DDAL04-08 The Broken One (5e) (9139669)

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THE BROKEN ONE

The village of Orașnou is buried in winter's snows and facing starvation. An unseen beast has
ravaged the livestock culled to pay Lord Strahd's tax and the village is thrown into panic and
chaos. Can you find the monster and save the village from starvation, or worse?
Part eight of Misty Fortunes and Absent Hearts.

A two-hour adventure for 5th-10th level characters

Joshua Kelly
Adventure Designer

Adventure Code: DDAL4-8


Version 1.0

Development and Editing: Claire Hoffman, Travis Woodall


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

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Petr Fitzparck (orde #9136)


Preparing the Adventure
Introduction Before you show up to Dungeon Master this
Welcome to The Broken One, a D&D Expeditions ™ adventure for a group of players, you should do the
adventure, part of the official D&D Adventurers following to prepare.
League ™ organized play system and the Curse of
 Make sure to have a copy of the most current
Strahd™ storyline season.
version of the D&D Basic Rules or the Player’s
This adventure consists of one short adventure
Handbook.
that is designed for three to seven 5th to 10th
level characters, and is optimized for five 5th-  Read through the adventure, taking notes of
anything you’d like to highlight or remind yourself
level characters. Characters outside this level range
of 5 to 10 cannot participate in this adventure. while running the adventure, such as a way you’d
The adventure is set in the village of Orașnou, in like to portray an NPC or a tactic you’d like to use
in a combat.
the domain of Barovia. It is designed to be played in
one two-hour session but can be expanded for a  Get familiar with the monster statistics in the
four-hour session. Appendix.
 Gather together any resources you’d like to use to
aid you in running this adventure--such as
The D&D Adventurers League notecards, a DM screen, miniatures, and
This adventure is official for D&D Adventurers battlemaps.
League play. The D&D Adventurers League is the  If you know the composition of the group
official organized play system for DUNGEONS & beforehand, you can make adjustments as noted
DRAGONS®. Players can create characters and throughout the adventure.
participate in any adventure allowed as a part of the
D&D Adventurers League. As they adventure,
players track their characters’ experience, treasure,
Before Play at the Table
and other rewards, and can take those characters Ask the players to provide you with relevant
through other adventures that continues their story. character information:
If you’re running this adventure as a part of a  Character name and level
store event or at certain conventions, you’ll need a  Character race and class
DCI number. This number is your official Wizards of  Passive Wisdom (Perception)—the most common
the Coast organized play identifier. If you don’t have passive ability check
a number, you can obtain one at a store event. Check  Anything notable as specified by the adventure
with your organizer for details. (such as backgrounds, traits, flaws, etc.)
D&D Adventurers League play is broken up into
storyline seasons. When players create characters, Players that have characters outside the adventure’s
they attach those characters to a storyline season, level range cannot participate in the adventure
which determines what rules they’re allowed to use with those characters. Players with ineligible
to create and advance their characters. Players can characters can make a new 1st-level character or use
continue to play their characters after the storyline a pregenerated character. Players can play an
season has finished, possibly participating in a adventure they previously played or ran as a
second or third storyline with those same Dungeon Master, but not with the same character.
characters. A character’s level is the only limitation Ensure that each player has an official adventure
for adventure play. A player cannot use a character logsheet for his or her character (if not, get one from
of a level higher or lower than the level range of a the organizer). The player fills out the adventure
D&D Adventurers League adventure. name, session number, date, and your name and DCI
For more information on playing, running games number. In addition, the player also fills in the
as a Dungeon Master, and organizing games for the starting values for experience, gold, downtime,
D&D Adventurers League, please visit the D&D renown, and number of permanent magic items. He
Adventurers League home at: or she fill in the other values and write notes at the
conclusion of the session. Each player is responsible
www.dndadventurersleague.org for maintaining an accurate logsheet.
If you have time, you can do a quick scan of a
player’s character sheet to ensure that nothing looks

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DDAL04-08 The Broken One 2

Petr Fitzparck (orde #9136)


out of order. If you see magic items of very high 3-4 characters, APL greater than Average
rarities or strange arrays of ability scores, you can 5 characters, APL less than Weak
ask players to provide documentation for the 5 characters, APL equivalent Average
irregularities. If they cannot, feel free to restrict item 5 characters, APL greater than Strong
use or ask them to use a standard ability score array. 6-7 characters, APL less than Average
Point players to the D&D Adventurers League Player’s 6-7 characters, APL equivalent Strong
Guide for reference. 6-7 characters, APL greater than Very strong
If players wish to spend downtime days and it’s
the beginning of an adventure or episode, they can Average party strength indicates no recommended
declare their activity and spend the days now. adjustments to the adventure. Each sidebar may or
Alternatively, they can do so at the end of the may not offer suggestions for certain party
adventure or episode. Players should select their strengths. If a particular recommendation is not
characters’ spells and other daily options prior to offered for your group, you don’t have to make
the start of the adventure, unless the adventure adjustments.
specifies otherwise. Feel free to reread the
adventure description to help give players hints
about what they might face. Running the Adventure
As the Dungeon Master of the session, you have the
most important role in facilitating the enjoyment of
Adjusting the Adventure the game for the players. You help guide the
Throughout this adventure, sidebars provide narrative and bring the words on these pages to life.
information to assist you in making adjustments for The outcome of a fun game session often creates
smaller or larger groups and characters of higher or stories that live well beyond the play at the table.
lower levels than the adventure is optimized for. Always follow this golden rule when you DM for a
This is typically used exclusively for combat group:
encounters.
You may adjust the adventure beyond the Make decisions and adjudications that enhance
guidelines given in the adventure, or for other the fun of the adventure when possible.
reasons. For example, if you’re playing with a group
of inexperienced players, you might want to make To reinforce this golden rule, keep in mind the
the adventure a little easier; for very experienced following:
players, you might want to make it a little harder.
Therefore, five categories of party strength have  You are empowered to make adjustments to the
been created for you to use as a guide. Use these as a adventure and make decisions about how the
guide, and feel free to use a different adjustment group interacts with the world of this adventure.
during the adventure if the recommended party Doing so is especially important and applicable
strength feels off for the group. outside of combat, but feel free to adjust the
This adventure is optimized for a party of five adventure for groups that are having too easy or
5th-level characters. To figure out whether you too hard of a time.
need to adjust the adventure, do the following:  Don’t make the adventure too easy or too difficult
for a group. Never being challenged makes for a
 Add up the total levels of all the characters. boring game and being overwhelmed makes for a
 Divide the total by the number of characters. frustrating one. Gauge the experience of the
 Round fractions of .5 or greater up; round players (not the characters) with the game, try to
fractions of less than .5 down. feel out (or ask) what they like in a game, and
You’ve now determined the average party level attempt to give each of them the experience
(APL) for the adventure. To figure out the party they’re after when they play D&D. Give everyone a
strength for the adventure, consult the following chance to shine.
table.  Be mindful of pacing, and keep the game session
moving along appropriately. Watch for stalling,
Determining Party Strength since play loses momentum when this happens. At
Party Composition Party Strength the same time, make sure that the players don’t
3-4 characters, APL less than Very weak finish too early; provide them with a full play
3-4 characters, APL equivalent Weak

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DDAL04-08 The Broken One 3

Petr Fitzparck (orde #9136)


experience. Try to be aware of running long or to be able to travel to the settlement to obtain these
short. Adjust the pacing accordingly services.
 Read-aloud text is just a suggestion; feel free to
modify the text as you see fit, especially when Help From Who!?
dialogue is present. For the current storyline season, Curse of Strahd, the rules for
 Give the players appropriate hints so they can spellcasting services are changed for characters adventuring
make informed choices about how to proceed. in Barovia. In Strahd’s bleak domain, there simply aren’t any
Players should be given clues and hints when settlements where spellcasters can accommodate such
needs, and those places of worship that might otherwise
appropriate so they can tackle puzzles, combat,
provide spellcasting services are overrun with monsters. As
and interactions without getting frustrated over
such, unless otherwise detailed in an adventure, the only
lack of information. Doing so helps to encourage individual able to provide spellcasting services is Jeny
immersion in the adventure and gives players Greenteeth. This will no doubt lead to some uncomfortable
“little victories” for figuring out good choices from situations and unforeseen consequences.
clues. Refer to Page 7 of the Adventurers League Dungeon
In short, being the DM isn’t about following the Master’s Guide for more details.
adventure’s text word-for-word; it’s about Spell services generally available include healing and
facilitating a fun, challenging game environment for recovery spells, as well as information-gathering
the players. The Dungeon Master’s Guide™ has more spells. Other spell services might be available as
information on the art of running a D&D game. specified in the adventure. The number of spells
available to be cast as a service is limited to a
Downtime and Lifestyle maximum of three per day total, unless otherwise
At the beginning of each play session, players must noted.
declare whether or not they are spending any days
of downtime. The player records the downtime Spellcasting Services
spent on the adventure logsheet. The following Spell Cost
options are available to players during downtime Cure wounds (1st level) 10 gp
(see the D&D basic rules or the D&D Adventurers Identify 20 gp
League Player’s Guide for more information): Lesser restoration 40 gp
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 table
In addition, whenever a character spends for free. The only cost paid for the spell is the base price for
downtime days, that character also spends the 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.
downtime also spends ten days of expenses Because of this, characters with the Acolyte background gain
maintaining his or her lifestyle. Some downtime no benefit from this trait.
activities help with lifestyle expenses or add lifestyle
expenses. Character Disease, Death, and
Recovery
Spellcasting Services
Sometimes bad things happen, and characters get
Any settlement the size of a town or larger can poisoned, diseased, or are killed. Since you might not
provide some spellcasting services. Characters need have the same characters return from session to

