TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEX4-09 The Tempter 
   
   
  1 
   
   
  THE TEMPTER 
   
  The people of Orașnou are desperate. The village is on the brink of starvation and has little chance of 
  surviving the harsh winter. Even if they had enough food and supplies, Lord Strahd’s taxes are due, 
  and the ruler of Barovia does not accept excuses as payment. The Burgomaster and others in the 
  village have recently learned of a wealthy estate that might have enough resources to solve both of 
  Orașnou’s problems. It is a temptation he cannot afford to resist or can he? 
  Part Nine of Misty Fortunes and Absent Hearts 
   
  A Two-Hour Adventure for 5th-10th level Characters 
   
   
   
  M. Sean Molley 
  Adventure Designer 
   
  Adventure Code: DDAL04-09 
  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. 
   
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
   
  
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  DDEX4-09 The Tempter 
   
   
  2 
  Introduction 
  I can resist everything except temptation. 
  —Oscar Wilde 
  Welcome to The Tempter, 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 is designed for 5th through 10th 
  level characters, and is optimized for five 5th-
  level characters. Characters outside this level range 
  cannot participate in this adventure. See the section 
  on Determining Party Strength for making 
  adjustments especially if the party is made up of 
  characters all of 7th level or above. 
   The adventure takes place entirely in the barony 
  of Barovia, in the Ravenloft campaign setting. Most 
  of the adventure takes place at a hidden estate on 
  the edge of the Svalich Forest. 
  Adjusting This Adventure for Curse of Stradh 
  Since this adventure occurs in the Svalich Woods near Mount 
  Bartok (page 39 of Curse of Strahd) this adventure can be 
  tailored to insert into your Curse of Strahd campaign. 
   
  Instead of being asked to visit by Grigori, the characters 
  are traveling through the woods and happen upon the estate. 
  Invited as be “special guests” for this evening’s events. Allow 
  them time to mingle more with the guests. Add rumors to 
  wet their curiosity: 
   The mistress of the house has recently broken up with one 
  everyone was sure she would finally wed. 
   Some claim that the reason the family has continued to be 
  affluent for so long is that they dabble in witchcraft 
   Others believe there is a hidden magic treasure from 
  which they derive their good fortune. 
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers 
  League play. 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 they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that continues their story. 
   If you’re running this adventure as a part of a 
  store event or at certain conventions, you’ll need a 
  DCI number. This number is your official Wizards of 
  the Coast organized play identifier. If you don’t have 
  a number, you can obtain one at a store event. Check 
  with your organizer for details. 
   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. 
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
  Preparing the Adventure 
  Before you show up to Dungeon Master this 
  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 running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. 
   Get familiar with the monster statistics in the 
  Appendix. 
   Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  Before Play at the Table 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most common 
  passive ability check 
  
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  DDEX4-09 The Tempter 
   
   
  3 
   Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  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. Players can play an 
  adventure they previously played or ran as a 
  Dungeon Master, but not with the same character. 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for experience, gold, downtime, 
  renown, and number of permanent magic items. He 
  or she 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 the D&D Adventurers League Player’s 
  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. 
  Alternatively, 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. 
  Adjusting the Adventure 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used exclusively for combat 
  encounters.  
   You may adjust the adventure beyond the 
  guidelines given in the adventure, or for other 
  reasons. 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 a little harder. 
  Therefore, five categories of party strength have 
  been created for you to use as a guide. Use these as a 
  guide, and feel free to use a different adjustment 
  during the adventure if the recommended party 
  strength feels off for the group.  
   This adventure is optimized for a party of five 
  5th-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .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. 
  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 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party 
  strengths. If a particular recommendation is not 
  offered for your group, you don’t have to make 
  adjustments. 
  Running the Adventure 
  As the Dungeon Master 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 
  
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  DDEX4-09 The Tempter 
   
   
  4 
  group interacts with the world of this adventure. 
  Doing so 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 one. Gauge the experience of the 
  players (not the 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  
   Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
   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. Doing so 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. 
  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 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 
  commit to crafting a single item)  
   Practicing a profession  
   Recuperating  
   Spellcasting services 
   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. 
  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 these 
  services. 
  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. 
   
