TEXT:  
   
  A Martyred Heart 
  Part 3 of Song of Fates 
   
  As Thentia’s lighthouse grows dim so too does faith within the city. In the midst of this a priest of 
  Ilmater has been accused of a heinous crime. But is this really the truth of the matter, or are we 
  all just Agents of Fate? 
   
  A Two-Hour Adventure for 1st-4th Level Characters 
   
   
   
  ARIEL THOMAS 
  Author 
   
  Adventure Code: CCC-TAROT-01-03 
  Optimized For: APL 3 
  Version: 1.4 
   
  Development and Editing: Joshua Clark, Blake Jones, Todd Smart, Ariel Thomas, Jonathan Grabert 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Alan Patrick 
   
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  CCC-TAROT-01-03 A Martyred Heart 
   
   
   
   
   
   
   
   
  2 
  Introduction 
  Welcome to A Martyred Heart, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system. 
   The City of Thentia faces food shortages, bandits, 
  storms, and yet another threat that very few are 
  aware of.  Items of supposedly great power are 
  hidden throughout the city and many quietly strive 
  to acquire them. 
   This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  Weak 
  3-4 characters, APL greater than  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  Strong 
  6-7 characters, APL greater than  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
   
   
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  CCC-TAROT-01-03 A Martyred Heart 
   
   
   
   
   
   
   
   
  3 
  Adventure Primer 
  Events from a Time Past 
  Many an adventurer has heard of the Deck of Many 
  Things, a Deck in which you pulled cards and 
  received either great treasure, or terrible ruin. Few 
  scholars have tales of a special Deck. It is said to be a 
  mix of the original Deck and ancient Vistani magic, 
  and called the Tarot Cards of Fate. Each card is 
  unique in nature, and said to be even more powerful 
  than a traditional Deck, it is long thought Fate had 
  decreed the Cards separated, and each lost to 
  antiquity.  
   With events such as the Spellplague, unleashing 
  arcane chaos and the Blue Fire, loosening the 
  magical shackles and the return of parts of Faerun 
  from the Demiplane of Dread, rumors of Cards 
  promising great power have been emerging 
  throughout the lands.  
    Currently known to a select few greater powers, 
  who have access to great libraries or performed epic 
  rituals of divination, they have become aware of an 
  ancient Prophecy that tell of great power gained by 
  those who have acquired the most Tarot Cards.  
    Quickly, they sent mortal agents spread across the 
  Moonsea and Sword Coast searching for any hints 
  and obscure lore or legend that would reveal the 
  hiding places of the Tarot Cards of Fate, intent on 
  acquiring as many as possible. As more knowledge of 
  the Cards leaks out, a mad race to acquire their 
  power will truly commence.  
  Events in a Time Present 
  The Lovers Card has awoken. Its powers have 
  granted Nestor, a priest of Ilmater, divine foresight 
  into the inevitable terrors brought by the two 
  factions competing over the Tarot. He has used this 
  foresight to determine the path of least suffering for 
  the people of Thentia, and put that plan into motion. 
   To this end, he has written a book of prophecy and 
  entrusted it to Aesir Highcastle, a reclusive noble, 
  who has followed its instructions to become the 
  Bandit King. As Agents of Fate, the players may 
  disrupt that plan. 
   The Lovers Card represents not just love in the 
  romantic sense, but the alignment of values that 
  build all communities and relationships.  Its power 
  influences even those attempting to possess it. 
   
  Location and NPC Summary 
  The following characters and locations feature prominently in 
  this adventure.  
   
  Seireri Moongleam (see-AIR-ee). Former High Priestess of 
  the temple of Selȗne in Thentia. Killed in a raid during the 
  Greengrass Festival by goblinoids. Because of the Death 
  Curse, she cannot be raised from the dead. 
   
  Nestor of Ilmater (NES-tawr). Priest of Ilmater. Attempting 
  to protect his plans, he turned himself in to face execution in 
  the place of the Bandit King. 
   
  Isen Shadowcloak (EYE-sen). Nestor’s lover, paladin of Tyr, 
  and one of Thentia’s Riders. Hires the characters to 
  investigate. 
   
  Aesir Highcastle, The Bandit King (EY-sir). A reclusive 
  wizard from an old, noble family of Thentia. He readily 
  colludes with Nestor’s plans to increase his family’s influence 
  by becoming a savior of Thentia. 
  Adventure Overview 
  The adventure is broken down into three parts: 
   Part 1. A Good Man Isen Shadowcloak enlists the 
  characters to overturn Nestor’s conviction by 
  tracking down the Bandit King and bringing him in. 
  Curious characters will have time to gather 
  information or be able to meet with Nestor. 
   Part 2. Sidetracks The characters get a chance to 
  see a bit of the area around Thentia. 
   Part 3. To the Heart The characters assault the 
  ruins of an ancient castle where the Bandit King is 
  currently residing. Once they have overcome him, 
  they will find out about the book of prophecy and 
  have to choose whether to turn him in to save the 
  priest or allow the plan to continue.  
  Nestor’s Plan 
  Nestor has created his plan through divination rather than 
  through logic, and as such, its elements are convoluted. The 
  mechanisms of the plan are not all self-evident, and Nestor 
  believes it is best simply to have faith in the plan.  
   
