suits of the mists - 4plebs · suits of the mists 1 suits ... five, 1-hour mini-adventures for 1 st...

171
Not for resale. Permission granted to print or photocopy this document for personal use only. Suits of the Mists 1 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 1 st and 2 nd 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 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.

Upload: ngoanh

Post on 27-Apr-2018

221 views

Category:

Documents


3 download

TRANSCRIPT

Page 1: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 1

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

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.

Page 2: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 2

Introduction Welcome to Suits of the Mist, a D&D Adventurers

League™ adventure, part of the official D&D Adventurers League™ organized play system and the Curse of Strahd™ storyline season.

This adventure is designed for three to seven 1st-

level and 2nd-level characters, and it is optimized

for five 1st-level characters. 2nd-level characters

might have a much easier time playing the adventure.

Characters outside this level range cannot participate

in this adventure. Players with ineligible characters

can create new 1st-level characters or use pre-

generated characters.

This adventure is divided into five mini-adventures,

each of which should take approximately 60 - 120

minutes to complete. It is highly recommended that

these adventures are played in sequential order. If the

adventure is being run in a single session, a guiding

storyline allows all of the mini-adventures to be run

consecutively as a longer play experience.

The D&D Adventurers

League This adventure is official for D&D Adventurers

League play. The D&D Adventurers League is the

official organized play system for DUNGEONS &

DRAGONS®. Players can create characters and

participate in any adventure allowed as a part of the

D&D Adventurers League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take those characters through other

adventures that continues their story.

)f you’re running this adventure as a part of a store event or at certain conventions, you’ll need a DC) number. This number is your official Wizards of the Coast organized play identifier. )f you don’t have a number, you can obtain one at a store event. Check

with your organizer for details.

D&D Adventurers League play is broken up into

storyline seasons. When players create characters,

they attach those characters to a storyline season, which determines what rules they’re allowed to use

to create and advance their characters. Players can

continue to play their characters after the storyline

season has finished, possibly participating in a second

or third storyline with those same characters. A character’s level is the only limitation for adventure

play. A player cannot use a character of a level higher

or lower than the level range of a D&D Adventurers

League adventure.

For more information on playing, running games as

a Dungeon Master, and organizing games for the D&D

Adventurers League, please visit the D&D

Adventurers League home at:

www.dndadventurersleague.org

Preparing the Adventure Before you show up to Dungeon Master this

adventure for a group of players, you should do the

following to prepare.

Make sure to have a copy of the most current

version of the D&D Basic Rules or the Player’s Handbook.

Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat.

Get familiar with the monster statistics in the

Appendix.

Gather together any resources you’d like to use to aid you in running this adventure--such as

notecards, a DM screen, miniatures, and

battlemaps.

If you know the composition of the group

beforehand, you can make adjustments as noted

throughout the adventure.

Before Play at the Table Ask the players to provide you with relevant

character information:

Character name and level

Character race and class

Passive Wisdom (Perception)—the most common

passive ability check

Anything notable as specified by the adventure

(such as backgrounds, traits, flaws, etc.) Players that have characters outside the adventure’s level range cannot participate in the adventure

with those characters. Players with ineligible

characters can make a new 1st-level character or use

a pregenerated character. Players can play an

adventure they previously played or ran as a

Dungeon Master, but not with the same character.

Ensure that each player has an official adventure

logsheet for his or her character (if not, get one from

Page 3: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 3

the organizer). The player fills out the adventure

name, session number, date, and your name and DCI

number. In addition, the player also fills in the

starting values for experience, gold, downtime,

renown, and number of permanent magic items. He

or she fill in the other values and write notes at the

conclusion of the session. Each player is responsible

for maintaining an accurate logsheet.

If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. If you see magic items of very high

rarities or strange arrays of ability scores, you can ask

players to provide documentation for the

irregularities. If they cannot, feel free to restrict item

use or ask them to use a standard ability score array.

Point players to the D&D Adventurers League Player’s Guide for reference.

)f players wish to spend downtime days and it’s the beginning of an adventure or episode, they can

declare their activity and spend the days now.

Alternatively, they can do so at the end of the

adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure, unless the adventure specifies

otherwise. Feel free to reread the adventure

description to help give players hints about what they

might face.

Adjusting the Adventure Throughout this adventure, sidebars provide

information to assist you in making adjustments for

smaller or larger groups and characters of higher or

lower levels than the adventure is optimized for. This

is typically used exclusively for combat encounters.

You may adjust the adventure beyond the

guidelines given in the adventure, or for other reasons. For example, if you’re playing with a group of inexperienced players, you might want to make the

adventure a little easier; for very experienced players,

you might want to make it a little harder. Therefore,

five categories of party strength have been created

for you to use as a guide. Use these as a guide, and feel

free to use a different adjustment during the

adventure if the recommended party strength feels

off for the group.

This adventure is optimized for a party of five

2nd-level characters. To figure out whether you

need to adjust the adventure, do the following:

Add up the total levels of all the characters.

Divide the total by the number of characters.

Round fractions of .5 or greater up; round fractions

of less than .5 down.

You’ve now determined the average party level

(APL) for the adventure. To figure out the party

strength for the adventure, consult the following

table.

Determining Party Strength Party Composition Party Strength

3-4 characters, APL less than Very weak

3-4 characters, APL equivalent Weak

3-4 characters, APL greater than Average

5 characters, APL less than Weak

5 characters, APL equivalent Average

5 characters, APL greater than Strong

6-7 characters, APL less than Average

6-7 characters, APL equivalent Strong

6-7 characters, APL greater than Very strong

Average party strength indicates no recommended

adjustments to the adventure. Each sidebar may or

may not offer suggestions for certain party strengths.

If a particular recommendation is not offered for your group, you don’t have to make adjustments. Running the Adventure As the Dungeon Master of the session, you have the

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

outcome of a fun game session often creates stories

that live well beyond the play at the table. Always

follow this golden rule when you DM for a group:

Make decisions and adjudications that enhance

the fun of the adventure when possible.

To reinforce this golden rule, keep in mind the

following:

You are empowered to make adjustments to the

adventure and make decisions about how the group

interacts with the world of this adventure. Doing so

is especially important and applicable outside of

combat, but feel free to adjust the adventure for

groups that are having too easy or too hard of a

time.

Don’t make the adventure too easy or too difficult for a group. Never being challenged makes for a

boring game and being overwhelmed makes for a

frustrating one. Gauge the experience of the players

(not the characters) with the game, try to feel out

(or ask) what they like in a game, and attempt to

Page 4: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 4

give each of them the experience they’re after when they play D&D. Give everyone a chance to shine.

Be mindful of pacing, and keep the game session

moving along appropriately. Watch for stalling,

since play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play

experience. Try to be aware of running long or

short. Adjust the pacing accordingly

Read-aloud text is just a suggestion; feel free to

modify the text as you see fit, especially when

dialogue is present.

Give the players appropriate hints so they can make

informed choices about how to proceed. Players

should be given clues and hints when appropriate

so they can tackle puzzles, combat, and interactions

without getting frustrated over lack of information.

Doing so helps to encourage immersion in the

adventure and gives players little victories for figuring out good choices from clues. )n short, being the DM isn’t about following the adventure’s text word-for-word; it’s about facilitating

a fun, challenging game environment for the players.

The Dungeon Master’s Guide™ has more information

on the art of running a D&D game.

Downtime and Lifestyle

At the beginning of each play session, players must

declare whether or not they are spending any days of

downtime. The player records the downtime spent on

the adventure logsheet. The following options are

available to players during downtime (see the D&D

basic rules or the D&D Adventurers League Player’s Guide for more information):

Catching up

Crafting (exception: multiple characters cannot

commit to crafting a single item)

Practicing a profession

Recuperating

Spellcasting services

Training

Other downtime options might be available during

adventures or unlocked through play, including

faction-specific activities.

In addition, whenever a character spends

downtime days, that character also spends the

requisite expense for his or her lifestyle. Costs are per

day, so a character that spends ten days of downtime

also spends ten days of expenses maintaining his or

her lifestyle. Some downtime activities help with

lifestyle expenses or add lifestyle expenses.

Spellcasting Services

Any settlement the size of a town or larger can

provide some spellcasting services. Characters need

to be able to travel to the settlement to obtain these

services.

Help From Who!?

For the current storyline season, Curse of Strahd, the rules for

spellcasting services are changed for characters adventuring in

Baro ia. I “trahd’s leak do ai , there si pl are ’t a settlements where spellcasters can accommodate such needs,

and those places of worship that might otherwise provide

spellcasting services are overrun with monsters. As such,

unless otherwise detailed in an adventure, the only individual

able to provide spellcasting services is Jeny Greenteeth. This

will no doubt lead to some uncomfortable situations and

unforeseen consequences.

Refer to Page 7 of the Adventurers League Dungeon

Master’s Guide for more details.

Spell services generally available include healing and

recovery spells, as well as information-gathering

spells. Other spell services might be available as

specified in the adventure. The number of spells

available to be cast as a service is limited to a

maximum of three per day total, unless otherwise

noted.

Spellcasting Services Spell Cost

Cure wounds (1st level) 10 gp

Identify 20 gp

Lesser restoration 40 gp

Prayer of healing (2nd level) 40 gp

Remove curse 90 gp

Speak with dead 90 gp

Divination 210 gp

Greater restoration 450 gp

Raise dead 1,250 gp

Acolyte Background

A character possessing the acolyte background requesting

spellcasting services at a temple of his or her faith may request

one spell per day from the Spellcasting Services table for free.

The only cost paid for the spell is the base price for the

consumed material component, if any.

However, no religions have established places of worship

here of sufficient size to provide spellcasting services. Because

of this, characters with the Acolyte background gain no benefit

from this trait.

Page 5: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 5

Character Disease, Death, and

Recovery

Sometimes bad things happen, and characters get

poisoned, diseased, or are killed. Since you might not

have the same characters return from session to

session, here are the rules when bad things happen to

characters.

Disease, Poison, and Other Debilitating

Effects A character still affected by diseases, poisons, and

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 conclusion

(see the recuperating activity in the D&D Basic Rules).

If a character doesn’t resolve the effect between sessions, that character begins the next session still

affected by the debilitating effect.

Death 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 in

the adventuring party has immediate access to a raise

dead or revivify spell, or similar magic. A character

subject to a raise dead spell is affected negatively

until all long rests have been completed during an

adventure. Alternatively, each downtime day spent

after raise dead reduces the penalty to attack rolls,

saving throws, and ability checks by 1, in addition to

any other benefits the downtime activity might

provide.

Create a New 1st-Level Character. If the dead

character is unwilling or unable to exercise any of the

other options, the player creates a new character. The

new character does not have any items or rewards

possessed by the dead character.

Dead Character Pays for Raise Dead. If the

character’s body is recoverable it’s not missing any vital organs and is mostly whole) and the player

would like the character to be returned to life, the

party can take the body back to civilization and use the dead character’s funds to pay for a raise dead

spell. A raise dead spell cast in this manner costs the

character 1,250 gp.

Character’s Party Pays for Raise Dead. As above,

except that some or all of the 1,250 gp for the raise

dead spell is paid for by the party at the end of the

session. Other characters are under no obligation to

spend their funds to bring back a dead party member.

Faction Charity. If the character is of level 1 to 4 and a member of a faction, the dead character’s body can be returned to civilization and a patron from the

faction ensures that he or she receives a raise dead

spell. However, any character invoking this charity

forfeits all experience and rewards from that session

(both those earned prior to and after death during

that session) and cannot replay that episode or

adventure with that character again. Once a character

reaches 5th level, this option is no longer available.

Resurrection Madness

In Barovia, the souls of the dead are as trapped as the souls of

the li i g. The e o e aught i the ists a d a ’t tra el 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 some

supernatural means, it gains a random form of indefinite

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

the Dungeon Master’s Guide.

Vampirism and Lycanthropy Vampires and lycanthropes are not included in the

allowed rules for character creation or advancement

(see the D&D Adventurers League Player’s Guide).

These conditions grant characters powers and

abilities that are not suitable for organized play, and

typically impose a restricted or prohibited alignment.

As such, characters afflicted with vampirism or

lycanthropy must have the affliction cured before the

start of their next episode or adventure.

Afflicted characters have the following options:

Lycanthropes can be cured with a remove curse

spell. This spell is available as a spellcasting service

for 90 gp (though Jeny Greenteeth might have

additional requirements; see Spellcasting Services later in this guide).

Vampires can be cured by a wish spell cast by a

fellow player character (wish is not available as a

spellcasting service). Alternatively, a vampire

character can be slain and returned to life with

raise dead, at the normal cost of 1,250 gp. If a

character chooses to end a vampiric curse in this

manner, the Dark Powers (see Page 8, Adventurers

League Dungeon Master’s Guide) do not offer a free

raise dead, though Jeny Greenteeth might be willing

to make a deal see Spellcasting Services later in this guide).

An afflicted character who does not end his or her

curse is retired from play until able to do so by one of

Page 6: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 6

the means above, or through the application of DM

rewards to the character.

The Demiplane of Dread This adventure is set within the Ravenloft campaign

setting, in the lands of Barovia which exists in the

Demiplane of Dread. There are several atmospheric

and thematic elements to keep in mind at all times

while running your game:

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,

the sky is dimmed by fog or storm clouds, or the light

is strangely muted. Barovian daylight is bright light, yet it isn’t considered sunlight for the purpose of effects and vulnerabilities, such as a vampire’s, tied to sunlight. Nevertheless, Strahd and his vampire

spawn tend to stay indoors most of the day and

venture out at night, and they are subject to sunlight

created by magic.

Winter in Barovia

The winters are cold, wet, and stormy here. The natives of the

Demiplane are prepared—well, as prepared as they can hope

to be.

The characters, however, are unfamiliar with the realm.

Thankfully, the region they came from was experiencing the

worst winter in living memory, and are likely to possess winter

clothing. If they are not, then, preparations are in order. The

village has a single shop called The Hare & Hair where they are

able to procure such supplies if they wish.

A dark sentience infuses the very soil, twisting and

contorting everything within. In places where you

would normally expect wildlife such as deer, rabbits,

or squirrels, you instead find wolves, rats, and mangy

dogs. Vegetation is rotted and dead, and forests are

filled mostly with gnarled, thick trees with bare

branches. Colorful, vivacious things simply do not

exist.

The Denizens of Orașnou

Most Oraș ou reside ts are u da e la orers, far ers, fletchers and other folk who fall under common professions.

They typically have gaunt features, as crops often fail to take

root, and creatures of the night frequently kill and devour

their livestock.

Most are sullen, and often filled with fear, be it from the

lands themselves, what lies within them, Lord Strahd, or their

own tyrant of a Burgomaster; Ivan Randovich and his cronies.

Be sure to play to the mindsets of these people who live

threadbare existences, constantly on the precipice of horror

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 people are empty shells reated “trahd’s o s ious ess to populate his domain. However, about one in every ten people

in Barovia are actually possessing of a soul—the souls of the

original denizens of Barovia before its transition into the

Demiplane. When a being with a soul dies in Barovia, its soul

remains trapped until it is reincarnated later. Souls tend to

wear clothing with a splash of color or have other features

that demonstrate even a small bit of individuality.

Alterations to Magic The land of Barovia resides in its own demiplane,

isolated from all other planes, including the Material

Plane. No spell—not even wish—allows one to escape

from Strahd’s domain. Astral projection, teleport,

plane shift, and similar spells cast for the purpose of

leaving Barovia simply fail, as do effects that banish a

creature to another plane of existence. These

restrictions apply to magic items and artifacts that

have properties that transport or banish creatures to

other planes. Magic that allows transit to the Border

Ethereal, such as the etherealness spell and the

Etherealness feature of incorporeal undead, is the

exception to this rule. A creature that enters the

Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane.

For the purpose of spells whose effects change

across or are blocked by planar boundaries (such as

sending , Strahd’s domain is considered its own plane. Magic that summons creatures or objects from other

planes functions normally in Barovia, as does magic

that involves an extradimensional space. Any spells

cast within such an extra-dimensional space (such as

that created by Mordenkainen’s magnificent mansion)

are subject to the same restrictions as magic cast in

Barovia.

While in Barovia, characters who receive spells

from deities or otherworldly patrons continue to do

so. In addition, spells that allow contact with beings

from other planes function normally—with one

provision: Strahd can sense when someone in his

domain is casting such a spell and can choose to make himself the spell’s recipient, so that he becomes the one who is contacted.

Cosmetic Spell Modifications At your discretion, a spell can be modified

cosmetically to enhance the horrific atmosphere of

Ravenloft. A few examples are presented below:

Alarm. Instead of hearing a mental ping when the

alarm is triggered, the caster hears a scream.

Page 7: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 7

Bigby’s Hand. The conjured hand is skeletal.

Find Familiar. The familiar is undead instead of

being a celestial, a fey, or a fiend, and is immune to

features that turn undead.

Find Steed. The summoned steed is undead instead

of being a celestial, a fey, or a fiend, and is immune to

features that turn undead.

Find the Path. A child’s spirit appears and guides the caster to the desired location. The spirit can’t be harmed and doesn’t communicate. Fog Cloud. Misty, harmless claws form in the fog.

Gust of Wind. A ghastly moan accompanies the

summoned wind.

Mage Hand. The summoned hand is skeletal.

Maze. The surfaces of the demiplane’s maze are made of mortared skulls and bones.

Phantom Steed. The steed resembles a skeletal

horse.

Rary’s Telepathic Bond. Characters linked together by the spell can’t shake the feeling that

something vile is telepathically eavesdropping on

them.

Revivify. A creature restored to life by a revivify

spell screams upon regaining consciousness, as

though waking from some horrible nightmare.

Spirit Guardians. The spirits appear as ghostly,

skeletal warriors.

Wall of Stone. A wall created by the spell has

ghastly faces sculpted into it, as though tortured

spirits were somehow trapped within the stone.

Count Strahd Von Zarovich

Lord Strahd is the Darklord of Barovia. He rules his domain

from Castle Ravenloft as Strahd IX; a descendent of Strahd I. In

actuality, Strahd I and Strahd IX are the one and the same--a

vampire. As a mortal, Strahd fell in love with Tatyana

Federovna; the bride of his younger brother Sergei. In his

jealousy, Strahd murdered his brother and became the

Darklord of Barovia; which was swept away into the

Demiplane along with its ruler. Since then, Strahd is cursed to

seek incarnations of Tatyana for eternity. NOTE: Strahd is not

present in this adventure.

Not Without Humor

The bleak and oppressive landscape must give way

now and then to some moments of respite, not only

does this break up the taxing mindset that Ravenloft

can evoke, but it also provides good chances for

horror to sneak back up on players just as they least

expect it.

Adventure Background Following the fall of Phlan to the so-called "Maimed

Virulence," the green dragon Vorgansharax, the five

factions quickly began planning to drive the beast

from the beleaguered town. Since the process of

marshalling resources has been slow, sentries were

set at various locations outside Phlan, all watching for

any movement from the dragon or its forces.

With efforts to retake the town finally bearing fruit,

the factions are hearing reports of strange

happenings in the lands around Phlan. Worried that

these reported oddities might interfere with their

plans, or be signs of more sinister impediments, the

factions are sending their agents to investigate.

One of the rumor hubs near Phlan is the Crossing

Inn, a waystation for travelers along the Phlan Path,

which runs between Phlan and Melvaunt. The patrons

and staff of the inn believe that some unnamed doom,

something even direr than the Maimed Virulence, is

creeping steadily toward Phlan.

This vague uneasiness intensified when a family of

Gur, itinerates distrusted by most, arrived at the

Crossing Inn. These nomads, as befits their

reputation, committed a host of crimes against the

inn and its patrons.

When the characters arrive at the Crossing Inn to

investigate the rumors, the patrons and staff provide

sufficient fodder for further investigation into the Gur

and what connections the characters might have to

the approaching dread.

Adventure Overview Suits of the Mist consists of five mini-adventures, each

designed for one to two hours of play. Therefore, if

you are attempting to run all five missions in one

session, you need a minimum of five hours to do so

(and possibly ten or more). If you run this adventure

as part of an event that cycles players through quickly

and involves limited time, DMs should be familiar

with the mini-adventures they are running to save

time at the table.

At public events, time is often the most important

factor. Get the players into the mini-adventure as

quickly as possible, keep an eye on the clock, and take

whatever shortcuts are necessary to stay on schedule.

Remind the players of the time limits, and encourage

them to take the adventures at face value rather than

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.

Page 8: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 8

The first four missions can be played in any

order, but the fifth mission should be played last.

The last mission details the characters' crossing from

Faerûn into the land of Barovia, so it may be

anticlimactic for players to return and play other

missions after playing the final one. However, the end

of each mission contains an optional section that

describes the characters crossing to Barovia, just in

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.

Adventure Hook The adventure begins with the characters arriving at

the Crossing Inn, finding the staff and patrons of the

establishment in a tizzy.

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

dis issal…

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.

Read:

Your instructions were clear: Travel to the Crossing Inn,

located a short ride east of the town of Phlan, with a

proverbial ear to the ground. With plans to liberate Phlan

underway, vigilance is of the utmost importance. Not

surprisingly, strange rumors from the areas around Phlan have

the faction leaders nervous.

The trip to the Crossing Inn was uneventful but

disconcerting. The air was unseasonably cold even as the

height of winter approaches and a strange, unrelenting fog

that envelops the area has had other tra elers ou’ e rossed paths with on edge. Scavenging creatures have been seen in

unusual numbers, roaming the edges of the roads. The world

just seemed darker.

The warmth of the Crossing Inn's octagonal common room

engulfs you as you enter. Instead of warm smiles, the barkeep

and patrons offer suspicious glares—unusual for the inn.

Although several patrons frequent the inn, all are crowded

around a large table in the corner. Everyone seems to be

speaking at once, voices teeming with anger and concern.

Among the jumbled words you hear some clearly: "filthy Gur",

"cursed nomads", and "larcenous and murderous."

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

on a forced smile, runs a hand over his scarred, bald

head, and asks if the characters would like food,

drinks, or a bed in the common room.

If asked about the unrest at the inn, Romsan

explains that strange things have been happening in

the area for a couple of ten-days or more: animals

acting in an uneasy manner, the cursed ever-present

fog, unnaturally cold weather, and rumors of strange

creatures stalking the lands surrounding Phlan.

Worse yet, a family of Gur set camp in the area just

eight days ago. (Gur are a human race infamous in the

Realms for their nomadic lifestyle.) Any character

succeeding on a DC 9 Intelligence (History) knows

about the Gur—and their reputation. Romsan

welcomed the Gur (or more specifically, their coin)

despite the grumbles from the rest of his clientele.

For a time, the Gur were well behaved and were even

becoming well-liked at the Crossing Inn. They had

provided entertainment and stories and taught the

locals some new card games and drinking songs. The

eldest Gur, Papa, even mixed up a concoction to help

one of the patrons with a headache.

Things have turned around quickly, however, in the

last 24 hours. Apparently, the Gur proved to be as

treacherous as their reputations suggested.

During the course of their conversation with the

locals, the characters learn about a number of events

that took place at the inn. These events are recapped

in additional detail in Player Handout 1. The handout

provides information that leads to the first four

missions of this adventure. The final mission occurs

when all of them have been completed and the

characters return the errant Gur back to the inn. The

characters learn:

A young Gur named Hricu drugged a female elf

mage and stole her wand. He was last seen headed

towards the hills.

An adult Gur named Rilynin stole some gems from

a merchant. The merchant discloses that the wizard

staying at the inn cast a spell and learned that the

Page 9: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 9

box containing the gems are currently on the road

leading into the Glumpen Swamp.

An older Gur named Kehkim stole a wagon-load of

weapons stored here by local militiamen. The

wagon was seen headed towards Thar where there

is an ancient stronghold occupied by orcs.

An even older Gur called Papa cursed the assistant of the inn’s cook. Since the night before, the assistant is alive, but is completely unresponsive.

Papa was seen fleeing into the nearby Quivering

Forest. He needs to be retrieved if the locals have

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. )f asked about the merchant’s gems, Aya confirms that she cast locate object for the

merchant.

Roleplaying Aya Glenmiir

Aya is a female elf of about 300 years. She is has long, auburn

hair a d radia t gree e es, alo g 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.

Development If the play environment does not include time

restrictions, feel free to roleplay the plot hook

conversations. After they’ve talked to the various

occupants of the inn, provide the characters with the

summarized plot hooks in Handout 1. These are

meant to help play move along more quickly by

providing all the relevant information without getting

bogged down with interactions that, while generally

fun and entertaining, can lengthen the play

experience.

Page 10: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 10

Mission 1: Stars Following the reported path of the young Gur thief

Hricu into the Vanishing Hills, the characters quickly

find strangeness seeping from the very landscape.

Stars

This suit represents personal power, control, arcane classes,

science, abuse of power, hunger, and fire.

As the characters press deeper into the hills, read:

Your journey into the Vanishing Hills was made difficult by the

frigid winds and obstinately clinging fog. Now, however, other

obstacles have presented themselves.

Strange lights and occasional bursts of fiery light are clearly

visible further up the slopes, while a thick layer of ice covers all

paths in front of you. The slope ahead of you is teeming with

thistle bushes bearing large, bright-red flowerheads, which

have somehow managed to survive the ice and cold.

Several magical forces are at play in this area, each

bringing their own unique effects to the landscape:

the incursion of the mists of Ravenloft, the presence

of the dracolich Throstulgrael, and the release of

energy when Hricu accidentally broke the wand of

fire.

Flame Thistles

The combination of magic suffusing the area has

turned the thistle plants on the slope into magical

traps. If a creature enters a patch of thistle, some of

the flowerheads attach to the creature and separate

from the brush. Any character succeeding on a DC 11

Intelligence (Nature) check identifies the flame thistle

and its properties.

A round after being removed from their stem, a

flowerhead explodes for 2 (1d4) points of fire damage

each. With a successful DC 10 Dexterity (Sleight of

Hand) check, an adventurer can pick a flowerhead

from a fire thistle bush without exploding it. If the

check fails by 4 or more, the flowerhead ignites. Treat

a thrown flowerhead as alchemist's fire. The magic of

picked flowerheads disappears at the end of this

mission.

Flame Thistle Flowerhead

These sticky, burr-covered growths ignite when subjected to

force. As an action, you can throw a flowerhead up to 20 feet,

detonating it on impact. Make a ranged attack against a

creature or object, treating the flowerhead as an improvised

weapon. On a hit, the target takes 1d4 fire damage at the start

of each of its turns. A creature can end this damage by using

its action to make a DC 10 Dexterity check to extinguish the

flames.

Normally the characters would be able to easily avoid

the patches of flame thistle, but the icy slope makes

scaling the hills treacherous. In order to scale the

200-foot slope, a character must make a DC 10

Strength (Athletics) check. A failed check sends the

adventurer sliding down the slope, taking no damage

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

and a DC 10 Intelligence (Nature) check. The

flowerheads are delicate and simply tearing them off

causes them to explode. Any character that removes a

flowerhead in this way must make the saving throw

listed above, but with disadvantage.

If one adventurer can get to the top of the slope and

secure a rope or other climbing-assistance gear,

anyone using that gear makes the check with

advantage, and can choose to use either Strength

(Athletics) or Dexterity (Acrobatics) for the check.

Allow the characters to be creative in dealing with

the thistles. Some may try using area-of-effect spells

or the like in clearing large swathes of the plants. If,

for example, thunderwave is used to do so, the thistles

fly from the plants and explode dramatically—possibly creating a small avalanche or similar effect.

XP Award If the characters successfully navigate the slope

without taking damage from the flame thistles, award

each character 25 XP.

1. Ice Cats

Light. The fog parts to allow bright light to reach

the hills.

At the top of the icy slope is a level area littered with

large boulders. Resting among the boulders are four

ice cats. A character that succeeds at a DC 11 Wisdom

(Survival) check notices the tracks of large felines in

the area.

A few minutes after the first adventurer reaches the

top of the slope, the ice cats slink from their hiding

places and attack. Any adventurer at the top of the

slope that succeeds on a DC 13 Wisdom (Perception)

check sees the cats stalking the characters. A

character with a passive Perception of 13 or higher

also notices the cats hiding among the boulders. Any

character that succeeded on the Wisdom (Survival)

check above makes this check with advantage

Page 11: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 11

(equitable to a +5 bonus to their passive Perception

score).

When the first adventurer reaches the top of the

slope, read:

The slope levels into a plateau here. Snow covers the ground

instead of ice, and few scattered boulders dot the otherwise

barren landscape. Beyond the field of snow-covered, boulders

is a cliff, a small cave visible in its face.

Tactics If the combat moves from the level plateau back onto

the icy slope, the hungry ice cats can traverse the ice

without problems, while the characters must treat it

as difficult terrain. The ice cats know about the flame

thistles and prefer to stay off the slope to avoid the

fire damage, if possible.

Developments Once the cats are defeated, the characters have an

opportunity to take a short rest, if desired. Taking a

long rest in the frigid, dangerous area is unwise. A DC

10 Intelligence (Investigation or Nature) check

reveals that more ice cats are in the area, and staying

for more than an hour would bring the characters

into contact with a much larger pack.

Tracks in the snow reveal, with no check necessary,

that a single humanoid creature, roughly the size of a

halfling or young human, passed through this area

and to the north a few hours ago.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

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

at the top of the slope.

Strong or very strong party: Add an ice cat. The creatures

attack 10 rounds after the first adventurer arrives at the

top.

2. Angry Icicles

Light. This passage is unlit.

Ceiling. This passage's ceiling is 15 feet high.

Hricu's trail is easy to follow up the slope to the north.

His tracks continue towards a cliff face with a cave set

into its side and disappear inside.

The trail leads into a rough passage in the side of a cliff. The

10-foot-wide passage winds and descends slightly as it

descends into the hill. Sharp icicles hang from the 15-foot-high

ceilings, and the floor is littered with long, thin chunks of ice.

The magic of the area has made these icicles semi-

sentient, and they want nothing more than to fall on

anyone passing beneath them.

The first people passing down the corridor can

make a DC 11 Wisdom (Perception) check or a DC 10

Intelligence (Arcana) check to realize that some of the

icicles are actually trembling slightly and making

excited whispering noises. If detected, characters can

make any saving throws to avoid the ill-intended

icicles with advantage. Fire-based attacks in the

direction of the icicles also scare them.

If the icicles go unnoticed, the first creature passing

beneath them (and only this creature) must succeed

on a DC 10 Dexterity saving throw as the semi-

sentient shards shriek gleefully and fall on their

intended victim. On a failed saving throw, the

creature takes 5 (2d4) cold damage. Damage is halved

on a successful saving throw.

Perceptive characters can pick up the icicles and

use them as darts that do cold damage instead of

piercing, although the shrieking of the ice warns the

stirges of the characters' approach. This cold damage,

of course, could prove useful against the fire stirges.

The icicles melt at the end of this mission.

3. Shooting Stars

Light. This room is dimly lit by a lantern that Hricu

carries.

Ceiling. This caverns ceiling is 30 feet high.

The icicle passage ends in a large cavern, where Hricu

is currently fighting off stirges with two pieces of the

broken wand of fire.

Within a cavern at the end of the icicle passage, a young

human clutches pieces of thin wood in each hand. The

flickering lantern at his feet plays shadows off his terrified

face. Four creatures, like large bats with long, pointed mouths,

hover about him. Occasionally, a spark of red energy arcs

between the two wood fragments, driving the flying creatures

back momentarily. Humanoid bones litter the edges of the

cavern.

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

Page 12: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 12

combat in the third round of combat. If the characters

are attempting to be stealthy, they may attempt a DC

10 group Dexterity (Stealth) check. If successful, the

fire stirges are surprised.

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

fragments are removed from his hands.

Hricu’s Power An adventurer can attempt a DC 10 Intelligence

(Arcana) check to realize what is happening with

Hricu. He is suffused with energy that was, until

recently, safely contained in the wand of fire. Anyone

character adjacent to Hricu that learns this and is also

proficient with Arcana may spend an action to

attempt a DC 10 Intelligence (Arcana) check. If

successful, the adventurer manipulates the energy

surrounding Hricu to lash out at a single target within

50 feet of the boy, dealing 5 (1d10) fire damage.

Additionally, the nimbus of energy surrounding

Hricu completely protects him from the stirges.

Describe a number of burnt stirges laying on the

ground by his feet.

Developments With the fire stirges defeated, Hricu cannot control

the energy within himself. He talks very fast, runs

around the characters, shakes uncontrollably, and

then finally collapses in exhaustion as the energy

drains away. He puts up no fight against the

characters. If questioned about his actions, he

provides the following answers. Even a DC 5 Wisdom

(Insight) check reveals he is telling the truth:

Hricu was instructed by his mother, Sybil, to steal

the wand from the wizard and bring it here, where

it was rumored that a powerful dragon lived.

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.

Treasure Among the bones in the room, the characters find a

leather backpack carrying two fire opals worth 125gp

each, as well as two potions of healing.

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, they can’t return to Faerûn.

Any character that fully enters the mists earns the

The Demiplane of Dread story award.

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.

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.

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

Page 13: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 13

Rewards Make sure the players note their rewards on their

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

as a single adventure, or playing multiple missions in

one session, you needn’t wait until the end of the session to give the rewards the players earned during

the individual missions, but you may.

Experience

Total up all combat experience earned for defeated

foes and divide by the number of characters present

in the combat. For non-combat experience, the

rewards listed are per character. Give all characters

in the party non-combat experience awards unless

otherwise noted.

Combat Awards Name of Foe XP per Foe

Ice Cat 50

Fire Stirge 25

Non-Combat Awards Task or Accomplishment XP per Character

Survive the icy slope and icicles 25

The minimum total award for each character

participating in this adventure is 75 experience

points.

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

Fire opals 250

Potion of Healing Potion, common

A description of this item can be found in the basic

rules or the Player’s Handbook.

Story Awards

Characters have the opportunity to earn the following

story awards during this adventure. This award is

only earned if the characters voluntarily enter the

mists at the end of the mission. This award prevents

them from participating in any unaccomplished

missions.

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.

Downtime

Each character receives five downtime days at the

conclusion of this mini-adventure.

DM Rewards

You receive 100 XP, 50 gp, and five downtime days

for each session you run of this mini-adventure.

Page 14: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 14

Appendix: Monster/NPC

Statistics

Ice Cat Medium beast, unaligned

Armor Class 12

Hit Points 13 (3d8)

Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA

14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2)

Skills Perception +4, Stealth +6

Damage Vulnerabilities fire

Damage Resistances cold

Senses passive Perception 14

Languages —

Challenge 1/4 (50 XP)

Ice Walk. The ice cat can move across and climb icy

surfaces without needing to make an ability check.

Additionally, difficult terrain composed of ice or snow

does ’t ost e tra o e e t. Keen Smell. The ice cat has advantage on Wisdom

(Perception) checks that rely on smell.

Pounce. If the ice cat moves at least 20 feet straight

toward a creature and then hits it with a claw attack on

the same turn, that target must succeed on a DC 12

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.

Fire Stirge Tiny beast, unaligned

Armor Class 14 (natural armor)

Hit Points 2 (1d4)

Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA

4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)

Damage Vulnerabilities cold

Damage Resistances fire

Senses darkvision 60 ft., passive Perception 9

Languages —

Challenge 1/8 (25 XP)

Actions

Blood Drain. Melee Weapon Attack: +5 to hit, reach 5

ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and

the fire stirge attaches to the target. While attached, the

fire stirge does ’t atta k. I stead, at the start of ea h of the fire stirge’s tur s, the target loses 1d + hit points due to blood loss.

The fire stirge can detach itself by spending 5 feet of

its movement. It does so after it drains 10 hit points of

blood from the target or the target dies. A creature,

including the target, can use its action to detach the fire

stirge.

Flare (Recharge 6). The fire stirge exhales fire that fills a

5-foot square adjacent to it. A creature in that area must

make a DC 10 Dexterity saving throw, taking 5 (2d4) on a

failed save, or no damage on a successful one.

Page 15: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 15

Appendix: The Frozen Cave

Map

Page 16: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 16

Page 17: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 17

Page 18: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 18

Mission 2: Coins The merchant whose gems were stolen, an elf called

Agrae, gives the characters directions, provided by

the magical ring that lets him keep track of his more

valuable and portable merchandise. Those directions

take the characters into the eastern-most reaches of

Glumpen Swamp approximately a day-and-a-half

away by foot.

The characters can follow a clearly marked trail,

made even more traversable by the frozen ground,

which is normally swampy here. Signs of recent travel

score the trail, which ends in a clearing. Have the

characters attempt a DC 13 group Wisdom

(Perception) check. If half or more succeed, they are

able to hear a conversation before they move into the

clearing.

The Coins

This suit represents avarice, desire, gluttony, obsession,

wealth, poverty, charity, merchants, roguish classes, stealth,

disguise, and air.

If they made the check, read:

As you are about to step into a clearing, you hear voices

speaking in Common. "I was promised more than this," says a

melodious, lilting voice. "I don't think I can part with the

merchandise for this paltry amount."

A deeper voice, heavily accented, answers angrily. "The

gems are worth more than we agreed to. You assured us that

we had a deal."

From the frost-covered underbrush of the swamp, you see

two parties conversing in the clearing. The first is a human

male matching the description of the Gur named Rilynin. He

holds a box of gems low, allowing a gnome clad in an

abundance of furs to study the contents. She sniffs disdainfully

as she runs a finicky finger through the box. Behind her, four

humans dressed in chainmail and wielding spears watch the

exchange with stoic and bored expressions.

If the characters failed the group Perception check, or

if they choose not to hide and simply enter the

clearing, read this text instead:

The trail you follow opens into a clearing. As you emerge, you

see that the it is already occupied. A human male matching

the description of the Gur named Rilynin holds a box of gems

out to a female gnome clad in exquisite furs. Four humans

dressed in chainmail level spears in your direction as you enter

the clearing.

A. The Deal Completed

If the characters do not interfere, the two parties

negotiate. Finally, the gnome, a dealer in stolen goods,

accepts the offer. She takes the gems and presents a

box in return. The box contains twenty vials of holy

water (although only two of them are real, the rest

are just water).

Once the trade is made, the two parties pack up and

go their separate ways. However, before they can

leave the clearing, a veritable army of blights attack.

Proceed to Blight Barrage, below.

B. The Deal Interrupted

Light. This clearing is brightly lit by a number of

lanterns on Churly's cart.

If the characters enter the clearing, or if they choose

to interrupt the deal, they must interact with the

parties.

A DC 10 group Dexterity (Stealth) check allows the

characters a surprise round if they choose to attack

without announcing themselves.

If they enter the clearing but do not attack

immediately, the gnome speaks to the characters

casually:

"I didn't expect a party in such a remote location! How

wonderful! Alistair, bring some brandy for our guests. My

name is Churly Pinket. What brings you into the cold swamp,

my friends?"

Rilynin falls silent and lets Churly do the talking.

Churly plays the innocent merchant for as long as she

can. If the characters accuse Rilynin of stealing the

gems, Churly acts surprised and claims that she knew

nothing about it. She is only an honest merchant, she

says, who was told that holy water was needed by an

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 believe her story, or even just

don't want to bother trying to capture her, she is

happy to just hand over Rilynin to them without a

fight. Before Churly and her guards can leave,

however, the entire group is set upon by blights (see

Blight Barrage, below).

The characters might decide to attack first. If that is

the case, both Rilynin and Churly hide, allowing the

four guards to take care of the nasty business of

fighting. Both Rilynin and Churly have an AC of 10

and 5 hit points. They do not participate in combat.

Page 19: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 19

Tactics The guards fight to subdue the characters rather than

kill them—something the players should be made

aware of. After one of the guards are defeated, the

others surrender.

Developments If, by the fifth round of combat, the characters are still

fighting the guards, blights attack (see Blight Barrage,

below) begins.

Treasure

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Weak party: Remove a guard.

Strong or very strong party: Add a guard.

XP Award If the characters treat peacefully with Churly and his

guards and avoid combat, award each character

25 XP.

Blight Barrage

The timing of the blight attack depends on when the

DM thinks it makes the most sense. Consider the

following when making that decision:

When would the attack add most to the fun of the

game for the players?

When the flow of the game starts to stall or get

awkward, would the attack keep things moving?

When would the attack be best to challenge a

strong party or help a weak party?

At whatever point the DM deems appropriate, a loud

rustling begins within the thick foliage around the

clearing. Rather than a Wisdom (Perception) check,

an adventurer can make a DC 10 Intelligence (Nature)

to recognize that some of the plants on the edge of the

clearing are not native to the area and possibly not

native to Faerûn. And they are moving closer. This

avoids surprise for any adventurer making the check.

From all around the clearing emerge several

blights: two vine blights and three needle blights.

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.

Provided the guards are still alive, their priority is

defending Churly. However, as an action, a character

may be able to urge the guards to help defeat the

blights rather than flee. Any character attempting to

enlist the aid of the guards must succeed on a DC 13

Charisma (Persuasion) check. If the characters killed

any of the guards the check is made with advantage. If

the characters spared all of the guards or interacted

with the guards peacefully, consider allowing the

check to be made with advantage or succeed

automatically in the case of exceptional roleplaying.

Developments Upon defeating the guards, Churly asks the characters if they’re interested in completing the transaction. )n exchange for the box of gems, the characters receive a

box containing a number of vials. Of them, only two

contain actual holy water. If they do not acquiesce to Churly’s offer, the characters are instead able to take possession of the box of gems (see the treasure

section in The Trip Home, below).

While normally, any experience earned during an

encounter would be divided by all participants in the

encounter (in this case both the characters and the

guards), however in this case, only divide the

experience among the characters.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very Weak or weak party: Remove a vine blight. The

guards attack the blights, even if the characters did not

persuade them to help.

Strong or very strong party: Add a vine blight and a needle

blight. The guards are less likely to attack the blights.

XP Award If the characters successfully convince the guards to

help them, award each character 25 XP.

The Trip Home

Rilynin, once he sees the dangers present in the

swamp, does not fight or try to escape from the

characters. He happily goes back with them. As they

travel, he explains why he stole the gems:

Page 20: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 20

"You must understand. A great danger threatens this land, and

it is already too late for you and me. My family needed the

holy water that the gnome offered, and her price was the box

of gems. She told us exactly where the merchant would be,

and how we could steal the gems. She even arranged this

meeting place. I must get back to my Sybil so we can prepare

for the crossing over."

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 they’ve done. If the characters keep the gems for

themselves, each characters earns the Aya Knows

What You 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, they can’t return to Faerûn.

Any character that fully enters the mists earns the

The Demiplane of Dread story award.

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.

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.

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

Page 21: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 21

Rewards Make sure the players note their rewards on their

adventure log sheets. Give your name and DCI

number (if applicable) so players can record who ran

the session. If you are playing all of the missions as a

single adventure, or playing multiple missions in one

session, you can wait and give the rewards for all

missions played at the end of the session.

Experience

Total up all combat experience earned for defeated

foes and divide by the number of characters present

in the combat. For non-combat experience, the

rewards listed are per character. Give all characters

in the party non-combat experience awards unless

otherwise noted.

Combat Awards Name of Foe XP per Foe

Guard 25

Needle Blight 50

Vine Blight 100

Non-Combat Awards Task or Accomplishment XP per Character

Avoiding a fight with the guards 25

Convince Guards to Help 25

The minimum total award for each character

participating in this adventure is 75 experience

points.

The maximum total award for each character

participating in this adventure is 100 experience

points.

Treasure

The characters receive the following treasure, divided

up among the party in accordance with the rules set

forth in the D&D Adventurers League Player's Guide.

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.

Vial of Holy Water A description of this item can be found in the Player’s Handbook.

Treasure Awards Item Name GP Value

Merchant's reward 250

--OR--

Merchant's gems 250

Story Awards

Characters have the opportunity to earn the following

story awards during this adventure. This award is

only earned if the characters voluntarily enter the

mists at the end of the mission. This award prevents

them from participating in any unaccomplished

missions.

Aya Knows What You Did. At some point during the adventure, you kept something valuable that didn’t belong to you, and a rather powerful mage found out.

Returning the gems (or their equivalent value)

removes this story award. This may have implications

in future adventures.

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.

Downtime

Each character receives five downtime days at the

conclusion of this mini-adventure.

DM Rewards

You receive 100 XP, 50 gp, and five downtime days

for each session you run of this mini-adventure.

Page 22: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 22

Appendix: Monster/NPC

Statistics

Needle Blight Medium plant, neutral evil

Armor Class 12 (natural armor)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 12 (+1) 13 (+1) 4 (−3) 8 (−1) 3 (−4)

Condition Immunities blinded, deafened

Senses blindsight 60 ft. (blind beyond this radius),

passive Perception 9

Languages u dersta ds Co o ut a ’t speak

Challenge 1/4 (50 XP)

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 6 (2d4 + 1) piercing damage.

