TEXT:  
   
  THE INNOCENT 
   
  The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son 
  of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his 
  rest, or realize the part he is to play in things to come? 
  Part Seven of Misty Fortunes and Absent Hearts. 
   
  A Four-Hour adventure for 5th-10th level characters 
   
   
   
  Michael E. Shea 
  Adventure Designer 
   
   
  Adventure Code: DDAL04-07 
  Version 1 
   
   
   
  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 
   
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  DDAL04-07 The Innocent 
   
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  Introduction 
  Welcome to The Innocent, 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 
  5th-10th level characters, and it is optimized for 
  five 5th-level characters. Characters outside this 
  level range cannot participate in this adventure.  
   This adventure is set in the forests outside the 
  village of Orașnou in Barovia. It eventually leads 
  deep into the Glumpen Swamp. 
  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 
  DCI number. This number is your official Wizards of 
  the Coast organized play identifier. If 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. 
  
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   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 
  5th-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.  
  
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   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.  
  In 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 Barovia. In Strahd’s bleak domain, there simply aren’t any 
  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. 
  
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  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 living. They become caught in the mists and can’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). 
  
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  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 Orașnou residents are mundane laborers, farmers, 
  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 in the village don’t possess a soul. 
  These people are empty shells created by 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: 
  
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  DDAL04-07 The Innocent 
   
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   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 
  Recently, a well-dressed visitor arrived in town. 
  Somehow, he quickly gained the confidence of the 
  townsfolk. Farmers and vendors sought his 
  guidance. Laborers and smiths sought his assistance. 
  And a pair of young lovers, Benedek and Sari, sought 
  his blessing in uniting them in marriage. 
  Unbeknownst to all of them was that the Visitor was 
  an incubus—drawn to the small, sleepy village by 
  the whispers of power. 
   What the people of Orașnou also didn’t know was 
  that another stranger lurked about town. This one 
  however, had spoken to no one, had earned no trust, 
  and had not even made his presence known to 
  anyone. The second stranger was the ghost of the 
  half-black dragon troll, Graxxygak. 
   Graxxygak is precisely what lured the Visitor to 
  town, however. By embracing the gifts granted by 
  the Demiplane of Dread, the Visitor plans to bind the 
  ghost to his will. But doing so requires a sacrifice. 
  And who better than Benedek and Sari—two foolish 
  children who made the simple mistake of loving one 
  another. And so, rather than dirty his own hands 
  with the task, he conspired and enchanted Benedek’s 
  brother Regold and convinced him to do the deed for 
  him. What would have been the night of their 
  marriage, Regold coldly murdered them both while 
  the Visitor watched on, his eyes full of greed.  
   But Graxxygak wouldn’t come and the Visitor 
  learned that the sacrifice was for naught; only a 
  willing sacrifice would draw enough of the Dark 
  Powers’s attention to grant his request. And so, the 
  Visitor pinned his hopes on poor, hapless Regold. 
   The adventure begins as the Visitor and Regold 
  move towards the Vault of the Honored Dead—an 
  ancient yuan-ti temple of great power and greater 
  evil. By the time they arrive, he will no doubt be able 
  to stoke the flames of guilt in Regold’s chest. Then, 
  the Visitor need only hand the man a blade and let 
  him do the rest. 
  Graxxygak, The Second Obsession 
  The half-dragon troll is the son of Throstulgrael first appeared 
  in DDEX1-12 Raiders of the Twilight Marsh. Now a dracolich, 
  Graxxygak was spawned when the dragon still drew breath. 
  Slain by adventures in the now-dracolich’s lair, Graxxygak 
  rose from death as a ghost, eternally in search for the respect 
  that his revered father never provided him in life. 
   
  Graxxygak’s arrival in Barovia was noticed by Esmae who 
  appeared before him one night. It was by playing on the 
  simple-minded ghost’s weakness for approval that she 
  enlisted it to her cause. With Graxxygak’s help, she would 
  
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  DDAL04-07 The Innocent 
   
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  recover the Tatyana’s gloves from Orașnou—if he was smart 
  enough to figure out how to find them, that is. 
   
  Despite his ferocious nature in life, Graxxygak is timid and 
  easily startled as a ghost—a condition that he still has not 
  grown accustomed to. He has located the gloves, but has 
  been unsure how to retrieve them without arousing 
  suspicion—something that his mistress told him that he must 
  be careful not to do. He attempted to muster the support of 
  another ghost, that of Talaric Daoran, to assist him, but 
  Talaric insisted on exacting his revenge against Jeny 
  Greenteeth (DDAL04-06 The Ghost) and cared little of 
  Graxxygak’s task. 
   
  Just as he began to grow desperate, the Visitor arrived and 
  took an interest in Sari, the owner of the gloves. Graxxygak 
  took this as an opportune time to accomplish his task. 
   
  Graxxygak appears as a large, brutish troll with curled ivory 
  horns, however he has a jagged, heart-shaped hole in the 
  center of his chest—a manifestation of his ties to Esmae 
  Amaranth and the Evening Glory. 
   
  Dark Gift: The Dark Powers have granted Graxxygak the 
  ability to affect things on the Material Plane while remaining 
  on the Ethereal. This ability is limited to possession and the 
  ability to telekinetically manipulate objects. 
  Adventure Overview 
  This adventure is broken down into three parts. 
   Part 1. The characters arrive at the bloody shrine. 
  There they discover the murder of a young couple at 
  the shrine and are attacked by trolls—followers of 
  Graxxygak. After defeating the trolls, the characters 
  meet the ghost of the murdered woman, Sari. 
  Though newly formed as a ghost, Sari knows that 
  her killers will soon be conducting a ritual at a den of 
  great evil deeper in Glumpen Swamp. Unbeknownst 
  to them, Graxxygak follows the girl, eager to finally 
  obtain Tatyana’s gloves. 
   Part 2. In the second part of the adventure, the 
  characters make their way through Glumpen Swamp 
  and potentially discover clues along the way. On 
  their journey they come across a sunken vardo and 
  its Vistani owner and the Visitor’s camp. If time 
  permits, they may even happen upon the enormous 
  skull of a red dragon being feasted upon by ghasts. 
   Part 3. In the third part of this adventure, the 
  characters arrive at the Vault of the Honored Dead, a 
  former burial ground of the yuan-ti. As they make 
  their way through the burial ground they are 
  attacked by a yuan-ti excavation party accompanied 
  by orc slaves who appear to be digging for artifacts 
  in the lair. 
   Part 4. The characters delve into the Vault of the 
  Royal Dead. Eventually, they happen upon the 
  Visitor conducting a dark ceremony to bind 
  Graxxygak’s spirit. In order to deny the Visitor 
  victory, the characters must prevent Regold’s death 
  and defeat the Visitor along with summoned, undead 
  minions. However, they may be able to convince 
  Graxxygak to assist them in their efforts. Otherwise, 
  they may face the full wrath of the half-dragon ghost. 
  The Glumpen Swamp 
  The Glumpen Swamp is yet another portion of Faerûn that 
  was swept away by the mists. It is separated from the 
  Twilight Marshes by the Vanishing Hills. 
   
  The hills and the swamp north of it are inhabited by yuan-
  ti, who perform vile rites to even more vile entities. 
  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, any of the following hooks may justify 
  the party's presence in the stretch of land between 
  the Quivering Forest and the Barovian woods. 
   Jeny’s Warning. Characters that participated in 
  DDAL04-6 The Ghost were visited in a dream by the 
  hag, Jeny Greenteeth, warning them of an unknown 
  person and her Obsessions. Among the information 
  revealed was the mention of a set of gloves. While 
  there can be no saying, a villager named Sari is well-
  known for wearing a particularly nice set of gloves 
  wherever she goes. Sari was last seen venturing into 
  the nearby Svalich Woods towards an ancient shrine 
  with her betrothed, Benedek; his brother, Regold; 
  and a third man who the villagers refer to only as the 
  Visitor. 
   Missing Lovers. Rumors are abound within the 
  village of a stranger known only as “The Visitor” 
  whose arrival in the village has caused people to act 
  strangely. To make matters worse, a pair of young 
  lovers, Benedek and Sari, have gone missing. They 
  were last seen in the Visitor’s company heading into 
  the nearby Svalich Forest. 
  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, and when 
  it eventually clears, they are on the outskirts of a 
  
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  small mountain village. It’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. 
  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 
  dismissal… 
   
  Any character afflicted with lycanthropy must receive the 
  benefits of a remove curse at the end of this adventure in 
  order to be rid of this horrible affliction. Characters that 
  choose to remain afflicted or cannot afford this spell, become 
  NPCs and are no longer playable in D&D Adventurers League 
  games. 
   
