring the forest for most of a day, you have yet to come They are all dark-haired and light-skinned, and range from across another person or sign of civilization. A few wide young children to the elderly. Their mismatched clothing is spaces between the trees hint at rough trails, but the snow well-worn, indicating a rough life on the open road. makes it difficult to discern whether they are man-made footpaths or game trails. This family of Vistani, called the Bogaravs, belongs to the Boem tasque. The Boems are primarily A successful DC 14 Wisdom (Survival) check entertainers and tend to be more welcoming of indicates that the freshest tracks are those of bears. outsiders than other Vistani. The captain of the In fact, four brown bears charge from the Bogarav family is an old weathered man named undergrowth to attack. Characters with a passive Elias. The family's raunie is Elias's sister Sergenna, Wisdom (Perception) of 12 or higher are not but Sergenna defers to her brother in nearly all surprised by the bears' attack; additionally, if matters. Treat the other twenty-one Bogaravs as anyone in the party learned that the freshest tracks scouts. are bear tracks, none of the characters are surprised. If the party approaches the camp or announces These bears are surly and hungry; they were their presence, Elias decides to solicit their aid to driven away by the Bogaravs the previous day, and a solve Donani's problem. few bears display sword wounds about a day old. A rangy, weathered man approaches with his hands held out Adjusting the Encounter to his sides. His clothing is just as mismatched as the others' Here are recommendations for adjusting this combat and he wears a sky blue headscarf. The others in the camp encounter. These are not cumulative. move deferentially to let him pass, indicating that he holds  Very weak party: Remove two bears, and the remaining some sort of authority in their group. bears have only 21 hit points. "Welcome and well-met to you. With an open heart, I  Weak party: Remove one bear, and the remaining bears invite you to share my family's fire. It is rare for us to ever have only 21 hit points. welcome giorgios into our camp, but our need is great. First,  Strong or very strong party: Add two brown bears please respect and enjoy our traditional activities. Then, there will be time for discussion. Mysterious Drumming After three rounds of combat, a persistent distant Although Elias has much to ask of the party, he first drumming echoes through the forest. This attempts to put them at ease with a warm welcome drumming originates from the Bogarav and participation in the traditional dance called the encampment, where the family is beginning their prastonata and the storytelling called the doroq. The evening rituals. The bears associate the drumming Vistani share a spicy, nourishing stew. with the folk that drove them away the previous day and immediately flee into the surrounding forest.

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(order #8808443) Roleplaying Captain Elias XP Award Elias is a weathered Vistani man who looks much younger If any character participates in the prastonata, than his 55 years. He is rarely seen without wearing his bright regardless of his or her performance, award each blue head-scarf, a gift from his grandmother when he was character 25 XP. only a child. Elias is a smooth talker, a skilled musician, and a natural leader. Elias understands how Vistani traditions can The Doroq be used to enrapture and deceive giorgios, He is well- traveled and knows that there are worlds other than Barovia, but he has a tendency to assume that all giorgios from those Captain Elias motions for quiet. "Tonight, I will give the worlds are naïve rubes. doroq, the nightly tale or lesson. Although a doroq can Quote: "The Vistani have many ancient traditions. All of sometimes be very long, I sense that we are all weary and I them touch on truths. Come, let us show them to you." do not wish to bore our guests." The man winks in your Roleplaying Donani direction and drops his voice to a low, solemn tone. "We Vistani are people of family, of tradition. We do not Donani is a friendly young Vistani man of 17 years. He is handsome but self-conscious about his own abilities and his turn our hands, heads, or hearts against each other; to do so future. Donani's love for Lela is deep and genuine, but his is to forsake what it is to be Vistani. Those that break the heart burns with a cold jealousy to think that a mortu could faith of their people can no longer participate in this life. turn her affections. His anxiety about Lela is apparent in his They are exiled from the family, and called mortu, or the open, honest face. 'living dead.' Quote: "My heart aches to think that my lovely Lela could "No Vistani will harbor a mortu. They are marked as an be in danger." exile. This is not a mark that can be seen with the eye, but a The Prastonata mark that every Vistani feels when looking upon a mortu. The crime itself is not visible; perhaps he killed an uncle in anger, The prastonata is the traditional Vistani dance, or perhaps he thought to get drunk rather than mind his performed each evening near sundown. As the music young nephews and a boy came to harm. We know not why a around the campfire picks up in tempo, one of the mortu was exiled when we look upon him, only that he is no Bogarav girls (Annika, Donani's sister) sways to the longer of the Vistani. music and dances over to the character with the "For some Vistani, compassion upsets the heavy weight of highest Charisma. tradition. A family provides comfort and shelter to a mortu. It seems a kindness to one who appears—but is not—Vistani. "Ah, the prastonata!" calls the crowd around the campfire. But is not the nature of a man in his past actions? The mortu Captain Elias leans in to you "It is a traditional dance, fast and will drink again, or murder again, and suffering will surely seductive. Our Annika dances it well. Look, she invites you to follow. We hold our traditions because they keep us safe— dance it with her, to match her step for step as she sways!" safe from wild beasts, safe from violent giorgios, and safe from the wickedness of mortu. If the character Annika selected does not wish to "This is as it is. A restful night's sleep to all." dance with her, she is happy to accept another dance partner from among the party instead. She cannot lead more than one other dancer, so the characters XP Award must select only one among their number to dance If the characters are attentive and polite during the with her. telling of the doroq, award each character 25 XP. A character dancing with Annika must attempt three Dexterity (Acrobatic) checks as her pace Donani’s Plea increases: DC 11, DC 13, and DC 15. Failing one of these checks means the character makes some While the camp prepares to sleep some Vistani obvious missteps, but may continue the dance. retiring into the barrel-topped vardos but many Failure by 5 or more results in some overtly clumsy spreading blankets and bedrolls near— the fire maneuver that ends the prastonata tripping over a Captain Elias and Donani speak further with the log, catching a clothing hem on fire, or similar. If the party. — character succeeds at all three checks,— the entire Captain Elias explains that Donani is engaged to a camp praises the character's skill, and Annika grants girl from another Vistani family, the Moslavarics. the dancer a passionate kiss. The Bogaravs and the Moslavarics cross paths no

