The Beast: A Two-Hour Adventure For 1st-4th Level Characters
The Beast: A Two-Hour Adventure For 1st-4th Level Characters
The Beast: A Two-Hour Adventure For 1st-4th Level Characters
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.
ALAN PATRICK
Adventure Designer
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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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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."
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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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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).
DM Rewards
For running this adventure, you receive 150 XP and
75 gp.
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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)
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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)
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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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