TEXT: Not for resale. Permission granted to print and photocopy this document for personal use only.
  Curse of Strahd Edition: March 4, 2016, to August 25, 2016
  Credits
  D&D Organized Play: Christopher Lindsay
  D&D Adventurers League Wizards Team: Christopher Lindsay, Mike Mearls
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Claire Hoffman, Greg Marks, 
  Alan Patrick, Travis Woodall
  Editing and Layout: Scott Fitzgerald Gray
  Dungeon Master’s Guide
  Version 4.0
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  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.
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  2
  D&D Adventurers League Dungeon Master’s Guide
  travels in the fog, or in which direction it goes, it 
  gets turned around so that it eventually finds itself 
  back in Barovia.
  • The area within the fog is heavily obscured 
  (see “Vision and Light” in chapter 8 of the 
  Player’s Handbook).
  Sunlight in Barovia
  By the will of the Dark Powers, the sun never fully 
  shines in the lands of Barovia. Even during the day, the 
  sky is dimmed by fog or storm clouds, or the light is 
  strangely muted. Barovian daylight is bright light, yet it 
  isn’t considered sunlight for the purpose of effects and 
  vulnerabilities, such as a vampire’s, tied to sunlight. 
  Nevertheless, Strahd and his vampire spawn tend to 
  stay indoors most of the day and venture out at night, 
  and they are subject to sunlight created by magic.
  Alterations to Magic
  The land of Barovia resides in its own demiplane, 
  isolated from all other planes, including the Material 
  Plane. No spell—not even wish—allows one to escape 
  from Strahd’s domain. Astral projection, teleport, plane 
  shift, and similar spells cast for the purpose of leaving 
  Barovia simply fail, as do effects that banish a creature 
  to another plane of existence. These restrictions apply 
  to magic items and artifacts that have properties that 
  transport or banish creatures to other planes. Magic 
  that allows transit to the Border Ethereal, such as 
  the etherealness spell and the Etherealness feature 
  of incorporeal undead, is the exception to this rule. 
  A creature that enters the Border Ethereal from 
  Strahd’s domain is pulled back into Barovia upon 
  leaving that plane.
   For the purpose of spells whose effects change 
  across or are blocked by planar boundaries (such 
  as sending), Strahd’s domain is considered its own 
  plane. Magic that summons creatures or objects from 
  other planes functions normally in Barovia, as does 
  magic that involves an extradimensional space. Any 
  spells cast within such an extradimensional space 
  (such as that created by Mordenkainen’s magnificent 
  mansion) are subject to the same restrictions as magic 
  cast in Barovia.
   While in Barovia, characters who receive spells from 
  deities or otherworldly patrons continue to do so. In 
  addition, spells that allow contact with beings from 
  other planes function normally—with one proviso: 
  Strahd can sense when someone in his domain is 
  casting such a spell and can choose to make himself 
  the spell’s recipient, so that he becomes the one who 
  is contacted.
  Cosmetic Spell Modifications
  At your discretion, a spell can be modified cosmetically 
  to enhance the horrific atmosphere of Ravenloft. A few 
  examples are presented below.
   Alarm. Instead of hearing a mental ping when the 
  alarm is triggered, the caster hears a scream.
  The D&D Adventurers League is the official organized 
  play system for Dungeons & Dragons. Players can 
  create characters and participate in any adventure 
  allowed as a part of the D&D Adventurers League. As 
  characters adventure, players track those characters’ 
  experience, treasure, and other rewards, and can take 
  those characters through other adventures that will 
  continue their story.
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, they 
  attach those characters to a storyline season, which 
  determines what rules they’re allowed to use to create 
  and advance their characters. Players can continue 
  to play their characters after the storyline season has 
  finished, possibly participating in a second or third 
  storyline with those same characters. A character’s level 
  is the only limitation for adventure play. A player cannot 
  use a character of a level higher or lower than the level 
  range of a D&D Adventurers League adventure.
   This section contains information on setting 
  background, and on running and organizing games in 
  the D&D Adventurers League.
  The Setting
  D&D Adventurers League adventures are normally set 
  in the Forgotten Realms, on the continent of Faerûn. 
  Hardcover adventures for previous seasons are set in 
  the Sword Coast region—a savage wilderness dotted 
  with powerful and iconic cities such as Baldur’s Gate, 
  Neverwinter, and Waterdeep. Adventures created for 
  previous seasons of D&D Adventurers League play 
  are set in the Moonsea region—a brutal land beset by 
  bandits, monstrous hordes, and tyrants. This storyline 
  season is set outside the Forgotten Realms in the lands 
  of Ravenloft, as detailed in the hardcover adventure 
  Curse of Strahd.
  Curse of Strahd
  The Curse of Strahd storyline season takes place from 
  March 2016 to August 2016. It is supported by the 
  launch event adventure Death House; by the Curse of 
  Strahd hardcover adventure; and by D&D Adventurers 
  League adventures tied to the Curse of Strahd storyline.
   The dark realm of the vampire Strahd is an 
  extradimensional demiplane, created by the Dark 
  Powers and encompassing the land of Barovia. At the 
  center of that realm stands the dark castle that is the 
  center of Strahd’s power—Ravenloft.
  Mists of Ravenloft
  A deadly fog surrounds the land of Barovia and engulfs 
  any creature that tries to leave. Even flying creatures are 
  subject to the fog’s effects, which are as follows:
  • A creature that starts its turn in the fog must succeed 
  on a DC 20 Constitution saving throw or gain one 
  level of exhaustion (see appendix A in the Player’s 
  Handbook). This exhaustion can’t be removed while 
  the creature is in the fog. No matter how far a creature 
   
  The D&D Adventurers League
  
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  3
  D&D Adventurers League Dungeon Master’s Guide
   Bigby’s Hand. The conjured hand is skeletal.