  Refer to Page 7 of the Adventurers League Dungeon 
  Master’s Guide for more details. 
  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 
  Remove curse  
   
   
  90 gp 
  Speak with dead   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
  Raise dead  
   
   
  1,250 gp 
  
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  DDEX4-09 The Tempter 
   
   
  5 
  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. 
  Character Disease, Death, and 
  Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. 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 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 
  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, the dead character’s 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 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
  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. 
  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 90 gp (though Jeny Greenteeth might 
  have additional requirements; see “Spellcasting 
  Services” earlier in this guide). 
   Vampires can be cured by a wish spell cast by a 
  fellow player character (wish is not available as a 
  spellcasting service). Alternatively, a vampire 
  character can be slain and returned to life with 
  
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  DDEX4-09 The Tempter 
   
   
  6 
  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 (see Page 8, Adventurers 
  League Dungeon Master’s Guide) do not offer a 
  free raise dead, though Jeny Greenteeth might be 
  willing to make a deal (see “Spellcasting Services” 
  earlier 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. 
  The Demiplane of Dread 
  This adventure is set within the Ravenloft campaign 
  setting, in the lands of Barovia which exists in the 
  Demiplane of Dread. There are several atmospheric 
  and thematic elements to keep in mind at all times 
  while running your game: 
  The Land is Bleak 
  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. 
  Winter in Barovia 
  The winters are cold, wet, and stormy here. The natives of 
  the Demiplane are prepared—well, 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. 
  A dark sentience infuses the very soil, twisting and 
  contorting everything within. In places where you 
  would normally expect wildlife such as deer, rabbits, 
  or squirrels, you instead find wolves, rats, and 
  mangy dogs. Vegetation is rotted and dead, and 
  forests are filled mostly with gnarled, thick trees 
  with bare branches. Colorful, vivacious things simply 
  do not exist. 
  The Denizens of Orașnou 
  Most Orașnou residents are mundane laborers, farmers, 
  fletchers and other folk who fall under common professions. 
  They typically have gaunt features, as crops often fail to take 
  root, and creatures of the night frequently kill and devour 
  their livestock. 
   
  Most are sullen, and often filled with fear, be it from the 
  lands themselves, what lies within them, Lord Strahd, or their 
  own tyrant of a Burgomaster; Ivan Randovich and his cronies. 
  Be sure to play to the mindsets of these people who live 
  threadbare existences, constantly on the precipice of horror 
  during your roleplaying encounters.  
   
  As is the case with most of the denizens of Barovia, most 
  of the people that reside in the village don’t possess a soul. 
  These people are empty shells created by Strahd’s 
  consciousness to populate his domain. However, about one 
  in every ten people in Barovia are actually possessing of a 
  soul—the souls of the original denizens of Barovia before its 
  transition into the Demiplane. When a being with a soul dies 
  in Barovia, its soul remains trapped until it is reincarnated 
  later. Souls tend to wear clothing with a splash of color or 
  have other features that demonstrate even a small bit of 
  individuality. 
  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 extra-dimensional 
  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 
  provision: 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. 
  
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  DDEX4-09 The Tempter 
   
   
  7 
  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. 
   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. 
  Count Strahd Von Zarovich 
  Lord Strahd is the Darklord of Barovia. He rules his domain 
  from Castle Ravenloft as Strahd IX; a descendent of Strahd I. 
  In actuality, Strahd I and Strahd IX are the one and the same--
  a vampire. As a mortal, Strahd fell in love with Tatyana 
  Federovna; the bride of his younger brother Sergei. In his 
  jealousy, Strahd murdered his brother and became the 
  Darklord of Barovia; which was swept away into the 
  Demiplane along with its ruler. Since then, Strahd is cursed to 
  seek incarnations of Tatyana for eternity. NOTE: Strahd is not 
  present in this adventure. 
  Not Without Humor 
  The bleak and oppressive landscape must give way 
  now and then to some moments of respite, not only 
  does this break up the taxing mindset that Ravenloft 
  can evoke, but it also provides good chances for 
  horror to sneak back up on players just as they least 
  expect it. 
  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 adventure’s depictions to be a little extreme. If 
  any players seem sensitive to that, please adjust the 
  depictions accordingly.  
   
  Horror involves more than simple fright. It entails revulsion 
  and anguish. Often it arises when adventurers see something 
  completely contrary to the common understanding of what 
  can and should occur in the world, or upon the realization of 
  a dreadful truth. In such a situation, you can call on 
  characters to make a Charisma saving throw to resist the 
  horror. Set the DC based on the magnitude of the horrific 
  circumstances. On a failed save, a character either becomes 
  frightened or gains a short-term form of madness that you 
  choose or determine randomly. Use your discretion when 
  determining the effect of a failed horror check. Take your 
  players into consideration and the activity in which they are 
  participating. 
   
  A character afflicted with short-term madness is subjected 
  to an effect from the Short-Term Madness table for 1d10 
  minutes. 
   
