The Beast: A Two-Hour Adventure For 1st-4th Level Characters

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The elves of Greenhall have left their forest homes seeking help from their neighbors due to strange events occurring in the Quivering Forest. They suspect the Vistani people may be involved in their troubles.

The elves claim that some strange beast is causing problems in the Quivering Forest. However, their tales are not being believed, especially by the Vistani people whom the elves suspect may be behind their issues.

The elves of Greenhall are seeking help from their newfound neighbors. However, their tales of a strange beast are not earning them any favors, especially among the Vistani people whom the elves suspect are to blame for their ills.

THE BEAST

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

A Two-Hour Adventure for 1st–4th level Characters

ALAN PATRICK
Adventure Designer

Adventure Code: DDAL04-02

Development and Editing: Claire Hoffman, Travis Woodall


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

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FAMILY IS NOT AN IMPORTANT THING. It is everything. D&D Adventurers League, please visit the D&D
Adventurers League home at:
--Michael J. Fox
www.dndadventurersleague.org
Introduction
Welcome to The Beast, a D&D Expeditions™ Preparing the Adventure
adventure, part of the official D&D Adventurers Before you show up to Dungeon Master this
League™ organized play system and the Curse of adventure for a group of players, you should do the
Strahd™ storyline season. following to prepare.
This adventure is designed for 1st through
4th-level characters, and is optimized for five  Make sure to have a copy of the most current
2nd-level characters. Characters outside this level version of the D&D Basic Rules or the Player’s
range cannot participate in this adventure. Handbook.
The adventure takes place entirely in the barony  Read through the adventure, taking notes of
of Barovia, in the Ravenloft campaign setting. 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
The D&D Adventurers like to use in a combat.
 Get familiar with the monster statistics in the
League Appendix.
This adventure is official for D&D Adventurers  Gather together any resources you’d like to use to
League play. The D&D Adventurers League is the aid you in running this adventure--such as
official organized play system for DUNGEONS & notecards, a DM screen, miniatures, and
DRAGONS®. Players can create characters and battlemaps.
participate in any adventure allowed as a part of  If you know the composition of the group
the D&D Adventurers League. As they adventure, beforehand, you can make adjustments as noted
players track their characters’ experience, treasure, throughout the adventure.
and other rewards, and can take those characters
through other adventures that continues their
story. Before Play at the Table
If you’re running this adventure as a part of a Ask the players to provide you with relevant
store event or at certain conventions, you’ll need a character information:
DCI number. This number is your official Wizards of  Character name and level
the Coast organized play identifier. If you don’t
 Character race and class
have a number, you can obtain one at a store event.
 Passive Wisdom (Perception)—the most
Check with your organizer for details.
common passive ability check
D&D Adventurers League play is broken up into
 Anything notable as specified by the adventure
storyline seasons. When players create characters,
(such as backgrounds, traits, flaws, etc.)
they attach those characters to a storyline season,
which determines what rules they’re allowed to use Players that have characters outside the
to create and advance their characters. Players can adventure’s level range cannot participate in the
continue to play their characters after the storyline adventure with those characters. Players with
season has finished, possibly participating in a ineligible characters can make a new 1st-level
second or third storyline with those same character or use a pregenerated character. Players
characters. A character’s level is the only limitation can play an adventure they previously played or
for adventure play. A player cannot use a character ran as a Dungeon Master, but not with the same
of a level higher or lower than the level range of a character.
D&D Adventurers League adventure. Ensure that each player has an official adventure
For more information on playing, running games logsheet for his or her character (if not, get one
as a Dungeon Master, and organizing games for the from the organizer). The player fills out the
adventure name, session number, date, and your
name and DCI number. In addition, the player also

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

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

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

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not offer a free raise dead, though Jeny take root, and creatures of the night frequently kill and
Greenteeth might be willing to make a deal (see devour their livestock.
“Spellcasting Services” earlier in this guide). Most are sullen, and often filled with fear, be it from the
lands themselves, what lies within them, Lord Strahd, or
An afflicted character who does not end his or her their own tyrant of a Burgomaster; Ivan Randovich and his
curse is retired from play until able to do so by one cronies. Be sure to play to the mindsets of these people who
of the means above, or through the application of live threadbare existences, constantly on the precipice of
DM rewards to the character. horror during your roleplaying encounters.
As is the case with most of the denizens of Barovia, most

The Demiplane of Dread of the people that reside in the village don’t possess a soul.
These people are empty shells created by Strahd’s
This adventure is set within the Ravenloft campaign consciousness to populate his domain. However, about one
setting, in the lands of Barovia which exists in the in every ten people in Barovia are actually possessing of a
Demiplane of Dread. There are several atmospheric soul—the souls of the original denizens of Barovia before its
and thematic elements to keep in mind at all times transition into the Demiplane. When a being with a soul dies
while running your game: in Barovia, its soul remains trapped until it is reincarnated
later. Souls tend to wear clothing with a splash of color or
The Land is Bleak have other features that demonstrate even a small bit of
individuality.
By the will of the Dark Powers, the sun never fully
shines in the lands of Barovia. Even during the day,
the sky is dimmed by fog or storm clouds, or the Alterations to Magic
light is strangely muted. Barovian daylight is bright The land of Barovia resides in its own demiplane,
light, yet it isn’t considered sunlight for the purpose isolated from all other planes, including the
of effects and vulnerabilities, such as a vampire’s, Material Plane. No spell—not even wish—allows
tied to sunlight. Nevertheless, Strahd and his one to escape from Strahd’s domain. Astral
vampire spawn tend to stay indoors most of the day projection, teleport, plane shift, and similar spells
and venture out at night, and they are subject to cast for the purpose of leaving Barovia simply fail,
sunlight created by magic. as do effects that banish a creature to another plane
of existence. These restrictions apply to magic
Winter in Barovia items and artifacts that have properties that
transport or banish creatures to other planes.
The winters are cold, wet, and stormy here. The natives of
the Demiplane are prepared—well, as prepared as they can
Magic that allows transit to the Border Ethereal,
hope to be. such as the etherealness spell and the Etherealness
The characters, however, are unfamiliar with the realm. feature of incorporeal undead, is the exception to
Thankfully, the region they came from was experiencing the this rule. A creature that enters the Border Ethereal
worst winter in living memory, and are likely to possess from Strahd’s domain is pulled back into Barovia
winter clothing. If they are not, then, preparations are in upon leaving that plane.
order. The village has a single shop called The Hare & Hair For the purpose of spells whose effects change
where they are able to procure such supplies if they wish. across or are blocked by planar boundaries (such as
sending), Strahd’s domain is considered its own
A dark sentience infuses the very soil, twisting and
plane. Magic that summons creatures or objects
contorting everything within. In places where you
from other planes functions normally in Barovia, as
would normally expect wildlife such as deer,
does magic that involves an extradimensional
rabbits, or squirrels, you instead find wolves, rats,
space. Any spells cast within such an extra-
and mangy dogs. Vegetation is rotted and dead, and
dimensional space (such as that created by
forests are filled mostly with gnarled, thick trees
Mordenkainen’s magnificent mansion) are subject to
with bare branches. Colorful, vivacious things
the same restrictions as magic cast in Barovia.
simply do not exist.
While in Barovia, characters who receive spells
The Denizens of Orașnou from deities or otherworldly patrons continue to do
so. In addition, spells that allow contact with beings
Most Orașnou residents are mundane laborers, farmers,
from other planes function normally—with one
fletchers and other folk who fall under common professions.
provision: Strahd can sense when someone in his
They typically have gaunt features, as crops often fail to
domain is casting such a spell and can choose to

