TEXT:  
   
  THE ARTIFACT 
   
  An expedition to the Amber Temple reveals another major minion of the enemy and uncovers a 
  secret weapon that may help defeat them. Part Ten of Misty Fortunes and Absent Hearts. 
   
  A Four-Hour adventure for 5th-10th level characters 
   
   
   
  Teos Abadia 
  Adventure Designer 
   
  Adventure Code: DDEX04-10 
  Version 1.0 
   
   
   
  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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  DDEX4-10 The Artifact    
   
   
  2 
  Introduction 
  I can resist everything except temptation. 
  —Oscar Wilde 
  DDEX4-10 The Artifact is a Dungeons & Dragons® 
  adventure for three to seven characters of 5th-
  10th level, with the default encounter difficulty 
  set for five characters of 6th level. The adventure is 
  set in a mountain temple located in Barovia, a land 
  located within the demiplane of Dread. 
  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 will continue 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 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. 
   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.  
  
   
   
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  DDEX4-10 The Artifact    
   
   
  3 
   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 
  6th-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party 
  strengths. If a particular recommendation is not 
  offered for your group, you don’t have to make 
  adjustments. 
  Running the Adventure 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the 
  following: 
   You are empowered to make adjustments to the 
  adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time.  
   Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game and being overwhelmed makes for a 
  frustrating one. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give everyone a 
  chance to shine.  
   Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, 
  since play loses momentum when this happens. At 
  the same time, make sure that the players don’t 
  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 
  
   
   
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  DDEX4-10 The Artifact    
   
   
  4 
  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!? 
  Unfortunately, within Barovia, this is not an option; there 
  simply aren’t any sufficiently-sized settlements that would be 
  able to accommodate such needs, and those places of 
  worship that would otherwise provide them are overrun with 
  monsters. As such, the only individual able to provide 
  spellcasting services entity is Jeny Greenteeth. This will no 
  doubt lead to some uncomfortable situations and unforeseen 
  consequences. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  Spellcasting Services 
  Spell  
   
   
   
  Cost 
  Cure wounds (1st level)  
   
  10 gp 
  Identify   
   
   
  20 gp 
  Lesser restoration  
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse  
   
   
  90 gp 
  Speak with dead   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
  Raise dead  
   
   
  1,250 gp 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any. 
   
  No religions have established places of worship here of 
  sufficient size to provide spellcasting services. 
  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 
  
   
   
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  DDEX4-10 The Artifact    
   
   
  5 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide.  
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new 
  character. The new character does not have any 
  items or rewards possessed by the dead character.  
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member.  
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
  The Demiplane of Dread 
  This adventure is set within the Ravenloft campaign 
  setting, in the lands of Barovia which exists in the 
  Demiplane of Dread. There are several atmospheric 
  and thematic elements to keep in mind at all times 
  while running your game: 
   The Land is Bleak. Barovia is a place where the 
  sun never shines. Even during the day, the sky is 
  filled with storm clouds or is overcast. 
  Consequently, creatures (including undead) that 
  would otherwise suffer harmful effects while 
  outdoors during the day are unaffected by the 
  sun's presence. 
   The Land is Alive. A dark sentience infuses the 
  very soil, twisting and contorting everything 
  within. In places where you would normally 
  expect wildlife such as deer, rabbits, or squirrels, 
  you instead find wolves, rats, and mangy dogs. 
  Vegetation is rotted and dead, and forests are 
  filled mostly with gnarled, thick trees with bare 
  branches. Colorful, vivacious things simply do not 
  exist. 
   Magic is Different Here. Divination spells or 
  effects that petition beings outside the Demiplane 
  of Dread function; however, Strahd may elect to 
  intercept the communication and respond to it 
  himself instead. Also, spells or effects that would 
  normally allow the caster or creatures to travel to 
  other dimensions do not function. Spells that 
  touch the Border Ethereal function, but their users 
  cannot return anywhere other than Ravenloft.  
   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 
  This adventure is the tenth in a linked series of 
  adventures with the themes of horror, obsession 
  over unrequited love, and transformation. Previous 
  adventures have brought the characters from the 
  Forgotten Realms through the mists of Ravenloft 
  into Barovia – they may not escape until the 
  conclusion of the series. Portions of the Forgotten 
  Realms surrounding the city of Phlan have also been 
  brought into Barovia. 
   As the story has unfolded, the characters have met 
  the villagers of Orașnou and the Burgomaster who 
  commands it, Ivan Randovich. The characters may 
  not yet fully understand his role in previous events. 
  By the end of this adventure they will realize how 
  corrupt he is.  
   Previous adventures have revealed some of the 
  vile creatures known as Obsessions. The Obsessions 
  serve a common master who is the primary villain, 
  though her identity and motives are not yet known. 
  More clues will be discovered during this adventure.  
   In the preceding adventure, DDAL04-09 The 
  Tempter, the party eliminated Marilena Fidatov, who 
  seemed normal by day but transformed into an 
  undead by night. Marilena was a threat to 
  Burgomaster but also a possible source of needed 
  supplies for the village.  
   This adventure takes place within the Amber 
  Temple, built by good-aligned wizards to seal away 
  
   
   
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  DDEX4-10 The Artifact    
   
   
  6 
  the vestiges of evil entities. Magical amber was used 
  to bind the vestiges and their forbidden knowledge. 
  The wizards dedicated the temple to a nameless god 
  of secrets, hoping this would keep the temple 
  hidden. Unfortunately, the evil of the vestiges began 
  to corrupt the wizards and turned them against one 
  another.  
   The wizards on the lowest level sealed themselves 
  off from the rest of the temple and used powerful 
  wards to dampen the corruptive influences of the 
  three vestiges over which they watched. One of the 
  vestiges was the Evening Glory. Her dogma of 
  undying dedication and love was too close to the 
  nature of the wizards, who had dedicated all of their 
  lives to their tasks. Her nature began to slowly 
  influence each of the remaining wizards. When their 
  mortal forms failed they lived on as undead.  
   A few months before the characters were drawn 
  into Barovia, the Burgomaster found the lost level. 
  One of the wizards met the Burgomaster and, 
  through duplicity, fell in love with him. The 
  Burgomaster used the wizard, convincing them to 
  dupe the head wizard, Dr. Keletifold, into allowing 
  them into the Vault. The wizard murdered Dr. 
  Keletifold, allowing the Burgomaster and his master 
  to enter and free the Evening Glory. The vestige’s 
  essence entered the master’s body, transforming the 
  master and granting great power. Much of what has 
  happened in previous adventures traces back to this 
  moment and the freeing of the Vestige.  
   Recently the Burgomaster has thought back to that 
  temple and an item that was left behind. An artifact 
  of power in the shape of a locket was used to trap 
  the Evening Glory’s essence. Reclaiming the artifact 
  would please Randovich’s master. It would also be 
  useful insurance, should he ever need to confront 
  her.  
   The Burgomaster fears entering the temple, as the 
  spirits could recognize him and punish him for his 
  deeds. He decides to send the adventurers. They are 
  close to learning his true motives anyway. If they die 
  in the temple, he is rid of them. If they succeed, he 
  can take the artifact from them and then kill them- at 
  least, that is his plan. 
  Overview 
  In this adventure, the party has to reach the lost 
  level, solve the murder to enter the vault, recover 
  the locket, and confront the Burgomaster. 
   The adventure purposefully begins just as the 
  party is arriving at the Amber Temple, led by 
  Burgomaster Randovich and a few of his guards. The 
  Burgomaster reiterates why they have all come here: 
  to find an artifact that can help them overcome the 
  evil that plagues Barovia. The Burgomaster will not 
  enter, and he stresses that his name should not be 
  mentioned to any creatures inside. He also provides 
  them with a path they should take to reach a hidden 
  level and underscores that they should not stray 
  from this path.  
   The adventurers proceed into the freezing cold 
  Amber Temple and follow the path to the “lost level”. 
  If they stray from the path, they risk attacks from 
  hidden guardians.  
   The party may explore the rooms of the lost level 
  in any order. The undead wizards each react 
  differently to the presence of living adventurers, but 
  they are not evil. Contact with the wizards results in 
  a form of possession, as the essence of the wizards’ 
  dedication or undying love spreads to a character. 
  That character gains knowledge, as well as 
  temporary motivations.  
   The party must use the clues found in the rooms 
  and granted by the spirits to identify the wizard who 
  breached the vault and the murder weapon. Only 
  that wizard can open the vault once more so they 
  may recover the artifact.  
   When the party emerges from the temple, the 
  Burgomaster confirms they have the artifact. If they 
  know too much, he attempts to kill them. 
  Adapting this Adventure 
  This adventure may also be played as an addition to 
  the Curse of Strahd adventure rather than part of the 
  Adventurers League storyline. The “lost level” works 
  well as a first foray into the Amber Temple, taking 
  place before the tremors cause damage to the 
  complex. Or, you can use this adventure as an 
  extension of Strahd, adding additional depth and 
  lore to the experience. Some of the rubble shifts 
  during exploration in area X32, allowing access to 
  the lost level. 
   You can substitute Burgomaster Randovich for a 
  different Burgomaster found in Curse of Strahd or tie 
  the lost level into the plans of Kasimir Velikov 
  (p.232-233). An interesting substitute is the Abbot in 
  the Village of Krezk (p.151). In this case the Abbot 
  remains in the village and does not accompany the 
  party to the Amber Temple. The artifact can become 
  a key to bringing life to Vasilka, but could also 
  provide an advantage against Strahd. Replace the 
  secrets regarding Randovich with secrets revealing 
  the nature of the Abbot and his madness. 
  Adventure Hook 
  If the characters begin this adventure from within 
  the Forgotten Realms or a setting other than 
  
   
   
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  DDEX4-10 The Artifact    
   
   
  7 
  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. See Welcome to 
  Barovia, below. 
   Ready for a Grand Adventure? For those 
  characters that participated in DDAL04-09 The 
  Tempter, the Burgomaster offered a job escorting 
  him to the Amber Temple; a rather dangerous place 
  that he suspects hides great treasure. With Lord 
  Strahd’s taxes due any day, he needs every coin he 
  can scrape together. 
   Hello, Have We Met? Upon arriving in Orașnou, 
  characters new to Barovia encounter a crier in the 
  center of town, petitioning for people “strong of arm, 
  and stronger of spirit” to seek out the Burgomaster 
  for paid work. 
  Welcome to Barovia 
  Some characters may be arriving from Faerûn for 
  the first time. For those characters describe a heavy 
  fog bank rolling through their travel path while they 
  are in the Quivering Forest, and when it eventually 
  clears, they are on the outskirts of a small mountain 
  village. 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. 
   NOTE: This adventure may touch on some morally 
  dark moments. Please be careful to gauge your 
  player's comfort with such things, and remember 
  that the goal of a Dungeons & Dragons game is for 
  everyone to have fun! 
  Curse of Strahd Adventures 
  The adventures for the Curse of Strahd Season of Dungeons 
  and Dragons Adventurers League deliver the most impactful 
  experience when played in numeric order (i.e.: 04-01, then 
  04-02, and so on) but this is not required. Please carefully 
  read the following pages and be prepared to adjust 
  encounters, especially where key NPCs are concerned! 
  Although DM tips may be found in the adventure, they are 
  unlikely to cover every table or situation. 
   