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DDAL04-08 The Broken One 4

Petr Fitzparck (orde #9136)


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

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DDAL04-08 The Broken One 5

Petr Fitzparck (orde #9136)


in every ten people in Barovia are actually possessing of a
The Demiplane of Dread soul—the souls of the original denizens of Barovia before its
This adventure is set within the Ravenloft campaign transition into the Demiplane. When a being with a soul dies
setting, in the lands of Barovia which exists in the in Barovia, its soul remains trapped until it is reincarnated
Demiplane of Dread. There are several atmospheric later. Souls tend to wear clothing with a splash of color or
and thematic elements to keep in mind at all times have other features that demonstrate even a small bit of
while running your game: individuality.

The Land is Bleak Alterations to Magic


By the will of the Dark Powers, the sun never fully The land of Barovia resides in its own demiplane,
shines in the lands of Barovia. Even during the day, isolated from all other planes, including the Material
the sky is dimmed by fog or storm clouds, or the Plane. No spell—not even wish—allows one to
light is strangely muted. Barovian daylight is bright escape from Strahd’s domain. Astral projection,
light, yet it isn’t considered sunlight for the purpose teleport, plane shift, and similar spells cast for the
of effects and vulnerabilities, such as a vampire’s, purpose of leaving Barovia simply fail, as do effects
tied to sunlight. Nevertheless, Strahd and his that banish a creature to another plane of existence.
vampire spawn tend to stay indoors most of the day These restrictions apply to magic items and artifacts
and venture out at night, and they are subject to that have properties that transport or banish
sunlight created by magic. creatures to other planes. Magic that allows transit
to the Border Ethereal, such as the etherealness spell
Winter in Barovia and the Etherealness feature of incorporeal undead,
The winters are cold, wet, and stormy here. The natives of is the exception to this rule. A creature that enters
the Demiplane are prepared—well, as prepared as they can the Border Ethereal from Strahd’s domain is pulled
hope to be. back into Barovia upon leaving that plane.
The characters, however, are unfamiliar with the realm. For the purpose of spells whose effects change
Thankfully, the region they came from was experiencing the across or are blocked by planar boundaries (such as
worst winter in living memory, and are likely to possess sending), Strahd’s domain is considered its own
winter clothing. If they are not, then, preparations are in
plane. Magic that summons creatures or objects
order. The village has a single shop called The Hare & Hair
from other planes functions normally in Barovia, as
where they are able to procure such supplies if they wish.
does magic that involves an extradimensional space.
A dark sentience infuses the very soil, twisting and Any spells cast within such an extra-dimensional
contorting everything within. In places where you space (such as that created by Mordenkainen’s
would normally expect wildlife such as deer, rabbits, magnificent mansion) are subject to the same
or squirrels, you instead find wolves, rats, and restrictions as magic cast in Barovia.
mangy dogs. Vegetation is rotted and dead, and While in Barovia, characters who receive spells
forests are filled mostly with gnarled, thick trees from deities or otherworldly patrons continue to do
with bare branches. Colorful, vivacious things simply so. In addition, spells that allow contact with beings
do not exist. from other planes function normally—with one
provision: Strahd can sense when someone in his
The Denizens of Orașnou domain is casting such a spell and can choose to
Most Orașnou residents are mundane laborers, farmers, make himself the spell’s recipient, so that he
fletchers and other folk who fall under common professions. becomes the one who is contacted.
They typically have gaunt features, as crops often fail to take
root, and creatures of the night frequently kill and devour Cosmetic Spell Modifications
their livestock.
At your discretion, a spell can be modified
Most are sullen, and often filled with fear, be it from the
cosmetically to enhance the horrific atmosphere of
lands themselves, what lies within them, Lord Strahd, or their
own tyrant of a Burgomaster; Ivan Randovich and his cronies.
Ravenloft. A few examples are presented below:
Be sure to play to the mindsets of these people who live Alarm. Instead of hearing a mental ping when the
threadbare existences, constantly on the precipice of horror alarm is triggered, the caster hears a scream.
during your roleplaying encounters. Bigby’s Hand. The conjured hand is skeletal.
As is the case with most of the denizens of Barovia, most Find Familiar. The familiar is undead instead of
of the people that reside in the village don’t possess a soul. being a celestial, a fey, or a fiend, and is immune to
These people are empty shells created by Strahd’s features that turn undead.
consciousness to populate his domain. However, about one

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DDAL04-08 The Broken One 6

Petr Fitzparck (orde #9136)


Find Steed. The summoned steed is undead any players seem sensitive to that, please adjust the
instead of being a celestial, a fey, or a fiend, and is depictions accordingly.
immune to features that turn undead. Horror involves more than simple fright. It entails revulsion
Find the Path. A child’s spirit appears and guides and anguish. Often it arises when adventurers see something
the caster to the desired location. The spirit can’t be completely contrary to the common understanding of what
harmed and doesn’t communicate. can and should occur in the world, or upon the realization of
a dreadful truth. In such a situation, you can call on
Fog Cloud. Misty, harmless claws form in the fog.
characters to make a Charisma saving throw to resist the
Gust of Wind. A ghastly moan accompanies the
horror. Set the DC based on the magnitude of the horrific
summoned wind. circumstances. On a failed save, a character either becomes
Mage Hand. The summoned hand is skeletal. frightened or gains a short-term form of madness that you
Maze. The surfaces of the demiplane’s maze are choose or determine randomly. Use your discretion when
made of mortared skulls and bones. determining the effect of a failed horror check. Take your
Phantom Steed. The steed resembles a skeletal players into consideration and the activity in which they are
horse. participating.
Rary’s Telepathic Bond. Characters linked A character afflicted with short-term madness is subjected
together by the spell can’t shake the feeling that to an effect from the Short-Term Madness table for 1d10
something vile is telepathically eavesdropping on minutes.
them.
Revivify. A creature restored to life by a revivify Short-Term Madness
spell screams upon regaining consciousness, as d100 Effect (lasts 1d10 minutes)
though waking from some horrible nightmare. 01-20 The character retreats into his or her mind and
becomes paralyzed. The effect ends if the character
Spirit Guardians. The spirits appear as ghostly,
takes any damage.
skeletal warriors.
21-30 The character becomes incapacitated and spends
Wall of Stone. A wall created by the spell has the duration screaming, laughing, or weeping.
ghastly faces sculpted into it, as though tortured 31 – 40 The character becomes frightened and must use his
spirits were somehow trapped within the stone. or her action and movement each round to flee
from the source of the fear.
Count Strahd Von Zarovich 41 - 50 The character begins babbling and is incapable of
Lord Strahd is the Darklord of Barovia. He rules his domain normal speech or spellcasting.
from Castle Ravenloft as Strahd IX; a descendent of Strahd I. 51 - 60 The character must use his or her action each
In actuality, Strahd I and Strahd IX are the one and the same-- round to attack the nearest creature.
a vampire. As a mortal, Strahd fell in love with Tatyana 61-70 The character experiences vivid hallucinations and
Federovna; the bride of his younger brother Sergei. In his has disadvantage on ability checks.
jealousy, Strahd murdered his brother and became the 71 - 75 The character does whatever anyone tells him or
Darklord of Barovia; which was swept away into the her to do that isn't obviously self-destructive.
Demiplane along with its ruler. Since then, Strahd is cursed to 76- 80 The character experiences an overpowering urge to
seek incarnations of Tatyana for eternity. NOTE: Strahd is not eat something strange such as dirt, s lime, or offal.
present in this adventure. 81-90 The character is stunned.
91-100 The character falls unconscious.
Not Without Humor
The bleak and oppressive landscape must give way
now and then to some moments of respite, not only Adventure Background
does this break up the taxing mindset that Ravenloft Orașnou is a humble medieval village of two-
can evoke, but it also provides good chances for hundred souls in the province of Barovia. The icy
horror to sneak back up on players just as they least grip of winter has refused to yield to spring, and the
expect it. food supplies are dwindling. In addition, the taxes
owed to Lord of the Land, Count Strahd von
Horror Zarovich, will be made due in a week. Strahd's taxes
This adventure contains scenes that are meant to challenge must be paid in goods, food and livestock, and the
characters’ sanity and unnerve them. As a result, some Burgomaster of Orașnou, Ivan Randovich, is running
images may be a bit disturbing, such as the “birth” of the out of options to keep his townsfolk alive through
spider swarm in Part 1. winter.
Please warn the players ahead of time that some of them Putting further strain on the food reserves is
may find the adventure’s depictions to be a little extreme. If Eugen Adi, a tax collector who works for Randovich.