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make himself the spell’s recipient, so that he Not Without Humor
becomes the one who is contacted.
The bleak and oppressive landscape must give way
now and then to some moments of respite, not only
Cosmetic Spell Modifications
does this break up the taxing mindset that
At your discretion, a spell can be modified
Ravenloft can evoke, but it also provides good
cosmetically to enhance the horrific atmosphere of
chances for horror to sneak back up on players just
Ravenloft. A few examples are presented below:
as they least expect it.
Alarm. Instead of hearing a mental ping when the
alarm is triggered, the caster hears a scream.
Bigby’s Hand. The conjured hand is skeletal.
Find Familiar. The familiar is undead instead of
Adventure Background
Long has the Vaduva clan lived in the forest outside
being a celestial, a fey, or a fiend, and is immune to
of the small village of Orașnou—a small village
features that turn undead.
located at the base of the mountains of Barovia. In
Find Steed. The summoned steed is undead
response to some long-forgotten slight, a Vistani
instead of being a celestial, a fey, or a fiend, and is
seer cursed their bloodline with lycanthropy—
immune to features that turn undead.
something which has led them to take great care in
Find the Path. A child’s spirit appears and guides
staying away from civilization.
the caster to the desired location. The spirit can’t be
In Orașnou, Laszlo is a sellsword that prefers the
harmed and doesn’t communicate.
solace of the forest over the company of people.
Fog Cloud. Misty, harmless claws form in the fog.
While on a hunting trip, he watched Alina Vaduva
Gust of Wind. A ghastly moan accompanies the
quickly take down a bear in the form of a wolf, and
summoned wind.
was awestruck as she reverted to her human form
Mage Hand. The summoned hand is skeletal.
to clean the beast. The fact that she was a
Maze. The surfaces of the demiplane’s maze are
shapechanger did not bother him in the slightest—
made of mortared skulls and bones.
because again, he had grown accustomed to the
Phantom Steed. The steed resembles a skeletal
wild things in the world. He was smitten, though
horse.
Alina chose to withhold knowledge of her family’s
Rary’s Telepathic Bond. Characters linked
curse from him.
together by the spell can’t shake the feeling that
Their courtship was fast and passionate. Within a
something vile is telepathically eavesdropping on
year, they were married and Laszlo took Alina's
them.
surname. Together, they found a niche in trapping
Revivify. A creature restored to life by a revivify
and skinning. They sold the furs to the village of
spell screams upon regaining consciousness, as
Orașnou, and in return, were given both a place to
though waking from some horrible nightmare.
live and a community to belong to—something that
Spirit Guardians. The spirits appear as ghostly,
Alina was secretly unsure of. But she had never
skeletal warriors.
received such generosity, and they weren’t pressed
Wall of Stone. A wall created by the spell has
with inquiries of what they did before coming to
ghastly faces sculpted into it, as though tortured
the sleepy little village.
spirits were somehow trapped within the stone.
However, Alina never told Laszlo the full truth
Count Strahd Von Zarovich about her family's curse. Afraid of what would
come if Laszlo discovered her family's curse, she
Lord Strahd is the Darklord of Barovia. He rules his domain
took great pains to ensure that he never met other
from Castle Ravenloft as Strahd IX; a descendent of Strahd I.
members of her family. As their relationship grew,
In actuality, Strahd I and Strahd IX are the one and the
same--a vampire. As a mortal, Strahd fell in love with
she found herself with child and faced a terribly
Tatyana Federovna; the bride of his younger brother Sergei. difficult decision—could she tell Laszlo about her
In his jealousy, Strahd murdered his brother and became curse before the baby was born and risk his anger
the Darklord of Barovia; which was swept away into the (or worse, abandonment), or withhold it from him
Demiplane along with its ruler. Since then, Strahd is cursed and continue living the lie.
to seek incarnations of Tatyana for eternity. NOTE: Strahd is Shortly before the birth of their child, Alina and
not present in this adventure. Laszlo agreed to trek into the forest for one last
batch of furs before the winter set in. During the
trip, she finally decided to tell him the truth. Laszlo

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was livid and lashed out at his beloved. Out of pure
instinct, however, Alina shifted and killed Laszlo.
Welcome to Barovia
Alina herself grievously injured, and now with a Some characters may be arriving from Faerûn for
tiny newborn that was unlikely to survive in the the first time. For those characters describe a heavy
wild, she stole into Orașnou one last time to give up fog bank rolling through their travel path while
her child. Her last motherly act accomplished, Alina they are in the Quivering Forest, and when it
retreated deep into the woods to heal her wounds eventually clears, they are on the outskirts of a
in the hopes that the villagers would raise her child small mountain village. It’s heavy-handed, but such
as their own. is the way of the Demiplane.
Any character that participates in this adventure
earns The Demiplane of Dread story award if they
Adventure Overview do not have it already. They should be made aware
Once the characters arrive in Orașnou, they are that until this story award is removed, they may not
informed of the coming storms and the danger the participate in any adventure that does not take
village faces if the Laszlo, Alina, and their furs are place in Barovia.
not returned—and soon! NOTE: This adventure may touch on some
As the characters set out into the forest, they find morally dark moments. Please be careful to gauge
that something is not right in the woods, and that your player's comfort with such things, and
things are very frequently not what they seem. remember that the goal of a Dungeons & Dragons
Laszlo's campsite is a bloody wreck; it is apparent game is for everyone to have fun!
that a massive wolf mauled him to death.
Following the tracks from here, the characters Curse of Strahd Adventures
stalk deeper into the forest and foothills, only to The adventures for the Curse of Strahd Season of Dungeons
find that Alina's den is the site of a terrible and Dragons Adventurers League deliver the most impactful
revelation--that she killed her husband after he experience when played in numeric order (i.e.: 04-01, then
tried to cut the baby from her, and that she left the 04-02, and so on) but this is not required. Please carefully
child in Orașnou with no warning about what read the following pages and be prepared to adjust
would happen. 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.
Adventure Hooks For a Ravenloft game, the world itself should be treated
with great respect—it is a character unto itself, and the Dark
If the characters begin this adventure from within Powers rarely respond positively to hand-waving and
the Forgotten Realms or a setting other than outright dismissal…
Ravenloft, have them be transported to the Any character afflicted with lycanthropy must receive the
Demiplane of Dread just outside Orașnou via an benefits of a remove curse at the end of this adventure in
unnaturally thick fog or mist while traveling order to be rid of this horrible affliction. Characters that
overland, preferably at night. Proceed to “Welcome choose to remain afflicted or cannot afford this spell,
to Barovia”, below. become NPCs and are no longer playable in D&D
Welcome to Orașnou; Please Help Us. Adventurers League games.
Otherwise, the characters find themselves in
Orașnou early one gray morning—likely because
they've heard of a troubling rumor of a missing
persons.
A Tie With Nature. Druids, barbarians, and
anyone with the Hermit or Wanderer background
may have experienced troubling dreams in the past
few days--terrible and savage wolf attacks,
abandoned and crying children, and blinding
snowstorms.

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Part 1. Orașnou: A Sleepy Thick grey clouds gather far to the east and north, around
the mountain range in the distance. The village you are
Mountain Village… standing in appears to have withstood a number of winter
storms; the walls of the buildings are clearly weatherworn;
their paint has long since peeled and heavy shutters adorn
IT IS IMPORTANT TO STRESS THAT THE ACTUAL every window. There is little color here; the clouds have
PROCESS OF TRANSFIGURATION IS NOT TYPICALLY turned even the leaves of the trees and bushes grey and
A RENDING, BURNING AGONY FOR TRUE lifeless.
LYCANTHROPES, BUT IT IS OFTEN SO FOR THE The breeze picks up, flipping your cloaks about as if
PATHOLOGIC VARIETY. In fact, many of the true nature itself was warning you to turn back. A name can just
lycanthropes with which I have spoken (before
be made out on a weathered sign on a post by the road
destroying them) have claimed that the experience is
"Orașnou".
one of transcendent ecstasy.
Furthermore, true lycanthropes retain all of their
mental faculties while in any of their forms. At no As the characters enter the village proper, read or
point do they forget what occurs when not in human paraphrase:
aspect, nor do they lose control of their actions. In
addition, they always retain their immunities and There aren't many buildings in Orașnou, but one catches
most of their abilities. your eye—“The Hare & Hair". The sign proudly displays the
silhouette of a rabbit with crossed razors underneath. It
—Dr. Rudolph Van Richten; "Van Richten's Monster
appears to be the only place open at this time of day; the
Hunter's Compendium, vol. 1"
rest of the buildings shuttered and closed.
A pot-bellied shopkeeper opens the door and waves to
The Village of Orașnou you. "Strangers? Come in, come in; there's no sense in you
Expected Duration: 15 minutes standing outside in the wet and cold. I've got shelter if
Characters arriving from Faerûn find themselves you’re wanting and wares if you’re needing."
standing on the outskirts of Orașnou, the Mist
steadily falling away from them and back towards Gregori Wurlbach is a middle-aged, balding man.
the forest. Characters that have played other He owns and operates this shop, which contains
adventures in the Curse of Strahd storyline may basic adventuring equipment and weapons worth
already be in the village. 10 gold pieces and less, but there is one potion of
healing and one antivenom for sale if the characters
General Features ask. Gregori marvels at the characters’s strange
The general features of Orașnou are as follows: coins, but after biting into them, is satisfied with
Light and Visibility. It is early morning; the sun their authenticity.
has not yet fully woken from its slumber. There is The most eye-catching feature of the store is the
thick cloud cover, giving the entire area front window: it has a small number of low-quality
surrounding the village a dismal gloom. furs and skins, including those from deer, bear, and
Climate and Weather. It is wintertime, and wolf. In a pinch, the skins could function as two sets
though there are piles of snow here and there, it is of cold weather clothing—Gregori is willing to sell
currently drizzling. Cold, fat raindrops splatter into the furs for a total of 2 gp if asked. However, as they
the mud and heighten the dreariness. haven't been properly cured yet, Gregori informs
Smells and Sounds. Mud, fresh rain, wood them that the furs will no doubt be worthless after
smoke. Whipping wind, clattering shutters, rain on a day or two of use in the rain or snow. If asked,
wood and metal. Gregori has cold weather gear available. Each set
costs 4 gp; twice the cost of a suit of normal,
traveler’s clothing.
Additionally, he has three small rooms that have
been reserved for travelers (though he admits that
they rarely get travelers, especially during the