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(order #8808443) more than once or twice each year, but such meetings were enough for Donani to fall in love with Lela, a Moslavaric girl. Donani explains that he and Lela were to wed within the next few days, as the Moslavarics are now camped only a few miles away. But Donani heard rumors that a mortu a handsome young man named Hanzi has been following the Moslavaric family. Although the Moslavarics— refuse to shelter or aid the mortu—, he is persistent in attempting to woo Lela. Donani has heard that Lela's affections may be turning to Hanzi, despite her promises of love to Donani, her upcoming wedding, and the stern admonishments of her own family. Donani worries that Hanzi could be dangerous--if he cannot win Lela's affections, he might hurt or kidnap her. Donani is forbidden from approaching the Moslavaric encampment so close to his wedding. He asks the characters to go on his behalf, to profess his love for Lela and to present her with a gift. Donani would also like the characters to put a stop to Hanzi's inappropriate bid for Lela's affections, and to drive him away if they can. In exchange, Donani will provide the characters with the extent of his worldly wealth 35 gp. Donani's gift for Lela is a magical wind fan. This fan is made— of thin parchment and emits a pleasant floral scent and warm wind. If the characters ask about a reward, Captain Elias seems genuinely puzzled; he insists that the prastonata and the doroq are rarely revealed to giorgios, and the simple task is fair recompense for such a rare experience. When the characters travel to the Moslavaric camp (likely in the morning), proceed to Part 2.