  The Bandit King recently murdered Seireri Moongleam.  
  The plan is for Nestor to confess to the murder and exchange 
  his life for that of the Bandit King. Nestor’s confession and 
  death will take suspicion away from the bandit, allowing him 
  to continue the larger scheme unhindered. 
   
   
  
   
   
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  CCC-TAROT-01-03 A Martyred Heart 
   
   
   
   
   
   
   
   
  4 
  Part 1. A Good Man 
  Estimated Duration: 30 minutes 
  The characters have arrived at Isen’s home, a small 
  cottage just out of sight of the docks, at dawn. He 
  invites them in, sits them down, and gets directly to 
  business. 
  Tracking a King 
  The man before you looks far too weary for his age, with a 
  handsome countenance that bears sunken eyes. It seems 
  clear he has not been sleeping well. 
   
  “Thank you for answering my summons. I am Isen 
  Shadowcloak, paladin of Tyr and Rider of Thentia. 
   
  “I will get right to the point. You have no doubt heard of 
  the murder of Seireri Moongleam and the subsequent 
  confession of Nestor, priest of Ilmater? Though I may be 
  biased, I believe he is innocent and I suspect I know who the 
  real culprit is. 
   
  “We Riders, with the help of the Temple of Selȗne, have 
  been hunting a man known as the Bandit King for almost a 
  season now. The descriptions of this bandit match quite 
  closely with those of Nestor. I suspect witnesses have 
  confused the two. 
   
  “Help me track down this Bandit King and determine the 
  truth of things. I won’t see a good man hanged.” 
  Isen is offering the characters 100 gp to travel with 
  him to complete this task before Nestor’s execution 
  at noon the next day. He can offer the following 
  information, should they ask: 
  • There have been numerous reports that the Bandit 
  King occupies a ruined castle a day’s travel away. 
  The Riders have attempted two raids in the past, 
  but always found it completely empty when they 
  arrive. It is likely the best place to start. 
  • The Bandit King’s probable motive for killing the 
  High Priestess was to remove pressure from 
  himself by setting the city into disarray. 
  • He is uncertain why Nestor would turn himself in. 
  He suspects blackmail. Nestor’s actions have never 
  quite made sense to him, a factor he attributes to 
  their differing faiths. 
  • Most of the witnesses are captured goblins and 
  hobgoblins who he considers unreliable. 
  • Nestor has caught the ire of some of the city’s 
  nobility as of late, though Isen is spotty on the 
  details. 
  Roleplaying Isen Shadowcloak 
  Isen, as a paladin of Tyr, seeks to live his life by his god’s 
  moral code. To this end, he has joined Thentia’s military force 
  where he currently serves as a sergeant. 
   
  Though normally boisterous and forthright, his lover’s 
  recent confession and arrest has put Isen into dismal state. 
   
  Quote: “We must hold Truth before all else.” 
   At this point smart players will likely want to ask 
  around a bit to gather more information or visit 
  Nestor in jail. Neither is essential to completing the 
  adventure, but provides useful background details. 
  Deities of Note 
  The following are deities are mentioned in this adventure: 
   
  Tyr (TEER). The Maimed God, Tyr, is a deity dedicated to 
  law and justice. He is traditionally associated with Torm and 
  Ilmater as part of The Triad. His followers seek out the 
  discovery of truth and the punishment of the guilty over 
  fairness or equality. 
   
  Ilmater (ihl-MAY-ter). The god Ilmater has dominion over 
  endurance, martyrdom, perseverance, and suffering. He 
  encourages his followers to help those who suffer and to take 
  their burdens on themselves. His clergy can frequently be 
  found helping a city’s poorest citizens, and more than a few 
  have been martyred for that act. 
  Fortunes of Fate 
  You emerge from Isen’s cottage into the incessant rain, and 
  notice the shop across the street is actually that of a fortune 
  teller. Strangely, you do not remember it being there before. 
   
  Stooped, wizened with age, and covered in rags, an old 
  man calls out to you from the porch, “Care for a reading? 
  Only a gold to know your future.” 
  If the characters accept his invitation, he will greet 
  each of them by name as they enter his shop. If the 
  characters ask about this, he will cryptically claim, 
  “Fate has foreseen it.” The fortune teller does not 
  provide the characters will any specific name to call 
  him other than “a simple fortune teller.” He does not 
  have direct information about local events for the 
  players, but offers to read the future of anyone 
  interested. 
   Have any interested player roll two d8 dice.   Refer 
  to Appendix B: Tarot Reading. The first d8 
  corresponds to the card pulled. The second d8 will 
  reveal whether the card is Upright (even result on 
  the die) or Inverted (odd result). Use the associated 
  text for each possible card reading or paraphrase as 
  you see fit, keeping within the spirit of each card. 
  