   
  
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  Part 1: The Bloody Shrine 
  The adventure begins at the shrine mentioned by 
  Jeny Greenteeth in the midst of a particularly nasty 
  thunderstorm. 
  General Features 
  The shrine has the following general features: 
   Terrain. For the most part, the terrain is solid—
  though slightly damp due to the rain. Nearer to the 
  statue, however, the ground has been soaked 
  through with blood and rain, turning it into thick 
  muck (see Sari’s Bloody Footprints sidebar, below). 
   Light. The night sky is dark and overcast. 
  Occasional flashes of lightning provide bright, but 
  sporadic light. The only light the characters 
  otherwise have is that which they provide 
  themselves. 
   Sound. Crashing of thunder, buzzing of flies, 
  cawing of ravens, distant howls of wolves. 
   Smells. Mud and rain. The heavy, metallic smell of 
  blood. Unwashed bodies. 
  Of Gloves and Ghosts 
  In the time leading up to this adventure, Graxxygak has 
  grown absolutely obsessed with gloves. Throughout this 
  adventure he manifests this obsession in a number of 
  different ways. As the characters draw nearer and nearer to 
  their final destination (see Part 4, below), the occurrences 
  become more and more frequent. Due to his Dark Gift (see 
  Graxxygak, The Second Obsession, above), the undead troll is 
  able to perform all of these tasks from the Ethereal Plane. 
   
  Some examples of the things that Graxxygak may do 
  include (but are not limited to): 
   A character might wake up to find his gloves missing. 
  Though they eventually find them, they are obviously not 
  where they would reasonably be expected to be (up a tree, 
  in a freshly dug hole, stuffed into a companion’s shoes, 
  etc.) Regardless of the characters’s vigilance, they are 
  never able to catch the perpetrator. 
   The characters may come across a surprisingly large pile of 
  gloves in the middle of their path, or beside their fire when 
  they rouse from a rest. None of the gloves are their 
  own.  Some them might be mutilated and covered in 
  blood, and one or two may actually still contain their 
  previous owner’s hands or fingers. 
   A character may feel a slight tugging on their gloves while 
  they still wear them. This begins harmlessly enough, but 
  may escalate to being a deadly nuisance in combat. If 
  Graxxygak grows impatient enough (if the characters take 
  excessive rests), he might yank on them at inopportune 
  times in the midst of combat—causing a wearer’s attack 
  roll to be made with disadvantage. Or, worse still, 
  Graxxygak may try to possess a character and force him to 
  flee into a nearby copse of trees or otherwise out of sight 
  to verify that the character is not, in fact, wearing 
  Tatyana’s gloves. At no point in Part 1, 2, or 3 does 
  Graxxygak outright attack the characters. 
  You No Be Here! 
  A flash of lightning reveals a tall statue of a cloaked and 
  hooded man. Thick stone serpents emerge from its sleeves, 
  and wrap around its arms and body. A hood shrouds the 
  figure’s face in darkness. 
   
  A moment later, a second flash of lightning reveals a dark, 
  bloody handprint on the front of the statues robes. At the 
  base of the statue and the bottom of the smeared stain lies 
  the body of a young man, dressed in home-spun, face down 
  in a pool of black mud—his hand still resting on one of the 
  statue’s feet. The boy’s other hand holds that of a young 
  woman—the front of her flowered blouse stained black with 
  blood. Her vacant eyes stare upward, unblinking as drops of 
  rain fall onto the pale skin of her face. 
  Allow the characters a moment to take in the scene 
  before proceeding. However, before they’re able to 
  glean much in the way of detailed information, read: 
  A tree branch snaps nearby and large forms step into the 
  clearing, growling menacingly. 
   
  “We’re enemies,” one of them growls in a gravelly voice. A 
  third crash of lightning reveals the figures to be trolls with 
  heavily scarred faces and strange marks burnt into the center 
  of their chests. The speaking troll’s horrible mouth breaks 
  into a malevolent grin—revealing a set of golden teeth. 
  The two trolls are followers of Graxxygak guarding 
  the shrine. They do not willingly divulge Graxxygak’s 
  name. The trolls are servants of Throstagruel. While 
  they are not half dragons, their regeneration is not 
  affected by acid damage. 
   A DC 11 Wisdom (Medicine) check reveals that the 
  scars they bear appear to be intentionally inflicted; 
  they are too deliberate and symmetrical to be 
  earned in battle. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this encounter. 
  These suggestions are not cumulative. 
   Weak Party: At the beginning of each troll’s turn, roll a die. 
  If the result is even, a flash of lightning momentarily 
  startles the troll; all attacks made during its turn are made 
  with disadvantage. 
   Strong party: Increase each troll’s hit points to 115. 
  
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  DDAL04-07 The Innocent 
   
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   Very Strong Party: Add a troll.  
  Development 
  After the characters defeat the trolls, read: 
  “Is it safe?” 
  The faint image of a young woman in a flowered blouse and 
  delicate, lace gloves peeks around a nearby gnarled tree—
  her eyes heavy with worry and her face streaked with the 
  traces of silvery tears. 
   
  Bright, red blood stains the front of her flowered blouse 
  and continues to flow, pooling on the ground at her feet. 
  Due to the tragic nature of her death, Sari has 
  manifested as a ghost—with little idea of how or 
  why. Regardless of how their conversation goes, Sari 
  reveals the following information: 
   Her name is Sari. The dead man is Benedek, her 
  betrothed. She bursts into tears at the sight of the 
  dead bodies and calls out frantically for 
  Benedek—likely hoping that he, too, has risen as a 
  ghost. 
   She and Benedek came here to be married. 
  Benedek’s brother Regold accompanied them. She 
  doesn’t see his body anywhere. 
   Sari does not know how she died. She felt a 
  stabbing pain in her heart, and then everything 
  faded into darkness. 
   If asked if Regold may have been the one to kill 
  them, Sari shrugs dismissively. She says that he 
  has always been an angry man and doesn’t know 
  why. But she can’t think of a reason why he would 
  murder her and his own brother. 
   Someone else was with them, but she doesn’t 
  remember who. She can’t remember his face or 
  even what his voice sounded like. Every time she 
  thinks she’s close to remembering, it fades from 
  her mind. 
   She knows where Regold and the Visitor were 
  planning on going—a place of great evil. She fears 
  that something very bad is going to happen there; 
  something that must be stopped, and soon. 
   She feels a terrible, powerful force. It is angry, yet 
  sad—just like she is. Its heart is broken, too. 
   If asked about her gloves, Sari claims them to be a 
  gift from her dead mother. If the characters search 
  her body, the gloves are nowhere to be found. Sari 
  is unable to remove the gloves. 
  Roleplaying Sari 
  Sari has only recently manifested as a ghost and is unlikely to 
  know she’s dead at all. Even if she is shown proof of her 
  death, she may wail at the sight and then simply forget that 
  she ever saw it. Sari has only feelings driving her in this form 
  and very few facts. She is likely to see the strength in the 
  adventurers and begs them to stop the ritual she feels is 
  coming soon. 
   
  Sari can be put to rest if she and Benedek are married in 
  accordance with Barovian tradition. Unfortunately, this 
  would require raising, at the very least Benedek, from the 
  dead. 
   