  Short-Term Madness 
  d100  
  Effect (lasts 1d10 minutes) 
  01-20  
  The character retreats into his or her mind and 
  becomes paralyzed. The effect ends if the character 
  takes any damage. 
  21-30  
  The character becomes incapacitated and spends 
  the duration screaming, laughing, or weeping. 
  31 – 40  The character becomes frightened and must use his 
  or her action and movement each round to flee 
  from the source of the fear. 
  41 - 50  The character begins babbling and is incapable of 
  normal speech or spellcasting. 
  51 - 60  The character must use his or her action each 
  round to attack the nearest creature. 
  61-70  
  The character experiences vivid hallucinations and 
  has disadvantage on ability checks. 
  71 - 75  The character does whatever anyone tells him or 
  her to do that isn't obviously self-destructive. 
  76- 80  
  The character experiences an overpowering urge to 
  eat something strange such as dirt, s lime, or offal. 
  81-90  
  The character is stunned. 
  91-100  The character falls unconscious. 
  Adventure Background 
  Orașnou is a small village that has fallen on hard 
  times. Most of the village’s food supplies have been 
  lost or destroyed, and their tax payment to Lord 
  
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  DDEX4-09 The Tempter 
   
   
  8 
  Strahd (which must be made in goods, food, and 
  livestock) is due. The village faces a choice between 
  dying slowly of starvation or dying quickly to the 
  wrath of Barovia’s Dark Master. 
   During DDAL04-08 The Broken One, adventurers 
  discovered a map to an estate along with a letter 
  from its owner, Marilena Fidatov. In the letter, she 
  suggests that she has more than enough supplies to 
  last the winter. One would think the Burgomaster 
  would be quick to try and expand this offer of aid to 
  the whole village, but he seems reluctant.  
   The villagers know that the Burgomaster and the 
  Lady once courted, and wedding seemed likely. In 
  reality, the two were merely lovers; both of them 
  convinced that they were manipulating the other for 
  their own ends. Eventually, however, Lady Fidatov 
  began to doubt his devotion. A Tarokka reading 
  confirmed her doubts and—unwilling to share her 
  wealth—she left him.  
   Enraged, Ivan plotted and bribed a servant to 
  poison the Lady’s food and drink—killing not only 
  the Lady, but all of her guests as well. Not content to 
  let Ivan win, however, Marilena rose as a banshee. 
  Learning this, the Burgomaster declared her a witch 
  and ordered that the villagers were forbidden from 
  venturing to her home.  
   Grigori, the proprietor of the Hair and Hare (a 
  shop in Orașnou) has learned of the letter. He knows 
  the Burgomaster won’t venture to the manor, so he 
  and Marku (the owner of the Seven Tables Tavern) 
  conspire to petition adventures for help. 
   What no one realizes, however is that Marilena 
  Fidatov is no mere banshee. As she lay dying, she 
  realized who had poisoned her; she beseeched the 
  Dark Powers to protect her treasure so that it would 
  never benefit anyone but her. In response, she and 
  everyone else who once lived on her estate suffer 
  from a terrible curse. Each day they relive the final 
  hours of their mortal lives; farmers work the fields, 
  the members of the house party participate in a 
  hunt, and a grand gala celebrates the Fidatov 
  family’s bounty. A few hours after nightfall, at the 
  exact moment when Lady Fidatov died of the poison, 
  everything becomes a dark, twisted reflection of its 
  former splendor. All of its inhabitants become 
  crazed undead while those with souls become 
  wererats. Ever waiting to exact her revenge, Lady 
  Fidatov patrols the grounds wailing and wallowing 
  in self-pity—searching for anyone foolish enough to 
  steal her treasure. The next day, everyone awakens 
  with no memories of the previous night. 
   Only Lady Fidatov herself knows the truth of the 
  curse. She has no desire to assist Orașnou and fights 
  to keep what is hers, as she has done for many years 
  and will for many more. 
  The Curse By Day 
  Every living thing and every object—from the Lady herself 
  down to the rare weed in the garden—on the Fidatov estate 
  plays a part in the curse. By day, people carry out their 
  normal tasks and duties, preparing for the grand party. The 
  guests arrive and the festivities commence. At the fateful 
  hour, Lady Fidatov dies of poisoning, as arranged by Ivan 
  Randovich long ago. 
   