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winter). Each room rents for 5 sp. They've got a are preparing the village for the coming winter.
bunkbed each and come with a bath and a hot meal. The villagers no doubt appreciate any assistance
that the characters might provide.
Roleplaying Gregori Wurlbach  Alina wears a choker emblazoned with a raven;
Gregori is a soft, balding man with gnarled hands. He has she has never been seen without it.
worked hard for the comforts that he enjoys in the village— If the characters ask where they are or where the
chief among these being that his food and drink is provided village itself Orașnou is located, Gregori looks at
free of charge thanks to his ability to host the Vistani when them quizzically and after an uncomfortable pause,
they arrive every few months to peddle their wares. Fair
informs them "The duchy of Barovia. The domain of
minded, he often overlooks his own profits in favor of his
Lord Strahd von Zarovich, may he be healthy and
community and friends. Unlike other denizens of the duchy,
Gregori is friendly and welcoming of outsiders.
well." These names are wholly unfamiliar to
characters originating from Faerûn.
Gregori is talkative enough, and happy to sell the If the characters wish to perform further
characters anything they wish to purchase. He investigations, they may do so. Some potential
informs them that they rarely receive weapons and investigation information is noted below, but feel
ammunition or more expensive goods: free to create your own responses and information
based on character choices. Getting the townsfolk
 The Vistani travel through here once every other
to open up and talk to these newcomers takes one
month or so—bringing much-needed goods like
or two hours, depending on how long the players
food, grains, and raw ore. In exchange for furs,
wish to investigate.
they entertain the locals.
 The Vistani are due within the next tenday, but
there aren't enough furs in stock right now. He is
Investigating Orașnou (Short)
afraid that they won't leave any goods this time, If the characters spend a short amount of time (an
and may even stop coming to their village hour or less) speaking to the villagers, they learn
altogether in the future--leading to making this a the following:
difficult winter, indeed.  Laszlo never spoke about what he did before
 The remaining furs in the front of the store are coming to Orașnou, but Alina fell quickly and
lower quality and might be serviceable as cold- madly in love with him shortly after his arrival.
weather gear. He gladly sells them, but warns the Her family has historically lived somewhere out
characters that the furs will likely degrade and in the forest, and they've always been a bit rough
become useless after a day or two of use in the around the edges. Alina and Laszlo were clearly
rain. two souls that were meant for each other.
 Everyone in the village helps with the survival  Someone dropped off a yowling wolf pup and
efforts; be it through farming, smithing, or limped off into the woods well before sunrise
hostelry. Preparedness is the currency here. about five days ago. Gregori has the pup now.
 Laszlo and Alina Vaduva are the trappers that  The villages around Barovia prize wolf pups; they
keep the store stocked with furs, but they haven't are something of a status symbol and loyal
returned from their last trip. They are typically protectors if properly trained from a young age.
only gone a day or two, but it's been nearly a  The villagers are convinced that Laszlo and Alina
tenday now and everyone is growing worried. are dead, and this means that the Vistani won’t
 Alina is about eight months pregnant. return this winter. Everyone is afraid that they’ll
 Last time the Vistani came through Orașnou, they starve as a result, as the Vistani have no reason to
warned of a "murderous winter to come". The stop in Orașnou without the furs and skins that
blizzard on the horizon looks especially brutal, the Vaduvas provide.
and if Laszlo and Alina do not return soon they
may not make it back at all. Investigating Orașnou (Long)
 Last he knows, Laszlo and Alina were heading to If the characters spend a longer amount of time
their usual campsite, about four to five hours to (two or more hours) speaking to the villagers, they
the northeast along a well-marked trail. also learn the following:
 There are not very many residents in Orașnou,
and all the other able-bodied men and women  Glovia prepares food for those that cannot do so
themselves and manages winter rations for the

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village. She is not in the village currently, as she is pup eventually escapes during the storm and into the forest
away visiting family some fifty miles to the south. where it rejoins with Alina’s pack.
Glovia has been the only friend that Alina has had Gregori offers to provide access to lodging here in
in Orașnou, and is the only person that can calm the village if they characters can return Laszlo and
Alina when her rage and anger issues threaten to Alina safely. They are, of course, welcome to retain
consume her. any goods they might find in the wilderness.
 Most folks say that no wild wolves have been Additionally, Laszlo is a reasonable man; he will no
seen in the village in years, but some of the doubt compensate them as well.
villages claim to have seen a large silver wolf in Ultimately, Gregori attempts to impress upon the
the village recently. characters that without Laszlo, Alina, and the furs
 For all of her rage, Alina has always had a soft that they bring in, Orașnou is unlikely to survive the
spot for children. Some of the women in the winter.
village say that if Alina were to hear a baby cry,
she would be rooted in place and temporarily The Blizzard
stricken dumb--it was almost surreal to behold. The characters have 7 hours before the blizzard sets in; less
 Laszlo wielded both whip and bow with equally any time spent in the village. Once the storm hits, at the
deadly proficiency--even going so far as to claim beginning of each encounter each character must succeed
that he can never be surprised by his foes. He is on a DC 9 Constitution saving throw or gain a level of
very protective of his whip, though some exhaustion. Creatures with resistance or immunity to cold
villagers claim that there is an always-moving eye damage automatically succeed on the saving throw, as do
in the pommel -- and that it may actually be creatures wearing cold weather gear (thick coats, gloves,
cursed! and the like) and creatures naturally adapted to cold
 Locals spotted wolf tracks around the rear of environments.
both Glovia's home and Gregori's shop several
days ago.
 Pointy-eared people have been seen around the
village recently. The villagers think that they
were elves, but elves are rare in Orașnou--almost
mythical. A character succeeding on a DC 12
Wisdom (Survival) check can confirm this; the
tracks head in the same direction as Laszlo &
Alina's hunting grounds.

Development
Once the characters have had a few minutes to
discuss the village and the absence of Laszlo and
Alina, they can hear a puppy making yelping
noises—likely of hunger or a need for attention.
Gregori smiles happily and characters that a
yelping, tiny newborn wolf pup was tied to Glovia's
doorframe just four days ago. "Loyal guardians,
wolves, if you get them at a young age. I think he
was a bit premature, but I don't tend to look to the
fates too closely. Glovia's not due back for a good
long while, so I'll just look after the scruffy thing."

The Wolf Pup


Though no one but Alina knows it, the wolf pup is her
child—something made apparent by its silver fur.
Gregori mentions that he found the pup tied to Glovia’s
door frame, but would prefer to keep it for himself. While
the characters are out searching for Laszlo and Alina, the

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Part 2. Over the River and
The storms are close and likely no more than a day away.
Clouds, heavy with snow and sleet and worse, threaten to

Through the Woods


roll down from the mountains to blanket the land in cold
death for the unprotected. Without help, it is likely that
neither Alina nor Laszlo will survive for long out there.
Expected Duration: 80 minutes total
Trekking through the wooded area surrounding
Orașnou can lead to a number of encounters. The Part 2a. Orașnou and its Surrounds
characters do not need to participate in every
Expected Duration: 30 minutes
encounter—though add additional encounters if
Choose (or determine randomly) one encounter
time allows.
from the "Orașnou and Its Surrounds" table, below:
The characters should interact with an element
Once the characters complete this encounter,
on the "Orașnou and Its Surrounds" table,
proceed to the section entitled "The Campsite".
discover Laszlo's body, and then one element on
They have a chance attempt a long rest there if they
the "The Deep Wilderness" table as time allows.
desire, but the winter storms will fall upon them
General Features soon!

The woodlands surrounding Orașnou are Orașnou and Its Surrounds


unforgiving: Roll Type Title
Terrain. The woods outside of the village are far- 1 Combat A Splash of Blood Hawks
reaching and treacherous. The ground is stony and 2 Combat It Stirs in the Thickets
the soil hard-packed, with only the hardiest of 3 Combat Please, Sirs and Ladies
scrub growth poking through to the sun and trees 4 Exploration On the Muddy Banks
above. While not difficult terrain, it should be 5 Exploration This Does Not Belong Here
6 Exploration We’re Not Alone
described as if the life has been slowly drained out,
leaving the land little more than a withered husk.
Light and Visibility. Dark snow filled clouds 1. A Splash of Blood Hawks
overtake the normally overcast sky. As the winter
storm descends upon the land, there is a palpable, The forest has been fairly quiet for the journey so far, but
draining gloom all about. The area is brightly lit the trees ahead are positively alive with the excited
during the day, but the clouds prevent the light of chittering and cawing of hunting birds. Hardly a breath later,
the sun from being seen. At night, the area is they take wing and fly in your direction!
completely dark, and in the wild regions of the area,
the only light that exists is that which the
Six blood hawks have nested in the hardy maple
characters have with them.
trees ahead. If the party flees more than fifty feet
Smells and Sounds. There is very little evidence
from the tree, the hawks do not pursue them.
of native fauna, though the occasional snapping
twig and falling limb should be evident. The Adjusting the Encounter
characters should feel that they are not alone in the
forest, despite evidence to the contrary. Here are recommendations for adjusting this combat
encounter. These are not cumulative.
Weather. After each encounter, the snow gets a
little bit closer and the weather grows more  Very weak or weak party: Remove two blood hawks
dangerous. After 7 hours have elapsed, the blizzard  Strong party: The wind has picked up, imposing
hits (see details in the sidebar in the "The Wolf disadvantage on ranged weapon attacks
Den", below).  Very strong party: as Strong party, and add two more
blood hawks
A chill wind blows from the low mountains to the
northwest, carrying with it the hint of the coming winter Two hours of travel occur before the next
storms. Laszlo and Alina were last known to be on a hunting encounter takes place. Laszlo's and Alina's tracks
trip somewhere out there in the wilderness and are long continue off to the north from here and are fairly
overdue to return. easy to follow. A DC 12 Wisdom (Survival) check
also shows that there are elf tracks as well, heading