   
   
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  CCC-TAROT-01-03 A Martyred Heart 
   
   
   
   
   
   
   
   
  5 
  Roleplay this as needed, but no two players should 
  pull the same result. 
   Players who have their fortune read receive the 
  Touched by the Fates story award if they do not 
  already have it. 
  Gathering Information 
  By talking to various contacts or investigating city 
  archives, characters may attempt either an 
  Intelligence (Investigation) or Charisma 
  (Persuasion) check to track down information 
  about the following topics. 
   When making these checks, if the character rolls 
  high enough, they get all the information up to that 
  DC check. For example, a roll of a 12 would provide 
  the information at DC 10 and 12. 
  Nestor 
  • DC 8: Nestor was a priest of Ilmater well respected 
  by the common folk. He was known to aid even the 
  sickest residents. 
  • DC 12: Nestor ran a black market for medical 
  goods, undermining the monopolies guaranteed to 
  certain high-ranking nobles who control the 
  mediciners’ guild.   
  • DC 15: Many commoners believe Nestor might be 
  innocent, with the mediciners’ guild pinning 
  responsibility on him as a means of removing him. 
  Mediciners Guild 
  • DC 8: This guild is granted exclusive right to sell 
  medical goods in Thentia, but they have been 
  struggling as of late to meet demand. 
  • DC 12: It is more than the rains that are making 
  medicine difficult to come by. The herb gatherers 
  often go out only to find the herb bushes picked 
  clean. 
  • DC 15: An herb gatherer supposedly found an odd 
  black cap on one of the bushes the last time she 
  went out. 
  The Bandit King 
  • DC 8: With the ports inoperable, and the fields 
  awash with rain, the city has been trying to import 
  food.  However, the Bandit King continually raids 
  the route from Melvaunt. 
  • DC 12: There have been numerous attempts to 
  capture the Bandit King, but they have all ended in 
  failure. 
  • DC 15: Some commoners suspect the Bandit King 
  is a fabrication created as a scapegoat by those in 
  charge to cover their inability to feed the citizenry. 
  Castle Ruins 
  • DC 8: The castle was supposedly destroyed 
  somewhere around the Time of Troubles, though 
  no one seems to agree on the exact details of how 
  it happened. 
  • DC 12: The ruins gained a reputation for being 
  haunted after the Spellplague, with reports of 
  eerie lights coming from it and unpleasant 
  experiences of resting inside. 
  • DC 15: Some of the commoners have it on good 
  word that it is currently in use, and is slowly being 
  repaired over time. 
  Visiting Nestor 
  Players with connections (via the Noble or Criminal 
  background) or who are willing to offer a 5 gp bribe 
  may be able to arrange a visit to Nestor’s cell before 
  his execution. Isen himself is uninterested in doing 
  so, having already spoken to Nestor and gotten little 
  in the way of reply. 
   However, the visit is likely to be of marginal help. 
  To avoid accidentally saying the wrong thing and 
  disrupting his plans, Nestor mostly keeps silent. 
   Nestor tells characters stating the intention to free 
  him or track down the Bandit King that, “It is 
  unnecessary. I have already committed myself to my 
  Fate.”  
   Characters who make impassioned pleas involving 
  Nestor’s lover, Isen, are likely to elicit a pained 
  expression. However, it is not enough to move him to 
  speak. 
   Attempts to magically charm or read his mind fail, 
  blocked by the power of the Lovers Card. 
   
   
  
   
   