  At that moment, the curse transforms the estate and 
  everyone on it into a dark reflection of itself. Living creatures 
  collapse and die, rising moments later as undead. Some 
  objects animate by the curse’s magic. Terror descends upon 
  the estate as the frenzied denizens tear each other to pieces 
  while the Lady roams the grounds wailing her deadly song. 
  The next morning at sunrise, the curse restores everything to 
  the way it was the day before, and no one other than Lady 
  Fidatov are any the wiser of the night’s events.  
  Adventure Overview 
  This adventure is divided into a brief introduction, 
  and four parts. It is designed to run in a two-hour 
  time slot, but can easily be stretched to run in four 
  hours (or longer) as provided in the “Extending the 
  Adventure” sidebars. 
   Part 1. The characters attend a gala at the Fidatov 
  estate and meet Lady Marilena Fidatov. She makes it 
  clear that she is unwilling to assist the village (and 
  especially Ivan Randovich) in any way, but invites 
  the adventurers to stay the night as her guests 
  before they leave in the morning. The choice they 
  make determines where they are when Part 2 
  begins. 
   Part 2. The curse takes effect as the party winds 
  down—transforming the estate and its denizens into 
  monsters. If the characters agreed to stay night, they 
  witness the transformation firsthand as the grand 
  ballroom descends into chaos. Otherwise, they are 
  attacked by undead farmers and animals in the 
  gardens. The characters set out to search the estate 
  for Lady Fidatov.  
   Part 3. The characters must search the manor 
  house for clues to the location of the vault which 
  contains Lady Fidatov’s treasure. 
   Part 4. When the characters open the vault and 
  activate the altar within, Lady Fidatov in her true 
  banshee form arrives to defend her wealth. The 
  adventurers must destroy her to end the curse. The 
  characters must then decide what to do with the 
  treasure. Is it too risky to return to Orașnou? Will 
  they think that they have broken the curse or that 
  the benefits outweigh the risks? 
   Whatever they decide, they return to Orașnou, and 
  report back to Grigori and Burgomaster Randovich.  
  
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  DDEX4-09 The Tempter 
   
   
  9 
  Keep Things Moving! 
  To finish this adventure in a two-hour time slot, you need to 
  move at a brisk pace. (If you have a four-hour time slot, then 
  you can afford to take your time and explore these scenes in 
  more detail.)  
   
  If time is not a concern, DM Appendix: Extending the 
  Adventure (see below) provides guidance on extending the 
  adventure beyond the two-hour time allotment; including 
  additional interacting with Lady Fidatov and exploring the 
  manor before its transformation. If you choose to extend the 
  adventure, no additional XP or gp are awarded. 
   
  Part 1: 15 minutes. Establish the situation, introduce Lady 
  Fidatov and let the characters interact with her, before finally 
  arriving at her refusal of assistance.  
   
  Part 2: 30 minutes. If they accept the offer to stay, then 
  the adventurers have a very brief chance to mingle with the 
  guests before the curse triggers; if they decline, then they 
  must leave the manor and the curse triggers while they are 
  out on the property. Either way, the characters face a combat 
  encounter against the newly-risen undead.  
   
  Part 3: 30 minutes. After fending off the undead attack, 
  the characters explore the transformed manor. They must 
  discover the location of the treasure (in the family crypt) and 
  find out how to get it (a ritual involving an old family crest). 
  They learn which specific crest they need by reading Lady 
  Fidatov’s journal, they research what it looks like in the 
  library, and they retrieve it from the art gallery, which 
  requires fighting some guardians.  
   
  Part 4: 30 minutes. The characters enter the crypt and 
  place the crest on the altar, which causes the treasure to 
  appear (it is in the Border Ethereal until summoned, a very 
  effective anti-theft measure). Lady Fidatov in her banshee 
  form arrives to confront them, and they must defeat her to 
  break the curse (she also tries to tempt them by offering a 
  deal).  
   
  Conclusion: By this point you should be very close to the 
  end of the session, but if you can save 5-10 minutes along the 
  way, that gives the players a chance to debate what to do 
  with the (formerly) cursed treasure, return to Burgomaster 
  Randovich, and make their report. They have probably also 
  learned a bit more about the situation than the Burgomaster 
  wanted them to know, which should lead to some interesting 
  roleplaying if time permits. 
  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 Orașnou via an 
  unnaturally thick fog or mist while traveling 
  overland, preferably at night. See Welcome to 
  Barovia, below. 
   An Envoy from Orașnou. Those characters that 
  participated in DDAL04-08 The Broken One 
  recovered a letter from Lady Fidatov inviting Luca’s 
  father to her manor. Eventually, this letter (and the 
  map to the Lady’s estate) made it into the hands of 
  Burgomaster Ivan Randovich. Dubious of the letter’s 
  intent, he has asked the characters to make the trip 
  themselves and petition the lady for her assistance 
  in gathering sufficient supplies to both see Orașnou 
  through the winter, and to pay the tax that is due to 
  Lord Strahd soon. 
   The characters travel to Fidatov Manor and, after 
  meeting Lady Fidatov, are invited to an evening of 
  excess and indulgence. The adventure begins after 
  the party has wound down and everyone has settled 
  down for the night. 
   A Blessing of Fate! Those characters new to 
  Barovia happen upon the Hair & Hare where the 
  raised voices of Grigori and Marku can be heard 
  inside. Over a night of drinks and hot foot, they 
  manage to convince the characters to venture to a 
  nearby estate and petition its owner to send food 
  and coin to the village to stave off the wrath of the 
  Devil Strahd! 
  Welcome to Barovia 
  Some characters may be arriving from Faerûn 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. It’s 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! 
  Curse of Strahd Adventures 
  The adventures for the Curse of Strahd Season of Dungeons 
  and Dragons Adventurers League deliver the most impactful 
  experience when played in numeric order (i.e.: 04-01, then 
  04-02, and so on) but this is not required. Please carefully 
  read the following pages and be prepared to adjust 
  encounters, especially where key NPCs are concerned! 
  Although DM tips may be found in the adventure, they are 
  unlikely to cover every table or situation. 
   
