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The village of Oranou 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.
Joshua Kelly
Adventure Designer
Adventure Code: DDAL4-8
Version 1.0
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Introduction
Welcome to The Broken One, a D&D Expeditions
adventure, part of the official D&D Adventurers
League organized play system and the Curse of
Strahd storyline season.
This adventure consists of one short adventure
that is designed for three to seven 5th to 10th
level characters, and is optimized for five 5thlevel characters. Characters outside this level range
of 5 to 10 cannot participate in this adventure.
The adventure is set in the village of Oranou, in
the domain of Barovia. It is designed to be played in
one two-hour session but can be expanded for a
four-hour session.
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DDAL04-08 The Broken One
David Salcedo Casreto (orde #9015273)
Strength
Very weak
Weak
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Average
Weak
Average
Strong
Average
Strong
Very strong
Spellcasting Services
Any settlement the size of a town or larger can
provide some spellcasting services. Characters need
Spellcasting Services
Spell
Cure wounds (1st level)
Identify
Lesser restoration
Prayer of healing (2nd level)
Remove curse
Speak with dead
Divination
Greater restoration
Raise dead
Acolyte Background
A character possessing the acolyte background requesting
spellcasting services at a temple of his or her faith may
request one spell per day from the Spellcasting Services table
for free. The only cost paid for the spell is the base price for
the consumed material component, if any.
However, no religions have established places of worship
here of sufficient size to provide spellcasting services.
Because of this, characters with the Acolyte background gain
no benefit from this trait.
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Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
Death
A character who is killed during the course of the
adventure has a few options at the end of the session
(or whenever arriving back in civilization) if no one
in the adventuring party has immediate access to a
raise dead or revivify spell, or similar magic. A
character subject to a raise dead spell is affected
negatively until all long rests have been completed
during an adventure. Alternatively, each downtime
day spent after raise dead reduces the penalty to
attack rolls, saving throws, and ability checks by 1, in
addition to any other benefits the downtime activity
might provide.
Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any of
the other options, the player creates a new
character. The new character does not have any
items or rewards possessed by the dead character.
Dead Character Pays for Raise Dead. If the
characters body is recoverable (its not missing any
vital organs and is mostly whole) and the player
would like the character to be returned to life, the
party can take the body back to civilization and use
the dead characters funds to pay for a raise dead
spell. A raise dead spell cast in this manner costs the
character 1,250 gp.
Characters Party Pays for Raise Dead. As above,
except that some or all of the 1,250 gp for the raise
dead spell is paid for by the party at the end of the
session. Other characters are under no obligation to
spend their funds to bring back a dead party
member.
Faction Charity. If the character is of level 1 to 4
and a member of a faction, the dead characters body
can be returned to civilization and a patron from the
faction ensures that he or she receives a raise dead
spell. However, any character invoking this charity
forfeits all experience and rewards from that session
Resurrection Madness
In Barovia, the souls of the dead are as trapped as the souls
of the living. They become caught in the mists and cant
travel to the afterlife. When a humanoid who has been dead
for at least 24 hours returns to life, either by way of a spell or
some supernatural means, it gains a random form of
indefinite madness brought on by the realization that its
spirit is trapped in Barovia, likely forever. To determine how
this madness is expressed, roll on the Indefinite Madness
table in chapter 8 of the Dungeon Masters Guide.
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Alterations to Magic
Winter in Barovia
The winters are cold, wet, and stormy here. The natives of
the Demiplane are preparedwell, as prepared as they can
hope to be.
The characters, however, are unfamiliar with the realm.
Thankfully, the region they came from was experiencing the
worst winter in living memory, and are likely to possess
winter clothing. If they are not, then, preparations are in
order. The village has a single shop called The Hare & Hair
where they are able to procure such supplies if they wish.
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Horror
This adventure contains scenes that are meant to challenge
characters sanity and unnerve them. As a result, some
images may be a bit disturbing, such as the birth of the
spider swarm in Part 1.
Please warn the players ahead of time that some of them
may find the adventures depictions to be a little extreme. If
Adventure Background
Oranou is a humble medieval village of twohundred souls in the province of Barovia. The icy
grip of winter has refused to yield to spring, and the
food supplies are dwindling. In addition, the taxes
owed to Lord of the Land, Count Strahd von
Zarovich, will be made due in a week. Strahd's taxes
must be paid in goods, food and livestock, and the
Burgomaster of Oranou, Ivan Randovich, is running
out of options to keep his townsfolk alive through
winter.
Putting further strain on the food reserves is
Eugen Adi, a tax collector who works for Randovich.