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  6 
  Part 2: Sidetracks 
  Expected Duration: 30 minutes 
  Your trek through the moorlands is wet, muddy, and cold. 
  The rain falls in an ever-present murmur, turning the 
  lowlands into veritable swamps. If that wasn’t bad enough, 
  most of the roads are washed out after more than a couple 
  hours travel from town, leaving you to follow the guide-
  markers placed and maintained by the Riders. Despite being a 
  Rider himself, Isen travels on foot. Riders are supposed to 
  only use their mounts for official business, and investigating 
  this case would likely draw the ire of higher-ups. 
   The encounters below are intended mostly as 
  setting detail rather than as being of vital 
  importance, so skip them if you are pressed for time. 
  Foraging for Trouble 
  Rounding a small hill, you come across an odd sight. Moving 
  among the bushes ahead seem to be green skinned creatures 
  with little black caps being directed by a stooped old woman 
  dressed in simple robes and a cowl. 
  The green-skinned creatures are ten goblins 
  currently picking medical herbs for the Barovian 
  witch directing them. Two additional goblins are 
  supposedly on guard.  One lies on top of a nearby 
  hill, but has become distracted playing with a little 
  puzzle box. The second, less distracted goblin sits on 
  the hill across the road, watching the other direction 
   Isen has little interest in interfering with the herb 
  harvesting. He is both eager to not waste time and, 
  this is legally a guild dispute he has not been 
  authorized to resolve. 
   Characters attempting to sneak by or sneak closer 
  will have to overcome the witch’s passive Perception 
  of 12. The goblins and Barovian witch are 
  uninterested in fighting, and if they notice the 
  characters, they attempt a fighting retreat. The 
  goblins make the most of their Nimble Escape and 
  short bows to harass the characters while moving 
  away to hide amongst the local fauna. 
   The witch will simply make use of invisibility and 
  retreat. 
   Capturing the Barovian witch to interrogate her 
  reveals she rounded up the goblins to do the manual 
  labor of picking herbs necessary for her magical 
  research. She is unaware that Thentia is troubled by 
  her actions, though neither does she particularly 
  care. 
  Treasure 
   Some of the herbs have been collected, bundled 
  and left behind. Due to monopolies held by the 
  nobles of Thentia, characters cannot legally sell the 
  herbs directly to any merchants. However, they can 
  be sold on the black market to needy commoners for 
  25 gp. 
  Adjusting this Encounter 
  Note: These adjustments are not cumulative 
  • Very Weak: Remove 6 goblins 
  • Weak: Remove 4 goblins 
  • Strong: Add 2 goblins 
  • Very Strong: Add 6 goblins 
  A Song in the Air 
  As the road roughens, you follow the stone markers 
  indicating the road. A faint, musical whistling sound comes 
  from not too far from the road. 
  If the characters choose to follow the whistling they 
  need only pass over the next rise to see what 
  appears to be an old stone dais topped with a seat, 
  behind which stand seven stone pillars on a nearby 
  hill. Closer inspection reveals the pillars have a 
  series of holes, which seem to catch the wind and 
  produce musical notes. A DC 5 Intelligence 
  (Religion) check reveals this is shrine to 
  Shaundakul, god of travelers. 
   Those who pay Shaundakul some reverence at the 
  shrine find their steps lightened, gaining the benefits 
  of the longstrider spell for 24 hours.  This reverence 
  need not be in the form of direct prayer. Cleaning up 
  the shrine, saying a few kind words for other 
  travelers, or the like is enough. 
  Deities of Note 
  The following are deities are mentioned in this adventure: 
   
  Shaundakul (SHAWN-da-kul). Known as The Helping Hand 
  or the Rider of the Winds, Shaundakul is deity of traveling 
  and travelers, exploration, caravans, and the wind. He is a 
  known ally of Selȗne, Mielikki, Akadi and Tymora. 
   
  Spell Reference 
  Longstrider. Increases the target’s speed by 10 feet until the 
  spell ends. 
  
   
   
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  7 
   
   
  Part 3: To the Heart 
  Expected Duration: 1 hour 
  As you crest a hill you see in the distance the ancient castle 
  ruin you seek. It seems alive with activity, crawling like an 
  ant-hill as people lower and raise ladders, cross beams and 
  raise heavy stone via cranes to the rebuild the fortifications. 
  Isen will suggest making use of the cover get the 
  party as close as possible before making their 
  presence known. Approaching the ruined castle via 
  stealth at sunset requires no roll, as it is fairly easy.  
  However, this is also quite slow requiring extended 
  stretches of military crawling through thorny plants 
  and mud. Characters more brave or squeamish may 
  forego stealth, but are likely to find themselves 
  pelted with a volley of arrows and bolts while giving 
  away the element of surprise. 
  Finally, after what seems like an age crawling closer, you 
  reach as far as you can manage with stealth. You take a 
  moment to plot your next course of action as you observe the 
  activity up close. 
   
  Isen quietly points as a figure strides forth from the south 
  tower, shouting out commands to his subordinates before 
  retreating once more. 
   
  “That must be the Bandit King. He’s the spitting image of 
  Nestor! 
   
  “Listen, I have a plan: Given their superior numbers, we 
  will need to prioritize reaching and defeating the Bandit King 
  himself. His followers will likely break and run if we manage 
  that. 
   
  “I will maneuver around to the opposite side and create a 
  distraction, then run for it, drawing away his grunts. We can 
  meet up later at the previous road marker.” 
   
  Isen points at the features as he lays out the plan, 
  “Meanwhile, you will need to assail the walls via a lowered 
  ladder, ride that counterbalanced crane up to the tower 
  adjacent to the King’s, then cross what that beam to take him 
  out, all without being bogged down by the no doubt 
  countless enemies awaiting you. 
   
  “Easy enough, right?” 
  General Features 
  Players following Isen’s plan will encounter the following 
  features in the following order. 
   
  North Wall. The north wall is 20 feet high, 55 feet long and 
  15 feet wide. The wall offers three-quarters cover to those 
  standing on top of it from those on the ground. 
   