  For a Ravenloft game, the world itself should be treated 
  with great respect—it is a character unto itself, and the Dark 
  Powers rarely respond positively to hand-waving and outright 
  dismissal… 
  
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  DDEX4-09 The Tempter 
   
   
  10 
   
  Any character afflicted with lycanthropy must receive the 
  benefits of a remove curse at the end of this adventure in 
  order to be rid of this horrible affliction. Characters that 
  choose to remain afflicted or cannot afford this spell, become 
  NPCs and are no longer playable in D&D Adventurers League 
  games. 
   
  
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  DDEX4-09 The Tempter 
   
   
  11 
  Part 1. A Night to 
  Remember 
  Estimated Duration: 15 minutes 
  The characters arrive at the Manor in the late 
  afternoon, well before the evening’s festivities are 
  set to begin. 
  If you have plenty of time to run this adventure (at 
  least four hours), use the information in DM 
  Appendix: Extending the Adventure to run an 
  extended introduction. This gives the players more 
  time to explore the estate and interact with Lady 
  Fidatov and her servants. 
  A Firm Refusal 
  What a night! All of the food, drink, and dancing has left you 
  weary. Lady Fidatov has ordered chairs, couches and tables 
  to be brought into the ballroom so that she and her guests 
  can share conversation over drinks before retiring for the 
  evening. If there was ever a time to petition for her aid, it is 
  now. 
   
  You find her on a lounge, reading a book. Noticing you, she 
  smiles “Ah, the history of the Fidatovs. Always fascinating.” 
   
  She closes the book gently, “Taltos,” she says, beckoning 
  her seneschal over, “please return this to the library and 
  bring us a second bottle.” She smiles at you as she lifts the 
  delicate glass to her lips. 
  This is the final chance for the characters to plead 
  their case. Marilena listens gravely to whatever they 
  say and then shakes her head. Read or paraphrase 
  the following: 
  “Foolish Ivan knows that my estate thrives while his own 
  holding suffers. He has sent you to ask me to share the 
  bounty of House Fidatov. I am flattered, but afraid that my 
  answer is no.” 
  The characters may bring up a couple poignant 
  topics during the course of the discussion: 
   Burgomaster Randovich. She becomes visibly 
  upset. She says only, “My past dealings with Ivan 
  were…uncomfortable. I would appreciate him not 
  being a topic of discussion.” 
   Costel and Luca Barbu. “I offered refuge for him 
  and his son only. I was repaying a debt—nothing 
  more.” She refuses to elaborate. 
  Roleplaying Lady Marilena Fidatov 
  Marilena is physically beautiful but her soul is dark and 
  twisted. She is overconfident, prideful, capricious, and selfish. 
  She is also ruthless and cunning; a master manipulator. She 
  reveals only what she wants to reveal and every facial 
  expression, gesture, and word is a carefully chosen weapon. 
  Her downfall is due to her inability to detect Ivan Randovich’s 
  own greed and deceit; she has had a long time to brood on 
  this. She didn’t love him; she was simply outplayed. She 
  wants nothing more than to bestow upon him the same 
  hellish existence that she herself now endures—and her plan 
  is almost complete. 
   
  Quote: “Oh, you simply must try this. It’s to die for.” 
  Development 
  As pleasant as the characters might be, Lady Fidatov 
  is implacable. She won’t aid the village of Orașnou. 
   Eventually, she makes it known that she doesn’t 
  intend to continue the conversation. 
  “If I aid this village, word will spread. All of Barovia would be 
  at my door with hat in hand. I can’t allow that to happen.” 
   