Needles. Ranged Weapon Attack: +3 to hit, range 30/60

ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Vine Blight Medium plant, neutral evil

Armor Class 12 (natural armor)

Hit Points 26 (4d8 + 8)

Speed 10 ft.

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

this grapple ends, the target is restrained, and the blight

a ’t o stri t a other target. Entangling Plants (Recharge 5–6). Grasping roots and

vines sprout in a 15-foot radius centered on the blight,

withering away after 1 minute. For the duration, that

area is difficult terrain for nonplant creatures. In

additio , ea h reature of the light’s hoi e i that area when the plants appear must succeed on a DC 12

Strength saving throw or become restrained. A creature

can use its action to make a DC 12 Strength check,

freeing itself or another entangled creature within reach

on a success.

Guard Medium humanoid (any race), any alignment

Armor Class 16 (chain shirt, shield)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2

Senses passive Perception 12

Languages any one language (usually Common)

Challenge 1/8 (25 XP)

Actions

Spear. Melee or Ranged Weapon Attack: +3 to hit, reach

5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1)

piercing damage.

Page 23: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 23

Appendix: The Meeting

Map

Page 24: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 24

Mission 3: Swords The trail of Kehkim is easy to follow, as the characters

know he was heading in the direction of the ruins of a

long-dormant stronghold, and travelers in the area

witnessed his reckless drive in that direction less

than a day before.

Swords

This suit represents aggression, violence, martial classes,

government, leaders, sadism, brutality, and earth.

When the characters arrive within sight of the ruins,

read:

The path takes you further up into the hills of Thar and

eventually above the fog where a powerful sight greets you:

the ruins of a two-story stone fortress rests atop a bluff. Much

of the second story of the fortress is a crumbling ruin, but the

outer walls are intact. A large stone ramp leads up to the main

gate, but the gate doors are no longer intact.

Further ahead, a group of orcs wheels a cart up the ramp

and into the stronghold. Although you are still an hour's march

away, you are able to see a human form being carried into the

fortress. Your quarry may have been captured by orcs!

Before the characters can get to the ramp leading into

the fortress, they must contend with guards.

Advance Guard

On the path leading to the fortress, a pair of orcs hide

in the bushes near some snare traps. Any characters

that a passive Perception of 13 or higher notices the

snares on the path when 30 feet away. Characters

with a passive Perception of 15 or higher notice the

orcs.

Snare Traps Any creature who is 5 feet away from the trap must

make a DC 15 Dexterity saving throw. On a success

they avoid the trap. On a failed save, the adventurer is

snared and hoisted 10 feet into the air. The character

is restrained until freed.

Freeing the adventurer can be done in a variety of

ways:

A character may use an action to free a snared adventurer with a set of thieves’ tools and a successful DC 15 Dexterity check.

Deal a total of 5 damage to the rope with an AC of

10 (immune to poison and psychic damage,

vulnerable to fire and slashing damage).

Other methods at the discretion of the DM.

Unless precautions are taken, a released creature

takes 3 (1d6) bludgeoning damage from the fall.

If the characters avoid the snares, they may still

come into play during the combat. If the snare is

detected, make the characters aware of the squares

that contain a snare, and allow them to try to

maneuver the orcs into those squares or be pushed

into them themselves.

Tactics The orcs are cowards and resentful, forced this task

by stronger members of their tribe. If no characters

are ensnared and one orc falls then the other turns

tail and runs away into the hills, never to be heard

from again.

Developments The orcs have only their weapons and armor, except

one of the orcs carries a piece of paper. On the paper

are various words written in both Goblin and Orc.

These are calls and responses for patrolling and

guarding. These may be useful to the characters when

they infiltrate the stronghold. For example, there are

codes to shout out when you approach, when your

area is all clear, when help is needed, etc.

It is also possible that the characters might keep a

captive orc to gather information or demand help

infiltrating the fortress. To see how useful captured

orcs are, allow the characters to make a Charisma

(Intimidation or Persuasion):

If the result is less than 10, the orcs promise to help

but betray the characters at the worst possible

time.

If the result is between 10 and 15, the orcs provide

information and assistance, but betray the

characters if it looks like the characters are weaker

than the orc forces they face.

If the result is more than 15, the orcs help the

characters until all the characters are dead or

captured.

XP Award If the characters detected the snares without setting

them off, award each character 25 XP.

Treasure One of the orcs carries around a magnifying glass that

she looted from a merchant she killed. She doesn't

understand its value, but she likes how it makes her

eyes look big. From the right buyer, it fetches 125 gp.

Page 25: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 25

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Weak party: Replace the orcs with 3 goblins, and lower the

DC to avoid the snare to 10.

Strong or very strong party: Add two goblins.

Raven at the Gates

When the characters arrive at the foot of the ramp,

read:

A 20-foot-wide, 200-foot-long stone ramp leads from this

point steeply upward onto the plateau that holds the fortress.

Off either side of the ramp, a steep ravine falls away into mist.

While it is impossible to tell the depth, it is unlikely anything

could survive the fall.

From your vantage, you do not see any lookouts along the

walls or at the ruined front gate. No movement at all is

apparent, except for a circling raven. As you watch, the raven

circles for a final time and then descend toward you.

The raven is called Esselios (AC 12, 1 hit point), and it

was once a familiar for a wizard captured by orcs

here long ago. Its master died, but Esselios survived,

vowing to never let anyone else die at the hand of the

orcs within the ruins.

If the characters attempt to attack it, the raven

shrieks "NO!" and attempts to land near them. If the

characters allow it to approach, Esselios speaks:

"Many orcs! Ogres! A giant! Human in cage! Human in cage!

Brought weapons on cart!"

The raven speaks in short, squawking phrases,

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

the fortresses. Over the last several weeks, many orcs

and other monstrous humanoids have come to the

fortress as some sort of war council. Other creatures

have come as well.

Esselios can also provide reconnaissance

information: all of the creatures are currently in the

chambers beneath the stronghold, except for 2 orcs

(or see Adjusting the Encounter sidebar) that guard

the prisoner and the wagon full of weapons. If the

characters act quickly, they can dispatch the orcs and

free the prisoner without alerting the hundreds of

creatures in the fortress.

XP Award If the characters put Esselios to work scouting the

fortress, award each character 25 XP.

The Courtyard

As the raven promised, the ramp is safe to traverse

with no chance of being seen. When the characters

arrive at the top and look into the courtyard, 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

now detached and fallen, the area stands open.

Beyond the area is a courtyard, open to the sky. Much of

the grounds are covered in rubble from the walls of the ruined

fortress, although a cage has been erected in the east (where

the #6 is on the map). A middle-aged human is slumped in the

cage, his hands and feet bound with rope. To one side of the

courtyard is a horse attached to a cart, within which a variety

of weapons are piled. Two orcs are inside of the cart—rummaging noisily through its contents.

The two orcs are engrossed by the weapons and are

not paying attention to the gates or the prisoner.

Characters who understand Orc hear them arguing

about who is going to get the sharpest axe and who is

going to kill the most enemies. Consider their passive

Perception to be 8 unless they are disturbed or

attacked.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Weak party: Replace an orc with a goblin, and replace the

orog with an orc.

Strong or very strong party: Add an orc.

Tactics If the characters befriended Esselios, he uses the

Help action by flitting around the orcs, pecking at her

eyes. The orcs do not target it; they focus their attacks

on the characters.

Help (Action)

You can lend your aid to another creature in the completion o

f a task. When you take the Help action, the creature you aid

gains advantage on the next ability check it makes to perform

the task you are helping with, provided that it makes the check

before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a

creature within 5 feet of you. You feint, distract the target, or

i so e other a tea up to ake our all ’s atta k ore

Page 26: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 26

effective. If your ally attacks the target before your next turn,

the first attack roll is made with advantage.

Freeing Kehkim The lock on the cage holding Kehkim is rudimentary, requiring a DC Dexterity check made with thieves’ tools. It can also be smashed with a DC 10 Strength

check, but that alerts the guards.

Kehkim is conscious, but woozy. He has an AC of 10

and 2 hit points remaining. His movement is 20 if he

must move on his own. If he is healed, his movement

of 30 feet is restored.

If freed, Kehkim tells the characters a story that

might sound familiar if they've played the other

missions: he stole the weapons and delivered them to

the orcs for a reason. His daughter Sybil has visions of

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, they can’t return to Faerûn.

Any character that fully enters the mists earns the

The Demiplane of Dread story award.

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.

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.

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

Page 27: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 27

Rewards Make sure the players note their rewards on their

adventure log sheets. Give your name and DCI

number (if applicable) so players can record who ran

the session. If you are playing all of the missions as a

single adventure, or playing multiple missions in one

session, you can wait and give the rewards for all

missions played at the end of the session.

Experience

Total up all combat experience earned for defeated

foes and divide by the number of characters present

in the combat. For non-combat experience, the

rewards listed are per character. Give all characters

in the party non-combat experience awards unless

otherwise noted.

Combat Awards Name of Foe XP per Foe

Goblin 50

Orc 100

Orog 450

Non-Combat Awards Task or Accomplishment XP per Character

Detecting the snares 25

Employ Esselios in Scouting 25

The minimum total award for each character

participating in this adventure is 75 experience

points.

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

Magnifying Glass 125

Kehkim's Earrings 125

Story Awards

Characters have the opportunity to earn the following

story awards during this adventure. This award is

only earned if the characters voluntarily enter the

mists at the end of the mission. This award prevents

them from participating in any unaccomplished

missions.

A Fine, Feathered Friend. Having befriended the

strange raven Esselios, if you are capable of casting

find familiar you may take the talkative raven in that

role. In addition to the other benefits of having a

familiar, Esselios offers the following:

His Intelligence is 4 (-3) and he can speak Orc and

Elvish in addition to Common.

He grants advantage on checks regarding Orc

history, religion, and culture.

He sometimes gets moody and petulant, muttering

to himself in a language no one understands—even

through the use of comprehend languages.

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.

Downtime

Each character receives five downtime days at the

conclusion of this mini-adventure.

DM Rewards

You receive 100 XP, 50 gp, and five downtime days

for each session you run of this mini-adventure.

Page 28: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 28

Appendix: Monster/NPC

Statistics

Orc Medium humanoid (orc), chaotic evil

Armor Class 13 (hide armor)

Hit Points 15 (2d8 + 6)

Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0)

Skills Intimidation +2

Senses darkvision 60 ft., passive Perception 10

Languages Common, Orc

Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the orc can move up to

its speed toward a hostile creature that it can see.

Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 9 (1d12 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit,

reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +

3) piercing damage.

Goblin Small humanoid (goblinoid), neutral evil

Armor Class 15 (leather armor, shield)

Hit Points 7 (2d6)

Speed 30 ft.

STR DEX CON INT WIS CHA

8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)

Skills Stealth +6

Senses darkvision 60 ft., passive Perception 9

Languages Common, Goblin

Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or

Hide action as a bonus action on each of its turns.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range

80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Orog Medium humanoid (orc), chaotic evil

Armor Class 18 (plate)

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.

Page 29: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 29

Appendix: The Advance

Guard

Page 30: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 30

Appendix: The Courtyard

Page 31: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 31

Mission 4: Glyphs The oldest Gur, Ozzcar, cursed the cook's assistant,

stole some rare herbs and plants from the inn's

pantry, and was seen entering the Quivering Forest.

Glyphs

This suit represents aggression, violence, martial classes,

government, leaders, sadism, brutality, earth

No one can figure out how the Gur cursed the man, so

the characters are asked to bring him back to heal the

victim.

The Quivering Forest is rife with danger at the best of times,

and the aura of strangeness that permeates the land only

makes the forest more terrifying. The eerie silence of the

forest is broken when squirrels with ragged fur hurl rotted

acorns and screech at you from treetops.

Rolling mists pass over low the underbrush, seeming to

make it move of its own accord. The creaking of trees in the

wind sounds like low laughter. You know you are being

watched. You're just not sure by whom. Or hat…

Mad Elves

Light. Because of the forest canopy and mist, this

area is dimly lit.

Before too much time passes, three elf scouts and

four cooshee (mastiffs) emerge from the underbrush.

The elves have longbows drawn and trained on the

characters. They insist the adventurers, being

trespassers in the Quivering Forest, must drop their

weapons and surrender or be killed. A character

succeeding at a DC 10 Intelligence (History) check

recognizes the elves as those residing in Greenhall, an

elven encampment within the Quivering Forest.

These elves have been corrupted by the mist, and

they are only trying to get the characters to drop their

weapons to make the battle easier. A DC 10 Wisdom

(Insight) check reveals that the elves are likely to

attack even if the characters surrender—perhaps an

effect of the unusual mists in the area.

Cooshee

Also called an elven hound, these huge, long-lived dogs are

often found in the company of elves. A cooshee has a greenish

coat, mottled with brown patches.

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.

A DC 10 Wisdom (Nature) check also reveals

something interesting: The elves’s dogs look as if they

are ill at ease with the elves; the animals sense the

unnatural force that has turned the elves into

mindless killers. During the battle, a character can use

an action to attempt a DC 10 Wisdom (Handle

Animal) check to convince one cooshee to change

sides and attack the elves instead. If the check is at

least DC 5, the cooshee stops attacking but does not

attack the elves unless a further DC 10 check is made.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Weak party: Remove an elf scout.

Strong or very strong party: Add an elf scout.

Developments At the conclusion of the battle, trying to question the

elves is fruitless. They keep talking about the new

master who is coming, and they seem as rabid as mad

dogs.

Even if the cooshee are handled and fight against

the elves, at the end of the battle they run off, fleeing

the area out of fear.

Treasure Each of the elves wears a pendant made of a rare,

purple wood. The wood is not from a tree that any

adventurer can recognize. The pendants can be sold

for a total of 125 gp.

XP Award If the characters persuade the cooshee to assist them

against the elves, award each character 50 XP.

I Dream of Jeny

Shortly after the battle concludes (and the characters

take a short rest if they wish), they hear more noises

in the woods.

An old woman steps out of the forest into the path. She wears

a simple, floral-print dressing gown--its hemline soaked with

mud. Small, black eyes set into her wrinkled face gleam with

wicked humor. Behind her, tethered to a leather leash, is an

ancient human fitting the description of your quarry, Ozzcar.

The crone tugs on the leash, nearly pulling the old man off his

feet.

Page 32: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 32

"So much strangeness," whispers the woman, shaking her

head, "and now this. A simple woman of the woods cannot go

out for a stroll without encountering strange old men and

passing ruffians."

The old woman is Jeny Greenteeth (DDEX1-08 Tales

Trees Tell), a green hag infamous in the Quivering

Forest. She wears the guise of an old woman, but she

is quite powerful. A character that succeeds on a DC 3 )ntelligence (istory check recalls the hag’s name as that of one of the dark fey that entered into a pact

of protection with the town of Phlan long ago.

Roleplaying Jeny Greenteeth

Jeny Greenteeth is the living and breathing personification of

hate and malice. She loathes humanity with every fiber of her

being and lives to make it miserable. However, she is an

exceptional actor and plays the sweet, doting grandmother to

a T. Only when she is certain that her audience is not receptive

to her act does she break character and reveal her true form

and demeanor.

Quote: "Hush now dearie, or I'll carve out your eyes, too."

If the characters converse with her, she tells them the

following:

Her name is Jeny, and she has had strange dreams

for the last few weeks—dreams of darkness and

mist. Love and lost love. Terrible things that woke

her in a start. The dreams made her decide to walk

through the woods today, trying to figure out why

everything felt so strange. She ran into this man,

who was trespassing in her territory. He claims to

be called Papa, but I can see the name Ozzcar

burned into his heart.

Ozzcar has been telling Jeny the most wonderful

stories about his granddaughter Sybil, who has the

gift of second sight. She says that a great evil is

coming. [Jeny cackles a little at this.]

Ozzcar offered Jeny some rare herbs and plants that

can be used as spell components if Jeny would

agree to protect Ozzcar's family when the evil

comes, but Jeny isn't in need of any herbs right

now.

If the characters ask Jeny to surrender Ozzcar to

them, Jeny politely declines. After a moment’s thought, however, she reconsiders. If the characters

bring her the heart of a golden elk of the Quivering

Forest, she will gladly give them the old Gur.

If any characters that might be ethically or morally

opposed to killing a wild animal, Jeny informs the

characters that the elves have lost all interest in

hunting them and they are growing abundant in

number. Culling their number is necessary to keep

the forest in good health.

In exchange for this service, Jeny informs the

characters that finding sufficiently powerful people

to casts spells for them will be difficult here and

that she can fill that void.

At this point the characters have a choice: They can

either fight Jeny or go kill the elk. If Jeny gets the

impression that the characters are likely to attack, she

smiles and warns them that it would be a foolish

decision. Consider adding thematic elements like the

area growing dim in response to her thinly-veiled threats or simply her suggesting that she is not what

you should truly be worried about here, dearie.

Fighting Jeny Jeny is a fearsome opponent for a 1st-level party.

They do not have to defeat her completely to win and

neither does she particularly want to kill the

characters. If she is reduced below 20 hit points, she

uses her invisible passage ability to disappear; leaving

Ozzcar to the characters. If she reduces a character to

0 hit points, she does not kill the character; she

instead knocks the character unconscious.

Even if the characters manage to kill her, the hag

does not stay dead long—the mists have plans for

Jeny.

The Elk

If the characters agree to bring Jeny the heart of a

golden elk, she tells them that they don't have to

wander far to find them. She points north and says

the characters can pick up tracks there:

Before long, you find the old woman was right. You easily find

the tracks of a herd of elk in the frosty forest ground.

Following the trail, you soon come upon a shady glen,

where 5 elk with gold-colored hide and fur drink from an icy

stream.

The five elk can be surprised if the characters

succeed at a group DC 10 Dexterity (Stealth) check. If

successful, the characters are able to notice that one

of them is ill or injured without the need for an

Intelligence (Nature) check.

One of the elk is dying, its body succumbing to a

plague brought in with the mist: a DC 11 Wisdom

(Medicine or Nature) check reveals this. Knowing

this, the characters might be able to come up with a

plan to separate the sick one from the rest, thus

Page 33: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 33

avoiding a deadlier fight and putting the creature out

of what would be a miserable death.

The DM should use the best discretion when

figuring out if that plan works. Use DC 10 as a base for

any skill checks the characters might use in carrying

out that plan.

Otherwise, if they make a frontal assault, the

adventurers find themselves facing the full might of

angry elk.

Treasure The coat of a golden elk is valuable, but there isn’t much of a market for it, so while they can skin any

dead elk, they are able to fetch only 125 gp for the

pelts—regardless of how many they try and sell.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Weak party: Remove an elk.

Strong or very strong party: Add an elk.

Traveling Home

Once the characters take possession of Ozzcar, either

by defeating Jeny or making the trade for a golden elk

heart, the old man has much to say:

His granddaughter Sybil has seen the future of this

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.

Ozzcar didn’t curse the cook’s assistant. (e was, however, drugged. He admits to having to giving

him far too much, however; this is likely to blame for his victim’s current state. Ozzcar tells the characters that Sybil has gone into

hiding until all of the Gur return 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

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, they can’t return to Faerûn.

Any character that fully enters the mists earns the

The Demiplane of Dread story award.

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.

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.

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

Page 34: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 34

Rewards Make sure the players note their rewards on their

adventure log sheets. Give your name and DCI

number (if applicable) so players can record who ran

the session. If you are playing all of the missions as a

single adventure, or playing multiple missions in one

session, you can wait and give the rewards for all

missions played at the end of the session.

Experience

Total up all combat experience earned for defeated

foes and divide by the number of characters present

in the combat. For non-combat experience, the

rewards listed are per character. Give all characters

in the party non-combat experience awards unless

otherwise noted.

Combat Awards Name of Foe XP per Foe

Mastiff 50

Elf Scout 25

Jeny Greenteeth 700

Elk 50

Non-Combat Awards Task or Accomplishment XP per Character

Persuade the cooshee to help 50

The minimum total award for each character

participating in this adventure is 75 experience

points.

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

Elk Pelt 125

Pendants 125

Potion of Healing Potion, common

A description of this item can be found in the Player’s Handbook.

Story Awards

Characters have the opportunity to earn the following

story awards during this adventure. This award is

only earned if the characters voluntarily enter the

mists at the end of the mission. This award prevents

them from participating in any unaccomplished

missions.

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.

Downtime

Each character receives five downtime days at the

conclusion of this mini-adventure.

DM Rewards

You receive 100 XP, 50 gp, and five downtime days

for each session you run of this mini-adventure.

Page 35: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 35

Appendix: Monster/NPC

Statistics

Elf Scout Medium humanoid (elf), neutral

Armor Class 14 (leather armor)

Hit Points 13 (3d8)

Speed 35 ft.

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +4

Senses darkvision 60 ft., passive Perception 13

Languages Common, Elvish

Challenge 1/4 (50 XP)

Fey Ancestry. The elf scout has advantage on saving

throws against being charmed, and magic cannot put it

to sleep.

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.

Mastiff Medium beast, unaligned

Armor Class 12

Hit Points 5 (1d8 + 1)

Speed 40 ft.

STR DEX CON INT WIS CHA

13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)

Skills Perception +3

Senses passive Perception 13

Languages —

Challenge 1/8 (25 XP)

Keen Hearing and Smell. The mastiff has advantage on

Wisdom (Perception) checks that rely on hearing or

smell.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 4 (1d6 + 1) piercing damage. If the target is a

creature, it must succeed on a DC 11 Strength saving

throw or be knocked prone.

Page 36: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 36

Green Hag Medium fey, neutral evil

Armor Class 17 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 30 ft.

STR DEX CON INT WIS CHA

18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

Skills Arcana +3, Deception +4, Perception +4, Stealth +3

Senses darkvision 60 ft., passive Perception 14

Languages Common, Draconic, Sylvan

Challenge 3 (700 XP)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag’s i ate spell asti g a ilit is Charisma (spell save DC 12). She can innately cast the

following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and

humanoid voices. A creature that hears the sounds can

tell they are imitations with a successful DC 14 Wisdom

(Insight) check.

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.

Elk Large beast, unaligned

Armor Class 10

Hit Points 13 (2d10 + 2)

Speed 50 ft.

STR DEX CON INT WIS CHA

16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2)

Senses passive Perception 10

Languages —

Challenge 1/4 (50 XP)

Charge. If the elk moves at least 20 feet straight toward

a target and then hits with a ram attack on the same

turn, the target takes an extra 7 (2d6) damage. If the

target is a creature, it must succeed on a DC 13 Strength

saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one prone target. Hit: 8 (2d4 + 3) bludgeoning damage.

Page 37: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 37

Appendix: The Quivering

Forest Map

Page 38: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 38

Mission 5: Mists Only those characters that have completed all of the

previous four missions should participate in this

mission.

Once the adventurers have completed the first four

missions successfully, they should have returned to

the Crossing Inn along with the four Gur—Hricu,

Rilynin, Kehkim, and Ozzcar. The Gur apologize to

everyone and give the same reasoning for their

crimes that they gave the characters: something

terrible is coming to Phlan, and they were hoping to

bargain with certain powers in the area to gain

assistance when the worst happens.

Mists

This card represents mysteries, the unexpected, surprising

future, and an unexpected voyage or odyssey

Once the four are in the same place, Sybil returns to

the inn:

The ever-present mist gets thicker and thicker as the minutes

pass. Then the fog closes in on the tavern itself, inching forth

as slowly and as surely as death itself. As the mist touches the

tavern windows, the door opens to reveal a Gur woman. She is

still a relatively young woman. She wears a plain white blouse

and multicolored, flowing skirts. Her black hair is wind-tousled

as her blue eyes frantically and feverishly search the room.

The words "We've arrived," slip from her lips as she

collapses.

She is uninjured, and she awakens soon after her

collapse. If her family is present, they get her into a

comfortable position until she regains her senses.

When she does, she speaks to her family is a strange

language (Gur). Those with the ability to understand

picks up the gist of the conversation: She wants to

know if they succeeded in their missions, and they tell

her they did not.

General Features Visibility. The fog heavily obscures any creature

within it.

The Crossing Inn

As the happenings in the tavern unfold, the characters

are called upon to be heroes outside:

"HELP!" comes a scream from outside. Through the window,

you see the fog has thinned in patches, giving you a view of a

young boy. He emerges from the mist, moving as quickly as his

short legs can take him. He hesitates a moment and looks

back, calling out "Mama, where are you?" In his hands, he

clutches a marionette of a toy soldier tightly.

Within the fog, a hazy form passes boy, barely a blur, and

then the boy is simply gone. You hear more screaming as a

terrified-looking woman emerges from the mist. She is looking

into the air and waving her arms.

Four giant bats have arrived from Barovia, and they

are in search of some food in the form of children.

They swoop in and out of the fog, attacking prey with

their sharp fangs. Remember that creatures make their attack rolls against targets that can’t see them with advantage.

The bats also squeak, chirp, and shriek as they fly

through the fog and should serve as a clue for the

characters to try and use the trumpet (see below).

If the characters choose to act, they can be out of

the inn in a round. The woman, Grancie Plumm, was

caught in the mist and is trying to get herself and her

three children to the safety of the inn. However, she

was separated from one of her children, Quiver, who

vanished into the fog.

In the fog, along with Grancie, are two of her

children: Ogvirth and Biddie. When combat begins,

Grancie and her two children are split up. The two

children are each in a separate patch of fog.

Sybil and the other Gur remain safely in the inn.

They flee if confronted with danger.

The Trumpet One of the children carries a trumpet which can be

used to disrupt the bats' echolocation. If the

adventurer uses an action to sound the trumpet, all

bats within 30 feet of the trumpet are deafened until

the end of their next turn. This can be done in

consecutive rounds. If the bats are deafened while

within a patch of fog, they are blinded and land at the

beginning of their turn.

Tactics The giant bats use the areas of fog to cloak their

movements. They swoop past the children and focus

their attention on the characters once combat begins.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Page 39: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 39

Weak party: Remove a giant bat.

Strong or very strong party: Add a giant bat.

Developments After the characters have defeated the bats, they can

bring the Plumms into the tavern, although Grancie

has to be dragged because she wants to go find her

son, Quiver.

The Crossing Over

After the battle, if the characters are about to run

after the boy, the people at the Crossing Inn call them

back before they can go. They say that Sybil wishes to

speak to them before they leave.

With the family safe inside the inn, but the youngest son taken

by the bats, Sybil speaks to you. Her voice, having been so soft

up to this point, hardens.

"The boy is important, I have seen. Or something about him.

Something he is, or something he carries. I must go with you

as you search for him."

The Rasia family tries to convince Sybil to stay put,

and when she refuses, they insist on joining her. She

tells them that she has seen the future, and for now

they must stay safely at the inn.

The adventurers and Sybil can now head into the

mist, in search of Quiver. Sybil follows her second

sight, leading the party down a path that leads toward

a wooded area. After about 20 minutes of travel, she

stops:

Sybil stops and peers into the mist. The o is ear, she

breathlessly whispers.

As she says the words, two human figures edge out of the

deepest mist into your view. They walk slowly and carefully, as

if not quite sure where they are. As they draw closer, you are

able to see empty eye sockets, feral mouths, and sharp, jagged

fingernails. The haunting semblance of a grin plays across its

face, and you see that the creature drags a young boy behind

him by the ankle.

Tactics The two mist zombies are controlled by the mist

itself, and they do not harm the boy or Sybil, as the

mist wants both alive. They go after the characters,

however, with the full force of their undead fury.

Treasure Searching the zombie bodies reveals they are dressed

as average farmers, but their clothing is just a bit

strange, not what farmers in the Moonsea area would

wear. Instead, they are wearing heavy, fur-lined

clothing—akin to something you’d wear in a heavy winter.

In their pockets, the creatures carried a variety of

trinkets and coins. None of the coins are of a

recognizable mint. The coins are each stamped with a

crowned raven clutching a sword on one side and an

animal (wolves for gold, ravens for silver, and rats for

copper) on the other. The total worth of the trinkets

and coins is 250 gp.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Weak party: Replace a mist zombie with a zombie.

Strong or very strong party: Add a mist zombie.

Treasure Once the boy has been rescued, Sybil draws close and,

after surveying the scene, reluctantly gives the

characters a spell scroll of protection from good and

evil.

Into the Mists

Sybil becomes very distressed as time passes. Her

skin pales and she finally is forced to sit. She begins

talking in a voice not her own:

The mists have come to take us all

Into a place of great darkness.

Evil lurks within;

An evil that only those of conviction

Have hope of destroying.

If this is the case, the mist welcomes each of them.

Each character earns The Demiplane of Dread story

award. Read:

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 and echoes back the sounds

you make as moans of spectral pain. The tension finally breaks

as the mists thin, letting you see the landscape again.

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.

Page 40: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 40

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

Page 41: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 41

Rewards Make sure the players note their rewards on their

adventure log sheets. Give your name and DCI

number (if applicable) so players can record who ran

the session. If you are playing all of the missions as a

single adventure, or playing multiple missions in one

session, you can wait and give the rewards for all

missions played at the end of the session.

Experience

Total up all combat experience earned for defeated

foes and divide by the number of characters present

in the combat. For non-combat experience, the

rewards listed are per character. Give all characters

in the party non-combat experience awards unless

otherwise noted.

Combat Awards Name of Foe XP per Foe

Giant Bats 50

Mist Zombies 100

Non-Combat Awards Task or Accomplishment XP per Character

Rescue Quiver 20

The minimum total award for each character

participating in this adventure is 75 experience

points.

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

Scroll of Protection from Evil and Good Scroll, uncommon

A description of this item can be found in the Player’s Handbook.

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.

Renown

Each character receives one renown upon

completing all five of the missions.

Downtime

Each character receives five downtime days at the

conclusion of this mini-adventure.

DM Rewards

You receive 100 XP, 50 gp, and five downtime days

for each session you run of this mini-adventure.

Page 42: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 42

Appendix: Monster/NPC

Statistics

Giant Bat Large beast, unaligned

Armor Class 13

Hit Points 22 (4d10)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA

15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2)

Senses blindsight 60 ft., passive Perception 11

Languages —

Challenge 1/4 (50 XP)

Echolocation. The at a ’t use its li dsight hile deafened.

Keen Hearing. The bat has advantage on Wisdom

(Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one

creature. Hit: 5 (1d6 + 2) piercing damage.

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 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.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 4 (1d6 + 1) bludgeoning damage.

Mist Zombie (Lesser Strahd Zombie) Medium undead, unaligned

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 Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 8

Languages understands Common ut a ’t speak

Challenge 1/2 (100 XP)

Severed Limb. The first time a zombie takes slashing

damage, in severs a limb. That limb animates and can

also attack as an independent creature. It has the same

stats as the zombie with the following changes: It has a

speed of 10 ft. and 10 hit points.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 4 (1d6 + 1) bludgeoning damage.

Claw. Melee Weapon Attack (severed limb only): +3 to

hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing

damage.

Page 43: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 43

Appendix: The Crossing Inn

Map

Page 44: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

Suits of the Mists 44

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. That night, travelers reported seeing blazing stars falling from the sky in the area above the hills. Travelers also claim that the snow itself was whispering as it fell, although no one can agree on what the snow was saying.

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 gems was being guarded by the gem merchant’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

merchant and determined that the box 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 On the morning that the rest of the Gur disappeared, the cook’s assistant found the oldest Gur—a withered, ancient

man called Papa by the others—rummaging through the inn’s spice cupboards. The assistant yelled for help, but he’s convinced that Papa cursed him. Since that time, the assistant has been unresponsive. Papa’s tracks were followed to the edge of the Quivering Forest, but the tracker was too scared to enter. Everyone fears that the cook’s assistant might die if Papa is not retrieved to lift the curse.

Page 45: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

THE BEAST: PLAYTEST

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 Vistani, 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.

Page 46: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 2

FAMILY IS NOT AN IMPORTANT THING. It is everything.

--Michael J. Fox

Introduction Welcome to The Beast, a D&D Expeditions™ adventure, part of the official D&D Adventurers

League™ organized play system and the Curse of

Strahd™ storyline season. This adventure is designed for 1st through

4th-level characters, and is optimized for five

2nd-level characters. Characters outside this level

range cannot participate in this adventure.

The adventure takes place entirely in the barony

of Barovia, in the Ravenloft campaign setting.

The D&D Adventurers

League This adventure is official for D&D Adventurers

League play. The D&D Adventurers League is the

official organized play system for DUNGEONS &

DRAGONS®. Players can create characters and

participate in any adventure allowed as a part of

the D&D Adventurers League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take those characters

through other adventures that continues their

story.

)f you’re running this adventure as a part of a store event or at certain conventions, you’ll need a DCI number. This number is your official Wizards of the Coast organized play identifier. )f you don’t have a number, you can obtain one at a store event.

Check with your organizer for details.

D&D Adventurers League play is broken up into

storyline seasons. When players create characters,

they attach those characters to a storyline season,

which determines what rules they’re allowed to use to create and advance their characters. Players can

continue to play their characters after the storyline

season has finished, possibly participating in a

second or third storyline with those same

characters. A character’s level is the only limitation for adventure play. A player cannot use a character

of a level higher or lower than the level range of a

D&D Adventurers League adventure.

For more information on playing, running games

as a Dungeon Master, and organizing games for the

D&D Adventurers League, please visit the D&D

Adventurers League home at:

www.dndadventurersleague.org

Preparing the Adventure Before you show up to Dungeon Master this

adventure for a group of players, you should do the

following to prepare.

Make sure to have a copy of the most current

version of the D&D Basic Rules or the Player’s Handbook.

Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat.

Get familiar with the monster statistics in the

Appendix.

Gather together any resources you’d like to use to aid you in running this adventure--such as

notecards, a DM screen, miniatures, and

battlemaps.

If you know the composition of the group

beforehand, you can make adjustments as noted

throughout the adventure.

Before Play at the Table Ask the players to provide you with relevant

character information:

Character name and level

Character race and class

Passive Wisdom (Perception)—the most

common passive ability check

Anything notable as specified by the adventure

(such as backgrounds, traits, flaws, etc.)

Players that have characters outside the adventure’s level range cannot participate in the

adventure with those characters. Players with

ineligible characters can make a new 1st-level

character or use a pregenerated character. Players

can play an adventure they previously played or

ran as a Dungeon Master, but not with the same

character.

Ensure that each player has an official adventure

logsheet for his or her character (if not, get one

from the organizer). The player fills out the

adventure name, session number, date, and your

name and DCI number. In addition, the player also

fills in the starting values for experience, gold,

downtime, renown, and number of permanent

Page 47: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 3

magic items. He or she fill in the other values and

write notes at the conclusion of the session. Each

player is responsible for maintaining an accurate

logsheet.

If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. If you see magic items of very

high rarities or strange arrays of ability scores, you

can ask players to provide documentation for the

irregularities. If they cannot, feel free to restrict

item use or ask them to use a standard ability score

array. Point players to the D&D Adventurers League

Player’s Guide for reference.

If players wish to spend downtime days and it’s the beginning of an adventure or episode, they can

declare their activity and spend the days now.

Alternatively, they can do so at the end of the

adventure or episode. Players should select their characters’ spells and other daily options prior to

the start of the adventure, unless the adventure

specifies otherwise. Feel free to reread the

adventure description to help give players hints

about what they might face.

Adjusting the Adventure Throughout this adventure, sidebars provide

information to assist you in making adjustments for

smaller or larger groups and characters of higher or

lower levels than the adventure is optimized for.

This is typically used exclusively for combat

encounters.

You may adjust the adventure beyond the

guidelines given in the adventure, or for other reasons. For example, if you’re playing with a group of inexperienced players, you might want to make

the adventure a little easier; for very experienced

players, you might want to make it a little harder.

Therefore, five categories of party strength have

been created for you to use as a guide. Use these as

a guide, and feel free to use a different adjustment

during the adventure if the recommended party

strength feels off for the group.

This adventure is optimized for a party of five

2nd-level characters. To figure out whether you

need to adjust the adventure, do the following:

Add up the total levels of all the characters.

Divide the total by the number of characters.

Round fractions of .5 or greater up; round

fractions of less than .5 down. You’ve now determined the average party level

(APL) for the adventure. To figure out the party

strength for the adventure, consult the following

table.

Determining Party Strength Party Composition Party Strength

3-4 characters, APL less than Very weak

3-4 characters, APL equivalent Weak

3-4 characters, APL greater than Average

5 characters, APL less than Weak

5 characters, APL equivalent Average

5 characters, APL greater than Strong

6-7 characters, APL less than Average

6-7 characters, APL equivalent Strong

6-7 characters, APL greater than Very strong

Average party strength indicates no

recommended adjustments to the adventure. Each

sidebar may or may not offer suggestions for

certain party strengths. If a particular

recommendation is not offered for your group, you don’t have to make adjustments. Running the Adventure As the Dungeon Master of the session, you have the

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 outcome of a fun game session often

creates stories that live well beyond the play at the

table. Always follow this golden rule when you DM

for a group:

Make decisions and adjudications that enhance

the fun of the adventure when possible.

To reinforce this golden rule, keep in mind the

following:

You are empowered to make adjustments to the

adventure and make decisions about how the

group interacts with the world of this adventure.

Doing so is especially important and applicable

outside of combat, but feel free to adjust the

adventure for groups that are having too easy or

too hard of a time.

Don’t make the adventure too easy or too difficult for a group. Never being challenged makes for a

boring game and being overwhelmed makes for a

frustrating one. Gauge the experience of the

players (not the characters) with the game, try to

feel out (or ask) what they like in a game, and

attempt to give each of them the experience

Page 48: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 4

they’re after when they play D&D. Give everyone a chance to shine.

Be mindful of pacing, and keep the game session

moving along appropriately. Watch for stalling,

since play loses momentum when this happens.

At the same time, make sure that the players don’t finish too early; provide them with a full play experience. Try to be aware of running long

or short. Adjust the pacing accordingly

Read-aloud text is just a suggestion; feel free to

modify the text as you see fit, especially when

dialogue is present.

Give the players appropriate hints so they can

make informed choices about how to proceed.

Players should be given clues and hints when

appropriate so they can tackle puzzles, combat,

and interactions without getting frustrated over

lack of information. Doing so helps to encourage

immersion in the adventure and gives players little victories for figuring out good choices from clues. )n short, being the DM isn’t about following the adventure’s text word-for-word; it’s about

facilitating a fun, challenging game environment for

the players. The Dungeon Master’s Guide™ has more

information on the art of running a D&D game.

Downtime and Lifestyle

At the beginning of each play session, players must

declare whether or not they are spending any days

of downtime. The player records the downtime

spent on the adventure logsheet. The following

options are available to players during downtime

(see the D&D basic rules or the D&D Adventurers

League Player’s Guide for more information):

Catching up

Crafting (exception: multiple characters cannot

commit to crafting a single item)

Practicing a profession

Recuperating

Spellcasting services

Training

Other downtime options might be available during

adventures or unlocked through play, including

faction-specific activities.

In addition, whenever a character spends

downtime days, that character also spends the

requisite expense for his or her lifestyle. Costs are

per day, so a character that spends ten days of

downtime also spends ten days of expenses

maintaining his or her lifestyle. Some downtime

activities help with lifestyle expenses or add

lifestyle expenses.

Spellcasting Services

Any settlement the size of a town or larger can

provide some spellcasting services. Characters need

to be able to travel to the settlement to obtain these

services.

Help From Who!?

Unfortunately, within Barovia, this is not an option; there

si pl are ’t a suffi ie tl -sized settlements that would

be able to accommodate such needs, and those places of

worship that would otherwise provide them are overrun

with monsters. As such, the only individual able to provide

spellcasting services entity is Jeny Greenteeth. This will no

doubt lead to some uncomfortable situations and

unforeseen consequences.

Spell services generally available include healing

and recovery spells, as well as information-

gathering spells. Other spell services might be

available as specified in the adventure. The number

of spells available to be cast as a service is limited

to a maximum of three per day total, unless

otherwise noted.

Spellcasting Services Spell Cost

Cure wounds (1st level) 10 gp

Identify 20 gp

Lesser restoration 40 gp

Prayer of healing (2nd level) 40 gp

Remove curse 90 gp

Speak with dead 90 gp

Divination 210 gp

Greater restoration 450 gp

Raise dead 1,250 gp

Acolyte Background

A character possessing the acolyte background requesting

spellcasting services at a temple of his or her faith may

request one spell per day from the Spellcasting Services

table for free. The only cost paid for the spell is the base

price for the consumed material component, if any.

However, no religions have established places of worship

here of sufficient size to provide spellcasting services.

Because of this, characters with the Acolyte background

gain no benefit from this trait.

Character Disease, Death, and

Recovery

Page 49: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 5

Sometimes bad things happen, and characters get

poisoned, diseased, or are killed. Since you might

not have the same characters return from session

to session, here are the rules when bad things

happen to characters.

Disease, Poison, and Other Debilitating

Effects A character still affected by diseases, poisons, and

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

conclusion (see the recuperating activity in the

D&D Basic Rules).

)f a character doesn’t resolve the effect between sessions, that character begins the next session still

affected by the debilitating effect.

Death 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 in the adventuring party has immediate

access to a raise dead or revivify spell, or similar

magic. A character subject to a raise dead spell is

affected negatively until all long rests have been

completed during an adventure. Alternatively, each

downtime day spent after raise dead reduces the

penalty to attack rolls, saving throws, and ability

checks by 1, in addition to any other benefits the

downtime activity might provide.

Create a New 1st-Level Character. If the dead

character is unwilling or unable to exercise any of

the other options, the player creates a new

character. The new character does not have any

items or rewards possessed by the dead character.

Dead Character Pays for Raise Dead. If the character’s body is recoverable it’s not missing any vital organs and is mostly whole) and the player

would like the character to be returned to life, the

party can take the body back to civilization and use

the dead character’s funds to pay for a raise dead

spell. A raise dead spell cast in this manner costs

the character 1,250 gp.

Character’s Party Pays for Raise Dead. As

above, except that some or all of the 1,250 gp for

the raise dead spell is paid for by the party at the

end of the session. Other characters are under no

obligation to spend their funds to bring back a dead

party member.

Faction Charity. If the character is of level 1 to 4 and a member of a faction, the dead character’s

body can be returned to civilization and a patron

from the faction ensures that he or she receives a

raise dead spell. However, any character invoking

this charity forfeits all experience and rewards

from that session (both those earned prior to and

after death during that session) and cannot replay

that episode or adventure with that character

again. Once a character reaches 5th level, this

option is no longer available.

The Demiplane of Dread This adventure is set within the Ravenloft campaign

setting, in the lands of Barovia which exists in the

Demiplane of Dread. There are several atmospheric

and thematic elements to keep in mind at all times

while running your game:

The Land is Bleak. Barovia is a place where the

sun never shines, even during the day the sky is

filled with storm clouds or is overcast.

Consequently, creatures that would otherwise

suffer harmful effects while outdoors during the

day are unaffected by the sun's presence.

The Denizens of Orașnou

Most Oraș ou reside ts are u da e la orers, far ers, fletchers and other folk who fall under common professions.

They typically have gaunt features, as crops are often

stricken with famine, and creatures of the night frequently

kill and devour their livestock.

Most are sullen, and often filled with fear, be it from the

lands themselves, what lies within them, Lord Strahd, or

their own tyrant of a Burgomaster; Ivan Randovich and his

cronies. Be sure to play to the mindsets of these people who

live threadbare existences, constantly on the precipice of

horror 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 people are empt shells reated “trahd’s consciousness to populate his domain. However, about one

in every ten people in Barovia are actually possessing of a

soul—the souls of the original denizens of Barovia before its

transition into the Demiplane. When a being with a soul dies

in Barovia, its soul remains trapped until it is reincarnated

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 Alive. A dark sentience infuses the

very soil, twisting and contorting everything

within. In places where you would normally

expect wildlife such as deer, rabbits, or squirrels,

you instead find wolves, rats, and mangy dogs.

Vegetation is rotted and dead, and forests are

Page 50: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 6

filled mostly with gnarled, thick trees with bare

branches. Colorful, vivacious things simply do not

exist.

Winter in Barovia

The winters are cold, wet, and stormy here. The natives of

the Demiplane are prepared—well, as prepared as they can

hope to be.

The characters, however, are unfamiliar with the realm.

Thankfully, the region they came from was experiencing the

worst winter in living memory, and are likely to possess

winter clothing. If they are not, then, preparations are in

order. The village has a single shop called The Hare & Hair

where they are able to procure such supplies if they wish.