  Climbing the walls or towers requires half movement and a 
  character may not take the Dash action while doing so. 
  Characters currently climbing have disadvantage on attacks 
  and skill checks and enemies have advantage to hit them. 
   
  North Tower Lift. On the easternmost portion of the north 
  wall is a 15 foot by 15 foot counterweighted lift. Anyone 
  standing on it may spend an action to cut the line and send it 
  rocketing up 80 feet to the top of the North Tower. 
   
  North Tower. The North Tower is 100 feet tall and 35 feet 
  by 35 feet at the top. It has an archery blind built into it at 80 
  feet which provides its inhabitants three-quarters cover. 
   
  Tower to Tower Beam. A 50-foot beam extends from the 
  top of North Tower to the South Tower. Attempting to cross 
  it requires a Dexterity(Acrobatics) check. If the character 
  moves at half speed, the DC is only 5, but normal speed raises 
  it to 10 and dashing requires a DC 20 check. Falling has similar 
  results as in Following the Plan. 
   
  South Tower. The South Tower is 100 feet tall and 30 feet 
  by 30 feet at top. It has an inhabited archery blind built into it 
  at 80 feet similar to that in the North Tower, though it should 
  not come to bear unless characters attempt something odd. 
  The 10-foot moat around the tower’s base is filled with sharp, 
  pointy sticks which deal 10 (3d6) additional piercing damage 
  to anyone unlucky enough to fall on them. 
  Following the Plan 
  On top of the wall are a pair of bandits. 
  Once the characters are roughly 20 feet from the 
  ladder they will be out of cover to hide behind and 
  need to make a break. If they haven’t given up the 
  element of surprise to this point, they have it as 
  combat starts. 
   Climbing the 20-foot ladder requires half 
  movement and while someone is on the ladder it 
  cannot be pulled up. If someone is simply holding the 
  ladder, the bandits at top may attempt a contested 
  Strength (Athletics) check to pull it up. If no one is 
  securing the ladder, the bandits can pull it up with 
  an action. Once the ladder is up, the walls are the 
  characters’ only choice. (See General Features for 
  climbing the walls.) 
   On initiative count 20 (losing initiative ties), two 
  additional bandits arrive (limit them to four total), 
  swooping in on various ropes, barging out through 
  doors or swinging themselves up from the side of the 
  wall. On their round of arrival the bandits make 
  push attempts with advantage on the Strength 
  (Athletics) check against characters. If this causes a 
  character to fall, they don’t fall all the way to the 
  ground, instead they suffer 3 (1d6) as they collide 
  with rotting timbers, get caught in rope, or dig their 
  fingers into the wall to slow their descent. Crawling 
  
   
   
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  8 
  back onto the combat area requires an action and all 
  the character’s movement, or another character may 
  spend their action to pull the character up. 
  Two scouts occupy archery blinds set 80 feet up in 
  the tower, which give them three-quarters cover and 
  allows them to move in and out of full cover each 
  round. If one is killed, another takes its place during 
  the next round. It should be quite clear there are far 
  too many to overcome. These scouts should pepper 
  the characters, spreading out their attacks in an 
  attempt to soften the characters up. 
  Once the characters all reach the counterweight 
  pulley they may cut the line, which launches them up 
  80 feet to the top of the tower.  At the top, they find a 
  berserker waiting for them blocking the way to and 
  the beam the neighboring tower. (See General 
  Features for details.) 
  When the characters make it across the beam they 
  can finally bust through the tower door and engage 
  with Aesir Highcastle (Illusionist). Defeating him 
  will break enemy morale and end the fight. If the 
  characters are having an easy time of it, Aesir might 
  open the door himself and make use of his magic to 
  harass them as they cross the beam. 
  Adjusting this Encounter 
  Note: These adjustments are not cumulative 
  • Very Weak: Replace the scouts with bandits.  Additionally, 
  they will only be replaced every other round if killed. 
  •  Weak: Replace the scouts with bandits. 
  • Strong: Add an additional berserker with Aesir. 
  • Very Strong: Add an additional berserker with Aesir, an 
  additional berserker to the rooftop, and two scouts in the 
  tower. 
  Development 
  Aesir cannot be intimidated or persuaded into 
  talking, though charm spells might work. Despite the 
  unexpected presence of the characters, Aesir’s belief 
  in the book is absolute and he considers them to be 
  nuisances. Mind reading reveals the book of 
  prophecy is consistently on his mind. See the sidebar 
  for more information about Aesir Highcastle. 
   His followers are mostly farmers that were unable 
  to grow crops in the current conditions and have 
  turned to banditry under his banner. They are 
  relatively loyal, but not particularly brave. There is 
  little information to be gained from them. 
  Treasure 
  With a bit of effort, the characters can locate 500 
  silver pieces of coin from among the bandits’ things, 
  often with half-written letters to their families about 
  the work they are supposedly doing. 
   Searching the Aesir’s things will reveal a chalice 
  engraved with Siamorphe’s holy symbol worth 25 
  gp, his traveling spellbook (containing the spells 
  from the Illusionist spell list) and a hand-fashioned 
  book titled The Fate of Thentia. The Fate of Thentia is 
  the book of prophecy given to Aesir by Nestor.  
   By reading the book, the characters can learn the 
  following: 
  • The book contains a forward to Aesir from Nestor.  
  See Player Handout 3: Forward to The Fate of 
  Thentia. 
  • The book is mostly blank, and seems only to reveal 
  the next step in the plan one event at a time. 
  • Aesir has been avoiding the authorities thus far 
  thanks to the book, which details when raids will 
  happen. 
  • The most recent event detailed in the book is the 
  assassination of Seireri Moongleam by Aesir and 
  Nestor’s own execution. 
  • The book makes no mention of the characters’ 
  actions. 
  Roleplaying The Bandit King / Aesir Highcastle 
  Lawful Evil Male, Chondathan human, noble wizard. 
   