  She pauses. “Regardless, You’ve travelled far. I am willing 
  to invite you to stay the night as my guests. You can return to 
  Orasnou in the morning, and I will make sure that you are 
  well-provisioned for the journey. Do you accept?” 
  Lady Fidatov is not offended if the characters decline 
  her offer of hospitality. She knows that, even if they 
  characters intend to travel all night, the curse will 
  make escaping the estate difficult. 
   The Characters Accept. If the characters stay the 
  night, Lady Fidatov summons a porter to carry their 
  possessions to the guest rooms upstairs. Proceed to 
  Encounter A. Thank You Generous Hosts, below. 
   The Characters Decline. If the characters decline, 
  and choose to leave the estate, she appears 
  disappointed, but acquiesces. A porter appears with 
  their possessions and she provides a pack containing 
  enough food and wine for the trip back to Orașnou. 
  Proceed to Encounter B. A Walk in the Park, below. 
  Troubleshooting: Let’s Just Kill Her Now 
  It’s possible that twitchy players may decide to attack Lady 
  Fidatov and get it over with. These stories do tend to end 
  with an inevitable confrontation with the villain, after all.  
   
  Even if Lady Fidatov or another resident of the estate is 
  killed during the day, the body does not rise as an undead 
  until the curse triggers. 
   
  The characters can commit mass murder and ransack the 
  estate during the daytime over and over again without 
  changing a thing; the curse resets everything the next 
  morning at sunrise with no one the wiser. Any items stolen 
  from the manor or the grounds crumble to dust and reappear 
  in their appropriate places the next time the curse resets.  
  
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  DDEX4-09 The Tempter 
   
   
  12 
   
  A remove curse spell is of no avail; the Dark Powers of 
  Ravenloft are far stronger than any mortal magic. The only 
  way to change this insane tale is to play it out to its 
  conclusion—and then write a new ending. 
  Part 2. The Transformation 
  Estimated Duration: 30 minutes 
  Shortly after the characters encounter Lady Fidatov, 
  the curse manifests itself.  
   Proceed to Encounter A if the characters accept 
  Lady Fidatov’s offer to remain at the manor as her 
  guests. Otherwise, proceed to Option B if the 
  characters decline.  
  A. Thank You Generous Host(ess) 
  Lady Fidatov is well pleased if the characters accept 
  her offer of hospitality. The characters have about 
  only a half hour to kill; the characters are free to 
  socialize with the guests and servants, or simply 
  explore the manor (provided they are sneaky about 
  it). 
   As the characters interact with the guests, 
  dispense the clues provided in Player Handout 1—
  either one at a time or all at once. Once the 
  characters have slaked their need for social 
  interaction, the adventure progresses depending on 
  whether or not the characters accepted the Lady’s 
  invitation. 
  Where Do You Think You’re Going? 
  In the hours following their retirement, the following rooms 
  are off-limits to guests: the private salon (Area 12), the study 
  (Area 14), the back stairs/servants’ entrance (Area 15), and 
  the entire second floor (the grand staircase is roped off and 
  several men-at-arms politely but firmly deter anybody from 
  going upstairs. “The Lady requests that her guests remain in 
  the public rooms for now”. The gallery (Area 13) is open and 
  the guests are invited to view, but not touch, the various 
  works of art and family portraits on display. 
   
  If the characters manage to get themselves thrown out of 
  the party for offending their hostess or causing a disturbance, 
  then proceed to Encounter B, below; the curse triggers after 
  they have left the manor and are walking across the estate. 
  Development 
  The shattering of glass halts a dozen conversations all at 
  once. Lady Fidatov sways slightly and motions discreetly to 
  her seneschal, who helps her from the couch and out of the 
  room—the seneschal closing the doors behind them.  
   
  Moments later, a terrible scream rips through the manor. 
  The musicians play on for a moment and then stop, confused 
  as to why everyone has stopped dancing. All conversation 
  comes to a halt. The doors crash open and the seneschal 
  barges into the room. “Poison! The Lady has been… “ 
   
  The Seneschal coughs and stumbles. He puts his hand to 
  his lips and it comes away covered in blood. He falls to his 
  knees, choking and clutching at his throat. All around you, the 
  rest of the party guests begin doing the same. Some fall to 
  the floor while others rush for the exits. 
  The characters are not cursed; the poisoned food 
  and drink does not affect them in any way. To create 
  suspense, however, ask each character who partook 
  of any of the food or drink to attempt a Constitution 
  saving throw. For anyone who rolls particularly 
  poorly, pretend to make a note of it, and say “nothing 
  happens…yet.”  The players’ imaginations will do the 
  rest. 
  Ballroom Blitz 
  Give each character a turn to do what they wish in 
  response to the terrible scene. Some may choose to 
  head toward where Lady Fidatov was last seen, 
  while others may want to aid the Seneschal or look 
  to the other guests. Position everyone appropriately 
  and then read or paraphrase the following. 
  All around you, the guests gag, retch, and fall to the floor—
  their bodies twitching and wracked with spams. Candles and 
  lamps flicker as a chill wind rips through the room. The 
  screaming continues, louder and more insistent than before, 
  one voice of terror becoming a chorus.  
   