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Overview
This adventure is divided into an introduction and
two parts.
Introduction. The characters are summoned to a
meeting with Ivan Randovich to discuss aiding the
village in surviving the winter.
Part 1. The disappearance of the town's livestock
is discovered. The characters are introduced to Luca
Barbu who becomes the target of an angry mob.
Part 2. Eugen's true nature is revealed and Luca
holds the key to defeating him.
Welcome to Barovia
Some characters may be arriving from Faern for
the first time. For those characters describe a heavy
fog bank rolling through their travel path while they
are in the Quivering Forest, and when it eventually
clears, they are on the outskirts of a small mountain
village. Its heavy-handed, but such is the way of the
Demiplane.
Any character that participates in this adventure
earns The Demiplane of Dread story award if they
do not have it already. They should be made aware
that until this story award is removed, they may not
participate in any adventure that does not take place
in Barovia.
NOTE: This adventure may touch on some morally
dark moments. Please be careful to gauge your
player's comfort with such things, and remember
that the goal of a Dungeons & Dragons game is for
everyone to have fun!
Adventure Hook
If the characters begin this adventure from within
the Forgotten Realms or a setting other than
Ravenloft, have them be transported to the
Demiplane of Dread just outside Oranou via an
unnaturally thick fog or mist while traveling
overland, preferably at night. Despite their
unfamiliarity with the area, they are met on the road
by a man on horseback. He provides a letter,
demanding that any newcomers to the area must
meet with the Burgomaster of Oranou.
The Pleasure of Your Company. The characters
are summoned to a meeting with Ivan Randovich
with the following message:
Sir/Madam,
I hereby request your aid in a matter of upmost importance
to the people of Oranou. Please join me for supper at my
home this evening.
Ivan Randovich
Oranou
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Introduction: The
Burgomaster's Table
Estimated Duration: 15 minutes
Ivan Randovich summons the characters to his
house to discuss how they can save the village of
Oranou from starvation. This introduction gives the
characters a chance to meet the NPCs they might
interact with during the adventure. The meeting is
cut short when a messenger arrives with
unfortunate news.
Randovich Manor
Ivan Randovich lives in a well-appointed manor on
the southern side of town, with high stone walls and
lights in every window. When the characters arrive
the sun is setting and the quickening wind sends
flurries of snow to pelt their unguarded faces. Inside,
the house is warm and well furnished. A few
servants are tending to the Burgomaster and his two
employees, the tax collectors Eugen Adi and Scartia
Krutz.
If the characters have previously met Ivan
Randovich his opinion of them affects how they are
received at this meeting. (Specifically, in DDAL4-04
Randovich asked the characters to save critical
supplies during a fire.)
If Randovich likes the characters (Trust of the
Burgomaster story award), they are greeted
warmly, welcomed at his table and treated to a
three-course meal of turnip stew, venison and
savory cheeses.
If Randovich has reason to dislike the characters
(Ire of the Burgomaster story award), or is
neutral in his opinion of them, they are brought
into the dining room and expected to stand during
the meeting while he and his tax collectors eat.
NPCs Present
The following townsfolk are present:
Ivan Randovich. Male human Burgomaster of
Oranou 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.
Scartia Krutz. 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. 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
Development
Once the characters have debated their options, but
before they can decide on a course of action, a
villager named Babik bursts into the dining room
with urgent news. Babik works at the grain mill and
sometimes serves on the town militia; aside from a
lopsided jaw, he is otherwise unremarkable. He is
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10
Oranou
The general features of Oranou are as follows.
Architecture. The homes of Oranou are humble
wood and stone cottages of one or two stories with
high peaked wood roofs. Most have small stonefenced yards for livestock and gardens.
Light. The adventure takes place just after the
winter sun has set and the village is in darkness. The
insides of the cottages aren't much brighter, as the
villagers hoard what meager candles and lamp oil
they have.
Sound. The wind and snow muffle most sounds, all
passive Perception checks made outside that rely on
sound have increased DCs and active checks are
made with disadvantage.
Cold and Snow. The snow piles high in drifts of
two to four feet that creates difficult terrain in areas
not frequently tread by the villagers. Characters
operating outside without cold weather gear for
more than an hour gain one level of exhaustion.
Background
Eugen has been taking advantage of Luca's condition
to devour the sheep, right from under his nose. He
would send Luca down to the river to collect water,
eat one of the sheep, and hide the carcass. Then
Eugen would add more livestock collected from the
village. Luca suspected there were missing sheep,
but Eugen was able to bully him into self-doubt.