   Find Familiar. The familiar is undead instead of 
  being a celestial, a fey, or a fiend, and is immune to 
  features that turn undead.
   Find Steed. The summoned steed is undead instead 
  of being a celestial, a fey, or a fiend, and is immune to 
  features that turn undead.
   Find the Path. A child’s spirit appears and guides the 
  caster to the desired location. The spirit can’t be harmed 
  and doesn’t communicate.
   Fog Cloud. Misty, harmless claws form in the fog.
   Gust of Wind. A ghastly moan accompanies the 
  summoned wind.
   Mage Hand. The summoned hand is skeletal.
   Maze. The surfaces of the demiplane’s maze are made 
  of mortared skulls and bones.
   Phantom Steed. The steed resembles a 
  skeletal horse.
   Rary’s Telepathic Bond. Characters linked together 
  by the spell can’t shake the feeling that something vile is 
  telepathically eavesdropping on them.
   Revivify. A creature restored to life by a revivify spell 
  screams upon regaining consciousness, as though 
  waking from some horrible nightmare.
   Spirit Guardians. The spirits appear as ghostly, 
  skeletal warriors.
   Wall of Stone. A wall created by the spell has ghastly 
  faces sculpted into it, as though tortured spirits were 
  somehow trapped within the stone.                                                              
  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 
  can’t 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 Master’s Guide.
  Fighting Alone
  Strahd has taken great care to control the growth 
  of powerful organizations in his realm. As of the 
  current day, the Harpers, the Lord’s Alliance, the 
  Zhentarim, the Order of the Gauntlet, and the Emerald 
  Enclave are nothing more than rumors among the 
  villagers of Barovia.
  Vampirism and Lycanthropy
  Vampires and lycanthropes are not included in the 
  allowed rules for character creation or advancement 
  (see the D&D Adventurers League Player’s Guide). 
  These conditions grant characters powers and abilities 
  that are not suitable for organized play, and typically 
  impose a restricted or prohibited alignment. As such, 
  characters afflicted with vampirism or lycanthropy must 
  have the affliction cured before the start of their next 
  episode or adventure.
   Afflicted characters have the following options:
  • Lycanthropes can be cured with a remove curse 
  spell. This spell is available as a spellcasting service 
  for 90gp (though Jeny Greenteeth might have addi-
  tional requirements; see “Spellcasting Services” later 
  in this guide). 
  • Vampires can be cured by a wish spell cast by a 
  fellow player character (wish is not available as a spell-
  casting service). Alternatively, a vampire character 
  can be slain and returned to life with raise dead, at 
  the normal cost of 1,250 gp. If a character chooses to 
  end a vampiric curse in this manner, the Dark Powers 
  do not offer a free raise dead, though Jeny Greenteeth 
  might be willing to make a deal (see “Spellcasting 
  Services” later in this guide).
  An afflicted character who does not end his or her curse 
  is retired from play until able to do so by one of the 
  means above, or through the application of DM rewards 
  to the character.
  D&D Adventurers 
  League Play
  Dungeon Masters and players can engage with the D&D 
  Adventurers League in many ways. These currently 
  include D&D launch events and D&D premiere play, 
  in addition to playing through the published D&D 
  adventure for any given storyline. This list of options 
  will continue to expand to meet the needs of D&D fans 
  and event organizers.
  D&D LAUNCH EVENTS
  Taking the place of the D&D Encounters program, 
  launch events provide core hobby retailers with free 
  content they can use to support any given product 
  release. This free content will support from twelve to 
  sixteen hours of D&D play, and can be run as many 
  times as the retailer would like, up to the release of the 
  new launch event. It is important to note that there will 
  be launch event content for every new release, not just 
  D&D adventure releases.
  D&D PREMIERE PLAY
  D&D premiere play adventures support Wizards of 
  the Coast storyline product releases. They can be 
  purchased by anyone from the Dungeon Masters Guild™ 
  online at www.DMsGuild.com, and run as official 
  D&D Adventurers League play. Once purchased by 
  a Dungeon Master, premiere play content can be run 
  as often as that DM likes in support of a given D&D 
  storyline season. D&D premiere play can take place 
  anywhere, though we encourage players and DMs to 
  choose a public venue such as a local core hobby retail 
  store whenever possible.
  Being a Dungeon Master
  Running D&D Adventurers League games as the DM 
  is easy and fun. The adventures can be prepared in a 
  short period of time, and you don’t have to worry about 
  creating all sorts of background material. 
  
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  4
  D&D Adventurers League Dungeon Master’s Guide
  Before Each Play Session
  Before you start the adventure, spend some time 
  familiarizing yourself with the locations, events, 
  and characters. You’ll also want to review the 
  relevant statistics for any monsters or nonplayer 
  characters (NPCs). 
   After you introduce yourself to the players, ask them 
  to provide you with relevant character information. 
  This includes: 
  • Character name and level
  • Character race and class
  • Character faction
  • Passive Wisdom (Perception)—the most common pas-
  sive ability check
  • Anything notable as specified by the adventure (such 
  as backgrounds, traits, flaws, and so on)
   Players that have characters outside the adventure’s 
  level range cannot participate in the adventure with 
  those characters. Players with ineligible characters can 
  make a new 1st-level character or use a pregenerated 
  character, if the adventure supports 1st-level characters. 
  Players can play an adventure they previously played 
  or ran as a Dungeon Master, but not with the same 
  character (if applicable). 
   Ensure that each player has an adventure logsheet for 
  his or her character (if not, get one from the organizer). 
  The player will fill out the adventure name, session 
  number, date, and your name and DCI number. In 
  addition, the player also fills in the starting values for 
  XP, gold, downtime, renown, and number of permanent 
  magic items. He or she will fill in the other values and 
  write notes at the conclusion of the session. Each player 
  is responsible for maintaining an accurate logsheet. 