  The bodies begin to glow with dark energy, thrashing and 
  writhing. You hear the audible CRACK of someone’s spine 
  snapping. One man clutches at his skull—fur growing from his 
  skin and his bones contort his body into a new form. Only you 
  appear to be unaffected.  
  The now-furry man transforms into a wererat. Five 
  of the other party guests and servants rise up as 
  ghasts. These creatures should be scattered 
  throughout the area so that they are harder to hit 
  with a single area attack. 
   Tactics. The ghasts attack the nearest character, 
  ganging up on a single target when possible. The 
  wererat begins in hybrid form but uses his weapons 
  if cornered. If a phantom warrior is present, it erupts 
  from the seneschal’s body and attacks characters 
  openly wearing holy symbols. 
  
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  DDEX4-09 The Tempter 
   
   
  13 
  Adjusting the Encounter 
  Here are recommendations for scaling this combat 
  encounter. These are not cumulative: 
   Weak party: Remove a ghast 
   Strong party: Remove the ghasts; add four phantom 
  warriors.  
   Very strong party: Add a phantom warrior and a wererat. 
  Once the characters have dealt with the immediate 
  threat, they can take stock of the situation. Likely 
  they may want to search the manor for Lady Fidatov, 
  or perhaps they will see this as an opportunity to 
  search for anything of value to take back to Orasnou. 
  Regardless of their plan, proceed to Part 3. 
  B. A Walk in the Park 
  If the adventurers decline Lady Fidatov’s offer to 
  stay for the party, she is gracious. She arranges for a 
  parcel of supplies sufficient to return to Orașnou, 
  and bids them good luck. 
  Blood-Soaked Fields 
  As the characters are crossing the grounds to leave 
  the estate, the curse manifests. The characters 
  happen to be passing between a livestock pen and 
  some fields at the moment when the transformation 
  occurs.  
   Read or paraphrase the following:  
  It is quite dark as you make your way back across the estate. 
  Small huts, no doubt the homes of the farmhands, are 
  scattered along the edges of the fields and a fenced-in 
  livestock pen holding several bulls, and a kennel with a half-
  dozen or so hunting hounds. 
   
  From behind you, back in the direction of the manor 
  house, a terrible scream rips through the air. It lasts for a 
  moment and is then joined by more voices. 
   
  A chill wind sweeps across the area, unlike even the worst 
  winter blast you have previously felt. As it passes, the 
  creatures around you suddenly stiffen and fall to the ground 
  as if dead! Man and beast alike are transfixed, shuddering 
  and twitching as they collapse. 
  Give the players a chance to react: find out where 
  everybody is positioned and what they want to do.  
  The workers begin staggering back to their feet, their skin 
  drawn and tight, their eyes glowing red. The gate to the 
  livestock pen crashes open as a large bull, its skeleton clearly 
  visible as the flesh sloughs away from its bones, crashes 
  through the gate. It turns and charges in your direction! 
  Farmhands and laborers transform into four ghasts. 
  Two of the Lady’s prize steers are transformed into 
  skeletal bulls. If hell hounds are encountered here, 
  they break free from the kennels. 
   Other undead rise up all across the estate, but they 
  either attack each other in a mad frenzy or scamper 
  off into the woods. The characters are part of a much 
  larger fight, a chaotic maelstrom that takes place 
  every night. 
   Tactics. The skeletal bulls crash through the gate 
  in an attempt to gore the nearest characters. The 
  ghasts swarm one character at a time. 
  Adjusting the Encounter 
   Here are recommendations for scaling this combat 
  encounter. These are not cumulative: 
   Weak party: Remove a ghast  
   Strong party: Remove the ghasts; add four hell hounds 
   Very strong party: Add a hell hound and a skeletal bull 
  Once they deal with the sudden attack, the 
  adventurers presumably head back to the manor to 
  investigate; proceed to Part 3, below. By the time 
  they reach the house, most of the undead have torn 
  each other to shreds or are scattered throughout the 
  property, so the characters do not happen across the 
  encounter in A. Thank You Generous Host, above. 
   