  Quote: “Benedek! Benedek, where are you?!” 
  At the conclusion of the conversation, Sari 
  approaches whichever character has treated her 
  with the most compassion, and touches their chest. 
  The touch feels little more than the touch of a 
  clammy hand, but the sensation fades. Sari departs; 
  disappearing into the swamp, and leaving a trail of 
  bright, bloody footprints behind her.  
  Sari’s Bloody Footprints 
  After meeting Sari, the characters catch occasional glimpses 
  of bright, red blood. The blood is unusually bright and almost 
  seems to shed its own light; splashes of vibrant, macabre 
  color in an otherwise dim, dreary area. 
   
  Characters that touch the footprints feel nothing except 
  the ground that they rest upon; they are manifestations of 
  Sari’s spirit and nothing more. 
  If the characters demonstrate any hostility towards 
  Sari, the ghost flees or if unable to, uses horrifying 
  visage. Even if they run her off, Sari hounds the 
  characters to investigate the “terrible thing.” 
  Investigating the Area 
  Along with speaking to Sari’s ghost, the characters 
  can investigate the murder scene at the shrine. What 
  they learn depends on the skill they attempt to use 
  and how successful they are with it, as follows: 
   Intelligence (Investigation) 
   DC 11. The wounds that Benedek and Sari bear are 
  precise. They are not those of a troll or any other 
  beast. 
   DC 13. Their wounds suggest that they were 
  attacked from behind and slain instantly. Whoever 
  did this likely bore two weapons. 
   Wisdom (Survival) 
   DC 11. The footprints of Large-sized humanoid 
  creatures skirt the edge of the clearing. 
   DC 13. Though four sets of human-sized tracks 
  lead into the clearing around the shrine, only two 
  
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  DDAL04-07 The Innocent 
   
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  sets of human tracks leave. They head off to the 
  southeast. 
   DC 15. One set belongs to someone—a man—
  wore an expensive pair of boots judging from the 
  heel. The care he took to step in the less muddy 
  patches in the area reveals that he probably dresses 
  in finery. 
   Intelligence (Arcana or Religion) 
   DC 13. The altar radiates faint necromantic magic. 
  A character using detect magic or other similar 
  abilities is able to discern this without a check. 
   DC 15. The statue depicts an aspect of Sseth, a 
  dark being worshipped by yuan-ti. 
  Sseth, the Sibilant Death 
  Also known as Merrshaulk, Sseth is a wholly evil deity whose 
  portfolio includes traps, poison, murder, and serpents. His 
  clerics—the vreal olo—wear holy symbols bearing flying 
  snakes with fangs bared. 
  Treasure 
  One of the trolls has four golden tusks that, if 
  removed (and properly cleaned), fetch 25 gp each. 
  One of the trolls also carries a potion of greater 
  healing. 
   Each tooth is engraved with a rune. A character 
  succeeding at a DC 13 Intelligence (Arcana) check 
  identifies the runes as those used in advanced 
  necromantic rituals and spells. The trolls are not 
  undead. 
   A small, hinged box in Benedek’s pocket contains a 
  gold ring set with a pair of blood-red rubies worth 
  50 gp. 
  The Journey Into the Swamp 
  While the characters may rest here for the night 
  without worry, Sari’s ghost stresses the need for 
  urgency. Sari’s ghost pleads with them—begging 
  them to stop this terrible event before it is too late. 
  She warns them that nightmares will befall them and 
  they will never sleep again. If she gets truly 
  desperate, Sari might even attempt to possess one of 
  the characters and run off in the direction of the 
  Glumpen Swamp. 
   Otherwise, proceed to Part 2, below. 
   
   
  
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  DDAL04-07 The Innocent 
   
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  Part 2: The Glumpen 
  Swamp 
  Guided by Sari’s bloody footprints, the adventurers 
  begin their journey into the swamp. 
   The journey from the shrine to the yuan-ti burial 
  ground takes two days with one night of rest in 
  between. 
  General Features 
  The swamp has the following general features: 
   Terrain. The swamp is a miserable place; it is 
  filled with sunken bogs, twisted, thorny brambles, 
  and deep fetid pools of opaque water. Clouds of 
  buzzing, black flies are everywhere—always biting. 
   Bloody Footprints. A clear path through the 
  swamp is hard to find. However, just when the 
  characters start to think they’re truly lost, they find a 
  few of Sari’s footprints. They continue for a short 
  distance before disappearing (see Sari’s Bloody 
  Footprints, above). 
   Light. The sky is overcast and stormy. Despite 
  this, it is well lit. 
   Sound. Crashing thunder, buzzing flies, cawing 
  ravens, distant howling wolves. Ethereal whispering 
  or sobbing from an unseen source. 
   Smells. Mud, rain, and rot. 
  A. The Sunken Caravan 
  A few hours into their journey the party finds the 
  following. 
  Twisted trees jut from of the scummy, green surface of the 
  bog ahead. Here and there, small atolls of fungi-covered rock 
  and mud break through the surface. In the center of the bog 
  sits a once well-built wooden vardo—half-sunken into the 
  swamp. One corner of the vardo has been pulled deep into 
  the swamp, leaving the rest at a twisted angle. 
   
  “You there! Help me!” a frantic voice calls out from within, 
  “My vardo is stuck in the bog and I’m trapped inside!” 
  Within the vardo (a type of round-top wagon used by 
  Vistani) is Șomoiog, a traveling Vistani trouper of 
  the Bogarav tribe (DDAL04-05 The Seer), though he 
  stayed behind while his family ventured into the 
  mists (this occurred at the end of DDAL04-06 The 
  Ghost). 
   He was traveling through the swap when he 
  stopped for a night’s rest. While he was sleeping, his 
  vardo sunk into the bog, and thanks to the rather 
  small windows, he is trapped within. 
   Reaching the vardo to free Șomoiog is no easy feat. 
  Sinkholes within the bog threaten to swallow those 
  who wish to cross it and thorny vines seem to want 
  to squeeze the life out of any who pass. 
   Players are free to come up with creative ways to 
  reach and escape the caravan or they may make a DC 
  13 Strength (Athletics) or Dexterity (Acrobatics) 
  check to work their way across the small hillocks to 
  the caravan. On a failed check, roll 1d4 and consult 
  the following table to see what happens: 
  Bog Hazards 
  Roll 
  Result 
  1 
  The character’s foot gets caught in a 
  twisted mass of thorny vines dripping 
  with a bright green liquid. The 
  character must succeed on a DC 13 
  Dexterity saving throw or take 10 
  (3d6) poison damage.  
  2 
  A misstep sends the character into a 
  mucky bog and the clinging mud and 
  ooze threatens to pull the character 
  under. The character is able to pull 
  themselves free of the mud, but must 
  succeed on a DC 13 Strength saving 
  throw or gain one level of exhaustion 
  from the effort of doing so. 
  3 
  The character stumbles and lands in a 
  patch of strange, green and yellow 
  mushrooms. The character must 
  succeed on a DC 13 Constitution saving 
  throw or lose 2 hit dice. If the character 
  has fewer than two hit dice remaining, 
  they instead take 10 (3d6) poison 
  damage.  
  4 
  The character stumbles and catches 
  themselves by resting their hand on a 
  gnarled, blighted tree. The character 
  must make a DC 13 Wisdom saving 
  throw or be overwhelmed by 
  nightmarish visions of thousands of 
  humanoids being tortured and 
  consumed by serpent-like creatures. 
  Those seeing the vision take 10 (3d6) 
  psychic damage. 
  Reaching the vardo isn’t enough to free Șomoiog. The 
  end of the vardo containing the door is submerged in 
  thick mud and the few windows are too narrow for 
  him to crawl through. Barring the creative use of 
  