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DDAL04-08 The Broken One 7

Petr Fitzparck (orde #9136)


Eugen's life of greed and cruelty has entwined him The characters have met Randovich in the previous
with the Dark Powers that rule Ravenloft. They have adventures, and know that he is the Burgomaster
granted him powerful abilities but also cursed him (Mayor) of the small village of Orașnou. They also
with an insatiable hunger. Eugen has been devouring know he is a powerful man with a long reach and it
the livestock he is supposed to be collecting for is better to stay on his good side.
taxes. To keep the adventure within the 2-hour time
Eugen sought help for his affliction from the local limit it is recommended you begin the session with
barber and healer, a man named Costel Barbu. When the meeting in progress.
Costel was unable to end his curse, Eugen killed and
devoured him. Now Eugen plans to frame Costel's Welcome to Barovia
simpleminded son Luca for his theft of the town's Some characters may be arriving from Faerûn for
livestock. Every time he feeds, Eugen's cursed the first time. For those characters describe a heavy
appetite returns stronger than before. It is only a fog bank rolling through their travel path while they
matter of time before his hunger overwhelms his are in the Quivering Forest, and when it eventually
self-control. clears, they are on the outskirts of a small mountain
village. It’s heavy-handed, but such is the way of the
Overview Demiplane.
Any character that participates in this adventure
This adventure is divided into an introduction and
earns The Demiplane of Dread story award if they
two parts.
do not have it already. They should be made aware
Introduction. The characters are summoned to a
that until this story award is removed, they may not
meeting with Ivan Randovich to discuss aiding the
participate in any adventure that does not take place
village in surviving the winter.
in Barovia.
Part 1. The disappearance of the town's livestock
NOTE: This adventure may touch on some morally
is discovered. The characters are introduced to Luca
dark moments. Please be careful to gauge your
Barbu who becomes the target of an angry mob.
player's comfort with such things, and remember
Part 2. Eugen's true nature is revealed and Luca
that the goal of a Dungeons & Dragons game is for
holds the key to defeating him.
everyone to have fun!

Adventure Hook Curse of Strahd Adventures


The adventures for the Curse of Strahd Season of Dungeons
If the characters begin this adventure from within
and Dragons Adventurers League deliver the most impactful
the Forgotten Realms or a setting other than
experience when played in numeric order (i.e.: 04-01, then
Ravenloft, have them be transported to the 04-02, and so on) but this is not required. Please carefully
Demiplane of Dread just outside Orașnou via an read the following pages and be prepared to adjust
unnaturally thick fog or mist while traveling encounters, especially where key NPCs are concerned!
overland, preferably at night. Despite their Although DM tips may be found in the adventure, they are
unfamiliarity with the area, they are met on the road unlikely to cover every table or situation.
by a man on horseback. He provides a letter, For a Ravenloft game, the world itself should be treated
demanding that any newcomers to the area must with great respect—it is a character unto itself, and the Dark
meet with the Burgomaster of Orașnou. Powers rarely respond positively to hand-waving and outright
The Pleasure of Your Company. The characters dismissal…
are summoned to a meeting with Ivan Randovich Any character afflicted with lycanthropy must receive the
with the following message: benefits of a remove curse at the end of this adventure in
order to be rid of this horrible affliction. Characters that
Sir/Madam, choose to remain afflicted or cannot afford this spell, become
NPCs and are no longer playable in D&D Adventurers League
I hereby request your aid in a matter of upmost importance games.
to the people of Orașnou. Please join me for supper at my
home this evening.

Ivan Randovich
Orașnou

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DDAL04-08 The Broken One 8

Petr Fitzparck (orde #9136)


constantly throughout the meeting—talking with his
Introduction: The mouth full of food without remorse. What a monster.
Burgomaster's Table Roleplaying Ivan Randovich
Estimated Duration: 15 minutes Ivan is the Burgomaster (Mayor) of Orașnou and is
Ivan Randovich summons the characters to his accustomed to being listened to and obeyed. He interrupts
house to discuss how they can save the village of and talks over others and can't imagine anyone would
Orașnou from starvation. This introduction gives the disobey his orders. He is a vain man and regularly primps and
characters a chance to meet the NPCs they might preens over his clothing, distractedly flicking lint from his
interact with during the adventure. The meeting is doublet or worrying over a scuff in his boots. Ivan has a
cut short when a messenger arrives with weakness for mystics and fortunetellers, and sprinkles the
unfortunate news. concepts of fate and divine will in his conversation.
Quote. "The common folk have a way of straying from
Randovich Manor their path, but fate has sent me to shepherd them."
Ivan Randovich lives in a well-appointed manor on Ivan explains the predicament the village is facing.
the southern side of town, with high stone walls and This summer saw a weak harvest, and a mold
lights in every window. When the characters arrive outbreak ruined much of the grain stores. In seven
the sun is setting and the quickening wind sends days, the village has to pay the taxes to Lord Strahd
flurries of snow to pelt their unguarded faces. Inside, in the form of grain and livestock. The food that will
the house is warm and well furnished. A few remain after the taxes are paid isn't enough to feed
servants are tending to the Burgomaster and his two the village through the rest of winter. He wants to
employees, the tax collectors Eugen Adi and Scartia know what the characters can do to help Orașnou
Krutz. survive the coming famine, and offers to pay up to
If the characters have previously met Ivan 50 gp for a solution.
Randovich his opinion of them affects how they are If the character's struggle to come up with their
received at this meeting. (Specifically, in DDAL4-04 own ideas, Ivan and his tax collectors can offer the
Randovich asked the characters to save critical following suggestions:
supplies during a fire.)
 There is a field of turnips that were caught in an
 If Randovich likes the characters (Trust of the early freeze and cannot be harvested. Do you have
Burgomaster story award), they are greeted any powers that could warm the land?
warmly, welcomed at his table and treated to a  Wolves have been menacing the sheep in the hills
three-course meal of turnip stew, venison and around the town. Will you help us eradicate them?
savory cheeses.  Can you forage for wild game or create food with
 If Randovich has reason to dislike the characters your magic?
(Ire of the Burgomaster story award), or is  Scartia recently caught Donovan, the town
neutral in his opinion of them, they are brought butcher, hoarding food before; could he be at it
into the dining room and expected to stand during again?
the meeting while he and his tax collectors eat.  Do the characters have a relationship with any
Vistani traders who can be persuaded to bring a
NPCs Present caravan through Orașnou to trade soon?
The following townsfolk are present:  There are sick and infirm villagers who will die
Ivan Randovich. Male human Burgomaster of soon regardless of how much food is stored, until
Orașnou is round of belly and wears a red velvet then they are eating food that could save the rest.
doublet over a fine linen shirt. When he speaks, his Would the characters be willing to “thin the herd”
voice booms through the dining room. a little?
Scartia Krutz. The tax collector is a stout human
woman of the Gundarakite ethnicity. Her massive Development
basset hound, Frederick, keeps trying to climb into Once the characters have debated their options, but
her lap throughout the dinner. before they can decide on a course of action, a
Eugen Adi. The auxiliary tax collector is a gaunt villager named Babik bursts into the dining room
human with thin grey hair and stooped shoulders. with urgent news. Babik works at the grain mill and
He has absolutely abhorrent table manners; he sometimes serves on the town militia; aside from a
burps loudly, wipes his hands on his shirt, and eats lopsided jaw, he is otherwise unremarkable. He is

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DDAL04-08 The Broken One 9

Petr Fitzparck (orde #9136)


very upset and begs everyone present to come to the
sheep pen right away and only explains that
"Something happened to Lord Strahd's sheep."
Before leaving, both of the tax collectors don their
half plate armor.
Killing Ivan Randovich or His Tax Collectors
Though the Burgomaster returns to life after being slain, The
Ruler of Barovia does not suffer the killing of his government
officials lightly. If the characters kill the Burgomaster or his
tax collectors (except Eugen after he has revealed himself to
be the killer), Lord Strahd sends an envoy of two vampire
spawn to demonstrate his displeasure. Precisely when the
spawns arrive is at the DMs discretion, though it should not
be during the fight with Eugen.
The spawns are dressed in court finery and the heraldry of
House Zarovich is embroidered on their fine winter coats.
They attack the characters without remorse, but do not kill
them. A lesson is not a lesson if the pupil is not alive to
realize its importance.