Magic is Different Here. Divination spells or

effects that petition beings outside the Demiplane

of Dread function, however Strahd may elect to

intercept the communication and respond to it

instead. Also, spells or effects that would

normally allow its caster or creatures to travel to

other dimensions do not function.

Count Strahd Von Zarovich

Lord Strahd is the Darklord of Barovia. He rules his domain

from Castle Ravenloft as Strahd IX; a descendent of Strahd I.

In actuality, Strahd I and Strahd IX are the one in the same--

a vampire. As a mortal, Strahd fell in love with Tatyana

Federovna; the bride of his younger brother Sergei. In his

jealousy, Strahd murdered his brother and became the

Darklord of Barovia; which was swept away into the

Demiplane along with its ruler. Since then, Strahd is cursed

to seek incarnations of Tatyana for eternity. NOTE: Strahd is

not present in this adventure.

Not Without Humor. The bleak and oppressive

landscape must give way now and then to some

moments of respite, not only does this break up

the taxing mindset that Ravenloft can evoke, but

it also provides good chances for horror to sneak

back up on players just as they least expect it.

Background Long has the Vaduva clan lived in the forest outside of the small village of Orașnou—a small village

located at the base of the mountains of Barovia. In

response to some long-forgotten slight, a Vistani

seer cursed their bloodline with lycanthropy—something which has led them to take great care in

staying away from civilization.

)n Orașnou, Laszlo is a sellsword that prefers the

solace of the forest over the company of people.

While on a hunting trip, he watched Alina Vaduva

quickly take down a bear in the form of a wolf, and

watched in awe as she reverted to her human form

to clean the beast. The fact that she was a

shapechanger did not bother him in the slightest—because again, he had grown accustomed to the

wild things in the world. He was smitten.

Their courtship was fast and passionate. Within a

year, they were married and Laszlo took Alina's

surname. Together, they found a niche in trapping

and skinning. They sold the furs to the village of Orașnou, and in return, were given both a place to

live and a community to belong to—something that

Alina was secretly unsure of. But she had never

received such generosity, and they weren’t pressed

with inquiries of what they did before coming to

the sleepy little village.

However, Alina never told Laszlo the full truth

about her family's curse. Afraid of what would

come if Laszlo discovered her family's curse, she

took great pains to ensure that he never met other

members of her family. As their relationship grew,

she found herself with child and faced a terribly

difficult decision—could she tell Laszlo about her

curse before the baby was born and risk his anger

(or worse, abandonment), or withhold it from him

and continue living the lie.

Shortly before the birth of their child, Alina and

Laszlo agreed to trek into the forest for one last

batch of furs before the winter set in. During the

trip, she finally decided to tell him the truth. In a fit

of rage, he attacked Alina. Out of pure instinct, she

shifted and killed her beloved. Alina herself

grievously injured, and now with a tiny newborn

that was unlikely to survive in the wild, she stole

into Orașnou one last time to give up her child. Her

first motherly act accomplished, Alina retreated

deep into the woods to heal her wounds in the

hopes that the villagers would raise her child as

their own.

Winter in Barovia

The winters are cold, wet, and stormy here. The natives of

the Demiplane are prepared—well, as prepared as they can

hope to be.

The characters, however, are unfamiliar with the realm.

Thankfully, the region they came from was experiencing the

worst winter in living memory, and are likely to possess

winter clothing. If they are not, then, preparations are in

order. The village has a single shop called The Hare & Hair

where they are able to procure such supplies if they wish.

Page 51: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 7

Overview Once the characters arrive in Orașnou, they are

informed of the coming storms and the danger the

village faces if the Laszlo, Alina, and their furs are

not returned—and soon!

As the characters set out into the forest, they find

that something is not right in the woods, and that

things are very frequently not what they seem.

Laszlo's campsite is a bloody wreck; it is apparent

that a massive wolf mauled him to death.

Following the tracks from here, the characters

stalk deeper into the forest and foothills, only to

find that Alina's den is the site of a terrible

revelation--that she killed her husband after he

tried to cut the baby from her, and that she left the

child in Orașnou with no warning about what

would happen.

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 Demiplane of Dread just outside Orașnou via an unnaturally thick fog or mist while traveling

overland, preferably at night. Proceed to Welcome to Barovia see Part , below . If the characters have already played DDAL04-01

Suits of the Mists or other adventures in this season they arrive in Orașnou early one gray morning—likely because they've heard of a troubling rumor of

a missing persons.

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 dis issal…

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.

Currently, the only entities able to provide spellcasting

services is the hag, Jeny Greenteeth and the elven mage,

Aya Glenmiir. For the time being, Jeny happily accepts gold

as payment for these services. In time, however, the hag

may demand more...abstract…for s of o pe satio . A

upcoming article on www.dndadventurersleague.org will

provide additional information on Jeny Greenteeth.

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 village. )t’s heavy-handed, but such

is the way of the Demiplane.

Any character 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!

Page 52: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 8

Part 1. Orașnou: A Sleepy

Mountain Village…

IT IS IMPORTANT TO STRESS THAT THE ACTUAL

PROCESS OF TRANSFIGURATION IS NOT TYPICALLY

A RENDING, BURNING AGONY FOR TRUE

LYCANTHROPES, BUT IT IS OFTEN SO FOR THE

PATHOLOGIC VARIETY. In fact, many of the true

lycanthropes with which I have spoken (before

destroying them) have claimed that the experience is

one of transcendent ecstasy.

Furthermore, true lycanthropes retain all of their

mental faculties while in any of their forms. At no

point do they forget what occurs when not in human

aspect, nor do they lose control of their actions. In

addition, they always retain their immunities and

most of their abilities.

—Dr. Rudolph Van Richten; "Van Richten's Monster

Hunter's Compendium, vol. 1"

Welcome to Barovia

Hopefully most characters are starting this

adventure after having already played previous

adventures during Season 4 of the D&D Adventurers

League. Some characters, however, may not. These

characters are 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 Woods, and when it eventually

clears, they are on the outskirts of a small mountain village. )t’s heavy-handed, but such is the way of the

Demiplane.

Any character 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!

The Village of Orașnou

Expected Duration: 15 minutes

Characters arriving from Faerûn find themselves standing on the outskirts of Orașnou, the Mist steadily falling away from them and back towards

the forest. Characters that have played other

adventures in the Curse of Strahd storyline may

already be in the village.

General Features The general features of Orașnou are as follows: Light and Visibility. It is early morning; the sun

has not yet fully woken from its slumber. There is

thick cloud cover, giving the entire area

surrounding the village a dismal gloom.

Climate and Weather. It is wintertime, and

though there are piles of snow here and there, it is

currently drizzling. Cold, fat raindrops splatter into

the mud and heighten the dreariness.

Smells and Sounds. Mud, fresh rain, wood

smoke. Whipping wind, clattering shutters, rain on

wood and metal.

Read:

Thick grey clouds gather far to the east and north, around

the mountain range in the distance. The village you are

standing in appears to have withstood a number of winter

storms; the walls of the buildings are clearly weatherworn;

their paint has long since peeled and heavy shutters adorn

every window. There is little color here; the clouds have

turned even the leaves of the trees and bushes grey and

lifeless.

The breeze picks up, flipping your cloaks about as if

nature itself was warning you to turn back. A name can just

be made out on a weathered sign on a post by the road

"Oraș ou".

As the characters enter the village proper, read:

There aren't a uildi gs i Orașnou, but one catches

your eye— The Hare & Hair". The sign proudly displays the

silhouette of a rabbit with crossed razors underneath. It

appears to be the only place open at this time of day; the

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 a ti g and wares if ou’re eedi g."

Page 53: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 9

Gregori Wurlbach is a middle-aged, balding man.

He owns and operates this shop, which contains

basic adventuring equipment and weapons worth

10 gold pieces and less, but there is one potion of

healing and one antivenom for sale if the characters

ask. Gregori marvels at the characters’s strange

coins, but after biting into them, is satisfied with

their authenticity.

The most eye-catching feature of the store is the

front window: it has a small number of low-quality

furs and skins, including those from deer, bear, and

wolf. In a pinch, the skins could function as cold

weather gear—Gregori is willing to sell the furs to

the characters if asked. However, as they haven't

been properly cured yet, Gregori informs them that

the furs will no doubt be worthless after a day or

two of use in the rain.

Additionally, he has three small rooms that have

been reserved for travelers (though he admits that

they rarely get travelers, especially during the

winter). Each room rents for 5 sp. They've got a

bunkbed each and come with a bath and a hot meal.

Roleplaying Gregori Wurlbach

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. Fair

minded, he 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.

Gregori is talkative enough, and happy to sell the

characters anything they wish to purchase. He

informs them that they rarely receive weapons and

ammunition or more expensive goods:

The Vistani travel through here once every other

month or so, and bring much-needed goods like

food, grains, and raw ore. In exchange, they

entertain our citizens and take furs with them.

The Vistani are due within the next tenday, but

there aren't enough furs in stock right now. He is

afraid that they won't leave any goods this time,

and may even stop coming to their village

altogether in the future--leading to making this a

difficult winter, indeed.

The remaining furs in the front of the store are

lower quality and might be serviceable as cold-

weather gear. He gladly sells them, but warns the

characters that the furs will likely degrade and

become useless after a day or two of use in the

rain.

Everyone in the village helps with the survival

efforts; be it through farming, smithing, or

hostelry. Preparedness is the currency here.

Laszlo and Alina Vaduva are the trappers that

keep the store stocked with furs, but they haven't

returned from their last trip. They are typically

only gone a day or two, but it's been nearly a

tenday now and everyone is growing worried.

Alina is about eight months pregnant.

Last time the Vistani came through Orașnou, they warned of a "murderous winter to come". The

blizzard on the horizon looks especially brutal,

and if Laszlo and Alina do not return soon they

may not make it back at all.

Last he knows, Laszlo and Alina were heading to

their usual campsite, about four to five hours to

the northeast along a well-marked trail.

There are not very many residents in Orașnou, and all the other able-bodied men and women

are preparing the village for the coming winter.

The villagers no doubt appreciate any assistance

that the characters might provide.

Alina wears a choker emblazoned with a raven;

she has never been seen without it.

If the characters ask where they are or where the village itself Orașnou is located, Gregori looks at them quizzically and after an uncomfortable pause,

informs them "The duchy of Barovia. The domain of

Lord Strahd von Zarovich, may he be healthy and

well."

If the characters wish to perform further

investigations, they may do so. Some potential

investigation information is noted below, but feel

free to create your own responses and information

based on character choices. Getting the townsfolk

to open up and talk to these newcomers takes one

or two hours, depending on how long the players

wish to investigate.

Investigating Orașnou (Short) If the characters spend a short amount of time (an

hour or less) speaking to the villagers, they learn

the following:

Laszlo never spoke about what he did before coming to Orașnou, but Alina fell quickly and madly in love with him shortly after his arrival.

Her family has historically lived somewhere out

in the forest, and they've always been a bit rough

around the edges. Alina and Laszlo were clearly

two souls that were meant for each other.

Page 54: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 10

The person that dropped off the yowling wolf

pup limped off into the woods well before sunrise

about five days ago. Gregori has the pup now.

The villages around Barovia prize wolf pups; they

are something of a status symbol and loyal

protectors if properly trained from a young age.

The villagers are convinced that Laszlo and Alina

are dead, and this means that the Vistani won’t return this winter. Everyone is afraid that they’ll starve as a result, as the Vistani have no reason to stop in Orașnou without the furs and skins that the Vaduvas provide.

Investigating Orașnou (Long) If the characters spend a longer amount of time

(two or more hours) speaking to the villagers, they

also learn the following:

Glovia prepares food for those that cannot do so

themselves and manages winter rations for the

village. She is not in the village currently, as she is

away visiting family some fifty miles to the south.

Glovia has been the only friend that Alina has had in Orașnou, and is the only person that can calm Alina when her rage and anger issues threaten to

consume her.

Most folks say that no wild wolves have been

seen in the village in years, but some of the

villages claim to have seen a large silver wolf in

the village recently.

For all of her rage, Alina has always had a soft

spot for children. Some of the women in the

village say that if Alina were to hear a baby cry,

she would be rooted in place and temporarily

stricken dumb--it was almost surreal to behold.

Laszlo wielded both whip and bow with equally

deadly proficiency--even going so far as to claim

that he can never be surprised by his foes. He is

very protective of his whip, though some

villagers claim that there is an always-moving eye

in the pommel -- and that it may actually be

cursed!

Locals spotted wolf tracks around the rear of

both Glovia's home and Gregori's shop several

days ago.

Pointy-eared people have been seen around the

village recently. The villagers think that they were elves, but elves are rare in Orașnou--almost

mythical. A character succeeding on a DC 12

Wisdom (Survival) check can confirm this; the

tracks head in the same direction as Laszlo &

Alina's hunting grounds.

Development Once the characters have had a few minutes to

discuss the village and the absence of Laszlo and

Alina, they can hear a puppy making yelping

noises—likely of hunger or a need for attention.

Gregori smiles happily and tells the characters that

a yelping, tiny newborn wolf pup was tied to

Glovia's doorframe just four days ago. "Loyal

guardians, wolves, if you get them at a young age. I

think he was a bit premature, but I don't tend to

look to the fates too closely. Glovia's not due back

for a good long while, so I'll just look after the

scruffy thing."

The Wolf Pup

Though no one but Alina knows it, the wolf pup is her

child—something made apparent by its silver fur.

Gregori e tio s that he fou d the pup tied to Glo ia’s door frame, but would prefer to keep it for himself. While

the characters are out searching for Laszlo and Alina, the

pup eventually escapes during the storm and into the forest

where it rejoi s ith Ali a’s pa k.

Gregori offers to provide access to lodging here in

the village if they characters can return Laszlo and

Alina safely. They are, of course, welcome to retain

any goods they might find in the wilderness and he

assures the characters that if something foul has

occurred. A man of reason, Laszlo will likely

compensate them as well.

Services in the Village of Orașnou

As a s all illage, Oraș ou is ot a le to pro ide u h i the means of services and goods. Generally, any item valued

at 25gp or less is available, albeit at a 10% increase in price.

Similarly, services are sparse. The only inn and tavern is

the Seven Tables.

Ultimately, Gregori attempts to impress upon the

characters that without Laszlo, Alina, and their furs

they bring in, Orașnou is unlikely to survive the winter.

The Blizzard

The characters have 7 hours before the blizzard sets in; less

any time spent in the village. Once the storm hits, at the

beginning of each encounter each character must succeed

on a DC 9 Constitution saving throw or gain a level of

exhaustion. Creatures with resistance or immunity to cold

damage automatically succeed on the saving throw, as do

creatures wearing cold weather gear (thick coats, gloves,

and the like) and creatures naturally adapted to cold

environments.

Page 55: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 11

Part 2. Over the River and

Through the Woods

Expected Duration: 80 minutes total

Trekking through the wooded area surrounding Orașnou can lead to a number of encounters. The characters do not need to participate in every

encounter—though add additional encounters if

time allows.

The characters should interact with an element

on the "Orașnou and Its Surrounds" table,

discover Laszlo's body, and then one element on

the "The Deep Wilderness" table as time allows.

General Features

The woodlands surrounding Orașnou are unforgiving:

Terrain. The woods outside of the village are far-

reaching and treacherous. The ground is stony and

the soil hard-packed, with only the hardiest of

scrub growth poking through to the sun and trees

above. While not difficult terrain, it should be

described as if the life has been slowly drained out,

leaving the land little more than a withered husk.

Light and Visibility. Dark snow filled clouds

overtake the normally overcast sky. As the winter

storm descends upon the land, there is a palpable,

draining gloom all about. The area is brightly lit

during the day, but the clouds prevent the light of

the sun from being seen. At night, the area is

completely dark, and in the wild regions of the area,

the only light that exists is that which the

characters have with them.

Smells and Sounds. There is very little evidence

of native fauna, though the occasional snapping

twig and falling limb should be evident. The

characters should feel that they are not alone in the

forest, despite evidence to the contrary.

Weather. After each encounter, the snow gets a

little bit closer and the weather grows more

dangerous. After 7 hours have elapsed, the blizzard

hits (see details in the sidebar in the "The Wolf

Den", below).

A chill wind blows from the low mountains to the

northwest, carrying with it the hint of the coming winter

storms. Laszlo and Alina were last known to be on a hunting

trip somewhere out there in the wilderness and are long

overdue to return.

The storms are close and likely no more than a day away.

Clouds, heavy with snow and sleet and worse, threaten to

roll down from the mountains to blanket the land in cold

death for the unprotected. Without help, it is likely that

neither Alina nor Laszlo will survive for long out there.

Part 2a. Orașnou and its Surrounds

Expected Duration: 30 minutes

Choose (or determine randomly) one encounter from the "Orașnou and )ts Surrounds" table, below: Once the characters complete this encounter,

proceed to the section entitled "The Campsite".

They have a chance to take a long rest there if they

desire, but the winter storms will fall upon them

soon!

Orașnou and Its Surrounds

1. A Splash of Blood Hawks

The forest has been fairly quiet for the journey so far, but

the trees ahead are positively alive with the excited

chittering and cawing of hunting birds. Hardly a breath later,

they take wing and fly in your direction!

Six blood hawks have nested in the hardy maple

trees ahead. If the party flees more than fifty feet

from the tree, the hawks do not pursue them.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak or weak party: Remove two blood hawks

Strong party: The wind has picked up, imposing

disadvantage on ranged weapon attacks

Very strong party: as Strong party, and add two more

blood hawks

Two hours of travel occur before the next

encounter takes place. Laszlo's and Alina's tracks

continue off to the north from here and are fairly

easy to follow. A DC 12 Wisdom (Survival) check

also shows that there are elf tracks as well, heading

Roll Type Title

1 Combat A Splash of Blood Hawks

2 Combat It Stirs in the Thickets

3 Combat Please, Sirs and Ladies

4 Exploration On the Muddy Banks

5 Exploration This Does Not Belong Here

6 Exploration We’re Not Alo e

Page 56: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 12

in the same direction as well as back towards Orașnou. Treasure. Once the characters defeat or drive off

the blood hawks, they find the partially

decomposed body of a human male at the base of

the roosting tree. If they search the body, they

recover 20 gp from its pockets. There is also a scroll

tube half-buried in the dirt; it contains a single spell

scroll of create bonfire.

2. It Stirs in the Thicket The characters easily see several sets of tracks here,

which a DC 10 Wisdom (Survival) check identifies

as a single, male human among several types of

wildlife. The tracks lead to a densely packed thicket

ahead:

Though you have not seen much underbrush during your

time in the wood, there is a curiously dense thicket ahead.

The bushes seem to be in a ring surrounding a seven-foot

tall tangle of briars and thorns in the rough shape of a

dome. There seems to be a scrap of bright green cloth

several feet into the thorny environment.

If the characters wish to retrieve the cloth, they

must push five feet into the thorns to pluck it. Once

they do this, they can easily make out the form of a

prone human body deeper in the center of the

dome. The characters can see that the body is

wearing a bright green traveling cloak, but until

they pull the corpse from the thicket, they can

discern no other details.

Barovian Flora and Fauna

The wildlife in Barovia is not what you would typically see in

a Faerûnian forest. Instead of deer or foxes, you're more

likely to come across mangy wolves. Rats and other vermin

take the place of squirrels in the ecosystem. Stress an

abundance of predatory or scavenging animals and the lack

of prey.

Similarly, plant life is also different. Fruit from trees is

spoilt and flowering plants are almost nonexistent. Leaves

are dull and colorless with spindly, fraying branches and an

unusual amount of thorns and brambles.

The shrubs are actually four twig blights, and the

thorny dome houses a vine blight. However, they

lie in wait for at least one of the characters to enter

the undergrowth before attacking. They do not

stray more than ten feet away the clearing unless

they are being actively attacked, in which case, the

creatures attempt to meld into the thicket (this

grants total cover and breaks line of sight) to

escape or hide.

The entire space covered by the dome and shrubs

is considered rough terrain and causes 3 (1d6)

points of piercing damage to move through. A

creature moving through the brambles that

succeeds on a DC 8 Dexterity saving throw avoids

this damage. Characters in medium or heavy armor

make the saving throw with advantage.

Once the vine blight takes shape, it doesn't leave

the clearing. The thorns and briars hold the corpse

fast, and moves around as the vine blight attempts

to engage the characters.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak party: as weak party, and the vine blight's

entangling plants ability does not recharge

Weak party: remove two twig blights

Strong party: change the twig blights to needle blights,

but they retain the false appearance ability

Very strong party: as Strong party, and add a violet

fungus in the center of the dome under the body

Fire damage, such as from a torch or burning hands

spell, clears the dry brush very quickly, but may

cost the characters some valuable treasure as well.

Laszlo's and Alina's tracks continue to the

northeast from here. Two hours of travel occurs

before the characters have another encounter. A DC

12 Wisdom (Survival) check also shows that there

are elf tracks as well, heading in the same direction as well as back towards Orașnou. Treasure. If the characters recover the body,

they find a spell scroll of create bonfire as well as a

pouch of rare spell components worth 20 gp. If the

characters use fire to clear out the briars, the fire

destroys both the scroll and the spell components.

3. Please, Sirs and Ladies

A pot-bellied, heavily mustachioed man kicks the broken

wheel of his cart as he curses loudly.

"Please, sirs and ladies, have you the briefest of moments

to help a down-on-his-luck merchant? My back aches

something fierce, and I need to get this wheel repaired

before those storms hit!"

The man, Fluvio, is actually a bandit, and he is

biding his time until his two scouts can get into

flanking positions around the characters. He

Page 57: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 13

engages the party in conversation while they dart

from tree to tree about 50 feet away from the cart.

A character that succeeds on a DC 15 Wisdom

(Perception) check notices them. He is not shy

about asking the strongest-looking character to lift

his cart so that another character can fix the wheel.

Unless the characters have reason to believe that

something is amiss, the scouts likely have a

surprise round on the characters as combat begins.

Neither the bandit nor the scouts are interested in taking prisoners, though they don’t hesitate to flee if combat appears to be going against their favor.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak or weak party: Remove a scout

Strong party: change the bandit into a bandit captain

Very strong party: as strong party, and add a scout

Development The bandits are denizens of the Demiplane of Dread

and know nothing about Faerûn.

Two hours of travel occur before the next

encounter takes place (see The Campsite, below).

Laszlo's and Alina's tracks continue off to the north

and east from here and are fairly easy to follow. A

DC 12 Wisdom (Survival) check also shows that

there are elf tracks as well, heading in the same direction as well as back towards Orașnou. Treasure. The weapons and armor that the

bandits had been using are of low quality, but the

furs in the cart are in excellent shape and would likely be worth gp in Orașnou. A DC Wisdom (Insight) check might tell the characters that these

furs may have previously belonged to Laszlo and

Alina. In a pinch, these furs may serve as cold-

weather gear. There is also a scroll tube in the

wagon containing a spell scroll of create bonfire.

4. On the Muddy Banks

The sound of running water can be heard in the distance,

and soon a fast-moving—if shallow—river can be spotted.

The banks have begun to ice up and flotsam adorns both

shores; a number of broken branches sit half in the water

and nearly all of their bark is missing; they could almost pass

for exposed, twisted bones in the dim light. Though the river

is less than thirty feet wide, the chilling spray makes it feel

much wider.

With a Passive Perception score of 13 or higher, the

characters can spot a single woman's boot on the

far shore. While the river is not difficult to cross, it

has a significant pull and is nearly ten feet deep.

Worse, the nearby trees aren't tall enough to act as

a sturdy bridge though creative characters may lash

a few together or come up with similarly inventive

methods to bypass this area.

Characters that do not take care to stay dry (or

do not construct a fire on the opposite side in order

to dry off) must succeed on a DC 10 Constitution

save or gain a level of exhaustion until they have a

chance to take a long rest beside a warm fire.

Aside from the single empty boot, there is

nothing more of interest here. However you should

take care to use this as a foreboding moment—perhaps ask the players for Wisdom (Insight)

checks, ask for the Passive Perception scores, and

so on. When they report their totals, simply thank

them and respond with "I'll update my notes" or

something similar.

Laszlo's and Alita's tracks continue to the east,

across the river and deeper into the woods. One

hour of travel occurs before the characters have

another encounter. A DC 12 Wisdom (Survival)

check also shows that there are elf tracks as well,

heading in the same direction as well as back towards Orașnou. 5. This Does Not Belong Here

After several hours of walking through the forest and seeing

no evidence of life aside from a few scurrying creatures, the

sight before you is quite curious: a tree has consumed a

brightly painted wagon, well decorated with highly detailed

carvings and silver filigree. It looks as if the tree has grown

around and even through the wagon, and though the paint

on the wagon looks fresh this type of growth typically takes

decades to complete.

A DC 10 Intelligence (Nature) check reveals that the

tree has likely been magically influenced; there's

something about the tree's growth that is not

natural. A quick search of the wagon--made much

more difficult by the tree growing through the

center of it--turns up little by way of treasure,

although a jingling tambourine can be spied

hanging from one of the branches as if deliberately

placed there.

A message scrawled (in what is unmistakably

blood) on the interior of the tambourine reads:

Page 58: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 14

"Family is the Cruelest of Curses"

Laszlo's and Alina's tracks wind off around the

wagon and further east, deeper into the forest. One

hour of travel occurs before the next encounter

takes place. A DC 13 Wisdom (Survival) check also

shows that there are elf tracks as well, heading in the same direction back towards Orașnou. Treasure. The tambourine is very well made and

worth 10 gp. No mundane cleaning will remove the

bloody phrase--even prestidigitation or the like

proves fruitless. Only a remove curse or the

equivalent removes it permanently. If a character

elects to keep the tambourine, instruct them to note

it on their Adventure Logsheet.

6. We Are Not Alone As the characters travel through the forest, ask the

players to choose to roll for Wisdom (Perception or

Survival) checks. If the players roll exceptionally

low or high, follow up by asking for Wisdom

(Insight) checks. Regardless of their responses,

reference the ideas below for appropriate

responses:

Heart-wrenching thoughts of abandoned

children, their hungry hands outstretched for

food, safety, and approval overwhelm the

characters

There are strange tracks on the ground. They

look like they may have once belonged to a wolf,

but the tracks are far too large for any breed of

wolf that you are familiar with.

Your guts squirm and twist and it feels like

something foreign is wriggling around inside

your torso. The feeling passes as quickly as it

came on.

You could swear that something bumped into

your hip.

The shadows grow long and the wind seems

somehow colder than ever before. A feeling of

loneliness washes over you.

Memories of your family come unbidden to your

mind, but they're different somehow; sadder and

full of loss.

The entries above are merely suggestions. This

section works best if you write one of the above

messages down on a slip of paper and privately

passes it to the character with the lowest or highest

roll on their skill check. Wait a few minutes, and do

it again. This section may serve as an interesting

method to award inspiration tokens to characters

that get involved in the messages.

Through it all, Laszlo's and Alina's tracks can be

easily followed in a generally eastern direction,

though they appear to have sprinted through this

area in a zig-zag manner. There is roughly one hour

of travel between the encounters. A DC 12 Wisdom

(Survival) check also shows that there are elf tracks

as well, heading in the same direction as well as back towards Orașnou. Part 2b. The Campsite

The characters eventually come across the remains

of a campsite. It was here that Alina revealed her

true nature to Laszlo who, in retaliation, sought to

slay his betrothed and carve the baby from her

belly. When the dust settled, Laszlo lay dead, and

Alina was gravely injured. When she awoke, she

fled.

Expected Duration: 20 minutes

The characters have been in the woods for

approximately three to four hours (more if they

chose to take a rest or have otherwise been

sidetracked). They should have covered about 10-

12 miles of ground and should be well aware of the

blizzard moving in from the mountains. If they are

not, this is a prime opportunity to inform them that

the weather is not going to hold out for much

longer—the air has become sharp and crisp, and is

almost still as the clouds prepare to break and

shower freezing doom upon the land.

A campsite can be seen several hundred yards ahead

through the sparse growth, but as you draw closer you

realize that nothing lives here. There are obvious signs of a

struggle--long scrapes in the dirt, fresh boot tracks, and a

damaged corpse give away the scene.

The body is that of Laszlo, the trapper and hunter from Orașnou. (owever, there is no sign of Alina despite the carnage all over this area.

Is This Laszlo?

The Dark Powers are not finished with Laszlo. If any of the

characters have already played adventures that come later

in the season, all references to Laszlo in this encounter

should be changed to that of a more generic hunter or

trapper.

Please refer to the sidebar on that appears after

Adventure Hooks for more information about why you may

need to make this change. Specifically, refer to the notes

about key NPCs.

Page 59: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 15

Wisdom (Survival) or Intelligence (Nature)

DC 9: The body has been partially ravaged by

scavengers.

DC 11: The canine tracks are larger than normal,

as if made by a wolf easily twice the normal size.

DC 13: The canine tracks do not appear to

originate from outside the campsite. They lead off

to the east, and splatters of blood follow

alongside.

Wisdom (Perception)

DC 13: Light glints off a silver dagger in the cold

ashes of the campfire. Charred blood covers the

dagger.

DC 15: The characters find a wolf's tooth

embedded in one of Laszlo's wounds.

Wisdom (Medicine)

DC 11: Laszlo has been dead for about five days,

killed by a very savage wolf attack.

DC 13: The damage to Laszlo's body is massive in

scale, but he appears to have been surprised; his

most grievous wounds are on his neck and back.

DC 15: There is more blood here than Laszlo

could have provided.

DC 17: If the characters have discovered the

dagger in the campfire, they can tell that Laszlo

did not try to defend himself—there are no bites

or bruises on his arms.

Intelligence (Investigation)

DC 11: The tracks are wild and chaotic, but the

characters discern a number of wolf tracks

among Laszlo's. There are two sets of humanoid

tracks: one male and one female; both sets lead

into the clearing but no humanoid tracks leave

this place.

DC 13: If the characters have not yet found the

dagger, they spot it in the ashes of the campfire.

DC 15: The wolf tracks head east, away from the

camp and into the foothills of the mountains.

There are no humanoid tracks heading in that

direction.

Once the characters have had some time to examine

Laszlo's body, they should be able to recover his

bags (see the Treasure section). The wolf tracks

head east, into a more inhospitable area. The

characters realize that the blizzard is very close--

likely no more than a few hours.

Development After the characters have had some time to

investigate the campsite—or perhaps if the

characters are especially watchful, maybe because

they are aware of the elf tracks—a trio of thin elves

emerge from the trees several hundred feet away.

They approach the characters with their arms

raised in surrender, begging for aid and parlay. Two

of them are young males (barely 100 years old,

named Earlan Shadowsong and Nim'il Briarbough),

and they are led by Aya Glenmiir, an auburn-haired

female elf of about 300 years with piercing green

eyes.

Roleplaying Aya Glenmiir

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.

Originally from Phlan on the Moonsea, were she is a wizard

specializing in warding magic, she has a history of being very

charismatic and a bit of a flirt.

However, the land here in Barovia has seemingly drained

her of her energy leaving her gaunt and withdrawn, and she

openly comments on how the nature of magic (known as

the Weave) "is just different here". Aya was also featured in

DDEX1-6 The Scroll Thief, DDEX1-10 Tyranny in Phlan,

DDEX2-9 Breath of the Yellow Rose, and DDAL04-01 Suits of

the Mists.

With the exception of Aya, the elves actually hail

from Greenhall--an elven settlement in the

Quivering Forest. They inform the characters that

they had been investigating the perimeter of their

domain, but entered a thick fogbank near the

Crossing Inn. When they emerged from the mist,

the forest had dramatically changed.

The village of Orașnou confuses and alarms them, as the villagers were very withdrawn and wouldn't

make eye contact. They swear that they had

nothing to do with the carnage in this campsite,

though they've seen a massive wounded silver wolf

and had been tracking it in hopes of earning an easy

meal. A DC 10 Wisdom (Insight) check tells the

characters that the elves are not telling the whole

truth about the wolf.

Charisma (Persuasion):

DC 12: The elves have been in the forest for

almost a tenday. They saw Laszlo and Alina, and

trailed them for a while. They argued a lot, but

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

Page 60: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 16

happen if Laszlo saw them. (A DC 10 Wisdom

Insight check tells the characters that the elves

are not telling the whole truth).

DC 18: After the loud fight, Alina…changed; she grew huge teeth and fur. She attacked Laszlo

when his back was turned. He tried to fight her

off, but was slain. The elves fled, overcome with

terror and revulsion. A successful DC 8 Wisdom

(Insight) check tells the characters that the elves

are telling the truth.

Intimidation may work to get this information, but

likely at disadvantage on the skill check. The elves

are close to starving and feel that they have little

left to lose.

The elves are not intended to be a combat

encounter and do not pose a significant physical

threat. If the characters decide to attack them, the

scuffle is brief and grants no experience.

While they refuse to take the characters to

Greenhall, the characters may be able to convince the elves to return to Orașnou. With some creative

role-playing--and a handful of rations, trust, and

maybe a Charisma (Persuasion) check or two--the

elves could actually be convinced to continue

Laszlo & Alina's trapping and skinning efforts

through the winter.

Finally, if the characters wish, Aya is able to

provide limited spellcasting services for the

characters; specifically, she can cast remove curse.

See the information at the beginning of the

adventure for how much this service costs.

XP Award If the characters successfully convince the elves to treat with Orașnou, award each character 25 XP.

Treasure In addition to Laszlo's silver dagger, the characters

find his furs and bags. The assembled furs are easily

worth 100 gp, and his bags contain pieces of

polished bone and antler; items worth more as

finished art pieces and trinkets worth another 20 gp in Orașnou. The characters find Laszlo's pack in the ruins of the campfire. It contains a shortbow, 12

arrows, an explorer's pack, and a salted ham, all of

which are been ruined. Although it cannot be found,

there is evidence that he possessed a pot of ink. The

elves have no items worth any amount of value

aside from their immediate gear, but taking their

gear is a death sentence for the elves.

However, they also find Laszlo's a whip of

warning on the ground by his body.

Part 2c: The Deep Wilderness

Expected Duration: 30 minutes

Before moving onto Part 3, below, choose (or

determine randomly) an encounter from the

"Orașnou and )ts Surrounds" table, below: The Deep Wilderness

The characters should have had two encounters

(one from each 2a and 2c) before moving to part 3.

1. Zombie + Elk = profit?

Low growls and grunts can be heard from some ways off,

followed by trumpeting sounds and terrific crashes. Low

moans immediately follow each crash.

The characters observe a pack of three zombies

have attacked a pair of elk. One of the magnificent

creatures is dead, and the other one is soon to

follow. If the characters get involved, the elk is in a

full panic and unless magical methods are used, it is

unable to distinguish them from the zombies and

defends itself. The elk runs away at first

opportunity.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak or weak party: remove one zombie

Strong party: Add two zombies

Very strong party: Add four zombies

The characters can avoid this encounter if they

wish. Wolf tracks continue to the east. There is

roughly two hours of travel between this encounter

and the next.

2. Does a Bear Sit in the Woods?

A very dead bear sits, leaning against a tree slightly off the

path--its belly horrifically distended. The stench is

overwhelming, even from nearly forty feet away.

Roll Type Title

1 Combat Zombie + Elk = Profit?

2 Combat I the Forest, Does a Bear…?

3 Combat Bad Dogs

4 Exploration Agitation

5 Exploration I'm Not a Witch!

6 Exploration Stickmen

Page 61: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 17

The bear corpse is actually home to a swarm of

centipedes. A successful DC 13 Intelligence

(Nature) check reveals that this, and those that

succeed on a DC 11 Wisdom (Perception) check see

tiny ripples in the dead flesh. Those that succeed on

the Intelligence (Nature) check make the Wisdom

(Perception) check with advantage.

If the characters physically interact with the

corpse, it explodes in a shower of gore as the

centipedes burst forth. Any creature within 10 feet

of the corpse takes 1 piercing damage and must

succeed on a DC 11 Constitution saving throw or

take 11 (2d10) poison damage and be poisoned for

1 hour.

A successful DC 11 Intelligence (Investigation)

check reveals that any amount of piercing damage

done from a distance will cause the corpse to

deflate with little effect to the characters.

The insects scurry off into the undergrowth

unless the characters are within ten feet of them or

are attacking them.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Strong party: Add one swarm of centipedes

Very strong party: Add one swarm of rats and the

creatures don't flee

The characters can avoid this encounter if they

wish. Wolf tracks wind past the bear corpse and off

to the north. There is roughly two hours of travel

between this encounter and the next.

3. Bad Dogs

The forest has grown silent, and the wind has gone eerily

calm.

Two death dogs are stalking the characters.

Characters that succeed on a Wisdom (Perception)

check opposed by the death dogs's Dexterity

(Stealth) check are not surprised as the beasts

spring out to attack them. They pursue unarmored

characters first, and flee if reduced to 15 hit points

or less.

Adjusting the Encounter

Here are recommendations for adjusting this combat

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

Strong party: I rease the death dogs’s “tealth odifier to +6.

Very strong party: Add one death dog

Laszlo's and Alina's tracks continue off to the north

from here and are fairly easy to follow. There is

roughly two hours of travel between this encounter

and the next.

4. Agitation Do not run this encounter if "We are Not Alone"

(see Part 2a, above) was used. However, at your

discretion this section may serve to reinforce the

feeling of loss and chilling loneliness.

As the characters travel through the forest, ask

the players to choose to roll for Wisdom

(Perception) or Wisdom (Survival) checks. If the

players roll exceptionally low or high, follow up by

asking for Wisdom (Insight) checks. Regardless of

their responses, reference the ideas below for

appropriate responses:

The characters hear faint cries of an infant can be

heard in the distance, intermingled with the

yowling of wolf pups.

The characters find an arrow formed of a

collection of bright red stones on the ground. It

points northeast.

Scratched into a nearby tree trunk are the letters

"LV AV". A broken fingernail is still stuck in the

wood.

You feel a sharp stabbing pain across your

abdomen, and then your torso goes numb--a

heartbeat later, the sensation fades away.

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.

Suddenly, the only thing you can think about is a

warm mug of mulled cider and a blazing hearth.

The entries above are merely suggestions. This

section works best if you write one of the above

messages down on a slip of paper and privately

passes it to the character with the lowest or highest

roll on their skill check. Wait a few minutes, and do

it again. This section may serve as an interesting

method to award inspiration tokens to characters

that get involved in the messages.

The characters spot wolf tracks heading

northeast from here. There is roughly two hours of

travel between this encounter and the next.

Page 62: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 18

5. I’m Not a Witch!

Snow has begun to fall, and with the temperature

plummets. As you prepare to look for shelter an old woman,

some fifty feet ahead, waves frantically at you and beckons

you all to come closer.

The old human woman leads the characters to her

hut, nestled in between three sturdy trees. She is

half-blind and very talkative, but she poses no

threat to the characters. Characters may decide to

make Wisdom (Insight) checks so as to determine

her motives--if they do, feel free to describe her

warty, gap-toothed smile, stringy hair, and so on as

her key features. She tells the characters that she

hasn't needed a name for many years—since she

left the village in fact, and has actually forgotten her

name altogether.

The small hut is cozy enough, and keeps the old

woman protected from the elements. She is very

eager to share her rancid-smelling stew, and seems

incredibly concerned with the well-being of the

characters.

"Wear a thick jacket, it's cold out there!"

"Where are your gloves, young lady?"

"When ) was your age…"

"Do you see how he looks at you? I haven't seen

that look in a long time."

"Be careful in these woods. Some say they've

seen a frightful scary ghostie with a gaping hole

in its chest."

"There are some mighty large wolves out this

time of year. One came by recently, with a huge

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

of sticks. As the walk further, the bundles take a

more humanoid shape and grow in size, the largest

of them being about twelve inches from top to

bottom, and all of them are hanging from tree

branches.

After two miles of this, they come to a clearing.

Lashed to a stand of trees are four very large

humanoid effigies. Standing almost fifteen feet tall,

they are quite an imposing sight. A DC 10

Intelligence (Religion) check shows that these

effigies are clearly dedicated to some deity or force,

but it is not clear to whom. A feeling of unease

permeates the area, and the sense that the

characters are being watched is very strong here.

While the tall effigies provide excellent cover from

the wind, attempting to rest here requires a DC 15

Wisdom saving throw; failing this saving throw

results in the character gaining a level of

exhaustion (and losing the benefit of the rest) as

murderous thoughts fill his or her mind. Druids and

evil-aligned characters automatically succeed on

this saving throw but still have these thoughts.

Wolf tracks continue off to the southeast from

here and are easy to follow. There is roughly two

hours of travel between this encounter and the

next.

Advancing the Adventure

The characters should have had two encounters in

addition to "The Campfire". If time allows, feel free

to run them through additional encounters from

the "Deep Wilderness Encounters" table but be

careful to manage your remaining time as well as

staying within the maximum gold and experience

rewards.

Page 63: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 19

Part 3. Wolf Den Expected Duration: 20 minutes

Tracking the wolves has been time-consuming, and

the weather is turning for the worse. As the storm

approaches, the characters find what appears to be

the wolf den, but there is more than simple shelter

here. Secrets will be revealed and blood will be

shed in this place.

Rock and a Hard Place

A massive storm front has been building for the last

several days, and as the characters enter the cave

the sky breaks loose—in addition to the heavy

winds, a thick freezing rain begins to fall in

torrential bursts, interwoven with inch-wide

hailstones. Staying outside will almost certainly

bring death to whomever is foolish enough to do so.

General Features Alina's lair has the following general features:

Terrain. This cave is a natural formation. The

floor and walls are not worked in any way, but this

is not rough terrain. The ceiling is about 7 feet high.

Light. There are no light sources in the wolf den.

The oncoming storm blots out the sunlight if the

party arrive during day hours.

Smells. Wolf urine and rotting meat are powerful

scents in this place.

Temperature. The storm causes the temperature

to drop very quickly. Characters outside the wolf

den take 1d4 points of bludgeoning and cold

damage at the start of each of their turns due to the

hail and freezing rain; characters wearing cold

weather gear take half of this damage. Characters

inside the wolf den are cold but otherwise

unaffected.

It is quite apparent that this is a wolf den. Broken, gnawed

bones litter the floor, and scraps of fur from a large number

of animals have been shredded and scattered about the

cavern. The smells of offal and rotting meat compete for

attention, and the results are exactly as you might expect.

As you take in your environment, a loud peal of thunder

reverberates around the cave—the storm outside has finally

broken loose! Freezing rain and hail begin to pelt the cave

entrance, and a howling wind tears through the forest.

A bit of investigation (no check needed) reveals a

satchel amidst the scraps of bone, fur, and leather.

The thick leather shows signs of gnawing but is still

closed.

Once opened, the satchel is found to contain a

hand-written journal (written in Common), three

small bundles of herbs (which, if ingested, restore

1d4 hit points each), a small pot of ink and a writing

quill. They also find the Player Handout. Many of

the pages have been torn or have had ink spilled on

them, but some key phrases can be found. Only

three of the entries are legible. The remaining

pages are stained and smeared with ink, blood, and

other unknowable substances.

Once the characters have discovered the journal

and read the key entries, or thirty minutes have

passed (not quite enough for a short rest), Alina

arrives. Read:

The sound of baying wolves breaks the silence. A moment

later, a young, silver-haired woman with an immense wolf in

tow stumbles into the den; gasping in agony with a bloody

hand clasped over her belly.

As she sees you, her face contorts into rage. She spits a

curse; flecks of blood dancing on her lips.

Her curses turn into a throaty growl as she falls to her

hands and knees. Her body contorts and twists as her forms

changes to that of a large, silver-furred wolf. The beast

throws its head back and howls, and then charges.

Alina and her dire wolf are desperate to get out of the storm, and the characters’s presence in their

home has them in a lather.

Aw, Is That a Baby?

It is possible that the characters interacted with the villagers

i Oraș ou or read i the jour al that Ali a rea ts poorl to the sound of infants crying. Cunning characters can attempt

to mimic that sound in any appropriate manner, such as

succeeding at an opposed Charisma (Deception) check,

using prestidigitation or similar magic, etc. If successful, all

of Alina's attacks have disadvantage until the start of her

next turn as tears well up in her eyes. Reward creativity

here; do ’t just rel o the roll of a di e.

Tactics Alina and the wolf flank characters that appear

weaker or less-armored. This encounter should

have a definite feel of menace and terror—the

characters are backed into a corner and the wolves

have no other place to go.

If any of the characters are openly wielding the

whip of warning found on Laszlo’s body, Alina

Page 64: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 20

pointedly avoids that character in favor of other

targets.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak: Replace the dire wolf with a wolf; replace

Alina with a dire wolf

Weak party: Replace the dire wolf with two wolves;

replace Alina with a dire wolf.