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  DDAL04-07 The Innocent 
   
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  magic, destroying a portion of the vardo’s wall is the 
  only way to get him out. A 2-foot section of the vardo 
  has AC 13, 30 hit points (immune to poison and 
  psychic damage). 
   Once freed, Șomoiog happily scrabbles out of the 
  vardo provides the characters with the following 
  information: 
   A day previously, two men traveled through the 
  swamp and past his camp. One was large and 
  dressed in the clothes of a commoner though he 
  had two fine swords on his belt. The other was 
  immaculately dressed, like a noble, with a frilled 
  frock, royal red doublet, golden buttons, and a pair 
  of fine high leather boots folded down at the knee. 
   He invited them both to share his fire and a story, 
  but while the larger man seemed so inclined, the 
  richly-dressed man barked an order and they both 
  continued on their way. The larger of the two sure 
  did look crestfallen. 
   Șomoiog has heard rumors about a being of great 
  power in the swamp—a monstrous creature not 
  alive, but neither dead. He chuckles to himself and 
  comments about how silly it sounds when he says 
  it aloud. The Vistani doesn’t know it, but the 
  rumors are true and speak of Graxxygak. 
  Șomoiog has no desire to do anything but retrieve 
  what he is able to from his vardo and leave this 
  accursed swamp. 
  Treasure 
  As a reward for rescuing him, Șomoiog gives the 
  characters a set of stupefyingly beautiful playing 
  cards. The cards are made of lacquered wood and 
  inlaid with gold, silver, and platinum with a 
  matching carrying case. They are worth 100 gp.  
  B. The Dragon’s Skull 
  If time permits, the characters happen upon what 
  appears to be a tar pit. This encounter is optional 
  and does not serve to further the story. It should, 
  however, be ran before proceeding to Encounter C, 
  below. 
  General Features 
  The swamp has the following general features: 
   Terrain. The tar is thick, viscous, and treated as 
  difficult terrain. The entire pit spans approximately 
  80-feet wide. The pool is relatively shallow and is 
  only about 3-feet deep. 
   Tar. The tar is scalding hot. Any character that 
  enters or starts their turn in the tar takes 2 (1d4) 
  fire damage. Any character that becomes fully 
  immersed (prone) in the tar takes 5 (1d10) fire 
  damage. The tar is also flammable. Any character set 
  alight while covered in tar takes 3 (1d6) fire damage 
  at the start of their turn. 
   Sound. Bubbling tar. 
   Smells. Acrid fumes, tar. 
  Read or summarize the following. 
  A large pool of a thick, bubbling liquid and twisted, blackened 
  trees surround the skull of an enormous, horned beast. Half 
  of its elongated skull rises out of the bubbling liquid; two 
  fifteen-foot long horns rising up into the night sky. Each of 
  the two horns is capped in a large, golden ring. Numerous 
  white bones pierce out of the bubbling liquid. 
  If the characters climb or stand atop the skull to get 
  the rings, read the following: 
  A black shape rises slowly from the thick liquid; a humanoid 
  covered completely in smoking black tar. A number of similar 
  shapes follow suit and—wiping the muck from their eyes—
  poise for attack. 
  Six ghasts rise up from the ground in a wide pattern 
  around the dragon skull in the center of the bog. 
  They are covered in a thick black tar that gives their 
  skin a shining black appearance as rivulets of sticky 
  black liquid run down their bodies. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These suggestions are not cumulative. 
   Weak Party: Remove two ghasts. 
   Strong Party: Increase the ghasts’s hit points to 45. 
   Very Strong Party: Add two ghasts. All ghasts have 45 hit 
  points. 
  Tactics 
  The ghasts are immune to fire damage. If subjected 
  to a fire-based attack, the ghasts become fully 
  engulfed in flame. While ablaze, they deal an 
  additional 3 (1d6) points of fire damage with their 
  claw attacks. 
   The ghasts take great delight in shoving paralyzed 
  creatures—knocking them prone beneath the 
  surface of the tar. Any creature that starts their turn 
  fully-immersed in the hot tar takes 5 (1d10) fire 
  damage. Additionally, they begin to suffocate. 
   If the ghasts are attacked from range, and have no 
  chance of succeeding, they retreat into the tar. Once 
  sure that the characters are gone, the ghasts follow 
  
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  DDAL04-07 The Innocent 
   
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  them from a safe distance. If the characters take a 
  long rest, the ghasts ambush the characters in the 
  middle of the rest. They ghasts do not venture into 
  the Pits of Blood and Bone, however. 
   
  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. 
  Developments 
  With the ghouls defeated, the characters are free to 
  investigate the bones of the dragon. It would appear 
  that the dragon’s corpse has been here for quite 
  some time—to the ghasts’s pleasure. A successful DC 
  13 Intelligence (Nature) check identifies the skull as 
  that belonging to an adult red dragon. 
   A character succeeding on a DC 15 Intelligence 
  (Investigation) check finds a small amount of 
  powdered silver on the ground at the edge of the pit. 
  A character that succeeds on a subsequent DC 11 
  Intelligence (Arcana) check identifies this as what 
  was likely the material component for a protection 
  from good and evil spell. There is not enough of the 
  powdered silver to have any value. 
  Treasure 
  The rings encircling the dragon skull’s left horn are 
  worth 150 gp each. 
  C. The Visitor’s Campsite 
  As the evening draws dark, the characters encounter 
  an abandoned campsite. Read or summarize the 
  following. 
  The moon hangs full in the dark sky, its light seeming to bring 
  no peace to the land below. A gnarled tree sits atop a hill that 
  rises above the swampland around it. The faint smell of ash 
  sits in the air, a sign of a campfire barely a day old. The 
  position of the hill within the surrounding area gives the 
  impression that this may be a safe place to rest. 
  The characters can use this site as a safe place to 
  take a long rest. 
   A DC 11 Intelligence (Investigation) check reveals 
  that the camp was used by two occupants who 
  caught and cooked a coney (a rabbit) over the 
  campfire. If the check succeeds by 5 or more, the 
  character notices that only one of the occupants 
  appears to have eaten the animal; the bones were all 
  discarded in one spot. Additionally, only one person 
  appears to have slept. Either that or they took turns 
  sleeping in precisely the same spot on the ground.  
   If the characters explore the surrounding area, 
  they find a recently-dug pit toilet. Nearby is a scrap 
  of crumpled parchment. Give Player Handout 1 to 
  the character who discovers the paper. 
   If the characters choose to rest here for the night, 
  their rest proceeds uninterrupted (unless they are 
  being tracked by some angry ghasts; see Encounter 
  B, above). 
   
   
   
  
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  Part 3: The Pits of Bone 
  and Blood 
  The journey of the Visitor and Regold have taken 
  them to a series of ancient yuan-ti burial pits. 
  The Burial Wells 
  When the adventurers arrive, read or paraphrase 
  the following text: 
  Standing upon a rise in the swamped earth, you see a series 
  of circular stone wells surrounded by a deep trench filled 
  with rubble. Four smaller stone wells—oriented north, east, 
  west, and south—surround a larger, funnel-shaped well that 
  leads below the surface of the ground. Thick vines and 
  yellow-green moss cover some of the smaller wells while 
  others lay open, exposed to the skies above. A short set of 
  stone steps lead up the outer rim of the large well in the 
  center of the area. 
   
  Surrounding the eastern pit, you see the flicker of torches 
  set into the ground around three large tents. One looks quite 
  majestic, decorated in gold on violet cloth while the other 
  two appear to be rough canvas. 
  A DC 13 Wisdom (Perception) check reveals three 
  orc sentries patrolling one hundred feet from the 
  tents, keeping an eye out for intruders. 
   A DC 15 Intelligence (History or Religion) check 
  reveals that the stone circles are open-air burial 
  wells upon which the dead were placed. As carrion 
  birds and scavenging beasts consumed the bodies, 
  the bones slowly filled the pits. 
  A. The Trench of the Bound 
  As the characters approach the outer rim of the 
  trench surrounding the burial wells, read or 
  summarize the following: 
  What appeared to be rubble within the large trench 
  surrounding the compound of ruins reveals itself to be bones. 
  The size of the trench speaks to what was likely thousands of 
  corpses thrown in the trench to be twisted by centuries of 
  weather and scavengers. The ten-foot-wide trench circles off 
  in both directions amidst large twisted trees and hanging 
  carpets of wet moss.  
  If the characters get close enough to inspect the 
  bones, a successful DC 11 Wisdom (Medicine) check 
  reveals these corpses to be of many different races 
  including dwarves, humans, elves, orcs, and 
  countless others. They appear to have died by 
  violent means centuries ago. 
   If the characters spend a few minutes rifling 
  around in the trench, it is a full five feet deep and 
  filled completely with bones. 
  B. The Yuan-Ti Excavation Camp 
  If the characters decide to investigate the camp, read 
  or summarize the following: 
  Snippets of a conversation in Orcish come from within two of 
  the nearby canvas-covered tents. Numerous crates and 
  barrels sit nearby along with shovels, picks, ropes, and large 
  buckets. Mounds of dirt sit off to the side. The camp seems 
  built around one of the old stone wells. Thick vines and 
  brambles have been cut away and a large wooden scaffold 
  has been built over top of it. A series of ropes hang down into 
  the well from the scaffold above. 
   