  For a Ravenloft game, the world itself should be treated 
  with great respect—it is a character unto itself, and the Dark 
  Powers rarely respond positively to hand-waving and outright 
  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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  DDEX4-10 The Artifact    
   
   
  8 
  Introduction 
  The adventure begins, with the characters about to 
  reach the Amber Temple.  
  “We are almost there! Just over this rise,” roars the 
  Burgomaster over the howling winds. Flanked by his ever-
  alert bodyguards, he and your group huddle in a rocky shelter 
  on the steep snow-covered slope of Mount Ghakis, high up in 
  the Balinok Mountains.  
   
  It was only two days ago that Burgomaster Ivan Randovich 
  talked you into joining a quest so important that he would 
  guide you to the location himself. Now you approach a secret 
  and dangerous place known as the Amber Temple. The 
  Burgomaster has given you a scroll laying out the exact path 
  you should follow to reach a hidden level. There you are to 
  search for an artifact of great power: a locket inscribed with a 
  heart. The artifact can capture the dark powers torturing this 
  land – powers which cannot be defeated through other 
  means. It is this power, he claims, that has brought such 
  hardship to his village and the surrounding countryside. 
   
  You look at one another. The Burgomaster has promised 
  great danger, but also the means to defeat great evil. Does 
  your group have what it takes to succeed?  
  Ask the players to introduce their characters. The 
  characters may then ask questions of the 
  Burgomaster. Here is some of the information he can 
  share: 
   The Amber Temple was built thousands of years 
  ago by good-aligned wizards. 
   The wizards sought to contain the essences of 
  terrible powers, including dead gods, preventing 
  their evil from ever escaping again. 
   They dedicated the temple to a nameless god of 
  secrets in hopes that this would shield them. 
   However, the evil came from within. Most of the 
  wizards were twisted and tainted by the vestiges 
  they kept. The wizards turned on one another. 
   A handful of wizards escaped this fate, sealing 
  themselves off in a secret level of the temple. 
   A lich with powers beyond comprehension has 
  since made the upper temple his domain. The lich 
  is to be avoided at all costs, as are his guardians 
  and the enchanted skulls of the former wizards.  
   The lich has not found the secret level.  
   The Burgomaster learned of this place from 
  ancient scrolls and visited it many months ago. 
  The importance of the artifact is why he brings the 
  party here himself.  
   He will not enter the temple himself. The beings 
  within do not remember him kindly. He asks the 
  party to never mention his name to those within.  
   He provides them with a map to the secret level. 
  They must not stray from this path! 
  Once the party has asked any questions, the group 
  continues the last climb up to the temple.  
  Just as the Burgomaster promised, you climb the snowy rise 
  to behold what must be the Amber Temple. Carved into the 
  sheer mountainside, its front is fifty feet high. Six massive 
  alcoves flank a central archway. Each of the alcoves contains 
  a twenty-foot-tall statue made from a single block of amber. 
  The statues depict a faceless hooded figure, hands pressed 
  together as if in prayer.  
   
  The Burgomaster points to the central archway. “There! 
  The archway! Follow this map. Find the locket, no matter the 
  costs.” 
   
  He looks at each of you intently. “The beings within do not 
  think kindly of me. Promise me you will not mention my 
  name. Much harm would come to the village of Orasnou. 
  Keep my involvement secret! Go as quickly as you can! Do 
  not stray from the path!”  
  The Burgomaster does not force them to promise. He 
  answers any final questions or provides any 
  information the party has not previously requested. 
  He will not enter the temple under any 
  circumstances, remaining here with his guards. 
   Provide the players with Handout 1: Path to the 
  Lost Level. The party should then proceed into the 
  temple. All characters are assumed to be wearing 
  cold weather gear (a gift from the Burgomaster). 
   
   
  
   
   
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  Part 1. The Amber Temple 
  The path on the scroll leads the party quickly 
  through the two levels of the Amber Temple detailed 
  in Curse of Strahd. The events of this adventure take 
  place slightly before the events in Curse of Strahd. 
  Because of this, the cave-in described in the official 
  adventure hasn’t happened yet. 
   DMs using this material as part of the Curse of 
  Strahd adventure may wish to allow exploration of 
  the other areas. For all others, the party should not 
  stray from the path (hence the locked doors that 
  cannot be opened). The encounter areas below 
  include dangers meant to keep the party on the path.  
  General Features 
  Unless otherwise noted, the Amber Temple has the 
  following general features: 
   The Upper and Lower Temple. The Upper Temple 
  consists of Area 1 through Area 3. Areas 4 through 
  Area 6 are in the Lower Temple. 
   The Statue. The statue’s cowl is cloaked in magical 
  darkness; concealing the arcanaloth that resides 
  within. Even if the characters are able to penetrate 
  the darkness, the interior of the statue is walled off; 
  the arcanaloth within is viewing the temple outside 
  through a very narrow, horizontal slit, which grants 
  it three-quarters cover (+5 AC). This cover improves 
  to total cover if it ducks down beneath the slit. 
   Terrain. The construction is durable and strong, 
  but very, very old. While the majority of the 
  structure is intact, the ground is littered in places 
  with piles of rubble and other detritus, which are 
  treated as difficult terrain. Everything is very dusty. 
   Light. No light exists here other than that which 
  the characters brought with them. It is completely 
  dark. 
   Sounds and Smells. No sounds other than the 
  character’s own footfalls and the occasional crash 
  from a falling chunk of wall or ceiling. 
   Amber Doors. All doors are blocks of translucent 
  amber, fitted with iron hinges and handles. All of the 
  doors leading out of the Temple of Lost Secrets are 
  locked and can’t be opened without performing a 
  ritual lost to the ages. Characters may see into a 
  room without opening the door and the doors are 
  unlocked, unless otherwise noted.  
   Extreme Cold. The temperature throughout the 
  temple is -10 degrees Fahrenheit (-23 degrees 
  Celsius). Characters who lack heat sources, cold 
  weather gear, or magical protection are subject to 
  extreme cold, as described in the sidebar below. 
  Unless it is ruined somehow or they refuse to wear 
  it, the cold weather gifted upon them by the 
  Burgomaster will certainly come in handy. 
  Extreme Cold 
  Whenever the temperature is at or below 0 degrees 
  Fahrenheit, a creature exposed to the cold must succeed on a 
  DC 10 Constitution saving throw at the end of each hour or 
  gain one level of exhaustion. Creatures with resistance or 
  immunity to cold damage automatically succeed on the 
  saving throw as do creatures wearing cold weather gear 
  (thick coats, gloves and the like) and creatures naturally 
  adapted to cold climates.  
  1. Entrance & Overlook 
  Passing through the archway, you descend a series of icy 
  steps ten feet to a desolate hallway. The passage of centuries 
  has weathered the walls and floor tiles. Arrow slits line the 
  walls on either side. The darkness beyond the hall is vast and 
  cold as death itself. 
   
  The icy hallway leads out onto a wide balcony of black 
  marble, its railings shattered in places. Your light reflects off 
  of walls and a high vaulted ceiling covered in an amber glaze. 
  The hallway is empty. Peering through the arrow 
  slits with torchlight or other means shows them to 
  be twenty-foot-square guard rooms with ruined 
  furniture. A skeleton is slumped in the corner of the 
  eastern room, but it does not stir. 
   The double doors on the walls to either side are 
  locked and trapped. If touched, the characters that 
  each is marked with a glyph of warding. Once 
  dispelled, triggered, or otherwise removed, the 
  magic of the temple automatically and instantly 
  resets the glyph. If a glyph is touched, any creature 
  within 20 feet of the door must succeed on a DC 15 
  Dexterity saving throw or take 18 (5d8) lightning 
  damage; taking half damage on a save. 
  2. The Temple of Lost Secrets 
  Read or paraphrase the text below, adjusting for the 
  party’s light source. 
  Doors on either side lead away from this balcony, but the 
  path on the scroll leads down the eastern most of two black 
  marble staircases. The stairs descend thirty feet to the 
  temple floor.  
   
  As you descend, your light reveals the four black marble 
  columns that hold the ceiling. Smaller columns at the 
  northernmost end of the temple support two platforms, 
  flanking a forty-foot-tall statue of a cowled figure in flowing 
  robes. Its face is an unsettling black void, its arms 
  outstretched as if casting a spell.  
  
   
   
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  Arched hallways coated with amber lead from this room. 
  Your scroll indicates you should head east. 
  If the characters proceed along the path, they evade 
  the room’s guardians. Proceed to Area 4, below. 
  3. The Guardian Statue 
  A guardian (an arcanaloth, though he does not 
  reveal himself) resides within the statue. Three 
  flameskulls are in a room beyond the western wall. 
  For purposes of this adventure, the guardian and the 
  flameskulls do not attack unless the party deviates 
  from the path. Similarly, they do not leave their 
  respective locations. 
   Leaving the Path. Any character deviating from 
  the prescribed path (indicated on the map) through 
  this area, that succeeds on a DC 10 Wisdom 
  (Perception) check notices arrow slits high up on the 
  western wall. As they watch, a disembodied skull 
  bathed in eldritch green flame floats past an arrow 
  slit. It does not seem to notice any of the characters, 
  but could at any time.  
   If characters insist on leaving the path or attack 
  the flameskulls, the guardian and the flameskulls 
  reciprocate. At the end of each round where a 
  character remains off of the path, the guardian casts 
  magic missile (three darts), and one of the 
  flameskulls casts fireball (spell save DC 13). Each 
  flameskull can cast fireball once, but only does so if 
  no other flameskulls have done so during the round. 
  The magic missiles emanate from within the statue’s 
  cowl. The arcanaloth casts only magic missile unless 
  the characters attempt to attack it—at which point it 
  uses its other spells. However, it does not pursue the 
  characters or continue to attack if the characters 
  cease attacking. 
   Without recourse to spells available to characters 
  above this tier, defeating the monsters will be 
  extremely difficult. 
   Read the following to the characters: 
  The spells hurled from the statue and the arrow slits have no 
  easily targetable source. It seems the Burgomaster spoke 
  truly about the formidable dangers you would face if you 
  stray from the path.  
  The attacks cease as soon as the party enter Area 4. 
  4. Amber Reflections 
  The arched hallway rises twenty feet above. From floor to 
  ceiling, a reflective amber glaze covers every surface. You see 
  your reflections in the amber, but your images shift and 
  transform as you watch them become withered and gaunt. 
  This effect is an illusion and can be disbelieved with 
  a successful DC 13 Wisdom saving throw. 
  5. Lower East Hall 
  The amber-glazed walls and ceilings in the long hallway 
  glisten like fresh honey. Your scroll indicates that the secret 
  entrance is found to the north.  
   