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure that nothing looks out of 
  order. If you see magic items of very high rarities or 
  strange arrays of ability scores, you can ask players to 
  provide documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them to use a 
  standard ability score array. Point players to this guide 
  for reference.
   If players wish to spend downtime days and it’s the 
  beginning of an adventure or episode, they can declare 
  their activity and spend the days now, or they can do so 
  at the end of the adventure or episode. 
   Players should select their characters’ spells and 
  other daily options prior to the start of the adventure, 
  unless the adventure specifies otherwise. Feel free to 
  reread the adventure description to help give players 
  hints about what they might face.
  What You Need to Run a Game
  In order to run a game as a DM in D&D Adventurers 
  League games, you’ll need the following: 
  • The D&D Basic Rules. This PDF document is avail-
  able for free on the Wizards of the Coast web site. It 
  contains all the basic rules of the game, and you can 
  create a character with it. More options for characters 
  are available in the Player’s Handbook and the Sword 
  Coast Adventurer’s Guide. 
  • An adventure. If you’re running games in a game 
  store or at a convention, check with the organizer 
  to see what adventures are available. The organizer 
  should be able to provide you with access to a digital 
  copy of the adventure. Adventures are designed for a 
  table of five players, but can be adjusted for three to 
  seven players. Tables smaller or larger than those lim-
  its are not allowed.
  • Monster statistics. The adventure will specify where 
  you can find statistics for the monsters you’re using. 
  Most monsters can be found in the Monster Manual 
  or the D&D Basic Rules, or will be made available 
  in a special adventure supplement. Special mon-
  sters created specifically for the adventure will be 
  found within it. 
  • Dice, pens or pencils, and paper. Don’t leave 
  them at home!
  • A DCI number. This is an official Wizards of the 
  Coast organized play number. It’s obtainable at 
  public events; ask the organizer for one the first 
  time you play.
   Links to downloadable documents are provided in the 
  D&D Adventurers League Player’s Guide.
  Optional Items
  These things aren’t necessary to run D&D Adventurers 
  League games, but might be nice to have:
  • Dungeon Master’s Guide™. This book contains indis-
  pensable advice on running games. It’s great during 
  preparation, but you don’t have to bring it along to the 
  game. The Dungeon Master’s Guide also contains 
  descriptions of magic items that might be awarded 
  during the course of play, so it is suggested that you 
  bring that information with you to the table if it is not 
  provided in the adventure.
  • Note cards. Great for writing down initiative, handing 
  notes to players, and as cheap table tents. 
  • Miniatures and map surfaces. If you and your 
  players enjoy playing a more tactical game of D&D, 
  you can use these to help depict combats and 
  detailed areas. 
  • A DM screen. Helpful to hide the adventure and con-
  ceal your notes from the other players.
  Rules for Dungeon Masters
  The variant rules for “Playing on a Grid” in the D&D 
  Basic Rules and Player’s Handbook can be used if you 
  and your players wish. Dungeon Masters should feel 
  free to use the Dungeon Masters Guide to help run 
  games if they so choose. However, D&D Adventurers 
  League play does not use any other optional or variant 
  rules as presented in the Dungeon Master’s Guide.
  Evergreen Adventure
  The D&D Starter Set contains an adventure called Lost Mine 
  of Phandelver, which is set in the Sword Coast region. This 
  adventure takes characters from 1st to 5th level, and is a 
  great place to start a new group of D&D players. You can play 
  it at home or in your local game store. 
   Lost Mine of Phandelver is always available for play in the 
  D&D Adventurers League. Track play of this adventure just 
  like you would any other adventure for league play. 
  
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  5
  D&D Adventurers League Dungeon Master’s Guide
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar might or 
  might not offer suggestions for certain party strengths. 
  If a particular recommendation is not offered for your 
  group, you don’t have to make adjustments.
  Downtime and Lifestyle
  At the beginning of each play session, players must 
  declare whether or not they are spending any days of 
  downtime. The player records the downtime spent 
  on the character’s adventure logsheet. The following 
  options are available to players during downtime (see 
  the D&D Basic Rules or the D&D Adventurers League 
  Player’s Guide for more information):
  • Catching up 
  • Crafting (exception: multiple characters cannot com-
  mit to crafting a single item) 
  • Practicing a profession 
  • Recuperating 
  • Spellcasting services (end of the adventure only) 
  • Training 
  Other downtime options might be available during 
  adventures or unlocked through play, including faction-
  specific activities. 
   In addition, whenever a character spends downtime 
  days, that character also spends the requisite expense 
  for his or her lifestyle. Costs are per day, so a character 
  that spends ten days of downtime also spends ten days 
  of expenses maintaining his or her lifestyle. Some 
  downtime activities help with lifestyle expenses or add 
  lifestyle expenses.
  After Each Play Session
  As characters progress through the adventure, they’ll 
  earn treasure in the form of valuables like gold, jewelry, 
  and art objects, as well as magic items. In addition, 
  there might be special rewards that are story focused or 
  intangible. Since a group’s composition might change 
  from one play session to the next, you’ll want to have 
  players update their logsheets before leaving the table. 
   Each player is responsible for maintaining his or 
  her own adventure logsheet. At the end of the session, 
  you should give out rewards earned and each player 
  should record that information on his or her logsheet. 
  Some rewards are earned only at the end of an episode 
  or adventure.
  Reward Distribution
  When a session of a D&D Adventurers League game 
  has concluded, rewards are handed out. This section 
  talks about how to determine who gets what (though an 
  adventure might have additional details on distributing 
  certain rewards).
   You might choose to extend the time you play an 
  adventure because you are having fun (for example, 
  taking four hours to play a two-hour adventure). 
  However, doing so does not increase the rewards in an 
  adventure, which are preset.
  Preparing the Adventure
  Before you show up to run a D&D Adventurers League 
  adventure for a group of players, you should do the 
  following to prepare.