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DDAL04-08 The Broken One 10

Petr Fitzparck (orde #9136)


Part 1: An Untimely Slaughter Background
Eugen has been taking advantage of Luca's condition
Suggested Duration: 45 minutes to devour the sheep, right from under his nose. He
The characters investigate the slaughter of the would send Luca down to the river to collect water,
town's livestock and confront an unruly mob. eat one of the sheep, and hide the carcass. Then
Orașnou Eugen would add more livestock collected from the
village. Luca suspected there were missing sheep,
The general features of Orașnou are as follows. but Eugen was able to bully him into self-doubt.
Architecture. The homes of Orașnou are humble Eugen, Scartia, Luca and Ivan all have keys to the
wood and stone cottages of one or two stories with pen, though Scartia was responsible for collecting
high peaked wood roofs. Most have small stone- grain and not involved with livestock.
fenced yards for livestock and gardens. With the town's supply of livestock dwindling, and
Light. The adventure takes place just after the his cursed hunger growing, Eugen sent Luca on an
winter sun has set and the village is in darkness. The errand that kept him away for the day. While he was
insides of the cottages aren't much brighter, as the gone Eugen devoured the rest of the sheep, he
villagers hoard what meager candles and lamp oil couldn't help himself, and planted half the sheep
they have. skulls in Luca's house. These skulls have yet to be
Sound. The wind and snow muffle most sounds, all discovered and when they are, Eugen is ready to pin
passive Perception checks made outside that rely on the crime on Luca.
sound have increased DCs and active checks are
made with disadvantage. Roleplaying Luca Barbu
Cold and Snow. The snow piles high in drifts of Luca is a kind-hearted soul with the intelligence of a 3-year-
two to four feet that creates difficult terrain in areas old child. Luca pauses between statements, gets his present
not frequently tread by the villagers. Characters and past tenses wrong and sometimes stares blankly when
operating outside without cold weather gear for people try to interact with him. When he gets frustrated, he
more than an hour gain one level of exhaustion. flies into an angry rage and retreats to repeatedly pound his
fists into the dirt or beat his head against a wooden
The Scene of the Crime fencepost.
DMs are advised to be mindful how you describe Luca, and
The sheep's pen is just a wide wooden hut within a few considerate of the players at your table. Please avoid using
derogatory language to refer to this mentally handicapped
hundred yards of Ivan's stately house. There is a single door
NPC. At the same time, be sure to avoid anachronisms in the
with a lock that hangs ajar. Inside, the dirt floor is covered in-game dialogue. The villagers would refer to Luca using
with straw and dung, and the scent of blood hangs in the air. words such as, "touched", "simpleton", "dunderhead" or "the
In the center of the room stands a hulking brute of a man idiot."
holding the bloody head of a sheep. A few other sheep head Quote: Boss says daddy left town and will not come back. I
skulls can be seen scattered in the room, but no major bones know better, he is in the dirt, I know it.
or other sign of carcasses.
Events in Motion
The man is Luca Barbu; he works for Ivan tending When Ivan discovers the sheep are missing, he is
the sheep collected as taxes. Luca was kicked in the visibly rattled. Lord Strahd might take his head in
head by a mule as a young boy and bears a large dent lieu of his tax contribution. Ivan throws the
in his forehead. The injury greatly impaired Luca's characters a purse containing 25 gp, declares them
intelligence, and he has trouble communicating. He deputized militia members, and orders them to
also suffers from fits of rage that are frightening to detain Luca until he returns.
witness. Unfortunately, Orașnou has never been Ivan leaves with Eugen and Scartia to gather the
visited by a cleric powerful enough to aid him. To town militia and replace the animals by any means
add to his woes, his father, the town barber, necessary. With the tax collectors going door to door
disappeared a week ago. confiscating the last food stocks, the villagers are
Babik explains that when he went to deliver feed soon riled into an angry mob. Eugen then “discovers”
to the sheep he found Luca here and the sheep gone. the evidence he planted at Luca's house and turns
It appears that a dozen sheep have been horribly the mob against the poor man.
massacred; only a few skulls scattered bones remain. The characters are free to act as they see fit here.
They might decide to investigate the scene, set Luca

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DDAL04-08 The Broken One 11

Petr Fitzparck (orde #9136)


free or accompany him to his house. In any case as stones. (The fence is not broken; this was Eugen's
they navigate their way around the village, make idea to get Luca away from the sheep pen.)
sure they are aware that the village is gradually  Luca can't count the sheep 'cause he got kicked in
rising into a panic. Voices are raised in anger, doors the head.
are being kicked down and the last few animals can  Daddy went away. He never said goodbye. Luca
be heard bleating in distress. You decide at what thinks Daddy is in the dirt.
point in the session the mob confronts Luca and the  Luca's favorite sheep is Brownie. Brownie was
characters (see Mob Justice, below). nice to Luca and always let him pet her. One-day
Brownie was gone. Eugen said Luca is just a
A. Investigating the Sheep Pen dunderhead but Luca knows that Brownie is gone.
Three sheep heads are piled in one corner. They are Brownie is in the dirt.
little more than empty skulls covered in scraps of
skin. There was supposed to be two dozen sheep C. Around the Village
penned here. The village of Orașnou is a grim and meager place
As the characters investigate the scene and this winter. The locals are thin, and many suffer from
succeed on the following skill checks they can learn a wracking cough. The locals don't trust the
the accompanying information: characters and aren't comfortable offering
 Wisdom (Survival): DC 20 the only footprints in information freely. If the characters are able to
the pen and the yard are human and sheep. persuade (or bribe) information from some of the
locals, they can learn the following:
 Intelligence (Investigation): DC 10 There are more
patches of dried blood spread around the room,  This year's taxes are much higher than in the past.
suggesting more animals were butchered here  That “idiot” Luca Barbu is a dangerous man; he
than the current three skulls would suggest. A flies into rages and once broke the baker's door
further successful DC 15 Wisdom (Survival) skill down.
check informs the investigator that these pools of  The butcher Donovan was whipped in the town
blood were created at varying times during the square for hoarding food.
last few weeks, not all at once.  Eugen has been in charge of collecting the
 Wisdom (Medicine or Survival): DC 15 the bite livestock
marks on the sheep skulls were made by large  Eugen is not afraid to draw his sword if disobeyed.
teeth, canines, incisors and molars. This would
indicate whatever ate these sheep was a large D. Luca's House
sized omnivore, such as a bear or giant badger. This well-built two-story home is larger and better
furnished than many homes in the village. The
B. Luca's Friend ground floor is comprised of three rooms. There is a
During the investigation Luca fixates on one of the common/dining room and a kitchen with a well-
characters and declares that they are friends. It stocked larder. The third room served the late Costel
might be whichever character first showed him any Barbu in his work as the town barber. There is a
kindness, the character with the highest or lowest barber's chair, many sharp knives, a bucket of dead
Charisma, or—ironically—the prickliest and gruffest leeches, a skull screw and a few anatomical drawings
member of the party. Luca refers to this character as showing where the humors can be extracted from a
his “friend”. This chosen character has advantage on humanoid body. The two rooms upstairs are
all skill checks made to persuade, intimidate or bedrooms for Luca and Costel.
deceive Luca, though failure in these checks can send Eugen has broken into the house and planted a
Luca into a rage. dozen sheep's skulls, thrown madly about the
Luca is willing to tell his "friend” what he knows ground floor. The back door shows signs of forced
about the disappearance of the livestock. Luca won't entry and the air stinks of rotting meat. If the
volunteer any information; the characters have to characters explore Luca's home, they are confronted
ask targeted questions, but they can learn the by the mob upon leaving.
following:
 The fence is broken. Today Luca went to get
Mob Justice
stones to fix the fence. All day Luca is getting The hungry villagers have been rousted from their
meager suppers and told the livestock collected for