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in the same direction as well as back towards grants total cover and breaks line of sight) to
Orașnou. escape or hide.
Treasure. Once the characters defeat or drive off The entire space covered by the dome and shrubs
the blood hawks, they find the partially is considered rough terrain and causes 3 (1d6)
decomposed body of a human male at the base of points of piercing damage to move through. A
the roosting tree. If they search the body, they creature moving through the brambles that
recover 20 gp from its pockets. There is also a scroll succeeds on a DC 8 Dexterity saving throw avoids
tube half-buried in the dirt; it contains a single spell this damage. Characters in medium or heavy armor
scroll of create bonfire. make the saving throw with advantage.
Once the vine blight takes shape, it doesn't leave
2. It Stirs in the Thicket the clearing. The thorns and briars hold the corpse
The characters easily see several sets of tracks here, fast, and moves around as the vine blight attempts
which a DC 10 Wisdom (Survival) check identifies to engage the characters.
as a single, male human among several types of
wildlife. The tracks lead to a densely packed thicket Adjusting the Encounter
ahead: Here are recommendations for adjusting this combat
encounter. These are not cumulative.
Though you have not seen much underbrush during your  Very weak party: as weak party, and the vine blight's
time in the wood, there is a curiously dense thicket ahead. entangling plants ability does not recharge
The bushes seem to be in a ring surrounding a seven-foot  Weak party: remove two twig blights
tall tangle of briars and thorns in the rough shape of a  Strong party: change the twig blights to needle blights,
but they retain the false appearance ability
dome. There seems to be a scrap of bright green cloth
 Very strong party: as Strong party, and add a violet
several feet into the thorny environment.
fungus in the center of the dome under the body
Fire damage, such as from a torch or burning hands
If the characters wish to retrieve the cloth, they
spell, clears the dry brush very quickly, but may
must push five feet into the thorns to pluck it. Once
cost the characters some valuable treasure as well.
they do this, they can easily make out the form of a
Laszlo's and Alina's tracks continue to the
prone human body deeper in the center of the
northeast from here. Two hours of travel occurs
dome. The characters can see that the body is
before the characters have another encounter. A DC
wearing a bright green traveling cloak, but until
12 Wisdom (Survival) check also shows that there
they pull the corpse from the thicket, they can
are elf tracks as well, heading in the same direction
discern no other details.
as well as back towards Orașnou.
Treasure. If the characters recover the body,
Barovian Flora and Fauna
they find a spell scroll of create bonfire as well as a
The wildlife in Barovia is not what you would typically see in pouch of rare spell components worth 20 gp. If the
a Faerûnian forest. Instead of deer or foxes, you're more
characters use fire to clear out the briars, the fire
likely to come across mangy wolves. Rats and other vermin
destroys both the scroll and the spell components.
take the place of squirrels in the ecosystem. Stress an
abundance of predatory or scavenging animals and the lack
of prey. 3. Please, Sirs and Ladies
Similarly, plant life is also different. Fruit from trees is
spoilt and flowering plants are almost nonexistent. Leaves A pot-bellied, heavily mustachioed man kicks the broken
are dull and colorless with spindly, fraying branches and an wheel of his cart as he curses loudly.
unusual amount of thorns and brambles. "Please, sirs and ladies, have you the briefest of moments
The shrubs are actually four twig blights, and the to help a down-on-his-luck merchant? My back aches
thorny dome houses a vine blight. However, they something fierce, and I need to get this wheel repaired
lie in wait for at least one of the characters to enter before those storms hit!"
the undergrowth before attacking. They do not
stray more than ten feet away the clearing unless
The man, Fluvio, is actually a bandit, and he is
they are being actively attacked, in which case, the
biding his time until his two scouts can get into
creatures attempt to meld into the thicket (this
flanking positions around the characters. He

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engages the party in conversation while they dart 4. On the Muddy Banks
from tree to tree about 50 feet away from the cart.
The bandits have had time to prepare impressive
The sound of running water can be heard in the distance,
hiding spots, but a character that succeeds on a DC
and soon a fast-moving—if shallow—river can be spotted.
15 Wisdom (Perception) check notices them. He is
not shy about asking the strongest-looking The banks have begun to ice up and flotsam adorns both
character to lift his cart so that another character shores; a number of broken branches sit half in the water
can fix the wheel. and nearly all of their bark is missing; they could almost pass
Unless the characters have reason to believe that for exposed, twisted bones in the dim light. Though the river
something is amiss, the scouts likely have a is less than thirty feet wide, the chilling spray makes it feel
surprise round on the characters as combat begins. much wider.
Neither the bandit nor the scouts are interested in
taking prisoners, though they will not hesitate to
With a passive Perception score of 13 or higher, the
flee if the combat appears to be going in the
characters can spot a single woman's boot on the
character’s favor.
far shore. While the river is not difficult to cross, it
has a significant pull and is nearly ten feet deep.
Adjusting the Encounter
Worse, the nearby trees aren't tall enough to act as
Here are recommendations for adjusting this combat a sturdy bridge though creative characters may lash
encounter. These are not cumulative. a few together or come up with similarly inventive
 Very weak or weak party: Remove a scout methods to bypass this area.
 Strong party: change the bandit into a bandit captain Characters that do not take care to stay dry (or
 Very strong party: as strong party, and add a scout do not construct a fire on the opposite side in order
to dry off) must succeed on a DC 10 Constitution
Development save or gain a level of exhaustion until they have a
The bandits are denizens of the Demiplane of Dread chance to take a long rest beside a warm fire.
and know nothing about Faerûn. Aside from the single empty boot, there is
Two hours of travel occur before the next nothing more of interest here. However, you should
encounter takes place (see The Campsite, below). take care to use this as a foreboding moment—
Laszlo's and Alina's tracks continue off to the north perhaps ask the players for Wisdom (Insight)
and east from here and are fairly easy to follow. A checks, ask for the passive Perception scores, and
DC 12 Wisdom (Survival) check also shows that so on. When they report their totals, simply thank
there are elf tracks as well, heading in the same them and respond with "I'll update my notes" or
direction as well as back towards Orașnou. something similar.
Treasure. The weapons and armor that the Laszlo's and Alita's tracks continue to the east,
bandits had been using are of low quality, but the across the river and deeper into the woods. One
furs in the cart are in excellent shape and would hour of travel occurs before the characters have
likely be worth 20 gp in Orașnou. A DC 10 Wisdom another encounter. A DC 12 Wisdom (Survival)
(Insight) check might tell the characters that these check also shows that there are elf tracks as well,
furs may have previously belonged to Laszlo and heading in the same direction as well as back
Alina. In a pinch, these furs may serve as cold- towards Orașnou.
weather gear. There is also a scroll tube in the
wagon containing a spell scroll of create bonfire. 5. This Does Not Belong Here

After several hours of walking through the forest and seeing


no evidence of life aside from a few scurrying creatures, the
sight before you is quite curious: a tree has consumed a
brightly painted wagon, well decorated with highly detailed
carvings and silver filigree. It looks as if the tree has grown
around and even through the wagon, and though the paint
on the wagon looks fresh this type of growth typically takes
decades to complete.

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A DC 10 Intelligence (Nature) check reveals that the  Memories of your family come unbidden to your
tree has likely been magically influenced; there's mind, but they're different somehow; sadder and
something about the tree's growth that is not full of loss.
natural. A quick search of the wagon--made much The entries above are merely suggestions. This
more difficult by the tree growing through the section works best by writing down one of the
center of it--turns up little by way of treasure, above messages down on a slip of paper and
although a jingling tambourine can be spied privately passing it to the character with the lowest
hanging from one of the branches as if deliberately or highest roll on their skill check. Wait a few
placed there. minutes, and do it again. This section may serve as
A message scrawled (in what is unmistakably an interesting method to award inspiration tokens
blood) on the interior of the tambourine reads: to characters that get involved in the messages.
"Family is the Cruelest of Curses" Through it all, Laszlo's and Alina's tracks can be
easily followed in a generally eastern direction,
Laszlo's and Alina's tracks wind off around the though they appear to have sprinted through this
wagon and further east, deeper into the forest. One area in a zig-zag manner. There is roughly one hour
hour of travel occurs before the next encounter of travel between the encounters. A DC 11 Wisdom
takes place. A DC 13 Wisdom (Survival) check also (Perception) check reveals humanoid tracks; they
shows that there are elf tracks as well, heading in head in the same direction as well as back towards
the same direction back towards Orașnou. Orașnou. A character that succeeds at a DC 13
Treasure. The tambourine is very well made and Wisdom (Survival) check identifies them as belong
worth 10 gp. No mundane cleaning will remove the to a number of people skilled at moving stealthily
bloody phrase—even prestidigitation or the like through the underbrush; rangers, druids, or elves
proves fruitless. Only a remove curse or the being the likely culprits.
equivalent removes it permanently. If a character
elects to keep the tambourine, instruct them to note Part 2b. The Campsite
it on their Adventure Logsheet.
The characters eventually come across the remains
6. We Are Not Alone of a campsite. It was here that Alina revealed her
As the characters travel through the forest, ask the true nature to Laszlo who, in retaliation, sought to
players to choose to roll for Wisdom (Perception or slay his betrothed and carve the baby from her
Survival) checks. If the players roll exceptionally belly. When the dust settled, Laszlo lay dead, and
low or high, follow up by asking for Wisdom Alina was gravely injured. When she awoke, she
(Insight) checks. Regardless of their responses, fled.
reference the ideas below for appropriate
responses: Expected Duration: 20 minutes
The characters have been in the woods for
 Heart-wrenching thoughts of abandoned approximately three to four hours (more if they
children, their hungry hands outstretched for chose to take a rest or have otherwise been
food, safety, and approval overwhelm the sidetracked). They should have covered about 10-
characters 12 miles of ground and should be well aware of the
 There are strange tracks on the ground. They blizzard moving in from the mountains. If they are
look like they may have once belonged to a wolf, not, this is a prime opportunity to inform them that
but the tracks are far too large for any breed of the weather is not going to hold out for much
wolf that you are familiar with. longer—the air has become sharp and crisp, and is
 Your guts squirm and twist and it feels like almost still as the clouds prepare to break and
something foreign is wriggling around inside shower freezing doom upon the land.
your torso. The feeling passes as quickly as it
came on. A campsite can be seen several hundred yards ahead
 You could swear that something bumped into through the sparse growth, but as you draw closer you
your hip. realize that nothing lives here. There are obvious signs of a
 The shadows grow long and the wind seems struggle--long scrapes in the dirt, fresh boot tracks, and a
somehow colder than ever before. A feeling of damaged corpse give away the scene.
loneliness washes over you.