  Unfortunately, two hulking creatures shuffle toward you 
  from the south—their charred flesh sloughing off their 
  muscular bodies. Another comes from the north, 
  accompanied by something more horrific: a withered floating 
  orb with a gaping maw missing teeth and a huge, cloudy 
  central eye. Eyestalks extending from its upper body—
  withered but glowing with unholy light.  
   All foes begin roughly 30 feet away from the party. 
  Two ogre zombies approaches from the south, 
  attacking the closest targets. A second ogre zombie 
  approaches from the north with similar tactics, 
  while a beholder zombie behind it attacks from 
  range. 
  Adjusting the Encounter 
  This encounter is meant to be of hard difficulty. Here are the 
  recommendations for adjusting this combat encounter. 
   Very Weak Party: Remove an ogre zombie; beholder does 
  not use its paralyzing ray, and reduce the damage of its 
  enervation ray and disintegration ray to 27 (6d8) damage. 
   Weak Party: The beholder does not use its paralyzing ray, 
  and reduce the damage of its enervation ray and 
  disintegration ray to 27 (6d8) damage.  
   Strong Party: Once during the combat, each foe moves 
  with a supernatural presence, gaining another action. 
   Very Strong Party: Once during the combat, each foe 
  moves with a supernatural presence, gaining another 
  action; add an ogre zombie. 
  6. The Hidden Chamber 
  Once the foes have been defeated, the characters 
  may continue to the north. The door leading to this 
  area is cloaked by an illusion, appearing to be a 
  normal section of the amber wall. The illusion may 
  be dispelled (DC 16), or a character that succeeds on 
  
   
   
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  a DC 15 Intelligence (Investigation) detects the 
  translucent amber door beneath the illusion. 
   The lock on the door can be unlocked with a set of 
  thieves’ tools and a successful DC 15 Dexterity check. 
  Alternatively, the door may also be smashed down 
  with a successful DC 15 Strength (Athletics) check, 
  or destroyed (AC 16, 50 hit points; immune to 
  poison and psychic, resistant to piercing and 
  slashing damage from nonmagical attacks, 
  vulnerable to bludgeoning damage). If the door is 
  still concealed by the illusion, any checks made to 
  bypass it are made with disadvantage (including 
  attack rolls). 
  XP Award 
  Once the characters discover the hidden entrance to 
  the Lost Level, award each character 250 XP. 
  
   
   
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  Part 2. The Lost Level 
  This level was a secluded research area; hidden 
  away from the rest of the Amber Temple. A 
  dedicated library, kitchen, and even a teleportation 
  circle allowed the wizards in this area to function 
  independently and focus on their work. When the 
  good-aligned wizards began to succumb to the evil 
  of the vestiges they kept, those remaining in the lost 
  level hid the entrance with illusions. 
   Under the lead of Dr. Keletifold (a specialist in 
  wards), protective magic was used to seal off the 
  three vestiges on this level. However, the Evening 
  Glory, goddess of obsessive undying love, had 
  wormed her way into the souls of the wizards. Each 
  had become dedicated to something they loved, 
  manifested in physical form as a love for an object 
  related to their obsession.  
   Passions flared as the wizards tried to decide how 
  to prevent the vestiges from corrupting them and 
  escaping. Eventually Magister Krausenatti took 
  matters into her own hands, poisoning all of the 
  wizards who subsequently rose as spirits 
    A few months ago, Burgomaster Ivan Randovich 
  learned of the Amber Temple from scrolls belonging 
  to a long-dead order of knights, who once protected 
  the temple. The scroll mentioned the vestiges and, in 
  particular, the Evening Glory. Randovich’s master 
  sent him to find a way to free the Evening Glory.  
   The burgomaster found the lost level and spoke to 
  the spirits, feigning good intentions. One of the 
  wizards was smitten by him and the burgomaster 
  was all too pleased to pretend to love the wizard 
  back. Releasing the wards required murdering Dr. 
  Keletifold a task the wizard was willing to do for 
  Ivan.  
   Randovich and his master (referred to by wizards 
  as “the cloaked one”) breached the vault. With the 
  use of a powerful artifact, a silver locket, Randovich’s 
  master drew the vestige out of the amber 
  sarcophagus and into herself. Transformed, the 
  master and Randovich departed, leaving the locket 
  behind. The murdering wizard then sealed the vault 
  once more. 
   Now the burgomaster has returned, sending the 
  adventurers inside to retrieve the locket. He realizes 
  they may learn of his role, but if so he is prepared to 
  face them. He wants that locket, should he ever need 
  power over his master. 
  Who Dunnit? 
  One of the wizards met the Burgomaster and fell in 
  love with him. That wizard then murdered Dr. 
  Keletifold in order to allow the Burgomaster and his 
  master to free the vestige, and—once done—sealed 
  the vault once again to prevent the other wizards 
  from figuring out who had done it. 
   To breach the vault once more and claim the 
  locket, the party must first discover the identity of 
  the murdering wizard. Only that murderer—holding 
  the object of their obsession—may release the ward 
  and open the vault. 
   You may change which wizard is the murderer 
  each time you run the adventure. Select a murderer 
  or roll on the table below. 
   Each wizard has an object representing their 
  devotion. Clues in each encounter establish a 
  wizard’s innocence or guilt, and the encounter notes 
  any changes if that wizard is the murderer. In 
  addition, when the wizards possess characters, they 
  impart additional clues.  
  Determining the Murderer 
  d8 
  Murderer 
  Object 
   Room 
  1 
  Instructor 
  Rabenovich 
  Blue Gown 
  3. Ballroom 
  2 
  The Penticolfax 
  Knife 
  4. Dining Hall 
  3 
  Yannick 
  Iannakof 
  Candlestick 
  5.Summoning 
  Chamber 
  4 
  Magister 
  “Crazy” 
  Krausenatti 
  Lucky Claw 
  6. Laboratory 
  5 
  Robard & Davi  
  Cookbook  
  7. Kitchen 
  6 
  Frederick von 
  Mena 
  Quill Pen 
  8. Library 
  7 
  Kristoff the 
  Younger 
  Figurine 
  9. Gallery 
  8 
  Stefán Ivonnav 
  Rope 
  10. Menagerie 
  Possession 
  The spirits of the wizards are drawn to the vibrant 
  life of the characters. In each scene, a condition 
  triggers when and which character the ghost 
  chooses to possess. The possession is not absolute 
  control, it is a mild influence, creating a fun 
  roleplaying opportunity. The ghost also imparts 
  knowledge and an agenda.  
   One of the characters may find they have the ghost 
  of the murderer! In that case, they are sworn to 
  secrecy. They play along, and when the party has 
  achieved consensus and correctly identified them, 
  they confess and help the party by opening the vault. 
  Troubleshooting 
   They fight a ghost. Use the statistics for a ghost, but add 
  the spells fire bolt, burning hands, magic missile, 
  suggestion, counterspell, and fireball. The ghost has 3 slots 
  at each level, a spell attack of +6, and a spell save of DC 14. 
  The ghost accuses the party of being evil, which may clue 
  
   
   
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  the party in. The ghost immediately ceases combat if the 
  party backs off.  
   The Murderer does not Possess Anyone. If all the 
  characters are possessed by non-murderers, you can do 
  one of two things. The murderer can remain a ghost and 
  still will help the party out of guilt when accused. Or, you 
  could have the ghost displace another imbued spirit, 
  replacing or freeing the first one within the character. 
   A Player Discloses the Murderer. If a player gives away 
  that they are the murderer, roll with it! This can be the 
  character momentarily blurting out the truth. Ask the 
  player to keep any remaining secrets (such as their object 
  of devotion or Burgomaster’s role) and encourage the 
  party to continue exploring.  
   Solved it Too Soon. The party does not need to visit every 
  ghost/room, and it isn’t obligatory for each character to be 
  possessed. But what if they solve the crime very early? 
  Encourage them to explore, as there are more clues to the 
  main plot than just the identity of the murderer. You can 
  always entice them with treasure or the roleplaying 
  opportunities! 
  1. Stairway 
  Black marble stairs descend steeply into the cold darkness. 
  Each step you take echoes loudly, reflecting off of the amber-
  glazed walls. Finally, you reach a small landing. Directly in 
  front of you is a translucent amber door. Adorning the center 
  of the door is a bas-relief amber face, carved in the 
  appearance of a young woman with sharp features. Her eyes 
  are closed. 
  The amber face is a trap crafted long ago by Dr. 
  Keletifold to prevent corrupted wizards from 
  reaching the lost level. A hidden pressure plate in 
  front of the door activates the trap and is noticed 
  with a successful DC 15 Wisdom (Perception) check. 
  A spell that can sense the presence of magic, such as 
  detect magic, reveals an aura of evocation around 
  the face. 
   If a weight (or creature) of more than 50 pounds is 
  placed before the door, the statue seems to awaken. 
  Her eyes are cold blue orbs and a 30-foot cone of 
  cold blasts from her mouth. Each creature on the 
  landing must succeed on a DC 13 Constitution saving 
  throw, taking 22 (4d10) cold damage on a failed 
  save, or half as much damage on a successful one.  
   Wedging an iron spike or other object under the 
  pressure plate prevents the trap from activating, as 
  does a successful DC 13 Dexterity check with a set of 
  thieves’ tools. A successful dispel magic (DC 13) cast 
  on the amber face destroys the trap. 
   
   2. Hallways 
  A network of amber-clad hallways connects the 
  different rooms on this level. The party can explore 
  the rooms of the lost level in any order. Note that 
  due to the amber doors, characters can often look 
  inside the rooms before entering. 
   Whenever the party exits a room, roll a 1d10. On a 
  1, a random encounter takes place. Roll a d4 to 
  determine what the party finds or select an 
  encounter of your choice. If you roll a result seen 
  previously, reroll do not repeat encounters. If the 
  characters manage to avoid a random encounter one 
  is triggered as they open the door to the vault. 
   You may ignore rolling for a random encounter if 
  the party is weak or short on time. 
  Random Hallway Encounter 
  d4 Result 
  Creature 
  1 
  Two wights (former servants) 
  2 
  Three will-o’-wisps (appearing to be 
  floating lights that suddenly vanish before 
  attacking). 
  3 
  Two poltergeists (former apprentices) 
  4 
  A wizard of your choosing (no combat is 
  expected) 
  3. Ballroom 
  When the party looks through the translucent amber 
  door, read: 
  The room beyond is a ballroom, filled with light from 
  chandeliers of glowing amber glass. Mannequins in colorful 
  ball gowns line the walls, each arranged in a dancing pose. 
  The far wall bears a single mannequin, wearing an elaborate 
  ice-blue dress. 
   