  A ten-foot tall pole has been driven into the ground beside 
  the largest of the three tents. The body of a dead orc has 
  been impaled upon the pole. 
  Characters that speak Orcish are able to hear bits 
  and pieces of conversation—largely complaints 
  about working, watching, walking, standing, sitting, 
  not eating, etc. 
   As the characters approach the camp, they must 
  succeed on a Dexterity (Stealth) group check to 
  sneak past the remaining orc sentries without being 
  detected. On a failure, the orcs alert the remaining 
  orcs in the camp, along with their yuan-ti masters. 
   This excavation party includes eight orcs (three of 
  which are on patrol and arrive at the end of the third 
  round), a type 1 yuan-ti malison, and two type 3 
  yuan-ti malisons. 
   The yuan-ti send in the orcs first and make ranged 
  attacks before engaging in melee. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These suggestions are not cumulative. 
   Weak Party: Remove an orc. 
   Strong Party: Add a type 1 yuan-ti malison. 
   Very Strong Party: Add a type 1 yuan-ti-malison and a 
  type 3 yuan-ti malison. 
  If the yuan-ti are defeated, the characters are free to 
  search through their camp. The camp contains a 
  good deal of exploration equipment including 
  spades, shovels, winches, hammers, chisels, and 
  crow bars. It would appear the orcs have been doing 
  
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  all of the labor while the yuan-ti observe. If put to 
  market, the characters could fetch 10 gp for the lot. 
   The yuan-ti tent has large ornate circular mats 
  upon which they slept. A nearby trash pit contains 
  stripped humanoid bones. Lanterns and silk 
  hangings decorate their tent. Their tent also contains 
  an ornate, iron-bound chest. 
   The Pit. The characters may also choose to 
  investigate the pit itself. Knotted ropes hanging from 
  the scaffolding descend into the stone well. The 
  smell of rot and decay is overpowering; any 
  character who descends into the well must succeed 
  on a DC 13 Constitution saving throw or begin to 
  retch uncontrollably and gain a level of exhaustion 
  until their next short rest. 
   The characters find hundreds of skeletal corpses 
  floating in the putrid black tar of their liquefied 
  remains. The excavation party has already drawn up 
  what treasures anyone can reasonably find in the 
  depths of the well. 
   The Chest. The chest inside the larger tent is both 
  locked and trapped. Unlocking the chest without the 
  key requires a set of thieves’ tools and a successful 
  DC 17 Dexterity check. Alternatively, it can be forced 
  open with a DC 17 Strength (Athletics) check, or 
  destroyed (AC 17, 40 hit points, immune to poison 
  and psychic damage). Detecting this trap requires a 
  DC 15 Wisdom (Perception) and disabling it requires 
  a set of thieves’ tools and a successful DC 15 
  Dexterity check. Opening the chest without the key 
  (including destroying it) results in tiny poison 
  needles being fired in all directions, striking any 
  creature within 15 feet. Unfortunately, the key is 
  nowhere to be found; the orc that the yuan-ti 
  entrusted to carry it accidently dropped it into the 
  pit two days ago—hence the impaled orc. 
  Poison Needle. Ranged Weapon Attack: +8 to hit, 
  range 15 ft., any creature in range. Hit: 1 piercing 
  damage and the target must succeed on a DC 15 
  Constitution saving throw or take 21 (6d6) poison 
  damage. A successful saving throw reduces this 
  damage to half. 
   
   Treasure. The chest contains a golden flagon with 
  serpentine handles worth 230 gp, a dented ornate 
  steel helm worth 60 gp, and a golden plate etched 
  with a strange map worth 200 gp. The chest also 
  contains a spell scroll of flamestrike.  
   Inspecting the golden check reveals that the 
  location of this dig is depicted on the plate. There are 
  other locations on the plate but due to the lack of 
  scale or orientation, it isn’t clear where or how far 
  away they are. 
   XP Award. If the characters successfully disable 
  the trap, award each character 100 XP. 
  C. The Central Well 
  The characters find an occasional bloody footprint 
  leading around the complex and eventually towards 
  the central well. 
   The Ramp Down. When the adventurers head for 
  the steps leading to the central well, read or 
  paraphrase the following: 
  A set of three steps leads into the high stone wall of the 
  central well. A weather-washed mosaic of war and slavery 
  between humanoids and serpents has been carved into wall’s 
  curved interior. No grizzly detail of dismemberment, 
  disembowelment, or decapitation has been left to the 
  imagination. Serpentine skulls, fangs bared, have been 
  pressed into carved divots that surround the top of the wall. 
   
  As you reach the top step, you see the central well. It is a 
  full forty feet in diameter and descends into darkness. A 
  narrow ramp winds down from the west reaching deeper into 
  the well. The stone walls taper inwards as they reach for the 
  unseen bottom from which the stench of death flows freely. 
  The spiraling walkway leads down to a number of 
  entry ways into chambers dug off from the main 
  well. Most of these have collapsed over the years. 
  The walkway itself also seems to have crumbled in 
  parts, but it is sturdy enough. Only two doorways 
  remain unobstructed—one about a third of the way 
  down, and the final at the ramp’s terminus. 
   
   
  