Strong party: Alina gains the pack tactics ability as per

the dire wolves. Additionally, the Dark Powers have gifted

her with the following trait: Regeneration: Alina regains 5

hit points at the start of each of her turns. If she hears the

sound of a baby crying or is damaged by a silvered

weapo , this trait does ’t fu tio at the start of her e t turn. Alina dies only if she starts her turn with 0 hit points

and doesn't regenerate.

Very strong party: as Strong party, ut Ali a’s regeneration ability causes her to regain 10 hit points at

the start of each of her turns, and a supernatural cold

creeps into the wolf den. Any creature that is not heavily

furred or wearing cold weather gear must succeed on a

DC 11 Constitution save at the start of their turn or else

they have disadvantage on saving throws, ability checks

and attacks until they complete a rest. Alina's thick coat

protects her from this effect.

Treasure Aside from the tattered journal, Alina carries but a

single object with her in her wolf form: an old,

ornate jade-and-pearl pendant emblazoned with a

raven. This necklace is evidence of who she is (if the

characters have not already figured it out), and

would easily fetch 100 gp from a Vistani merchant.

Where is Laszlo?

If the adventurers have previously encountered Laszlo in

other adventures (and thus, did not find his corpse at the

campfire), Alina bellows out challenges and taunts during

the combat, including "Laszlo's marrow will provide meals

for days" and other such lines that indicate she is aware of

his death. The characters may also find evidence of Laszlo's

death in the wolf den if needed.

Conclusion The characters can finish searching the wolf den

after combat has concluded. No other wolves bother them, even on the journey back to Orașnou.

There isn't much left here—only some scraps of

leather clothing and a few broken shiny baubles.

Alina If Alina was spared, the characters are now faced

with the decision of what to do with Alina. Her

wound is festering and rotting, and her lycanthropy

may not be curable with local resources—Orașnou

simply isn't populated enough to provide the

necessary means to remove her affliction (though

the characters likely do not know this). Should she

reclaim her sanity long enough to be questioned by

the characters, she tearfully admits that her "pup"

survived despite Laszlo's attack—and that the pain

triggered her transformation.

If the characters decide to return Alina to the

village, she is scared to return to the village. While

it is possible that the characters may still desire to

keep her alive, it should be made clear that

throughout the journey she became visibly more

and more bestial, and that her humanity is likely to

be lost forever if she is not cured soon.

If the characters return to the village with Alina

in tow, the Burgomaster of Orașnou, )van

Randovich, is dismayed with her condition. He

informs the characters that despite the girl’s injuries, he is confident that she can be saved. He

asks an older gentleman (his aide) to help carry the

girl inside. As a parting gesture, Ivan informs them

that Gregori will likely be happy to hear whatever

news they have. Assuming they do as they are bid,

read the following on their return:

As you leave the Burgomaster’s reside e, three shapes appear on the roof: Alina, the Burgomaster, and his aide. A

oose of stout rope has ee tighte ed arou d Ali a’s e k and a burlap sack filled with what appears to be stones has

been lashed to her ankles.

The oo has ursed this girl! The Burgomaster says,

There is othi g that a e do e to save her, but we can

pre e t her destro i g us all!

Alina has time only for the briefest of screams as the man

behind the Burgomaster shoves the girl bodily from the

roof. There is a resounding CRACK as the rope around her

neck draws taut.

Gregori is pleased that the characters have

returned, and gives them 100 gold pieces for their

trouble. He also offers them lodging in his travel

house and tells them that they will be welcome for

as long as they would like to stay. This does not

confer any discount on lodging, but it does

guarantee that he’ll always have an available room

if they need to stay in Orașnou.

Page 65: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 21

)f asked about the wolf pup, Gregori’s demeanor changes slightly. Damned thing got a good start

from the storm and bolted. Shame, too.

The Elves Additionally, it is possible that the characters have convinced the elves to come to Orașnou. They are

skilled hunters and would do well to fill Laszlo &

Alina's newly-vacated duties in the 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.

Page 66: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 22

Rewards Make sure players note their rewards on their

adventure logsheets. Give your name and DCI

number (if applicable) so players can record who

ran the session.

Experience

Total up all combat experience earned for

defeated foes, and divide by the number of

characters present in the combat. For non-combat

experience, the rewards are listed per character.

Give all characters in the party non-combat

experience awards unless otherwise noted.

Combat Awards Name of Foe XP per Foe

Blood Hawk 25

Twig Blight 25

Vine Blight 100

Needle Blight 50

Bandit 25

Bandit Captain 450

Scout 100

Zombie 50

Elk 50

Swarm of Centipedes 100

Death Dog 200

Dire Wolf 200

Alina (Werewolf) 700

Non-Combat Awards Task or Accomplishment XP per Character

Taki g the el es to go to Oraș ou 25

The minimum total award for each character

participating in this adventure is 225 experience

points.

The maximum total award for each character

participating in this adventure is 300 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 according

to a system. See the sidebar if the adventure awards

permanent magic items.

Treasure Awards Item Name GP value

Blood hawk coins 20

Pouch of rare spell components 20

Bandit furs and skins 20

Tambourine 10

Silvered dagger 102

Laszlo's furs 100

Laszlo's trinkets 20

Alina's opal necklace 200

Scroll of Create Bonfire Scroll, uncommon

A description of this item can be found in the

Dungeon Master’s Guide. This spell appears in the

Elemental Evil Player’s Companion.

Whip of Warning Weapon (whip), uncommon (requires attunement)

This whip is fashioned from a length of rotting,

thorn-covered vine set into a handle made of an

unusual purple wood. The pommel is a large chunk

of unpolished amber with a moving eyeball trapped

within. A description of this item can be found in

the Dungeon Master’s Guide.

Permanent Magic Item Distribution

D&D Adventurers League has a system in place to

determine who is awarded permanent magic items at the

end of a session. Ea h hara ter’s logsheet contains a

column to record permanent magic items for ease of

reference.

If all the players at the table agree on one character

taking possession of a permanent magic item, that

character gets the item.

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

items gets the item. If there is a tie in the total number of

permanent magic items owned by contesting characters,

the ite ’s o er is deter i ed ra do ly by the DM.

Renown

Page 67: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 23

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.

Page 68: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 24

DM Appendix: NPC

Summary

Glovia Falinescu (GLOW-vee-uh FALL-in-ESs-coo).

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.

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 fur trading post. The people of Orașnou believe that Laszlo is hiding details about his life

before he came to the village, but he does not 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".

Aya has been previously featured in DDEX1-6 The

Scroll Thief, DDEX1-10 Tyranny in Phlan, DDEX2-9

Breath of the Yellow Rose, and DDAL04-01 Suits of

the Mists.

Burgomaster Ivan Randovich (EYE-vun RAN-doe-

vitch): Male human. Shell. Ivan has grown fat, vain,

and rich on the backs of those he has subjugated. Seeks out Tatyana’s Comb. NOTE: Ivan is not present

until the conclusion of this adventure

Page 69: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 25

Appendix. NPC/Monster

Statistics

Blood Hawk Small beast, unaligned

Armor Class 12

Hit Points 7 (2d6)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA

6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

Skills Perception +4

Senses passive Perception 14

Languages --

Challenge 1/8 (25 XP)

Keen Hearing and Smell. The hawk has advantage on

Wisdom (Perception) checks that rely on sight.

Pack Tactics. The hawk has advantage on an attack

roll against a creature if at least one of the hawk's

allies is within 5 feet of the creature and the ally isn't

incapacitated.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 4 (1d4 + 2) piercing damage.

Twig Blight Small plant, neutral evil

Armor Class 13 (natural armor)

Hit Points 4 (1d6 + 1)

Speed 20 ft.

STR DEX CON INT WIS CHA

6 (-2) 13 (+2) 12 (+1) 4 (-3) 8 (-1) 3 (-4)

Skills Stealth +3

Damage Vulnerabilities fire

Condition Immunities blinded, deafened

Senses blindsight 60 ft. (blind beyond this radius),

passive Perception 9

Languages understands Common but can't speak

Challenge 1/8 (25 XP)

False Appearance. While the blight remains

motionless, it is indistinguishable from a dead shrub.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,

one target. Hit: 3 (1d4 + 1) slashing damage

Vine Blight Small plant, neutral evil

Armor Class 12 (natural armor)

Hit Points 26 (4d8 + 8)

Speed 10 ft.

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 this grapple ends, the target is restrained,

and the blight can't constrict another target.

Entangling Plants (recharge 5-6). Grasping roots and

vines sprout in a 15-foot radius centered on the

blight, withering away after 1 minute. For the

duration, that 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 Strength saving throw or become

restrained. A creature can use its action to make a DC

12 Strength check, freeing itself or another entangled

creature within reach on a success.

Needle Blight Medium plant, neutral evil

Armor Class 12 (natural armor)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR DEX CON INT WIS CHA

12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4)

Page 70: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 26

Condition Immunities blinded, deafened

Senses blindsight 60 ft. (blind beyond this radius),

passive Perception 9

Languages understands Common but can't speak

Challenge 1/4 (50 XP)

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,

one target. Hit: 6 (2d4 +1) slashing damage.

Needles. Ranged Weapon Attack: +3 to hit, reach

30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.

Bandit Medium humanoid (any race), any non-lawful

alignment

Armor Class 12 (leather armor)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR DEX CON INT WIS CHA

11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10

Languages Common, Halfling

Challenge 1/8 (25 XP)

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,

one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit,

ranged 100/400 ft., one target. Hit: 5 (1d8 + 1)

piercing damage.

Bandit Captain Medium humanoid (any race), any non-lawful

alignment

Armor Class 15 (studded leather)

Hit Points 65 (10d8 + 20)

Speed 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Saving Throws Str +4, Dex +5, Wis +2

Skills Athletics +4, Deception +4

Senses passive Perception 10

Languages Common

Challenge 2 (450 XP)

Actions

Multiattack. The captain makes three melee attacks:

two with its scimitar, and one with its dagger. Or the

captain makes two ranged attacks with its daggers.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 6 (1d6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit,

reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +

3) piercing damage.

Reactions

Parry. The captain adds 2 to its AC against one melee

attack that would hit it. To do so, the captain must see

the attacker and be wielding a melee weapon.

Scout Medium humanoid (any race), any alignment

Armor Class 13 (leather armor)

Hit Points 16 (3d8 + 3)

Speed 30 ft.

STR DEX CON INT WIS CHA

11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

Skills Nature +4, Perception +5, Stealth +6, Survival +5

Senses passive Perception 15

Languages Common

Challenge 1/2 (100 XP)

Keen Hearing and Sight. The scout has advantage on

Wisdom (Perception) checks that rely on hearing or

sight.

Actions

Multiattack. The scout makes two attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5

ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, ranged

150/600 ft., one target. Hit: 6 (1d8 + 2) piercing

damage.

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)

Page 71: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 27

Saving Throws Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 8

Languages Common, Draconic

Challenge $ ($ 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.

Elk Large beast, unaligned

Armor Class 10

Hit Points 13 (2d10 + 2)

Speed 50 ft.

STR DEX CON INT WIS CHA

16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

Senses passive Perception 10

Languages --

Challenge 1/4 (50 XP)

Charge. If the elk moves at least 20 feet straight

toward a target and then hits it with a ram attack on

the same turn, the target takes an extra 7 (2d6)

damage. If the target is a creature, it must succeed on

a DC 13 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Swarm of Centipedes Medium swarm of Tiny beasts, unaligned

Armor Class 12 (natural armor)

Hit Points 22 (5d8)

Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA

3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened,

paralyzed, petrified, prone, restrained, stunned

Senses blindsight 10 ft., passive Perception 8

Languages --

Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's

space and vice versa, and the swarm can move

through any opening large enough for a Tiny insect.

The swarm can't regain hit points or gain temporary

hit points.

Paralyzing Bites. A creature reduced to 0 hit points by

a swarm of centipedes is stable but poisoned for 1

hour, even after regaining hit points, and paralyzed

while poisoned in this way.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one

target in the swarm's space. Hit: 10 (4d4) piercing

damage or 5 (2d4) piercing damage if the swarm has

half of its hit points or fewer.

Death Dog Medium monstrosity, neutral evil

Armor Class 12

Hit Points 39 (6d8 + 12)

Speed 40 ft.

STR DEX CON INT WIS CHA

15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+2) 6 (-2)

Skills Perception +5, Stealth +4

Senses darkvision 120 ft., passive Perception 15

Languages --

Challenge 1 (200 XP)

Two-Headed. The dog has advantage on Wisdom

(Perception) checks and on saving throws against

being blinded, charmed, deafened, frightened,

stunned, or knocked unconscious.

Actions

Multiattack. The dog makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) piercing damage. If the target is

a creature, it must succeed on a DC 12 Constitution

saving throw against disease or become poisoned

until the disease is cured. Every 24 hours that elapse,

Page 72: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 28

the creature must repeat the saving throw, reducing

its hit point maximum by 5 (1d10) on a failure. The

creature dies if the disease reduces its hit point

maximum to 0.

Dire Wolf Large beast, unaligned

Armor Class 14 (natural armor)

Hit Points 37 (5d10 + 10)

Speed 50 ft.

STR DEX CON INT WIS CHA

17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4

Senses passive Perception 13

Languages --

Challenge 1 (200 XP)

Keen Hearing and Smell. The wolf has advantage on

Wisdom (Perception) checks that rely on sight or

smell.

Pack Tactics. The wolf has advantage on an attack roll

against a creature if at least one of the vulture's allies

is within 5 ft. of the creature and the ally isn't

incapacitated.

Actions

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

Languages Common (can't speak in wolf form)

Challenge 3 (700 XP)

Shapechanger. Alina can use her action to polymorph

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

she is weapon or carrying isn't transformed. She

reverts to her true form if she dies.

Keen Hearing and Smell. Alina has advantage on

Wisdom (Perception) checks that rely on hearing or

smell.

Mother's Ears. If Alina hears the sound of a crying

infant, she must make a DC 12 Wisdom save. On a

failure, she is unable to take reactions and on her turn

may only move or take an action; this effect ends at

the start of her next turn.

Actions

Multiattack (Humanoid or Hybrid Form Only). Alina

makes two attacks when using the Attack action.

Bite (Wolf or Hybrid Form Only). Melee Weapon

Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +

2) piercing damage. If the target is humanoid, it must

succeed on a DC 12 Constitution saving throw or be

cursed with werewolf lycanthropy.

Claws (all forms). Melee Weapon Attack: +4 to hit,

reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing

damage.

Page 73: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 29

Player Handout: Alina’s Journal

Page 74: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 30

Appendix. Map of Wolf Den

Page 75: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-02 The Beast 31

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.

Page 76: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

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 afford to not be successful in this mission? And why haven’t they claimed it for themselves?

Part Three of Misty Fortunes and Absent 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)

Page 77: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 2

DO YOU WANT TO BE BORN AGAIN? I can chase away

those demons. Hand in hand, you could tell me all your

secrets. I know what you want, but you won't let it go.

I know what you want, but you have to follow. If you

want to know who you are, just come with me into the

dark.

--Craig Owens, Devil

Introduction Welcome to The Executioner, a D&D Adventurers League™ adventure, part of the official D&D Adventurers League™ organized play system and the Curse of Strahd™ storyline season. This adventure is designed for 1st through 4th-

level characters, and is optimized for five 3rd-

level characters. Characters outside this level range

cannot participate in this adventure.

The adventure takes place in Orașnou, a small farming village just outside of the Svalich Woods,

north of Barovia, within the Ravenloft campaign

setting.

The D&D Adventurers

League This adventure is official for D&D Adventurers

League play. The D&D Adventurers League is the

official organized play system for DUNGEONS &

DRAGONS®. Players can create characters and

participate in any adventure allowed as a part of the

D&D Adventurers League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take those characters

through other adventures that continues their story.

)f you’re running this adventure as a part of a store event or at certain conventions, you’ll need a DCI number. This number is your official Wizards of the Coast organized play identifier. )f you don’t have a number, you can obtain one at a store event. Check

with your organizer for details.

D&D Adventurers League play is broken up into

storyline seasons. When players create characters,

they attach those characters to a storyline season,

which determines what rules they’re allowed to use to create and advance their characters. Players can

continue to play their characters after the storyline

season has finished, possibly participating in a

second or third storyline with those same characters. A character’s level is the only limitation

for adventure play. A player cannot use a character

of a level higher or lower than the level range of a

D&D Adventurers League adventure.

For more information on playing, running games

as a Dungeon Master, and organizing games for the

D&D Adventurers League, please visit the D&D

Adventurers League home at:

www.dndadventurersleague.org

Preparing the Adventure Before you show up to Dungeon Master this

adventure for a group of players, you should do the

following to prepare.

Make sure to have a copy of the most current

version of the D&D Basic Rules or the Player’s Handbook.

Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat.

Get familiar with the monster statistics in the

Appendix.

Gather together any resources you’d like to use to aid you in running this adventure--such as

notecards, a DM screen, miniatures, and

battlemaps.

If you know the composition of the group

beforehand, you can make adjustments as noted

throughout the adventure.

Before Play at the Table Ask the players to provide you with relevant

character information:

Character name and level

Character race and class

Passive Wisdom (Perception)—the most common

passive ability check

Anything notable as specified by the adventure

(such as backgrounds, traits, flaws, etc.) Players that have characters outside the adventure’s level range cannot participate in the adventure

with those characters. Players with ineligible

characters can make a new 1st-level character or use

a pregenerated character. Players can play an

adventure they previously played or ran as a

Dungeon Master, but not with the same character.

Ensure that each player has an official adventure

logsheet for his or her character (if not, get one from

(order #8808443)

Page 78: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 3

the organizer). The player fills out the adventure

name, session number, date, and your name and DCI

number. In addition, the player also fills in the

starting values for experience, gold, downtime,

renown, and number of permanent magic items. He

or she fill in the other values and write notes at the

conclusion of the session. Each player is responsible

for maintaining an accurate logsheet.

If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. If you see magic items of very high

rarities or strange arrays of ability scores, you can

ask players to provide documentation for the

irregularities. If they cannot, feel free to restrict item

use or ask them to use a standard ability score array.

Point players to the D&D Adventurers League Player’s Guide for reference.

)f players wish to spend downtime days and it’s the beginning of an adventure or episode, they can

declare their activity and spend the days now.

Alternatively, they can do so at the end of the

adventure or episode. Players should select their

characters’ spells and other daily options prior to the start of the adventure, unless the adventure

specifies otherwise. Feel free to reread the

adventure description to help give players hints

about what they might face.

Adjusting the Adventure Throughout this adventure, sidebars provide

information to assist you in making adjustments for

smaller or larger groups and characters of higher or

lower levels than the adventure is optimized for.

This is typically used exclusively for combat

encounters.

You may adjust the adventure beyond the

guidelines given in the adventure, or for other reasons. For example, if you’re playing with a group of inexperienced players, you might want to make

the adventure a little easier; for very experienced

players, you might want to make it a little harder.

Therefore, five categories of party strength have

been created for you to use as a guide. Use these as a

guide, and feel free to use a different adjustment

during the adventure if the recommended party

strength feels off for the group.

This adventure is optimized for a party of five

3rd-level characters. To figure out whether you

need to adjust the adventure, do the following:

Add up the total levels of all the characters.

Divide the total by the number of characters.

Round fractions of .5 or greater up; round

fractions of less than .5 down. You’ve now determined the average party level

(APL) for the adventure. To figure out the party

strength for the adventure, consult the following

table.

Determining Party Strength Party Composition Party Strength

3-4 characters, APL less than Very weak

3-4 characters, APL equivalent Weak

3-4 characters, APL greater than Average

5 characters, APL less than Weak

5 characters, APL equivalent Average

5 characters, APL greater than Strong

6-7 characters, APL less than Average

6-7 characters, APL equivalent Strong

6-7 characters, APL greater than Very strong

Average party strength indicates no recommended

adjustments to the adventure. Each sidebar may or

may not offer suggestions for certain party

strengths. If a particular recommendation is not offered for your group, you don’t have to make adjustments.

Running the Adventure As the Dungeon Master of the session, you have the

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 outcome of a fun game session often creates

stories that live well beyond the play at the table.

Always follow this golden rule when you DM for a

group:

Make decisions and adjudications that enhance

the fun of the adventure when possible.

To reinforce this golden rule, keep in mind the

following:

You are empowered to make adjustments to the

adventure and make decisions about how the

group interacts with the world of this adventure.

Doing so is especially important and applicable

outside of combat, but feel free to adjust the

adventure for groups that are having too easy or

too hard of a time.

Don’t make the adventure too easy or too difficult for a group. Never being challenged makes for a

boring game and being overwhelmed makes for a

(order #8808443)

Page 79: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 4

frustrating one. Gauge the experience of the

players (not the characters) with the game, try to

feel out (or ask) what they like in a game, and

attempt to give each of them the experience they’re after when they play D&D. Give everyone a chance to shine.

Be mindful of pacing, and keep the game session

moving along appropriately. Watch for stalling,

since play loses momentum when this happens. At

the same time, make sure that the players don’t finish too early; provide them with a full play

experience. Try to be aware of running long or

short. Adjust the pacing accordingly

Read-aloud text is just a suggestion; feel free to

modify the text as you see fit, especially when

dialogue is present.

Give the players appropriate hints so they can

make informed choices about how to proceed.

Players should be given clues and hints when

appropriate so they can tackle puzzles, combat,

and interactions without getting frustrated over

lack of information. Doing so helps to encourage

immersion in the adventure and gives players little victories for figuring out good choices from clues. )n short, being the DM isn’t about following the adventure’s text word-for-word; it’s about

facilitating a fun, challenging game environment for

the players. The Dungeon Master’s Guide™ has more

information on the art of running a D&D game.

Downtime and Lifestyle

At the beginning of each play session, players must

declare whether or not they are spending any days

of downtime. The player records the downtime

spent on the adventure logsheet. The following

options are available to players during downtime

(see the D&D basic rules or the D&D Adventurers

League Player’s Guide for more information):

Catching up

Crafting (exception: multiple characters cannot

commit to crafting a single item)

Practicing a profession

Recuperating

Spellcasting services

Training

Other downtime options might be available during

adventures or unlocked through play, including

faction-specific activities.

In addition, whenever a character spends

downtime days, that character also spends the

requisite expense for his or her lifestyle. Costs are

per day, so a character that spends ten days of

downtime also spends ten days of expenses

maintaining his or her lifestyle. Some downtime

activities help with lifestyle expenses or add lifestyle

expenses.

Spellcasting Services

Any settlement the size of a town or larger can

provide some spellcasting services. Characters need

to be able to travel to the settlement to obtain these

services.

Help From Who!?

For the current storyline season, Curse of Strahd, the rules for

spellcasting services are changed for characters adventuring

i Baro ia. I Strahd’s leak do ai , there si ply are ’t a y settlements where spellcasters can accommodate such

needs, and those places of worship that might otherwise

provide spellcasting services are overrun with monsters. As

such, unless otherwise detailed in an adventure, the only

individual able to provide spellcasting services is Jeny

Greenteeth. This will no doubt lead to some uncomfortable

situations and unforeseen consequences.

Refer to Page 7 of the Adventurers League Dungeon

Master’s Guide for more details.

Spell services generally available include healing and

recovery spells, as well as information-gathering

spells. Other spell services might be available as

specified in the adventure. The number of spells

available to be cast as a service is limited to a

maximum of three per day total, unless otherwise

noted.

Spellcasting Services Spell Cost

Cure wounds (1st level) 10 gp

Identify 20 gp

Lesser restoration 40 gp

Prayer of healing (2nd level) 40 gp

Remove curse 90 gp

Speak with dead 90 gp

Divination 210 gp

Greater restoration 450 gp

Raise dead 1,250 gp

Acolyte Background

A character possessing the acolyte background requesting

spellcasting services at a temple of his or her faith may

request one spell per day from the Spellcasting Services table

for free. The only cost paid for the spell is the base price for

the consumed material component, if any.

(order #8808443)

Page 80: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 5

However, no religions have established places of worship

here of sufficient size to provide spellcasting services.

Because of this, characters with the Acolyte background gain

no benefit from this trait.

Character Disease, Death, and

Recovery

Sometimes bad things happen, and characters get

poisoned, diseased, or are killed. Since you might not

have the same characters return from session to

session, here are the rules when bad things happen

to characters.

Disease, Poison, and Other Debilitating

Effects A character still affected by diseases, poisons, and

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

conclusion (see the recuperating activity in the D&D

Basic Rules).

)f a character doesn’t resolve the effect between

sessions, that character begins the next session still

affected by the debilitating effect.

Death 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

in the adventuring party has immediate access to a

raise dead or revivify spell, or similar magic. A

character subject to a raise dead spell is affected

negatively until all long rests have been completed

during an adventure. Alternatively, each downtime

day spent after raise dead reduces the penalty to

attack rolls, saving throws, and ability checks by 1, in

addition to any other benefits the downtime activity

might provide.

Create a New 1st-Level Character. If the dead

character is unwilling or unable to exercise any of

the other options, the player creates a new

character. The new character does not have any

items or rewards possessed by the dead character.

Dead Character Pays for Raise Dead. If the character’s body is recoverable it’s not missing any vital organs and is mostly whole) and the player

would like the character to be returned to life, the

party can take the body back to civilization and use the dead character’s funds to pay for a raise dead

spell. A raise dead spell cast in this manner costs the

character 1,250 gp.

Character’s Party Pays for Raise Dead. As above,

except that some or all of the 1,250 gp for the raise

dead spell is paid for by the party at the end of the

session. Other characters are under no obligation to

spend their funds to bring back a dead party

member.

Faction Charity. If the character is of level 1 to 4 and a member of a faction, the dead character’s body can be returned to civilization and a patron from the

faction ensures that he or she receives a raise dead

spell. However, any character invoking this charity

forfeits all experience and rewards from that session

(both those earned prior to and after death during

that session) and cannot replay that episode or

adventure with that character again. Once a

character reaches 5th level, this option is no longer

available.

Resurrection Madness

In Barovia, the souls of the dead are as trapped as the souls

of the li i g. They e o e aught i the ists a d a ’t 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

some supernatural means, it gains a random form of

indefinite 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 the Dungeon Master’s Guide.

Vampirism and Lycanthropy Vampires and lycanthropes are not included in the

allowed rules for character creation or advancement

(see the D&D Adventurers League Player’s Guide).

These conditions grant characters powers and

abilities that are not suitable for organized play, and

typically impose a restricted or prohibited

alignment. As such, characters afflicted with

vampirism or lycanthropy must have the affliction

cured before the start of their next episode or

adventure.

Afflicted characters have the following options:

Lycanthropes can be cured with a remove curse

spell. This spell is available as a spellcasting

service for 90 gp (though Jeny Greenteeth might

have additional requirements; see Spellcasting Services earlier in this guide).

Vampires can be cured by a wish spell cast by a

fellow player character (wish is not available as a

spellcasting service). Alternatively, a vampire

character can be slain and returned to life with

raise dead, at the normal cost of 1,250 gp. If a

character chooses to end a vampiric curse in this

manner, the Dark Powers (see Page 8, Adventurers

(order #8808443)

Page 81: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 6

League Dungeon Master’s Guide) do not offer a

free raise dead, though Jeny Greenteeth might be willing to make a deal see Spellcasting Services earlier in this guide).

An afflicted character who does not end his or her

curse is retired from play until able to do so by one

of the means above, or through the application of

DM rewards to the character.

The Demiplane of Dread This adventure is set within the Ravenloft campaign

setting, in the lands of Barovia which exists in the

Demiplane of Dread. There are several atmospheric

and thematic elements to keep in mind at all times

while running your game:

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,

the sky is dimmed by fog or storm clouds, or the

light is strangely muted. Barovian daylight is bright light, yet it isn’t considered sunlight for the purpose of effects and vulnerabilities, such as a vampire’s, tied to sunlight. Nevertheless, Strahd and his

vampire spawn tend to stay indoors most of the day

and venture out at night, and they are subject to

sunlight created by magic.

Winter in Barovia

The winters are cold, wet, and stormy here. The natives of

the Demiplane are prepared—well, as prepared as they can

hope to be.

The characters, however, are unfamiliar with the realm.

Thankfully, the region they came from was experiencing the

worst winter in living memory, and are likely to possess

winter clothing. If they are not, then, preparations are in

order. The village has a single shop called The Hare & Hair

where they are able to procure such supplies if they wish.

A dark sentience infuses the very soil, twisting and

contorting everything within. In places where you

would normally expect wildlife such as deer, rabbits,

or squirrels, you instead find wolves, rats, and

mangy dogs. Vegetation is rotted and dead, and

forests are filled mostly with gnarled, thick trees

with bare branches. Colorful, vivacious things simply

do not exist.

The Denizens of Orașnou

Most Oraș ou reside ts are u da e la orers, far ers, fletchers and other folk who fall under common professions.

They typically have gaunt features, as crops often fail to take

root, and creatures of the night frequently kill and devour

their livestock.

Most are sullen, and often filled with fear, be it from the

lands themselves, what lies within them, Lord Strahd, or their

own tyrant of a Burgomaster; Ivan Randovich and his cronies.

Be sure to play to the mindsets of these people who live

threadbare existences, constantly on the precipice of horror

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 people are e pty shells reated y Strahd’s consciousness to populate his domain. However, about one

in every ten people in Barovia are actually possessing of a

soul—the souls of the original denizens of Barovia before its

transition into the Demiplane. When a being with a soul dies

in Barovia, its soul remains trapped until it is reincarnated

later. Souls tend to wear clothing with a splash of color or

have other features that demonstrate even a small bit of

individuality.

Alterations to Magic The land of Barovia resides in its own demiplane,

isolated from all other planes, including the Material

Plane. No spell—not even wish—allows one to escape from Strahd’s domain. Astral projection,

teleport, plane shift, and similar spells cast for the

purpose of leaving Barovia simply fail, as do effects

that banish a creature to another plane of existence.

These restrictions apply to magic items and artifacts

that have properties that transport or banish

creatures to other planes. Magic that allows transit

to the Border Ethereal, such as the etherealness spell

and the Etherealness feature of incorporeal undead,

is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane.

For the purpose of spells whose effects change

across or are blocked by planar boundaries (such as

sending , Strahd’s domain is considered its own plane. Magic that summons creatures or objects

from other planes functions normally in Barovia, as

does magic that involves an extradimensional space.

Any spells cast within such an extra-dimensional

space (such as that created by Mordenkainen’s magnificent mansion) are subject to the same

restrictions as magic cast in Barovia.

While in Barovia, characters who receive spells

from deities or otherworldly patrons continue to do

so. In addition, spells that allow contact with beings

from other planes function normally—with one

provision: Strahd can sense when someone in his

domain is casting such a spell and can choose to make himself the spell’s recipient, so that he becomes the one who is contacted.

(order #8808443)

Page 82: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 7

Cosmetic Spell Modifications At your discretion, a spell can be modified

cosmetically to enhance the horrific atmosphere of

Ravenloft. A few examples are presented below:

Alarm. Instead of hearing a mental ping when the

alarm is triggered, the caster hears a scream.

Bigby’s Hand. The conjured hand is skeletal.

Find Familiar. The familiar is undead instead of

being a celestial, a fey, or a fiend, and is immune to

features that turn undead.

Find Steed. The summoned steed is undead

instead of being a celestial, a fey, or a fiend, and is

immune to features that turn undead.

Find the Path. A child’s spirit appears and guides the caster to the desired location. The spirit can’t be harmed and doesn’t communicate. Fog Cloud. Misty, harmless claws form in the fog.

Gust of Wind. A ghastly moan accompanies the

summoned wind.

Mage Hand. The summoned hand is skeletal.

Maze. The surfaces of the demiplane’s maze are made of mortared skulls and bones.

Phantom Steed. The steed resembles a skeletal

horse.

Rary’s Telepathic Bond. Characters linked together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on

them.

Revivify. A creature restored to life by a revivify

spell screams upon regaining consciousness, as

though waking from some horrible nightmare.

Spirit Guardians. The spirits appear as ghostly,

skeletal warriors.

Wall of Stone. A wall created by the spell has

ghastly faces sculpted into it, as though tortured

spirits were somehow trapped within the stone.

Count Strahd Von Zarovich

Lord Strahd is the Darklord of Barovia. He rules his domain

from Castle Ravenloft as Strahd IX; a descendent of Strahd I.

In actuality, Strahd I and Strahd IX are the one and the same--

a vampire. As a mortal, Strahd fell in love with Tatyana

Federovna; the bride of his younger brother Sergei. In his

jealousy, Strahd murdered his brother and became the

Darklord of Barovia; which was swept away into the

Demiplane along with its ruler. Since then, Strahd is cursed to

seek incarnations of Tatyana for eternity. NOTE: Strahd is not

present in this adventure.

Not Without Humor

The bleak and oppressive landscape must give way

now and then to some moments of respite, not only

does this break up the taxing mindset that Ravenloft

can evoke, but it also provides good chances for

horror to sneak back up on players just as they least

expect it.

Background The farming village of Orașnou teeters on the

precipice of chaos. The sudden onset of winter put

the town into a panic as its most trusted skinner and

trapper, Laszlo and Alina Vaduva had not returned

yet with their final bundle of furs to help endure the

season. Yet, the forest outside of the village where

the Vaduvas had set up camp were rife with

sightings of large wolves and reports of strange

events and animal behavior.

Locals offered rewards and urged those brave

enough to venture out into the forest to seek out the

camp, and possibly the source of the strange

activities. What was discovered was a decimated

camp and Laszlo's eviscerated corpse. Thought to

have been killed by wolves, Laszlo was actually slain

by his wife who was also a werewolf.

Laszlo was aware and unbothered by Alina's

affliction, but unaware that it was a curse bestowed

upon her bloodline that was about to be passed

down to their unborn child. Upon learning this, he

attacked her in a fit of rage and attempted to cut the

child from her womb. Alina, forced to defend herself,

killed Laszlo in the process. Alina snuck back into Orașnou one last time to leave her child in safety,

knowing it would not survive the winter in the

wilderness. Afterward, she disappeared deep into

the woods.

Now, with winter in full swing, the villagers have

begun to give in to their panic and fearmongering.

Among many rumors, the one of an ancient artifact

hidden within their village has become the most

popular. Some are blaming the abnormally swift and

harsh winter on it as well. The artifact known as

Tatyana's Powderbox is indeed within the village of Orașnou and while a few outsiders have arrived in

search of it, Laszlo, risen as a wight under the

control of Glovia Falinescu now seeks it too. In

exchange for the powderbox, Glovia has promised

Laszlo to be reunited with his wife in undeath.

Glovia is a broken woman who lost a child to

disease and also a healer well versed in anatomy.

She wishes to create a new "child" through an

amalgamation of grave robbing, necromancy, and

crude experiments.

Glovia is also a servant of Esmae Amarantha, the

most powerful witch in all of Barovia. Esmae is

smitten with Lord Strahd and seeks out a series of

(order #8808443)

Page 83: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 8

artifacts that were personal effects of Tatyana

Federnova's, in order to transform herself into

Tatyana. If she is able to transform, she plans to lay

permanent claim to Strahd's heart and his every

thought, for all time.

Wearing a hat of disguise, Laszlo continues his life

inside Orașnou guised as a tradesman named Arik

Lavus. He is getting very close to obtaining the

artifact, while he ultimately prefers to do so in

secret, he will stop at nothing to succeed in fulfilling

Glovia's wishes.

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 Orașnou's Burgomaster. As soon

as the characters realize that Arik is actually Laszlo,

it is already be too late.

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 Demiplane of Dread just outside Orașnou via an unnaturally thick fog or mist while traveling

overland, preferably at night. Proceed to Welcome to Barovia , below.

Otherwise, if the characters have already played in

other adventures in this series then they start out already in Orașnou taking respite from the weather inside the inn not too long after their last adventure.

The adventure begins as characters are settling in

for a meal at the Seven Tables Inn just after

sundown. Having recently discovered that the

village's supplier of warm furs and sturdy leather

were found dead in the forest, the common room is

buzzing with rumor and grim portents for the winter

ahead.

(order #8808443)

Page 84: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 9

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 village. )t’s heavy-handed, but such is the way of the

Demiplane.

Any character 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

dis issal…

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.

(order #8808443)

Page 85: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 10

Part 1: Murmurs

I'M THE DARKEST HOUR, just before the dawn, and

I'm slowly sinking, into the slough of despond.

Dallas Green, Northern Wind

Village of Orașnou

The village of Orașnou is a small, desolate farming

settlement surrounded to the south by the Svalich

Woods not too far from the Balinok Mountains.

There is an Inn, a few shops, several homes of

varying size and quality, and a cobblestone town

center.

General Features The village has the following general features:

Terrain. The ground is mostly dirt with patches of

dead grass, now covered by a thick blanket of snow.

There are a few small farms with crops that—until

recently—grow formidably, despite the poor soil.

Most homes are constructed of wood and stone with

thatch or shingled roofs.

Light. The adventure begins at sundown, the

nights are long and full of pale moonlight. During the

day the skies are muted gray and produce a steady

snowfall. All buildings are lit externally by torchlight

and internally by stone hearths. Despite the clouds

blocking the sun, the area is brightly lit during the

day. The moon provides dim light at night.

Smells and Sounds. Crisp cold air, the sounds of

creaking tree branches, raven calls, and the distant

baying of wolves.

When you are ready to begin the adventure, read the

following aloud:

A heavy shroud of snow has blanketed the village of Oraș ou.

You find yourself inside its only inn, The Seven Tables,

preparing to eat the first hot meal you've had in days.

The common room is filled mostly with locals, many of

them hunkered down waiting for a break in the blizzard to

return to their homes. An aura of fear and superstition

permeates the room, as the villagers engage in discussing

rumors as they wait.

The Denizens of Orașnou

In addition to their normal demeanor (see above), unless

otherwise noted, the people of Oraș ou:

Do not know that Laszlo is currently a wight, or that Glovia

has any affiliation with his plans.

Do not know that Alina was a werewolf or know her

whereabouts, unless she was brought back to the village at

the end of DDAL04-02 The Beast in a vain attempt to save

her—in which case she was lynched.

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.

Are aware there an artifact is hidden somewhere in the

village, but do not know what it is, does, or looks like.

Seven Tables Inn

One of the largest buildings in the village, the Seven

Tables Inn is a cozy place run by an older man

named Marku Grelon and his family. Marku is a man

in his early fifties with thinning gray hair and salt &

pepper facial hair.

The common room here is let out to passersby in

order to pay off the hefty lien placed on the property

by Burgomaster Randovich. Thus the food here is

cheap, but its quality and the service is also subpar.

The Grelon family are rumormongers and even in

times of lessened crisis, the Inn is always buzzing

with gossip and hearsay.

While inside the Inn, characters may make a

various sorts of checks—such as Charisma

(Deception or Persuasion) or Wisdom

(Perception)—in order to gather information or

carouse with locals to glean information.

Roll a die. If the result is a 1, the character doesn't

overhear anything than muttered complaints about

the weather or the price of grain. If the result is odd,

they overhear a false rumor. If the result is even,

they overhear a true rumor. If a character buys

another patron a drink or otherwise spends in

excess of a few silver ravens, roll two dice. If either

of them are even, the character obtains a true rumor.

Consult the following tables and choose a rumor to

deliver, or decide randomly

False Rumors

1D4 Rumor

1 An orphaned wolf pup is the source of the

storm.

2 The Vistani have placed a curse upon the

village.

3 Laszlo faked his death in order to skip town

and find a more profitable village to sell his

wares.

4 Strahd's choking fog is coming after the snow.

(order #8808443)

Page 86: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 11

True Rumors

1D6 Rumor

1 Burgomaster Randovich has recently

increased the number of guards he pays to

watch over his home.

2 An artifact of ancient origin once important to

Lord Strahd lies hidden somewhere in the

village.

3 A new resident, Arik Lavus frequently takes

trips out of town and returns with various

goods that he sells to Fillar.

4 Fillar’s ares are too ple tiful, o siste t, a d high quality to not be ill-gotten.

5 The Burgomaster has been shaking people

down for extra taxes in order to line his

pockets.

6 Arik, the man in the wolfskin cap, only seems

to speak with Fillar and avoids other

townsfolk. Some say he smells strange or

awful.

Among the rumors, the general consensus of the

villagers that is easily picked up on is:

Without the Vaduvas, there won’t be enough

quality furs to outlast the winter.

Though some crops grow regardless of weather,

there is not enough for the entire town to survive

on should the winter persist longer than usual.

The Burgomaster is away from the village

temporarily on business but should be back soon.

This has given villagers at least a modicum of

respite.

Rumors of the artifact have drawn a handful of

outsiders to Orașnou, though most of them seem

to come up missing shortly after their arrival.

Fillar, the owner of the Eyes of Midnight, and a

new resident, Arick, do quite a lot of business

together.

DM Note

Actually, Laszlo is luring these newcomers and off-screen

adventurers outside of the village and killing them to sell

their belongings to Fillar in order to build rapport with him.

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

years of over-indulgently spending his ill-gotten

coin.

In order for Glovia to reward him, Laszlo must

obtain the powderbox with little-to-no suspicion.

Laszlo, using a hat of disguise fashioned in the form

of a wolfskin cap masquerades as a brown-haired

human man in his late-twenties named Arik Lavus.

He has begun selling curiosities and supplies to Fillar

at a very good price, knowing that Fillar has been

stealing from the Burgomaster for years and that the

powder box is bound to turn up on Fillar's shelves

sooner rather than later.

What Laszlo doesn't know is that Fillar is a

wereraven, which is how he has so easily stole so

many trinkets from right under the Burgomaster's

nose for so long.

Allow the players to venture out into the village to

begin looking for answers as to what is really going

on. If they do not have their own, have Marku

approach them—offering to loan them some furs if

needed.

Keeping Things Moving

Throughout the adventure there are plenty of opportunities

for role playing and investigation, but if time is a concern, be

careful to not let characters dawdle.

In Part 1, if needed, begin guiding the characters toward

meeting Fillar and encountering "Arik" (Laszlo) by having

Marku Grelon encourage them to visit shops in town, to

snatch up whatever remaining winter supplies that might be

available.

Being that the adventure has limited time, do keep in mind

the following important points that must be covered before

moving into Part Two:

An ancient artifact is rumored to be here in Oraș ou, some

of the locals think it is the source of the icy weather.

A peculiar man named Arik Lavus has taken up residence in

the village and is seen frequently around Fillar's shop

Fillar can't possibly be running an honest business with the

stock that he keeps.

During Part 2 of the adventure, if things begin to hang up,

you can quickly cover some of the investigation by having

something draw attention to Fillar's shop, the Eyes of

Midnight, and let the roleplaying encounter there guide

them. It shouldn't be too hard to realize that Arik is not

who he claims to be, and that Fillar is a criminal.

(order #8808443)

Page 87: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 12

Part 2: Secrets

The devil's finest trick, is to persuade you that he

doesn't exist.

--Charles Baudelaire, Les Fleurs du mal

During this portion of the Adventure, characters

explore the few buildings of interest that Orașnou

has to offer and interact with Laszlo and Fillar;

beginning to uncover the true nature of what is

going on in the village. Once all the pieces come into

view, it is already too late.

A. Village Square

The center of the village is the only place where the

ground is made of cobblestone instead of dirt and

contains a single well that is mostly frozen over.

During the warmer months Vistani set up their

wagons here to sell their wares, but beyond that it

remains largely unused. The well is 5 feet wide and

40 feet deep. The water at the bottom of the well is

frozen solid. Any creature falling into the well takes

14 (4d6) bludgeoning damage. On one corner, a

small platform is set with a lampstand—likely where

announcements to the entire village are held.

B. Burgomaster’s Residence

This building is stout and sturdy looking, crafted from mostly

brick and some petrified timbers. The low, shingled roof

hangs over the front door creating a small area of cover from

the snowfall where 2 armed men stand guard.

The Burgomaster of Orașnou, Ivan Randovich, is a

man who has grown fat and rich through heavy

taxation and high prices. This vain tyrant of a man is

currently away on business. His home is easily the

most well-made structure in Orașnou. It is a single-

level home that sits atop a raised stone foundation

with a shallow set of wooden stairs leading to a

porch and an ornate front door. A traditional

wooden hatch buried beneath the snow at the back

of the home leads to a well-stocked cellar.

The front door is typically guarded by three

(thugs) sitting in chairs, bundled against the chill.

The door itself is locked and requires a set of thieves’ tools and a successful DC 15 Dexterity check to open.