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DDAL04-08 The Broken One 12

Petr Fitzparck (orde #9136)


their taxes are gone and must be replaced. In their B. Defend Luca
panic they have formed into an angry mob. Eugen If the characters make their intention to defend Luca
has been spreading the rumor that either Luca killed using violence clear, Eugen shouts “They are in
the sheep himself or is certainly culpable in their league with the beast! Get them!” and the mobs
disappearance. attack. On their first turn, the villagers hurl stones at
When you decide the time is right, Eugen has Luca, and rush into melee combat the following
mustered two mobs of villagers to confront Luca round. Eugen disappears in the panic following the
and the characters. The villagers won’t be satisfied villagers attack.
until they see Luca dead. If the characters separated
from Luca earlier he returns to them in a panic, with The Mob in Combat
the mob close on his heels. The mob of villagers is designed to simplify combat for this
The characters have a choice to make: encounter. It's recommended you don't worry too much
about the difference of damaging one creature vs. multiple.
 Surrender Luca. Proceed to Encounter A, below. Imagine a Barbarian's battle axe slicing through multiple
 Defend Luca. Proceed to Encounter B, below. people, or a Rogue's sneak attack terrifying enough
 Flee with Luca. Proceed to Encounter C, below. individuals that they flee the mob.
 Quell the Mob. Proceed to Encounter D, below.
Once a mob of villagers has been reduced to half
Roleplaying Eugen hit points, the survivors scatter in a panic. If the
The cursed tax collector has become the embodiment of characters kill any of the villagers (that is deal
greed, consumption and avarice. He is tall and gaunt with damage with anything other than a melee weapon,
stringy grey hair. His stooped posture and prominent nose they earn the You Murderer! story award.
give him a vulture like profile. His skin is a sickly grey and he Treasure. If Luca survives, he rummages in a
has prominent bags under his eyes. He is constantly chewing ragged velvet bag that hangs around his neck and
thins strips of hardened leather, or his own fingernails. He removes a number of items, namely: a small
speaks with a slow and raspy voice. soapstone statuette carved into the crude likeness of
In addition to his insatiable hunger, Eugen lives to acquire a Barovian woman worth 2 sp, a soft scrap of blue
wealth. His eyes roam over a character's displayed wealth silk, a pair of moldy walnuts, and a fine linen
and he expects to be bribed for even the slightest envelope.
consideration. In spite of his hoarded fortune Eugen displays
The envelope is unopened and addressed to
no outward signs of his personal wealth and lives like a miser,
"Costel Barbu, Orașnou" in a fine, looping script. The
as if acquisition is an end to itself.
Quote: "You and I scrape by in our cold homes while this
envelope contains Player Handout 1 a ring of spell
simpleton eats mutton he hasn't earned. What are you going storing (Player Handout 2). This ring is
to do about it?" harmonious, meaning that it only takes 1 minute to
attune to the item.
A. Surrender Luca XP Award. If they characters save Luca from the
If the players surrender Luca to the mob, read the villagers, award each character 250 XP. If they do so
following: without killing any of the villagers, award each
character an additional 250 XP.
Luca is overwhelmed by the screaming villagers. He falls to The Letter. On the back of the letter is a rough
the ground and disappears under a snarling mass of men who map showing a route from Orașnou to the Fidatov
continue to beat and kick him long after his body has stopped estates through the Svalich Woods. The map notes
moving. The mob stills, and then recedes to reveal Luca's
multiple farms and pastures around the estate.
If asked about the letter, Luca (if alive) shrugs. He
lifeless form lying face down in the snow. As the villagers step
explains that the envelope arrived for his father two
away from their victim.
days after he disappeared. Luca can't read, but he
A cold wind rises from the southwest the villagers turn kept it safe anyway in case his father returned.
their gaze to you. Gripping their weapons tightly, they begin Development. Once both mobs have been routed,
to advance. Luca is grateful to the characters for saving him,
Then a scream shatters the tension. from inside his shirt he pulls out a velvet bag (see
Treasure, below). Any peace the characters find at
Luca is thoroughly dead. Little do the characters this moment is short-lived. Proceed to It’s Here!,
know, however, that he rises as a revenant (see below.
Luca’s Revenge, below). Proceed to It’s Here, below.

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DDAL04-08 The Broken One 13

Petr Fitzparck (orde #9136)


C. Flee With Luca resentfully stand down, and return to their homes.
The night is dark, and the mob shouldn’t be difficult However, if the check fails by 5 or more, the mob’s
to outwit. The characters might use magic, stealth or anger is redirected to the character making the
deception to disperse or evade the mob without check. If the villagers attack, the characters may
killing any villagers. The mechanics of how the choose to defend themselves or flee; return to either
characters evade the mob are up to your discretion Encounter B or C, above depending on their choice.
and let the players’s creativity and cunning guide the Otherwise, if successful, Luca is grateful and
narrative of the chase. removes the ragged velvet bag he wears around his
Despite their efforts, however, the characters are neck and hands it to his “friend” (see Treasure,
eventually spotted—and perhaps even cornered! As below).
the mob converges on their location, Luca gives his XP Award. If they characters save Luca from the
"Friend" his treasure. (see Treasure below.) villagers, award each character 250 XP. If they do so
XP Award. If they characters save Luca from the without killing any of the villagers, award each
villagers, award each character 250 XP. If they do so character an additional 250 XP.
without killing any of the villagers, award each Treasure. If Luca survives, he rummages in a
character an additional 250 XP. ragged velvet bag that hangs around his neck and
Treasure. If Luca survives, he rummages in a removes a number of items, namely: a small
ragged velvet bag that hangs around his neck and soapstone statuette carved into the crude likeness of
removes a number of items, namely: a small a Barovian woman worth 2 sp, a soft scrap of blue
soapstone statuette carved into the crude likeness of silk, a pair of moldy walnuts, and a fine linen
a Barovian woman worth 2 sp, a soft scrap of blue envelope.
silk, a pair of moldy walnuts, and a fine linen The envelope is unopened and addressed to
envelope. "Costel Barbu, Orașnou" in a fine, looping script. The
The envelope is unopened and addressed to envelope contains Player Handout 1 a ring of spell
"Costel Barbu, Orașnou" in a fine, looping script. The storing (Player Handout 2). This ring is
envelope contains Player Handout 1 a ring of spell harmonious, meaning that it only takes 1 minute to
storing (Player Handout 2). This ring is attune to the item.
harmonious, meaning that it only takes 1 minute to The Letter. On the back of the letter is a rough
attune to the item. map showing a route from Orașnou to the Fidatov
The Letter. On the back of the letter is a rough estates through the Svalich Woods. The map notes
map showing a route from Orașnou to the Fidatov multiple farms and pastures around the estate.
estates through the Svalich Woods. The map notes If asked about the letter, Luca shrugs. He explains
multiple farms and pastures around the estate. that the envelope arrived for his father two days
If asked about the letter, Luca shrugs. He explains after he disappeared. Luca can't read, but he kept it
that the envelope arrived for his father two days safe anyway in case his father returned.
after he disappeared. Luca can't read, but he kept it Development. There is no time for celebration,
safe anyway in case his father returned. however, as a terrible scream shatters the silence;
Development. There is no time for violence, Scartia has discovered the head of an unfortunate
however, as a terrible scream rises over the villager. Proceed to It’s Here! as the last of the mob
villagers’s shouts of anger; Scartia has discovered scatters in panic and alarm.
the head of an unfortunate villager. Proceed to It’s
Here! as the mob scatters in panic and alarm.

D. Quell the Mob


Tempers are running high and the villagers are
angry and afraid. That is not to say that their anger
and fear can’t be mollified, however.
As an action, a character may attempt to convince
the villagers of Luca’s innocence. Doing so requires a
DC 13 Charisma (Persuasion) check. Alternatively,
the characters may wish to use less polite means to
disband the mob. If the characters succeed at a DC
15 Charisma (Intimidate) check, the villagers

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DDAL04-08 The Broken One 14

Petr Fitzparck (orde #9136)


It’s Here!
Regardless of what happens, eventually someone
discovers Eugen’s first victim. Read or paraphrase:

You turn and see a woman running towards the mob; she
holds the tattered, bloody body of a child in her arms and
screams "It's here!"

The woman is Scartia Krutz and she has just


discovered the remains of one of the villagers,
devoured in the same manner as the missing sheep.
The mob disperses in a panic; the villagers rush
home while Scartia tries in vain to rally them to fight
the threat. In the chaos, Eugen has disappeared and
begins to stalk the poor villagers. Proceed to Part 2,
Monsters & Mayhem, below.