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(order #8808443) Lela and continually professing his devotion to her. Part 2: The Moslavarics The Moslavarics had attempted to keep Hanzi away-- The Moslavarics are camped several hours from the even by throwing stones and threatening him with Bogarav camp, but Captain Elias's directions are weapons--but Hanzi kept returning to profess his sufficient for the party to find it. inappropriate love for Lela. Four nights ago, Lela stayed out in the woods past The thick pine forest is broken by a large, stony clearing in nightfall. The Moslavarics suspect she was trysting the lee of a large hill. Five barrel-topped wagons stand in a with Hanzi, but she insisted that she was not. Still, close ring. Unlike the gaudy and cheerful Bogarav wagons, she started to act distant, keeping to herself in her vardo all day and interacting with her family only these wagons are dull brown in color and festooned with rarely. Something was wrong with the girl, although utilitarian tools of all types: smithing implements, farrier's the Moslavarics did not know what it was. tools, and bellows. The campfire within the ring of wagons is This morning, the door to Lela's vardo hung open small, and a score of sullen humans work at fixing wheels, and Lela was gone. Similarly, Hanzi has not been shining shields, or other mundane crafts. They eye you lurking at the outskirts of the camp. Two sets of suspiciously, hands near their weapons, alert for danger. footprints lead away from the camp into the snowy forest. It seems obvious to all the Moslavarics that The Moslavarics belong to the Kaldresh tasque and Hanzi forced Lela to leave with him. A few eager are dour crafters and tinkers. The Moslavaric captain youths followed the tracks, but learned that the pair is a scarred, lean old man named Keldro (treat as a had and travelled quickly. bandit captain). The family's raunie is Keldro's wife, Catching up seemed unlikely without a long journey the matronly Tayrizha (treat as a priest). Treat the throughseveral the hours’sdangerous head wilderness, start which the Vistani other seventeen Moslavarics as bandits. consider a sure death. Keldro does not approach the party; he instead Most of the Moslavarics already consider Lela a sends his son Advan (who is as scarred and lean as lost cause, and have resigned themselves to never his father) to speak on the Moslavarics' behalf. seeing her again. The exception is the raunie Although Advan does not specifically claim to be the Tayrizha, who thinks that determined pursuers family's captain, he does not discourage the might still catch up to Hanzi and bring her dear Lela characters if they seem to believe he is. home. If the characters do not intend to follow the tracks, Tayrizha pleads with them to do so. Roleplaying Advan Advan is a scarred, lean man with wiry and well-toned Lela’s Vardo muscles. He is nearly 40 but looks older due to a hard life as a If the adventurers want to investigate Lela's vardo traveling blacksmith and armor-maker. Advan is blunt in his before following the footprints, the Moslavarics manner, particularly to giorgios. allow it. Other than to confirm Lela's absence earlier Quote: "I will answer your questions not out of friendliness, that day, none of the Moslavarics have been in the but so that you might sooner depart my camp." wagon. Although most Vistani vardos are shared, Roleplaying Tayrizha Lela's gift of the Sight earned her a vardo of her own. Tayrizha is a tough woman in her late fifties whose dour, Lela's vardo is crowded with hanging herbs, pinched appearance belies a kind heart and matronly beaded curtains, a table and a small bunk. Its few concern for everyone in her family. Her counsel is always windows have thick scarves tacked over them, wise and her fortunes are rarely wrong. Tayrizha sees her skill making the interior dark and gloomy. Lela spent the with the Sight not as a mere tool, but as a gift she shares with last few days here as a vampire spawn, secretly her family or worthy giorgios. making the wagon's interior more fitting to her new Quote: "The Sight should not be selfishly used; it is a gift to unlife and venturing out only on cloudy days or in be shared with others." the evening. Investigative characters might identify The Moslavarics confirm what the characters heard the following clues in the wagon's interior. from Donani. Lela is a beautiful young woman; she is  A successful DC 10 Wisdom (Perception) check nearly as gifted as her raunie with the Sight. The notes that the scarves have been tacked up over Moslavarics liked Donani and looked forward to the the windows so that no light penetrates the wedding. Unfortunately, the mortu Hanzi had trailed vardo's interior. the Moslavarics for more than a month, pining for

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(order #8808443)  Any character investigating the bed finds that its blankets cover not a pallet or mattress, but a thick bed of fresh earth.  A successful DC 13 Intelligence (Nature) check detects the odor of garlic and other strong- smelling herbs but can find none within the vardo.  A successful DC 15 Intelligence (Investigation) check uncovers a recent love notes from Hanzi, folded back to reveal the phrase, "I would give anything for you, Lela, even my life!"  A successful DC 17 Wisdom (Perception) check identifies the faint smell of decay pervading the vardo. These clues indicate that Lela is not all she seems, and might not have been an innocent victim, but they are not proof--the Moslavarics dismiss these clues.

XP Award If the characters find any clues in Lela's vardo, award each character 50 XP.