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The body is that of Laszlo, the trapper and hunter  DC 13: If the characters have not yet found the
from Orașnou. However, there is no sign of Alina dagger, they spot it in the ashes of the campfire.
despite the carnage all over this area.  DC 15: The wolf tracks head east, away from the
camp and into the foothills of the mountains.
Is This Laszlo? There are no humanoid tracks heading in that
The Dark Powers are not finished with Laszlo. If any of the direction.
characters have already played adventures that come later Once the characters have had some time to examine
in the season, all references to Laszlo in this encounter Laszlo's body, they should be able to recover his
should be changed to that of a different, unnamed hunter
bags (see the Treasure section). The wolf tracks
or trapper.
head east, into a more inhospitable area. The
Please refer to the sidebar on that appears after
Adventure Hooks for more information about why you may
characters realize that the blizzard is very close—
need to make this change. Specifically, refer to the notes likely no more than a few hours.
about key NPCs.
Development
Wisdom (Survival) or Intelligence (Nature) After the characters have had some time to
 DC 9: The body has been partially ravaged by investigate the campsite—or perhaps if the
scavengers. characters are especially watchful, maybe because
 DC 11: The canine tracks are larger than normal, they are aware of the tracks—a number of thin
as if made by a wolf easily twice the normal size. elves emerge from the trees several hundred feet
 DC 13: The canine tracks do not appear to away. They approach the characters with their
originate from outside the campsite. They lead off arms raised in surrender, begging for aid and
to the east, and splatters of blood follow parlay. Two of them are young males (barely 100
alongside. years old, named Earlan Shadowsong and Nim'il
Briarbough), Earlan carries the picked-clean
Wisdom (Perception)
remains of a mangy hound they managed to kill and
 DC 13: Light glints off a silver dagger in the cold have been eating slowly since arriving. The group is
ashes of the campfire. led by an auburn-haired female elf of about 300
 DC 15: The characters find a wolf's tooth years with piercing green eyes who introduces
embedded in one of Laszlo's wounds. herself as Aya Glenmiir.
Wisdom (Medicine)
Roleplaying Aya Glenmiir
 DC 11: Laszlo has been dead for about five days, Aya is a female elf of about 300 years. She has long, auburn
killed by a very savage wolf attack. hair and radiant green eyes, along with a bit of an ego.
 DC 13: The damage to Laszlo's body is massive in Originally from Phlan on the Moonsea, were she is a wizard
scale, and appears to have been attacked from specializing in warding magic, she has a history of being very
behind; his most grievous wounds are on his charismatic and a bit of a flirt.
neck and back. However, the land here in Barovia has seemingly drained
 DC 15: There is more blood here than Laszlo her of her energy leaving her gaunt and withdrawn, and she
could have provided. openly comments on how the nature of magic (known as
the Weave) "is just different here". Aya was also featured in
 DC 17: If the characters have discovered the
DDEX1-6 The Scroll Thief, DDEX1-10 Tyranny in Phlan,
dagger in the campfire, they can tell that Laszlo DDEX2-9 Breath of the Yellow Rose, and DDAL04-01 Suits of
appears to have successfully wounded his the Mists.
attacker. The blade of the dagger is thick with
charred blood. Roleplaying The Elves
Intelligence (Investigation) The Greenhall elves of the Quivering Forest are xenophobic
exclusionists; having lived for millenia within their
 DC 11: The tracks are wild and chaotic, but the enchanted wood. However, times being what they are, they
characters discern a number of wolf tracks have somewhat come out of their shell. Being in such a
among Laszlo's. There are two sets of humanoid strange place confuses and scares them. All of this has made
tracks; both sets lead into the clearing but only the elves rather terse and hesitant to trust.
wolf tracks leave this place. The elves have been encountered in DDEX1-8 Tales Trees
Tell and DDEX1-11 Dark Pyramid of Sorcerer’s Isle.

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With the exception of Aya, the elves actually hail role-playing—and a handful of rations, trust, and
from Greenhall—an elven settlement in the maybe a Charisma (Persuasion) check or two—the
Quivering Forest. They inform the characters that elves could actually be convinced to continue
they had been investigating the perimeter of their Laszlo & Alina's trapping and skinning efforts
domain, but entered a thick fogbank near the through the winter. If the characters previously met
Crossing Inn. When they emerged from the mist, Aya, she agrees to go to the village without the need
the forest had dramatically changed. Aya recognizes for the characters to convince her. The other elves
any characters that met her in any of the accompany her.
adventures that she has previously appeared in. Finally, if the characters wish, Aya is able to
She smiles warmly upon doing so. provide limited spellcasting services for the
The village of Orașnou confuses and alarms them, characters; specifically, she can cast remove curse.
as the villagers were very withdrawn and wouldn't See the information at the beginning of the
make eye contact. They swear that they had adventure for how much this service costs.
nothing to do with the carnage at the campsite,
though they've seen a massive wounded silver wolf XP Award
and had been tracking it in hopes of earning an easy If the characters successfully convince the elves to
meal. A DC 10 Wisdom (Insight) check tells the treat with Orașnou, award each character 25 XP.
characters that the elves are not telling the whole
truth about the wolf, however. Treasure
In addition to Laszlo's silver dagger, the characters
Charisma (Persuasion): find his furs and bags. The assembled furs are easily
 DC 12: The elves have been in the forest for worth 100 gp, and his bags contain pieces of
almost a tenday. They saw Laszlo and Alina, and polished bone and antler; items worth more as
trailed them for a while. They argued a lot, but finished art pieces and trinkets worth another 20
appeared to be capable hunters. gp in Orașnou. The characters find Laszlo's pack in
 DC 15: Laszlo attacked Alina here in the campsite the ruins of the campfire. It contains a shortbow, 12
after a particularly loud argument. The elves left arrows, an explorer's pack, and a salted ham, all of
the hunters alone, not wanting to see what would which have been ruined by the weather. Although it
happen if Laszlo saw them. (A DC 10 Wisdom cannot be found, there is evidence that he
Insight check tells the characters that the elves possessed a pot of ink. The elves have no items
are not telling the whole truth). worth any amount of value aside from their
 DC 18: After the loud fight, Alina…changed; she immediate gear, but taking their gear is a death
grew huge teeth and fur. She attacked Laszlo sentence for the elves.
when his back was turned. He defended himself, However, they also find Laszlo's a whip of
but he could not avoid his death—he only wept warning on the ground by his body.
as the beast attacked him. The elves fled,
overcome with terror and revulsion. A successful Part 2c: The Deep Wilderness
DC 8 Wisdom (Insight) check tells the characters Expected Duration: 30 minutes
that the elves are telling the truth. Before moving onto Part 3, below, choose (or
Intimidation may work to get this information, but determine randomly) an encounter from the
likely at disadvantage on the skill check. The elves "Orașnou and Its Surrounds" table, below:
are close to starving and feel that they have little
left to lose. The Deep Wilderness
The elves are not intended to be a combat Roll Type Title
encounter and do not pose a significant physical 1 Combat Zombie + Elk = Profit?
threat. If the characters decide to attack them, the 2 Combat In the Forest, Does a Bear…?
scuffle is brief and grants no experience. If Aya is 3 Combat Bad Dogs
attacked, she turns invisible and teleports a short 4 Exploration Agitation
distance away before making good her escape. 5 Exploration I'm Not a Witch!
While they refuse to take the characters to 6 Exploration Stickmen
Greenhall, the characters may be able to convince
the elves to return to Orașnou. With some creative

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The characters should have had two encounters A successful DC 11 Intelligence (Investigation)
(one from each 2a and 2c) before moving to part 3. check reveals that any amount of piercing damage
done from a distance will cause the corpse to
1. Zombie + Elk = profit? deflate with little effect to the characters.
The insects scurry off into the undergrowth
Low growls and grunts can be heard from some ways off, unless the characters are within ten feet of them or
followed by trumpeting sounds and terrific crashes. Low are attacking them.
moans immediately follow each crash.
Adjusting the Encounter
Here are recommendations for adjusting this combat
The characters observe a pack of three zombies encounter. These are not cumulative.
that have recently attacked a pair of elk. One of the
 Strong party: Add one swarm of centipedes
magnificent creatures is dead, and the other one is
 Very strong party: Add one swarm of rats and the
soon to follow. If the characters get involved, the creatures don't flee; the exploding corpse deals 11 (2d10)
elk is in a full panic and unless magical methods are poison damage
used, it is unable to distinguish them from the
zombies and defends itself. The elk runs away at The characters can avoid this encounter if they
the first opportunity. wish. Wolf tracks wind past the bear corpse and off
to the north. There is roughly two hours of travel
Adjusting the Encounter between this encounter and the next.
Here are recommendations for adjusting this combat
encounter. These are not cumulative. 3. Bad Dogs
 Very weak or weak party: remove one zombie
 Strong party: Add two zombies The forest has grown silent, and the wind has gone eerily
 Very strong party: Add four zombies calm.