  • Make sure to have a copy of the most current version 
  of the D&D Basic Rules or the Player’s Handbook.
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself while run-
  ning the adventure, such as a way you’d like to portray 
  an NPC or a tactic you’d like to use in combat.
  • Get familiar with any monster statistics in the adven-
  ture or its appendices.
  • Gather together any resources you’d like to use to aid 
  you in running the adventure, such as note cards, a 
  DM screen, miniatures, battle maps, and so forth.
  • If you know the composition of the group of charac-
  ters beforehand, you can make adjustments as noted 
  throughout the adventure.
  Adjusting the Adventure
  In any D&D Adventurers League adventure, you might 
  see sidebars to help you make adjustments to the 
  adventure, accommodating smaller or larger groups, 
  or characters of higher or lower levels than the optimal 
  party size. Most of the time, this information is used for 
  combat encounters.
   You can adjust the adventure beyond the guidelines 
  given in the adventure, or make other changes as you 
  see fit. For example, if you’re playing with a group 
  of inexperienced players, you might want to make 
  the adventure a little easier; for very experienced 
  players, you might want to make it harder. As such, five 
  categories of party strength have been created for you 
  to use as a guideline. Always feel free to use a different 
  adjustment during the adventure if the recommended 
  party strength feels off for the group.
   You can figure out a party’s strength as follows:
  • Add up the total levels of all the characters.
  • Divide the total by the number of characters.
  • Round fractions of 0.5 or greater up; round fractions 
  of less than 0.5 down.
  You’ve now determined the average party level (APL) 
  for the adventure. To figure out the party strength for 
  the adventure, consult the following table and compare 
  to the intended level for the adventure.
  Determining Party Strength
  Party Composition
  Party Strength
  3–4 characters, APL less than 
  Very weak
  3–4 characters, APL equivalent 
  Weak
  3–4 characters, APL greater than
  Average
  5 characters, APL less than
  Weak
  5 characters, APL equivalent
  Average
  5 characters, APL greater than
  Strong
  6–7 characters, APL less than
  Average
  6–7 characters, APL equivalent
  Strong
  6–7 characters, APL greater than
  Very strong
  
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  6
  D&D Adventurers League Dungeon Master’s Guide
  adventures might offer additional benefits to characters 
  of certain factions or ranks. 
   You do not award renown after each session, unless 
  that session is the end of an episode or adventure.
  Awarding Downtime
  At the conclusion of each episode or adventure, award 
  downtime days to each character. Adventures typically 
  award 10 downtime days at the end of the episode or 
  adventure unless otherwise specified. Characters can 
  spend downtime days (and as a result, pay lifestyle 
  expenses) before or after the start of an episode 
  or adventure. 
   You do not award downtime after each session, unless 
  that session is the end of an episode or adventure. 
  Spellcasting Services
  Any settlement the size of a town or larger can provide 
  some spellcasting services. Characters need to be able 
  to travel to the settlement to obtain those services. 
   Spell services generally available include healing and 
  recovery spells, as well as information-gathering spells. 
  Other spell services might be available as specified in 
  the adventure. The number of spells available to be cast 
  as a service is limited to a maximum of three per day 
  total, unless otherwise noted. 
  Spellcasting Services
  Spell
  Cost
  Cure wounds (1st level)
  10 gp
  Identify
  20 gp
  Lesser restoration
  40 gp
  Prayer of healing (2nd level)
  40 gp
  Awarding Experience Points
  Award XP as noted at the conclusion of the session, 
  episode, or adventure. Generally, you’ll award XP for 
  combat by dividing up the total XP value of the monsters 
  defeated by the number of characters in the party. For 
  noncombat XP, you’ll award the value noted to each 
  character who earned it unless otherwise specified in 
  the adventure. 
  Awarding Gold and Mundane Treasure
  Coin, art objects, trade goods, and other found wealth 
  are converted to a gold piece (gp) value at the conclusion 
  of a session, episode, or adventure, which is then 
  divided by the number of characters in the party. 
  Each character should earn an equal share unless 
  otherwise specified.
   Nonmagical equipment (such as arms, armor, and 
  other gear) can be sold for half its cost to add to the total 
  gp value. Arms and armor taken from defeated foes is 
  worthless and cannot be sold unless specified in the 
  adventure (the party can use the items during the session 
  in which they are found, though). As a general rule, if an 
  item is part of a creature’s statistics, it’s not sellable. 
  Awarding Consumable Magic Items
  Potions, scrolls, and other consumable magic items 
  are divided among the characters at the conclusion of 
  a session, episode, or adventure. Most adventures will 
  contain a small number of consumable items. A player 
  notes the item obtained by recording it on his or her 
  logsheet. Players should attempt to ensure an equitable 
  distribution of consumable items. If more than one 
  player would like to own a specific consumable item 
  and cannot resolve it, the item’s owner is determined 
  randomly by the DM. 
  Awarding Permanent Magic Items
  Permanent magic items are rare, and do not appear 
  too often. They can be distributed at the conclusion 
  of a session, episode, or adventure. A player notes the 
  item obtained by recording it on his or her logsheet. 
  Permanent magic items have rules for distribution to 
  promote equity, which are noted in the sidebar. 
  Awarding Renown
  Many adventures offer a renown award in the form of 
  renown points for members of certain factions. Usually, 
  this renown award will range from 0 to 2 points. 
  Award renown points at the conclusion of an episode 
  or adventure. 
   Characters can earn renown only from their own 
  factions. A character can join a faction at any time in an 
  adventure before renown awards are distributed. Some 
  Acolyte Background
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith can 
  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.
   In the Curse of Strahd storyline season, characters in 
  Barovia discover that no religions have established places of 
  worship of sufficient size to provide spellcasting services.