  As you watch, a different door into the room opens and a 
  woman swirls into the room, dancing. Her skin is not flesh, 
  however. It is a ghostly blue, her hair an ethereal white. 
  The spirit, Instructor Rabenovich, continues to 
  dance, oblivious to the party. When the party enters, 
  read: 
  The ghostly woman pirouettes on her toes, so as to see you, 
  then continues dancing.   
   
  “We haven’t had students in years,” she calls as she twirls 
  again. “Welcome! Please choose a gown, then come join 
  me.” 
   A door from the ballroom leads to her quarters. 
  Most of the books are devoted to dance and history, 
  but there are a few rambling tomes from which they 
  
   
   
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  can gather information on the three vestiges. You 
  may provide an overview of the vestiges and details 
  of your choice. Her studies increasingly fixate on the 
  Evening Glory’s beauty and elegance.  
   One notebook in her study is full of sketches, most 
  depicting a woman of near-flawless beauty, wearing 
  a gown similar to hers. Love poems are interspersed 
  with the drawings.  
   Another book tracks her dance partners. Dr. 
  Keletifold and Yannick Innakof are mentioned most 
  frequently. She writes that dance helps her forget 
  the horrors above… and within. 
   Gown (Object). A beautiful gown hangs here. The 
  color and style are subconsciously tied to the 
  Evening Glory. 
  Roleplaying Instructor Rabenovich 
  An authoritarian teacher specializing in history, dance, and 
  bardic magic, she is oblivious to the needs of others. 
   
  If Guilty. Her gown was used to strangle the Keeper. A DC 
  12 Intelligence (Investigation) check reveals it has been sewn 
  to repair tears, but in the back a small section is missing (and 
  can be found in the vault). Rabenovich claims one of Kristoff 
  the Younger’s creations attacked her in the hall – a DC 13 
  Wisdom (Insight) check reveals she is lying. The book tracking 
  dance partners shows that a new name, referred to only as 
  “Y.I.” danced with her many times a few months ago. The 
  notebook in her study has a sketch of her with Burgomaster 
  Ivan Randovich. 
  Possession 
  Instructor Rabenovich does her best to encourage a 
  character who has not been touched by a spirit to 
  dance with her. If none do, she asks one to come 
  admire her blue dress and makes contact with them. 
  When she makes contact, she transfers her 
  personality (a form of possession) into the character 
  and then vanishes. Provide the player with 
  Instructor Rabenovich’s Handout A (B if she is 
  the murder). 
  4. Dining Hall 
  When the party looks through the translucent amber 
  door, read: 
  This dark and shadow-filled dining hall resembles a hunting 
  lodge. Mounted on the wood-paneled walls are leering wolf 
  heads of enormous size. Most of the hall seems to see little 
  use, dust and cobwebs covering the furnishings. Someone 
  has cleared the tableware from the far end of the dining 
  table. Stacks of books and notes now occupy that space. 
  This room belongs to the Penticolfax, but she is 
  currently in the Summoning Chamber.  
  Inspecting the books 
  When the party enters, they may examine the books 
  and notes. These are magically warded which a 
  detect magic spell detects and identifies as strong 
  abjuration magic. If touched, several mounted beast 
  heads animate and begin howling and snarling. Eight 
  dire wolves appear in spectral form (using the 
  normal statistics). They vanish when slain and the 
  mounted heads quiet when the last is vanquished. 
  Adjusting the Encounter 
  This encounter is meant to be of hard difficulty. Here are the 
  recommendations for adjusting this combat encounter. 
   Very Weak Party: Remove a dire wolf. 
  The books discuss protective magic. Many of them 
  bear the name of Dr. Keletifold (the Penticolfax was 
  his apprentice). A successful DC 12 Intelligence 
  (Investigation) check reveals one of the books is 
  hollow. Within is a small leather-bound journal 
  bearing the Penticolfax’s name and her notes. Her 
  hurried handwriting expresses reservations about 
  the other wizards and how they may become 
  corrupt and descend into madness. She has 
  proposed they all leave this secret level and find 
  once and for all what changed outside the temple.  
   Recent entries express certainty that Magister 
  “Crazy” Krausenatti poisoned all of them and then 
  murdered Dr. Keletifold. She blames Yannick Innakof 
  for knowing something. She doesn’t believe his claim 
  that the teleportation circles have simply stopped 
  working. The last entry is hurried, exclaiming that 
  her father’s knife has been stolen. She wonders if 
  Krausenatti or Yannick took it. This is the object of 
  the Penticolfax’s obsession. 
  Treasure 
  Dr. Keletifold’s books have a value of 100 gp. 
  5. Summoning Chamber 
  When the party looks through the translucent amber 
  door, read: 
  Shelves packed full of books line the walls and are piled high 
  on a candle-lit desk and small bed. The floor is inscribed with 
  two eight-foot-wide silver arcane circles, which shimmer in 
  the candlelight. Spectral apparitions of a man and a woman 
  stand within the room, arms gesticulating as if in anger. One 
  of them turns to the door, seeing you. The other notices as 
  well. Their ghostly faces show surprise at your arrival. 
  
   
   
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  When the party enters, The Penticolfax and Yannick 
  Innakof warily greet them, immediately asking them 
  who they are and how they came to be here. They 
  were arguing over why the teleportation circles no 
  longer work, and whether the vestiges caused it. The 
  Penticolfax does not trust Yannick at all, which 
  causes him to be very defensive.  
   Shelves. The shelves are filled with research on 
  summoning creatures, teleportation, planes, and 
  fiends.  
   Desk. A journal on his desk contains Yannick’s 
  investigations as to why the teleportation circles no 
  longer work. Divinations have gone unanswered or 
  become corrupted. Is it due to Dr. Keletifold’s wards, 
  the vestiges, or something else? The journal also 
  confesses he has begun to feel love for Instructor 
  Rabenovich. 
   Candlestick (Object). A large silver candlestick on 
  his desk bears his name and a plaque states it was 
  awarded by the Order of the Silver Dragon in 
  recognition of his arcane knowledge. The candlestick 
  rests on a book describing how to use wax for 
  summoning. 
   Bed. Under the mattress is hidden Penticolfax’s 
  bone-handled hunting knife. (If Penticolfax is 
  innocent, Yannick secreted it here because he 
  worried she might use it on him some day. 
  Roleplaying Yannick 
  Scholarly, wordy, but nervous and easily perturbed. Yannick 
  wants answers as to where the temple is now (Barovia, 
  where it has always been) and why the temple came to be 
  here. If the party wishes to help solve the murder, he asks 
  them to be sure to meet with each wizard and ascertain the 
  facts.  
   
  If Yannick is Guilty: The candlestick is dented as if from a 
  blow. Yannick claims it was damaged when he dropped it. He 
  uses it to drip wax onto the summoning circle, creating 
  intricate patterns. 
  Roleplaying Penticolfax 
  Paranoid, accusatory, and rash. Penticolfax doesn’t trust the 
  party, fearing they could be allied with the evil wizards who 
  took over the temple’s upper levels. Penticolfax is all too glad 
  to share her theory on why they became spirits. 
   
  If the Penticolfax is Guilty. The knife is stained with 
  crusted blood. It is hidden under the mattress the Penticolfax 
  planted it here. 
  Possession 
  The wizards don’t attack, but do not easily trust the 
  party. They can exchange information and agree to 
  allow the characters to investigate what took place. 
  When they agree to this, they each reach out to a 
  character not possessed by another spirit. Provide 
  the character imbued with Penticolfax’s spirit 
  Penticolfax Handout A (B if she is the murder). 
  Provide the character imbued with Yannick’s spirit 
  Yannick Handout A (B if he is the murder) 
  6. Laboratory 
  When the party looks through the translucent amber 
  door, read: 
  Beyond the translucent amber door, you see a laboratory, its 
  desks and shelves neatly containing alchemical devices and 
  chemical components. Eerily, a glass vial floats off of the 
  table. It tips a dark liquid into a second vial filled with white 
  granules. The contents boil briefly, becoming a swirling dark 
  purple liquid. The empty vial descends onto the table and is 
  still. 
  Magister “Crazy” Krausenatti, who is invisible, 
  observes the behavior of any characters she sees. 
   Magister Krausenatti was given the nickname 
  “Crazy” long ago, for her dangerous alchemical 
  experiments. She earned it all over again when she 
  decided that the best way to prevent the vestiges 
  from escaping was to poison all of the wizards, 
  including herself. However, the Evening Glory’s 
  magic caused all of the wizards to rise as undead. 
  Though several wizards would like to see her 
  destroyed, others believe the vestiges guided her 
  hand. 
   Claw Necklace (Object). The focus of 
  Krausenatti’s obsession is a horned devil’s claw she 
  wears around her neck. She uses it in many of her 
  recipes.  
   Laboratory Desk Journal. Krausenatti’s journal 
  includes many alchemical recipes, but also contains 
  her musings after the lost level was sealed off. She 
  doubts whether the wizards can withstand the 
  vestiges and fears they will free themselves. She 
  writes the ingredients for a poison which, added to 
  their food, could kill all of them. The next page reads, 
  “How foolish of me to believe that death would free 
  us from the Evening Glory’s grasp!” She remarks that 
  Dr. Keletifold’s form is slightly different, perhaps due 
  to his greater skill with magic.  
  Roleplaying Krausenatti 
  Energetic and brilliant, she is obsessed with the study of 
  alchemy and believes many secrets can be unlocked by using 
  fiendish components. 
   
  If Krausenatti is Guilty. The claw she wears around her 
  neck is still coated in blood.  
  Peter Fitzpatrick (order #9139656)
  
   
   
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  Possession 
  If they seem particularly trustworthy, she reveals 
  herself and speaks to them, sharing her knowledge 
  and confessing her deeds. At an opportune moment 
  she transfers herself into the character she finds 
  least likely to take bold and honorable action, so as 
  to bend their will to her cause.   
   Otherwise, she knocks over some containers to 
  distract the party and invisibly touches and 
  possesses the least honorable / bold character.  
  As she does so, read: 
  Fading into view is a heavy-set woman in wizard’s robes. She 
  is very comely, but her skin is unnaturally pale. When she 
  moves in front of a burning brazier, you can see the shelves 
  behind her, revealing her undeath. A strange black claw 
  hangs from a necklace she wears. 
  She vanishes after possessing a character and that 
  character now wears her claw necklace. Provide the 
  character imbued with her spirit Krausenatti 
  Handout A (B if she is the murder). 
  Treasure 
  The strange alchemical ingredients are worth 150 gp 
  to the right buyer. The journal is worth 200 gp due 
  to the alchemical and poison recipes. 
  7. Kitchen 
  When the party attempts to look through the 
  translucent amber door, read or paraphrase: 
  Something dark, perhaps ash or soot, coats the other side of 
  this normally translucent door. You smell something burning. 
  If the party listens at the door, they hear something 
  like a bubbling noise and what sounds like an 
  argument between two men.  
   When the party enters, read: 
  Thick black smoke emerges from a bubbling cauldron. Racks 
  of pots, pans, and many supplies – though some of them 
  seem ancient – mark this as a kitchen.  
   