  One of the ruling families of Thentia, the Highcastle family 
  has long served as both defenders of the roadway and a 
  deterrent to invasion from Melvaunt. In recent generations, 
  they have largely fallen out of favor, as commerce via 
  Thentia’s port has become the predominant method of trade. 
   
  With the recent troubles, the Melvaunt route has become 
  more important and Aesir has seized upon this fact to charge 
  high tolls as a means of increasing his family’s future 
  standing. He has been aided in this by a gift from an 
  Ilmateran priest, a book which gives him knowledge of the 
  future. The relative remoteness of the Highcastle holdings 
  and Aesir’s foreknowledge has made it difficult for Thentian 
  authorities to prove he is acting unjustly, however. 
   
  Despite being evil, Aesir is a deeply religious person, 
  especially favoring Siamorphe, The Divine Right, who he 
  believes has guided Nestor and the book to him to protect 
  Thentia and its people. 
   
  Quote: “The Watch Lord is but a vassal of the Mages and 
  Merchants. He cares nothing for the divine right to rule or the 
  common folk.” 
   
  Deities of Note 
   
  Siamorphe (SIGH-a-morf). Siamorphe is a demigod whose 
  portfolio entails the Divine Right of nobility to rule, and 
  encouraging the responsibility to rule well and wisely for the 
  more common classes beneath them. She is known to dwell 
  in the House of the Triad with Ilmater, Tyr and Bahamut. 
  
   
   
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  9 
  Conclusion 
  Players who have not already killed Aesir will need 
  to decide at this point whether they will turn him in 
  or let him go free. Those that have already killed him 
  have already had their decision made for them. 
   Seeing the Bandit King has convinced Isen that 
  Nestor is innocent, and he will pay the characters 
  under most circumstances. If they let the Aesir go, 
  Isen will believe a simple lie about not managing to 
  catch him. However, if they tell Isen they let Aesir go, 
  the characters will need to explain their reasoning. 
   Aesir will continue to believe the plan is still 
  working as it should, even as he stands on the 
  executioner’s block to be hung.  
  Story Awards 
  If players decide to turn in Aesir to be hanged or 
  killed him themselves, they receive the story award 
  Tarot of Fate (The Lovers): Inverted. Nestor 
  vanishes from his cell if the PCs take this option.
   Those that decide to let the priest’s plan stand, and 
  allow Nestor to be executed in Aesir’s place receive 
  the story award Tarot of Fate (The Lovers): 
  Upright. 
   Either way, the players will have no chance to 
  question Nestor. If they keep The Fate of Thentia, 
  have them make note of it. 
  Treasure 
  Isen pays the PCs 100gp for their services whatever 
  the outcome. 
    Soon after, the characters receive a package. In it is 
  Nestor’s silver holy symbol, Ward of the Martyr, 
  and a simple note thanking the characters for 
  comforting Isen. 
   
   
  
   
   
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  10 
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Goblins  
   
   
  50 
  Barovian Witch  
   
  100 
  Bandit  
   
   
  25 
  Scouts  
   
   
  25 
  Berserker 
   
   
  450 
  Illusionist 
   
   
  700 
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Discovering The Fate of Thentia 
  100 
   The minimum total award for each character 
  participating in this adventure is 450 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 600 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Medicinal Herbs  
   
  25gp 
  Silver Chalice of Siamorphe  
  25gp 
  Bandit Loot 
   
   
  50gp 
  Isen’s payment 
   
   
  100gp 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Ward of the Martyr 
  Wondrous Item, uncommon 
  This periapt of health takes the form of a pair of 
  silver bound hands on a rope made of the hair of 
  penitents. A priest of Ilmater may use it as a holy 
  symbol. 
  Story Awards 
  During the course of this adventure, the characters 
  may earn the following story award. 
      Touched by Fate. Many Powers circle around 
  Thentia and the Moonsea, searching for lost magical 
  artifacts.  For whatever reason, the Fates have 
  chosen you to be involved.  
     Tarot of Fate (The Lovers): Upright. Your values 
  aligned with those of Nestor and allowed him to die 
  in The Bandit King’s place. Hopefully, this will help 
  ensure the city’s future.    
     Tarot of Fate (The Lovers): Inverted. You have 
  saved Nestor from execution, but in doing so have 
  ruined his plans. What suffering is Thentia now due?  
  Renown 
  Each character receives one renown at the 
  conclusion of this adventure. 
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   
   