Eugen, Scartia, Luca and Ivan all have keys to the
pen, though Scartia was responsible for collecting
grain and not involved with livestock.
With the town's supply of livestock dwindling, and
his cursed hunger growing, Eugen sent Luca on an
errand that kept him away for the day. While he was
gone Eugen devoured the rest of the sheep, he
couldn't help himself, and planted half the sheep
skulls in Luca's house. These skulls have yet to be
discovered and when they are, Eugen is ready to pin
the crime on Luca.
Events in Motion
When Ivan discovers the sheep are missing, he is
visibly rattled. Lord Strahd might take his head in
lieu of his tax contribution. Ivan throws the
characters a purse containing 25 gp, declares them
deputized militia members, and orders them to
detain Luca until he returns.
Ivan leaves with Eugen and Scartia to gather the
town militia and replace the animals by any means
necessary. With the tax collectors going door to door
confiscating the last food stocks, the villagers are
soon riled into an angry mob. Eugen then discovers
the evidence he planted at Luca's house and turns
the mob against the poor man.
The characters are free to act as they see fit here.
They might decide to investigate the scene, set Luca
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11
B. Luca's Friend
During the investigation Luca fixates on one of the
characters and declares that they are friends. It
might be whichever character first showed him any
kindness, the character with the highest or lowest
Charisma, orironicallythe prickliest and gruffest
member of the party. Luca refers to this character as
his friend. This chosen character has advantage on
all skill checks made to persuade, intimidate or
deceive Luca, though failure in these checks can send
Luca into a rage.
Luca is willing to tell his "friend what he knows
about the disappearance of the livestock. Luca won't
volunteer any information; the characters have to
ask targeted questions, but they can learn the
following:
The fence is broken. Today Luca went to get
stones to fix the fence. All day Luca is getting
D. Luca's House
This well-built two-story home is larger and better
furnished than many homes in the village. The
ground floor is comprised of three rooms. There is a
common/dining room and a kitchen with a wellstocked larder. The third room served the late Costel
Barbu in his work as the town barber. There is a
barber's chair, many sharp knives, a bucket of dead
leeches, a skull screw and a few anatomical drawings
showing where the humors can be extracted from a
humanoid body. The two rooms upstairs are
bedrooms for Luca and Costel.
Eugen has broken into the house and planted a
dozen sheep's skulls, thrown madly about the
ground floor. The back door shows signs of forced
entry and the air stinks of rotting meat. If the
characters explore Luca's home, they are confronted
by the mob upon leaving.
Mob Justice
The hungry villagers have been rousted from their
meager suppers and told the livestock collected for
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Roleplaying Eugen
The cursed tax collector has become the embodiment of
greed, consumption and avarice. He is tall and gaunt with
stringy grey hair. His stooped posture and prominent nose
give him a vulture like profile. His skin is a sickly grey and he
has prominent bags under his eyes. He is constantly chewing
thins strips of hardened leather, or his own fingernails. He
speaks with a slow and raspy voice.
In addition to his insatiable hunger, Eugen lives to acquire
wealth. His eyes roam over a character's displayed wealth
and he expects to be bribed for even the slightest
consideration. In spite of his hoarded fortune Eugen displays
no outward signs of his personal wealth and lives like a miser,
as if acquisition is an end to itself.
Quote: "You and I scrape by in our cold homes while this
simpleton eats mutton he hasn't earned. What are you going
to do about it?"
A. Surrender Luca
If the players surrender Luca to the mob, read the
following:
Luca is overwhelmed by the screaming villagers. He falls to
the ground and disappears under a snarling mass of men who
continue to beat and kick him long after his body has stopped
moving. The mob stills, and then recedes to reveal Luca's
lifeless form lying face down in the snow. As the villagers step
away from their victim.
A cold wind rises from the southwest the villagers turn
their gaze to you. Gripping their weapons tightly, they begin
to advance.
Then a scream shatters the tension.
B. Defend Luca
If the characters make their intention to defend Luca
using violence clear, Eugen shouts They are in
league with the beast! Get them! and the mobs
attack. On their first turn, the villagers hurl stones at
Luca, and rush into melee combat the following
round. Eugen disappears in the panic following the
villagers attack.
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Its Here!
Regardless of what happens, eventually someone
discovers Eugens 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!"
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15
General Features
With the village in chaos the general features of
Oranou change to the following:
Light. The sun has set, plunging the town into
darkness. A handful of dropped torches or accidental
fires create pools of dim light at a few places around
the village.
Sound. Shouts of anger and confusion permeate
the village. People scream in terror at threats real or
imagined. All passive perception checks that rely on
sound are made with disadvantage.