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  Part 4: The Vault of the 
  Royal Dead 
  When the characters arrive at the bottom of the 
  walkway and enter the door, read or summarize the 
  following. 
  A. The Antechamber 
  The walls of this chamber angle slightly inwards, creating a 
  space with the shape of a large trapezoid. Four slender stone 
  pillars hold up the ceiling above, each carved into the shapes 
  of snakes intertwined, each one swallowing another’s tail. 
  Hundreds of urns lay crushed against the walls of the room. 
  Alcoves along the walls appear to have once housed these 
  urns. A large stone brazier sits in the center of the room on a 
  platform of rune-engraved stone, burning with bright yellow 
  and red flames. The flames send the shadows of the broken 
  urns dancing along the walls. 
  When the characters enter the room, read the 
  following. 
  A voice whispers from the shadows. A fanged skull floats out 
  from one of the alcoves, held aloft by the bones of a 
  serpentine body. 
  These two bone nagas (one guardian and one spirit) 
  have stood guard in the well for centuries, but now 
  protect nothing but dust. 
   If any of the adventurers speak Draconic, the naga 
  state: 
  “So many visitors after such long, lonely time. The 
  other promised a sacrifice to the Night King. What do 
  you offer? Do not lie; we will taste it on your breath.” 
  Provide the characters time to respond. If the 
  characters do not respond, the naga shout “lies!”, and 
  attacks. 
   A character that succeeds on a DC 15 Charisma 
  (Persuasion or Deception) check is able to convince 
  them not to attack. A Charisma (Deception) check 
  that includes a similar offer of sacrifice is made with 
  advantage. 
   During these conversations, the nagas may 
  provide the following information—even if the 
  encounter turns hostile: 
   The Visitor is not a mortal being. 
   The Visitor holds Regold in thrall, but not 
  completely. Deep down, Regold wants to be 
  punished for his crimes. The nagas do not know 
  what Regold’s crimes actually are. 
   This burial pit is close to the underworld. The 
  spirits are restless here. 
   A powerful spirit has come to this place, angry and 
  confused yet very strong. “He is here now...” 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These suggestions are not cumulative. 
   Weak Party: Remove one bone naga (guardian naga) 
   Strong or Very Strong Party: Add one bone naga (spirit 
  naga). 
  Any creature that enters the burning brazier or 
  starts their turn within it, takes 10 (3d6) fire 
  damage. A character that succeeds on a DC 13 
  Strength (Athletics) check can tip the brazier, 
  sending its burning flames out in a 15-foot cone. Any 
  creature within the area must succeed on a DC 14 
  Dexterity saving throw takes take 10 (3d6) fire 
  damage, or half as much on a successful saving 
  throw. 
  Developments 
  A faded fresco on the wall depicts dozens of yuan-ti 
  ceremony with hundreds of slaves of all species. The 
  yuan-ti in the fresco are raising their gore-covered 
  hands to a black and violet serpent twisting in a 
  vortex of black clouds laced with red lightning. A DC 
  15 Intelligence (History or Religion) check reveals 
  that the fresco depicts Dendar the Night Serpent, a 
  dark deity of the yuan-ti.  
  Dendar the Night Serpent 
  According to legend, this elder evil was borne of the first 
  nightmare. She has an insatiable appetite for terrifying 
  dreams which, if left unsatisfied, would cause every creature 
  in existence—mortal or divine alike—to remember every 
  nightmare they’ve ever had, in painfully vivid detail. 
  Leaving the Antechamber, the characters may 
  proceed down the ramp. As the Visitor descended 
  the ramp, he placed a glyph of warding along the wall 
  halfway between the entrance to the Antechamber 
  (see above) and the Chamber. 
   A character that succeeds on a DC 15 Intelligence 
  (Investigation) check detects the glyph. If the glyph 
  goes undetected, it activates once a living creature 
  steps past it. Each creature within 20 feet of the 
  glyph must make a DC 15 Dexterity saving throw. A 
  creature takes 22 (5d8) thunder damage on a failed 
  
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  saving throw or half as much on a successful one. If 
  this glyph is triggered, the Visitor becomes aware 
  that someone is coming down the corridor. 
   The glyph can only be disarmed with dispel magic 
  or similar magic. 
  XP Award 
  If the characters treat peacefully with the nagas, 
  award each character 500 XP. 
   If the characters dispel the glyph of warding, 
  award each character 100 XP. 
  B. Chamber of the Night Serpent 
  The ramp ends at a doorway leading into the lowest 
  chamber of the well, the Chamber of the Night 
  Serpent. When the characters arrive, read or 
  summarize the following. 
  Torches illuminate this large chamber. Along the walls, a 
  number of stalactites hang from the ceiling all dripping with 
  stinking, black liquid. The liquid runs in thin grooves etched 
  into the floor filling a long, rectangular pool set in the center 
  of the chamber 
   
  A man kneels at the far end of the pool, holding a dagger 
  to his own throat. Another well-dressed figure kneels next to 
  him, whispering into his ear. Looking up, they see you. 
  Turning back to the kneeling man who, the second figure 
  whispers a word, and smiles as his companion draws the 
  dagger across his own throat. 
   
  The man’s screams of pain are quickly replaced with 
  grotesque gurgling sound as he pitches forward into the pool 
  of black water. 
  The kneeling figure is Regold. The well-dressed man 
  is The Visitor. The Visitor utters a brief incantation, 
  causing three wights to emerge from the pool. The 
  wights spread out on either side of the pool to 
  prevent the characters from advancing too close to 
  the Visitor. 
  The Pool 
  The oily, black liquid is quite dangerous to living beings. Any 
  creature that touches the water within the pool must 
  succeed on a DC 13 Constitution saving throw or take 22 
  (4d10) necrotic damage or half as much if successful. 
  Creatures at least half-immersed in the pool makes this 
  saving throw with disadvantage. 
   
  If he has the opportunity, the Visitor sends charmed 
  targets into the pool. 
  At the beginning of the second round, Graxxygak 
  enters the fray: 
  A distant, echoing roar fills the chamber, and the ghostly 
  image of a monstrous creature with curled ivory horns 
  appears floating above the pool. His eyes scan the room, 
  falling upon each of you and then the fiend as if looking for 
  something or someone. A jagged hole in the shape of a heart 
  gapes in the center of the ghost’s chest. 
   
  “Behold your new master, Graxxygak!” the well-dressed 
  man shouts, “No longer shall you slave away for that foul 
  witch. You shall belong to me soon enough!” 
   
  The ghost of Graxxygak, son of Throstulgrael, roars in 
  protest as the well-dressed man begins chanting. 
  A character succeeding on a DC 13 Wisdom (Insight) 
  check reveals that the ghost—while looking quite 
  dangerous and angry, doesn’t appear to be 
  threatening. In fact, it looks more confused than 
  ready for a fight. If the characters attack it, however, 
  Graxxygak (a ghost) defends itself. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These suggestions are not cumulative. 
   Weak Party: Remove a wight. 
   Strong party: Add a wight. 
   Very Strong Party: Replace the wights with two wraiths. 
  The Scene 
  There are three aspects to this encounter that the 
  characters must be made aware of: 
   Regold. The characters are able to see that Regold 
  is not dead. He writhes and thrashes just beneath the 
  surface of the black water. The following guidance 
  applies: 
   Regold begins combat at 33 hit points and 
  submerged in the pool (see sidebar, below). At the 
  start of each round, he takes 11 necrotic damage 
  (the nature of the ritual prolongs the suffering of 
  the individual being sacrificed; they automatically 
  succeed on their saving throw and take half 
  damage from the pool’s corrupted water). 
   Once Regold reaches 0 hit points, he begins to 
  drown. Each time thereafter that he attempts a 
  death saving throw, the saving throw is made with 
  disadvantage. At this point, the thrashing in the 
  pool stops. 
   Regold can’t be seen due to the opaque water. 
  Barring creative use of spells, the only way he can 
  be retrieved from the pool is by pulling him out. 
   If Regold is removed from the pool, he retreats to 
  the far corner of the chamber and cowers in fear. 
  
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   If he still lives, the Visitor uses spells in an attempt 
  to compel the man to leap into the pool and 
  remain there until he dies. 
   The Visitor. The Visitor is able to continue the 
  ritual without concentration; as the characters fight 
  him, he shouts the incantations at the top of his 
  lungs, laughing hysterically. At this point, the only 
  aspect of the ritual that need be satisfied is Regold’s 
  death; once the he dies, the ritual is complete and 
  Graxxygak becomes thrall to the Visitor. The ritual 
  succeeds if Regold dies and the Visitor is still alive. 
  The ritual fails if the Visitor dies or if Regold 
  survives. 
   The Visitor uses his abilities to force enemies into 
  the pool and—if they look like they stand a good 
  chance to save Regold—away from the dying man. 
   The Visitor begins the encounter having already 
  used a 1st level spell slot to cast mage armor. If 
  backed into a corner, he uses his cape of the 
  mountebank to teleport to safety (but not out of the 
  Chamber). 
   Graxxygak. Until the ritual is complete, Graxxygak 
  can’t move or take actions. He floats above the pool, 
  surveying the scene. He growls and roars in anger. 
  Those that speak Giant hear him make several pleas 
  to “Velvet” and “Black Father”. 
   The Ritual Succeeds. If Regold dies before the 
  Visitor, Graxxygak falls under the control of the 
  Visitor and is once again able to move and take 
  actions. On his turn, Graxxygak immediately 
  moves towards the Visitor. If he has an action 
  remaining, Graxxygak grabs the Visitor, and 
  transitions to the border Ethereal, taking the 
  Visitor with him. They both flee the complex. If the 
  Visitor dies before Graxxygak is able to aid in his 
  escape, Graxxygak growls menacingly at the 
  characters and disappears into the Ethereal plane 
  and leaves the complex. 
   The Ritual Fails. Free from the ritual, Graxxygak 
  is once again able to move and take actions. On his 
  turn, Graxxygak immediately moves to the Visitor 
  (if he is still alive) and, if able, attacks him. 
  Treasure 
  The Visitor wears a cape of the mountebank. 
   Upon the altar, he had placed a few items used in 
  the ritual including a golden bowl encrusted with 
  rubies and emeralds worth 300 gp and a scroll tube 
  gilt in gold and ivory worth 700 gp. 
   The Visitor carries a spellbook that consists of a 
  thick brass ring holding a number of brass plates 
  containing the following spells: 
  1st level: fog cloud, mage armor, shield 
  2nd level: blindness/deafness, crown of madness, hold 
  person, suggestion 
  3rd level: fear, hypnotic pattern 
  4th level: greater invisibility 
  5th level: Bigby’s hand, mislead 
  XP Award 
  If the characters save Regold and stop the ritual, 
  award each character 250 XP. 
  Conclusion 
  Once combat is over, the adventure concludes. 
  As the last echoes of battle leave the chamber, the ghostly 
  presence of Sari manifests in the room. 
   