The characters can avoid this encounter if they


wish. Wolf tracks continue to the east. There is Two death dogs are stalking the characters.
roughly two hours of travel between this encounter Characters that succeed on a Wisdom (Perception)
and the next. check opposed by the death dogs's Dexterity
(Stealth) check are not surprised as the beasts
2. Does a Bear Sit in the Woods? spring out to attack them. They pursue unarmored
characters first, and flee if reduced to 15 hit points
or less.
A very dead bear sits, leaning against a tree slightly off the
path--its belly horrifically distended. The stench is Adjusting the Encounter
overwhelming, even from nearly forty feet away.
Here are recommendations for adjusting this combat
encounter. These are not cumulative.
The bear corpse is actually home to a swarm of  Very weak party: As weak party; remove one death dog
centipedes. A successful DC 13 Intelligence  Weak party: The death dogs do not surprise the party
(Nature) check reveals that this, and those that  Strong party: Increase the death dogs’s Stealth modifier
succeed on a DC 11 Wisdom (Perception) check see to +6.
tiny ripples in the dead flesh. Those that succeed on  Very strong party: Add one death dog
the Intelligence (Nature) check make the Wisdom
(Perception) check with advantage. Wolf tracks continue off to the north from here and
If the characters physically interact with the are fairly easy to follow. There is roughly two hours
corpse, it explodes in a shower of gore as the of travel between this encounter and the next.
centipedes burst forth. Any creature within 10 feet
of the corpse takes 1 piercing damage and must 4. Agitation
succeed on a DC 11 Constitution saving throw or Do not run this encounter if "We are Not Alone"
take 6 (1d10) poison damage and be poisoned for 1 (see Part 2a, above) was used. However, if time
hour. permits, this encounter may serve to reinforce the
feeling of loss and chilling loneliness.

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As the characters travel through the forest, ask hasn't needed a name for many years—since she
the players to choose to roll for Wisdom left the village in fact, and has actually forgotten her
(Perception) or Wisdom (Survival) checks. If the name altogether.
players roll exceptionally low or high, follow up by The small hut is cozy enough, and keeps the old
asking for Wisdom (Insight) checks. Regardless of woman protected from the elements. She is very
their responses, reference the ideas below for eager to share her rancid-smelling stew, and seems
appropriate responses: incredibly concerned with the well-being of the
characters.
 The characters hear faint cries of an infant in the
distance, intermingled with the yowling of wolf  "Wear a thick jacket, it's cold out there!"
pups.  "Where are your gloves, young lady?"
 The characters find an arrow formed of a  "When I was your age…"
collection of bright red stones on the ground. It  "Do you see how he looks at you? I haven't seen
points northeast. that look in a long time."
 Scratched into a nearby tree trunk are the letters  "Be careful in these woods. Some say they've
"LV AV". A broken fingernail is still stuck in the seen a frightful scary ghostie with a gaping hole
wood. in its chest."
 You feel a sharp stabbing pain across your  "There are some mighty large wolves out this
abdomen, and then your torso goes numb--a time of year. One came by recently, with a huge
heartbeat later, the sensation fades away. belly wound that just kept bleeding."
 The trees seem to warp and twist ever so slightly She allows the characters to stay in her hut as long
as you look at them, as if they are trying to blot as they like, but there is only room for two people
out the sun. plus her at any one time. Any unprepared character
 Suddenly, the only thing you can think about is a that remains outside for one hour or more without
warm mug of mulled cider and a blazing hearth. building a campfire or taking appropriate shelter
The entries above are merely suggestions. This must make a DC 10 Constitution saving throw or
section works best by writing one of the above gain one level of exhaustion due to the encroaching
messages down on a slip of paper and privately cold.
passing it to the character with the lowest or Wolf tracks and a blood trail continue off to the
highest roll on their skill check. Wait a few minutes, north from here and are easy to follow. There is
and do it again. This section may serve as an roughly two hours of travel between this encounter
interesting method to award inspiration tokens to and the next.
characters that get involved in the messages.
The characters spot wolf tracks heading 6. Stickmen
northeast from here. There is roughly two hours of As the characters progress deeper into the forest
travel between this encounter and the next. and the foothills, they begin to notice small bundles
of sticks. As they walk further, the bundles take a
5. I’m Not a Witch! more humanoid shape and grow in size, the largest
of them being about twelve inches from top to
Snow has begun to fall, and with it, the temperature bottom, and all of them are hanging from tree
plummets. As you prepare to look for shelter an old woman, branches.
some fifty feet ahead, waves frantically at you and beckons After two miles, the characters come to a
you all to come closer.
clearing. Lashed to a stand of trees are four very
large humanoid effigies. Standing almost 15 feet
tall, they are quite an imposing sight. A DC 10
The old human woman leads the characters to her Intelligence (Religion) check shows that these
hut, nestled in between three sturdy trees. She is effigies are likely dedicated to some deity or force,
half-blind and very talkative, but she poses no but it is not clear to whom. A feeling of unease
threat to the characters. Characters may decide to permeates the area, and the sense that the
make Wisdom (Insight) checks so as to determine characters are being watched is very strong here.
her motives--if they do, feel free to describe her While the tall effigies provide excellent cover
warty, gap-toothed smile, stringy hair, and so on as from the wind, attempting to rest here requires a
her key features. She tells the characters that she

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DC 15 Wisdom saving throw; failing this saving
throw results in the character gaining a level of
exhaustion (and losing the benefit of the rest) as
maddening thoughts fill his or her mind.
Bloody wolf tracks continue off to the southeast
from here and are easy to follow. There is roughly
two hours of travel between this encounter and the
next.

Advancing the Adventure


The characters should have had two encounters in
addition to "The Campfire". If time allows, feel free
to run them through additional encounters from
the "Deep Wilderness Encounters" table but be
careful to manage your remaining time as well as
staying within the maximum gold and experience
rewards.

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

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pointedly avoids that character in favor of other Alina
targets. If Alina was spared, the characters are now faced
with the decision of what to do with Alina. Her
Adjusting the Encounter wound is festering and rotting, and her lycanthropy
Here are recommendations for adjusting this combat may not be curable with local resources—Orașnou
encounter. These are not cumulative. simply isn't populated enough to provide the
 Very weak: Replace the dire wolf with a wolf; replace necessary means to remove her affliction (though
Alina with a dire wolf the characters likely do not know this). Should she
 Weak party: Replace the dire wolf with two wolves; reclaim her sanity long enough to be questioned by
replace Alina with a dire wolf. the characters, she tearfully admits that her "pup"
 Strong party: Alina gains the pack tactics ability as per survived despite Laszlo's attack—and that the pain
the dire wolves. Additionally, the Dark Powers have gifted triggered her transformation.
her with the following trait: Regeneration: Alina regains 5 If the characters decide to return Alina to the
hit points at the start of each of her turns. If she hears the
village, she is scared to return to the village. While
sound of a baby crying or is damaged by a silvered
it is possible that the characters may still desire to
weapon, this trait doesn’t function at the start of her next
turn. Alina dies only if she starts her turn with 0 hit points
keep her alive, it should be made clear that
and doesn't regenerate. throughout the journey she became visibly more
 Very strong party: as Strong party, but Alina’s and more bestial, and that her humanity is likely to
regeneration ability causes her to regain 10 hit points at be lost forever if she is not cured soon.
the start of each of her turns, and a supernatural cold If the characters return to the village with Alina
creeps into the wolf den. Any creature that is not garbed in tow, the Burgomaster of Orașnou, Ivan
suitably for the cold weather must succeed on a DC 11 Randovich, is dismayed with her condition. He
Constitution save at the start of their turn or gain a level informs the characters that despite the girl’s
of exhaustion. Alina's thick coat protects her from this injuries, he is confident that she can be saved. He
effect. asks an older gentleman (his aide) to help carry the
girl inside. As a parting gesture, Ivan informs them
Treasure that Gregori will likely be happy to hear whatever
Aside from the tattered journal, Alina carries but a news they have. Assuming they do as they are bid,
single object with her in her wolf form: an old, read the following on their return:
ornate jade-and-pearl pendant emblazoned with a
raven. This necklace is evidence of who she is (if the As you leave the Burgomaster’s residence, three shapes
characters have not already figured it out), and appear on the roof: Alina, the Burgomaster, and his aide. A
would easily fetch 150 gp from a Vistani merchant. noose of stout rope has been tightened around Alina’s neck
and a burlap sack filled with what appears to be stones has
Where is Laszlo? been lashed to her ankles.
If the adventurers have previously encountered Laszlo in “The moon has cursed this girl!” The Burgomaster says,
other adventures (and thus, did not find his corpse at the “There is nothing that can be done to save her, but we can
campfire), Alina bellows out challenges and taunts during
prevent her destroying us all!”
the combat, including "Laszlo's marrow will provide meals
for days" and other such lines that indicate she is aware of Alina has time only for the briefest of screams as the man
his death. The characters may also find evidence of Laszlo's behind the Burgomaster shoves the girl bodily from the
death in the wolf den if needed. roof. There is a resounding CRACK as the rope around her
neck draws taut.

Conclusion Gregori is pleased that the characters have


The characters can finish searching the wolf den returned, and gives them 50 gold pieces for their
after combat has concluded. No other wolves trouble. He also offers them lodging in his travel
bother them, even on the journey back to Orașnou. house and tells them that they will be welcome for
There isn't much left here—only some scraps of as long as they would like to stay. This does not
leather clothing and a few broken shiny baubles. confer any discount on lodging, but it does
guarantee that he’ll always have an available room
if they need to stay in Orașnou.