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(order #8808443) Lela sent a wight and two ghouls to trace her back Part 3: The Standing Stones trail and eliminate any pursuers. Thirty minutes When the adventurers examine the woods around after the encounter with the lurking wolves, the the Moslavaric camp, they discover tracks in the undead catch up to the adventurers. snow leading deep into the forest. The tracks If the characters are still searching for tracks near ultimately lead to a circle of standing stones where the pine trees, the undead creatures attack the Lela is ritually sacrificing Hanzi. adventurers normally. If they have already discovered the tracks, or if they have posted a guard General Features to keep an eye on the surrounding terrain while searching for tracks, then the adventurers spot the Snow lies thick in the pine forest, allowing the approaching undead and have an opportunity to adventurers to follow the tracks of Lela and Hanzi surprise the undead. with little difficulty. Terrain. The terrain is flat and stony, and covered Adjusting the Encounter in deep pine forest. The land is covered in snow that Here are recommendations for adjusting this combat varies from a few inches to a few feet deep. The encounter. These are not cumulative. clearest areas are under the snow-laden pine boughs, which are also the darkest. Although the  Very weak party: Replace the wight with a ghoul and terrain is wild and dense, the party cannot get lost so replace the ghouls with zombies. long as they follow the tracks in the snow.  Weak party: Replace the wight with a ghast Light. Dim light predominates in the forest. At  Strong party: Replace the ghouls with ghasts and add a zombie. night, the moon is nearly full and illuminates the  Very strong party: Add a second wight and replace the countryside with a pale, sickly glow. Even if the ghouls with ghasts. adventurers wait until daytime to pursue the tracks in the snow, the day is overcast and snow-shrouded tree boughs block much of the light. It is dark near Treasure the trunks of the largest pine trees. The wight's clothing is tattered and valueless, but it Sound. Sound is muffled in the snowy forest. still wears an ornate bronze torc worth 70 gp. A Smell. The pine smell of the trees is strong, but the characters that searches the area finds a jeweled faint unpleasant odor of dead flesh hangs around the bracelet worth 25 gp. Lela dropped the bracelet here tracks of Lela and Hanzi in the snow. in her flight. Tracks. As the snow is all but gone beneath the trees, and several wolf tracks cross the snow behind At the Standing Stones the trees, it is not immediately obvious which After two hours of following the tracks, the direction Lela and Hanzi went. Recovering the adventurers catch up with Lela and her victim. Read humanoid tracks requires an hour of searching, the following: although a successful DC 14 Wisdom (Survival) check reduces this time to only 10 minutes. The dense trees give way to a large, rocky clearing nearly a Adventure Pacing hundred feet in diameter. At the center of this clearing, seven massive, weather-worn stones jut from the ground like If you have less than 45 minutes remaining to complete this adventure, omit the Shambling Dead encounter below. blunt, misshapen teeth. At the center of these standing stones is a small hill bearing a flat, table-like rock. A man is Shambling Dead stretched across this table, bound with ropes and struggling weakly. A Vistani woman stands above him, her pallid skin After the adventurers have been traveling for an hanging loosely on her frame. She holds aloft a stone bowl in hour, read the following: a clawed hand.

Several large pine trees grow closely together here, their snow-laden boughs creating deep pools of shadow. The trail Lela is performing an hours-long ritual sacrifice to in the snow leads beneath these trees. restore her human disguise, but her undead nature is currently plain. A ghast lurks amid the standing stones, ready to do Lela's bidding. Hanzi is a commoner that is restrained and too weakened to

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(order #8808443) provide the characters with any assistance. A large Treasure symbol like a stylized eye is daubed on his bare Donani and Elias encourage the party to keep the chest with a foul-smelling paste. transformed wind fan as a reward (but also because As soon as the adventurers spy Lela in her undead they worry it is tainted). In addition, Donani gives form, the wind fan in their possession transforms the characters their promised reward even if Lela into a mockery of its lovely form. Instead of emitting was never fated to be his. Donani secretly hopes that a warm wind and floral scent, its wind is cold and it the characters will not accept the gold— and puts on emits a carrion stench. The adventurer currently quite a show in an attempt to persuade them to bearing the wind fan notices this transformation. allow him to keep it. If Lela or her ghoul minion spot the adventurers, they immediately attack in order to protect Lela's secret. If Lela is badly injured and near Hanzi, she attacks Hanzi with her bite to regain hit points. Lela and the ghoul fight until destroyed. The Dark Powers protect Lela; any saving throws made by the vampire spawn or her minions against turn undead are made with advantage.

Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative.  Very weak party: Reduce Lela's hit points to 30. Her evil eye only inflicts 9 (2d8) psychic damage. Replace the ghast with a zombie.  Weak party: Replace the ghast with a ghoul.  Strong party: Add one a ghoul.  Very strong party: Add a ghast.