Cold and Snow. The snow is dropping in thick
clumps, reducing maximum visibility to 60 feet.
Characters operating outside without cold weather
gear for more than an hour gain one level of
exhaustion.
XP Award
Once the characters successfully track the monster
to the Smithy (see The Hungry Man, below), award
each character 500 XP.
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16
General Features
The Smithy has the following general features:
Light. The sun has set, but the clouds have given
way to the light of the moon, providing dim light.
The village is foggy, however, and patches of fog
might move through the area. Light from burning
homes flickers in the distance.
Smells. Blood and smoke.
Sounds. Crackling fires, screams of terror and
pain, the caws of distant ravens. A distant bell tolls.
If the characters have been attempting to move
through the village with stealth, they might have the
opportunity to surprise him. If the characters
havent yet sussed out his role in the attacks, Eugen
plays innocent and moves into position to strike the
nearest distracted character.
Tactics
Eugen employs hit-and-run tactics, targeting
spellcasters and lightly-armored characters and
avoiding obvious melee fighters.
If time is not a concern, Eugen fights until he's
been reduced to half hit points and flees in search of
a villager to devour to restore his hit points. The
characters find themselves pursuing Eugen, the
Chapter 8 pages 252-254 of the Dungeon Master's
Guide offers guidance for chase scenarios.
B. Outlying Houses
These small houses have only a single story and
peaked wooden roofs. 1d4 villagers cower inside
each of the homes.
Treasure
Eugen carries two leather pouches. The first
contains 70 gp of assorted coins. The second
contains a collection of jewelry and trinkets worth
210 gp.
One of the trinkets (a ring worth 10 gp) has the
phrase "For Crina" engraved into the interior of the
band. It was taken from Crina Grelon, the hospice
owner. These are personal effects Eugen has
extorted from the people of Oranou, and Crina can
identify who they should be returned to. If the
characters decide to return these effects to the
villagers, they are gifted with various goods (a handknitted sweater or scarf, a pair of durable shoes, a
thick coat, etc.). Additionally, the characters earn a
total of 25 gp in collected gifts.
Conclusion
When Eugen is killed, his body curls inwards
towards his stomach, his bones crack and his skin
dries until there is nothing left of him but a
mummified husk, which quickly crumbles to dust.
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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17
"I always knew Eugen was greedy; seems the fates knew it
too and they corrupted him to his core. Gods preserve us."
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Rewards
Make sure players note their rewards on their
adventure logsheets. Give your name and DCI
number (if applicable) so players can record who
ran the session.
Experience
Total up all combat experience earned for defeated
foes, and divide by the number of characters present
in the combat. For non-combat experience, the
rewards are listed per character. Give all characters
in the party non-combat experience awards unless
otherwise noted.
Combat Awards
Name of Foe
Mob of Villagers
Militiaman
Scartias Basset Hound
Scartia
Vampire Spawn
Ghoul
Ghast
Luca's Revenant
Eugen
XP per Foe
700
25
25
700
1800
200
450
1,800
2,900
Non-Combat Rewards
Task or Accomplishment
Save Luca from the mob
Refrain from killing villagers
Tracking the monster to the
Smithy
XP per PC
250
250
250
Treasure
The characters receive the following treasure,
divided up amongst the party. Characters should
attempt to divide treasure evenly whenever
possible. Gold piece values listed for sellable gear are
calculated at their selling price, not their purchase
price.
Consumable magic items should be divided up
however the group sees fit. If more than one
character is interested in a specific consumable
Treasure Awards
Item Name
Eugen's purse full of coins
Eugen's purse full of jewelry
Payment from Ivan Randovich
Returning family treasures
Renown
All faction members earn one renown point for
participating in this adventure.
Story Awards
Characters have the opportunity to earn the
following story awards during this adventure.
The Demiplane of Dread. You have traversed the
mists and now find yourself in the Demiplane of
Dread and, until this story award is removed, you
are unable to leave. So long as you are trapped, you
cannot participate in any adventure or event that
takes place outside of Barovia. Tread carefully
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GP value
70
210
50
25
19
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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20
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21
Legendary Actions
Appendix: NPC/Monster
Statistics
Eugen Adi
Medium humanoid (human), neutral evil
Armor Class 17 (half plate armor)
Hit Points 150 (20d8 + 60)
Speed 45 ft.
STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
WIS
13 (+1) 12 (+1)
CHA
16 (+3)
Actions
Multiattack. Eugen makes two attacks with his
longsword.