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DDAL04-08 The Broken One 15

Petr Fitzparck (orde #9136)


If the characters decide to flee the village, Eugen
Part 2: Monsters & Mayhem confronts them directly.
Estimated Duration: 1 hour 1. Family Tragedy. In a fit of panic, Babik
Eugen's cursed hunger overwhelms him and he accidently ran his father through with a pitchfork.
begins devouring villagers at random. The townsfolk When the characters arrive, the father is on the
are panicking as Eugen stalks them through a ground dying as his son stares in disbelief. If not
snowstorm. The characters must find and destroy assisted, the man dies in three rounds.
Eugen, while dealing with the aftermath of the 2. Militia Squad. 1d6+2 of the more skilled
confrontation with the mob. villagers (bandits) armed with short swords and
light crossbows. The militia's reaction to the
General Features characters depends on how the earlier mob
With the village in chaos the general features of encounter was handled by the characters.
Orașnou change to the following: 3. Scartia's Investigation. Scartia is alone in a
Light. The sun has set, plunging the town into small orchard examining the nearly devoured corpse
darkness. A handful of dropped torches or accidental of a horse. Her basset hound has found a scent trail,
fires create pools of dim light at a few places around but Scartia isn't ready to trust the characters. Her
the village. basset hound, Frederick is baying and barking
Sound. Shouts of anger and confusion permeate loudly—eager to set off on the hunt.
the village. People scream in terror at threats real or 4. Panicking Horses. Something has set the stable
imagined. All passive perception checks that rely on ablaze and a carriage team of four riding horses are
sound are made with disadvantage. careening through the village dragging the wreckage
Cold and Snow. The snow is dropping in thick of the Burgomaster's carriage. It is only a matter of
clumps, reducing maximum visibility to 60 feet. time before someone is trampled. Though difficult,
Characters operating outside without cold weather the horses can be calmed with a successful DC 15
gear for more than an hour gain one level of Wisdom (Animal Handling) check. If the characters
exhaustion. free the horses from the wreckage (their tethers
have an AC of 11, 10 hit points, immune to poison
Tracking the Monster and psychic damage), the check to calm the horses is
Eugen is moving from home to home devouring the made with advantage.
defenseless villagers. The villagers are either 5. Revenge! If Luca died, his soul returns to his
panicking and fleeing the village or forming corpse as a bloodthirsty revenant bent on exacting
ramshackle barricade and preparing confront the his revenge on the characters for failing to protect
threat. Ultimately, however, it is up to the characters him. If the characters didn’t otherwise find it, Luca’s
to destroy this menace, but first they have to find velvet sack is visible beneath his tattered, bloody
him. The means of locating Eugen can be up to the shirt (see Treasure, Part 1 above).
characters; they could follow the trail of footsteps Luca seeks revenge on the characters who
leading away from a recently discovered skull, or abandoned him to die, and targets his former
rush toward a sudden scream. “friend” first. As a revenant, Luca is just as easily
As the characters search for Eugen they might confused and manipulated as he was in life, and can
encounter the scenarios below. If the characters are be talked into aiding the characters instead of
not certain that Eugen is the culprit, these attacking them. If Eugen is killed before the
encounters can be fraught with suspense and dread. Revenant is destroyed, Luca's soul moves on and the
If Eugen has already struck the characters and body it animated drops lifeless to the ground.
retreated, these encounters can provide resources Luca's revenant can be added to the final fight
the characters might need to defeat him. with Eugen to increase the difficulty.
The use of these encounters is ultimately at your 6. The Hungry Man. Eugen stands alone outside
discretion, feel free to roll a d6 to determine the the blacksmith's home (See The Hungry Man, below).
encounter or chose one that fits the character's
approach. XP Award
NOTE: If you are playing this as a 2-hour session Once the characters successfully track the monster
you might want to truncate these encounters and to the Smithy (see The Hungry Man, below), award
move straight to the final fight with Eugen, each character 500 XP.
depending on how much time is left in your session.

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DDAL04-08 The Broken One 16

Petr Fitzparck (orde #9136)


The Hungry Man Tactics
Eugen employs hit-and-run tactics, targeting
The characters encounter Eugen just outside of the spellcasters and lightly-armored characters and
town smithy—a villager's corpse at his feet. By this avoiding obvious melee fighters.
time, two of his victims have risen as ghasts to his If time is not a concern, Eugen fights until he's
aid. If Luca has risen as a revenant and attacks the been reduced to half hit points and flees in search of
characters, Eugen is encountered alone. a villager to devour to restore his hit points. The
characters find themselves pursuing Eugen, the
General Features
Chapter 8 pages 252-254 of the Dungeon Master's
The Smithy has the following general features:
Guide offers guidance for chase scenarios.
Light. The sun has set, but the clouds have given
way to the light of the moon, providing dim light. Upping the Ante
The village is foggy, however, and patches of fog The Dark Powers of Ravenloft can be capricious. As the
might move through the area. Light from burning combat starts the wind picks up (on Initiative 10) causing all
homes flickers in the distance. ranged attacks after that in the first round of combat to be at
Smells. Blood and smoke. disadvantage, and pushing the snow on the ground into a
Sounds. Crackling fires, screams of terror and number of random drifts. These drifts are three to five feet
pain, the caws of distant ravens. A distant bell tolls. high and can provide cover, or if against a building an easy
path to high ground. Wisdom (Perception) checks are also at
If the characters have been attempting to move disadvantage this round. It leaves as quickly as it came, only
through the village with stealth, they might have the to return and rearrange the battlefield in the third round.
opportunity to surprise him. If the characters Those locations from which the snow was scoured are now
haven’t yet sussed out his role in the attacks, Eugen icy patches of ground. When a creature moves onto the ice
plays innocent and moves into position to strike the for the first time, it must succeed on a DC 13 Dexterity saving
nearest distracted character. throw or fall prone. The icy patches might be right in front of
a drift or 3 feet away, your choice.
Adjusting this encounter
Here are some suggestions for adjusting this encounter. Treasure
These are not cumulative. Eugen carries two leather pouches. The first
contains 70 gp of assorted coins. The second
 Weak Party: Reduce Eugen’s hit points to 120; replace the
ghasts with ghouls. contains a collection of jewelry and trinkets worth
 Strong Party: Add a ghast. 210 gp.
 Very Strong Party: Add two ghasts. One of the trinkets (a ring worth 10 gp) has the
phrase "For Crina" engraved into the interior of the
A. Inside the Smithy band. It was taken from Crina Grelon, the hospice
This soot-stained and cramped room is where the owner. These are personal effects Eugen has
blacksmith lives and plies his trade. The smith is not extorted from the people of Orașnou, and Crina can
home and the inside of the house is in darkness. The identify who they should be returned to. If the
wooden door is open; the northwest corner side has characters decide to return these effects to the
a window for ventilation that has been shuttered villagers, they are gifted with various goods (a hand-
from the inside. knitted sweater or scarf, a pair of durable shoes, a
Aside from the personal effects of the smith thick coat, etc.). Additionally, the characters earn a
himself, there are twelve finished short swords, four total of 25 gp in collected gifts.
long swords, one battle axe, and two quivers of ten
arrows. Conclusion
When Eugen is killed, his body curls inwards
B. Outlying Houses towards his stomach, his bones crack and his skin
These small houses have only a single story and
dries until there is nothing left of him but a
peaked wooden roofs. 1d4 villagers cower inside
mummified husk, which quickly crumbles to dust.
each of the homes.
Ivan Randovich returns from wherever he's been
hiding. He is quick to place all the food shortages at
the feet of the now dead Eugen.

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DDAL04-08 The Broken One 17

Petr Fitzparck (orde #9136)


"I always knew Eugen was greedy; seems the fates knew it
too and they corrupted him to his core. Gods preserve us."

The immediate danger to the village has ended but


the threat of starvation remains. Ivan makes it clear
to the characters that they are needed now more
than ever to assist in finding a source of food that
can help the villagers of Orașnou pay their taxes and
still survive through the end of winter.
If the characters have not yet discovered the letter
from Marilena Fidotev, a messenger arrives to
deliver it. Ivan takes the letter, reads it and hands it
to the characters. (See Marilena's letter above.) Ivan
then gives the ring of spell storing to the characters
as advanced payment for scouting this estate. Ivan
does not offer any information about Marilena other
than they used to be friends and had a falling out
that he'd rather not talk about.
Running this Chapter as a Longer Adventure
This short adventure fits neatly with DDEX4-9 The Tempter
and the two adventures can be run together as a single 4-
hour session. However, if you want to expand this one
adventure into a longer session you should consider the
following modifications.
 In the introduction the characters are asked to come up
with their own plan to save the village from starvation. You
can let them play out the plan they devise before the
events in the village overtake the plot. If the characters are
successful at bringing additional resources to the village
the NPCs will be more open to their appeal to save Luca
later.
 The investigation into who devoured the sheep can be
expanded to include other villagers who might be
implicated in the crime. The town butcher Donovan and
his wife Bartia have been caught hoarding food before.
There are Bandits living in woods around the village that
can be investigated.
 Eugen is not taken down so easily. In the final
confrontation he uses every ability at his disposal to
survive. He evades, set up ambushes and bullies villagers
to fight for him.