Treasure Lela wears several items of gold and silver jewelry worth 220 gp. Most of these items were gifts from Hanzi. If alive, Hanzi encourages the party to keep the treasure for saving his life.

XP Award If Hanzi survives, award each character 50 XP. Conclusion With Lela defeated, the characters can reveal the truth to the Vistani. Donani is grieved over his beloved's fate, but Captain Elias assures the characters that time heals the hearts of the young. The Moslavaric family bears the news with stoic acceptance. Although Lela's corruption wasn't directly attributable to Hanzi's attentions, they see the situation as proof that tragedy follows when mortu consort with Vistani. However, as the characters revealed Lela's nature and prevented her from causing more death among the Moslavaric family, Tayrizha is quite grateful and extend an invitation to stay and learn from them (see Downtime Activities, below).

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(order #8808443) character is interested in a specific consumable Rewards magic item, the DM can determine who gets it Make sure the players note their rewards on their randomly should the group be unable to decide. adventure log sheets. Give your name and DCI Permanent magic items are divided up according number (if applicable) so players can record who to a system set forth in the sidebar. ran the session. If you are playing all of the missions as a single adventure, or playing multiple missions in Treasure Awards one session, you can wait and give the rewards for Item Name GP Value all missions played at the end of the session. Bear hides 50 Donani's reward 35 Experience Discarded bracelet 25 Bronze torc 70 Total up all combat experience earned for defeated Lela's jewelry 220 foes, and divide by the number of characters present in the combat. For non-combat experience, the rewards listed are per character. Give all characters Wind Fan in the party non-combat experience awards unless Wondrous Item, uncommon otherwise noted. This fan is made of thin, brittle parchment glued Combat Awards over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and Name of Foe XP per Foe carries the sickly-sweet stench of rotting flesh. The Brown bear 200 fan can be used as a weapon; it is treated as a non- 700 magical short sword (dealing slashing damage) Dire wolf 200 when it is open, or as a non-magical club when it is Winter wolf 700 closed. A description of this item can be found in the Wight 700 Dungeon Master’s Guide. Zombie 50 Ghoul 200 Permanent Magic Item Distribution Lela 1100 D&D Adventurers League has a system in place to determine who is awarded permanent magic items at the end of a Non-Combat Awards session. Each character's logsheet contains a column to Task or Accomplishment XP per Character record permanent magic items for ease of reference. Attempt to dance the prastonata 25  If all the players at the table agree on one character taking Listen to the doroq 25 possession of a permanent magic item, that character gets Gain any clues from Lela's vardo 50 the item. Rescue Hanzi 50  In the event that one or more characters indicate an interest in possessing a permanent magic item, the character that possesses the fewest permanent magic item The minimum total award for each character gets the item. If there is a tie in the total number of participating in this adventure is 635 experience permanent magic items owned by contesting characters, points. The maximum total award for each character the item's owner is determined randomly by the DM. participating in this adventure is 850 experience points. Renown Treasure All faction members earn one renown point for participating in this adventure. The characters receive the following treasure, divided up amongst the party. Characters should Downtime attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are Each character receives 10 downtime days at the calculated at their selling price, not their purchase conclusion of this adventure. price. Consumable magic items should be divided up however the group sees fit. If more than one

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(order #8808443) Downtime Activities Characters who wish to spend more time with the Vistani have special downtime activities available for this adventure only. Each character can perform only one of these downtime activities, and then only once. Record this as a story award on the character's logsheet. Cunning Insight. The Vistani are quite good at reading people. If you spend 10 downtime days learning from the Vistani, you may invoke it at any point in the future, granting advantage to all attack rolls made during your turn. Remove this story award from your logsheet once it's been used. Trackless Travel. Some Vistani know secrets to conceal their passage through the wilderness. If you spend 10 downtime days learning these secrets, you can apply them during future travel. For one day you choose in the future, each creature you choose within 30 feet of you (including you) can't be tracked except by magical means and leaves behind no tracks nor other traces of its passage. Remove this story award from your logsheet once it's been used. Story Awards Characters have the opportunity to earn the following story awards during this adventure. This award is given to those characters that begin their adventures in Ravenloft during this adventure (see

TheWelcome Demiplane to Barovia, of Dread. above. You have traversed the mists and now find yourself in the Demiplane of Dread and, until this story award is removed, you are unable to leave. So long as you are trapped, you cannot participate in any adventure or event that takes place outside of Barovia. Tread carefully during your time here, the Dark Powers are watching. DM Rewards For running this adventure, you receive 225 XP, and 112 gp.