  Permanent Magic Item Distribution
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character’s logsheet contains a column to 
  record permanent magic items for ease of reference. Follow 
  these steps to determine how to distribute permanent magic 
  items:
  • If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character 
  gets the item.
  • In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character who possesses the fewest permanent magic 
  items gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item’s owner is determined randomly by the DM. 
  Help From Who!?
  For the current storyline season, Curse of Strahd, the rules for 
  spellcasting services are changed for characters adventuring 
  in Barovia. In Strahd’s bleak domain, there simply aren’t 
  any settlements where spellcasters can accommodate such 
  needs, and those places of worship that might otherwise 
  provide spellcasting services are overrun with monsters. 
  As such, unless otherwise detailed in an adventure, the 
  only individual able to provide spellcasting services is Jeny 
  Greenteeth. This will no doubt lead to some uncomfortable 
  situations and unforeseen consequences.
  
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  7
  D&D Adventurers League Dungeon Master’s Guide
  Spell
  Cost
  Remove curse
  90 gp
  Speak with dead
  90 gp
  Divination
  210 gp
  Greater restoration
  450 gp
  Raise dead
  1,250 gp
  Spellcasting Services from  
  Jeny Greenteeth
  The hag Jeny Greenteeth (whom some characters might 
  remember from adventure DDEX1-8: Tales Trees Tell) 
  has taken up residence in Strahd’s realm of Barovia. 
  She finds the Domain of Dread to her liking, and she 
  especially enjoys being the only spellcaster in Strahd’s 
  realm willing to sell her services—and thus being able 
  to force characters to do favors for her. In order to 
  purchase a spell from Jeny, a character pays a cost in 
  gold plus a number of downtime days. Downtime days 
  spent in this manner do not reflect actual time passing 
  (and do not require an additional gold piece or lifestyle 
  payment). Instead, they reflect on a certain amount of 
  wear and tear inflicted on a character’s body and soul. 
   Jeny is willing to forgive the downtime requirement 
  for her spells if you agree to one of her conditions. Once 
  you have agreed to a condition, it cannot be taken back, 
  undone, or done again. She accepts these gifts only 
  once (so reroll if you roll a previously completed task). 
  Jeny casts only one discounted spell for a character per 
  adventure, regardless of whether that character paid 
  the alternative downtime cost or not. She does not offer 
  this discount to characters who have the “Traded with a 
  Hag” story reward (from adventure DDEX1-12: Raiders 
  of the Twilight Marsh) or the “Swore an Oath to King 
  Witchthorn” story reward (from adventure DDEP1-1: 
  Corruption in Kryptgarden).
  Spell
  Cost (gp + Downtime)
  Cure wounds (1st level)
  10 gp + 5 DT
  Purify food and drink
  10 gp + 5 DT
  Identify
  20 gp + 10 DT
  Lesser restoration
  40 gp + 10 DT
  Prayer of healing
  40 gp + 10 DT
  Remove curse
  90 gp + 15 DT
  Speak with dead
  90 gp + 20 DT
  Greater restoration
  450 gp + 50 DT
  Raise dead
  1,250 gp + 50DT* 
  * Alternatively, a character can pay 250 gp + 150 DT and 
  take a side effect, as if the character had been raised by the 
  Dark Powers.
   To determine Jeny Greenteeth’s alternative downtime 
  costs, the DM rolls a d20 and consults the following 
  table, or can choose a task. All tasks should be noted 
  on your logsheet. Previously completed tasks cannot 
  be repeated.
  d20
  Task
  1
  Give Jeny a lingering embrace
  2
  Allow Jeny to dig out one ounce of ear wax from your 
  ear with only her finger. She is clearly saving it for 
  something. . .
  3
  Bring Jeny thirteen strands of your hair; every strand 
  must be exactly the length of your thumb.
  4
  Tell Jeny your deepest, darkest fear. You instinctively 
  understand that she will know if you are lying, 
  and that dismissing this as a laughable matter 
  will enrage her!
  5
  Allow Jeny to trim your toenails with her teeth.
  6
  Give Jeny exactly one ounce of your skin. You can 
  choose where on your body she peels it from.
  7
  Grant Jeny a stein full of your still-warm saliva. If it 
  cools, you’ll have to collect it again.
  8
  Maintain direct and unblinking eye contact with Jeny 
  for no less than one minute. Neither of you is allowed 
  to speak. At the end of this time, you must succeed 
  on a DC 10 Constitution saving throw or have Jeny 
  scream so loudly that you begin your next adventure 
  deafened. This condition lasts until you finish 
  a long rest. 
  9
  Convince your three closest allies to donate one drop 
  of blood each to Jeny’s “friendship muffin” recipe. If 
  they refuse, you must pay the full cost of the spell. 
  10
  Build a bonfire and burn the large wicker human 
  effigy near Jeny’s yurt. She assures you there’s 
  nothing wrong. Don’t mind the screaming. . .
  11
  Bite the burgomaster’s finger, then make a successful 
  DC 15 Strength (Athletics) check to run away. If 
  you fail, spend 10 downtime days in jail or pay a 
  20 gp fine. 
  12
  Bring the village execution to Jeny’s hut for “tea 
  time.” You must succeed on a DC 15 Charisma 
  (Persuasion) check to convince him it was all her fault 
  and not yours. If you fail, spend 10 downtime days in 
  jail or pay a 20 gp fine. 
  13
  Praise the tax collector for his frugal and sensible 
  tactics. You must succeed on a DC 15 Charisma 
  (Deception) check to avoid his ire or suspicion. If 
  you fail, spend 10 downtime days in jail or pay a 
  20 gp fine. 
  14
  Recover three “puppy” hairs from Gregori’s shop, the 
  Hare & Hair.
  15
  Bring Jeny a small white puppy, a large brown cat, and 
  an aged rooster for use as spell components. All three 
  animals must be alive when you hand them over.