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If asked about the wolf pup, Gregori’s demeanor
changes slightly. “Damned thing got a good start
from the storm and bolted. Shame, too.”

The Elves
Additionally, it is possible that the characters have
convinced the elves to come to Orașnou. They are
skilled hunters and would do well to fill Laszlo &
Alina's newly-vacated duties in the village. In time,
Aya may even recover more of her spellcasting
abilities and personality, becoming an asset that the
characters can rely on for magical support.

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Rewards
character is interested in a specific consumable
magic item, the DM can determine who gets it
Make sure players note their rewards on their randomly should the group be unable to decide.
adventure logsheets. Give your name and DCI Permanent magic items are divided according
number (if applicable) so players can record who to a system. See the sidebar if the adventure awards
ran the session. permanent magic items.

Experience Treasure Awards


Item Name GP value
Total up all combat experience earned for Blood hawk coins 20
defeated foes, and divide by the number of Pouch of rare spell components 20
characters present in the combat. For non-combat Bandit furs and skins 20
experience, the rewards are listed per character. Tambourine 10
Give all characters in the party non-combat
Silvered dagger 102
experience awards unless otherwise noted.
Laszlo's furs 100
Combat Awards Laszlo's trinkets 20
Name of Foe XP per Foe Alina's opal necklace 150
Blood Hawk 25 Gregori’s reward 50
Twig Blight 25
Vine Blight 100 Scroll of Create Bonfire
Needle Blight 50 Scroll, uncommon
Bandit 25
A description of this item can be found in the
Bandit Captain 450
Dungeon Master’s Guide. This spell appears in the
Scout 100
Elemental Evil Player’s Companion.
Zombie 50
Elk 50
Whip of Warning
Swarm of Centipedes 100
Weapon (whip), uncommon (requires attunement)
Death Dog 200
Dire Wolf 200 This whip is fashioned from a length of rotting,
Alina (Werewolf) 700 thorn-covered vine set into a handle made of an
unusual purple wood. The pommel is a large chunk
Non-Combat Awards of unpolished amber with a moving eyeball trapped
within. A description of this item can be found in
Task or Accomplishment XP per Character
the Dungeon Master’s Guide.
Taking the elves to go to Orașnou 25
Permanent Magic Item Distribution
The minimum total award for each character
D&D Adventurers League has a system in place to
participating in this adventure is 225 experience
determine who is awarded permanent magic items at the
points.
end of a session. Each character’s logsheet contains a
The maximum total award for each character column to record permanent magic items for ease of
participating in this adventure is 300 experience reference.
points.
 If all the players at the table agree on one character
Treasure taking possession of a permanent magic item, that
character gets the item.
The characters receive the following treasure,  In the event that one or more characters indicate an
divided up amongst the party. Characters should interest in possessing a permanent magic item, the
attempt to divide treasure evenly whenever character that possesses the fewest permanent magic
possible. Gold piece values listed for sellable gear items gets the item. If there is a tie in the total number of
are calculated at their selling price, not their permanent magic items owned by contesting characters,
purchase price. the item’s owner is determined randomly by the DM.
Consumable magic items should be divided up
however the group sees fit. If more than one

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Renown
All faction members earn one renown point for
participating in this adventure.

Downtime
Each character receives five downtime days at the
conclusion of this adventure.

Story Awards
Characters have the opportunity to earn the
following story awards during this adventure. This
award is given to those characters that begin their
adventures in Ravenloft during this adventure (see
Welcome to Barovia”, above).

The Demiplane of Dread. You have traversed the


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

DM Rewards
For running this adventure, you receive 150 XP and
75 gp.

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DM Appendix: NPC
is gaunt and withdrawn, and openly comments on
how the nature of magic, the Weave, "is just
different here". Aya has been previously featured in
Summary DDEX1-6 The Scroll Thief, DDEX1-10 Tyranny in
Phlan, DDEX2-9 Breath of the Yellow Rose, and
Glovia Falinescu (GLOW-vee-uh FALL-in-ESs-coo). DDAL04-01 Suits of the Mists.
A heartbroken mother and healer who lost her
infant child to disease. Blames her own lack of Burgomaster Ivan Randovich (EYE-vun RAN-doe-
ability for the child's death. Highly educated in vitch): Male human. Shell. Ivan has grown fat, vain,
anatomy. First of Esmae Amarantha’s four and rich on the backs of those he has subjugated.
Obsessions. Seeks out Tatyana’s Comb. NOTE: Ivan is not present
NOTE: Glovia is not present in this adventure. until the conclusion of this adventure

Alina Vaduva (uh-LEEN-uh vuh-DOO-vuh). Alina is


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

Laszlo Vaduva (laz-LO vuh-DOO-vuh). A true


outdoorsman, Laszlo has spent most of his life
working in the wild. A skilled hunter, trapper, and
woodsman, he firmly believes that the land
provides everything that his people need. Married
to Alina, and together they own a small but
successful fur trading post. The people of Orașnou
believe that Laszlo is hiding details about his life
before he came to the village, but he does not speak
of those dark days.

Gregori Wurlbach (gre-GOR-ee VURL-bok). Male


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

Aya Glenmiir (EYE-uh glenn-MEER). Aya is a


female elf of about 300 years. She has long, pale
blonde hair and radiant green eyes, along with a bit
of an ego. She is a wizard specializing in abjuration
magic—originally hailing from the town of Phlan.
Though she has a history of being very charismatic
and a bit of a flirt, the land here in Barovia has
seemingly drained her of much of her abilities. She

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Appendix. NPC/Monster
Light Crossbow. Ranged Weapon Attack: +3 to hit,
ranged 100/400 ft., one target. Hit: 5 (1d8 + 1)

Statistics
piercing damage.

Bandit Captain
Blood Hawk Medium humanoid (any race), any non-lawful
Small beast, unaligned alignment
Armor Class 12 Armor Class 15 (studded leather)
Hit Points 7 (2d6) Hit Points 65 (10d8 + 20)
Speed 10 ft., fly 60 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 3 (-4) 14 (+2) 5 (-3) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

Skills Perception +4 Saving Throws Str +4, Dex +5, Wis +2


Senses passive Perception 14 Skills Athletics +4, Deception +4
Languages -- Senses passive Perception 10
Challenge 1/8 (25 XP) Languages Common
Keen Hearing and Smell. The hawk has advantage on Challenge 2 (450 XP)
Wisdom (Perception) checks that rely on sight.
Actions
Pack Tactics. The hawk has advantage on an attack
roll against a creature if at least one of the hawk's Multiattack. The captain makes three melee attacks:
allies is within 5 feet of the creature and the ally isn't two with its scimitar, and one with its dagger. Or the
incapacitated. captain makes two ranged attacks with its daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Actions one target. Hit: 6 (1d6 + 3) slashing damage.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one Dagger. Melee or Ranged Weapon Attack: +5 to hit,
target. Hit: 4 (1d4 + 2) piercing damage. reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
3) piercing damage.
Bandit Reactions
Medium humanoid (any race), any non-lawful
alignment Parry. The captain adds 2 to its AC against one melee
attack that would hit it. To do so, the captain must see
Armor Class 12 (leather armor) the attacker and be wielding a melee weapon.
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Blight, Twig
STR DEX CON INT WIS CHA Small plant, neutral evil
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Senses passive Perception 10 Speed 20 ft.
Languages Common, Halfling
Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA
6 (-2) 13 (+2) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., Skills Stealth +3
one target. Hit: 4 (1d6 + 1) slashing damage. Damage Vulnerabilities fire
Condition Immunities blinded, deafened

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Senses blindsight 60 ft. (blind beyond this radius), False Appearance. While the blight remains
passive Perception 9 motionless, it is indistinguishable from a tangle of
Languages understands Common but can't speak vines.
Challenge 1/8 (25 XP)
False Appearance. While the blight remains Actions
motionless, it is indistinguishable from a dead shrub. Constrict. Melee Weapon Attack: +4 to hit, reach 10
ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage,
Actions and a Large or smaller target is grappled (escape DC
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., 12). Until this grapple ends, the target is restrained,
one target. Hit: 3 (1d4 + 1) slashing damage and the blight can't constrict another target.
Entangling Plants (recharge 5-6). Grasping roots and
Blight, Needle vines sprout in a 15-foot radius centered on the
Medium plant, neutral evil blight, withering away after 1 minute. For the
duration, that area is difficult terrain for nonplant
Armor Class 12 (natural armor) creatures. In addition, each creature of the blight's
Hit Points 11 (2d8 + 2) choice in that area when the plants appear must
Speed 30 ft. succeed on a DC 12 Strength saving throw or become
restrained. A creature can use its action to make a DC
STR DEX CON INT WIS CHA 12 Strength check, freeing itself or another entangled
12 (+1) 12 (+1) 13 (+1) 4 (-3) 8 (-1) 3 (-4) creature within reach on a success.