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(order #8808443) within 5 feet of the creature and the ally isn't Appendix: Monster/NPC incapacitated.

Statistics Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Brown Bear target. Hit: 10 (2d6 + 3) piercing damage. If the target is Large beast, unaligned a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Armor Class 11 (natural armor)

Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. Ghast Medium undead, chaotic evil STR DEX CON INT WIS CHA Armor Class 13 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2) Hit Points 36 (8d8) Speed 30 ft. Skills Perception +3 Senses passive Perception 13 STR DEX CON INT WIS CHA Languages -- 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1) Challenge 1 (200 XP) Keen Smell. The bear has advantage on Wisdom Damage Resistances necrotic (Perception) checks that rely on smell. Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Actions Senses darkvision 60 ft., passive Perception 10 Multiattack. The bear makes two attacks: one with its Languages Common bite and one with its claws. Challenge 2 (450 XP) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Stench. Any creature that starts its turn within 5 feet of target. Hit: 8 (1d8 + 4) piercing damage. the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one a successful saving throw, the creature is immune to target. Hit: 11 (2d6 + 4) slashing damage. the ghast’s Stench for 24 hours. Turning Defiance. The ghast and any ghouls within 30 Dire Wolf feet of it have advantage on saving throws against Large beast, unaligned effects that turn undead. Armor Class 14 (natural armor) Actions Hit Points 37 (5d10 + 10) Speed 50 ft. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.., one creature. Hit: 12 (2d8 + 3) piercing damage. STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a Skills Perception +3, Stealth +4 DC 10 Constitution saving throw or be paralyzed for 1 Senses passive Perception 13 minute. The target can repeat the saving throw at the Languages -- end of each of its turns, ending the effect on itself on a Challenge 1 (200 XP) success. Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or Ghoul smell. Medium undead, chaotic evil Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is Armor Class 12 Hit Points 22 (5d8)

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(order #8808443) Speed 30 ft.  Harmed by Running Water. Lela takes 20 acid damage when she ends her turn in running water. STR DEX CON INT WIS CHA  Stake to the Heart. Lela is destroyed if a piercing 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) weapon made of wood is driven into her heart while she is incapacitated in her resting place. Damage Immunities poison  Sunlight Hypersensitivity. Lela takes 20 radiant Condition Immunities charmed, exhaustion, poisoned damage when she starts her turn in direct sunlight. Senses darkvision 60 ft., passive Perception 10 While in direct sunlight, she has disadvantage on Languages Common attack rolls and ability checks. Challenge 1 (200 XP) Actions Actions Multiattack. Lela makes two melee attacks, only one of Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.., one which can be a bite attack. creature. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of target. Hit: 7 (2d4 + 2) slashing damage. If the target is dealing damage, Lela can grapple her target (escape DC a creature other than an elf or undead, it must succeed 13). on a DC 10 Constitution saving throw or be paralyzed Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one for 1 minute. The target can repeat the saving throw at willing creature, or a creature that is grappled by Lela, the end of each of its turns, ending the effect on itself incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing on a success. damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the Lela (Vampire Spawn) necrotic damage taken, and Lela regains hit points Medium undead, neutral evil equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect Armor Class 15 (natural armor) reduces its hit point maximum to 0. Hit Points 60 (11d6 + 22) Speed 30 ft. Evil Eye. Lela magically forces a creature she can see within 30 feet of her to make a DC 13 Charisma saving STR DEX CON INT WIS CHA throw. The creature takes 18 (4d8) psychic damage on 16 (+3) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 12 (+1) a failed save, or half as much damage on a successful one. Saving Throws Dex +6, Wis +3 Skills Perception +3, Stealth +6 Reactions Damage Resistances necrotic Insightful Defense. When an attacker Lela can see hits Senses darkvision 60 ft., passive Perception 13 her with an attack, Lela can halve the damage against Languages Common her. Challenge 4 (1,100 XP) Regeneration. Lela regains 5 hit points at the start of Owlbear her turn if she has at least 1 hit point and isn't in direct Large monstrosity, unaligned sunlight or running water. If Lela takes radiant damage or damage from holy water, this trait doesn't function Armor Class 13 (natural armor) at the start of her next turn. Hit Points 59 (7d10 + 21) Spider Climb. Lela can climb difficult surfaces, including Speed 40 ft. upside down on ceilings, without needing to make an ability check. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2) Vampire Weaknesses. Lela has the following flaws:  Forbiddance. Lela can't enter a residence with an Skills Perception +3 invitation from one of the occupants. Senses darkvision 60 ft., passive Perception 13 Languages --