  16
  Allow Jeny to dye your hair with a color of her 
  choosing; this new color is permanent.
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  8
  D&D Adventurers League Dungeon Master’s Guide
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp. 
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise dead 
  spell is paid for by the party at the end of the session. 
  Other characters are under no obligation to spend their 
  funds to bring back a dead party member.
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, a patron from the faction 
  d20
  Task
  17
  Eat eleven of Jeny’s cantaloupe-and-venison 
  no-bake cookies, and be sure to clean up all the 
  crumbs! You begin your next adventure with the 
  poisoned condition.
  18
  You must promise to communicate exclusively 
  through dance (no verbalizing allowed) during your 
  next adventure. This does not prevent you from using 
  verbal components to cast your spells, nor does it 
  prevent you from using your bardic abilities. If you 
  break this promise, you fall unconscious immediately, 
  and any condition that Jeny’s spellcasting removed 
  from you is reapplied with no saving throw 
  permitted. At the start of each of your turns, you can 
  attempt a DC 15 Charisma saving throw, regaining 
  consciousness on a success. 
  19
  Allow Jeny to remove your thumbnails with her 
  favorite hammer. You begin your next game with one 
  level of exhaustion.
  20
  Describe your family tree to Jeny. You must go back at 
  least three generations. For those relatives still alive, 
  she demands detailed descriptions of their likenesses 
  and where they live.
  Character Disease,  
  Death, and Recovery
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or die. Since you might not have the 
  same characters return from session to session, here 
  are the rules when bad things happen to characters.
  Disease, Poison, and Other Debilitating 
  Effects
  A character still affected by diseases, poisons, and 
  other similar effects at the conclusion of an adventure 
  can spend downtime days recuperating until such time 
  as he or she resolves the effect to its conclusion (see 
  the recuperating activity in the D&D Basic Rules). If a 
  character doesn’t resolve the effect between sessions, 
  that character begins the next session still affected by 
  the debilitating effect. 
  Death
  A character who dies 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.
  Death in Ravenloft
  Characters trapped in Barovia as part of the Curse of Strahd 
  storyline season have additional options for being brought 
  back from the dead. When a character under 5th level dies, 
  his or her player has two options. First, an ally can raise the 
  dead character or purchase the spell from Jeny Greenteeth 
  in the usual way (including seeking her discount). Second, 
  the player can choose to have the Dark Powers of Ravenloft 
  resurrect the character for free. If the player chooses 
  resurrection, the character returns to play at the start of the 
  next round with full hit points and spells. However, this dark 
  resurrection leaves the character tainted by shadow. 
   Roll once on the following table to determine the 
  resurrected character’s ‘dark gift.’ Each time a character 
  dies and takes advantage of this boon, he or she rolls for an 
  additional gift.
  d4
  Dark Gift
  1
  The character’s eyes melt away, leaving empty 
  sockets. He or she has disadvantage on Charisma 
  (Persuasion) checks, but gains blindsight out to 
  a range of 60 feet. The character is blind beyond 
  this distance.
  2
  The character develops gills. He or she can breathe 
  underwater, but has disadvantage on Constitution 
  saving throws when not fully submerged.
  3
  The character’s skin is cold and clammy to the touch. 
  The character gains resistance to cold damage and 
  vulnerability to fire damage.
  4
  At night, the character can spend 1 hit die to move 
  through solid objects as though they were difficult 
  terrain. A character who ends his or her turn inside 
  an object takes 5 (1d10) force damage. The character 
  counts as an undead creature for the purpose of 
  spells and effects such as turn undead.
  Dark gifts last until the character receives a remove curse. If 
  a character accepts resurrection by the Dark Powers, that 
  character earns the Touched by the Mists story award, which 
  is not removed when the character receives a remove curse.
   Touched by the Mists. The Dark Powers of Ravenloft raised 
  you from the dead for purposes unknown. The experience 
  has placed a heavy burden on your soul, leaving you tainted 
  by evil. Now cats hiss as you approach and milk sours at 
  your touch. You detect as an evil undead to the detect evil and 
  good spell. 
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  9
  D&D Adventurers League Dungeon Master’s Guide
  characters) with the game, try to feel out (or ask) what 
  they like in a game, and attempt to give each of them 
  the experience they’re after when they play D&D. Give 
  everyone a chance to shine. 
  • Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, since 
  play loses momentum when this happens. At the 
  same time, make sure that the players don’t finish too 
  early; provide them with a full play experience. Try to 
  be aware of running long or short. Adjust the pacing 
  accordingly.
  • Give the players appropriate hints so they can make 
  informed choices about how to proceed. Players 
  should be given clues and hints when appropriate 
  so they can tackle puzzles, combat, and interactions 
  without getting frustrated over lack of information. 
  This helps to encourage immersion in the adventure 
  and gives players “little victories” for figuring out good 
  choices from clues.
   In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about facilitating a 
  fun, challenging game environment for the players. The 
  Dungeon Master’s Guide has more information on the 
  art of running a D&D game.
  Dungeon Master Rewards
  All D&D Adventurers League adventures award the DM 
  by the target level of the adventure. These rewards are 
  around 25 percent of the maximum XP for players, with 
  a minimum for the lower-level adventures.
  Target Adventure 
  Level
  DM XP 
  (2 hour adventure)
  DM XP 
  (4 hour adventure)
  1
  100
  100
  2
  150
  150
  3
  150
  300
  4
  225
  425
  5
  450
  875
  6
  500
  1000
  7
  625
  1250
  8
  750
  1500
  9
  950
  1875
  10
  1125
  2250
  11
  1325
  2625
  12
  1450
  2875
  13
  1675
  3375
  14
  1875
  3750
  15
  2250
  4500
  16
  2500
  5000
  17
  3125
  6250
  18
  3375
  6750
  19
  3750
  7500
  20
  5000
  10000
  DMs running hardcover adventures receive XP for every 
  session, calculated in two-hour blocks according to 
  the average party level for the session. This is roughly 
  equivalent to the D&D Adventurers League rewards 
  above. Downtime rewards for both D&D Adventurers 
  ensures that he or she receives a raise dead spell. The 
  character can continue to play the adventure and receive 
  full rewards, though he or she has only 1 hit point 
  (unless another member of the party heals the character 
  further). The character takes a −4 penalty to attack 
  rolls, saving throws, and ability checks. Every time the 
  character finishes a long rest, the penalty is reduced by 
  1 until it disappears. Once a character reaches 5th level, 
  this option is no longer available. 