  Two ghostly men stand on opposite sides of the cauldron, 
  furiously shouting. 
  The two ghosts ignore the party at first, continuing 
  their argument over which one of them burnt the 
  soup. Moments later they make up and apologize. 
  After hugs, they finally notice the party. 
   Kitchen Stores. The shelves are either empty or 
  contain ancient remnants of food. Robard and Daví 
  use spells to create food. They do not need to eat, but 
  enjoy the diversion.  
   Cookbook (Object). Robard and Daví obsess over 
  this heavy metal-bound cookbook. See Treasure. 
  Roleplaying Robard and Daví 
  Known as the “wise brothers,” Robard Wieseknoff and Daví 
  Wessknoft are not actually brothers. One moment they 
  scream at each other as if mortal enemies, the next they 
  could not love each other more.  
   
  If Guilty: The cookbook’s metal spine is dented from the 
  blow that killed Dr. Keletifold. Poems have been written in 
  the margins, often concerning a lady in blue of great beauty. 
  Possession 
  Robard and Daví invite the characters to try the soup 
  and provide critique. The first character to try the 
  soup who has not been possessed is inhabited by 
  both of their spirits. If no character will try the soup, 
  they find an opportunity to physically touch and 
  imbue a character who has proficiency in cooking 
  tools or who is charismatic. Once they have imbued a 
  character, the ghosts remain as faint spirits, unable 
  to physically interact with anything around them. 
  Provide a possessed player with Robard and Daví 
  Handout A (B if they are the murders). 
  Treasure 
  In addition to recipes, the cookbook contains 
  alchemical formulas and two pages are actually two 
  scrolls: protection from plants and protection from 
  poison. The cookbook is worth 100 gp. 
  8. Library 
  When the party looks through the translucent amber 
  door, read: 
  Bookshelves line every inch of every wall in this shadowy 
  rectangular library. Seated at one of the small tome-strewn 
  tables is a spectral figure, busily writing in an open book by 
  flickering candlelight. 
  The party can win his trust by mentioning that they 
  seek to solve the murder. He then shares any 
  information you wish regarding the other wizards, 
  the history of how the lost level was closed off and 
  slowly became corrupted, and how their weaknesses 
  (obsessions) could have caused them to murder Dr. 
  Keletifold. If innocent, he has no knowledge of the 
  Burgomaster or why Keletifold was murdered. 
  
   
   
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   Long Quill Pen (Object). Mentz’s quill is unusual, 
  made of a magically hardened ebon wood and 
  ending in a long silver feather. He refuses to let 
  anyone inspect it or use it (except a character he 
  possesses).  
  Roleplaying Frederick von Mena 
  A paranoid lore seeker, Frederick von Mena is writing yet 
  another page analyzing the other wizards and who might 
  have murdered Dr. Keletifold. When the party enters he 
  assumes they are illusions or conjurations created by another 
  wizard. He begins to take notes about them, using his quill. 
   
  If Guilty. If he is guilty, he stabbed Dr. Keletifold with his 
  quill. Some of the feathers are damaged and he is clearly 
  nervous if asked about the damage. 
  Possession 
  Once he trusts the party, he chooses a character (a 
  spellcaster or investigative type) who has not been 
  possessed and gives them his journal and quill. 
  When they take it, Frederick fades away and the 
  player receives Frederick Handout A (B if he is the 
  murder). 
  9. Gallery 
  When the party looks through the translucent amber 
  door, read: 
  This gallery contains a variety of portraits, diplomas, and art 
  objects. A display rack contains hundreds of painted 
  figurines. Several sofas and cushioned chairs are positioned 
  throughout the room.  
   
  A candle illuminates a small desk, upon which are several 
  figurines, brushes, and paints. No one seems to occupy the 
  room. 
  These metal and wood figurines have been expertly 
  painted. They represent all manner of monsters and 
  heroes. On the desk is a book under several figurines 
  in the process of being painted. One is complete and 
  animates when any of the figurines or the journal 
  are touched. It becomes a full-size young remorhaz, 
  causing furniture to scatter and topple as it grows.  
  Kristoff the Younger is currently walking the halls. 
  When the combat ends, the room’s magic repairs any 
  damage and the monster once again becomes a 
  figurine. Only a few chunks of melting ice (from the 
  remorhaz) remain. A few seconds later, Kristoff the 
  Younger arrives.  
   Portraits and Diplomas. Each of the wizards has 
  a portrait here. Someone has slashed the canvas of 
  Dr. Keletifold’s painting. Wizardly diplomas and 
  decorations name the wizards and their 
  accomplishments.  
   Journal. This catalogues his figurine collection. 
  See Treasure. 
   Remorhaz Figurine (Object). The now non-
  magical figurine is one of his favorites.  
  Roleplaying Kristoff the Younger 
  Kind and forgiving, the spectral young man is one of the 
  reasons the wizards have not completely destroyed each 
  other. He accepts any reasonable explanation from the 
  characters and seeks to help them as best he can.  
   
  If Guilty: The figurine was used to kill Dr. Keletifold, leaving 
  clues at the scene of the crime. Kristoff the Younger’s 
  kindness is false.  
  Possession 
  The wizard gifts each character with a non-magical 
  figurine of their choice. Due to his vast collection, 
  they may choose any monster and he happens to 
  have it. He chooses one character, a bard or artisan 
  preferably, and possesses them when they accept 
  the figurine. The player receives Kristoff Handout A 
  (B if he is the murder). 
  Treasure 
  The journal and the miniatures can be sold for 270 
  gp. 
  10. Menagerie  
  When the party looks through the translucent amber 
  door, read: 
  Though shelves and a desk are present in this room, almost 
  every available space is covered in creatures preserved 
  through taxidermy, from mundane animals to magical beasts. 
  Claws, horns, tails, and other body parts are displayed on 
  stands, hang from ropes and chains, and are draped over the 
  furniture.  
   
  A ghostly Caliban in spectral hunter’s garb sizes you up 
  from within the room. He holds a wand in one hand and a 
  coiled rope in the other. 
  Stefán Ivannov allows them to enter, though he 
  keeps a wary eye on them and always seems about 
  to attack. Once he believes they are investigating the 
  murder, he shares the letter fragment. 
   Letter Fragment. Stefán heard a noise late at 
  night a few months ago. As he approached the vault 
  he heard someone run off. He pursued but did not 
  catch them. However, he did find a scrap of 
  parchment. This fragment is a letter to someone 
  named Marilena (characters who played DDAL04-09 
  
   
   
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  The Tempter should recognize the name as that of 
  Lady Marilena Fidatov). It claimed that she would 
  soon regret spurning his offer of marriage. 
  “Her wealth and family shall not be able to protect 
  her. He shall allow her a short time to recant her 
  refusal, but none survive thwarting me.” 
  The letter is unsigned. However, when characters 
  solve the murder they could ask the character 
  possessed by the murdering spirit about the letter 
  and learn that the author was the Burgomaster. 
   Rope (Object). His prized possession, he has used 
  it many times to capture creatures.  
  Roleplaying Stefán Ivannov 
  Though seemingly wild and unrefined, the Caliban ranger-
  mage is talented and intelligent. Fascinated with beasts and 
  monsters, he is particularly interested in lycanthropes. 
  Several books in his collection collect rumors regarding their 
  ancient civilizations and evil practices. Stefán is eager to tell 
  many tales of hunting down fearsome creatures to study and 
  display. He uses his magic to freeze them in place and ties 
  them securely with his special rope, woven from hag’s hair. 
   
  If Guilty. Stefán used his wand of binding to hold Dr. 
  Keletifold motionless and then his rope to strangle him. 
  Stefán took a lock of hair from Dr. Keletifold, found in a desk 
  drawer.   
  Caliban 
  Caliban are twisted humans that were exposed to curses 
  while still in the womb. The birth of a Caliban is typically 
  viewed as an ill-portent; the presence of a witch or hag, or 
  some other evil supernatural force. They are seen as brutish 
  and savage; they are spurned by society and usually live their 
  lives in solitude. 
   
  Calibans are misshapen humanoids and while no two of 
  them look exactly alike, they usually have features such as 
  rough skin, coarse hair, tusk-like teeth, etc. 
  Possession 
  Stefán chooses a ranger, druid, or strong combatant 
  to possess. He asks the character to bring him a 
  panther skull from a shelf. When the character 
  touches it, Stefán states that it was his very first kill. 
  He then vanishes and, through the skull, possesses 
  the character. The wizard drops his wand of binding 
  and rope when he vanishes. The player receives 
  Stefán Handout A (B if he is the murder). 
  Treasure 
  The characters find a wand of binding clutched in the 
  hand of a stuffed satyr. 
  11. The Breached Vault 
  When the party looks through the translucent amber 
  door, read: 
  This amber door glows with energy. A pale blue rune of a 
  rose is inscribed upon the door. The chamber within has 
  three alcoves, each bearing an amber sarcophagus. One of 
  them has been breached. Fragments of amber are spread 
  throughout the room. Each of the sarcophagus bears a 
  different sigil. The sigil of the breached sarcophagus is that of 
  an empty heart. 
   
  Lying on the floor just inside this room is a desiccated body 
  in wizard’s robes. 
  The door cannot be opened by any means except 
  solving the crime (see below). The body is that of Dr. 
  Keletifold, who was a corporeal undead rather than 
  a spirit. Dr. Keletifold was tricked into trusting, even 
  loving, his killer. 
   Even from outside the door, the party may notice 
  some clues. Clues regarding the form of death can be 
  discerned with a successful DC 13 Wisdom 
  (Medicine) or Intelligence (Investigation) check. The 
  results depend on the who the murderer is: 
   Rabenovich or Stefán. The victim’s hands are up 
  near the neck, and the collar of his robe is torn. 
  Impressions suggest he was strangled. 
   Rabenovich. A successful DC 15 Wisdom 
  (Perception) check reveals a bit of blue cloth 
  jutting out from beneath an amber fragment. 
   Penticolfax, Krausenatti, or Francois. The robes 
  are slashed and punctured, as if something sharp 
  was used to kill min. 
   Yannick or Robard and Daví. Dr. Keletifold’s head 
  was bashed with something blunt and hard. 
   Yannick. A successful DC 15 Wisdom (Perception) 
  check reveals bits of wax on the ground (from the 
  candle). 
   Kristoff the Younger. Burn marks and piercing 
  wounds. A successful DC 15 Wisdom (Perception) 
  check reveals small pools of water on the floor. 
  Troubleshooting 
  The vestiges within the vault normally do not contact the 
  party until they enter. However, if the party is having trouble 
  with solving the murder, a vestige of your choice can offer to 
  provide a clue as a gift. The vestige’s gift still conveys the 
  same transformation (see the sidebar).  
  Entering the Vault 
  To enter the vault, the party must come to consensus 
  as to the murderer and murder weapon. If they are 
  
   
   
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  DDEX4-10 The Artifact    
   
   
  19 
  correct, instruct the player who is imbued with the 
  spirit that they may roleplay a confession of their 
  choice, including sharing the Knowledge section of 
  their handout.  
  Once they have confessed, read the following. 
  The confession seems to be too much for the spirit within 
  [character name]! The spirit’s essence emerges from the 
  body, shrieking in pain and sorrow as it rises upwards and 
  fades into the ceiling above. 
   