Longsword. Melee Weapon Attack: +7 to hit, range 5
ft., one creature. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands to
make an attack.
Consuming Bite (Recharges 5-6). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage and 21 (6d6) necrotic damage. Eugen
regains hit points equal to the necrotic damage dealt
by this attack.
Eugens mouth grows into a giant grotesque maw
when this ability is used. Characters within 30 ft. of
Eugen when he makes this attack for the first time and
can see him must make a DC 10 Horror saving throw.
Frederick (Mastiff)
Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR
13 (+1)
CON
12 (+1)
INT
3 (4)
WIS
12 (+1)
CHA
7 (2)
Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1/8 (25 XP)
Keen Smell. The mastiff has advantage on Wisdom
(Perception) checks that rely on smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage. If the target is
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.
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DEX
14 (+2)
22
Ghast
Actions
Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.
STR
16 (+3)
DEX
17 (+3)
CON
10 (+0)
INT
WIS
11 (+0) 10 (+0)
CHA
8 (1)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the target is
a creature other than an undead, it must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Ghoul
Medium undead, chaotic evil
DEX
15 (+2)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
6 (-2)
CON
16 (+3)
INT
7 (-2)
WIS
9 (-1)
CHA
8 (-1)
Actions
Fencepost. Melee Weapon Attack: +5 to hit, range 5
ft., one creature. Hit: 8 (1d10 + 3) bludgeoning
damage.
CON
18 (3)
INT
7 (-2)
WIS
9 (-1)
CHA
8 (-1)
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DEX
11 (+0)
STR
18 (+4)
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.
STR
13 (+1)
23
Actions
Multiattack. Luca makes two fist attacks
Fist. Melee Weapon Attack: +7 to hit, range 5 ft., one
creature. Hit: 11 (2d6 + 4) bludgeoning damage. If the
target is a creature against which Luca has sworn
vengeance, the target takes an extra 14 (4d6)
bludgeoning damage. Instead of dealing damage, Luca
can grapple the target (escape DC14) provide the
target is Large or smaller.
Vengeful Glare. Luca targets one creature it can see
within 30 feet of it and against which it has sworn
vengeance. The target must make a DC15 Wisdom
saving throw. On a failure the target is paralyzed until
Luca deals damage to it, or until the end of Lucas next
turn. When the paralysis ends the target is frightened
of Luca for 1 minute. The frightened target can repeat
the saving throw at the end of each of its turns, with
disadvantage if it can see Luca, ending the frightened
condition on itself on a success.
Militiaman (Bandit)
Medium humanoid (Human), Neutral
DEX
12 (+1)
CON
12 (+1)
INT
WIS
10 (+0) 10 (+0)
CHA
10 (+0)
CON
12 (+1)
INT
9 (-1)
WIS
9 (-1)
CHA
10 (+0)
Actions
Multiattack. The mob makes four attacks per turn.
Torch. Melee Weapon Attack: +5 to hit, range 5 ft., one
creature. Hit: 10 (4d4) bludgeoning damage plus 3
(1d6) fire damage or 5 (2d4) bludgeoning damage plus
2 (1d4) fire damage if the mob has half its hit points or
fewer.
Scartia (Knight)
Actions
STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
WIS
11 (+0) 11 (+0)
CHA
15 (+2)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL04-08 The Broken One
David Salcedo Casreto (orde #9015273)
DEX
11 (+0)
Mob of Villagers
24
Actions
Reactions
Parry. The knight adds 2 to its AC against one melee
attack that would hit it. To do so the knight must be
wielding a melee weapon.
Vampire Spawn
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 22)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
WIS
11 (+0) 10 (+0)
CHA
12 (+1)
Actions
Multiattack. The vampire spawn makes two melee
attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
dealing damage, the vampire spawn can grapple its
target (escape DC 13).
Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one
willing creature, or a creature that is grappled by the
vampire spawn, incapacitated, or restrained. Hit: 6
(1d6 + 3) piercing damage plus 7 (2d6) necrotic
damage. The target's hit point maximum is reduced by
an amount equal to the necrotic damage taken, and
the vampire spawn regains hit points equal to that
amount. The reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit
point maximum to 0.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL04-08 The Broken One
David Salcedo Casreto (orde #9015273)
25
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL04-08 The Broken One
David Salcedo Casreto (orde #9015273)
26
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 pastdifficulties.
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
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL04-08 The Broken One
David Salcedo Casreto (orde #9015273)
27
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL04-08 The Broken One
David Salcedo Casreto (orde #9015273)
28
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL04-08 The Broken One
David Salcedo Casreto (orde #9015273)
29