  Tips for the Dungeon Master
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You help guide the narrative and bring the 
  words on these pages to life. The outcome of a fun game 
  session often creates stories that live well beyond the 
  play at the table. Always follow this golden rule when 
  you DM for a group:
  Make decisions and adjudications that enhance the 
  fun of the adventure when possible.
  To reinforce this golden rule, keep in mind the following:
  • You are empowered to make adjustments to the 
  adventure and make decisions about how the group 
  interacts with the world of this adventure. This is 
  especially important and applicable outside of combat, 
  but feel free to adjust the adventure for groups that are 
  having too easy or too hard of a time.
  • Don’t make the adventure too easy or too difficult for 
  a group. Never being challenged makes for a boring 
  game, and being overwhelmed makes for a frustrating 
  game. Gauge the experience of the players (not the 
  Adventure Access
  If you’re an organizer associated with a store, after 
  scheduling events, the store will receive the site link and 
  password to a resource center that contains the current 
  season’s adventures. Adventures from previous and current 
  D&D Adventurers League seasons can be purchased from 
  the Dungeon Masters Guild website for play anywhere.  
   If you’re an independent organizer running your games at a 
  non-store public location, you can contact Wizards to request 
  support for your public event or convention. 
  Cheating
  D&D Adventurers League play is meant to be fun and 
  inclusive; it’s not really a competitive atmosphere. As the 
  DM, you should correct cheating players by quickly and 
  discreetly (if possible) resolving the issue and make a ruling 
  on what happens. 
   A Dungeon Master can review paperwork (character 
  sheets, adventure logsheets, and certificates) at any time. 
  If you notice something amiss—either with paperwork or 
  during the game (fudging dice rolls, not checking off used 
  items, and so on)—discuss it with the player and attempt 
  to resolve irregularities. You can disallow a rules item that 
  seems outside the official rules. You can ask a player to 
  reroll a dice roll that isn’t obvious to the table. Handle the 
  corrections in a professional manner—never embarrass the 
  player or assume wrongdoing. We’re all here to have fun and 
  enjoy the challenge of adventure!
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  10
  D&D Adventurers League Dungeon Master’s Guide
  or check with the store to see if they’d be interested in 
  starting up events. Most stores are happy to work with 
  an enthusiastic organizer; simply explain what you’d like 
  to do, and work with them on scheduling event times 
  and dates. Stores can host adventures released through 
  the D&D Adventurers League, whether they receive 
  them through the Wizards Play Network or if the DM 
  purchases and downloads the adventure from the 
  Dungeon Masters Guild.
   Other public locations are also a good option for play. 
  Check with the facility, community, or events manager 
  at the location to set up an event. If you’re able to partner 
  with a store to sponsor your event, the store can provide 
  you with additional materials by scheduling the event 
  for you. If you’re not able to partner with a store, you 
  can host adventures released for D&D Adventurers 
  League play, by purchasing them from the Dungeon 
  Masters Guild.
   Conventions are unique events that happen more 
  infrequently, but bring together much larger groups in 
  the community. If you want to work with a convention, 
  make sure you’re communicating with someone who 
  understands the games you’d like to run and can help 
  facilitate your needs. Typically, this is someone who 
  specializes in roleplaying games or specifically D&D. 
  Conventions can host adventures released for D&D 
  Adventurers League play by purchasing them through 
  the Dungeon Masters Guild. Some shows are selected 
  to run larger events, such as D&D Epics, as well.
   Your home group can also play in the D&D 
  Adventurers League, and your characters will be 
  playable in other locations. Characters need to follow 
  the guidelines in this document and have completed 
  paperwork. Your DM can acquire Adventurers League 
  adventures by purchasing published hardcover 
  adventures or through the Dungeon Masters Guild.
   Streaming and online play are also venues for D&D 
  Adventurers League. Check out the D&D Adventurers 
  League Online Tools for more information.
  Find Dungeon Masters
  You’re probably going to need help to run your games, 
  unless you’re only planning on having one table at your 
  event. If you plan to have multiple tables at your event 
  and you’re organizing, it can often be a good idea to let 
  others take on the DM duties.
   You can recruit DMs from your friends, interested 
  players in local stores, or through online portals like 
  social media and community groups. Make sure that 
  you discuss the specifics of your event with your DMs. 
  Let them know what adventures you’d like to offer, and 
  if there will be any sort of rewards for their service. You 
  can involve them on the adventure selection process if 
  you’d like. 
  League adventures and the hardcover adventures is 5 
  days for every 2 hours of play.
   The Dungeon Master’s character receives a number of 
  gp equal to half the XP earned for each session, whether 
  running a D&D Adventurers League adventure or a 
  hardcover adventure.
   This new Dungeon Master reward structure is not 
  retroactive to adventures from storyline seasons before 
  Curse of Strahd (season 4).
  DM Quests
  Dungeon Master quests are a series of out-of-game 
  quests that individual DMs can venture upon. Some 
  quests are season specific, while others will carry on 
  and renew each season. Whenever someone starts as 
  a Dungeon Master for the D&D Adventurers League—
  whether at the beginning of a season or while the 
  season is in progress—he or she can download the DM 
  quests packet, which consists of a DM quests card and a 
  DM quests rules document. The card is a fun checklist 
  allowing DMs to check off all the quests they’re in 
  the process of completing (for multipart quests) or 
  have completed. The DM quest rules document offers 
  a detailed description of all the quests, including 
  name, activity, frequency, the DM and player rewards 
  associated, and other details of the Dungeon Master 
  quests rewards program. 