Alternatively, it can be forced open with a DC 13

Strength (Athletics) check. The thugs refuse to let

anyone enter, and are suspicious of anyone who

comes nearer than the street. If provoked, one of

them sounds a whistle, summoning three more

thugs from the rear of the house near the cellar (see

below), who arrive at the end of the second round.

They are miserable, though; if the fight goes against

them, and they are given the opportunity, they

surrender.

It’s Our Lot to Suffer As mentioned above, the thugs are quite cold and even more

bored. The only reason they have remained this long is

because they are afraid of the Burgomaster. However, they

can be distracted or bought off with relative ease. An offer in

excess of 5 gp each is instantly accepted, whereas anything

less is successful with a Charisma (Deception or Persuasion)

he k opposed y the result of the thugs’s Wisdo I sight check. Due to their miserable state, the thugs make this

check with disadvantage.

Due to their contempt for the Burgomaster, the

townsfolk turn a blind eye to any goings-on at his

residence.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak party: Remove a thug; two thugs arrive at the

end of the third round.

Strong or Very strong party: Add a thug; the wind and

snow has picked up, imposing disadvantage on ranged

attacks

Treasure If slain or bargained with, characters notice one of

the guards at the front door has spent his earnings

less modestly than the rest and wears a golden

bracelet and carries a pair of ornate dice carved

from human bones. The two items are worth 25 gp

each.

XP Award If the characters avoid violence with the thugs,

award each character 25 XP per thug.

1. Main Floor

Warm and inviting, the inside of this home is decadent. The

furniture is adorned with many flourishes and rich with deep,

vibrant colors on the upholstery. The faint scent of spices and

well-oiled leather fills the air.

The interior of the home is a simply laid out—yet

well-furnished and decadent. To the right side of the

(order #8808443)

Page 88: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 13

entryway is a large hearth above which hangs an oil

painting of Ivan, himself. In the corner sits a well-

dressed canopy bed with overstuffed pillows and a

foot locker at its base. The opposite end of the home

contains a well-stocked larder, dining area, and a

cabinet full of exotic liquors and spices.

Any character with a passive Perception of 11 or

higher notices a draft coming up from inside the

footlocker. Any character specifically examining the

bottom of the footlocker discovers a trapdoor that

leads down into the cellar. The trapdoor looks like it

hasn't been used in ages.

Treasure. The foot locker is unlocked and

contains personal effects of relatively high value;

gold vestments worth 25 gp, a rhodochrosite (a

blood-red stone worth 10 gp), and a small wolf-fur

pouch containing 15 gp.

2. Cellar

Dry, and covered in a thin layer of dust but otherwise well

kept. This cellar is dimly lit by a faint glow of light through the

floorboards above. Many crates and boxes of various shapes

and sizes litter the floor in a semi-organized manner.

The cellar beneath the home’s stone foundation

contains a small opening barred with iron, just

enough to keep it aired out. Removing the bars is

nigh-impossible; requiring a successful DC 25

Strength (Athletics) check, but they can be destroyed

(AC 17 and 30 hit points; resistance to bludgeoning,

piercing and slashing damage from nonmagical

attacks; immunity to psychic and poison damage).

The cellar door is currently buried beneath the snow

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

brazier full of burning coals, trying to drive off the winter’s chill. If provoked, one of them sounds a

whistle, summoning two additional thugs from the

front of the house (see above), who arrive at the end

of the second round. They are miserable, though; if

the fight goes against them, and they are given the

opportunity, they surrender.

It’s Our Lot to Suffer As mentioned above, the thugs are quite cold and even more

bored. The only reason they have remained this long is

because they are afraid of the Burgomaster. However, they

can be distracted or bought off with relative ease. An offer in

excess of 5 gp each is instantly accepted, whereas anything

less is successful with a Charisma (Deception or Persuasion)

he k opposed y the result of the thugs’s Wisdo I sight

check. Due to their miserable state, the thugs make this

check with disadvantage.

Due to their contempt for the Burgomaster, the

townsfolk turn a blind eye to any goings-on at his

residence.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak party: Remove a thug; two thugs arrive at the

end of the third round.

Strong or Very strong party: Add a thug; the wind and

snow has picked up, imposing disadvantage on ranged

attacks

The cellar door is secured with a well-made lock. The lock requires the use of thieves’ tools and a successful DC 15 Dexterity check, but the lock has

rusted through so any attempts to do so are made

with disadvantage. The weather has partially rotted

the wooden door, however, so it can be forced open

easily with a successful DC 8 Strength (Athletics)

check.

Inside the cellar are two casks of ale, several-

dozen bottles of wine of various ages and origins,

and dozens of crates containing various, valuable

items that the Burgomaster has hoarded over the

years.

Once the players discover this area, and the thugs

are either dispatched, distracted, or otherwise not in

pursuit, read the following:

Some of the crates seem to be in disarray, as if hastily moved

or rummaged through recently. The air here is crisp and rife

with the smell of age.

There are roughly a dozen crates here. Unless

otherwise noted, the crates are shut but not sealed;

they do not require pry bars or force to open. They

contain the following:

Four crates are full of lavish, oversized clothing

cut to fit a man of the Burgomaster's figure.

A small crate is lined with down and soft velvet

protecting the baubles inside (see Treasure,

below).

Four of the crates contain various types of spirits.

Any character that casts detect magic notices that

three of the bottles radiate conjuration magic.

These are potions of healing—three of them to be

exact.

The remaining crates contain various personal

effects from a seemingly a wide range of people.

(order #8808443)

Page 89: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 14

Some are children's dolls, keepsakes, family crests,

jewelry, deeds, and the like. Unknown to the

characters, these are all items that Burgomaster

Randovich has confiscated or taken as collateral

from the people of Orașnou over the years. Inside

of this box is a large hat box tied closed with a

wide, red ribbon. The hat box is disappointingly

empty save for a note that reads:

"A memento of my dearest friend Tatyana, swept off

her feet by the handsome Sergei Von Zarovich what

seems like so long ago. Unlike this powderbox that will

eventually succumb ravages of time, may their love

eternally echo throughout the land as one final

beacon of something truly beautiful."

Observant characters may notice the following after

making a successful DC 15 Intelligence

(Investigation) check:

There are small bird footprints in the dust

throughout the room and near the small cellar

window.

Human sized footsteps can be found around some

of the crates, particularly the ones that bore less

valuables than the others

There is still a thick, undisturbed coat of dust on

the ladder that leads from the cellar to the trap

door in the ceiling.

Treasure. One of the small crates contains a

carved bone statuette depicting a gazebo made of

human bones worth 25 gp, a small mirror set in a

purple painted wooden frame worth 25 gp, and a

sardonyx worth 50 gp inside a bloodstained burlap

bag.

If the characters fully inspected the crates and

their contents (see above), they find three potions of

healing as well.

XP Award. If the characters avoid violence with

the thugs, award each character 50 XP.

C. Vaduva Trading Post

This simple, rectangular home was never pristine, but now

shows the signs of neglect. The birch boards used for its

construction have begun to rot, and are broken in many

places. An occasional rat scurries between the loose boards,

and many bats have taken up residence in the nearby trees.

Just outside the village on the road leading back

toward the Svalich Woods is Laszlo's former home

and now-abandoned trading post.

The windows of this now ramshackle home are

shuttered and hastily boarded up with driftwood

and iron nails. The building is barren inside, aside

from several scraps of fur and an empty, broken

curing rack.

This is where Laszlo has been squatting in

between trips out of town to slay outsiders as he

patiently waits for his opportunity to get the

powderbox from Fillar. As he no longer needs to eat,

drink, or sleep; there is little evidence of him living

here. However, characters who succeed on a DC 11

Wisdom (Perception) notice that the tracks in the

snow around the building seem fresh for a dwelling

that is supposedly abandoned.

In addition to foot traffic, close inspection of the

home shows that jagged claw marks mar the doors

and windows where Laszlo's now-undead hands had

brutishly operated them.

D. Eyes of Midnight

Read:

A carved birch sign depicting a close-up of a Raven's head

with pupils painted to look like the full moon hangs above

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,

(order #8808443)

Page 90: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 15

kempt man named Arik Lavus (Laszlo disguised by

his wolfskin cap). Arik wears leather and furs, but

perhaps the most notable thing about his

appearance is the plush wolfskin cap he wears on his

head—complete with a wolf tail falling rakishly

down from the back of the cap and over one

shoulder. His demeanor seems more collected than

most of Orașnou’s residents.

Arik has just purchased the powderbox from Fillar

in exchange for coin and trinkets recovered from the wight’s victims. Fillar is completely unaware of the

box's significance. Arik has already placed it in his

pack and is making small talk with Fillar as the

characters walk in.

As you enter the Eyes of Midnight, the jingle of the doorbell

doesn't seem to interrupt the tall man who runs the shop

casually bantering with a young man wearing a wolfskin cap.

The man in the hat has just exchanged some jewelry and a

few small hand tools for a short crate.

Roleplaying Fillar & Arik (Laszlo)

Fillar and Arik are crucial to the story and take center stage

during this role playing encounter.

Fillar the Wereraven. Fillar does ’t hide his affliction all

that well. He's a tall, thin man with a long crooked nose,

pointed features, and thick black hair. He dresses primarily in

black and darkened shades of gray. He has dark, beady eyes

and bony fingers. His is also quite skittish; he seems to

constantly be assessing his surroundings and moving in

abrupt, jerky motions while doing so.

Fillar, although less-than-scrupulous, is not a violent man

and has no ill will for anyone in the village aside from

ski i g the Burgo aster’s elo gi gs. At any sign of

danger, he flees—avoiding combat entirely.

Despite his alignment, he is a corvid at-heart and becomes

defensive and even hostile if someone steals from him. He

does not know the significance of the powderbox, and is

confused that Arik is willing to pay a large sum of money for

it; as much as it pains him to part with such a lovely object,

he knows that the gold will do good in the village. Fillar does

not know that Arik Is Laszlo, but suspects that he is hiding

something.

Arik (The Wight Laszlo in Disguise). Of course, he tries to

act aloof and as if he's unfamiliar with the area. He claims to

be a simple travelling trader who has decided to take up

semi-permanent residence within Oraș ou. He is very close

to obtaining the powderbox from Fillar, and as the players

enter the scene he is mere moments away from obtaining it.

He goes to whatever length necessary to ensure he leaves

the shop unscathed, undetected, and with the artifact.

Due to the enchantment of his wolfskin cap, spells that

ould di i e Laszlo’s u dead ature divine sense, etc.) fail

against him. Divination spells reveal nothing but a healthy,

male human.

The actual transaction of the powderbox took place

several minutes before the characters arrived. The

box Laszlo is carrying is a distraction, though it is full

of miscellaneous supplies; a small knife, thick thread,

spices, and dyes; he carries it to avoid suspicion.

With his prize in-hand, Laszlo attempts a hasty—yet

unassuming—exit.

Assuming the characters stop Laszlo to chat, here

are a few things to keep in mind:

A character that succeeds on a DC 13 Intelligence )nvestigation check realizes that Fillar doesn’t sell much in the way of actual, practical goods

here. It is unlikely that he bought the box of

supplies from Fillar, but he doesn’t seem to be leaving with anything else.

Characters who get close to Arik to speak with him

or attempt to steal from him or take his crate or

any personal belongings not only cause him to exit

the scene faster, but may aid in giving away that

he is undead. Any character with a passive

Perception of 15 or higher notices that Arik smells

faintly of decay.

Characters who touch Arik's skin immediately

notice that he is extremely cold, especially for a

person dressed in such a warm garb.

Characters paying specific attention to Fillar

notice his movements are somewhat birdlike (i.e.,

he cocks his head when being spoken to, or bobs it

gently as he walks). A character that succeeds on a

DC 13 Intelligence (Nature) check realizes that he

may, in fact, be a wereraven. Additionally, a

character succeeding at a DC 13 Wisdom (insight)

check gets the impression that Fillar is not being

entirely honest with the characters.

Should Arik leave the shop without attracting

attention, or the characters catching on, he travels

immediately out of town to Glovia. It is only be a

matter of time before the characters realize what is

going on. If they need help, toss them a big hint like

finding Arik's wolfskin cap on the ground—lost as he

fled town quickly—followed by a change in the

shape and depth of his footprints suddenly change as

his disguise fell.

If the characters attempt to confront or fight

Laszlo within Fillar's shop, Fillar defends him, but

ultimately flees if he is reduced to half his hit points.

Arik may also call upon ghouls or zombies to break

in the door to the shop to defend his escape. Such an encounter is designed to be exciting, and shouldn’t present much of an additional challenge.

(order #8808443)

Page 91: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 16

Laszlo’s Escape

In the unlikely event that the characters corner or threaten to

destroy Laszlo, he should be allowed to escape. His escape,

however, should be dramatic and mysterious, and not reveal

his true nature. Perhaps a patch of mist unexpectedly glides

in and when it fades, he is gone. Or maybe he whistles shrilly,

and a gaunt, black horse arrives; Laszlo (still disguised as Arik)

ou ts the east a d rides off. Be reati e, ut do ’t forget that the characters find his wolfskin cap in Part 3, below).

Treasure Should the characters choose to steal from or barter

with Fillar, they discover two items of value in a

display case: a golden locket on display, painted with

the portrait of a beautiful red haired woman with

moon-pale skin on the inside, and a copper chalice

with a silvered rim. Each item is worth 25 gp.

Stealing from Fillar

After the fi al e ou ter ith Laszlo’s i io s later i the adventure, Fillar temporarily flees the village to avoid the

threat. Having left in a hurry, he forgot to lock up the shop

and less scrupulous characters can freely obtain these items.

E. The Hare & Hair

The sign on the front of this shop depicts the

silhouette of a rabbit over a pair of crossed razors.

The window showcases a spare supply of low-

quality furs, skins, and other sundries.

It is run by a middle-aged balding man named

Gregori Wurlbach who often sells to the public, but

whose profits lie primarily with the Vistani as they

pass through town. Gregori is a talkative and fair

man and often overlooks making a profit in order to

help his community.

Services in the Village of Orașnou

As a s all illage, Oraș ou is ot a le to pro ide u h i the means of services and goods. Generally, they are able to find

any basic adventuring equipment and weapons worth 10 gp

or less.

If the characters are coming into this adventure

having just played DDAL04-02 The Beast, they may

already have a relationship with Gregori.

Roleplaying Gregori Wurlbach

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. Fair

minded, he 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.

Village Random Encounters

If at any point the characters begin spending too

much time outside without taking direction, or they

progressed quicker than anticipated feel free to roll

on the random encounters table.

Ra do E cou ters i side Oraș ou

1d20 Encounter

1-3 1d4 blood hawks swoop in and attack the

characters.

4-6 A vine blight buried beneath the snow attacks

a random character.

7-9 A death dog bounds out from behind a

illager’s ho e, fresh lood drippi g fro its jaws.

10-12 1d10 ravens burst from a nearby copse of

trees, pecking at the characters incessantly.

13-15 An emaciated black bear emerges from the

forest, hungry for anything it can overcome.

16-19 A wandering wererat vagabond attempts to

ambush the weakest character in the group.

20 A ghoul, and 2 zombies rush the characters

thirsty for flesh.

Development Once the characters have deduced that Arik is not

who he says he is and that he is actually Laszlo, they

should find themselves heading back toward his

former home to either follow or investigate him. If

they did not find clues earlier in the adventure

indicating that he may still be dwelling there, they

discover fresh tracks in the snow that indicate he

was headed that way on his way out of town.

)f the characters don’t manage to discover that

Arik is, in fact, Laszlo; or that something is amiss

with him, you may bring about a turn of events that

makes his deceit undeniable. Consider the following:

His burning hatred as a wight takes over and he

attacks a random villager in plain sight who just so

happens to be trying to make it back to their home

during the blizzard.

While interacting with Laszlo, there is an

unmistakable stench of rot on his person or

perhaps a severed finger with jewelry still

attached tumbles from his pack in front of the

characters.

He may become unusually inquisitive while

interacting with the characters, sensing that they

are not like the rest of the villagers, which tips

them off to his ruse.

(order #8808443)

Page 92: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 17

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.

(order #8808443)

Page 93: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 18

Part 3: Apprehension

THIS IS MY LINE, THIS IS ETERNAL. How did I ever

end up here? Discarnate, preternatural, my prayers to

disappear. Absent of grace, marked as infernal.

Ungranted in dead time left me disowned. To this

nature, so unnatural. I remain alone.

--David Marchand, But Home Is Nowhere

If the characters deduce that Arik is more than he

appears to be and pursue him, proceed to Encounter

A. Otherwise, proceed to Encounter B. The

characters should only participate in one of these

encounters.

A. Grab Your Pitchforks!

With or without a mob of angry villagers, the

characters should be in pursuit of Laszlo, headed

toward his home just outside the edge of the village.

The snowstorm has once again picked up to near-

blizzard conditions. If the characters are

accompanied by the villagers, read the following

aloud:

The reflection of dozens of blazing torches dances across the

pallid snow as the lynch mob approaches Laszlo's former

home. The raucous crowd's roar hits an apex as torch after

torch are thrown and collide with a burst of sparks onto the

thatch roof, setting it ablaze. Soon, only the crackling of the

flames can be heard as the crowd is quickly silenced by the

sight of shambling undead that slowly wander out from the

surrounding trees and claw their way out from underneath

the home.

At this point, most of the mob disperses and flee to

their homes or the inn. If the characters did not

follow the lynch mob immediately, read the

following aloud:

You approach the former home of Laszlo, plumes of black

smoke rise high above the trees as you're greeted by a warm

glow of the home set ablaze. Stark smatterings of blood and

spent torches scatter the snow here, as most of the villagers

have fled. Some remain though. Most of them are dead, but

the unlucky ones scream in agony and horror as a number of

undead gnaw and rend on their writhing bodies.

Here, at the edge of the road, are two ghouls and

two zombies. Despite the light from the blaze, the

snow has picked up and the entire area is lightly

obscured. Laszlo is nowhere to be found.

There is no definitive map for this area or

encounter, but as you map it out for your players,

ensure that there are various patches of rough

terrain where rubble, ash, and snow choked

vegetation are clumped together, as well as a few

patches of snow that have solidified into ice.

Characters that Dash over patches of ice must

succeed a DC 11 Dexterity saving throw or fall prone.

Additionally, the entire house and various areas

around it are on fire; creatures ending their turn in

the flames take 3 (1d6) fire damage.

A few villagers cling to life, calling out for help.

Should the characters return them to town, the

remaining villagers are able to save their lives.

Treasure After the battle, the characters find Laszlo's wolfskin

cap amidst the carnage. Finally, a character that

makes a successful DC 15 Wisdom (Perception)

check while searching the area after the battle spots

a moonstone worth 50 gp lying near a slain

villager—partially camouflaged by the snow.

B. No Inquisition? No problem!

Should no hunt for Arik take place and his minions traipse

into the village during the night, the encounter pans out

roughly in the same fashion. A villager sets fire to a structure

with a misplaced torch throw, icy terrain muddles the

battlefield, and villagers become devoured by the undead.

Just in the village center instead.

If the events leading to Laszlo’s apprehension do not

take place, read the following aloud as night fully

settles and the moon is high:

A blood curdling scream rings out from the center of the

village, from your point of view, you see a gray haired woman

in shoddy clothing in the embrace of a sickly looking man.

Blood flo s do the o a ’s loak a d o to the pallid snow at her feet; black in the moonlight.

Two ghouls and two zombies have made it to the

center of the village and have begun clawing and

biting at anything in sight (building doors, villagers,

livestock, etc.). After encountering Laszlo’s minions in this manner, it becomes clear that Arik was

behind it—he left his telltale cap behind.

(order #8808443)

Page 94: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 19

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak party: Remove a ghoul and a zombie.

Weak party: Remove a ghoul.

Strong party: Replace ghouls with ghasts. The wind

disappears and the area is filled with choking smoke from

a nearby burning building—all ranged attacks are made

with disadvantage.

Very strong party: Replace ghouls with ghasts and

zombies with ghouls. The wind disappears and the area is

filled with choking smoke from a nearby burning building—all ranged attacks are made with disadvantage.

Treasure After the battle, the characters find Laszlo's wolfskin

cap amidst the carnage. Finally, a character that

makes a successful DC 15 Wisdom (Perception)

check while searching the area after the battle spots

a moonstone worth 50 gp lying near a slain

villager—partially camouflaged by the snow.

Conclusion

…AND THOSE WHO RESISTED, were dragged out of

their homes. This necklace, was fashioned out of their

teeth and bones.

--Francis Mark, Holding a Wolf by the Ears

After dealing with Laszlo's undead minions, the

characters are urged to return to the Seven Tables

by townsfolk who were injured or simply paralyzed

in fear from watching the events from afar. The

villagers implore the characters to let everyone in

the village know the truth about Laszlo—especially

the Grelon family.

Once at the Inn, Marku invites the characters to

stay free of charge and recuperate as needed. He

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.

The Burgomaster

Any respite the players might partake in is cut short

however; shortly after returning to the tavern,

Burgomaster Randovich bursts in along with four

thugs, demanding to speak with the characters.

The door to the inn swings open abruptly behind

Burgomaster Randovich's gait, filling the room with a blast of

wind that causes the hearth to momentarily flicker. He is

followed closely by four rough-looking men wielding clubs

and brandishing wide smiles full of rotten, missing teeth.

They approach your group, demanding you explain

yourselves at once!

The Burgomaster demands the characters explain all

that they know about what just happened at the

Vaduva's home and presses them to empty their

packs and show them all of their belongings.

If a fight ensues, the Burgomaster immediately

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

morning.

With the Burgomaster present, all of the thugs

fight to the death. If pressed or questioned, they

don't know anything; they are paid muscle and

nothing more.

Moving On

The ending of this adventure is set to dovetail nicely

into DDAL04-04, Marionette, where the larger

schemes in the story begin to unfold.

If the adventure is not being played as part of the

D&D Adventurer's League organized play program,

you are free to decide what happens next with the

village of Orașnou, the artifact, Laszlo, and the

overarching plot.

(order #8808443)

Page 95: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 20

Rewards Make sure players note their rewards on their

adventure logsheets. Give your name and DCI

number (if applicable) so players can record who

ran the session.

Experience

Total up all combat experience earned for defeated

foes, and divide by the number of characters present

in the combat. For non-combat experience, the

rewards are listed per character. Give all characters

in the party non-combat experience awards unless

otherwise noted.

Combat Awards

Name of Foe XP per Foe

Black Bear 200

Blood Hawk 25

Death Dog 200

Ghoul 200

Raven 10

Thug 100

Vine Blight 100

Wererat 450

Wereraven 450

Wight 700

Zombie 50

Non-Combat Awards

Task or Accomplishment XP per Character

Avoid violence with the thugs 25 per thug

Save injured villagers 50

The minimum total award for each character

participating in this adventure is 225 experience

points.

The maximum total award for each character

participating in this adventure is 300 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 according to

a system. See the sidebar if the adventure awards

permanent magic items.

Treasure Awards

Item Name GP Value

Ra do i h’s Footlo ker 50

Ra do i h’s Cellar 100

Eyes of Midnight 50

Laszlo’s Sha k 50

Ra do i h’s guards 50

Potion of Healing Potion, common

A description of this item can be found in the

Dungeon Master's Guide.

Wolfskin Cap Wondrous item, uncommon (requires attunement)

This thick and fuzzy hat is actually a hat of disguise,

and looks incredibly comfortable. While it allows the

wearer to cast disguise self at-will, the power is

limited in that it only disguises the wearer as a plain-

looking brown-haired human male in his late

twenties. However, while so disguised, the wearer is

hidden from spells abilities that would detect its true

nature (such as divine sense). A description of this

item can be found in the Dungeon Master's Guide.

Permanent Magic Item Distribution

D&D Adventurers League has a system in place to determine

who is awarded permanent magic items at the end of a

session. Each character’s logsheet o tai s a olu to record permanent magic items for ease of reference.

If all the players at the table agree on one character taking

possession of a permanent magic item, that character gets

the item.

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

items gets the item. If there is a tie in the total number of

permanent magic items owned by contesting characters,

the ite ’s o er is determined randomly by the DM.

Renown

All faction members earn one renown point for

participating in this adventure.

(order #8808443)

Page 96: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 21

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 Welcome to Barovia , above .

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.

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.

(order #8808443)

Page 97: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 22

DM Appendix: NPC

Summary

Fillar Esven (FILL-er ESS-ven). This less-than-

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

Burgomaster has established, they are somewhat

higher than the goods are usually sold for.

Unbeknownst to him, he is getting very close to drawing Randovich’s attention. When that happens,

he may not be in business much longer. Fillar is also

more than he appears; he is a wereraven.

Arik/Laszlo Vaduva (AIR-ikk/laz-LO vuh-DOO-

vuh). Laszlo, once an outdoorsman married to Alina

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): Once a simple girl of surpassing beauty, Esmae’s

obsession and infatuation with Count Strahd turned this chandler’s daughter into a talented witch in her

own right.

In her pursuit of his heart, Esmae 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 kindred spirit; and in Esmae’s endless suffering of unrealized love, Strahd was comforted.

Esmae--thinking that she had finally won his heart--

quickly realized that she was no more than a pawn.

She seeks to change that. NOTE: Esmae is not present

in this adventure.

Tatyana Federnova (taut-YAWN-uh): The betrothed of Strahd’s brother, Sergei. Threw herself from the walls of Castle Ravenloft after Sergei’s murder.

Burgomaster Ivan Randovich (EYE-vun RAN-doe-

vich): Associated with the Coins suit. Burgomaster

of the village of Orașnou. Through heavy taxation

and the high prices of the goods he alone provides,

he has grown fat, vain, and rich on the backs of those he has subjugated. Seeks out Tatyana’s Comb. NOTE:

Ivan is not present until the conclusion of this

adventure

(order #8808443)

Page 98: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 23

Appendix. NPC/Monster

Statistics

Black Bear Medium beast, unaligned

Armor Class 11 (natural armor)

Hit Points 19 (3d8 + 6)

Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 10 (+0) 14 (+2) 2 −4 12 (+1) −2

Skills Perception +3

Senses passive Perception 13

Languages —

Challenge 1/2 (100 XP)

Keen Smell. The bear has advantage on Wisdom

(Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its

bite and one with its claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 7 (2d4 + 2) slashing damage.

Blood Hawk Small beast, unaligned

Armor Class 12

Hit Points 7 (2d6)

Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA

6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3)

Skills Perception +4

Senses passive Perception 14

Languages --

Challenge 1/8 (25 XP)

Keen Hearing and Smell. The hawk has advantage on

Wisdom (Perception) checks that rely on sight.

Pack Tactics. The hawk has advantage on an attack roll

against a creature if at least one of the hawk's allies is

within 5 feet of the creature and the ally isn't

incapacitated.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 4 (1d4 + 2) piercing damage.

Death Dog Medium monstrosity, neutral evil

Armor Class 12

Hit Points 39 (6d8 + 12)

Speed 40 ft.

STR DEX CON INT WIS CHA

15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+2) 6 (-2)

Skills Perception +5, Stealth +4

Senses darkvision 120 ft., passive Perception 15

Languages --

Challenge 1 (200 XP)

Two-Headed. The dog has advantage on Wisdom

(Perception) checks and on saving throws against being

blinded, charmed, deafened, frightened, stunned, or

knocked unconscious.

Actions

Multiattack. The dog makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) piercing damage. If the target is

a creature, it must succeed on a DC 12 Constitution

saving throw against disease or become poisoned until

the disease is cured. Every 24 hours that elapse, the

creature must repeat the saving throw, reducing its hit

point maximum by 5 (1d10) on a failure. The creature

dies if the disease reduces its hit point maximum to 0.

Ghast Medium undead, chaotic evil

Armor Class 13

Hit Points 36 (8d8)

Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 2 (450 XP)

(order #8808443)

Page 99: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 24

Stench. Any creature that starts its turn within 5 feet of

the ghast must succeed on a DC 10 Constitution saving

throw or be poisoned until the start of its next turn. On

a successful saving throw, the creature is immune to

the ghast’s Ste h for 2 hours. Turn Resistance. The ghast and any ghouls within 30

feet of it have advantage on saving throws against

effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one

creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 10 (2d6 + 3) slashing damage. If the target is

a creature other than an undead, it must succeed on a

DC 10 Constitution saving throw or be paralyzed for 1

minute. The target can repeat the saving throw at the

end of each of its turns, ending the effect on itself on a

success.

Ghoul Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (5d8)

Speed 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 15 (+2) 10 (+0) −2 10 (+0) −2

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one

creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 7 (2d4 + 2) slashing damage. If the target is

a creature other than an elf or undead, it must succeed

on a DC 10 Constitution saving throw or be paralyzed

for 1 minute. The target can repeat the saving throw at

the end of each of its turns, ending the effect on itself

on a success.

Raven Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4 - 1)

Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA

2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3

Senses passive Perception 13

Languages --

Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has

heard, such as a person whispering, a baby crying, or

an animal chittering. A creature that hears the sounds

can tell they are imitations with a successful DC 10

Wisdom (insight) check.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one

creature. Hit: 1 piercing damage.

Thug Medium humanoid (any race), any non-good alignment

Armor Class 11 (leather armor)

Hit Points 32 (5d8 + 10)

Speed 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 1/2 (100 XP)

Pack Tactics. The thug has advantage on an attack roll

agai st a reature if at least o e of the thug’s allies is ithi feet of the reature a d the ally is ’t

incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one

creature. Hit: 5 (1d6 + 2) bludgeoning damage.

(order #8808443)

Page 100: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 25

Heavy Crossbow. Ranged Weapon Attack: +2 to hit,

range 100/400 ft., one target. Hit: 5 (1d10) piercing

damage.

Vine Blight Small plant, neutral evil

Armor Class 12 (natural armor)

Hit Points 26 (4d8 + 8)

Speed 10 ft.

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

this grapple ends, the target is restrained, and the

blight can't constrict another target.

Entangling Plants (recharge 5-6). Grasping roots and

vines sprout in a 15-foot radius centered on the blight,

withering away after 1 minute. For the duration, that

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

Strength saving throw or become restrained. A

creature can use its action to make a DC 12 Strength

check, freeing itself or another entangled creature

within reach on a success.

Wererat Medium humanoid (human, shapechanger), lawful evil

Armor Class 12

Hit Points 33 (6d8 + 6)

Speed 30ft.

STR DEX CON INT WIS CHA

10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)

Skills Perception +2, Stealth +4

Damage Immunities bludgeoning, piercing, and

slashing damage from nonmagical attacks that aren't

silvered

Senses darkvision 60ft. (rat form only), passive

Perception 12

Languages Common (can't speak in rat form)

Challenge 2 (450 XP)

Shapechanger. The wererat can use its action to

polymorph into a rat-humanoid hybrid or into a giant

rat, or back into its true form, which is humanoid. Its

statistics, other than its size, 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.

Keen Smell. The were rat has advantage on Wisdom

(Perception) checks that rely on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The

were rat makes two attacks, only one of which can be a

bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack:

+4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2)

piercing damage. If the target is a humanoid, it must

succeed on a DC 11 Constitution saving throw or be

cursed with were rat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee

Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5

(1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only).

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one

target. Hit: 5 (1d6 + 2) piercing damage.

Wereraven (Fillar) Medium humanoid (human, shapechanger), lawful

good

Armor Class 12

Hit Points 31 (7d8)

Speed 30 ft. (fly 50 ft. in raven and hybrid forms)

STR DEX CON INT WIS CHA

10 (+0) 15 (+2) 11 (+0) 13 (+1) 15 (+2) 14 (+2)

Skills Insight +4, Perception +6

Damage Immunities bludgeoning, piercing, and

slashing from nonmagical attacks not made with

silvered weapons

Senses passive Perception 16

(order #8808443)

Page 101: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 26

Languages Co o a ’t speak in raven form)

Challenge 2 (450 XP)

Shapechanger. The wereraven can use its action to

polymorph into a raven-humanoid hybrid or into a

raven, or back into its human form. Its statistics, other

than its size, are the same in each form. Any

equipment it is eari g or arryi g is ’t tra sfor ed. It reverts to its human form if it dies.

Mimicry. The wereraven can mimic simple sounds it

has heard, such as a person whispering, a baby crying,

or an animal chittering. A creature that hears the

sounds can tell they are imitations with a successful DC

10 Wisdom (Insight) check.

Actions

Multiattack (Human or Hybrid Form Only). The

wereraven makes two weapon attacks, one of which

can be with its hand crossbow.

Beak (Raven or Hybrid Form Only). Melee Weapon

Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing

damage in raven form, or 4 (1d4 + 2) piercing damage

in hybrid form. If the target is a humanoid, it must

succeed on a DC 10 Constitution saving throw or be

cursed with wereraven lycanthropy.

Shortsword (Humanoid or Hybrid Form Only). Melee

Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5

(1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only).

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one

target. Hit: 5 (1d6 + 2) piercing damage.

Wight (Laszlo) Medium undead, neutral evil

Armor Class 14 (studded leather)

Hit Points 45 (6d8 + 18)

Speed 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Skills Perception +3, Stealth +4

Damage Resistances necrotic; bludgeoning, piercing,

a d slashi g fro o agi al eapo s that are ’t 300silvered

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages the languages it knew in life

Challenge 3 (700 XP)

Sunlight Sensitivity. While in sunlight, the wight has

disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two longsword attacks

or two longbow attacks. It can use its Life Drain in place

of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one creature. Hit: 5 (1d6 + 2) necrotic damage. The

target must succeed on a DC 13 Constitution saving

throw or its hit point maximum is reduced by an

amount equal to the damage taken. This reduction

lasts until the target finishes a long rest. The target dies

if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later

as a zo ie u der the ight’s o trol, u less the humanoid is restored to life or its body is destroyed.

The wight can have no more than twelve zombies

under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5

ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7

(1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range

150/600 ft., one target. Hit: 6 (1d8 + 2) piercing

damage.

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 Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 8

Languages Common, Draconic

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.

(order #8808443)

Page 102: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 27

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 4 (1d6 + 1) bludgeoning damage.

(order #8808443)

Page 103: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 28

Appendix. The Village of

Orașnou Map

(order #8808443)

Page 104: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 29

Appendix. Laszlo’s Cabin Map

(order #8808443)

Page 105: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 30

Appendix. Orașnou Square Map

(order #8808443)

Page 106: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL04-03 The Executioner 31

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.

(order #8808443)

Page 107: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

THE MARIONETTE

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

raved of an army of the dead, a delicate powderbox, and a beautiful yet dangerous woman. Now

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

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 Ha dbook, Mo ste Ma ual, Du geo 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)

Page 108: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 2

Introduction Welcome to The Marionette, a D&D Expeditions™ adventure, part of the official D&D Adventurers League™ organized play system and the Curse of

Strahd™ storyline season.

This adventure is designed for 1st through 4th-

level characters, and is optimized for five 3rd-

level characters. Characters outside this level range

cannot participate in this adventure.

The adventure takes place entirely in the barony of

Barovia, in the Ravenloft campaign setting.

The D&D Adventurers

League This adventure is official for D&D Adventurers

League play. The D&D Adventurers League is the

official organized play system for DUNGEONS &

DRAGONS®. Players can create characters and

participate in any adventure allowed as a part of the

D&D Adventurers League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take those characters through other

adventures that continues their story.

If you’re running this adventure as a part of a store event or at certain conventions, you’ll need a DC) number. This number is your official Wizards of the Coast organized play identifier. )f you don’t have a number, you can obtain one at a store event. Check

with your organizer for details.

D&D Adventurers League play is broken up into

storyline seasons. When players create characters,

they attach those characters to a storyline season, which determines what rules they’re allowed to use to create and advance their characters. Players can

continue to play their characters after the storyline

season has finished, possibly participating in a second

or third storyline with those same characters. A character’s level is the only limitation for adventure play. A player cannot use a character of a level higher

or lower than the level range of a D&D Adventurers

League adventure.

For more information on playing, running games as

a Dungeon Master, and organizing games for the D&D

Adventurers League, please visit the D&D

Adventurers League home at:

www.dndadventurersleague.org

Preparing the Adventure Before you show up to Dungeon Master this

adventure for a group of players, you should do the

following to prepare.

Make sure to have a copy of the most current

version of the D&D Basic Rules or the Player’s Handbook.

Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat.

Get familiar with the monster statistics in the

Appendix.

Gather together any resources you’d like to use to aid you in running this adventure--such as

notecards, a DM screen, miniatures, and

battlemaps.

If you know the composition of the group

beforehand, you can make adjustments as noted

throughout the adventure.

Before Play at the Table Ask the players to provide you with relevant

character information:

Character name and level

Character race and class

Passive Wisdom (Perception)—the most common

passive ability check

Anything notable as specified by the adventure

(such as backgrounds, traits, flaws, etc.) Players that have characters outside the adventure’s level range cannot participate in the adventure

with those characters. Players with ineligible

characters can make a new 1st-level character or use

a pregenerated character. Players can play an

adventure they previously played or ran as a

Dungeon Master, but not with the same character.

Ensure that each player has an official adventure

logsheet for his or her character (if not, get one from

the organizer). The player fills out the adventure

name, session number, date, and your name and DCI

number. In addition, the player also fills in the

starting values for experience, gold, downtime,

renown, and number of permanent magic items. He

or she fill in the other values and write notes at the

conclusion of the session. Each player is responsible

for maintaining an accurate logsheet.

(order #8808443)

Page 109: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 3

If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. If you see magic items of very high

rarities or strange arrays of ability scores, you can ask

players to provide documentation for the

irregularities. If they cannot, feel free to restrict item

use or ask them to use a standard ability score array.

Point players to the D&D Adventurers League Player’s Guide for reference.

)f players wish to spend downtime days and it’s the beginning of an adventure or episode, they can

declare their activity and spend the days now.

Alternatively, they can do so at the end of the

adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure, unless the adventure specifies

otherwise. Feel free to reread the adventure

description to help give players hints about what they

might face.

Adjusting the Adventure Throughout this adventure, sidebars provide

information to assist you in making adjustments for

smaller or larger groups and characters of higher or

lower levels than the adventure is optimized for. This

is typically used exclusively for combat encounters.

You may adjust the adventure beyond the

guidelines given in the adventure, or for other

reasons. For example, if you’re playing with a group of inexperienced players, you might want to make the

adventure a little easier; for very experienced players,

you might want to make it a little harder. Therefore,

five categories of party strength have been created

for you to use as a guide. Use these as a guide, and feel

free to use a different adjustment during the

adventure if the recommended party strength feels

off for the group.

This adventure is optimized for a party of five

3rd-level characters. To figure out whether you

need to adjust the adventure, do the following:

Add up the total levels of all the characters.

Divide the total by the number of characters.

Round fractions of .5 or greater up; round fractions

of less than .5 down. You’ve now determined the average party level

(APL) for the adventure. To figure out the party

strength for the adventure, consult the following

table.

Determining Party Strength Party Composition Party Strength

3-4 characters, APL less than Very weak

3-4 characters, APL equivalent Weak

3-4 characters, APL greater than Average

5 characters, APL less than Weak

5 characters, APL equivalent Average

5 characters, APL greater than Strong

6-7 characters, APL less than Average

6-7 characters, APL equivalent Strong

6-7 characters, APL greater than Very strong

Average party strength indicates no recommended

adjustments to the adventure. Each sidebar may or

may not offer suggestions for certain party strengths.

If a particular recommendation is not offered for your

group, you don’t have to make adjustments. Running the Adventure As the Dungeon Master of the session, you have the

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

outcome of a fun game session often creates stories

that live well beyond the play at the table. Always

follow this golden rule when you DM for a group:

Make decisions and adjudications that enhance

the fun of the adventure when possible.

To reinforce this golden rule, keep in mind the

following:

You are empowered to make adjustments to the

adventure and make decisions about how the group

interacts with the world of this adventure. Doing so

is especially important and applicable outside of

combat, but feel free to adjust the adventure for

groups that are having too easy or too hard of a

time.

Don’t make the adventure too easy or too difficult for a group. Never being challenged makes for a

boring game and being overwhelmed makes for a

frustrating one. Gauge the experience of the players

(not the characters) with the game, try to feel out

(or ask) what they like in a game, and attempt to give each of them the experience they’re after when they play D&D. Give everyone a chance to shine.

Be mindful of pacing, and keep the game session

moving along appropriately. Watch for stalling,

since play loses momentum when this happens. At the same time, make sure that the players don’t

(order #8808443)

Page 110: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 4

finish too early; provide them with a full play

experience. Try to be aware of running long or

short. Adjust the pacing accordingly

Read-aloud text is just a suggestion; feel free to

modify the text as you see fit, especially when

dialogue is present.

Give the players appropriate hints so they can make

informed choices about how to proceed. Players

should be given clues and hints when appropriate

so they can tackle puzzles, combat, and interactions

without getting frustrated over lack of information.

Doing so helps to encourage immersion in the adventure and gives players little victories for figuring out good choices from clues. )n short, being the DM isn’t about following the adventure’s text word-for-word; it’s about facilitating

a fun, challenging game environment for the players.

The Dungeon Master’s Guide™ has more information

on the art of running a D&D game.

Downtime and Lifestyle

At the beginning of each play session, players must

declare whether or not they are spending any days of

downtime. The player records the downtime spent on

the adventure logsheet. The following options are

available to players during downtime (see the D&D

basic rules or the D&D Adventurers League Player’s Guide for more information):

Catching up

Crafting (exception: multiple characters cannot

commit to crafting a single item)

Practicing a profession

Recuperating

Spellcasting services

Training

Other downtime options might be available during

adventures or unlocked through play, including

faction-specific activities.

In addition, whenever a character spends

downtime days, that character also spends the

requisite expense for his or her lifestyle. Costs are per

day, so a character that spends ten days of downtime

also spends ten days of expenses maintaining his or

her lifestyle. Some downtime activities help with

lifestyle expenses or add lifestyle expenses.

Spellcasting Services

Any settlement the size of a town or larger can

provide some spellcasting services. Characters need

to be able to travel to the settlement to obtain these

services.

Help From Who!?

For the current storyline season, Curse of Strahd, the rules for

spellcasting services are changed for characters adventuring in

Baro ia. I “trahd’s leak do ai , there si ply are ’t a y settlements where spellcasters can accommodate such needs,

and those places of worship that might otherwise provide

spellcasting services are overrun with monsters. As such,

unless otherwise detailed in an adventure, the only individual

able to provide spellcasting services is Jeny Greenteeth. This

will no doubt lead to some uncomfortable situations and

unforeseen consequences.

Refer to Page 7 of the Adventurers League Dungeon

Maste ’s Guide for more details.

Spell services generally available include healing and

recovery spells, as well as information-gathering

spells. Other spell services might be available as

specified in the adventure. The number of spells

available to be cast as a service is limited to a

maximum of three per day total, unless otherwise

noted.

Spellcasting Services Spell Cost

Cure wounds (1st level) 10 gp

Identify 20 gp

Lesser restoration 40 gp

Prayer of healing (2nd level) 40 gp

Remove curse 90 gp

Speak with dead 90 gp

Divination 210 gp

Greater restoration 450 gp

Raise dead 1,250 gp

Acolyte Background

A character possessing the acolyte background requesting

spellcasting services at a temple of his or her faith may request

one spell per day from the Spellcasting Services table for free.

The only cost paid for the spell is the base price for the

consumed material component, if any.

However, no religions have established places of worship

here of sufficient size to provide spellcasting services. Because

of this, characters with the Acolyte background gain no benefit

from this trait.

Character Disease, Death, and

Recovery

Sometimes bad things happen, and characters get

poisoned, diseased, or are killed. Since you might not

have the same characters return from session to

session, here are the rules when bad things happen to

characters.

(order #8808443)

Page 111: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 5

Disease, Poison, and Other Debilitating

Effects A character still affected by diseases, poisons, and

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 conclusion

(see the recuperating activity in the D&D Basic Rules).

)f a character doesn’t resolve the effect between sessions, that character begins the next session still

affected by the debilitating effect.

Death 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 in

the adventuring party has immediate access to a raise

dead or revivify spell, or similar magic. A character

subject to a raise dead spell is affected negatively

until all long rests have been completed during an

adventure. Alternatively, each downtime day spent

after raise dead reduces the penalty to attack rolls,

saving throws, and ability checks by 1, in addition to

any other benefits the downtime activity might

provide.

Create a New 1st-Level Character. If the dead

character is unwilling or unable to exercise any of the

other options, the player creates a new character. The

new character does not have any items or rewards

possessed by the dead character.

Dead Character Pays for Raise Dead. If the character’s body is recoverable it’s not missing any vital organs and is mostly whole) and the player

would like the character to be returned to life, the

party can take the body back to civilization and use the dead character’s funds to pay for a raise dead

spell. A raise dead spell cast in this manner costs the

character 1,250 gp.