  Tentatively, she calls out, “Is he ok?” 
  The Ritual Fails. 
  Sari’s ghost strolls further into the room, leaving her tell-tale 
  footprints. At first it looks as though she is moving to 
  approach Regold. However, she continues past him and stops 
  in front of the ghost of the half-dragon troll. 
   
  Sari smiles at the large ghost and at the hole at the center 
  of his chest where his heart should be. She takes Graxxygak’s 
  ghostly hand in her own gloved hands and places it over her 
  heart. 
   
  “Same,” the troll grunts. 
   
  Sari turns to you and smiles as the two figures begin to 
  fade from view. 
   
  As they fade, Graxxygak’s smile takes a sinister form as he 
  looks down at the tiny ghost by his side. 
   
  “Gloves,” Graxxygak says menacingly, “the pretty lady 
  looks for gloves.” 
   
  And then they’re gone. 
  The Ritual Succeeds. 
  “Where is he?” Sari asks, her voice heavy concern. “Where is 
  the troll?” 
  If the characters inform Sari’s ghost that Graxxygak 
  escaped along with the visitor (or by himself, if the 
  Visitor was slain), she grows distraught. Read or 
  paraphrase: 
  
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  “You are all in grave danger,” Sari says, biting her lip, “return 
  to Orasnou and tell….” 
   
  Without warning, the spectral form of Graxxygak 
  materializes behind the girl. The brute clamps a hand over 
  the young woman’s mouth, cutting her words short before 
  the pair of them disappear. 
   
  As quickly as it happened, Graxxygak and Sari are both 
  gone. 
   
  Faint to the point of being almost inaudible, you hear 
  Graxxygak’s rough voice say “the pretty lady finally gonna get 
  you gloves.” 
  If he was saved, Regold accompanies the characters 
  back to on the uneventful journey to Orașnou. 
  Regold returns to Orașnou weary from the 
  memories of foul deeds and with results he will 
  never forget. 
   What happens to Graxxygak and Sari, remains to 
  be seen. 
   
   
  
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  Rewards 
  Make sure note player rewards on their adventure 
  log sheets. Give your name and DCI number (if 
  applicable) so players can record who ran the 
  session.  
  Experience Points 
  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 and per task 
  accomplished. Give all characters in the party non- 
  combat experience awards unless otherwise noted. 
  Combat Rewards 
  Name of Foe 
   
   
  XP per Foe 
  Troll 
   
   
   
  1,800 
  Ghost 
   
   
   
  1,100 
  Ghast 
   
   
   
  450 
  Orc 
   
   
   
  100 
  Yuan-ti Malison  
   
  700 
  Bone Naga 
   
   
  1,100 
  Wight 
   
   
   
  700 
  The Visitor 
   
   
  1,100 
  Wraith  
   
   
  1,800 
  Non-Combat Rewards 
  Task or Accomplishment  
  XP per PC 
  Disabling the chest trap 
   
  100 
  Treating peacefully with the naga 500 
  Disabling the glyph of warding 
  100 
  Saving Regold 
   
   
  250 
   The minimum total award for each character 
  participating in this adventure is 2,625 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 3,500 experience 
  points. 
  Treasure List 
  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 Rewards 
  Items 
   
   
   
  GP value 
  Troll Teeth 
   
   
  100 
  Gold and ruby ring 
   
  50 
  Lacquered playing cards  
  100 
  Dragon rings 
   
   
  250 
  Excavation equipment 
   
  10 
  Golden flagon 
   
   
  230 
  Dented ornate steel helm  
  60 
  Golden plate with map 
   
  200 
  Gem encrusted bowl 
   
  300 
  Decorative scroll tube 
   
  700 
  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 
  items 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. 
  Cape of the Mountebank 
  Wondrous item, rare 
  This long cape is made of light-grey silk trimmed in 
  coarse, black fur. Although it is obviously of high 
  quality, it appears tattered and worn. Instead of 
  smoke, a cloud of stale dust is left behind when the 
  wearer disappears. A description of this item can be 
  found in Player Handout 2. 
  Brass-Ring Spellbook 
  The spellbook consists of a thick brass ring holding a 
  number of brass plates. It contains the following 
  spells: 
  1st level (4 slots): fog cloud, mage armor, shield 
  2nd level (3 slots): blindness/deafness, crown of 
  madness, hold person, suggestion 
  3rd level (3 slots): fear, hypnotic pattern 
  
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  4th level (1 slot): greater invisibility 
  5th level: Bigby’s hand, mislead 
  Potion of Greater Healing 
  Potion, common 
  A description of this item can be found in the Player’s 
  Handbook. 
  Scroll of Flame Strike 
  Scroll, uncommon 
  This spell scroll contains a single flame strike spell. A 
  description of spell scrolls can be found in the 
  Dungeon Master’s Guide. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  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. 
  DM Rewards 
  For running this adventure, you receive 875 XP, 437 
  gp and ten downtime days. 
   
   
  
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  DM Appendix: NPC 
  Summary 
   
  The following NPCs appear in this adventure. 
   
  Sari Florica (SARR-ee FLORE-ick-uh). Female 
  human. Lover of Benedek Durril and murdered by 
  Regold in a jealous rage. Rises as a ghost. Possessive 
  of the Tatyana’s gloves. 
   
  Benedek Durril (BEN-eh-dekk DURR-ill). Male 
  human. Lover of Sari Florica. Murdered along with 
  his betrothed by his brother, Regold. 
   
  Regold Durril (DURR-ill). Male human. Brother to 
  Benedek Durril. Deceived into murdering his brother 
  by the Visitor, but killed his brother’s betrothed, Sari 
  Florica as well. Charmed by the Visitor and 
  eventually sacrificed in an attempt to resurrect Sari. 
   
  The Visitor. Incubus. Became infatuated with Sari 
  Florica and convinced Regold Durril that she was not 
  a suitable match for his brother. Seeks to resurrect 
  Sari using Regold as a sacrifice. 
   
  Graxxygak (GRAZZ-ee-gak). Ghost of a half-dragon 
  troll. Offspring of the (now) dracolich Throstulgrael. 
  Esmae Amarantha’s Second Obsession charged with 
  retrieving Tatyana’s gloves. 
   
  Șomoiog (JHO-moe-yohg). Male Vistani trouper. 
  Stranded in his vardo when it sunk into the muck of 
  the Glumpen Swamp. 
   