   To join the DM quests program, a Dungeon Master 
  simply needs to download the DM quests packet from 
  the Dungeon Master’s Guild and print out the card.
   Whenever a DM finishes a quest, he or she checks 
  it off on the DM quest card and applies the rewards as 
  detailed in the DM quest rules.
  Service Rewards
  Sometimes at large public events such as conventions, 
  some DMs might receive other rewards for their 
  efforts. These might include recognition, access to 
  special events, or special D&D Adventurers League 
  privileges. Events that offer such awards might make it 
  known beforehand or surprise hard-working DMs. The 
  administrators might give out rewards as they see fit at 
  events they are attending. 
  Organizing Events
  A rewarding way to help grow your D&D Adventurers 
  League community is to engage in organizing your own 
  events. Here’s a step-by-step guide to getting games 
  going in your area. 
  Find a Place to Play
  Typically, in-person public events are run at a store, 
  public community hub (such as a library, school, or 
  community center), or as a part of a convention. An 
  official D&D Adventurers League table has from 
  three to seven players and one DM, no matter where 
  it is played.
   Stores are often the most stable locations for play, 
  and they have the benefit of having access to additional 
  materials through play kits. If you need to find a store 
  near you, check out the Store and Event Locator. You 
  can search for stores currently running D&D events, 
  A Place for Organizers
  Our administrators have set up a great web site focused on 
  helping out D&D Adventurers League organizers. There, 
  you can find all sorts of information, read about upcoming 
  releases, and ask questions. Head to dndadventurersleague.
  org to check it out! 
  
  Not for resale. Permission granted to print and photocopy this document for personal use only.
  11
  D&D Adventurers League Player’s Guide
  on the tables and ask if everyone is having a good time. 
  Be open to feedback and responsive to good criticism. 
   Make sure you hand out any rewards (like certificates) 
  if you have them. It’s a good idea to set up an event 
  headquarters area for this purpose and to act as an 
  information point for your attendees. 
   When the event is over, make sure you thank your 
  players for attending, and give a special thank you to 
  your DMs. If there’s anyone who went above and beyond 
  to help out, single that person out. A little recognition 
  goes a long way.
   Dungeon Masters work hard preparing their games. 
  Make it easier on them by providing them with links to 
  the adventures at least a week in advance of your event. 
  Let them know that they’re responsible for bringing the 
  adventure and showing up prepared to run the game.
  Advertise Your Event
  Make sure to let others know that you’re putting on an 
  event! Ask to put up flyers at local stores if they have a 
  community board. Head to nearby universities and high 
  schools to see if you can advertise there too. 
   Social media and forums have made getting the word 
  out much easier. Set up an event, and invite friends and 
  fellow gamers to it. Remind people through regular 
  updates on your event’s progress. Make sure to let 
  others know the following basics about your event:
  • Date
  • Time
  • Adventures featured (and appropriate levels)
  • Cost
  • Maximum number of attendees
   You should set up a document to capture event 
  registration. Have players RSVP with you for the games 
  and times they’d like to play. Keep the list handy, and 
  make sure to bring it to the event. You can even collect 
  any event fees beforehand, so players don’t have worry 
  about paying on-site. 
  Prepare Materials
  Just prior to the event, make sure you have the following 
  materials available:
  • Blank character sheets
  • Blank adventure logsheets
  • Pregenerated characters (if you’re running games for 
  character levels 1–4 and know you might have new 
  players; pregenerated characters can be 1st level only)
  • This guide for reference
  • The D&D Basic Rules
  • A printed copy of each adventure for reference, or in 
  case a DM forgets his or her copy
  • Event registration lists, with spaces for open spots
  • Any other materials you might want to denote the play 
  area and attendees (tablecloths, table tents, name 
  tags, and so on)
   If you’re running this event in a store or on a store’s 
  behalf in public, check with your store about getting DCI 
  cards for new players. If your site has Wi-Fi access, have 
  the website address available that outlines how to get a 
  DCI number online: http://wpn.wizards.com/sites/wpn/
  files/attachements/wizardsaccountposter_11x17.pdf
  Run Your Event!
  Be a good host and greet your players. You or someone 
  you designate should help organize players into groups, 
  especially those that didn’t come with a full group (this 
  is known as marshaling). 
   If you need to make announcements, do so at the start 
  or end of a session if possible to avoid disruption. Make 
  sure the DMs are pacing their games accordingly. Check 
  DM Previews
  Also known as a “slot zero,” DM previews are play 
  opportunities for Dungeon Masters before a scheduled 
  event. They can occur in-person or online. Organizers can 
  allow DM preview sessions before the event as long as the 
  table follows these rules.
  • The session should occur at least 48 hours 
  before the event. 
  • The game played at the session must be an adventure 
  available for public play at the event.
  • The table must consist of a majority of DMs for the event 
  (two DMs for a three-to-four person table, three DMs 
  for a five-to-six person table, and four DMs for a seven-
  person table). Other players attending the event can fill the 
  remainder of the table. 
  • All rewards earned are conditional upon the DM’s 
  fulfillment of commitment to run games at the event. The 
  organizer of the event can revoke rewards earned if the DM 
  fails to meet his or her commitment.
  • You can play in only one DM preview for each session you 
  run at the event. For example, you cannot play three DM 
  preview games and run only one session at the event.
  • The Dungeon Master for the DM preview gets full DM 
  credit for running the game.
  • Additional restrictions might apply for large conventions 
  and special events, such as D&D Epics.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/CoS - Dungeon Masters Guide.pdf