Condition Immunities blinded, deafened


Senses blindsight 60 ft. (blind beyond this radius), Death Dog
passive Perception 9 Medium monstrosity, neutral evil
Languages understands Common but can't speak Armor Class 12
Challenge 1/4 (50 XP) Hit Points 39 (6d8 + 12)
Speed 40 ft.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one target. Hit: 6 (2d4 +1) slashing damage. 15 (+2) 14 (+2) 14 (+2) 3 (-4) 13 (+2) 6 (-2)

Needles. Ranged Weapon Attack: +3 to hit, reach


Skills Perception +5, Stealth +4
30/60 ft., one target. Hit: 8 (2d6 + 1) piercing damage.
Senses darkvision 120 ft., passive Perception 15
Languages --
Blight, Vine Challenge 1 (200 XP)
Small plant, neutral evil Two-Headed. The dog has advantage on Wisdom
Armor Class 12 (natural armor) (Perception) checks and on saving throws against
Hit Points 26 (4d8 + 8) being blinded, charmed, deafened, frightened,
Speed 10 ft. stunned, or knocked unconscious.

STR DEX CON INT WIS CHA Actions


15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (-+0) 3 (-4) Multiattack. The dog makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Skills Stealth +1
target. Hit: 5 (1d6 + 2) piercing damage. If the target is
Condition Immunities blinded, deafened
a creature, it must succeed on a DC 12 Constitution
Senses blindsight 60 ft. (blind beyond this radius),
saving throw against disease or become poisoned
passive Perception 10
until the disease is cured. Every 24 hours that elapse,
Languages Common
the creature must repeat the saving throw, reducing
Challenge 1/2 (100 XP)
its hit point maximum by 5 (1d10) on a failure. The

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creature dies if the disease reduces its hit point Actions
maximum to 0.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Dire Wolf
Large beast, unaligned Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft. Scout
Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA Armor Class 13 (leather armor)
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2) Hit Points 16 (3d8 + 3)
Speed 30 ft.
Skills Perception +3, Stealth +4
Senses passive Perception 13 STR DEX CON INT WIS CHA
Languages -- 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
Challenge 1 (200 XP)
Keen Hearing and Smell. The wolf has advantage on Skills Nature +4, Perception +5, Stealth +6, Survival +5
Wisdom (Perception) checks that rely on sight or Senses passive Perception 15
smell. Languages Common
Pack Tactics. The wolf has advantage on an attack roll Challenge 1/2 (100 XP)
against a creature if at least one of the vulture's allies Keen Hearing and Sight. The scout has advantage on
is within 5 ft. of the creature and the ally isn't Wisdom (Perception) checks that rely on hearing or
incapacitated. sight.

Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Multiattack. The scout makes two attacks.
target. Hit: 10 (2d6 + 3) piercing damage. If the target Shortsword. Melee Weapon Attack: +5 to hit, reach 5
is a creature, it must succeed on a DC 13 Strength ft., one target. Hit: 5 (1d6 + 2) piercing damage.
saving throw or be knocked prone. Longbow. Ranged Weapon Attack: +5 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
Elk damage.
Large beast, unaligned
Armor Class 10 Swarm of Centipedes
Hit Points 13 (2d10 + 2) Medium swarm of Tiny beasts, unaligned
Speed 50 ft. Armor Class 12 (natural armor)
Hit Points 22 (5d8)
STR DEX CON INT WIS CHA
Speed 20 ft., climb 20 ft.
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 6 (-2)

STR DEX CON INT WIS CHA


Senses passive Perception 10 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)
Languages --
Challenge 1/4 (50 XP) Damage Resistances bludgeoning, piercing, slashing
Charge. If the elk moves at least 20 feet straight Condition Immunities charmed, frightened,
toward a target and then hits it with a ram attack on paralyzed, petrified, prone, restrained, stunned
the same turn, the target takes an extra 7 (2d6) Senses blindsight 10 ft., passive Perception 8
damage. If the target is a creature, it must succeed on Languages --
a DC 13 Strength saving throw or be knocked prone. Challenge 1/2 (100 XP)

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Swarm. The swarm can occupy another creature's Actions
space and vice versa, and the swarm can move
Multiattack (Humanoid or Hybrid Form Only). Alina
through any opening large enough for a Tiny insect.
makes two attacks when using the Attack action.
The swarm can't regain hit points or gain temporary
hit points. Bite (Wolf or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 +
Paralyzing Bites. A creature reduced to 0 hit points by
2) piercing damage. If the target is humanoid, it must
a swarm of centipedes is stable but poisoned for 1
succeed on a DC 12 Constitution saving throw or be
hour, even after regaining hit points, and paralyzed
cursed with werewolf lycanthropy.
while poisoned in this way.
Claws (all forms). Melee Weapon Attack: +4 to hit,
Actions reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing
damage.
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one
target in the swarm's space. Hit: 10 (4d4) piercing
damage or 5 (2d4) piercing damage if the swarm has Zombie
half of its hit points or fewer. Medium undead, neutral evil
Armor Class 8
Alina Vaduva (Werewolf) Hit Points 22 (3d8 + 9)
Medium humanoid (human, shapechanger), chaotic Speed 20 ft.
evil
Armor Class 11 in humanoid form, 12 (natural armor) STR DEX CON INT WIS CHA
in wolf or hybrid form 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Hit Points 58 (9d8 + 18)
Speed 30 ft. (40 ft. in wolf form) Saving Throws Wis +0
Damage Immunities poison
STR DEX CON INT WIS CHA Condition Immunities poisoned
15 (+2) 13 (+1) 12 (+2) 10 (+0) 11 (+0) 10 (+0) Senses darkvision 60 ft., passive Perception 8
Languages Common, Draconic
Skills Perception +4, Stealth +3 Challenge 1/2 (50 XP)
Damage Immunities bludgeoning, piercing, and Undead Fortitude. If damage reduces the zombie to 0
slashing from nonmagical attacks that aren't hit points, it must make a Constitution saving throw
silvered with a DC of 5 + the damage taken, unless the damage
Senses passive Perception 14 is radiant or from a critical hit. On a success, the
Languages Common (can't speak in wolf form) zombie drops to 1 hit point instead.
Challenge 3 (700 XP)
Shapechanger. Alina can use her action to polymorph Actions
into a wolf-humanoid hybrid or into a wolf, or back Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
into her true human form. Her statistics, other than target. Hit: 4 (1d6 + 1) bludgeoning damage.
her AC, are the same in each form. Any equipment
she is weapon or carrying isn't transformed. She
reverts to her true form if she dies.
Keen Hearing and Smell. Alina has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Mother's Ears. If Alina hears the sound of a crying
infant, or if she hears a sound that she believes come
from a crying infant, all of her attacks are made with
disadvantage as her eyes well with tears.

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Player Handout: Alina’s
Journal

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Appendix. Map of Wolf
Den

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the Curse of Strahd season, as the burgomaster,
executioner, and tax collector all have key roles to
DM Appendix 2: Extending play in later adventures.
 When the characters begin their trek into the
to a 4-Hour Session forest, the encounters should be adjusted as
follows: in Part 2a, they should receive one or two
Many players seek a longer experience than what a combat encounters (Options 1-3) and two
two-hour game might normally allow, so here are roleplaying encounters (Options 4-6); they should
some options to consider if and when your players then proceed to the campsite (2b); and finally, the
request that this adventure be run in a longer characters should participate in two combat
capacity. encounters from Part 2c (Options 1-3) and one or
two roleplaying encounters (Options 4-6).
Standard Rules  Aya Glenmiir and her elves can become a much
firmer encounter – please review her NPC
The Curse of Strahd season is very tightly designed
summary for information on adventures that she
with a large number of factors in mind, but first
has appeared in. As a fellow Faerûnian, it is highly
among these factors is that the adventures are
likely that she would be extremely relieved to see
designed to be played in numeric order starting with
someone that she might even recognize in the
DDAL04-01 Suits of the Mists. Here are the basic
party! Play up the dissociative elements here,
rules to bear in mind when you extend this
though; the Mists of Ravenloft sometimes twist,
adventure or any other two-hour adventure into a
tease, and poke at the sanity of those they
longer format:
transport here. Aya had an important role in the
 The adventure’s rewards (i.e., XP, treasure, Tyranny of Dragons adventures (Season 1).
renown, and downtime) are not modified.  Raise the impact and importance of the
 Respect the operating hours of your snowstorm. Describe it as almost supernaturally
establishment. If you are running in a store or cold, with snowflakes so large they can plucked
convention, be sure to have enough time to wrap out of the air. By making this environmental event
up and clear your table. a visceral part of the story, your players will “buy
 Be sure to notify all the players at your table that in” to this reality. The Mists may play a role here,
this game will run longer than the normal time. If a as well: as the snow falls, perhaps Alina’s tracks
player leaves early, it will need to be treated the continue to be clear and well-marked even though
same as if they had left a four-hour game early— other visibility is reduced significantly.
this may mean that the player sacrifices certain Ultimately the goal of this season is to use the world
rewards or may even be unable to complete the and land of Barovia as a character unto itself. To that
story! end, play up your local environmental effects as well,
much like a Foley artist for a movie studio. Tap on
Specific Rules for DDAL04-02 the underside of the table a few times as the
This adventure is designed for a two-hour window, characters trek through the woods, describe
but includes a number of elements that are intended creatures with alternative words (ie: rats might be
to encourage players to replay this adventure— “squat, wriggling, 4-legged beasts with tapered
there are typically more encounters than they will noses, sharp teeth, whip-like tails, and beady,
get in a single session in the intended format. murderous eyes”), turn on an oscillating fan during
However, there are a number of elements that you this game to simulate the character’s journey
can tweak and work with to maneuver this through the snowstorm. You may find that by simply
adventure into a rewarding four-hour experience: changing how you describe your world extends your
game time; requiring no additional modification.
 Expand the time the characters spend in the
village by interacting with other key NPCs by
name. This requires you to have access to and
familiarity with some of the other adventures in

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

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

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