   
  
   
   
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  11 
  Map 1. Castle Ruin 
   
   
  
   
   
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  12 
  Appendix A. Monster/NPC 
  Statistics 
   
  Barovian Witch 
  Medium humanoid, chaotic evil 
  Armor Class 10  
  Hit Points 16 (3d8 + 3) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  11 (+0) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 
   
  Skills  Arcana +4, Perception +2 
  Senses Darkvision 60’ ft., passive Perception 12 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Spellcasting. The witch is a 3rd-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 12, +4 to 
  hit with spell attacks). The witch has the following 
  wizard spells prepared: 
  Cantrips (at will): mage hand, prestidigitation, ray of 
  frost 
  1st level (4 slots): ray of sickness, sleep, Tasha's hideous 
  laughter 
  2nd level (2 slots): alter self, invisibility 
  Actions 
  Claws (requires Alter Self). Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit: 4(1d6+ 1) slashing 
  damage. This attack is magical. 
  Dagger. Ranged Weapon Attack. +2 to hit, reach 5ft or 
  range 20/60 ft., one target.  Hit: 2 (1d4) 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 turn. 
  Actions 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5, 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.   
   
  Bandit 
  Medium humanoid (any race), any non-good 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 
  Challenge 1/8 (25XP) 
  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, range 
  80/120 ft., one target.  Hit: 5 (1d8+1) piercing damage.   
   
   
  
   
   
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  13 
  Scout 
  Medium humanoid (any race), any non-good 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 (100XP) 
  Keen Hearing and Sight. The scout has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  sight. 
  Actions 
  Multiattack. The scout makes two melee attacks or two 
  ranged attacks 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5’ 
  ft. one target. Hit: 5 (1d6+2) slashing damage  
  Longbow. Ranged Weapon Attack. +4 to hit, range 
  150/600 ft., one target.  Hit: 6 (1d8+2) piercing damage.   
   
  Berserker 
  Medium humanoid (any race), any non-chaotic 
  alignment  
  Armor Class 13 (leather armor)  
  Hit Points 67 (9d8+27) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  12 (+1) 
  17 (+3) 
  9 (-1) 
  11 (0) 
  9 (-1) 
   
  Senses passive Perception 10 
  Languages Common 
  Challenge 2 (450XP) 
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5’ ft. 
  one target. Hit: 9 (1d12+3) slashing damage. 
    
  Illusionist (Aesir Highcastle) 
  Medium humanoid, lawful evil 
  Armor Class 12 (15 with mage armor)  
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 
  13 (+1) 
  16 (+3) 
  11 (+0) 
  12 (+1) 
   
  Saving Throws Int +5, Wis +2 
  Skills  Arcana +5, History +5 
  Senses passive Perception 10 
  Languages Common 
  Challenge 3 (700 XP) 
  Spellcasting. The illusionist is a 3rd-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to 
  hit with spell attacks). The illusionist has the following 
  wizard spells prepared: 
  Cantrips (at will): dancing lights, mage hand, minor 
  illusion, poison spray 
  1st level (4 slots): color spray*, disguise self*, mage 
  armor, magic missile 
  2nd level (3 slots): invisibility*, mirror image*, 
  phantasmal force* 
  3rd level (3 slots): major image*, phantom steed* 
  4th level (1 slot): phantasmal killer* 
  *illusion spell of 1st level or higher 
  Displacement (Recharges after the Illusionist casts an 
  illusion spell of 1st level or higher). As a bonus action, 
  the illusionist projects an illusion that makes the 
  illusionist appear to be standing a few inches from its 
  actual location, causing any creature to have 
  disadvantage on attack rolls against the illusionist. The 
  effect ends if the illusionist takes damage, is 
  incapacitated, or its speed becomes 0. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 
  ft., one target. Hit: 2(1d6 - 1) bludgeoning damage, or 3 
  (1d8 - 1) bludgeoning damage if used with two hands. 
   