Character’s Party Pays for Raise Dead. As above,

except that some or all of the 1,250 gp for the raise

dead spell is paid for by the party at the end of the

session. Other characters are under no obligation to

spend their funds to bring back a dead party member.

Faction Charity. If the character is of level 1 to 4 and a member of a faction, the dead character’s body can be returned to civilization and a patron from the

faction ensures that he or she receives a raise dead

spell. However, any character invoking this charity

forfeits all experience and rewards from that session

(both those earned prior to and after death during

that session) and cannot replay that episode or

adventure with that character again. Once a character

reaches 5th level, this option is no longer available.

Resurrection Madness

In Barovia, the souls of the dead are as trapped as the souls of

the li i g. They e o e aught i the ists a d a ’t tra el 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 some

supernatural means, it gains a random form of indefinite

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

the Dungeon Maste ’s Guide.

Vampirism and Lycanthropy Vampires and lycanthropes are not included in the

allowed rules for character creation or advancement

(see the D&D Adventurers League Player’s Guide).

These conditions grant characters powers and

abilities that are not suitable for organized play, and

typically impose a restricted or prohibited alignment.

As such, characters afflicted with vampirism or

lycanthropy must have the affliction cured before the

start of their next episode or adventure.

Afflicted characters have the following options:

Lycanthropes can be cured with a remove curse

spell. This spell is available as a spellcasting service

for 90 gp (though Jeny Greenteeth might have

additional requirements; see Spellcasting Services earlier in this guide).

Vampires can be cured by a wish spell cast by a

fellow player character (wish is not available as a

spellcasting service). Alternatively, a vampire

character can be slain and returned to life with

raise dead, at the normal cost of 1,250 gp. If a

character chooses to end a vampiric curse in this

manner, the Dark Powers (see Page 8, Adventurers

League Dungeon Master’s Guide) do not offer a free

raise dead, though Jeny Greenteeth might be willing to make a deal see Spellcasting Services earlier

in this guide).

An afflicted character who does not end his or her

curse is retired from play until able to do so by one of

the means above, or through the application of DM

rewards to the character.

The Demiplane of Dread This adventure is set within the Ravenloft campaign

setting, in the lands of Barovia which exists in the

Demiplane of Dread. There are several atmospheric

and thematic elements to keep in mind at all times

while running your game:

(order #8808443)

Page 112: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 6

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,

the sky is dimmed by fog or storm clouds, or the light

is strangely muted. Barovian daylight is bright light, yet it isn’t considered sunlight for the purpose of effects and vulnerabilities, such as a vampire’s, tied to sunlight. Nevertheless, Strahd and his vampire

spawn tend to stay indoors most of the day and

venture out at night, and they are subject to sunlight

created by magic.

Winter in Barovia

The winters are cold, wet, and stormy here. The natives of the

Demiplane are prepared—well, as prepared as they can hope

to be.

The characters, however, are unfamiliar with the realm.

Thankfully, the region they came from was experiencing the

worst winter in living memory, and are likely to possess winter

clothing. If they are not, then, preparations are in order. The

village has a single shop called The Hare & Hair where they are

able to procure such supplies if they wish.

A dark sentience infuses the very soil, twisting and

contorting everything within. In places where you

would normally expect wildlife such as deer, rabbits,

or squirrels, you instead find wolves, rats, and mangy

dogs. Vegetation is rotted and dead, and forests are

filled mostly with gnarled, thick trees with bare

branches. Colorful, vivacious things simply do not

exist.

The Denizens of Orașnou

Most Oraș ou reside ts are u da e la orers, far ers, fletchers and other folk who fall under common professions.

They typically have gaunt features, as crops often fail to take

root, and creatures of the night frequently kill and devour

their livestock.

Most are sullen, and often filled with fear, be it from the

lands themselves, what lies within them, Lord Strahd, or their

own tyrant of a Burgomaster; Ivan Randovich and his cronies.

Be sure to play to the mindsets of these people who live

threadbare existences, constantly on the precipice of horror

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

people are e pty shells reated y “trahd’s o s ious ess to populate his domain. However, about one in every ten people

in Barovia are actually possessing of a soul—the souls of the

original denizens of Barovia before its transition into the

Demiplane. When a being with a soul dies in Barovia, its soul

remains trapped until it is reincarnated later. Souls tend to

wear clothing with a splash of color or have other features

that demonstrate even a small bit of individuality.

Alterations to Magic The land of Barovia resides in its own demiplane,

isolated from all other planes, including the Material

Plane. No spell—not even wish—allows one to escape from Strahd’s domain. Astral projection, teleport,

plane shift, and similar spells cast for the purpose of

leaving Barovia simply fail, as do effects that banish a

creature to another plane of existence. These

restrictions apply to magic items and artifacts that

have properties that transport or banish creatures to

other planes. Magic that allows transit to the Border

Ethereal, such as the etherealness spell and the

Etherealness feature of incorporeal undead, is the

exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane.

For the purpose of spells whose effects change

across or are blocked by planar boundaries (such as

sending , Strahd’s domain is considered its own plane. Magic that summons creatures or objects from other

planes functions normally in Barovia, as does magic

that involves an extradimensional space. Any spells

cast within such an extra-dimensional space (such as

that created by Mordenkainen’s magnificent mansion)

are subject to the same restrictions as magic cast in

Barovia.

While in Barovia, characters who receive spells

from deities or otherworldly patrons continue to do

so. In addition, spells that allow contact with beings

from other planes function normally—with one

provision: Strahd can sense when someone in his

domain is casting such a spell and can choose to make himself the spell’s recipient, so that he becomes the one who is contacted.

Cosmetic Spell Modifications At your discretion, a spell can be modified

cosmetically to enhance the horrific atmosphere of

Ravenloft. A few examples are presented below:

Alarm. Instead of hearing a mental ping when the

alarm is triggered, the caster hears a scream.

Bigby’s Hand. The conjured hand is skeletal.

Find Familiar. The familiar is undead instead of

being a celestial, a fey, or a fiend, and is immune to

features that turn undead.

Find Steed. The summoned steed is undead instead

of being a celestial, a fey, or a fiend, and is immune to

features that turn undead.

Find the Path. A child’s spirit appears and guides the caster to the desired location. The spirit can’t be harmed and doesn’t communicate. Fog Cloud. Misty, harmless claws form in the fog.

Gust of Wind. A ghastly moan accompanies the

(order #8808443)

Page 113: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 7

summoned wind.

Mage Hand. The summoned hand is skeletal.

Maze. The surfaces of the demiplane’s maze are made of mortared skulls and bones.

Phantom Steed. The steed resembles a skeletal

horse.

Rary’s Telepathic Bond. Characters linked together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on

them.

Revivify. A creature restored to life by a revivify

spell screams upon regaining consciousness, as

though waking from some horrible nightmare.

Spirit Guardians. The spirits appear as ghostly,

skeletal warriors.

Wall of Stone. A wall created by the spell has

ghastly faces sculpted into it, as though tortured

spirits were somehow trapped within the stone.

Count Strahd Von Zarovich

Lord Strahd is the Darklord of Barovia. He rules his domain

from Castle Ravenloft as Strahd IX; a descendent of Strahd I. In

actuality, Strahd I and Strahd IX are the one and the same--a

vampire. As a mortal, Strahd fell in love with Tatyana

Federovna; the bride of his younger brother Sergei. In his

jealousy, Strahd murdered his brother and became the

Darklord of Barovia; which was swept away into the

Demiplane along with its ruler. Since then, Strahd is cursed to

seek incarnations of Tatyana for eternity. NOTE: Strahd is not

present in this adventure.

Not Without Humor

The bleak and oppressive landscape must give way

now and then to some moments of respite, not only

does this break up the taxing mindset that Ravenloft

can evoke, but it also provides good chances for

horror to sneak back up on players just as they least

expect it.

Background The village of Orașnou is somewhat remote, perched

in the Barovian hills in the Svalich Woods. Situated at

the base of a cliff to protect it from the harsh

northeasterly winds, its picturesque location would

normally grant a scenic view, however no living

person can recall a day that would make such a sight

possible. Regardless, the ominous castle Ravenloft is

almost always visible. With only narrow roads that

climb into the hills, it's common for the small village

to become cut off from the rest of the valley during

the winter months.

While the majority of the residents are modest, the

village does claim one noble family—the Falinescu

family having made Orașnou their home many years

ago. Lucian Falinescu inherited his fortune, but his

family nevertheless prospered through his

mechanical inventions: devices, instruments, and toys

operated by springs and cogs. His wife, Glovia—gifted

with a talent for healing—helped the locals for many

years using her knowledge of healing ways and tools

crafted by her husband.

The Falinescus had a single daughter named

Isabella who unfortunately contracted a deadly disease and, despite Glovia’s best efforts, died just shy

of ten years ago at the age of nine. The couple did not

take Isabella's death well and both fell into a very

dark state of depression. Lucian has since made rare

appearances, but hasn't been seen since last winter.

Glovia disappeared for so long that it was rumored

she had killed herself. Recently, however, she has

emerged and has once again begun helping at the village’s small hospice. She sleeps there more often

than not, but occasionally returns to their home for

long periods.

Many rumors surround Falinescu manor, a very

sizable estate to the south of the village. Before

Isabella's death, it was an honor to be invited to one

of their many social events. Their servant staff once

provided much needed income for the village, but

now all of the servants have been relieved of their

positions or have simply not been heard from.

Within her home, Glovia blamed herself for

Isabella's death, and became obsessed with finding a

way to bringing her daughter back. Initially, she drew

upon on her knowledge of anatomy and healing, but

eventually resorted to arts of a darker nature—none

of which produced the results for which she was

hoping. Lucian vehemently objected to his wife’s activities and demanded that she stop. But Glovia’s heart had festered and her work had grown into a

dangerous obsession. )n the end, Lucian’s objections would be his undoing; Glovia murdered her husband

and from his body crafted a golem. Now Lucian will

serve his wife with neither question nor complaint.

As dark as her research became, Glovia still holds a

place in her heart for the villagers. Better yet,

working at the hospice has granted her access to the

occasional corpse that passes through—an added

bonus. Finally, during her time in the Hospice, Glovia

has begun formulating plans for a young girl from the

village.

Glovia's obsession has caught the attention of a

powerful Witch of Barovia. Sympathizing with

Glovia's plight, but more importantly seeing an

(order #8808443)

Page 114: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 8

opportunity to exploit her grief for her own purposes,

she offered to help Glovia resurrect her daughter's

soul into a new body. In exchange for this gift, the

witch has asked for only a single item in return;

Tatyana’s powderbox.

To help her find the powderbox, she has created

minions, notably and most recently the wight, Laszlo

(DDAL04-02 The Beast and DDAL04-03 The

Executioner). He has recently succeeded in obtaining

the powderbox, but suspects that Glovia will betray

him after she gets what she wants. Because of this, he

is hesitant to return it to his mistress.

Laszlo the Un-deaded Undead.

If the characters at your table managed to slay Laszlo in a

previous adventure (such as DDAL04-2 The Beast or DDAL04-

03 The Executioner), this is, indeed, the same creature. The

Dark Powers have saw fit to restore the slain wight for their

own, unfathomable reasons.

Overview This adventure consists of four parts.

Part 1. The adventurers are asked to find a wagon

from a supply run to a neighboring village. In so

doing, they are forced to fend off scavenging harpies.

They find evidence of something more than harpies

and hopefully bring a survivor to the hospice in an

effort to save him.

Part 2. The adventurers are summoned to the

Burgomaster’s home. (ere they take part in a Vistani ritual that seeks to understand why they have been personally named in the Burgomaster’s reading. Part 3. Anticipating her betrayal, Laszlo attacks the

village, knowing Glovia cares for them, as well as to

force her hand. The adventurers are compelled to

make tough decisions in the heat of the attack.

Part 4. After doing their best to help defend the

town, they learn that Glovia has absconded to

Falinescu Manor with Sorina, a village girl, and her

father has gone after her.

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 just outside Orașnou via an unnaturally thick fog or mist while traveling overland, preferably at night. Proceed to Welcome to Barovia , below. Otherwise, the characters begin the adventure

having already made the transition to the Demiplane

of Dread, they begin the adventure in the Seven

Tables; taking respite from the biting cold winter

over a mug of ale, a glass of wine, or simply just a hot

meal.

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 village. )t’s heavy-handed, but such is the way of the

Demiplane.

Any character 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

dis issal…

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.

(order #8808443)

Page 115: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 9

Part 1: Easy Money Expected Duration: 30 minutes

This adventure begins in the early afternoon at the

Seven Tables common house where the characters

have gathered to regroup after their battle with

Laszlo's undead minions. It is assumed they have had

a long rest. Take a moment to let the characters

introduce themselves. Take note of the characters’s

full names as they are needed in the Town Crier

section.

The Seven Tables

Proceed with the following text:

The storm outside has intensified and made it foolish to leave

An excuse for you to get some much-needed rest. Your hosts

Marku and Crina Grelon are quite the gossips and you have

picked up on a few bits of information as they make their

rounds.

The Grelon family owns this establishment and has

added a large common room that they let out to

passersby in order to pay off the hefty lien placed

upon the property by the Burgomaster. The food is

cheap and subpar (little more than a thin soup), and

the drinks watered down. Refer to the rumors sidebar

for conversations and rumors that the adventures

may hear. In addition, the information in the

background section, and the manor information from

Part 4 can be learned.

Rumors During their time in the Seven Tables, the following

rumors are passed their way—or simply overheard:

Shadows have been seen near the graveyard.

The Burgomaster has brought a curse on the village

by entertaining the Vistani woman.

The Falinescu girl haunts the Manor and kills

anyone who approaches.

Taxes are too high—the Burgomaster’s greed will

be felt as winter progresses.

The woodsman was killed by a werewolf, but how

did he rise from the dead?

Some of the servants from Falinescu manor have

not been seen in far too long.

When the interaction is winding down, proceed to the

following interjection by Marku.

As the howling of the wind outside appears to die down the

proprietor, Marku, approaches you. "Excuse me; I wonder if I

might have a moment? I told Crina we shouldn't bother you,

but she insisted I come over. My nephew, Vasile and his friend

have recently gone to Vallaki for supplies. They were due back

last e e i g, ut ha e ot retur ed. Nor ally, I ould ’t worry, but the storm and recent events give me pause.

We do ’t ha e u h, ut e ould s rape together a modest reward if you are able to find them."

Marku is the owner of the Seven Tables. He refuses to

say how much of a reward he will be able to provide;

partly out of fear that such a paltry amount might insult the adventurers, but largely because he’s worried that the other patrons might overhear.

If the characters agree, he suggests that Vallaki is to

the west along the main road. He is able to provide

the characters with a wagon and pair of broken-down

horses.

Roleplaying Marku Grelon

Marku is human, small in frame with a short graying beard and

a small hat he wears on the back of his head. He is pensive and

spends most of his time serving drinks and engaged in serious

conversations about the latest gossip with the patrons. His

wife, Crina, cooks and occasionally pops out of the kitchen to

yell at him to serve the food or drink and update her on any

new information. Marku knows the value of information and

has mastered the technique of asking the right questions to

get it. His primary motivation, aside from his family, is making

any profit at all after paying his taxes to the Burgomaster.

Quote: "H … I ight be able to fi d out fo you… but it won't be easy..."

In Search of Vasile

If the characters accept the job of looking for Vasile,

they are told to travel out of town and into the valley

on the north road. They do not have to travel far to

find him.

General Features The area has the following general features:

Light and Visibility. It is a typical gray and

overcast day, but well lit.

Weather. There is a break in the storm, but the

resulting snow is very deep, representing difficult

terrain.

Smells and Sounds. There is a strong smell of

evergreen trees. The heavy snow cover dampens and

kills any sound before it travels.

(order #8808443)

Page 116: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 10

Though the snowfall has stopped, the lingering drifts are deep.

Descending into a valley, you happen upon a junction in the

road. To one side of the crossing, you see a wagon—its cargo

spread out in the snow.

The corpse of a horse and what is likely its owner lay

partially covered in snow on the ground.

This unfortunate scene is the result of Laszlo’s undead minions roaming the area. The body in the

snow is that of Vasile’s friend and the horse is dead

and been partially eaten.

Development A search of the wagon reveals Vasile—still alive,

albeit in horrible condition. He has a number of

slashing wounds and is unconscious, suffering from

life drain, and once roused, madness as a result of the

wight's attack. Vasile is on the verge of death and is

unlikely to survive the trip back to town without

some attention—something that a character that

succeeds on a DC 10 Wisdom (Medicine) check

realizes.

Having been defeated by the wight’s life drain

ability, any attempts to restore hit points

automatically fail. However, a successful DC10

Wisdom (Medicine) check or one use of a Healer's Kit

stabilizes him long enough to get back to town. If no

attempts are made to stabilize him, Vasile perishes

along the way.

On returning to Orașnou, the Grelons are thankful,

but hysterical at the sight of Vasile. They beg the

characters to accompany them to the hospice where

they insist that Glovia can help him. Marku sends one

of the patrons to warn them of their pending arrival.

If Vasile does not survive, the characters are still

asked to take his body to the hospice; instead to ask

Glovia to arrange the burial.

Treasure The characters are able to find a jewelry box

containing gaudy jewelry worth a total of 75 gp. If the

characters return Vasile to the Grelons alive, Marku

gives the characters a tattered pouch containing 10

gp; the entirety of their wealth.

XP Award If the characters return Vasile to Orașnou alive, award

each player 50 XP.

The Hospice

The hospice is a squat brick building with a high-peaked roof.

As you approach, a woman and a young girl come out to meet

you.

I side, the o a says al ly, “ori a ill dire t you here to set hi .

Once inside, the woman examines the wounds and points

things out to the young girl, who nods understandingly after

each observation has been made. Sorina follows the woman as

she sets to work on the unconscious boy.

This is Glovia Falinescu and she attends the hospice

with the assistance of the young girl, Sorina. The

modest facility has four beds, a table for herbal

preparations, and the large table upon which Vasile is

currently laying. An adjoining room offers a small

living space.

A character succeeding at a DC 15 Intelligence

(Medicine) check realizes that Glovia has a deep

understanding of anatomy. Despite this, the gravity of Vasile’s wounds appear to shock Glovia. With a

puzzled look on her face, she asks the characters

about the attack and what they found. If, for some

reason, the adventurers did not go to the hospice,

Sorina arrives wherever they’re at to fetch them.

Read:

Panic washes over Glo ia’s fa e; she is o iously orried. "This as Laszlo's doi g. Did you destroy hi ? “he asked, the slightest hint of anticipation on her lips.

Glovia doesn’t elaborate as to what sort of creature Laszlo is; she describes him only as being some sort

of undead.

She is very interested in what the characters found

at the scene of the attack and asks the characters to

spare not the slightest detail. If asked for healing, she

is able to cast healing word, once. This healing is an

arcane ability; it is not a divine spell.

Roleplaying Glovia

Glovia is about 50 years of age. She speaks with the slow

cadence of experience. This can turn ominous when she is

issuing words of caution. She has a warm and then suddenly

cold personality when it comes to the villagers. While she truly

cares for them, when thoughts turn to Isabella, her obsession

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.

(order #8808443)

Page 117: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 11

Quote: You etata sal is showi g. That ust be uite pai ful.

Glovia is willing to converse with the characters,

provided they don’t distract her too much from her work. She is meticulous and distractions easily annoy

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.

Glovia largely credits )sabella’s death with her search to learn about the body and ways to heal its

woes.

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. Glovia doesn’t speak about much else, insisting that the characters go provide the Grelon family the news

that she is confident that she will be able to save

Vasile (or doing what the characters can to comfort the family if Vasile didn’t survive the trip .

(order #8808443)

Page 118: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 12

Part 2: The Reading Expected Duration: 45 minutes

The Town Crier

When business at the hospice is winding down, begin

this event by reading the following:

From outside you hear the loud clang of a hand-bell. You see a

stout, portly man with a blue coat and pale trousers flanked by

a lanky teenage boy staring into space. They both stand on a

small platform at the center of town. Townsfolk immediately

stop what they are doing and a surprisingly large crowd quickly

gathers.

The man begins:

"Oyez, Oyez, Oyez! The following is a decree from the most

distinguished and generous Burgomaster Randovich, to which

e are all i de ted…i o e for or a other. The Burgomaster makes it known that the following

persons are to report to his residence as soon as is possi le.

The man elbows the young boy standing next to him

who, in turn, recites the characters’s names aloud

from an unfurled scroll. Once done, read:

The crier continues, "These persons are suspected not of being

charlatans, burglars, vagabonds, or instigators. You are to

draw no conclusions." By now you are sure that the entire

town is staring at you.

"Let it also e k o that… Oleg, it is your tur to light the village lamps tonight." A single, disembodied groan rises from

the back of the crowd, oozing with disappointment. "That is

all!"

After the crier leaves, the crowd slowly disperses as,

naturally, speculations begin to spread like wild fire.

The characters have time to talk to some of the

villagers if they like. While some folks may be leery of

the characters, most have seen them return with

Vasile, garnering their trust. This is a good

opportunity for them to hear some rumors floating

around town—especially if this is the first adventure

of the series that the characters have participated in.

If the characters elect to spend some time speaking

to the residents of the village, be aware of the passage

of real-world time. Otherwise, allow the characters to

engage with the locals or maybe even a meal and a

chance to freshen up at the Seven Tables.

Eventually, however, the characters are directed to

the Burgomaster’s estate. Characters should get the

feeling that the villagers don't respect the

Burgomaster, but would never openly express their feelings because, hey; he’s the Burgomaster.

If characters refuse to go, the Burgomaster

attempts a more formal approach and personally

invites them to dinner.

The Burgomaster’s Estate The Burgomaster’s home is at the southern end of the

village on the road that leads further into Barovia.

When the characters approach the Burgomaster’s

home, read the following:

The night’s fog is beginning to sneak its way down the cliff and

into the town. The Burgo aster’s home is quite large

compared to the other homes within the village and leaves

little doubt of who controls the purse strings.

In front of the house on the road there is an elegant

vardo, (a round-topped wagon, commonly used by the

Vistani), adorned with bright colors and images of red

roses.

As the adventurers approach the door, they are

welcomed into the home by a stoic servant that leads

them into the abode. The servant does not engage in

conversation; chiming in with only, "I'm sure I

wouldn't know such things if asked a direct question about the goings-on in the village.

The furniture is adorned with many flourishes and rich with

deep, vibrant colors on the upholstery. The faint scent of

spices and well-oiled leather fills the air.

A large round table covered in a black velvet cloth

dominates the parlor. At the far end sits a comely middle-aged

woman dressed in bright colors. As you enter, she pulls a deck

of lacquered cards from her gown and, spreading them in a

graceful flourish, bids you to sit. Behind her, a rotund man in

fine clothing stares out the window impatiently chewing on his

thumbnail.

After a few, uncomfortable moments, the

Burgomaster takes a moment to introduce himself to

any new characters (unless everyone has met the

Burgomaster before). Once greetings have been

exchanged, he relates the following information:

He introduces the woman at the table as Sybil

Rasia. She claims to be Gur, but I am not aware with

any tribe among the Vistani.

(order #8808443)

Page 119: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 13

At my request, she performed a reading for me

earlier today, and foresaw something ominous and,

frankly, unusual.

Among other interesting portents, she also

mentioned the characters; individually and by

name.

Ivan recants the highlights of the Sybil’s reading in nervous tones:

An army of the dead

A delicate powderbox

A beautiful, yet powerful, woman

The adventurers' names

All the while, the Sybil shuffles the cards in a single

hand; stopping every once in a while to flip one face-

up onto the table.

Soon, the Burgomaster begins to grow angry and

curse. Only then does Sybil Rasia speak. She does not

remark upon what the Burgomaster said, but believes

that she can provide more accurate information by

performing a group reading. However, it requires the

participation of all of the adventurers to be

successful.

The Reading If the characters agree to participate, the Sybil

performs a ritual that creates a shared experience—a

ritual unique to the Sybil.

If the characters choose not to participate, the Sybil

Rasia—and more importantly—the Burgomaster are

greatly disappointed. The characters are asked once more and then dismissed from the Baron’s home. Proceed to Part 3, below.

Sybil Rasia deftly pockets her Tarokka deck and withdraws a

fist-sized sphere of crystal from what seems to be the same

pocket with a single, fluid motion. She sets the crystal orb on

the table before her atop a silver stand.

"There is no need for caution. Close your eyes and clear

your thoughts."

After a few moments, characters that close their eyes

and concentrate receive a vision.

Read:

As your eyes close, a feeling of restful warmth washes over

you.

From seemingly nowhere, you hear the delicate plucking of

a harpsichord and images of objects fade into view. Eventually,

you find yourselves in a lavish parlor in a large, thoughtfully

decorated manor. A roaring fire crackles in the enormous

hearth. Windows span one wall of the room—flooding light

out onto a dramatic terrace overlooking the night-shrouded

valley below.

A young girl in a white dress is facing the windows sitting

and playing a large, keyed instrument.

This ritual channels the spirit of a troubled deceased,

in this case, Isabella Falinescu. It is a shared event

that reveals metaphoric objects reflecting her past

experiences as well as current perceptions.

Focusing During the Vision

Certain activities while in a dream state require a great deal of

effort to focus enough to consciously realize what has been

seen. A successful Constitution check may be required to

perform activities such as reading, or focusing on minute

details while other stimuli within the vision might distract you.

During the vision granted by this ritual, the player may be

called upon to make a Constitution (Investigation) or

Constitution (Perception) check. This reflects their ability to

remain focused on the vision while taking their own individual

knack for noticing things that would otherwise go unnoticed.

Within the vision, the characters are free to explore

the room. Because of the dream-state, it requires

effort to maintain conscious awareness in the event.

Because of this, spells may not be cast. Additionally,

some activities may require a Constitution ability

check. The DC for the majority of these checks should

be 11 or 13.

General Features The room has the following general features:

Area. The room is very large, approximately 60 feet

long and 45 feet wide. Attempts to leave the room prove fruitless; the doors and windows can’t be opened.

Attire. The characters find themselves without

their weapons, armor, spellbooks, etc. They are

dressed in formal attire for a social event of some

status. Puffy sleeves are apparently in fashion for men

and ladies are in formal dresses.

Light. Bright light fills the room from a roaring fire

and the multitude of candles spread around the room.

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."

(order #8808443)

Page 120: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 14

Smells. There is a very attractive aroma of

cinnamon-clove spiced cider. Beneath the pleasant

smells of the room, the lingering smell of rot.

Nightmare State. The dream-state of the ritual

may provoke a nightmare-like effect (as per the

dream spell) and heightens the experience. This may,

on occasion, invoke a Horror saving throw for

something that otherwise may not.

Specific Features The following items are in the room, describe their

details if the characters investigate them:

The Girl. The girl wears a lovely, white dress and is

playing a harpsichord with her back to the

adventurers. She is quite skilled, is performing a fast-

paced waltz. If approached, the girl turns suddenly

towards them revealing that her chest and arms are

riddled with open sores, and the left side of her face is

almost entirely rotted away. The sight is grotesque

and shocking. The first character to see the girl’s face must succeed on a DC 11 Horror saving throw.

Horror

Horror involves more than simple fright. It entails revulsion

and anguish. Often it arises when adventurers see something

completely contrary to the common understanding of what

can and should occur in the world, or upon the realization of a

dreadful truth. In such a situation, you can call on characters

to make a Charisma saving throw to resist the horror. Set the

DC based on the magnitude of the horrific circumstances. On a

failed save, a character either becomes frightened or gains a

short-term form of madness that you choose or determine

randomly. Use your discretion when determining the effect of

a failed horror check. Take your players into consideration and

the activity in which they are participating.

A character afflicted with short-term madness is subjected

to an effect from the Short-Term Madness table for 1d10

minutes.

Short-Term Madness

d100 Effect (lasts 1d10 minutes)

01-20 The character retreats into his or her mind and

becomes paralyzed. The effect ends if the character

takes any damage.

21-30 The character becomes incapacitated and spends

the duration screaming, laughing, or weeping.

31 – 40 The character becomes frightened and must use his

or her action and movement each round to flee from

the source of the fear.

41 - 50 The character begins babbling and is incapable of

normal speech or spellcasting.

51 - 60 The character must use his or her action each round

to attack the nearest creature.

61-70 The character experiences vivid hallucinations and

has disadvantage on ability checks.

71 - 75 The character does whatever anyone tells him or her

to do that isn't obviously self-destructive.

76- 80 The character experiences an overpowering urge to

eat something strange such as dirt, s lime, or offal.

81-90 The character is stunned.

91-100 The character falls unconscious. Despite the girl’s hideous disfigurement, she is quite

friendly; she greets the characters in an innocent

voice. Any attempts to touch or otherwise physically

interact with the girl are ineffective; physical objects

pass through her as if she were incorporeal. Resting

on top of the harpsicord is a tattered doll.

If the characters question the girl, she knows and

relates the following:

Her mother's name is Glovia and her father is

Lucian. She points to each in turn in the portrait.

She doesn't know about her affliction, but says "it

must be very bad because it makes Mommy very sad

and Daddy very angry."

Her father makes things like toys and tools that are

used to "fix people."

Her mother is very smart and can fix people, the

way her father fixes his toys.

Isabella can't leave the manor because her mother

has told her to remain here or she'll be scolded.

Her mother can't fix her without help from the

"pretty lady." She doesn't know it, but she is

referring to the witch that has tasked Glovia with

finding and retrieving the powderbox. She only

knows her as a pretty lady that wants something

from her mother.

If asked, she thinks the reason the adventurers

were named in the reading is because they are

supposed to protect the village. It's their purpose.

She doesn't know why she thinks this.

Large Family Portrait. The large portrait is of a

wealthy, attractive family. Centered in the picture is

Glovia Falinescu—resting her hand on the shoulder of

a young girl who looks identical to the young girl

playing the harpsicord, minus the disfiguring sores

and rot. Anyone looking at the portrait who succeeds

on a DC 13 Constitution (Perception) check notices a ring on Glovia’s finger depicting an empty heart.

Bust. A marble bust of a man sits on a thick

pedestal. A name is inscribed on its base. A character

succeeding on a successful DC 13 Constitution

(Investigation) check sees the name: "Lord Strahd

von Zarovich" etched on a brass placard on the bust’s base. If anyone investigates the bust while wearing

the spectacles (see below), they find the bust looking

back at them. The character viewing the bust must

succeed on a DC 11 Horror check.

(order #8808443)

Page 121: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 15

Spectacles. On the center table there is a delicate

pair of glasses. These glasses sport amber lenses with

slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. Wearing them reveals

Isabella without her disease.

Doors. There are three doors that exit the room. No

amount of effort opens them. Isabella simply says

that, "Mommy keeps the doors locked." The walls,

doors, and windows are a boundary of the

experience.

Dolls. Dozens of different dolls, puppets, and toy

soldiers are placed about the room. Some of them are

clockwork toys, and walk around the room; others

are dolls with features that move like blinking eyes or

waving hands, and a few are marionette puppets.

These toys are Lucian's handiwork with beautiful,

intricate details. Isabella loves to talk about them and

praises her father's work.

A writing table with an open book. The book is

Glovia's journal. Deciphering the writing in the

journal requires a successful DC 11 Concentration

(Investigation) check. If successful, give Player

Handout 1 to the character reading the journal—and

only that player. These entries are the extent of what

they are able to learn from the journal.

Tray of Cider. On a tray there are crystal cups of

warm cider, one for each adventurer. The aroma fills

the room and is difficult to ignore. If asked, Isabella

tells the characters that her mother set out the cider

for her guests and invites everyone to partake. It’s good for you. she says. Anyone who drinks the cider

is overcome with warm feelings and thoughts of

comfort and home. It immediately removes the effects

of failed horror check.

Roleplaying Isabella in the Reading

As any child her age, Isabella has a short attention span. She is

aware of the cold truths of her and her family's situation and

addresses those things plainly as if it were anything else and

then change the subject. She is aware of her mother's plans

but doesn't speak about that either. She is more reserved and

sad in the reading than her more mischievous antics that take

place in the manor.

Quote: Do you like y d ess? Mothe had it ade fo just

for e.

Enter Laszlo

If Isabella is asked about the powderbox, or whenever

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

say she doesn't know and then she can remember it

later.

Isabella skips to a table upon which is a silver box. As she

opens it, golden light spills out. She reaches in and pulls out a

simple, wooden box, the source of the light, and shows it to

you.

Just as you are able to focus on the object to discern what it

is, the serenity of the moment shatters as a figure comes

crashing through the window.

Thick strings of wispy ether are attached to his arms and

legs similar to those of a marionette. He snatches the wooden

box from Isabella and with a backhanded swing of a lumber

axe strikes the young girl’s head fro her shoulders without a

so much as a glance.

Any character witnessing Laszlo's entrance and the girl’s subsequent decapitation must succeed on a DC

11 Horror saving throw.

Additionally, the characters may attempt a DC 13

Constitution (Investigation) check. Those characters

that failed the Horror saving throw make this check

with disadvantage. Characters that succeed on this

check or anyone wearing the spectacles, notices that

the strings attached to Laszlo lead to the giant image

of Glovia who also has strings attached to her.

"Bring it to me Laszlo!", a voice booms from overhead.

Seeming to snarl at the voice, the creature gathers his strings

together and with a single sweep of his axe, severs them

cleanly. Looking at you, he issues a hissing growl and leaps out

through the window and into the cold night.

The adventurers are awakened from the ritual by the

sound of the Burgomaster yelling.

"Run, Oleg!" The loud yell of the Burgomaster slaps you

back to reality. Finally regaining control of your body you

return to see him yelling out the window. A dark figure is

chasing Oleg down the street; its head is cocked strangely to

one side. Screams are coming from all parts of the village. Ivan

turns to you and yells, "Snap out of it! We're under attack!"

Any creature who drank the cider in the vision gains

the benefit of a short rest.

(order #8808443)

Page 122: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 16

Part 3: Laszlo’s Attack Expected Duration: 30 minutes

Realizing that Glovia is using him and intends to

betray him at first opportunity in favor of the

villagers, Laszlo attempts to exact revenge on her and

the villagers who tried to kill him.

The sun is just beginning to set when Part 3 begins.

Coming outside, you hear a roaring voice echoing down into

the village from the cliffs above. Looking up you see Laszlo

holding a torch: "Glovia! What shall you do now? You can't

protect them all! I have what you seek and now you must

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

of the buildings and immediately catches fire. This brings your

focus to the village and you realize the horror that is

happening all around you. The dead have risen and are

attacking the town. Looking back up, Laszlo has vanished from

sight, but it seems you have more immediate concerns.

The characters have several opportunities to help

defend the village from the undead attack. The

characters may split up to solve the first three, but the

fourth may be difficult without the entire party. Each

character can participate in one encounter (see A

through D, below). The characters fail any encounter

that they do not attempt.

Once done, proceed to I'm Afraid I Have More Bad

News, below.

Descriptions

These encounters are meant to be run quickly. Briefly

describe each of the following scenarios, and then

allow the players to decide the one in which they'd

like to participate. Remind players to consider not

just skills, but also alignments, personality, and

backgrounds when deciding.

Encounter 1. Oleg and some villagers have been

cornered by a group of zombies. )t’s possible the

characters can lure them away without fighting

them, reward clever roleplaying, here.

Encounter 2. A pack of skeletons goes from

building to building setting them on fire. They have

already set the jailhouse on fire and the prisoner

yells through the window at passersby; pleading for

them to release him. He assures the characters that

he will make it worth their while.

Encounter 3. The Burgomaster tells the characters

that the town hall contains the food stores precious

to the village's winter survival and is currently

being set ablaze. The provisions must be retrieved

or families won't make it through the winter.

Encounter 4. The characters notice a creature that

seems to be giving orders to all the other undead.

Defeating him may be instrumental in defending

the village.

Success and Failures The encounters have benefits or consequences based

on the outcome. Assume that encounters not

attempted are failures.

A. You're Pullin' my Oleg

Oleg and a few villagers have been chased down a side alley

and are cornered by a group of zombies that shamble toward

them. You may be able to distract and lure the monsters near

a stack of heavy timbers that can be released upon them,

pinning and restraining them, but you will have to offer a

convincing distraction.

Four zombies are closing on Oleg and two villagers.

Impress upon adventurers that wish to simply fight

the zombies that it likely requires all party members

which may likely prevent any other encounter

attempts.

If the characters wish to attempt to lure the

zombies away, they may do so. This provides Oleg

and the villagers plenty of time to get out of the alley

and get away. Adventurers are then able to release

the stack of timbers onto the slow moving zombies

and pin them in place.

Reward clever thinking and successful rolls here. If

you feel you must assign a mechanical measure of

success or failure here, do so. For example, you may

require that the characters succeed on a number of

Charisma (Deception or Persuasion) checks to lure

the zombies away and a Dexterity (Stealth) check to

hide from them as they shamble by whatever hiding

place the characters have chosen. Either way, if the

characters are successful, Oleg and the villagers are

able to take refuge inside a nearby building. Failure

means that half of the zombies pursue the characters

while the rest continue to attack the villagers.

Success One of the villagers was once a servant at Falinescu

manor and has recently made a delivery of supplies.

She knows the condition of the entrance floor (Area

A1), and describes it to the characters.

(order #8808443)

Page 123: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 17

Treasure. At the conclusion of Part 2, the rescued

villagers gather 25 gp worth of assorted coins and a

potion of healing to show their gratitude.

Failure If one or more of the villagers are killed by the

zombies, the characters receive no warning of the

entrance floor at the manor.

XP Award If the characters succeed, award each player 100 XP.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very Weak or Weak party: Remove two zombies

Strong or Very Strong party: Add two zombies

B. As the Crow Fries

Help, help! shouts a disembodied voice from a nearby

building. As you draw closer, a head appears in a barred

window.

The building appears to be a jailhouse of sorts and it is

empty; the constable likely out defending the town. The

stru ture’s roof is well ablaze as you arrive.

There are two obstacles to this challenge, the building

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.

However, characters may, as an action, delay the

collapse by one round by shoveling snow onto the

roof of the jailhouse. This may be done only once.

The Cell. The jail cell is more challenging; it

requires a set of thieves’ tools and a successful DC 15 Dexterity check. Forcing open the door requires a

successful DC 17 Strength (Athletics) check.

No help may be given in these checks, but if more

than one character is present, an action may be spent

to throw snow on the fire to delay it enough to gain

an additional attempt. This may be done once.

Success The prisoner grabs a bag concealed in a pile of straw

he was given as a bed and with a wink, he thanks the

characters for their bravery—handing them the

satchel before turning into a raven and flying away.

Some characters might realize he could have escaped

at any time. If asked later, the jailors claim to be

unaware of any prisoners in their custody.

Adventurers succeeding earned the "Eye of the

Raven" story reward.

Treasure. In exchange for rescuing him, the man gives the characters a satchel containing a potion of

healing, 25 gp, and a brass key set with a purple

stone. The jailors do not recognize the key as

belonging to any door in the jailhouse. This key

unlocks the controller found in Area C1, Lucian’s Workshop.

Failure If the prisoner is not freed within two rounds (three if

the fire is delayed), the roof collapses—destroying

the treasure the prisoner would have otherwise given

the characters. As the building collapses, the

characters see a raven flying out of the wreckage and

into the night.

XP Award If the characters succeed, award each player 100 XP.

C. The Heat of the Moment

The roof of the town hall building is particularly susceptible to

the fire—which is rapidly getting out of control. A quick look

inside the building reveals five large crates. The roof is beyond

hope of extinguishing, but with quick decisive action you may

be able to save the supplies within before the roof comes

down.

To successfully remove a crate from the building, a

character must succeed on a DC 13 Strength

(Athletics) check. Each time a character makes and

attempt, they must succeed on a DC 11 Dexterity

saving throw or take 7 (1d10) fire damage from

falling debris and smoke inhalation. Two characters

may work together to remove a crate and gain

advantage on the check, the saving throw is made

with disadvantage.

On the ninth attempt, the roof collapses and anyone

who fails that attempt is caught inside, taking 11

(2d10) fire damage and 11 (2d10) bludgeoning

damage. Additionally, they must succeed on a DC 11

Dexterity saving throw or be knocked prone and

restrained by the debris. In order to free themselves,

a restrained character must succeed on a DC 11

Strength saving throw. If someone uses an action to

help them, the saving throw is made with advantage.

Once the roof collapses, any remaining crates are

destroyed. All five crates are required for success.

(order #8808443)

Page 124: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 18

Success The adventurers earn the Trust of the Burgomaster

story award.

Treasure. The Burgomaster gifts the characters

with a pouch containing 25 gp and a potion of healing.

Failure No penalty other than not receiving the treasure

reward. If the event was not attempted, the

characters earn the Ire of the Burgomaster story

award.

XP Award If the characters succeed, award each player 100 XP.

D. An Uninvited Ghast

Looking around at the chaos, one figure stands out from the

others. A particularly ghastly looking creature seems to be

issuing orders to the others. You think that if you could take

him out, it would be a simple matter to confuse and lead the

others away from town.

Leading the attack is a ghast. The objective is simple;

eliminate the commander. At the end of each round

that the ghast is still alive; two skeletons come to his

defense.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very Weak party: Replace the ghast with a ghoul, remove a

skeleton

Weak party: Remove a skeleton

Strong party: Replace skeleton with a ghoul

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.

Very Weak party: Replace the ghast with a ghoul, remove a

skeleton

Weak party: Remove a skeleton

Strong party: Replace skeleton with a ghoul

Strong or Very Strong party: Replace skeletons with ghouls

Treasure The ghast wears the butler's ring, a jeweled ring

worth 50gp.

I'm Afraid I Have More Bad News

When each character has completed an encounter

(failing or succeeding), the outcome of events not

attempted have played out and failed. If the ghast was

not killed by the adventurers, he is eventually

overcome by a mob of villagers. The remaining

undead are confused without direction and are easily

lead away or dispatched by the torch and pitchfork

bearing village mob.

The adventurers are now able to take a short rest

while the villagers extinguish the fires that remain

and gather the dead and wounded.

After the cleaning efforts begins to wind down for the evening,

a woman arrives; pleading hysterically for help. "You must

help me. She has taken my girl! My Sorina is gone and my

husband, Boris, has gone after them. I could not stop him!"

The woman is the mother of Sorina, the young girl

who works at the hospice. She explains that Glovia

cast a spell on them and took the girl. She was told by

others that Sorina was seen leaving the town with

Glovia heading towards the Manor. When the

adventurers decide to go to the manor, be sure to

issue the warning by the village woman if she was

saved in Encounter 1.

(order #8808443)

Page 125: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 19

Part 4: The Manor Expected Duration: 2 hours

Falinescu Manor was built by the Falinescu family for

their only son, Lucian and his young bride Glovia, who

wanted to live in a picturesque mountain home. This

was far from a simple home however, requiring a full

staff of servants to manage. While it is not part of Orașnou proper, it was very much welcomed as its

existence supported many families. Being a young

couple with a child, the family was thought of as local

royalty and beloved by everyone in the village.

When their daughter Isabella died, the town

mourned with them. But when their grief went on for

years, attitudes changed from compassion to

suspicion and eventually to rumor and fear.

The manor itself is indeed haunted by Isabella who

acts as an unwanted tour guide as the adventurers

move through.

It is late in the evening when Part 4 begins.

Roleplaying Isabella in the Manor

Existing as a ghost, Isabella is bound to the house by her

mother's grief. She remains quite innocent, acting as any girl

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

stuck or to lead them to areas to help or trick them. She is

mischievous and as adventurers explore the manor, she will

attempt to scare them as a child's game. Her scares tend to be

much more effective however, as she uses her appearance

and incorporeal state to great effect. If attacked, she runs

away and returns when they have calmed down. Each time

one of these scares occurs; have the affected characters

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

entirely up to the DM.

If asked about Sorina or her father, she admits to seeing

them but never reveals where, walking off through walls as

she is talking. She does say she feels sorry for Sorina because

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,

particularly in the dining room. DMs are encouraged to be

creative in planning scares. Very few things will actually make

Isabella angry; repeatedly attacking her, or shortening her

name to "Bella." If she gets angry, she will use Horrifying

Visage and then runs away or goes Ethereal, only to return

later.

Quote: "What are you doing? You're silly. Hey, where are

you going?"

Approaching the Manor

There is a road from the village, although it has not seen

wagon or carriage traffic in years and is now nothing more

than a foot path.

The enormity of the home is in sharp contrast to the

buildings you have seen so far in the area. Once a lavish estate

that surely hosted many grand affairs, Falinescu Manor has

fallen into dilapidation from neglect. An imposing granite

structure perched on a bluff, the home boasts an impressive

view over the Svalich Woods to an ominous castle in the

distance.