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DDAL04-08 The Broken One 18

Petr Fitzparck (orde #9136)


magic item, the DM can determine who gets it
Rewards randomly should the group be unable to decide.
Make sure players note their rewards on their Permanent magic items are divided according to
adventure logsheets. Give your name and DCI a system. See the sidebar if the adventure awards
number (if applicable) so players can record who permanent magic items.
ran the session.
Treasure Awards
Experience Item Name GP value
Total up all combat experience earned for defeated Eugen's purse full of coins 70
foes, and divide by the number of characters present Eugen's purse full of jewelry 210
in the combat. For non-combat experience, the Payment from Ivan Randovich 50
rewards are listed per character. Give all characters Returning family treasures 25
in the party non-combat experience awards unless
otherwise noted. Permanent Magic Item Distribution
Combat Awards D&D Adventurers League has a system in place to determine
who is awarded permanent magic items at the end of a
Name of Foe XP per Foe
session. Each character’s logsheet contains a column to
Mob of Villagers 700 record permanent magic items for ease of reference.
Militiaman 25
 If all the players at the table agree on one character taking
Scartia’s Basset Hound 25
possession of a permanent magic item, that character gets
Scartia 700 the item.
Vampire Spawn 1800  In the event that one or more characters indicate an
Ghoul 200 interest in possessing a permanent magic item, the
Ghast 450 character that possesses the fewest permanent magic
Luca's Revenant 1,800 items gets the item. If there is a tie in the total number of
Eugen 2,900 permanent magic items owned by contesting characters,
the item’s owner is determined randomly by the DM.
Non-Combat Rewards
Ring of Spell Storing
Task or Accomplishment XP per PC
Ring, rare (requires attunement)
Save Luca from the mob 250
Refrain from killing villagers 250 The ring it appears to be a plain gold band, though
Tracking the monster to the tarnished and chipped. When the wearer casts an
Smithy 250 arcane spell they feel cold and faint of breath (an
unsettling experience that causes no damage or
The minimum total award for each character condition change). A character may attune to this
participating in this adventure is 1,312 experience item in 1 minute. A description of this item can be
points. found in Player Handout 2.
The maximum total award for each character
participating in this adventure is 1,750 experience Renown
points. All faction members earn one renown point for
participating in this adventure.
Treasure
The characters receive the following treasure, Story Awards
divided up amongst the party. Characters should Characters have the opportunity to earn the
attempt to divide treasure evenly whenever following story awards during this adventure.
possible. Gold piece values listed for sellable gear are
calculated at their selling price, not their purchase The Demiplane of Dread. You have traversed the
price. mists and now find yourself in the Demiplane of
Consumable magic items should be divided up Dread and, until this story award is removed, you
however the group sees fit. If more than one are unable to leave. So long as you are trapped, you
character is interested in a specific consumable cannot participate in any adventure or event that
takes place outside of Barovia. Tread carefully

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DDAL04-08 The Broken One 19

Petr Fitzparck (orde #9136)


during your time here, the Dark Powers are
watching.

You Murderer! You have killed a local villager. As a


result, you are distrusted (and likely even hated) by
the survivors of Eugen’s attacks. For so long as you
possess this story award, all of your Charisma
(Deception or Perception) checks against a local of
Orașnou are made with disadvantage. Additionally,
all prices for any purchases or services in the village
are doubled.

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

DM Rewards
For running this adventure, you receive 450 XP, 225
gp and five downtime days.

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DDAL04-08 The Broken One 20

Petr Fitzparck (orde #9136)


Appendix: NPC Summary
The following NPCs appear in this adventure.

Ivan Randovich (EE-van RAND-oh-vich). Male


human Burgomaster of Orașnou is round of belly
and wears a red velvet doublet over a fine linen
shirt. When he speaks, his voice booms through the
dining room. Unbeknownst to everyone in the
village, he is Esmae Amarantha’s Third Obsession.
Scartia Krutz (SKAR-shuh). The tax collector is a
stout human woman of the Gundarakite ethnicity.
Her massive basset hound, Frederick, keeps trying to
climb into her lap throughout the dinner.
Eugen Adi (YOU-ghen ah-DEE). The auxiliary tax
collector is a gaunt human with thin grey hair and
stooped shoulders. He has absolutely abhorrent
table manners; he burps loudly, wipes his hands on
his shirt, and eats constantly throughout the
meeting—talking with his mouth full of food without
remorse. What a monster.

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DDAL04-08 The Broken One 21

Petr Fitzparck (orde #9136)


Legendary Actions
Appendix: NPC/Monster
Eugen can take 3 legendary actions, choosing from the
Statistics options below. Only one legendary action can be used
at a time and only at the end of another creature's
Eugen Adi turn. Eugen regains a spent legendary action at the
start of his turn.
Medium humanoid (human), neutral evil
 Riposte. If Eugen is targeted by a melee attack that
Armor Class 17 (half plate armor)
Hit Points 150 (20d8 + 60) misses and the attacker is within 5 feet of Eugen, he
Speed 45 ft. makes a single melee attack with his longsword
against the creature that attacked him.
STR DEX CON INT WIS CHA  Pounce. Eugen leaps to a single target within 30 feet
16 (+3) 14 (+2) 17 (+3) 13 (+1) 12 (+1) 16 (+3) of him and makes a single attack. This movement
does not provoke opportunity attacks. Eugen can use
Saving Throws Str +7, Wis +5 this legendary action once per round.
Skills Athletics +7, Deception +7, Intimidation +7,  Retched Spittle. Eugen launches a glob of rancid
Stealth +6 spittle at a point within 60 feet. Each creature within
Damage Resistance cold, necrotic; bludgeoning, a 10-foot radius of that point must succeed on a DC
piercing, and slashing from nonmagical attacks 13 Constitution saving throw or take 14 (4d6) poison
Damage Immunities poison damage and be poisoned for 1 minute. On a success,
Condition Immunities frightened, poisoned a target takes only half damage and is not poisoned.
Senses darkvision 120 ft., passive Perception 15 At the end of each of its turns, a target may attempt
Languages Common another saving throw, ending the poisoned condition
Challenge 7 (2,900 XP) early on a success.
Ravenous Curse. Luca's power comes from the curse
he bears. If the curse is removed (such as by remove
curse) Eugen’s speed is reduced to 30 ft., and he loses Frederick (Mastiff)
his damage resistances and his consuming bite and Medium beast, unaligned
retched spittle abilities. Armor Class 12
Ravenous Tenacity. Eugen has advantage on all Hit Points 5 (1d8 + 1)
Dexterity and Wisdom saving throws. Speed 40 ft.

Actions STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
Multiattack. Eugen makes two attacks with his
longsword.
Skills Perception +3
Longsword. Melee Weapon Attack: +7 to hit, range 5 Senses passive Perception 13
ft., one creature. Hit: 7 (1d8 + 3) slashing damage, or 8 Languages —
(1d10 + 3) slashing damage if used with two hands to Challenge 1/8 (25 XP)
make an attack.
Keen Smell. The mastiff has advantage on Wisdom
Consuming Bite (Recharges 5-6). Melee Weapon (Perception) checks that rely on smell.
Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage and 21 (6d6) necrotic damage. Eugen Actions
regains hit points equal to the necrotic damage dealt
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
by this attack.
target. Hit: 4 (1d6 + 1) piercing damage. If the target is
Eugen’s mouth grows into a giant grotesque maw a creature, it must succeed on a DC 11 Strength saving
when this ability is used. Characters within 30 ft. of throw or be knocked prone.
Eugen when he makes this attack for the first time and
can see him must make a DC 10 Horror saving throw.

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DDAL04-08 The Broken One 22

Petr Fitzparck (orde #9136)


Ghast Actions
Medium undead, chaotic evil Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.., one
Armor Class 13 creature. Hit: 9 (2d6 + 2) piercing damage.
Hit Points 36 (8d8) Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 30 ft. target. Hit: 7 (2d4 + 2) slashing damage. If the target is
a creature other than an elf or undead, it must succeed
STR DEX CON INT WIS CHA on a DC 10 Constitution saving throw or be paralyzed
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1) for 1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Damage Resistances necrotic on a success.
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10 Luca Barbu (Commoner)
Languages Common Medium humanoid (human), neutral
Challenge 2 (450 XP) Armor Class 10
Stench. Any creature that starts its turn within 5 feet of Hit Points 33 (6d8 + 3)
the ghast must succeed on a DC 10 Constitution saving Speed 30 ft.
throw or be poisoned until the start of its next turn. On
a successful saving throw, the creature is immune to STR DEX CON INT WIS CHA
the ghast’s Stench for 24 hours. 17 (+3) 11 (+0) 16 (+3) 7 (-2) 9 (-1) 8 (-1)

Turning Defiance. The ghast and any ghouls within 30


feet of it have advantage on saving throws against Skills Animal Handling +1, Survival+1
effects that turn undead. Senses passive Perception 9
Languages Common
Actions Challenge 1/2 (100 XP)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Actions
creature. Hit: 12 (2d8 + 3) piercing damage.
Fencepost. Melee Weapon Attack: +5 to hit, range 5
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one ft., one creature. Hit: 8 (1d10 + 3) bludgeoning
target. Hit: 10 (2d6 + 3) slashing damage. If the target is damage.
a creature other than an undead, it must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the Luca the Revenant (Revenant)
end of each of its turns, ending the effect on itself on a Medium undead, neutral
success.
Armor Class 13 (leather armor)
Hit Points 136 (16d8+64)
Ghoul Speed 30 ft.
Medium undead, chaotic evil
STR DEX CON INT WIS CHA
Armor Class 12 18 (+4) 14 (+2) 18 (3) 7 (-2) 9 (-1) 8 (-1)
Hit Points 22 (5d8)
Speed 30 ft. Saving Throws Str +7, Con +7, Wis+2, Cha+2
Damage Resistances necrotic, psychic
STR DEX CON INT WIS CHA Damage immunities poison
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
Condition immunities charmed, exhaustion,
frightened, paralyzed, poisoned, stunned
Damage Immunities poison Senses darkvision 60 ft., passive Perception 9
Condition Immunities charmed, exhaustion, poisoned Languages Common
Senses darkvision 60 ft., passive Perception 10 Challenge 5 (1,800 XP)
Languages Common
Challenge 1 (200 XP)