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(order #8808443) Challenge 3 (700 XP) Actions Keen Sight and Smell. The owlbear has advantage on Multiattack. The wight makes two longsword attacks Wisdom (Perception) checks that rely on sight or smell. or two longbow attacks. It can use its Life Drain in place of one longsword attack. Actions Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., Multiattack. The owlbear makes two attacks: one with one target. Hit: 5 (1d6 + 2) necrotic damage. The target its beak and one with its claws. must succeed on a DC 13 Constitution saving throw or Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one its hit point maximum is reduced by an amount equal target. Hit: 10 (1d10 + 5) piercing damage. to the damage taken. This reduction lasts until the Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target finishes a long rest. The target dies if this effect target. Hit: 14 (2d8 + 5) slashing damage. reduces its hit point maximum to 0. Snow Camouflage. The wolf has advantage on A humanoid slain by this attack rises 24 hours later Dexterity (Stealth) check made to hide in snowy as a zoie uder the ight’s otrol, uless the terrain. humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies Actions under its control at one time. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Longsword. Melee Weapon Attack: +4 to hit, reach 5 target. Hit: 11 (2d6 + 4) piercing damage. If the target is ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 a creature, it must succeed on a DC 14 Strength saving (1d10 + 2) slashing damage if used with two hands. throw or be knocked prone. Longbow. Ranged Weapon Attack: +4 to hit, range Cold Breath (Recharge 5-6). The wolf exhales a blast of 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing freezing wind in a 15-foot cone. Each creature in that damage. area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much Winter Wolf damage on a successful one. Large monstrosity, neutral evil

Armor Class 13 (natural armor) Wight Hit Points 75 (10d10 + 20) Medium undead, neutral evil Speed 50 ft. Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1) Speed 30 ft.

Skills Perception +5, Stealth +3 STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2) Damage Immunities cold Senses passive Perception 15 Skills Perception +3, Stealth +4 Languages Common, Giant, Winter Wolf Damage Resistances necrotic; bludgeoning, piercing, Challenge 3 (700 XP) and slashing from nonmagical attacks that aren't Keen Hearing and Smell. The wolf has advantage on silvered Wisdom (Perception) checks that rely on hearing or Damage Immunities poison smell. Condition Immunities exhaustion, poisoned Pack Tactics. The wolf has advantage on an attack roll Senses darkvision 60 ft., passive Perception 13 against a creature if at least one of the wolf's allies is Languages Common within 5 feet of the creature and the ally isn't Challenge 3 (700 XP) incapacitated. Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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Zombie Medium undead, neutral evil Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft.

STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wisdom +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Common, but can't speak Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

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(order #8808443) Appendix: NPC Summary This section is provided to the Dungeon Master to help keep track of the various NPCs present in the adventure.

Bogaravs (BO-gahr-ahvs). Friendly Vistani family of musicians. Elias and Donani are Bogaravs.

Moslavarics (mo-SLAV-ah-reeks). Dour Vistani family of crafters. Lela, Advan, and Tayrizha are Moslavarics.

Elias (uh-LIE-uss). Captain of the Bogaravs.

Donani (doe-NAH-nee). A young man of the Bogaravs, engaged to Lela.

Lela (LEE-luh). A young woman of the Moslavarics, engaged to Donani. Unbeknownst to her family, she has become a vampire spawn.

Advan (ODD-vonn). Son of the captain of the Moslavarics, Advan protects his father by pretending to be captain.

Tayrizha (tay-REEZH-uh). Raunie of the Moslavarics.

Hanzi (HAHN-zee). A mortu, or Vistani outcast, who has fallen in love with Lela.

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Results Code: March - April 2016

If you are DMing this adventure during the months of March May 2016, please show your players this page. The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the future! –

If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter their results.

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