A. The First Floor

A1. Entrance

In front of the estate there is a circular path for carriages.

Multiple gargoyles stare down from their parapets in

disapproval. Huge black, wooden doors with rusted iron

bindings offer a cold reception.

The doors are not locked and open easily. A DC 10

Wisdom (Perception) check reveals that no one

appears to have used the doors in a very long time. A

DC 15 Wisdom (Perception) also reveals that there is

a path that leads to a side entrance on both sides of

the manor.

A2. Foyer

This grand foyer is obviously made to impress. The ceiling is

open to the second story and ultimately to a glass paned roof

which is currently leaking very badly. Pillars line the sides of

the room supporting an overlooking rail on the second story.

An impressive staircase is opposite the door.

If 200 pounds or more is placed on the foyer floor

(anywhere within the railed section), the sub-

flooring collapses in key structural areas, causing

the entire foyer floor and the stairs up to the first

landing to crumble into the basement.

Look Out Below!

Any creatures on the floor or beneath it when it collapses,

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.

(order #8808443)

Page 126: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 20

Climbing out of the basement is possible, but difficult due to

the rotted wood—it requires a successful DC 13 Dexterity

(Acrobatics) or Strength (Athletics) check. Failure results in the

staircase crumbling and collapsing as well, in which case the

characters take the same damage as the initial fall—though

this time without a saving throw to avoid it.

Isabella is aware of the state of the floor here, and often

leads adventurers over it. After the floor fails, she giggles a bit

and tells them about the Library stairway that is safe.

If the foyer collapses, the ghouls from the Ghoul's

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

their den.

A3. Servant Stairs There are two sets of stairs. The west stairs access the

basement (Area B), while the east stairs access the

second floor (Area C).

A4. Dining Room

This once elegant room has not been used for its purpose in

many years. A large table bearing a cobwebbed draped

candelabrum is surrounded by chairs that have been covered

with linens to shield them from dust. The wall at the southern

end is adorned with the Falinescu family crest.

There is nothing of value in this room, but it can serve

as a defensible position or refuge if needed. It's also a

good scare location.

A5. Smoking Room

Once a place where men would adjourn after meals, the room

has not been used in quite some time. On the walls, various

weapons are displayed.

There are four longswords, two shields, two daggers,

and a great sword. Closer inspection reveals that the

daggers are pure silver, while the other weapons and

the shields are purely decorative. Isabella does not enter this room, as it's for Daddy.

Treasure. The two daggers are ornate matching

silvered daggers worth 150 gp as a set.

A6. Water Closet This room has a latrine and small table with a wash

basin. Scenes of cavalry battle adorn the walls.

A7. Closet This room contains heavy cloaks and coats on pegs,

but is otherwise empty. If the characters sift through

them, a character may find Isabella hanging from a

noose behind one of the coats—another of her

macabre pranks.

A8. Retiring Room

A plush sofa and chairs as well as a broken mirror and wash

basin are in the outer section of the room. A latrine shielded

by a curtain lines the north wall.

Isabella likes to frighten any male characters

investigating this room; informing them that "only for Mommy is allowed in here.

A9. Ballroom

Intricate crystal chandeliers dominate this lightly furnished

room clearly meant for entertaining. Ornately carved details

and an angelic painting on the ceiling hint at a once beautiful

ballroom. That image falls away however as a number of

waxen-skinned children turn to you, most of them partially

decomposed. All of them have had their chests cut open

revealing an empty cavity. When they see you they begin

snapping their teeth together in a disturbing rhythmic

anticipation of food. Almost in unison, they turn their heads

towards you and begin to shuffle in your

direction...clack...clack...clack.

The children are four ghouls that attack anyone other

than Glovia that opens the doors. The doors are

locked, but may be opened with the butler's ring or a

successful DC 10 Strength (Athletics) check. If actively

listening to the door, a successful DC 10 Wisdom

(Perception) check reveals several footsteps from

within and a little girl's voice. This is Isabella's voice.

She knows some of the children and considers all of

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.

(order #8808443)

Page 127: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 21

Emphasize the creepiness of this encounter. The

rotting, little girls move with unnatural grace; giggling

and laughing all the while.

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

A10. Library

This library is in better shape than the rest of the manor. The

walls are lined with books and the furniture is comfortable and

plush. In the northeast wall, a rich wooden staircase leads to

the next floor. At the center of the room is a table and serving

set surrounded by several reading chairs.

If investigated, the books focus heavily on the

subjects of anatomy and physiology as well as many

books on mechanics, physics, and engineering.

The characters also recognize the serving set from

the Vistani ritual. If investigated at all, the smell of

cinnamon-clove spiced cider is familiar. Searching the

area, the characters are able to find enough materials

to brew enough cider to serve seven people. It takes

ten minutes to prepare and serves up to seven.

Anyone partaking gains the benefit of a short rest.

The cider retains its potency for only 10 minutes, and

a character can only benefit from drinking once.

A11. Parlor

You recognize this room instantly from your experience in

“y il’s ritual, although the o ditio of the roo is ery different. Someone has taken an axe to the harpsichord and

most of the furnishings. You see evidence of the remains from

the frame that held the family portrait in the fireplace.

Isabella always reveals herself in this room, as it was

the room she spent the most time with her parents.

She is excited to see the adventurers and boasts that

she remembers them. If the adventurers have not

opened the ballroom doors, Isabella tells them that

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

to Area A9. If the characters have already been here,

Isabelle tries to scare them instead, possibly an

illusion involving the axed harpsichord.

A12. The Winter Garden The stench from this room hits anyone who gets

within ten feet. The door is locked, but is rotting with

moisture and easily broken down.

Once some sort of garden, the large plants have overgrown

wildly, the roots bursting the pots and spilling dirt around the

floor. Leaves flood the windows and trees and plants reach the

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

pile of appendages and various body parts. The room is humid

and thick with moisture, coating the walls with a slippery

growth.

A pile of rotten wood lies in the north end of the room, the

remains of what used to be a staircase.

Created by Glovia's necromantic energy and failed

attempts at golems, a gibbering mouther has

emerged and lives in this room, eating various parts

that are dropped as waste from Glovia's "laboratory"

above.

Anyone entering the room must succeed on a DC 9

Constitution saving throw or become poisoned;

retching violently for 1 minute. At the end of each of

its turns, a poisoned creature may repeat the saving

throw, ending it early on a success. The pool is 10 feet

across but only six inches deep.

Tactics. The mouther attacks any creature that gets

within ten feet of the pool entering the mouther's

aberrant ground—with surprise if the characters didn’t notice it. There is nothing of value in the room

and the mouther does not chase anyone out of the

room, instead retreating back into its pool. A DC 10

Horror saving throw is required after combat with

the mouther.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very Weak and Weak party: Reduce the mouther's hit

points to 37 and Bite damage to 8

Strong and Very Strong party: Increase the mouther's hit

points to 83.

(order #8808443)

Page 128: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 22

A13. Balcony

The ground level in the back of the estate is much lower than

the front, setting the balcony some fifteen feet off the ground.

A beautiful vista over the top of the Svalich Woods may be

enjoyed from this vantage. The moldering remains of furniture

lay in splinters on the bluffs below.

B. The Basement

B1. Kitchen

The side door that leads to the kitchen appears recently used.

The door is ot lo ked. There is o food i sight a d it’s apparent none has been prepared here in quite a while. A slow

steady dripping sound echoes through the room. A puddle

collects inside the hearth.

B2. Food Storage and Meat Locker

The smell from this room is nauseating. A combination of

spoiled food and rat droppings, this one-time pantry and

adjoining meat locker is now a nest for rats.

The stench of spoiled food flows heavy from under

the door. A successful DC 15 Wisdom (Perception)

check is able to hear movement. If this door is

opened, rats flood out. Six swarms of rats attack.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

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

hit points to 32.

B3. Scullery This room is a typical scullery, containing not just

dishes but all manner of kitchen and dining needs for

entertaining.

B4. Wine Cellar

Rows and rows of wine bottles, most of which are now empty,

are stored in this room. Some of the shelves have been moved

to one side to make room for a leather chair and table where

it looks like someone spent a great deal of time and emptied

many bottles.

This door is locked, but the lock mechanism looks

familiar to any character that has seen the butler's

ring, which acts as a key. Otherwise, the door requires

a successful DC 15 Strength (Athletics) check to break open or the use of thieves’ tools and a successful DC 13 Dexterity check to unlock.

B5. Servant’s Common Room

The Ghoul’s Den

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

guidance of Jakob the butler, their leader. (see Part 3D. An

Uninvited Ghast, above).

There is a putrid smell in this area. A large dining table and

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 one time gathering place of the servants, it

continued to serve that purpose until recently. Having

been turned to ghouls, they use these rooms as their

den. A total of four ghouls reside in this area.

Tactics. If the adventurers enter or are dragged

into the den area, the ghouls attempt to trap and flank

them using a trick taught to them by Jakob. One of the

ghouls stays as bait at the southern-most area of Area B5, while the others hide nearby in the servant’s room that shares a wall with Area B9. )f the bait ghoul is attacked, the other ghouls move into Area B9

through a hole in the wall and ambush the attackers

from the rear. The hole is located beneath a bed; only characters that specify that they’re looking under the

beds locate it.

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

(order #8808443)

Page 129: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 23

B6. Servant’s Quarters All of these rooms are identical. They contain two

beds, tables, chairs, and lockers.

Treasure. Searching all of the rooms yields a total

of 10 gp and a healer's kit.

B7. Butler’s Pantry Jakob's room is much like the other servant's room

with a few more amenities.

Treasure. Within Jakob's desk are 50 gp and a

potion of healing.

B8. Water Closet This room has a latrine in one corner and small table

and basin.

B9. Storage This area comprises the entirety of the eastern side of

the basement. The floor in this section of the house

has settled significantly, causing water to collect. A

stagnant pool of water gradually deepens to a depth

of two feet in the southeast corner of the manor.

Water. The area of this room submerged by water

is treated as difficult terrain. In some spots,

submerged objects might trip creatures moving

quickly through the area, who must succeed on a DC

11 Dexterity saving throw or fall prone.

The double doors to this room are open and sway with the

ripples in the water. The room is obviously meant as storage,

housing many pieces of furniture. Chairs, sofas, and trunks are

bobbing around in the water. Several more coffins, child and

adult sized are stacked up high.

Anyone taking a closer look in this room catches a

glint of light coming from one of the larger coffins.

Upon closed inspection, it looks like a piece of jewelry inlaid in the coffin’s lid. The coffin is a mimic and it

attacks anyone that gets within 5 feet. Treat

movement in this room is as difficult terrain.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very Weak party: Reduce the mimic's hit points to 39

Average party: Increase the mimic's hit points to 77

Strong party: Increase the mimic's hit points to 96

Very Strong party: increase the mimic's hit points to 115

C. Second Floor

General Features Light and visibility. In most rooms, there is no

light to be had. In the more important rooms,

however, there are at least a handful of candles

flickering. Rooms with candles as the only source of

light are dimly lit. Dust hangs heavy in the air.

Otherwise, the room is completely dark.

Doors. There are several doors on the second floor

that have had arcane lock cast on them. These doors

require a DC 25 Strength (Athletics) check to break

open. They are indicated on the map with a half door.

Dust. Nearly every surface within the home is

dusty.

C1. Lucian’s Workshop

This room is clearly an inventor and craftsman's workshop. All

types of contraptions lie about the floor and workbenches.

Cog wheels, springs and other mechanical objects you have

never seen before are scattered everywhere. Many toy

soldiers and mechanical men lie about; some of them hang

from the rafters, swinging slowly as their eyes appear to follow

your movement. There are also a few human and larger sized

mechanical arms, some with weapon modifications.

Any character inspecting the workbenches finds a

wood box inlaid with brass, glass, and colored

crystals. This is a device that controls some of Lucian’s creations. Characters using detect magic

reveals that the controller radiates an aura of strong

transmutation magic. It is useless without the key or

the code (see sidebar, below).

The Controller

The controller is a peculiar object on one of the workbenches

and does not stand out from any of the other odd items in the

room. It is a small, keenly-polished wooden box with a central,

fist-sized brass handle. It has one button on each side, a single

keyhole in the front; below the handle. It is accented in brass,

with unusual additions of glass and colored crystals.

A character succeeding at a DC 11 Intelligence

(Investigation) finds notes on the workbench, detailing the

controller and its function.

If the result of the check is 15 or higher, the character finds

an entry detailing a series of control inputs that activate the

toy soldiers. After entering the series of commands, any

active soldier within range (20 feet) snaps to attention,

turns to face the character using the controller, and renders

a sharp salute.

If the characters do not enter the series of commands, they

may also use the controller if they possess the key obtained

by freeing the wereraven (see As the Crow Fries; Part 3b,

(order #8808443)

Page 130: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 24

above). They keyhole on the controller is fitted with a

purple stone identical to that set into the key. If the key is

inserted into the controller, and turned, toy soldiers within

range of the controller, rouses to life, jumps down from a

table, and stands facing the person with the controller—rendering a sharp salute.

A character can spend 10 minutes to become acquainted

with the controller. Alternatively, a character may forego

this, but any attacks, checks, or saving throws made by toy

soldier’s u der the hara ter’s o trol are ade ith disadvantage.

As an action on their turn, a character may control the toy

soldiers using the controllers, though all of the soldiers must

perform the same action.

The controller (and any soldier it controls) falls inert if

removed from Falinescu Manor.

If the soldier in this room is activated, it can be

controlled as normal.

C2. Isabella’s Bedroom )f the adventurers exit Lucian’s workshop, Isabella

greets them in the hallway and pleads with them to

come see her room.

Opening the door, you are struck by how clean and well-kept

this room is. No dust can be found. White furniture, pink frills,

and dolls of all kinds are throughout the room. Shelves line the

south wall and are stuffed full of books, toys, and dolls that

have been carefully arranged. You hear the sound of a music

box begin to play. "Do you like my room? Isn't it wonderful?"

You turn to see Isabella suddenly standing where a moment

ago there was nothing.

Isabella runs around the room excitedly, showing the

adventurers her various toys and treasures. There are

no toy soldiers or anything of value in the room. If she

notices them losing interest or if they make a motion

to leave, she tells them, "I think you'll want to see my

new favorite toy." She then vanishes through the

south wall into the theatre.

C3. Theatre This room is a small theatre built by Lucian, once

used to entertain his daughter.

Deep red cloth lines the walls. Several rows of chairs line the

length of the room, each one containing a marionette puppet

or doll. A small stage has been erected in the southeast corner

of the room. Isabella sits at the front row and claps her hands

and the curtains are pulled back. A man, unconscious or dead,

you’re ot sure hi h ha gs li p fro a y stri gs ith hooks into his skin in several places—mimic a macabre

marionette.

He has many small, bleeding wounds all over his body, the

blood pooling on the stage under him. The strings are being

manipulated by four toy soldiers at the back of the stage who

are tugging on the strands to make the man do an eerie dance.

Isabella and all of the dolls are laughing and enjoying the grisly

program.

The man is Boris; Sorina’s father who came looking

for his daughter. He is unconscious and exhausted,

but is alive. If any attempt is made to free Boris, the

puppets slowly and eerily turn their smiling heads to

gaze at anyone moving towards him, as if in warning.

If the adventurers continue to move towards Boris,

two swarms of dolls and six toy soldiers attack.

Isabella begins crying and flees the room through the

walls, complaining that her shows always get spoiled.

The toy soldiers in this room can be controlled by

the controller found in Lucian’s workshop see Area

C1, above).

Tactics. One swarm comes from the theatre, and

the other from the bedroom. If a character has the toy

soldier controller, one of the swarms attempts to

restrain them first. Toy soldiers always prioritize

targets that are being strangled.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very Weak party: Remove a swarm of dolls and four

soldiers

Weak party: Remove two soldiers

Strong party: Add a swarm of dolls

Very Strong party: Add a swarm of dolls and two soldiers

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.

(order #8808443)

Page 131: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 25

C5. Master Bedchambers

Once the master bedchambers, this room has been cleared of

any bedroom furniture. Five large tables have bodies in

various states of autopsy, or assembly; it's difficult to tell

which. Body parts have been combined and stitched together

creating massive hulking cadavers, some with mechanical

parts attached using horrific procedures. Other tables hold all

manner of various body parts, vile reagents and surgical

instruments. Many scientific anatomy books, diagrams, and

notes lie scattered about. An alchemy station is next to a door

on the west side.

Glovia has turned this room into her research room. She has experimented with many ways to animate or

reincarnate the dead—ranging from studies in

anatomy and the science of golems to necromancy. All

of the cadavers on the tables are simply dead bodies

except one, which is Lucian, a flesh golem.

In a rage, Lucian demanded that Glovia stop her

research. As an insult for his lack of love for their

daughter, his wife created a flesh golem from his

remains. As a result of Glovia’s incomplete skills in golem creation, Lucian does not have all of the

attributes of a normal flesh golem. To compensate,

Glovia has gifted her creation with one of Lucian’s own inventions—a huge, mechanical arm.

Tactics. Lucian lies on the westernmost table;

indistinguishable from a lifeless cadaver. If the

adventurers approach within 5 feet of the golem or if

they look like they are going to approach the doors to

the laboratory, the golem awakens and attacks.

In addition to the potions (see Treasure, below),

the alchemy station holds many unstable liquids.

Lucien understands what the station’s contents are

capable of and attempts to shove attackers into it

while keeping himself well clear. If struck or knocked

over, the alchemy station explodes. Any creature

within 5 feet of the table when it explodes must

succeed on a DC 11 Dexterity saving throw or take 5

(1d10) acid damage and 5 (1d10) fire damage, or half

of that on a success.

Treasure. If the characters inspect the alchemy

station, they find many vials of various liquids. Of the

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.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

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

Very Strong party: Increase the golem's hit points to 105

C6. Upstairs Balcony

The view from this balcony, while only one level above, offers

a much better view over the trees. The soft snow covered

valley below is a stark contrast to the horror that lies within.

C7. Guest Chambers Glovia has been using the northern guest room as her

living quarters since the Master Chambers has been

turned into an operating room. The southern room

has not been used. Both rooms are locked. The

butler's ring opens them. Otherwise, the characters

may unlock the door with a set of thieves’ tools and a successful DC 13 Dexterity check or break it open

with a successful DC 15 Strength (Athletics) check.

Treasure. There is 350 gp and a spell scroll of

animate dead in a chest under the bed in the northern

guest room.

C8. Glovia’s Laboratory

The room is lit by many candles. The air is thick and warm and

carries the stench of mildew and rotting flesh. On opposing

sides of the room you see two tables: One holds the heavily-

decomposed body of a young girl in a new dress, her chest

cavity open and empty; while the other holds the unconscious

body of Sorina, her skin covered in tiny, arcane markings. Next

to Sorina's table is a hole in the floor where a staircase once

was.

Between the tables stands Glovia; flanked by desiccated

humanoids wearing suits of armor over fine clothes. She wears

strange spectacles and a look of calm resolve; addressing you

with a slow cadence. "You've yet to kill the monster. I warned

you he ould e trou le. I a see that you’re distra ted."

The ghostly image of a young girl floats in the air beside the

woman, silvery tears streaming from her eyes

No, other! the girl says i a fai t, e hoi g oi e, It hurts!

Glovia has prepared this room for a ritual that the

witch has promised will channel Isabella's soul into

Sorina's body. She calmly explains this to the

adventurers, but knows that they are certain to try

and stop her, anyway.

(order #8808443)

Page 132: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 26

Glovia is accompanied by a ghoul holding a wooden

tray holding an open book. It is crudely stitched

together and wears breastplate armor. The armor

increases its AC to 16.

Additionally, a guardian portrait depicting a

young girl (Isabella) sitting in a chair hangs on the

wall. If Glovia attacks, the girl in the painting grows

angry and defends her.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very Weak party: Remove the ghoul; the guardian portrait

is a normal painting.

Weak party: Remove the ghoul

Strong party: Add a ghoul

Very Strong party: Replace the ghoul with a ghast

Glovia’s Tactics. Glovia is ready for combat and

begins combat already having cast mage armor. She is

confident in her ability to survive the adventurers,

and talks with them for a bit if they wish. She has also

consumed a potion of false life and has 6 temporary

hit points.

If there is any exchange at all, she seizes the

opportunity to use her first charge of her eyes of

charming—targeting the character that seems the

most susceptible. Because Glovia is evil, the saving

throw is made as disadvantage.

Glovia has learned her abilities through rigorous

study and scientific experimentation; her spells

should reflect that. Consider the use of science-based

thematic affects when she casts a spell. An inflict

wounds spell may entail her hurling a vial of a thick,

viscous black slime on the target, and charm person

may involve blowing a handful of silvery powder in the target’s face. If the battle turns against her, she drops Sorina into

the hole in the floor, who lands unconscious in the

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. )sabella’s ghost is here. When combat begins, she attempts to possess of one of the

characters—preferring physically-powerful 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.

Suffocating

A creature can hold its breath for a number of minutes equal

to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of its breath, it can survive for a

number of rounds equal to its Constitution modifier (minimum

1 round). At the start of its next turn, it drops to 0 hit points

and is dying.

If the possession is not successful, she uses horrifying

visage (which affects Glovia as well) and then flees to

her room, crying. She doesn’t fight the adventurers directly; she attempts a possession once, and if it fails

or if the possession ends, she flees.

Treasure. The characters are able to recover the

eyes of charming that Glovia wears. The bookshelves

contain mostly scholarly tomes. It is unlikely that a

suitable buyer will be found in the village.

Conclusion If Glovia is defeated, Isabella is no longer bound to the

house and her soul may rest. She appears to the

adventurers one last time as she is fading to tell them

to not worry; she will take care of her parents now.

She's afraid of what the "pretty lady" might do

though, so she warns them to not stay around here. If

they have not found it yet, Isabella tells them about

the treasure under Glovia's bed in the north

chambers.

Treasure. If the adventurers return to the village

with both Sorina and Boris, they are hailed and

awarded 300 gp. If they are only able to rescue one,

they receive half that, and nothing if they return

empty-handed.

XP Award If either Sorina or Boris is returned to Orașnou alive,

award each character 100 XP; if both Sorina and Boris

are returned, award each character 200 XP.

(order #8808443)

Page 133: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 27

Rewards Make sure players note their rewards on their

adventure logsheets. Give your name and DCI number

(if applicable) so players can record who ran the

session.

Experience

Total up all combat experience earned for defeated

foes, and divide by the number of characters present

in the combat. For non-combat experience, the

rewards are listed per character. Give all characters

in the party non-combat experience awards unless

otherwise noted.

Combat Awards Name of Foe XP per Foe

Commoner 10

Flesh Golem, (Lesser) 700

Ghast 450

Ghost 1,100

Ghoul 200

Gibbering Mouther 450

Glovia (Necromancer) 700

Guardian Portrait 200

Harpy 200

Mimic 450

Swarm of Puppets 50

Swarm of Rats 50

Skeleton 50

Toy Soldier 25

Zombie 50

Non-Combat Awards Task or Accomplishment XP per Character

Get Vasile to hospice 50

Lead zombies away 100

Rescue wereraven 100

Remove all crates 100

Rescue Sorina or Boris 100

Rescue both Sorina and Boris 200

The minimum total award for each character

participating in this adventure is 900 experience

points.

The maximum total award for each character

participating in this adventure is 1,200 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 according to

a system. See the sidebar if the adventure awards

permanent magic items.

Treasure Awards Item Name GP Value

Jewelry in the wagon 75

Marku’s re ard 10

Saving villagers from zombies 25

Saving the prisoner 25

Butler’s Ri g 50

Burgo aster’s Reward 25

Butler’s a he 50

“er a t’s stash 10

Silver Dagger Set 150

Glo ia’s hest 350

Reward from Oraș ou 300

Eyes of Charming Wondrous item, uncommon (requires attunement)

These glasses sport lenses of brilliant amber with

slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. )f the wearer is evil, they may choose to impose disadvantage on the effect’s

saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn. A description of this item can be found in the

Dungeon Master’s Guide.

Scroll of Animate Dead Scroll, uncommon

A description of this item can be found in the Dungeon

Master's Guide.

Acid (Vial) A description of this item can be found in the Player’s Handbook.

(order #8808443)

Page 134: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 28

Alchemist’s Fire (Flask) A description of this item can be found in the Player’s Handbook.

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 Orașnou. News travels fast. You gain

advantage on ability checks that involve negotiations

with any Burgomaster in Barovia.

Ire of the Burgomaster. You have slighted the

Burgomaster of Orașnou. News travels fast. You gain

disadvantage on ability checks that involve

negotiations with any Burgomaster in Barovia.

Downtime

Each character receives 10 downtime days at the

conclusion of this adventure.

DM Rewards

For running this adventure, you receive 300 XP and

150 gp.

(order #8808443)

Page 135: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 29

Appendix: Monster/NPC

Statistics

Commoner Medium humanoid (any race), any alignment

Armor Class 10

Hit Points 4 (1d8)

Speed 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 10 (+0) 10 (+0) 0 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10

Languages any one language (usually Common)

Challenge 0 (10 XP)

Actions

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one

target. Hit: 2 (1d4) bludgeoning damage.

Flesh Golem, Lesser (Lucian) Medium construct, neutral

Armor Class 9

Hit Points 67 (9d8 + 27)

Speed 30 ft.

STR DEX CON INT WIS CHA

17 (+3) 9 (-1) 17 (+3) 6 (-2) 10 (+0) 5 (-3)

Damage Resistances bludgeoning, piercing, and

slashing from non-magical weapons that aren't

adamantine

Damage Immunities lightning, poison

Condition Immunities charmed, exhaustion, paralyzed,

petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands all languages it knew in life but

can't speak

Challenge 3 (700 XP)

Berserk. Whenever the golem starts its turn with 30 hit

points or fewer, roll a d6. On a 6, the golem goes

berserk. On each of its turns while berserk, the golem

attacks the nearest creature it can see. If no creature is

near enough to move to and attack, the golem attacks

an object, with preference for an object smaller than

itself. Once the golem goes berserk, it continues to do

so until it is destroyed or regains all its hit points. The

golem's creator, if within 60 feet of the berserk golem,

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)

check. If the check succeeds, the golem ceases being

berserk. If it takes damage while still at 30 hit points or

fewer, the golem might go berserk again.

Aversion of Fire. If the golem takes fire damage, it has

disadvantage on attack rolls and ability checks until the

end of its next turn.

Immutable Form. The golem is immune to any spell or

effect that would alter its form.

Lightning Absorption. Whenever the golem is

subjected to lightning damage, it takes no damage and

instead regains a number of hit points equal to the

lightning damage dealt.

Actions

Multiattack. Lucian makes two slam attacks or one

slam attack and one pincer attack

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.., one

creature. Hit: 8 (1d8 + 3) bludgeoning damage.

Pincer. Melee Attack: +4 to hit, reach 5 ft., one target.

Hit: 8 (1d8 +3) bludgeoning damage and the creature is

grappled (escape DC 13).

Ghast Medium undead, chaotic evil

Armor Class 13

Hit Points 36 (8d8)

Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 feet of

the ghast must succeed on a DC 10 Constitution saving

throw or be poisoned until the start of its next turn. On

(order #8808443)

Page 136: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 30

a successful saving throw, the creature is immune to

the ghast’s Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30

feet of it have advantage on saving throws against

effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.., one

creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 10 (2d6 + 3) slashing damage. If the target is

a creature other than an undead, it must succeed on a

DC 10 Constitution saving throw or be paralyzed for 1

minute. The target can repeat the saving throw at the

end of each of its turns, ending the effect on itself on a

success.

Ghost (Isabella) Medium undead, neutral

Armor Class 11

Hit Points 45 (10d8)

Speed 0 ft., fly 40 ft.

STR DEX CON INT WIS CHA

7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

Damage Resistances acid, fire, lightning, thunder;

bludgeoning, piercing, and slashing from nonmagical

attacks

Damage Immunities cold, necrotic poison

Condition Immunities charmed, exhaustion,

frightened, grappled, paralyzed, petrified, poisoned,

prone, restrained

Senses darkvision 60 ft., passive Perception 11

Languages Common

Challenge 4 (1,100 XP)

Ethereal Sight. The ghost can see 60 feet into the

Ethereal Plane when it is on the Material Plane, and

vice versa.

Incorporeal Movement. The ghost can move through

other creatures and objects as if they were difficult

terrain. It takes 5 (ld10) force damage if it ends its turn

inside an object.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit,

reach 5 ft.., one target. Hit: 17 (4d6 + 3) necrotic

damage.

Etherealness. The ghost enters the Ethereal Plane from

the Material Plane, or vice versa. It is visible on the

Material Plane while it is in the Border Ethereal, and

vice versa, yet it can 't affect or be affected by anything

on the other plane.

Horrifying Visage Each non-undead creature within 60

feet of the ghost that can see it must succeed on a DC

13 Wisdom saving throw or be frightened for 1 minute.

If the save fails by 5 or more, the target also ages 1d4 x

10 years. A frightened target can repeat the saving

throw at the end of each of its turns, ending the

frightened condition on itself on a success. If a target's

saving throw is successful or the effect ends for it, the

target is immune to this ghost's Horrifying Visage for

the next 24 hours. The aging effect can be reversed

with a greater restoration spell, but only within 24

hours of it occurring.

Possession (Recharge 6). One humanoid that the ghost

can see within 5 feet of it must succeed on a DC 13

Charisma saving throw or be possessed by the ghost;

the ghost then disappears, and the target is

incapacitated and loses control of its body. The ghost

now controls the body but doesn't deprive the target

of awareness. The ghost can't be targeted by any

attack, spell, or other effect, except ones that turn

undead, and it retains its alignment, Intelligence,

Wisdom, Charisma, and immunity to being charmed

and frightened. It otherwise uses the possessed

target's statistics, but doesn't gain access to the

target's knowledge, class features, or proficiencies. The

possession lasts until the body drops to 0 hit points,

the ghost ends it as a bonus action, or the ghost is

turned or forced out by an effect like the dispel evil and

good spell. When the possession ends, the ghost

reappears in an unoccupied space within 5 feet of the

body. The target is immune to this ghost's Possession

for 24 hours after succeeding on the saving throw or

after the possession ends.

Ghoul Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (5d8)

Speed 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

(order #8808443)

Page 137: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 31

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.., one

creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 7 (2d4 + 2) slashing damage. If the target is

a creature other than an elf or undead, it must succeed

on a DC 10 Constitution saving throw or be paralyzed

for 1 minute. The target can repeat the saving throw at

the end of each of its turns, ending the effect on itself

on a success.

Gibbering Mouther Medium aberration, neutral

Armor Class 9

Hit Points 67 (9d8 + 27)

Speed 10ft., swim 10 ft.

STR DEX CON INT WIS CHA

10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 10

Languages -

Challenge 2 (450 XP)

Aberrant Ground. The ground in a l0-foot radius

around the mouther is dough like difficult terrain. Each

creature that starts its turn in that area must succeed

on a DC 10 Strength saving throw or have its speed

reduced to 0 until the start of its next turn.

Gibbering. The mouther babbles incoherently while it

can see any creature and isn't incapacitated. Each

creature that starts its turn within 20 feet of the

mouther and can hear the gibbering must succeed on a

DC 10 Wisdom saving throw. On a failure, the creature

can't take reactions until the start of its next turn and

rolls a d8 to determine what it does during its turn. On

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

movement to move in a randomly determined

direction. On a 7 or 8, the creature makes a melee

attack against a randomly determined creature within

its reach or does nothing if it can't make such an

attack.

Actions

Multiattack. The gibbering mouther makes one bite

attack and, if it can, uses its blinding spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft.., one

creature. Hit: 17 (5d6) piercing damage. If the target is

Medium or smaller, it must succeed on a DC 10

Strength saving throw or be knocked prone. If the

target is killed by this damage, it is absorbed into the

mouther.

Blinding Spittle (Recharge 5-6). The mouther spits a

chemical glob at a point it can see within 15 feet of it.

The glob explodes in a blinding flash of light on impact.

Each creature within 5 feet of the flash must succeed

on a DC 13 Dexterity saving throw or be blinded until

the end of the mouther's next turn.

Glovia Falinescu, Necromancer Medium humanoid (human), neutral evil

Armor Class 12 (15 with mage armor)

Hit Points 30 (5d8 + 5)

Speed 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 10 (+0) 12 (+1) 17 (+3) 14 (+2) 13 (+1)

Saving Throws Con +3, Cha +5

Senses passive Perception 12

Languages Common

Challenge 3 (700 XP)

Spellcasting. Glovia is a 4th-level spellcaster. Her

spellcasting ability is Intelligence (spell save DC 14, +5

to hit with spell attacks). She knows the following

spells:

Cantrips (at will): spare the dying, chill touch*, shocking

grasp

1st level (4 slots): healing word, mage armor, inflict

wounds, shield

2nd level (3 slots): misty step, suggestion, hold person

* Glovia's chill touch can target two creatures within 5

feet of each other.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one target. Hit: 4 (1d4 + 2) piercing damage.

Legendary Actions

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

(order #8808443)

Page 138: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 32

creature's turn. Glovia regains spent legendary actions

at the start of her turn. Glo ia a ’t use the sa e legendary action twice in consecutive rounds.

Smoke Bomb. Glovia may hurl a vial from a nearby

table at one creature, mimicking the effects of a fog

cloud spell, though with only a 10-foot radius.

Poisoned Dagger. Glovia makes a dagger attack. If

successful, the target must succeed on a DC 11

Constitution saving throw or take 7 (2d6) poison

damage.

Optimal Positioning. Glovia moves her speed. This

o e e t does ’t pro oke opportu ity atta ks. Exploding Beaker (Costs 2 actions). Glovia hurls a

large beaker which lands at a location of her

choosing and explodes in a ball of flame. Each

creature within 15 feet of that point must succeed

on a DC 11 Dexterity saving throw or take 10 (2d6)

fire damage and be knocked prone from the blast.

Lair Actions

On initiative count 20 (losing initiative ties), Glovia

takes a lair action to cause one of the following effects;

Glovia can't use the same effect two rounds in a row:

The floor in the room buckles and writhes. Each

creature in the room must succeed on a DC 11

Dexterity saving throw or be knocked prone. Glovia

is immune to this effect.

The contents of a nearby cauldron boil over.

Creatures within 5 feet of the cauldron must succeed

on a DC 13 Dexterity saving throw or take 5 (1d10)

acid damage. Additionally, the ground in the area

becomes slick with wet goo and is treated as difficult

terrain for 1 round.

A mirror in the room twists and corrupts the

refle tio of a si gle reature of Glo ia’s hoi e for 1 round. That creature must succeed at a DC 11 Horror

saving throw. As a reaction, the creature can avoid

looking at the reflection by closing its eyes or

averting its gaze. However, doing so causes all of

that reature’s atta ks to e ade ith disad a tage for 1 round.

Guardian Portrait Medium Construct, unaligned

Armor Class 5 (natural armor)

Hit Points 22 (5d8)

Speed 0 ft.

STR DEX CON INT WIS CHA

1 (-5) 1 (-5) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

Damage Immunities poison

Condition Immunities charmed, exhausted, frightened,

grappled, paralyzed, petrified, poisoned, prone,

restrained

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 1 (200 XP)

Antimagic Susceptibility. The portrait is incapacitated

while in the area of an antimagic field. If targets by

dispel magic, the portrait must succeed on a

Co stitutio sa i g thro agai st the aster’s spell save DC or become unconscious for 1 minute.

Innate Spellcasting. The portrait innate spellcasting

ability is Intelligence (spell save DC 12). The portrait

can innately cast the following spells, requiring no

material components:

3/day each: counterspell, crown of madness, hypnotic

pattern, telekinesis

False Appearance. While the figure in the portrait

remains motionless, the portrait is indistinguishable

from a normal painting.

Harpy Medium monstrosity, chaotic evil

Armor Class 11

Hit Points 38 (7d8 + 7)

Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA

12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1)

Senses passive Perception 10

Languages Common

Challenge 1 (200 XP)

Actions

Multiattack. The harpy makes two attacks: one with its

claws and one with its club.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 6 (2d4 + 1) slashing damage.

Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 3 (1d4+1) bludgeoning damage.

Luring Song. The harpy sings a magical melody. Every

humanoid and giant within 300 feet of the harpy that

can hear the song must succeed on a DC 11 Wisdom

saving throw or be charmed until the song ends. The

harpy must take a bonus action on its subsequent turns

(order #8808443)

Page 139: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 33

to continue singing. It can stop singing at any time. The

song ends if the harpy is incapacitated. While charmed

by the harpy, a target is incapacitated and ignores the

songs of other harpies. If the charmed target is more

than 5 feet away from the harpy, the target can take

the Dash action on its turn to move toward the harpy

by the most direct route. It doesn't avoid opportunity

attacks, but before moving into damaging terrain, such

as lava or a pit, and whenever it takes damage from a

source other than the harpy, a target can repeat the

saving throw. A creature can also repeat the saving

throw at the end of each of its turns. If a creature's

saving throw is successful, the effect ends on it. A

target that successfully saves is immune to this harpy's

song for the next 24 hours.

Mimic Medium monstrosity (shapechanger), neutral

Armor Class 12 (natural armor)

Hit Points 58 (9d8 + 18)

Speed 15 ft.

STR DEX CON INT WIS CHA

17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

Skills Stealth +5

Damage Immunities acid

Condition Immunities prone

Senses darkvision 60 ft., passive Perception 11

Languages -

Challenge 2 (450 XP)

Shape Changer. The mimic can use its action to

polymorph into an object or back into its true,

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.

Adhesive (Object Form Only). The mimic adheres to

anything that touches it. A Huge or smaller creature

adhered to the mimic is also grappled by it (escape DC

13). Ability checks made to escape this grapple have

disadvantage.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5

ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If

the mimic is in object form, the target is subjected to

its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)

acid damage.

Swarm of Puppets Medium swarm of Tiny constructs, unaligned

Armor Class 10

Hit Points 24 (7d8 - 7)

Speed 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 11 (+0) 9 (-1) 12 (+1) 10 (+0) 3 (-4)

Damage Resistances bludgeoning, piercing, slashing

Damage Resistances poison

Condition Immunities charmed, frightened, paralyzed,

petrified, poisoned, prone, restrained, stunned

Senses darkvision 60 ft., passive Perception 10

Languages understands the language of its creator but

can't speak

Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creature's

space and vice versa, and the swarm can move through

any opening large enough for a Tiny puppet. Other

than a successful Encore, the swarm can't regain hit

points or gain temporary hit points.

Encore. Two swarms of less than 8 hit points can join

together and form a new swarm by entering the same

space. The new swarm has 16 hit points. An encore

may occur in the same space as an enemy creature.

Actions

Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one target. Hit: 4 (1d8 - 1) bludgeoning damage., and

the target is grappled (escape DC 14). Until the grapple

ends, the creature is restrained, and the swarm can't

strangle another target.

Swarm of Rats Medium swarm of Tiny beasts, unaligned

Armor Class 10

Hit Points 24 (7d8 - 7)

Speed 30 ft.

STR DEX CON INT WIS CHA

9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)

Damage Resistances bludgeoning, piercing, slashing

Condition Immunities charmed, frightened, paralyzed,

petrified, prone, restrained, stunned

Senses darkvision 30 ft., passive Perception 10

Languages -

Challenge 1/4(50 XP)

(order #8808443)

Page 140: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 34

Keen Smell. The swarm has advantage on Wisdom

(Perception) checks that rely on smell.

Swarm. The swarm can occupy another creature's

space and vice versa, and the swarm can move through

any opening large enough for a Tiny rat. The swarm

can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft.., one

target in the swarm's space. Hit: 7 (2d6) piercing

damage, 3 (1d6) piercing damage if the swarm has half

of its hit points or fewer.

Skeleton Medium undead, neutral evil

Armor Class 13

Hit Points 13 (2d8 + 4)

Speed 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands all languages it knew in life but

can't speak

Challenge 1/4 (50 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5

ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range

80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Toy Soldier Small construct, unaligned

Armor Class 14 (natural armor)

Hit Points 5 (1d8 + 1)

Speed 30 ft.

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

Condition Immunities charmed, exhaustion, paralyzed,

petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the language of its creator but

can't speak

Challenge 1/8 (25 XP)

Pack Tactics. The toy soldier has advantage on attack

rolls against a creature if at least one other soldier is

within 5 feet of the creature and the other soldier isn't

incapacitated.

Magic Weapons. The s ar ’s atta ks are o sidered magical.

Actions

Tiny Sword (Dagger). Melee Weapon Attack: +3 to hit,

reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

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 the languages it knew in life

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.

(order #8808443)

Page 141: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 35

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. First of Esmae Amarantha’s Four Obsessions.

Ivan Randovich (EYE-vun RAN-doe-vich). The

Burgomaster of the village of Orașnou. Through

heavy taxation and the high prices of goods he alone

provides, he has grown fat, vain 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.

(order #8808443)

Page 142: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 36

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.

Remove the difficulty checks in the )n Search of Vasile event and simply advise the adventurers of the opportunity to scare off the harpies.

Alternatively, the harpies could be removed.

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.

(order #8808443)

Page 143: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 37

Appendix. The Village of

Orașnou Map

(order #8808443)

Page 144: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 38

Appendix. Falinescu Manor

(First Floor) Map

(order #8808443)

Page 145: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 39

Appendix. Falinescu Manor

(Basement) Map

(order #8808443)

Page 146: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 40

Appendix. Falinescu Manor

(Second Floor) Map

(order #8808443)

Page 147: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 41

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.

(order #8808443)

Page 148: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-04 The Marionette 42

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.

(order #8808443)

Page 149: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

THE SEER The time has come to venture beyond the village of Orașnou and explore the realm of Barovia.

However, in your travels, you happen across an unusual tribe of people--distrusted denizens 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)

Page 150: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 2

Introduction Welcome to The Seer, a D&D Expeditions™ adventure, part of the official D&D Adventurers League™ organized play system and the Misty Fortunes and Absent Hearts storyline season.

This adventure is designed for three to seven 1st-

4th level characters, and it is optimized for five

4th-level characters. Characters outside this level

range cannot participate in this adventure.

This adventure is set in the snowy forests outside

the village of Orașnou in Barovia.

The D&D Adventurers

League This adventure is official for D&D Adventurers

League play. The D&D Adventurers League is the

official organized play system for DUNGEONS &

DRAGONS®. Players can create characters and

participate in any adventure allowed as a part of the

D&D Adventurers League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take those characters

through other adventures that continues their story.

)f you’re running this adventure as a part of a store event or at certain conventions, you’ll need a DCI number. This number is your official Wizards of the Coast organized play identifier. )f you don’t have a number, you can obtain one at a store event. Check

with your organizer for details.

D&D Adventurers League play is broken up into

storyline seasons. When players create characters,

they attach those characters to a storyline season, which determines what rules they’re allowed to use to create and advance their characters. Players can

continue to play their characters after the storyline

season has finished, possibly participating in a

second or third storyline with those same characters. A character’s level is the only limitation for adventure play. A player cannot use a character

of a level higher or lower than the level range of a

D&D Adventurers League adventure.

For more information on playing, running games

as a Dungeon Master, and organizing games for the

D&D Adventurers League, please visit the D&D

Adventurers League home at:

www.dndadventurersleague.org

Preparing the Adventure Before you show up to Dungeon Master this

adventure for a group of players, you should do the

following to prepare.

Make sure to have a copy of the most current

version of the D&D Basic Rules or the Player’s Handbook.

Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat.

Get familiar with the monster statistics in the

Appendix.

Gather together any resources you’d like to use to aid you in running this adventure--such as

notecards, a DM screen, miniatures, and

battlemaps.

If you know the composition of the group

beforehand, you can make adjustments as noted

throughout the adventure.

Before Play at the Table Ask the players to provide you with relevant

character information:

Character name and level

Character race and class

Passive Wisdom (Perception)—the most common

passive ability check

Anything notable as specified by the adventure

(such as backgrounds, traits, flaws, etc.) Players that have characters outside the adventure’s level range cannot participate in the adventure

with those characters. Players with ineligible

characters can make a new 1st-level character or use

a pregenerated character. Players can play an

adventure they previously played or ran as a

Dungeon Master, but not with the same character.

Ensure that each player has an official adventure

logsheet for his or her character (if not, get one from

the organizer). The player fills out the adventure

name, session number, date, and your name and DCI

number. In addition, the player also fills in the

starting values for experience, gold, downtime,

renown, and number of permanent magic items. He

or she fill in the other values and write notes at the

conclusion of the session. Each player is responsible

for maintaining an accurate logsheet.