   
   
  
   
   
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  14 
  Appendix B. Tarot Reading 
  To perform a tarot reading, have a player roll a d8 twice.  The first result will correspond with a specific tarot card 
  according to the chart.  The second roll will determine if the result was upright (for an even number) or inverted (for 
  an odd number). 
  d8 Tarot Card 
  Upright (Even) 
  Inverted (Odd) 
  1 
  The Empress 
  The Empress shines upon you.  I see 
  wealth in your future and more food for 
  the citizens of Thentia. 
  You will see poverty in your time in 
  Thentia.  Much will be said about the lack 
  of food grown in the fields nearby, and 
  the crying of babes.  Perhaps I see even 
  sterility in your future. 
  2 
  The Hermit 
  Meeting one with more knowledge than 
  you possess is in your future.  Heed their 
  guidance and accept their wisdom. 
  Ahh, the Hermit Inverted.  You have folly, 
  or refusal to accept aging and growth in 
  your future.  Seek to always accept what 
  is, not what you wish 
  3 
  The Hanged 
  Man 
  The Hanged Man. He represents a pause 
  or suspension of what you are doing. You 
  should look for spiritual wisdom and 
  surrender to the purification of the self. 
  An Inverted Hanged Man.  Interesting 
  indeed.  Your future is full of those 
  absorbed by their ego and material 
  wealth. Those unwilling to sacrifice or 
  followers of false prophecies should be 
  avoided at all costs. 
  4 
  The Wheel of 
  Fortune 
  Success! I see much fortune in your 
  future, with unexpected luck just around 
  the corner. These will bring changes to 
  your life, great changes, but, eventually, 
  changes for the better. 
  Oh, an Inverted Wheel of Fortune. Hmm, 
  your future will bring you unexpected 
  bad luck, setbacks, or interruptions. You 
  must strive to overcome these 
  roadblocks. 
  5 
  The Moon 
  The Moon. So fitting we are in Thentia, a 
  city dominated by the Lady of Silver. 
  Dark night, secret foes, and unforeseen 
  perils await you. 
  I see peace in your future, but a peace 
  gained at great cost. Someone will be 
  betrayed, causing great mischief. But the 
  betrayal is necessary to peace may be 
  found at the end. 
  6 
  The Sun 
  The Sun. Yes, it symbolizes happiness, 
  success, and contentment. Stay with your 
  friends to achieve great things, and 
  contentment will find you. 
  Loneliness is in your future. Plans and 
  triumphs will be delayed, friendships 
  broken, and the possibility of loss, either 
  a home, a job, or a friend, stares at you. 
  7 
  The Devil 
  The Devil tells us that humanoids of all 
  sort have one thing in common: They are 
  slaves in many ways to their baser 
  natures and lowest needs and impulses. 
  Beware others’ desires and greed as they 
  may portend unhappiness for you. 
  Do not fall prey to bondage to the 
  material. Conquer your pride, and take 
  the first steps toward spiritual 
  enlightenment. 
  8 
  Lovers 
  Attraction and love are soon to be found 
  in your life, although maybe not your 
  own love. There will be difficulties, but 
  as long as you keep true to your values, 
  you will overcome them. 
  Beware of failing test or trials that come 
  your way! Fickleness and unreliability 
  need to be avoided. Take care not to 
  make a wrong choice that may bring 
  unhappiness to your life. 
   
   
  
   
   
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  15 
  Player Handout 1. Story Award
  During the course of this adventure, the characters 
  may earn the following story award. If you are 
  printing these out for your characters, print as many 
  as you may need to ensure that any eligible 
  character receives a copy: 
  Touched By Fate 
  Many Powers circle around Thentia, and the 
  Moonsea searching for lost magical artifacts.  For 
  whatever reason, the Fates have chosen you to be 
  involved.  
  Tarot of Fate (The Lovers): Upright 
  Your values aligned with those of Nestor’s and 
  allowed him to die in The Bandit King’s place. 
  Hopefully, this will help ensure the city’s future.    
  Tarot of Fate (The Lovers): Inverted 
  You have saved Nestor from execution, but in doing 
  so have ruined his plans. What suffering is Thentia 
  now due?  
   
   
  
   
   
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  16 
   
  Player Handout 2. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item: 
  Ward of the Martyr 
  Wondrous Item, uncommon 
  This periapt of health takes the form of a pair of silver 
  bound hands on a rope made of the hair of penitents. 
  A priest of Ilmater may use it as a holy symbol. 
   This item can be found in the Dungeon Masters 
  Guide. 
   
   
   
   
   
   
  
   
   
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  17 
  Player Handout 3. Forward to The Fate of Thentia  
   
  Aesir, 
   
  When last we spoke, you said you would do anything to 
  see Thentia safe from the visions of suffering and 
  destruction I have foreseen. I spent a great deal of time 
  on this problem, divining many possible paths to the 
  future, yet all of them lead to the same fate. However, 
  when I turned my divinations to you, it was if a light 
  had emerged within the storm. Thus, I attempted to 
  explore further, to find the best possible future for this 
  city. 
   
  By Ilmater’s grace I have managed to complete this 
  undertaking, which I have decided to call The Fate of 
  Thentia. In it, I have detailed what I have foreseen as 
  the path of least suffering for the people of Thentia, in 
  which you play a pivotal role. Each page will reveal the 
  next step after the previous has been completed. Trust it. 
  Your part in this affair will be grim, but know that you 
  act with Thentia’s best interest. 
   
  - Nestor 
   
  
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