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DDAL04-08 The Broken One 23

Petr Fitzparck (orde #9136)


Regeneration. Luca regains 10 hit points at the start of Mob of Villagers
its turn. If Luca takes fire or radiant damage, this trait Gargantuan swarm of humanoids, neutral
doesn’t function at the start of his next turn. Luca’s
body is destroyed only if it starts it turn with 0 hit Armor Class 10
points and doesn’t regenerate. Hit Points 184 (16d20+16)
Speed 20 ft.
Turn Immunity. Luca is immune to effects that turn
undead.
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 12 (+1) 9 (-1) 9 (-1) 10 (+0)
Actions
Multiattack. Luca makes two fist attacks Condition Immunities charmed, frightened, grappled,
Fist. Melee Weapon Attack: +7 to hit, range 5 ft., one paralyzed, petrified, prone, restrained, stunned
creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the Senses passive Perception 9
target is a creature against which Luca has sworn Languages Common
vengeance, the target takes an extra 14 (4d6) Challenge 3 (700 XP)
bludgeoning damage. Instead of dealing damage, Luca Torches. The torches of the mob of villagers provide
can grapple the target (escape DC14) provide the dim light in all area 30 ft. from the mob.
target is Large or smaller. Swarm. The mob can occupy another creatures' space
Vengeful Glare. Luca targets one creature it can see and vice versa, and the mob can move through any
within 30 feet of it and against which it has sworn opening large enough for a medium creature to pass
vengeance. The target must make a DC15 Wisdom through. The mob can't regain hit points or gain
saving throw. On a failure the target is paralyzed until temporary hit points.
Luca deals damage to it, or until the end of Luca’s next
turn. When the paralysis ends the target is frightened Actions
of Luca for 1 minute. The frightened target can repeat Multiattack. The mob makes four attacks per turn.
the saving throw at the end of each of its turns, with Torch. Melee Weapon Attack: +5 to hit, range 5 ft., one
disadvantage if it can see Luca, ending the frightened creature. Hit: 10 (4d4) bludgeoning damage plus 3
condition on itself on a success. (1d6) fire damage or 5 (2d4) bludgeoning damage plus
2 (1d4) fire damage if the mob has half its hit points or
Militiaman (Bandit) fewer.
Medium humanoid (Human), Neutral Sticks. Melee Weapon Attack: +5 to hit, range 5 ft.,
Armor Class 12 (leather armor) one creature. Hit: 14 (4d6) bludgeoning damage or 7
Hit Points 11 (2d8+2) (2d6) bludgeoning damage if the mob has half its hit
Speed 30 ft. points or fewer.
Stones. Ranged Weapon Attack: +2 to hit, range 20/60
STR DEX CON INT WIS CHA ft., one creature. Hit: 10 (1d4) bludgeoning damage or
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 5 (2d4) bludgeoning damage if the mob has half its hit
points or fewer.
Skills Animal Handling+1, Survival+1
Senses passive Perception 9
Languages Common Scartia (Knight)
Challenge 1/8 (25 XP) Medium humanoid (Human), Neutral
Armor Class 17 (half plate)
Actions Hit Points 18 (1d8+3)
Scimitar. Melee Weapon Attack: +3 to hit, range 5 ft., Speed 30 ft.
one creature. Hit: 4 (1d6 + 1) slashing damage
Light Crossbow. Ranged Weapon Attack: +3 to hit, STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Skills Animal Handling+1, Survival+1

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DDAL04-08 The Broken One 24

Petr Fitzparck (orde #9136)


Senses passive Perception 9 Spider Climb. The vampire spawn can climb difficult
Languages Common surfaces, including upside down on ceilings, without
Challenge 3 (700 XP) needing to make an ability check.
Brave. The knight has advantage on saving throws Vampire Weaknesses. The vampire spawn has the
against being frightened. following flaws:

Actions  Forbiddance. The vampire spawn can't enter a


residence with an invitation from one of the
Multiattack. The knight makes two melee attacks.
occupants.
Greatsword. Melee Weapon Attack: +5 to hit, range 5  Harmed by Running Water. The vampire spawn takes
ft., one target. Hit: 10 (2d6 + 3) slashing damage 20 acid damage when it ends its turn in running
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, water.
range 100/400 ft., one target. Hit: 5 (1d10) piercing  Stake to the Heart. The vampire spawn is destroyed
damage if a piercing weapon made of wood is driven into its
Leadership (Recharges after a Short or Long Rest). For heart while it is incapacitated in its resting place.
1 minute, the knight can utter a special command or  Sunlight Hypersensitivity. The vampire spawn takes
warning whenever a nonhostile creature that it can see 20 radiant damage when it starts its turn in direct
within 30 feet of it makes an attack roll or saving sunlight. While in direct sunlight, it has disadvantage
throw. The creature can add a d4 to its roll provided it on attack rolls and ability checks.
can hear and understand the knight. A creature can
only benefit from only one Leadership at a time. This Actions
effect ends if the knight is incapacitated. Multiattack. The vampire spawn makes two melee
attacks, only one of which can be a bite attack.
Reactions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Parry. The knight adds 2 to its AC against one melee creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
attack that would hit it. To do so the knight must be dealing damage, the vampire spawn can grapple its
wielding a melee weapon. target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one
Vampire Spawn willing creature, or a creature that is grappled by the
Medium undead, neutral evil vampire spawn, incapacitated, or restrained. Hit: 6
(1d6 + 3) piercing damage plus 7 (2d6) necrotic
Armor Class 15 (natural armor) damage. The target's hit point maximum is reduced by
Hit Points 82 (11d8 + 22) an amount equal to the necrotic damage taken, and
Speed 30 ft. the vampire spawn regains hit points equal to that
amount. The reduction lasts until the target finishes a
STR DEX CON INT WIS CHA long rest. The target dies if this effect reduces its hit
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
point maximum to 0.
Saving Throws Dex +6, Wis +3
Skills Perception +3, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing,
and slashing damage from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 5 (1,800 XP)
Regeneration. The vampire spawn regains 10 hit points
at the start of its turn if it has at least 1 hit point and
isn't in direct sunlight or running water. If The vampire
spawn takes radiant damage or damage from holy
water, this trait doesn't function at the start of its next
turn.

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DDAL04-08 The Broken One 25

Petr Fitzparck (orde #9136)


Appendix: The Smithy Map

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DDAL04-08 The Broken One 26

Petr Fitzparck (orde #9136)


Player Handout 1: The Letter
My Dear Costel,
Forgive my abruptness, but you are in grave danger. The man you
describe clearly carries a dark curse.
You must flee with your son to my estate. We have ample stores laid
up for the winter and can shelter your family and friends. Please let
Ivan know he is welcome as well; despite our past…difficulties.
Accompanying this letter is a magical ring, it has been imbued with
a spell that will suppress this man's hunger for a short while; it
should be enough to facilitate your escape. It has been charmed to
attune to you quickly as I fear the danger is near.
Please do not trouble yourself with a response, I will see you soon
enough.

Your friend in joy and strife,


- Marilena Fidotev

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DDAL04-08 The Broken One 27

Petr Fitzparck (orde #9136)


Player Handout 2: Ring of
Spell Storing
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until
the attuned wearer uses them. The ring can store up
to 5 levels worth of spells at a time. When found it
contains remove curse.
Any creature can cast a spell of 1st through 5th
level into the ring by touching the rig as the spell is
cast. The spell has no effect, other than to be stored
in the ring. If the ring can’t hold the spell, the spell is
expended without effect. The level of the slot used to
cast the spell determines how much space it uses.
While wearing the ring, you can cast any spell
stored in it. The spell uses the slot level, spell save
DC, spell attack bonus, and spellcasting ability of the
original caster, but is otherwise treated as if you cast
the spell. The spell cast from the ring is no longer
stored in it, freeing the space.
The ring it appears to be a plain gold band, though
tarnished and chipped. When the wearer casts an
arcane spell they feel cold and faint of breath (an
unsettling experience that causes no damage or
condition change). A character may attune to this
item in 1 minute.

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DDAL04-08 The Broken One 28

Petr Fitzparck (orde #9136)


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

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

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DDAL04-08 The Broken One 29

Petr Fitzparck (orde #9136)

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