  You hear a rumble, and the amber door to the vault slowly 
  opens. 
  The spirit then flies out of the character’s mouth, 
  rising through the ceiling and out of sight. The vault 
  door then opens.  
  The party may now explore 
  the vault, which contains two sealed sarcophagi and 
  one open sarcophagi. 
   West Sarcophagi. The vestige within offers the 
  gift of prophecy. A character who chooses this gift 
  now finds they can detect an ambush (canceling 
  surprise for themselves) or a trap (the trap misses 
  them or has otherwise has no effect upon them). 
  This power may be used twice before it vanishes. 
  Upon receiving this gift, a character’s eyes become 
  black pupil-less orbs. They gain the flaw: “I refuse to 
  hide from my foes.” 
   East Sarcophagi. The vestige within offers the gift 
  of truth. A character who chooses this gift learns 
  they can discern unerringly whether someone is 
  telling them the truth. They may use this gift three 
  times before it fades. Upon receiving this gift, the 
  character’s voice becomes louder. The can never 
  whisper.  
   Breached (South) Sarcophagi. Something caused 
  the amber to shatter. The amber was ejected 
  outward, pieces now scattered throughout the room. 
  Unbeknownst to the characters, this was the 
  sarcophagi that contained the vestige of the Evening 
  Glory. 
   The Artifact. A small silver locket (see Treasure, 
  below) can be found under a chunk of amber. The 
  locket is engraved with a heart surrounded by roses. 
  Upon further inspection, it is nonmagical and, to be 
  honest, not very interesting at all. It’s made of silver 
  that has long ago gone to tarnish. And, while it has a 
  hinge, it can’t be opened. No amount of force or 
  spellwork can reveal what, if anything, is inside. 
  Amber Sarcophagi 
  An amber sarcophagus looks like a rough block of solid amber 
  8 feet tall, 5 feet wide, and 5 feet thick. Trapped inside the 
  block is a sliver or wisp of utter darkness no more than a few 
  inches long. The darkness is the vestige of a dead and hateful 
  god – a shard of pure evil with shreds of sentience and 
  awareness. The vestige can’t be harmed or controlled, and it 
  is immune to all conditions.  
   
  An amber sarcophagus has AC 6, 80 hit points, and 
  immunity to poison and psychic damage. Destroying one 
  causes the vestige trapped within to disappear, leaving no 
  trace.  
   
  A creature that touches the amber sarcophagus forms a 
  telepathic link with the vestige inside. The vestige offers the 
  creature a dark gift. The creature must willingly accept the 
  gift to gain its benefits. A dark gift is described to the 
  creature in general terms; its precise game effect isn’t 
  revealed until the creature accepts the gift. Once a creature 
  receives a dark gift, they may never receive the same gift 
  again.  
   
  The instant a dark gift is received, the creature receiving it 
  undergoes a transformation, gaining a sinister physical trait 
  or flaw, or one of each. Unless the text states otherwise, a 
  trait or flaw that accompanies the gift can’t be removed by 
  anything short of a wish spell or divine intervention.  
   
  Note: The dark gifts in this adventure do not change the 
  receiving creature’s alignment. 
  Development 
  The spirits within the characters can share the 
  following, once they investigate the scene. Each 
  entry indicates who knows the aforementioned 
  information: 
   Normally, a vestige seeks to influence others, but it 
  cannot leave. Something very powerful was used 
  to draw the Evening Glory from her sarcophagus. 
  (All) 
   They implore the heroes to find whoever merged 
  with the Evening Glory and capture her once 
  more. (All) 
   They can share any information on the Evening 
  Glory that the characters may not have already 
  learned. (All) 
   They agree to free the characters of their 
  influence. Though a character may choose to 
  retain the spirit, they may use the locket to draw 
  them out. This can either destroy the spirit or 
  allow it to be free to roam. Each character should 
  note this decision on their logsheet. (All) 
   If the locket is found, they confirm that it was used 
  to extract the Evening Glory, but this also make it 
  powerful against her in the future. (Rabenovich, 
  von Mena, Yannick) 
   The vestige is a tiny sliver and could not have 
  lasted long in that form. Someone must have taken 
  the vestige within them and will be dangerously 
  powerful. (Robard/Daví, Stefán, Kristoff) 
  
   
   
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  Evening Glory 
  The Evening Glory was a deity of the love that becomes 
  eternal through undeath. To her, love is all that matters in life 
  and no cost is too great for love. Her call entices those 
  seeking immortality, suffering from unrequited love, or 
  obsessively devoted to someone or something.  
   
  Sacred texts describe her physical appearance as that of a 
  flawless beautiful woman, preserved in ice-white flesh with 
  platinum hair. The cold of undeath radiates from her, though 
  it strangely enhances her unearthly beauty. The palms of her 
  hands are pierced by a heart-shaped oddly-alluring hole. Her 
  holy symbol is an open hand, pierced through the palm with 
  a heart-shaped hole, sometimes depicted surrounded by icy 
  flowers.  
   
  The Evening Glory’s essence was trapped by the wizards of 
  the Amber Temple and entombed in an amber sarcophagus. 
  Her presence in the Demiplane of Dread has shifter her 
  alignment further to darkness, including a portfolio of 
  undying obsession. This essence has corrupted the spirits 
  found in the lost level of the Amber Temple. 
   
  The Evening Glory’s vestige was freed by the master of 
  Burgomaster Ivan Randovich. Her freedom was made 
  possible by his winning the heart of one of the wizards 
  previously sworn to keeping the vestiges captive.    
   
  The Evening Glory is described in the 3rd Edition book 
  Libris Mortis. 
  Possession Ain’t All That Bad 
  In the event that a character chooses to continue to 
  play host to the possessing spirit, the ghost is quite 
  pleased; it has been a long, long time since they’ve 
  been able to leave the temple and leap at the 
  opportunity to do so once more. 
   Characters that make this decision gain the Is That 
  a Dead Wizard in Your Pocket? story award. This 
  story award may be removed at any time by 
  expelling the spirit within. 
  Treasure 
  The characters find a driftglobe set into an iron 
  sconce (this item does not count against a 
  character’s permanent magic item total). They also 
  recover the locket from the breached vault. It can’t 
  be sold, so the characters may wish to keep it. The 
  characters should make an entry on their Adventure 
  Logsheet that they possess the locket, as it may 
  become relevant in future adventures. 
   Additionally, before the characters leave, the 
  wizards conjure a spellbook consisting of a number 
  of razor-thin sheets of amber bound with iron rings. 
  They tell the characters to choose one among them 
  to receive the spellbook. Upon examination, the 
  characters notice that the spellbook is blank. Once 
  the recipient has been chosen, the wizards ask the 
  character what spells they wish to have engraved 
  onto the spellbook’s pages. 
   All of the spells must be of the same school, 
  decided once the first spell has been chosen. From 
  the wizard spell list, the character receiving the 
  spellbook chooses a number of spells from each 
  level. The character can choose from any legal 
  resource, regardless of Story Origin. Once chosen, 
  the spell is magically etched into the surface of the 
  spellbook’s “pages”. The spells must be chosen now, 
  any unfilled pages crumble to dust: 
   1st level. Up to three spells 
   2nd level. Up to three spells 
   3rd level. Up to two spells 
   4th level. One spell 
   5th level. One spell 
  XP Award 
  If the characters discover who murdered Dr. 
  Keletifold, award each character 1,000 XP. 
  
   
   
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  Part 3. Leaving the Temple 
  As the characters exit the Amber Temple, the lost 
  level collapses from an earthquake (caused by a 
  wizard such as Krausenatti, or by the Barovian 
  powers themselves). Read the following: 
  You climb the ice steps out of the Amber Temple. You hear a 
  low rumbling behind you, and the ground heaves and shakes 
  from an earthquake. When the ground finally stills, the 
  Amber Temple still stands. Something tells you the lost level 
  is no more. 
   
  Coming to greet you is Ivan Randovich. The Burgomaster 
  eyes you warily. “What news? Did you find the artifact?” 
  The Burgomaster expects a fight. If given a chance, 
  he shares some of the following: 
   He boasts of his accomplishments in the Amber 
  Temple. 
   He says the characters sealed their own doom 
  with their success. They were too good and now 
  have to die.  
   Ivan shares that Marilena (encountered in the 
  previous adventure) was his lover when they were 
  younger and she too had to die for rejecting him. 
   He is the Third Obsession, responsible for 
  oppressing and starving his villagers in Orașnou. 
   Manipulating the characters has been fun, but now 
  they must die. 
  Just before rolling initiative, read: 
  As you move forward to battle the Burgomaster and his 
  bodyguards, a shadowy incorporeal form rises from the 
  ground. Its voice is that of the wizard who murdered Dr. 
  Keletifold. “You have returned to me, Ivan! I will aid you once 
  more.” 
  Tactics 
  The Burgomaster and his two bodyguards 
  (knights) rush headlong into battle; they focus on 
  warriors and stronger characters while the wizard’s 
  spirit (a spectre) harasses ranged characters. If the 
  Burgomaster is defeated, his bodyguards flee, or 
  surrender if escape is impossible. 
  Adjusting the Encounter 
  This encounter is meant to be of hard difficulty. Here are the 
  recommendations for adjusting this combat encounter. 
   Very Weak Party: Remove a knight and the specter. 
   Weak Party: Remove a knight.  
   Strong Party: Add a knight. 
   Very Strong Party: Replace the specter with a wraith. 
  Treasure 
  The Burgomaster wears a set of jeweled gloves 
  worth 70 gp and has gold and gems on him worth an 
  additional 1,000 gp.  
   The knights have gold and jewelry totaling 500 gp 
  Conclusion 
  If the party is victorious, they have struck a 
  tremendous blow against his master. The defeat of 
  her Third Obsession changes the balance of power in 
  Orașnou and the region.  
   If the characters inspect Ivan, they find the image 
  of an empty heart tattooed upon his chest. 
   Upon returning to Orașnou, the villagers are 
  frightened to consider life without the guidance that 
  the Burgomaster provided. He was a cruel, greedy 
  man, but he always ensured that the village was as 
  safe as it could be. Now what? 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDEX4-10 The Artifact    
  22 
  Rewards 
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
  XP per Foe 
  Ogre Zombie 
  450 
  Beholder Zombie  
  1,800 
  Dire Wolf 
  200 
  Poltergeist 
  450 
  Will-o’-Wisp 
  450 
  Wight 
   