   
  
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  Appendix: Monster/NPC 
  Statistics 
   
  Bone Naga 
  Large undead, lawful evil  
  Armor Class 15 (natural armor) 
  Hit Points 58 (9d10 + 9) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  12 (+1) 
  15 (+2) 
  15 (+2) 
  16 (+3) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, paralyzed, 
  poisoned 
  Senses darkvision 60ft., passive Perception 12  
  Languages Common plus one other language  
  Challenge 4 (1,100 XP) 
  Spellcasting. The naga is a 5th·level spellcaster (spell 
  save DC 12, +4 to hit with spell attacks) that needs only 
  verbal components to cast its spells. 
  If the naga was a guardian naga in life, its spellcasting 
  ability is Wisdom, and it has the following cleric spells 
  prepared: 
   
  Cantrips (at will): mending, sacred flame, thaumaturgy 
  1st level (4 slots): command, shield of faith 
  2nd level (3 slots): calm emotions, hold person 
  3rd level (2 slots): bestow curse 
  If the naga was a spirit naga in life, its spellcasting 
  ability is Intelligence, and it has the following wizard 
  spells prepared: 
   
  Cantrips (at will): mage hand, ray of frost, shocking 
  grasp 
  1st level (4 slots): charm person, sleep 
  2nd level (3 slots): blur, hold person 
  3rd level (2 slots): lightning bolt 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one 
  creature. Hit: 10 (2d6 + 3) piercing damage plus 10 
  (3d6) poison damage. 
   
  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. 
   
  Ghost 
  Medium undead, any alignment 
  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 
  weapons 
  Damage Immunities cold, necrotic, poison 
  
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  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  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 (1d10) 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 × 
  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. 
   
  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. 
   
  Regold (Veteran) 
  Medium humanoid (human), lawful neutral 
  Armor Class 11 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Athletics +5, Perception +2 
  Senses passive Perception 12 
  Languages Common 
  Challenge 3 (700 XP) 
  Actions 
  Multiattack. Regold makes two longsword attacks. If 
  he has a shortsword drawn, he can also make a 
  shortsword attack. 
  
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  Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 7 (1d8 + 3) slashing damage, or 8 
  (1d10 + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 6 (1d6 + 3) piercing damage. 
   
  Troll 
  Large giant, chaotic evil  
  Armor Class 15 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  20 (+5) 
  7 (−2) 
  9 (−1) 
  7 (−2) 
   
  Skills Perception +1 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Giant 
  Challenge 5 (1,800 XP)  
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Regeneration. The troll regains 10 hit points at the 
  start of its turn. If the troll takes acid or fire damage, 
  this trait doesn’t function at the start of the troll’s next 
  turn. The troll dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate. 
  Actions 
  Multiattack. The troll makes three attacks: one with its 
  bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  The Visitor 
  Medium humanoid (human), neutral evil  
  Armor Class 13 (16 with mage armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  16 (+3) 
  14 (+2) 
  16 (+3) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Int +5, Wis +3 
  Skills Arcana +5, Deception +2,  
  Condition Immunities charmed, frightened 
  Senses passive Perception 11 
  Languages Common, Giant 
  Challenge 4 (1,100 XP) 
  Spellcasting. The Visitor is a 6th·level spellcaster (spell 
  save DC 13, +5 to hit with spell attacks). The Visitor has 
  the following wizard spells prepared: 
   
  Cantrips (at will): acid splash, fire bolt, friends, shocking 
  grasp 
  1st level (4 slots): fog cloud, mage armor, shield 
  2nd level (3 slots): blindness/deafness, crown of 
  madness, hold person, suggestion 
  3rd level (2 slots): fear, hypnotic pattern 
   
  Split Enchantment. When the Visitor casts an 
  enchantment spell of 1st level or higher that targets 
  only one creature, he can have it target a second 
  creature. 
  Actions 
  Dagger. Melee Weapon Attack: +5 to hit, reach 10ft., 
  one creature. Hit: 5 (1d64+ 3) piercing damage. 
  Cape of the Mountebank (Special Equipment, 1/day). 
  As an action, the Visitor can cast dimension door. 
  When he disappears, he leaves behind a cloud of stale 
  dust. The dust lightly obscures the space he left and 
  the space he appears in, and it dissipates at the end of 
  his next turn. A light or stronger wind disperses the 
  dust. 
  Reactions 
  Instinctive Charm. When a creature that the Visitor can 
  see makes an attack roll against him, he can divert the 
  attack, provided that another creature is within the 
  attack’s range. The attacker must make a DC 13 
  Wisdom saving throw. On a failed save, the attacker 
  must target the creature that is closest to it, not 
  including you or itself. 
   On a successful saving throw, the Visitor can’t use 
  this feature on the same attacker again until he finishes 
  a long rest. 
   
  Wight 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  
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   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 weapons that aren’t 
  silvered 
  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 zombie under the wight’s control, unless 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. 
   
  Wraith 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1800 XP) 
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 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. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as a 
  specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
  Yuan-ti Malison 
  Medium monstrosity (shapechanger, yuan-ti), neutral 
  evil  
  Armor Class 12 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Skills Deception +5, Stealth +4  
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Abyssal, Common, Draconic 
  Challenge 3 (700 XP)  
  
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  Shapechanger. The yuan-ti can use its action to 
  polymorph into a Medium snake, or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn't transformed. It 
  doesn't change form if it dies. 
  Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's 
  innate spellcasting ability is Charisma (spell save DC 
  13). The yuan-ti can innately cast the following spells, 
  requiring no material components: 
   
  At will: animal friendship (snakes only) 
  3/day: suggestion 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Malison Type. The yuan-ti has one of the following 
  types: 
   
  Type 1: Human body with snake head 
  Type 2: Human head and body with snakes for arms 
  Type 3: Human head and upper body with a serpentine 
  lower body instead of legs 
  Actions for Type 1 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes 
  two ranged attacks or two melee attacks, but can use 
  its bite only once. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage. 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 
  slashing damage. 
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: 
  +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage plus 7 (2d6) poison damage. 
  Actions for Type 2 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes 
  two bite attacks using its snake arms. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage. 
  Actions for Type 3 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes 
  two ranged attacks or two melee attacks, but can 
  constrict only once. 
  Bite (Snake Form Only). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing 
  damage plus 7 (2d6) poison damage. 
  Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage, and 
  the target is grappled (escape DC 13). Until this grapple 
  ends, the target is restrained, and the yuan-ti can't 
  constrict another target. 
  Scimitar (Yuan-ti Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 
  slashing damage. 
  Longbow (Yuan-ti Form Only). Ranged Weapon Attack: 
  +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage. 
   
  
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  Player Handout 1 
   
   
  I still look at my hands and see the blood on them. The 
  visitor’s words still echo in my mind. He said it himself. 
  She was a wicked person, and Benedek was too stupid 
  and love sick to see it. 
   Watching them together every day made it worse. I 
  tried to warn him. He wouldn’t have it. The only way to 
  show him is to take them from one another—forever. 
   I didn’t do it because of petty jealousy. I did it 
  because they deserved it. Love puts out our eyes and 
  makes us blind. I opened their eyes. 
   I will never be free of this. I must be free of this. 
   
   
  
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  Player Handout 2: Cape of 
  the Mountebank 
   
  Cape of the Mountebank 
  Wondrous item, rare 
  This cape smells faintly of brimstone. While wearing 
  it, you can use it to cast the dimension door spell as 
  an action. This property of the cape can't be used 
  again until the next dawn. 
   When you disappear, you leave behind a cloud of 
  smoke, and you appear in a similar cloud of smoke at 
  your destination. The smoke lightly obscures the 
  space you left and the space you appear in, and it 
  dissipates at the end of your next turn. A light or 
  stronger wind disperses the smoke. 
   This long cape is made of light-grey silk trimmed 
  in coarse, black fur. Although it is obviously of high 
  quality, it appears tattered and worn. Instead of 
  smoke, a cloud of stale dust is left behind when the 
  wearer disappears. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-07 The Innocent 
   
  32 
   
  Appendix. The Dragon’s 
  Skull Map 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-07 The Innocent 
   
  33 
   
  Appendix. The Pits of 
  Blood and Bone Map 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-07 The Innocent 
   
  34 
   
  Appendix. The Vault of the 
  Royal Dead 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-07 The Innocent 
   
  35 
   
  Results Code: April - June 2016 
   
  If you are DMing this adventure during the months of April – June 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. 
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/DDAL4-07 The Innocent.pdf