(order #8808443)

Page 151: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 3

If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks

out of order. If you see magic items of very high

rarities or strange arrays of ability scores, you can

ask players to provide documentation for the

irregularities. If they cannot, feel free to restrict item

use or ask them to use a standard ability score array.

Point players to the D&D Adventurers League Player’s Guide for reference.

)f players wish to spend downtime days and it’s the beginning of an adventure or episode, they can

declare their activity and spend the days now.

Alternatively, they can do so at the end of the

adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure, unless the adventure

specifies otherwise. Feel free to reread the

adventure description to help give players hints

about what they might face.

Adjusting the Adventure Throughout this adventure, sidebars provide

information to assist you in making adjustments for

smaller or larger groups and characters of higher or

lower levels than the adventure is optimized for.

This is typically used exclusively for combat

encounters.

You may adjust the adventure beyond the

guidelines given in the adventure, or for other reasons. For example, if you’re playing with a group of inexperienced players, you might want to make

the adventure a little easier; for very experienced

players, you might want to make it a little harder.

Therefore, five categories of party strength have

been created for you to use as a guide. Use these as a

guide, and feel free to use a different adjustment

during the adventure if the recommended party

strength feels off for the group.

This adventure is optimized for a party of five

4th-level characters. To figure out whether you

need to adjust the adventure, do the following:

Add up the total levels of all the characters.

Divide the total by the number of characters.

Round fractions of .5 or greater up; round

fractions of less than .5 down. You’ve now determined the average party level

(APL) for the adventure. To figure out the party

strength for the adventure, consult the following

table.

Determining Party Strength Party Composition Party Strength

3-4 characters, APL less than Very weak

3-4 characters, APL equivalent Weak

3-4 characters, APL greater than Average

5 characters, APL less than Weak

5 characters, APL equivalent Average

5 characters, APL greater than Strong

6-7 characters, APL less than Average

6-7 characters, APL equivalent Strong

6-7 characters, APL greater than Very strong

Average party strength indicates no recommended

adjustments to the adventure. Each sidebar may or

may not offer suggestions for certain party

strengths. If a particular recommendation is not offered for your group, you don’t have to make adjustments.

Running the Adventure As the Dungeon Master of the session, you have the

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 outcome of a fun game session often creates

stories that live well beyond the play at the table.

Always follow this golden rule when you DM for a

group:

Make decisions and adjudications that enhance

the fun of the adventure when possible.

To reinforce this golden rule, keep in mind the

following:

You are empowered to make adjustments to the

adventure and make decisions about how the

group interacts with the world of this adventure.

Doing so is especially important and applicable

outside of combat, but feel free to adjust the

adventure for groups that are having too easy or

too hard of a time.

Don’t make the adventure too easy or too difficult for a group. Never being challenged makes for a

boring game and being overwhelmed makes for a

frustrating one. Gauge the experience of the

players (not the characters) with the game, try to

feel out (or ask) what they like in a game, and

attempt to give each of them the experience they’re after when they play D&D. Give everyone a chance to shine.

(order #8808443)

Page 152: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 4

Be mindful of pacing, and keep the game session

moving along appropriately. Watch for stalling,

since play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play

experience. Try to be aware of running long or

short. Adjust the pacing accordingly

Read-aloud text is just a suggestion; feel free to

modify the text as you see fit, especially when

dialogue is present.

Give the players appropriate hints so they can

make informed choices about how to proceed.

Players should be given clues and hints when

appropriate so they can tackle puzzles, combat,

and interactions without getting frustrated over

lack of information. Doing so helps to encourage

immersion in the adventure and gives players little victories for figuring out good choices from clues. )n short, being the DM isn’t about following the adventure’s text word-for-word; it’s about

facilitating a fun, challenging game environment for

the players. The Dungeon Master’s Guide™ has more

information on the art of running a D&D game.

Downtime and Lifestyle

At the beginning of each play session, players must

declare whether or not they are spending any days

of downtime. The player records the downtime

spent on the adventure logsheet. The following

options are available to players during downtime

(see the D&D basic rules or the D&D Adventurers

League Player’s Guide for more information):

Catching up

Crafting (exception: multiple characters cannot

commit to crafting a single item)

Practicing a profession

Recuperating

Spellcasting services

Training

Other downtime options might be available during

adventures or unlocked through play, including

faction-specific activities.

In addition, whenever a character spends

downtime days, that character also spends the

requisite expense for his or her lifestyle. Costs are

per day, so a character that spends ten days of

downtime also spends ten days of expenses

maintaining his or her lifestyle. Some downtime

activities help with lifestyle expenses or add lifestyle

expenses.

Spellcasting Services

Any settlement the size of a town or larger can

provide some spellcasting services. Characters need

to be able to travel to the settlement to obtain these

services.

Help From Who!?

For the current storyline season, Curse of Strahd, the rules for

spellcasting services are changed for characters adventuring

i Baro ia. I Strahd’s leak do ai , there si ply are ’t a y settlements where spellcasters can accommodate such

needs, and those places of worship that might otherwise

provide spellcasting services are overrun with monsters. As

such, unless otherwise detailed in an adventure, the only

individual able to provide spellcasting services is Jeny

Greenteeth. This will no doubt lead to some uncomfortable

situations and unforeseen consequences.

Refer to Page 7 of the Adventurers League Dungeon

Master’s Guide for more details.

Spell services generally available include healing and

recovery spells, as well as information-gathering

spells. Other spell services might be available as

specified in the adventure. The number of spells

available to be cast as a service is limited to a

maximum of three per day total, unless otherwise

noted.

Spellcasting Services Spell Cost

Cure wounds (1st level) 10 gp

Identify 20 gp

Lesser restoration 40 gp

Prayer of healing (2nd level) 40 gp

Remove curse 90 gp

Speak with dead 90 gp

Divination 210 gp

Greater restoration 450 gp

Raise dead 1,250 gp

Acolyte Background

A character possessing the acolyte background requesting

spellcasting services at a temple of his or her faith may

request one spell per day from the Spellcasting Services table

for free. The only cost paid for the spell is the base price for

the consumed material component, if any.

However, no religions have established places of worship

here of sufficient size to provide spellcasting services.

Because of this, characters with the Acolyte background gain

no benefit from this trait.

(order #8808443)

Page 153: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 5

Character Disease, Death, and

Recovery

Sometimes bad things happen, and characters get

poisoned, diseased, or are killed. Since you might not

have the same characters return from session to

session, here are the rules when bad things happen

to characters.

Disease, Poison, and Other Debilitating

Effects A character still affected by diseases, poisons, and

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

conclusion (see the recuperating activity in the D&D

Basic Rules).

)f a character doesn’t resolve the effect between sessions, that character begins the next session still

affected by the debilitating effect.

Death 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

in the adventuring party has immediate access to a

raise dead or revivify spell, or similar magic. A

character subject to a raise dead spell is affected

negatively until all long rests have been completed

during an adventure. Alternatively, each downtime

day spent after raise dead reduces the penalty to

attack rolls, saving throws, and ability checks by 1, in

addition to any other benefits the downtime activity

might provide.

Create a New 1st-Level Character. If the dead

character is unwilling or unable to exercise any of

the other options, the player creates a new

character. The new character does not have any

items or rewards possessed by the dead character.

Dead Character Pays for Raise Dead. If the character’s body is recoverable it’s not missing any vital organs and is mostly whole) and the player

would like the character to be returned to life, the

party can take the body back to civilization and use the dead character’s funds to pay for a raise dead

spell. A raise dead spell cast in this manner costs the

character 1,250 gp.

Character’s Party Pays for Raise Dead. As above,

except that some or all of the 1,250 gp for the raise

dead spell is paid for by the party at the end of the

session. Other characters are under no obligation to

spend their funds to bring back a dead party

member.

Faction Charity. If the character is of level 1 to 4 and a member of a faction, the dead character’s body can be returned to civilization and a patron from the

faction ensures that he or she receives a raise dead

spell. However, any character invoking this charity

forfeits all experience and rewards from that session

(both those earned prior to and after death during

that session) and cannot replay that episode or

adventure with that character again. Once a

character reaches 5th level, this option is no longer

available.

Resurrection Madness

In Barovia, the souls of the dead are as trapped as the souls

of the li i g. They e o e aught i the ists a d a ’t 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

some supernatural means, it gains a random form of

indefinite 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 the Dungeon Master’s Guide.

Vampirism and Lycanthropy Vampires and lycanthropes are not included in the

allowed rules for character creation or advancement

(see the D&D Adventurers League Player’s Guide).

These conditions grant characters powers and

abilities that are not suitable for organized play, and

typically impose a restricted or prohibited

alignment. As such, characters afflicted with

vampirism or lycanthropy must have the affliction

cured before the start of their next episode or

adventure.

Afflicted characters have the following options:

Lycanthropes can be cured with a remove curse

spell. This spell is available as a spellcasting

service for 90 gp (though Jeny Greenteeth might

have additional requirements; see Spellcasting Services later in this guide).

Vampires can be cured by a wish spell cast by a

fellow player character (wish is not available as a

spellcasting service). Alternatively, a vampire

character can be slain and returned to life with

raise dead, at the normal cost of 1,250 gp. If a

character chooses to end a vampiric curse in this

manner, the Dark Powers (see Page 8, Adventurers

League Dungeon Master’s Guide) do not offer a

free raise dead, though Jeny Greenteeth might be

willing to make a deal see Spellcasting Services earlier in this guide).

(order #8808443)

Page 154: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 6

An afflicted character who does not end his or her

curse is retired from play until able to do so by one

of the means above, or through the application of

DM rewards to the character.

The Demiplane of Dread This adventure is set within the Ravenloft campaign

setting, in the lands of Barovia which exists in the

Demiplane of Dread. There are several atmospheric

and thematic elements to keep in mind at all times

while running your game:

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,

the sky is dimmed by fog or storm clouds, or the

light is strangely muted. Barovian daylight is bright light, yet it isn’t considered sunlight for the purpose of effects and vulnerabilities, such as a vampire’s, tied to sunlight. Nevertheless, Strahd and his

vampire spawn tend to stay indoors most of the day

and venture out at night, and they are subject to

sunlight created by magic.

Winter in Barovia

The winters are cold, wet, and stormy here. The natives of

the Demiplane are prepared—well, as prepared as they can

hope to be.

The characters, however, are unfamiliar with the realm.

Thankfully, the region they came from was experiencing the

worst winter in living memory, and are likely to possess

winter clothing. If they are not, then, preparations are in

order. The village has a single shop called The Hare & Hair

where they are able to procure such supplies if they wish.

A dark sentience infuses the very soil, twisting and

contorting everything within. In places where you

would normally expect wildlife such as deer, rabbits,

or squirrels, you instead find wolves, rats, and

mangy dogs. Vegetation is rotted and dead, and

forests are filled mostly with gnarled, thick trees

with bare branches. Colorful, vivacious things simply

do not exist.

The Denizens of Orașnou

Most Oraș ou reside ts are u da e la orers, far ers, fletchers and other folk who fall under common professions.

They typically have gaunt features, as crops often fail to take

root, and creatures of the night frequently kill and devour

their livestock.

Most are sullen, and often filled with fear, be it from the

lands themselves, what lies within them, Lord Strahd, or their

own tyrant of a Burgomaster; Ivan Randovich and his cronies.

Be sure to play to the mindsets of these people who live

threadbare existences, constantly on the precipice of horror

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 people are e pty shells reated y Strahd’s consciousness to populate his domain. However, about one

in every ten people in Barovia are actually possessing of a

soul—the souls of the original denizens of Barovia before its

transition into the Demiplane. When a being with a soul dies

in Barovia, its soul remains trapped until it is reincarnated

later. Souls tend to wear clothing with a splash of color or

have other features that demonstrate even a small bit of

individuality.

Alterations to Magic The land of Barovia resides in its own demiplane,

isolated from all other planes, including the Material

Plane. No spell—not even wish—allows one to escape from Strahd’s domain. Astral projection,

teleport, plane shift, and similar spells cast for the

purpose of leaving Barovia simply fail, as do effects

that banish a creature to another plane of existence.

These restrictions apply to magic items and artifacts

that have properties that transport or banish

creatures to other planes. Magic that allows transit

to the Border Ethereal, such as the etherealness spell

and the Etherealness feature of incorporeal undead,

is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled

back into Barovia upon leaving that plane.

For the purpose of spells whose effects change

across or are blocked by planar boundaries (such as

sending , Strahd’s domain is considered its own plane. Magic that summons creatures or objects

from other planes functions normally in Barovia, as

does magic that involves an extradimensional space.

Any spells cast within such an extra-dimensional

space (such as that created by Mordenkainen’s magnificent mansion) are subject to the same

restrictions as magic cast in Barovia.

While in Barovia, characters who receive spells

from deities or otherworldly patrons continue to do

so. In addition, spells that allow contact with beings

from other planes function normally—with one

provision: Strahd can sense when someone in his

domain is casting such a spell and can choose to make himself the spell’s recipient, so that he becomes the one who is contacted.

Cosmetic Spell Modifications At your discretion, a spell can be modified

cosmetically to enhance the horrific atmosphere of

Ravenloft. A few examples are presented below:

(order #8808443)

Page 155: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 7

Alarm. Instead of hearing a mental ping when the

alarm is triggered, the caster hears a scream.

Bigby’s Hand. The conjured hand is skeletal.

Find Familiar. The familiar is undead instead of

being a celestial, a fey, or a fiend, and is immune to

features that turn undead.

Find Steed. The summoned steed is undead

instead of being a celestial, a fey, or a fiend, and is

immune to features that turn undead.

Find the Path. A child’s spirit appears and guides the caster to the desired location. The spirit can’t be harmed and doesn’t communicate. Fog Cloud. Misty, harmless claws form in the fog.

Gust of Wind. A ghastly moan accompanies the

summoned wind.

Mage Hand. The summoned hand is skeletal.

Maze. The surfaces of the demiplane’s maze are made of mortared skulls and bones.

Phantom Steed. The steed resembles a skeletal

horse.

Rary’s Telepathic Bond. Characters linked together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on

them.

Revivify. A creature restored to life by a revivify

spell screams upon regaining consciousness, as

though waking from some horrible nightmare.

Spirit Guardians. The spirits appear as ghostly,

skeletal warriors.

Wall of Stone. A wall created by the spell has

ghastly faces sculpted into it, as though tortured

spirits were somehow trapped within the stone.

Count Strahd Von Zarovich

Lord Strahd is the Darklord of Barovia. He rules his domain

from Castle Ravenloft as Strahd IX; a descendent of Strahd I.

In actuality, Strahd I and Strahd IX are the one and the same--

a vampire. As a mortal, Strahd fell in love with Tatyana

Federovna; the bride of his younger brother Sergei. In his

jealousy, Strahd murdered his brother and became the

Darklord of Barovia; which was swept away into the

Demiplane along with its ruler. Since then, Strahd is cursed to

seek incarnations of Tatyana for eternity. NOTE: Strahd is not

present in this adventure.

Not Without Humor

The bleak and oppressive landscape must give way

now and then to some moments of respite, not only

does this break up the taxing mindset that Ravenloft

can evoke, but it also provides good chances for

horror to sneak back up on players just as they least

expect it.

Adventure Background The mysterious Vistani travel throughout the

dangerous lands of Barovia in close-knit, insular

family groups. When Vistani families meet in their

wanderings, affections can run strong. Such was the

case for Donani of the Bogarav family and Lela of the

Moslavaric family. The families planned to marry the

two lovers when their journeys next brought them

back together. Donani was not the only young man

interested in Lela; an outcast (or mortu) named

Hanzi also fell in love with the young woman. The

Moslavarics attempted to keep the outcast at bay,

but Hanzi was persistent. Even the Bogaravs have

heard of Hanzi's affections, and they worry that the

insistent mortu might deflect Lela's affections for

Donani before the wedding.

A few days ago, Lela was lured away from her

family's camp in the evening. Although the

Moslavarics worried that she was trysting with

Hanzi, the truth is far more sinister: a vampire

seduced Lela and transformed her into an undead

thrall. Lela concealed her true nature from her

family, making alterations in her vardo to preserve

the illusion of humanity. This illusion is slipping, and

Lela must kill one of her own people to refresh it;

she has selected the love-struck Hanzi as her victim,

as the mortu is unlikely to be missed by anyone.

The Vistani

The Vistani are an insular, itinerant people freely able to pass

through the mysterious mists of Barovia. Vistani are humans

with dark, luxurious hair, fair skin, and graceful builds.

Vistani travel in close family groups of only a few dozen

people in distinctive wooden, round-topped wagons called

vardos. They rarely interact with giorgios (the Vistani term

for any non-Vistani) except to peddle their wares or obtain

supplies. They do not possess the same notions of propriety

or property ownership as others in Barovia, and are just as

likely to get what they need from giorgios by honest

purchase, trickery, or outright theft.

Vistani families interact with one another when their paths

cross, particularly to exchange information or to establish

marriages. Each Vistani family belongs to one of three

extended tribal groups called tasques: The Boem (who are

primarily entertainers and more inclined to interact with

giorgios), the Kaldresh (primarily crafters and animal-

trainers), and the Manusa (specialists in arcane powers). The

most extreme punishment among the Vistani is exile from

the family, which is deemed the equivalent of a death-

sentence. Such outcasts are called mortu, and are shunned

by all Vistani.

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

(order #8808443)

Page 156: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 8

prescribed by tradition: each family is directed by a senior

male called the captain and an elder female called the raunie.

The family's captain oversees mundane matters such as

camping, travel, and trade. The raunie guides the family's

spiritual life.

The Vistani possess powers that set them apart from the

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

the "evil eye" and to tell fortunes with cards, dice, or tea

leaves. This gift is commonly called "the Sight." Vistani rarely

tell a giorgio's fortune, but their predictions are uncannily

accurate.

Adventure Overview The Seer is divided into three parts:

Part 1: The Bogaravs. Outside the village of Orașnou, the adventurers meet a family of Vistani

called the Bogaravs. The normally reclusive

Bogaravs welcome the adventurers, as they have a

problem they hope the adventurers can solve. The

Bogaravs explain what they have heard about the

mortu Hanzi wooing Lela, Donani's betrothed.

Donani asks the adventurers to deliver a gift to Lela

and to deter Hanzi's attentions.

Part 2: The Moslavarics. At the camp of the dour

and insular Moslavarics, the adventurers learn that

Hanzi has kidnapped Lela and taken her into the

woods. Canny adventurers may pick up on clues that

Lela was more than an innocent girl.

Part 3: The Standing Stones. The adventurers

follow the tracks of Hanzi and Lela into the deep

forest and contend with creatures placed to

discourage pursuit. In an ancient circle of standing

stones, the adventurers confront Lela as she is about

to sacrifice Hanzi to renew her human disguise.

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

Demiplane of Dread just outside Orașnou via an unnaturally thick fog or mist while traveling overland, preferably at night. Proceed to Welcome to Barovia , below. Otherwise, the adventurers may be curious about

the Vistani ritual they experienced in DDAL4-4 The

Marionette. The Vistani are known to travel in the

woods around Orașnou, so the party may be seeking

them out to learn more about what they envisioned during the Sybil’s ritual.

If the characters did not participate in DDAL04-04

The Marionette, the characters have been told about

a tribe of Vistani in the area surrounding Orașnou.

The villagers—short on supplies—have encouraged

the characters to seek them out the nomadic people

and get whatever supplies they can purchase.

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 village. )t’s heavy-handed, but such is the way of the

Demiplane.

Any character 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

dis issal…

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.

(order #8808443)

Page 157: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 9

Part 1: The Bogaravs

This adventure begins with the party in the snowy forests outside Orașnou. The day is overcast and gloomy, with snow ranging from a few inches to a

foot deep (the snow is not deep enough to count as

difficult terrain). The temperature is approximately

25 degrees Fahrenheit, which is not cold enough to

quality as Extreme Cold (see page 110 of the

Dungeon Master's Guide).

Snow Falling Upon the Cedars

Snow blankets the deep forest. Although you have been

exploring the forest for most of a day, you have yet to come

across another person or sign of civilization. A few wide

spaces between the trees hint at rough trails, but the snow

makes it difficult to discern whether they are man-made

footpaths or game trails.

A successful DC 14 Wisdom (Survival) check

indicates that the freshest tracks are those of bears.

In fact, four brown bears charge from the

undergrowth to attack. Characters with a passive

Wisdom (Perception) of 12 or higher are not

surprised by the bears' attack; additionally, if

anyone in the party learned that the freshest tracks

are bear tracks, none of the characters are surprised.

These bears are surly and hungry; they were

driven away by the Bogaravs the previous day, and a

few bears display sword wounds about a day old.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak party: Remove two bears, and the remaining

bears have only 21 hit points.

Weak party: Remove one bear, and the remaining bears

have only 21 hit points.

Strong or very strong party: Add two brown bears

Mysterious Drumming After three rounds of combat, a persistent distant

drumming echoes through the forest. This

drumming originates from the Bogarav

encampment, where the family is beginning their

evening rituals. The bears associate the drumming

with the folk that drove them away the previous day

and immediately flee into the surrounding forest.

Treasure If the characters take the time to skin the bears, they

are able to fetch a total of 50 gp for their hides.

In the Bogarav Camp

The drumming originates from a Vistani

encampment nearly a mile away. As the adventurers

approach, they hear woodwinds and stringed

instruments join in with the drumming.

Seven gaudily-painted wagons with rounded wooden roofs

fill a large clearing in the forest. The wagons form a large

circle around a blazing campfire. Two dozen humans

surround this fire, playing musical instruments and dancing.

They are all dark-haired and light-skinned, and range from

young children to the elderly. Their mismatched clothing is

well-worn, indicating a rough life on the open road.

This family of Vistani, called the Bogaravs, belongs to

the Boem tasque. The Boems are primarily

entertainers and tend to be more welcoming of

outsiders than other Vistani. The captain of the

Bogarav family is an old weathered man named

Elias. The family's raunie is Elias's sister Sergenna,

but Sergenna defers to her brother in nearly all

matters. Treat the other twenty-one Bogaravs as

scouts.

If the party approaches the camp or announces

their presence, Elias decides to solicit their aid to

solve Donani's problem.

A rangy, weathered man approaches with his hands held out

to his sides. His clothing is just as mismatched as the others'

and he wears a sky blue headscarf. The others in the camp

move deferentially to let him pass, indicating that he holds

some sort of authority in their group.

"Welcome and well-met to you. With an open heart, I

invite you to share my family's fire. It is rare for us to ever

welcome giorgios into our camp, but our need is great. First,

please respect and enjoy our traditional activities. Then,

there will be time for discussion.

Although Elias has much to ask of the party, he first

attempts to put them at ease with a warm welcome

and participation in the traditional dance called the

prastonata and the storytelling called the doroq. The

Vistani share a spicy, nourishing stew.

(order #8808443)

Page 158: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 10

Roleplaying Captain Elias

Elias is a weathered Vistani man who looks much younger

than his 55 years. He is rarely seen without wearing his bright

blue head-scarf, a gift from his grandmother when he was

only a child. Elias is a smooth talker, a skilled musician, and a

natural leader. Elias understands how Vistani traditions can

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

worlds are naïve rubes.

Quote: "The Vistani have many ancient traditions. All of

them touch on truths. Come, let us show them to you."

Roleplaying Donani

Donani is a friendly young Vistani man of 17 years. He is

handsome but self-conscious about his own abilities and his

future. Donani's love for Lela is deep and genuine, but his

heart burns with a cold jealousy to think that a mortu could

turn her affections. His anxiety about Lela is apparent in his

open, honest face.

Quote: "My heart aches to think that my lovely Lela could

be in danger."

The Prastonata

The prastonata is the traditional Vistani dance,

performed each evening near sundown. As the music

around the campfire picks up in tempo, one of the

Bogarav girls (Annika, Donani's sister) sways to the

music and dances over to the character with the

highest Charisma.

"Ah, the prastonata!" calls the crowd around the campfire.

Captain Elias leans in to you "It is a traditional dance, fast and

seductive. Our Annika dances it well. Look, she invites you to

dance it with her, to match her step for step as she sways!"

If the character Annika selected does not wish to

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

must select only one among their number to dance

with her.

A character dancing with Annika must attempt

three Dexterity (Acrobatic) checks as her pace

increases: DC 11, DC 13, and DC 15. Failing one of

these checks means the character makes some

obvious missteps, but may continue the dance.

Failure by 5 or more results in some overtly clumsy

maneuver that ends the prastonata—tripping over a

log, catching a clothing hem on fire, or similar. If the

character succeeds at all three checks, the entire

camp praises the character's skill, and Annika grants

the dancer a passionate kiss.

XP Award If any character participates in the prastonata,

regardless of his or her performance, award each

character 25 XP.

The Doroq

Captain Elias motions for quiet. "Tonight, I will give the

doroq, the nightly tale or lesson. Although a doroq can

sometimes be very long, I sense that we are all weary and I

do not wish to bore our guests." The man winks in your

direction and drops his voice to a low, solemn tone.

"We Vistani are people of family, of tradition. We do not

turn our hands, heads, or hearts against each other; to do so

is to forsake what it is to be Vistani. Those that break the

faith of their people can no longer participate in this life.

They are exiled from the family, and called mortu, or the

'living dead.'

"No Vistani will harbor a mortu. They are marked as an

exile. This is not a mark that can be seen with the eye, but a

mark that every Vistani feels when looking upon a mortu. The

crime itself is not visible; perhaps he killed an uncle in anger,

or perhaps he thought to get drunk rather than mind his

young nephews and a boy came to harm. We know not why a

mortu was exiled when we look upon him, only that he is no

longer of the Vistani.

"For some Vistani, compassion upsets the heavy weight of

tradition. A family provides comfort and shelter to a mortu. It

seems a kindness to one who appears—but is not—Vistani.

But is not the nature of a man in his past actions? The mortu

will drink again, or murder again, and suffering will surely

follow. We hold our traditions because they keep us safe—safe from wild beasts, safe from violent giorgios, and safe

from the wickedness of mortu.

"This is as it is. A restful night's sleep to all."

XP Award If the characters are attentive and polite during the

telling of the doroq, award each character 25 XP.

Donani’s Plea

While the camp prepares to sleep—some Vistani

retiring into the barrel-topped vardos but many

spreading blankets and bedrolls near the fire—Captain Elias and Donani speak further with the

party.

Captain Elias explains that Donani is engaged to a

girl from another Vistani family, the Moslavarics.

The Bogaravs and the Moslavarics cross paths no

(order #8808443)

Page 159: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 11

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.

(order #8808443)

Page 160: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 12

Part 2: The Moslavarics The Moslavarics are camped several hours from the

Bogarav camp, but Captain Elias's directions are

sufficient for the party to find it.

The thick pine forest is broken by a large, stony clearing in

the lee of a large hill. Five barrel-topped wagons stand in a

close ring. Unlike the gaudy and cheerful Bogarav wagons,

these wagons are dull brown in color and festooned with

utilitarian tools of all types: smithing implements, farrier's

tools, and bellows. The campfire within the ring of wagons is

small, and a score of sullen humans work at fixing wheels,

shining shields, or other mundane crafts. They eye you

suspiciously, hands near their weapons, alert for danger.

The Moslavarics belong to the Kaldresh tasque and

are dour crafters and tinkers. The Moslavaric captain

is a scarred, lean old man named Keldro (treat as a

bandit captain). The family's raunie is Keldro's wife,

the matronly Tayrizha (treat as a priest). Treat the

other seventeen Moslavarics as bandits.

Keldro does not approach the party; he instead

sends his son Advan (who is as scarred and lean as

his father) to speak on the Moslavarics' behalf.

Although Advan does not specifically claim to be the

family's captain, he does not discourage the

characters if they seem to believe he is.

Roleplaying Advan

Advan is a scarred, lean man with wiry and well-toned

muscles. He is nearly 40 but looks older due to a hard life as a

traveling blacksmith and armor-maker. Advan is blunt in his

manner, particularly to giorgios.

Quote: "I will answer your questions not out of friendliness,

but so that you might sooner depart my camp."

Roleplaying Tayrizha

Tayrizha is a tough woman in her late fifties whose dour,

pinched appearance belies a kind heart and matronly

concern for everyone in her family. Her counsel is always

wise and her fortunes are rarely wrong. Tayrizha sees her skill

with the Sight not as a mere tool, but as a gift she shares with

her family or worthy giorgios.

Quote: "The Sight should not be selfishly used; it is a gift to

be shared with others."

The Moslavarics confirm what the characters heard

from Donani. Lela is a beautiful young woman; she is

nearly as gifted as her raunie with the Sight. The

Moslavarics liked Donani and looked forward to the

wedding. Unfortunately, the mortu Hanzi had trailed

the Moslavarics for more than a month, pining for

Lela and continually professing his devotion to her.

The Moslavarics had attempted to keep Hanzi away--

even by throwing stones and threatening him with

weapons--but Hanzi kept returning to profess his

inappropriate love for Lela.

Four nights ago, Lela stayed out in the woods past

nightfall. The Moslavarics suspect she was trysting

with Hanzi, but she insisted that she was not. Still,

she started to act distant, keeping to herself in her

vardo all day and interacting with her family only

rarely. Something was wrong with the girl, although

the Moslavarics did not know what it was.

This morning, the door to Lela's vardo hung open

and Lela was gone. Similarly, Hanzi has not been

lurking at the outskirts of the camp. Two sets of

footprints lead away from the camp into the snowy

forest. It seems obvious to all the Moslavarics that

Hanzi forced Lela to leave with him. A few eager

youths followed the tracks, but learned that the pair

had several hours’s head start and travelled quickly.

Catching up seemed unlikely without a long journey

through the dangerous wilderness, which the Vistani

consider a sure death.

Most of the Moslavarics already consider Lela a

lost cause, and have resigned themselves to never

seeing her again. The exception is the raunie

Tayrizha, who thinks that determined pursuers

might still catch up to Hanzi and bring her dear Lela

home. If the characters do not intend to follow the

tracks, Tayrizha pleads with them to do so.

Lela’s Vardo

If the adventurers want to investigate Lela's vardo

before following the footprints, the Moslavarics

allow it. Other than to confirm Lela's absence earlier

that day, none of the Moslavarics have been in the

wagon. Although most Vistani vardos are shared,

Lela's gift of the Sight earned her a vardo of her own.

Lela's vardo is crowded with hanging herbs,

beaded curtains, a table and a small bunk. Its few

windows have thick scarves tacked over them,

making the interior dark and gloomy. Lela spent the

last few days here as a vampire spawn, secretly

making the wagon's interior more fitting to her new

unlife and venturing out only on cloudy days or in

the evening. Investigative characters might identify

the following clues in the wagon's interior.

A successful DC 10 Wisdom (Perception) check

notes that the scarves have been tacked up over

the windows so that no light penetrates the

vardo's interior.

(order #8808443)

Page 161: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 13

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.

(order #8808443)

Page 162: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 14

Part 3: The Standing Stones When the adventurers examine the woods around

the Moslavaric camp, they discover tracks in the

snow leading deep into the forest. The tracks

ultimately lead to a circle of standing stones where

Lela is ritually sacrificing Hanzi.

General Features

Snow lies thick in the pine forest, allowing the

adventurers to follow the tracks of Lela and Hanzi

with little difficulty.

Terrain. The terrain is flat and stony, and covered

in deep pine forest. The land is covered in snow that

varies from a few inches to a few feet deep. The

clearest areas are under the snow-laden pine

boughs, which are also the darkest. Although the

terrain is wild and dense, the party cannot get lost so

long as they follow the tracks in the snow.

Light. Dim light predominates in the forest. At

night, the moon is nearly full and illuminates the

countryside with a pale, sickly glow. Even if the

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

the trunks of the largest pine trees.

Sound. Sound is muffled in the snowy forest.

Smell. The pine smell of the trees is strong, but the

faint unpleasant odor of dead flesh hangs around the

tracks of Lela and Hanzi in the snow.

Tracks. As the snow is all but gone beneath the

trees, and several wolf tracks cross the snow behind

the trees, it is not immediately obvious which

direction Lela and Hanzi went. Recovering the

humanoid tracks requires an hour of searching,

although a successful DC 14 Wisdom (Survival)

check reduces this time to only 10 minutes.

Adventure Pacing

If you have less than 45 minutes remaining to complete this

adventure, omit the Shambling Dead encounter below.

Shambling Dead

After the adventurers have been traveling for an

hour, read the following:

Several large pine trees grow closely together here, their

snow-laden boughs creating deep pools of shadow. The trail

in the snow leads beneath these trees.

Lela sent a wight and two ghouls to trace her back

trail and eliminate any pursuers. Thirty minutes

after the encounter with the lurking wolves, the

undead catch up to the adventurers.

If the characters are still searching for tracks near

the pine trees, the undead creatures attack the

adventurers normally. If they have already

discovered the tracks, or if they have posted a guard

to keep an eye on the surrounding terrain while

searching for tracks, then the adventurers spot the

approaching undead and have an opportunity to

surprise the undead.

Adjusting the Encounter

Here are recommendations for adjusting this combat

encounter. These are not cumulative.

Very weak party: Replace the wight with a ghoul and

replace the ghouls with zombies.

Weak party: Replace the wight with a ghast

Strong party: Replace the ghouls with ghasts and add a

zombie.

Very strong party: Add a second wight and replace the

ghouls with ghasts.

Treasure The wight's clothing is tattered and valueless, but it

still wears an ornate bronze torc worth 70 gp. A

characters that searches the area finds a jeweled

bracelet worth 25 gp. Lela dropped the bracelet here

in her flight.

At the Standing Stones

After two hours of following the tracks, the

adventurers catch up with Lela and her victim. Read

the following:

The dense trees give way to a large, rocky clearing nearly a

hundred feet in diameter. At the center of this clearing,

seven massive, weather-worn stones jut from the ground like

blunt, misshapen teeth. At the center of these standing

stones is a small hill bearing a flat, table-like rock. A man is

stretched across this table, bound with ropes and struggling

weakly. A Vistani woman stands above him, her pallid skin

hanging loosely on her frame. She holds aloft a stone bowl in

a clawed hand.

Lela is performing an hours-long ritual sacrifice to

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

(order #8808443)

Page 163: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 15

provide the characters with any assistance. A large

symbol like a stylized eye is daubed on his bare

chest with a foul-smelling paste.

As soon as the adventurers spy Lela in her undead

form, the wind fan in their possession transforms

into a mockery of its lovely form. Instead of emitting

a warm wind and floral scent, its wind is cold and it

emits a carrion stench. The adventurer currently

bearing the wind fan notices this transformation.

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).

Treasure Donani and Elias encourage the party to keep the

transformed wind fan as a reward (but also because

they worry it is tainted). In addition, Donani gives

the characters their promised reward—even if Lela

was never fated to be his. Donani secretly hopes that

the characters will not accept the gold and puts on

quite a show in an attempt to persuade them to

allow him to keep it.

(order #8808443)

Page 164: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 16

Rewards Make sure the players note their rewards on their

adventure log sheets. Give your name and DCI

number (if applicable) so players can record who

ran the session. If you are playing all of the missions

as a single adventure, or playing multiple missions in

one session, you can wait and give the rewards for

all missions played at the end of the session.

Experience

Total up all combat experience earned for defeated

foes, and divide by the number of characters present

in the combat. For non-combat experience, the

rewards listed are per character. Give all characters

in the party non-combat experience awards unless

otherwise noted.

Combat Awards Name of Foe XP per Foe

Brown bear 200

Owlbear 700

Dire wolf 200

Winter wolf 700

Wight 700

Zombie 50

Ghoul 200

Lela 1100

Non-Combat Awards Task or Accomplishment XP per Character

Attempt to dance the prastonata 25

Listen to the doroq 25

Gain any clues from Lela's vardo 50

Rescue Hanzi 50

The minimum total award for each character

participating in this adventure is 635 experience

points. The maximum total award for each character

participating in this adventure is 850 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 set forth in the sidebar.

Treasure Awards Item Name GP Value

Bear hides 50

Donani's reward 35

Discarded bracelet 25

Bronze torc 70

Lela's jewelry 220

Wind Fan Wondrous Item, uncommon

This fan is made of thin, brittle parchment glued

over sharpened iron tines. When used, the wind

issuing from this fan is bone-chillingly cold and

carries the sickly-sweet stench of rotting flesh. The

fan can be used as a weapon; it is treated as a non-

magical short sword (dealing slashing damage)

when it is open, or as a non-magical club when it is

closed. A description of this item can be found in the

Dungeon Master’s Guide.

Permanent Magic Item Distribution

D&D Adventurers League has a system in place to determine

who is awarded permanent magic items at the end of a

session. Each character's logsheet contains a column to

record permanent magic items for ease of reference.

If all the players at the table agree on one character taking

possession of a permanent magic item, that character gets

the item.

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

gets the item. If there is a tie in the total number of

permanent magic items owned by contesting characters,

the item's owner is determined randomly by the DM.

Renown

All faction members earn one renown point for

participating in this adventure.

Downtime

Each character receives 10 downtime days at the

conclusion of this adventure.

(order #8808443)

Page 165: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 17

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 Welcome to Barovia , above .

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

For running this adventure, you receive 225 XP, and

112 gp.

(order #8808443)

Page 166: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 18

Appendix: Monster/NPC

Statistics

Brown Bear Large beast, unaligned

Armor Class 11 (natural armor)

Hit Points 34 (4d10 + 12)

Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA

19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Skills Perception +3

Senses passive Perception 13

Languages --

Challenge 1 (200 XP)

Keen Smell. The bear has advantage on Wisdom

(Perception) checks that rely on smell.

Actions

Multiattack. The bear makes two attacks: one with its

bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 8 (1d8 + 4) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 11 (2d6 + 4) slashing damage.

Dire Wolf Large beast, unaligned

Armor Class 14 (natural armor)

Hit Points 37 (5d10 + 10)

Speed 50 ft.

STR DEX CON INT WIS CHA

17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +4

Senses passive Perception 13

Languages --

Challenge 1 (200 XP)

Keen Hearing and Smell. The wolf has advantage on

Wisdom (Perception) checks that rely on hearing or

smell.

Pack Tactics. The wolf has advantage on an attack roll

against a creature if at least one of the wolf's allies is

within 5 feet of the creature and the ally isn't

incapacitated.

Actions

Bite. Melee Weapon Attack: +5 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.

Ghast Medium undead, chaotic evil

Armor Class 13

Hit Points 36 (8d8)

Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 feet of

the ghast must succeed on a DC 10 Constitution saving

throw or be poisoned until the start of its next turn. On

a successful saving throw, the creature is immune to

the ghast’s Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30

feet of it have advantage on saving throws against

effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.., one

creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one

target. Hit: 10 (2d6 + 3) slashing damage. If the target is

a creature other than an undead, it must succeed on a

DC 10 Constitution saving throw or be paralyzed for 1

minute. The target can repeat the saving throw at the

end of each of its turns, ending the effect on itself on a

success.

Ghoul Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (5d8)

(order #8808443)

Page 167: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 19

Speed 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 1 (200 XP)

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.., one

creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 7 (2d4 + 2) slashing damage. If the target is

a creature other than an elf or undead, it must succeed

on a DC 10 Constitution saving throw or be paralyzed

for 1 minute. The target can repeat the saving throw at

the end of each of its turns, ending the effect on itself

on a success.

Lela (Vampire Spawn) Medium undead, neutral evil

Armor Class 15 (natural armor)

Hit Points 60 (11d6 + 22)

Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 16 (+3) 14 (+2) 11 (+0) 10 (+0) 12 (+1)

Saving Throws Dex +6, Wis +3

Skills Perception +3, Stealth +6

Damage Resistances necrotic

Senses darkvision 60 ft., passive Perception 13

Languages Common

Challenge 4 (1,100 XP)

Regeneration. Lela regains 5 hit points at the start of

her turn if she has at least 1 hit point and isn't in direct

sunlight or running water. If Lela takes radiant damage

or damage from holy water, this trait doesn't function

at the start of her next turn.

Spider Climb. Lela can climb difficult surfaces, including

upside down on ceilings, without needing to make an

ability check.

Vampire Weaknesses. Lela has the following flaws:

Forbiddance. Lela can't enter a residence with an

invitation from one of the occupants.

Harmed by Running Water. Lela takes 20 acid

damage when she ends her turn in running water.

Stake to the Heart. Lela is destroyed if a piercing

weapon made of wood is driven into her heart while

she is incapacitated in her resting place.

Sunlight Hypersensitivity. Lela takes 20 radiant

damage when she starts her turn in direct sunlight.

While in direct sunlight, she has disadvantage on

attack rolls and ability checks.

Actions

Multiattack. Lela makes two melee attacks, only one of

which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one

creature. Hit: 8 (2d4 + 3) slashing damage. Instead of

dealing damage, Lela can grapple her target (escape DC

13).

Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one

willing creature, or a creature that is grappled by Lela,

incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing

damage plus 7 (2d6) necrotic damage. The target's hit

point maximum is reduced by an amount equal to the

necrotic damage taken, and Lela regains hit points

equal to that amount. The reduction lasts until the

target finishes a long rest. The target dies if this effect

reduces its hit point maximum to 0.

Evil Eye. Lela magically forces a creature she can see

within 30 feet of her to make a DC 13 Charisma saving

throw. The creature takes 18 (4d8) psychic damage on

a failed save, or half as much damage on a successful

one.

Reactions

Insightful Defense. When an attacker Lela can see hits

her with an attack, Lela can halve the damage against

her.

Owlbear Large monstrosity, unaligned

Armor Class 13 (natural armor)

Hit Points 59 (7d10 + 21)

Speed 40 ft.

STR DEX CON INT WIS CHA

20 (+5) 12 (+1) 17 (+3) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages --

(order #8808443)

Page 168: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 20

Challenge 3 (700 XP)

Keen Sight and Smell. The owlbear has advantage on

Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The owlbear makes two attacks: one with

its beak and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 10 (1d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 14 (2d8 + 5) slashing damage.

Snow Camouflage. The wolf has advantage on

Dexterity (Stealth) check made to hide in snowy

terrain.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 11 (2d6 + 4) piercing damage. If the target is

a creature, it must succeed on a DC 14 Strength saving

throw or be knocked prone.

Cold Breath (Recharge 5-6). The wolf exhales a blast of

freezing wind in a 15-foot cone. Each creature in that

area must make a DC 12 Dexterity saving throw, taking

18 (4d8) cold damage on a failed save, or half as much

damage on a successful one.

Wight Medium undead, neutral evil

Armor Class 14 (studded leather)

Hit Points 45 (6d8 + 18)

Speed 30 ft.

STR DEX CON INT WIS CHA

15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Skills Perception +3, Stealth +4

Damage Resistances necrotic; bludgeoning, piercing,

and slashing from nonmagical attacks that aren't

silvered

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages Common

Challenge 3 (700 XP)

Sunlight Sensitivity. While in sunlight, the wight has

disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on sight.

Actions

Multiattack. The wight makes two longsword attacks

or two longbow attacks. It can use its Life Drain in place

of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one target. Hit: 5 (1d6 + 2) necrotic damage. The target

must succeed on a DC 13 Constitution saving throw or

its hit point maximum is reduced by an amount equal

to the damage taken. This reduction lasts until the

target finishes a long rest. The target dies if this effect

reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later

as a zo ie u der the ight’s o trol, u less the humanoid is restored to life or its body is destroyed.

The wight can have no more than twelve zombies

under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5

ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7

(1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range

150/600 ft., one target. Hit: 6 (1d8 + 2) piercing

damage.

Winter Wolf Large monstrosity, neutral evil

Armor Class 13 (natural armor)

Hit Points 75 (10d10 + 20)

Speed 50 ft.

STR DEX CON INT WIS CHA

18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +5, Stealth +3

Damage Immunities cold

Senses passive Perception 15

Languages Common, Giant, Winter Wolf

Challenge 3 (700 XP)

Keen Hearing and Smell. The wolf has advantage on

Wisdom (Perception) checks that rely on hearing or

smell.

Pack Tactics. The wolf has advantage on an attack roll

against a creature if at least one of the wolf's allies is

within 5 feet of the creature and the ally isn't

incapacitated.

(order #8808443)

Page 169: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 21

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.

(order #8808443)

Page 170: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 22

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.

(order #8808443)

Page 171: SUITS OF THE MISTS - 4plebs · Suits of the Mists 1 SUITS ... Five, 1-Hour Mini-Adventures for 1 st and 2 nd Level Characters ... adventures or unlocked through play,

Not for resale. Permission granted to print or photocopy this document for personal use only.

DDAL04-05 The Seer 23

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.

(order #8808443)