  700 
  Ghost 
   
  1,100 
  Young Remorhaz  
  1,800 
  Specter  
  200 
  Knight  
  700 
  Wraith  
  1,800 
  Burgomaster Ivan Randovich 
  2,300 
  Non-Combat Awards 
  Task or Accomplishment 
  XP per Character 
  Discovering the Lost Level 
  250 
  Identify the Murderer 
  1,000 
   The minimum total award for each character 
  participating in this adventure is 3,000 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 4,000 experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever 
  possible. Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
   Permanent magic items are divided according to 
  a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
  GP value 
  Dr. Keletifold’s books 
  100 
  Alchemical Ingredients 
  150 
  Journal  
  200 
  Cookbook 
  100 
  Journal & miniatures 
  270 
  Jeweled gloves 
   
  70 
  Burgomasters purse 
  1,000 
  From Burgomasters guards 
  500 
  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.
  Wand of Binding 
  Wand, rare, (requires attunement by a spellcaster), 
  This wand it made of a piece of amber carved to look 
  like strands of rope entwined around a skeletal hand 
  with the index finger outstretched. The owner’s 
  dreams are plagued by nightmares of being buried 
  alive and leaving important things left unfinished. A 
  description of this item can be found in Player 
  Handout 4. 
  Driftglobe 
  Wondrous Item, uncommon 
  A description of this item can be found in the 
  Dungeon Master’s Guide.  
  Scroll of Protection from Poison 
  Scroll, rare 
  A description of this item can be found in the 
  Dungeon Master’s Guide.  
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  DDEX4-10 The Artifact    
   
   
  23 
  Scroll of Protection from Plants 
  Scroll, rare 
  A description of this item can be found in the 
  Dungeon Master’s Guide.  
  Downtime 
  Each character receives ten downtime days at the 
  conclusion of this adventure. 
  Story Award 
  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. 
   
  Is That a Dead Wizard in Your Pocket? You are 
  playing host to the spirit of a long dead—and rather 
  eccentric—ghost. While the ghost does not control 
  you, you pick up some of its characteristics. As long 
  as you have this story award, you gain a personality 
  trait, ideal, bond, or flaw of your choice that reflects 
  the ghost’s subtle influence on your personality. You 
  may remove this story award at any time by 
  informing the ghost that he or she is no longer 
  welcome (politely or otherwise). 
  DM Rewards 
  You receive 1,000 XP, 500 gp, and ten downtime 
  days for running this session.  
   
   
  
   
   
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  DDEX4-10 The Artifact    
   
   
  24 
  Appendix: Important NPCs  
  The following NPCs are featured prominently in this 
  adventure. 
   
   Ivan Randovich (EYE-vun RAN-doe-vich). The 
  Burgomaster of the village of Orasnou. Through 
  heavy taxation and the high prices of goods he alone 
  provides, he has grown fat, vain and rich on the 
  backs of those he has subjugated. 
   Instructor Rabenovich (ruh-BEN-oh-vich). An 
  authoritarian teacher specializing in history, dance, 
  and bardic magic, she is oblivious to the needs of 
  others. 
   Yanick Innakof (YAWN-ick INN-uh-koff). Wordy, 
  scholarly, but nervous and easily perturbed. Yannick 
  wants answers as to where the temple is now 
  (Barovia, where it has always been) and why the 
  temple came to be here.  
   The Penticolfax (PENN-tuh-KOLE-fax). Paranoid, 
  accusatory, and rash. Penticolfax doesn’t trust the 
  party, fearing they could be allied with the evil 
  wizards who took over the temple’s upper levels.  
   Magister “Crazy” Krausenatti (KRAU-sin-ett-ee). 
  Energetic and brilliant, she is obsessed with the 
  study of alchemy and believes many secrets can be 
  unlocked by using fiendish components.  
   Robard and Daví (ROE-bard and DAH-vee). 
  Known as the “wise brothers,” Robard and Daví are 
  not actually brothers. One moment they scream at 
  each other as if mortal enemies, the next they could 
  not love each other more. 
   Frederick von Mena (MAY-nuh). Scheming and 
  brilliant, but wholly paranoid and convinced 
  everyone is conspiring against him. 
   Kristoff the Younger. Kind and forgiving, the 
  spectral Monsieur is one of the reasons the wizards 
  have not completely destroyed each other. He 
  accepts any reasonable explanation from the 
  characters and seeks to help them as best he can.  
   Stefán Ivannov (EYE-van-off). Though seemingly 
  wild and unrefined, the Caliban ranger-mage is 
  talented and intelligent. Fascinated with beasts and 
  monsters, he is particularly interested in 
  lycanthropes. Several books in his collection collect 
  rumors regarding their ancient civilizations and evil 
  practices. Stefán is eager to tell many tales of 
  hunting down fearsome creatures to study and 
  display. He uses his magic to freeze them in place 
  and ties them securely with his special rope, woven 
  from hag’s hair. 
   
   
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  DDEX4-10 The Artifact    
   
   
  25 
  Appendix: NPC / Monster 
  Statistics  
   
  Arcanaloth 
  Medium fiend (yugoloth), neutral evil 
  Amor Class 17 (natural armor) 
  Hit Points 104 (16d8 + 32) 
  Speed 30 ft., fly 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 
  19 (+4) 
  12 (+1) 10 (+0) 
  15 (+2) 
   
  Saving Throws Dex +5, Int +9, Wis +7, Cha +7 
  Skills Arcana +13, Deception +9, Insight +9, Perception 
  +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities acid, poison 
  Condition Immunities charmed, poisoned 
  Senses truesight 120 ft., passive Perception 17 
  Languages all, telepathy 60 ft. 
  Challenge 12 (8,400 XP) 
  Innate Spellcasting. The arcanaloth's innate 
  spellcasting ability is Charisma (spell save DC 15). The 
  arcanaloth can innately cast the following spells, 
  requiring no material components. 
   
  At will: alter self, darkness, heat metal, invisibility (self 
  only), magic missile 
  Magic Resistance. The arcanaloth has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The arcanaloth's weapon attacks are 
  magical. 
  Spellcasting. The arcanaloth is a 16th level spellcaster. 
  His spellcasting ability is Intelligence (spell save DC 17, 
  +9 to hit with spell attacks). The arcanaloth has the 
  following wizard spells prepared: 
   
  Cantrips (at will): fire bolt, mage hand, minor illusion, 
  prestidigitation 
  1st level (4 slots): detect magic, identify, shield, 
  Tenser's floating disk 
  2nd level (3 slots): detect thoughts, mirror image, 
  phantasmal force, suggestion 
  3rd level (3 slots): counterspell, fear, fireball 
  4th level (3 slots): banishment, greater invisibility 
  5th level (3 slots): contact other plane, hold monster 
  6th level (1 slot): chain lightning 
  7th level (1 slot): finger of death 
  8th level (1 slot): mind blank 
  Actions 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. The target 
  must make a DC 14 Constitution saving throw, taking 
  10 (3d6) poison damage on a failed save, or half as 
  much on a successful one. 
  Teleport. The arcanaloth magically teleports, along 
  with any equipment it is wearing or carrying, up to 60 
  feet to an unoccupied space it can see. 
   
  Beholder Zombie 
  Large undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 93 (11d10+33) 
  Speed 0 ft., fly 20 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  8 (-1) 
  5 (-3) 
   
  Saving Throws Wis +2 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9  
  Languages understands Deep Speech and 
  Undercommon but can’t speak 
  Challenge 5 (1,800 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5+the damage taken, unless the damage is 
  radiant or from a critical hit. On a success, the zombie 
  drops to 1 hit point instead. 
  Actions                      
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) piercing damage. 
  Eye Ray. The zombie uses a random magical eye ray, 
  choosing a target that it can see within 60 feet of it 
  1. Paralyzing Ray. The targeted creature must succeed 
  on a DC 14 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 a 
  success 
  2. Fear Ray. The targeted creature must succeed on a 
  DC 14 Wisdom saving throw or be frightened for 1 
  minute. The target can repeat the saving throw at the 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  DDEX4-10 The Artifact    
   
   
  26 
  end of each of its turns, ending the effect on itself on a 
  success.  
  3. Enervation Ray. The targeted creature must make a 
  DC 14 Constitution saving throw, taking 36 (8d8) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  4. Disintegration Ray. If the target is a creature, it must 
  succeed on a DC 14 Dexterity saving throw or take 45 
  (10d8) force damage. If this damage reduces the 
  creature to 0 hit points, its body becomes a pile of fine 
  gray dust. 
   If the target is a Large or smaller nonmagical object 
  or creation of magical force, it is disintegrated without 
  a saving throw. If the target is a Huge or larger 
  nonmagical object or creation of magical force, this ray 
  disintegrates a 10-foot cube of it. 
   
  Burgomaster Ivan Randovich 
  Medium humanoid (any race), neutral evil 
  Armor Class 15 (studded leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  16 (+3) 
  14 (+2) 
  14 (+2) 11 (+0) 
  14 (+2) 
   
  Saving Throws Str +4, Dex +5, Wis +2 
  Skills Athletics +4, Deception +4 
  Senses blindsight 60 ft., darkvision, passive Perception 
  10 
  Languages Common, Vistani 
  Challenge 6 (2,300 XP) 
  Covetous Quickness. The Burgomaster has advantage 
  on Initiative checks. 
  Darkness Breeds Darkness. The Burgomaster and any 
  of his allies that can see or hear him have advantage on 
  ability checks and attack rolls against characters with 
  the Touched by the Mists story award. Similarly, such 
  characters have disadvantage on any saving throw 
  made against the Burgomaster or his allies within 60 
  feet of him. 
  Legendary Resistance (3/day). If the Burgomaster fails 
  a saving throw, he succeeds instead. 
  Sneak Attack (1/Turn). The Burgomaster deals an extra 
  7 (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the Burgomaster 
  that isn't incapacitated and the Burgomaster doesn't 
  have disadvantage on the attack roll. If the target has 
  the Touched by the Mists story award, the attack deals 
  an additional 3 (1d6) damage for each dark gift the 
  target possesses (maximum 4d6 additional damage). 
  Actions 
  Multiattack. The Burgomaster makes two attacks. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 
  3) piercing damage and 3 (1d6) poison damage. If 
  thrown, the dagger returns to the Burgomaster’s hand. 
  Reactions 
  Sorry About That! If the Burgomaster is attacked and is 
  within 5 feet of an ally, he switches place with the ally. 
  The ally becomes the target of the attack. The 
  Burgomaster must be able to see his attacker  
  Legendary Actions 
  The Burgomaster can take 3 legendary actions, 
  choosing from the options below. Only one legendary 
  action option can be used at a time, and only at the 
  end of another creature's turn. The Burgomaster 
  regains spent legendary actions at the start of her turn. 
  The Burgomaster can’t use the same legendary action 
  twice in consecutive rounds. 
   Breath of Malice. The Burgomaster breathes a 15-
  foot cone of poisonous gas. Creatures who enter or 
  start their turn in the cloud must succeed on a DC 13 
  Constitution saving throw or take 14 (4d6) poison 
  damage and become poisoned for 1 hour. A 
  poisoned target can repeat the saving throw at the 
  end of each of its turns, ending the poisoned 
  condition on itself on a success. 
   Poisoned Dagger. The Burgomaster makes a dagger 
  attack against two different targets. 
   Not This Time! (Costs 2 actions). The Burgomaster 
  teleports 60 feet and makes a dagger attack. At both 
  his departure and arrival location, he leaves a 10-
  foot radius cloud of dense smoke that heavily 
  obscures the area. 
   Obsessive Redemption (Costs 3 actions). The 
  Burgomaster regains 33 (5d8 + 10) hit points. 
   
  Dire Wolf 
  Large beast, unaligned  
  Armor Class 14 (natural armor) 
  Hit Points 37 (5d10 + 10) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  DDEX4-10 The Artifact    
   
   
  27 
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (−4) 
  12 (+1) 
  7 (−2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages — 
  Challenge 1 (200 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone. 
   
  Flameskull 
  Tiny undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d4 + 18) 
  Speed 0 ft., fly 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 10 (+0) 
  11 (+0) 
   
  Skills Arcana +5, Perception +2 
  Damage Resistances lightning, necrotic, piercing 
  Damage Immunities cold, fire, poison 
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned 
  Senses darkvision 60 ft., passive perception 12 
  Languages Common 
  Challenge 4 (1,100 XP) 
  Illumination. The flameskull sheds either dim light in a 
  15-foot radius, or bright light in a 15 radius and dim 
  light for an additional 15 feet. It can switch between 
  the options as an action. 
  Magic Resistance. The flameskull has advantage on 
  saving throws against spells and other magical effects. 
  Rejuvenation. If the flameskull is destroyed, it regains 
  all its hit points in 1 hour unless holy water is sprinkled 
  on its remains or a dispel magic or remove curse 
  spell is cast on them. 
  Spellcasting. The flameskull is a 5th-level spellcaster 
  that uses Intelligence as its spellcasting ability (spell 
  save DC 13; +5 to hit with spell attacks). The flameskull 
  has the following spells prepared: 
   
  Cantrips (at will): mage hand 
  1st level (3 slots): magic missile, shield 
  2nd level (2 slots): blur, flaming sphere 
  3rd level (1 slots): fireball 
  Actions 
  Multiattack. The flameskull uses Fire Ray twice 
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) fire damage. 
   
  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 
  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. 
  
   
   
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  DDEX4-10 The Artifact    
   
   
  28 
  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. 
   
  Knight 
  Medium humanoid (Human), neutral evil 
   
   
  Armor Class 20 (plate armor and shield) 
   
   
  Hit Points 52 (8d8 + 16) 
   
  Speed 30 ft. 
   
    
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Damage Immunity poison 
  Condition Immunity poisoned 
  Senses passive Perception 10 
   
   
   
  Languages Common  
  Challenge 3 (700 XP) 
   
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  Actions  
   
   
   
   
  Multiattack.  The knight makes two melee attacks. 
  Longsword.  Melee Weapon Attack: +5 to hit, range 5 
  ft., one target. Hit: 8 (1d8 + 3) slashing damage. 
  Heavy Crossbow.  Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the knight. A creature can 
  only benefit from only one Leadership at a time. This 
  effect ends if the knight is incapacitated. 
  Reactions 
   
   
   
   
   
  Parry.  The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so the knight must be 
  wielding a melee weapon. 
   
  Ogre Zombie 
  Large undead, neutral evil 
  Armor Class 8  
  Hit Points 85 (9d10+36) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  6 (-2) 
  18 (+4) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8  
  Languages understands Giant and Common but can’t 
  speak 
  Challenge 2 (450 XP) 
  Actions                      
  Morningstar. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. 
   
  Poltergeist (Specter Variant) 
  Medium undead, chaotic evil  
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
   
  
   
   
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  29 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 10 (+0) 
  11 (+0) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 2 (450 XP) 
  Incorporeal Movement. The poltergeist 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. 
  Invisibility. The poltergeist is invisible. 
  Sunlight Sensitivity. While in sunlight, the poltergeist 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 10 (3d6) force damage. 
  Telekinetic Thrust. The poltergeist targets a creature or 
  unattended object within 30 feet of it. A creature must 
  be Medium or smaller to be affected by this magic, and 
  an object can weigh up to 150 pounds. 
   If the target is a creature, the poltergeist makes a 
  Charisma check contested by the target’s Strength 
  check. If the poltergeist wins the contest, the 
  poltergeist hurls the target up to 30 feet in any 
  direction, including upward. If the target then comes 
  into contact with a hard surface or heavy object, the 
  target takes 1d6 damage per 10 feet moved. 
   If the target is an object that isn’t being worn or 
  carried, the poltergeist hurls it up to 30 feet in any 
  direction. The poltergeist can use the object as a 
  ranged weapon, attacking one creature along the 
  object’s path (+4 to hit) and dealing 5 (2d4) 
  bludgeoning damage on a hit. 
   
  Specter 
  Medium undead, chaotic evil  
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 10 (+0) 
  11 (+0) 
   
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 2 (450 XP) 
  Incorporeal Movement. The specter 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 poltergeist 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target 
  must succeed on a DC 10 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. 
   
  Wight 
  Medium undead, neutral evil  
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 13 (+1) 
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical 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) 
  
   
   
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  30 
  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. 
   
  Will-o’-Wisp 
  Tiny undead, chaotic evil  
  Armor Class 19 
  Hit Points 22 (9d4) 
  Speed 0 ft., fly 50 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  28 (+9) 
  10 (+0) 
  13 (+1) 14 (+2) 
  11 (+0) 
   
  Damage Immunities lightning, poison 
  Damage Resistances acid, cold, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Condition Immunities exhaustion, grappled, paralyzed, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 120 ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 2 (450 XP) 
  Consume Life. As a bonus action, the will-o’-wisp can 
  target one creature it can see within 5 feet of it that 
  has 0 hit points and is still alive. The target must 
  succeed on a DC 10 Constitution saving throw against 
  this magic or die. If the target dies, the will-o’-wisp 
  regains 10 (3d6) hit points. 
  Ephemeral. The will-o’-wisp can’t wear or carry 
  anything. 
  Incorporeal Movement. The will-o’-wisp 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. 
  Variable Illumination. The will-o’-wisp sheds bright 
  light in a 5- to 20-foot radius and dim light for an 
  additional number of feet equal to the chosen radius. 
  The will-o’-wisp can alter the radius as a bonus action. 
  Actions 
  Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d8) lightning damage. 
  Invisibility. The will-o’-wisp and its light magically 
  become invisible until it attacks or uses its Life Drain, or 
  until its concentration ends (as if concentrating on a 
  spell). 
   
  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 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 12 
  Languages understands all 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. 
  
   
   
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  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 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. 
   
  Young Remorhaz  
  Large monstrosity, unaligned  
  Armor Class 14 (natural armor) 
  Hit Points 93 (11d10 + 33) 
  Speed 30 ft., burrow 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  17 (+3) 
  3 (−4) 
  10 (+0) 
  4 (−3) 
   
  Damage Immunities cold, fire 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 10 
  Languages — 
  Challenge 5 (1,800 XP) 
  Heated Body. A creature that touches the remorhaz or 
  hits it with a melee attack while within 5 feet of it takes 
  7 (2d6) fire damage. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 20 (3d10 + 4) piercing damage plus 7 (2d6) 
  fire damage. 
   
   
  
   
   
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  DDEX4-10 The Artifact    
   
   
  32 
  Appendix: Lost Level Map 
  
  Appendix: Upper Temple 
  Map 
   
   
   
   
  
   
   
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  DDEX4-10 The Artifact    
   
   
  34 
  Appendix: Lower Temple 
  Map 
   
   
   
  
   
   
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  DDEX4-10 The Artifact    
   
   
  35 
  Player Handout 1: The 
  Burgomaster’s First Map 
   
   
   
  
   
   
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  Player Handout 2: The 
  Burgomaster’s Second Map 
   
   
   
  
   
   
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  DDEX4-10 The Artifact    
   
   
  37 
  Player Handout 3: Spirit 
  Essences (1 -9) 
  The following handouts should be cut individually in 
  advance and given to a player when their character 
  is imbued with a spirit’s essence. If the spirit is 
  innocent, give the player Card A, if the spirit is guilty, 
  give the player Card B. 
   Only the player imbued by the spirit should see 
  that spirit’s card and the player should not divulge 
  which spirit he has or whether or not the spirit is 
  guilty of the murder. 
   
   
  
   
   
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  DDEX4-10 The Artifact    
   
   
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  DDEX4-10 The Artifact    
   
   
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  DDEX4-10 The Artifact    
   
   
  42 
  Player Handout 4: Wand of 
  Binding 
  Wand of Binding 
  Wand, rare (requires attunement by a spellcaster) 
  This wand has 7 charges for the following 
  properties. It regains 1d6 + 1 expended charges 
  daily at dawn. If you expend the wand's last charge, 
  roll a d20. On a 1, the wand crumbles into ashes and 
  is destroyed. 
   Spells. While holding the wand, you can use an 
  action to expend some of its charges to cast one of 
  the following spells (save DC 17): hold monster (5 
  charges) or hold person (2 charges). 
   Assisted Escape. While holding the wand, you 
  can use your reaction to expend 1 charge and gain 
  advantage on a saving throw you make to avoid 
  being paralyzed or restrained, or you can expend 1 
  charge and gain advantage on any check you make to 
  escape a grapple. 
   This wand it made of a piece of amber carved to 
  look like strands of rope entwined around a skeletal 
  hand with the index finger outstretched. The 
  owner’s dreams are plagued by nightmares of being 
  buried alive and leaving important things left 
  unfinished. This item can be found in the Dungeon 
  Master’s Guide. 
   
   
  
   
   
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  DDEX4-10 The Artifact    
   
   
  43 
  Results Code: May - July 2016 
   
  If you are DMing this adventure during the months of May - July 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/DDAL4-10 The Artifact.pdf