   
  
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  DDEX4-09 The Tempter 
   
   
  14 
  Part 3: The Cursed Manor 
  Characters outside must first make their way back to 
  the manor house. Along the way they can hear the 
  sounds of the remaining undead tearing one another 
  to shreds. Read or paraphrase the following: 
  The elegant manor house has transformed into a scene of 
  horror and destruction. Everything seems to have changed; 
  fine draperies now hang tattered and rotted, the floors are 
  stained and cracked, and even the walls and ceilings sag a bit. 
   
  Everywhere you look you see the dead: piled in corners, 
  splayed across the back of a chair, hanging limply in the 
  jagged glass of a shattered window. The immediate danger 
  seems to have passed but you can still hear the sounds of 
  fighting in the distance. 
  The characters (and the players) are at a bit of an 
  information disadvantage. They know that 
  something bizarre has happened but they don’t 
  really know why. The most logical thing to do is 
  search for Lady Fidatov, since it was her screaming 
  that seems to have heralded the transformation. 
  However, they can search the rooms of the manor in 
  whatever order they wish. 
  Confronting Lady Fidatov 
  There are four events things that need to happen 
  before they can confront Lady Fidatov: 
   Area 10: Private Salon. The characters need to 
  see Lady Fidatov’s spirit. This gives them the clue 
  that she can only be confronted in the family crypt 
  at the center of the gardens. 
   Area 11: Study. The characters should discover 
  Lady Fidatov’s journal. This tells them how to get 
  into the crypt and that the family vault is 
  protected by a ward which can only be disabled 
  with the crest of the Seventh Son of the Seventh 
  Son of the House’s founder. 
   Area 4: Library. The characters must figure out 
  what the family crest looks like. There are history 
  books here that can show them. 
   Area 12: Art Gallery. Here, the characters find the 
  Fidatov family crest needed to open their family 
  crypt. 
  With the proper family crest in hand and armed with 
  the knowledge that Lady Fidatov has fled to the 
  crypt, the characters can proceed to Part 4, confront 
  Lady Fidatov, and end the curse. 
  General Features 
  The interior of the manor has the following general 
  features. 
   Terrain. Though the house is sturdy enough, some 
  areas of the floors may be buckled and broken, 
  creating difficult terrain. Similarly, furniture and 
  fixtures are tossed around the place. Paint is peeled 
  and cracked, and wallpaper faded and torn. Even the 
  plastered walls have chunks removed in some spots, 
  revealing the timbers beneath. 
   Light. Outside, the night is dark with little of the 
  moon visible beyond the clouds. It is even darker 
  inside; no light exists here save for that which the 
  characters possess themselves. Occasionally, ghostly 
  lights can be seen around the corner, but disappear 
  when the characters expect to find their source. 
   Smells and Sounds. Blood, burning flesh, rot. 
  Screams, tearing of flesh, splintering wood. 
  Pacing and Gentle Nudges 
  Keep the pace brisk as you run this section of the adventure. 
  If the players need a clue on where to go the characters 
  might see a very large rat (a wererat in its rat form) darting 
  about attempting to get into area 14, an incorporeal spirit 
  passing through a wall into the library, or strange, green mist 
  boiling out from beneath the door to the Study.  
  The Interior of Fidatov Manor 
  The following notes explain what the characters find 
  in the transformed manor. The room key is the same. 
  1. Outside the Manor 
  If the characters did not stay for the party, then this 
  is where they arrive at the beginning of Part 3.  
   The double doors hang loosely from their hinges. 
  The stone is cracked and pitted as if everything has 
  aged decades overnight. 
  2. Entrance Hall 
  The bodies of several servants and men-at-arms are 
  tangled up here. The soldiers seem to have hacked 
  the servants to pieces before turning their weapons 
  on themselves. 
  3. Grand Salon and Main Staircase 
  The salon is oddly quiet: there are no bodies or 
  bloodstains here. However, the tall columns are 
  cracked and the second-floor balcony tips forward at 
  a precarious angle as if that entire section of the 
  house could come crashing down at any moment. If 
  the characters approach the staircase, a swarm of 
  bats comes screeching down from above, flying past 
  
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  15 
  them and around the high ceilings in a dark cloud 
  before flying out the door into the night. 
  4. Library 
  The library is mostly intact. The books do not seem 
  to have been affected by the transformation, or 
  perhaps it is just that old books seem about the same 
  when they are 5 years older or even 25 years older.  
   Clue. When the characters come here to search for 
  the ancient Fidatov family crest, it can be found 
  within the volume of family history that the 
  characters witnessed Marilena reading before the 
  curse manifested. Provided they have the book and 
  know which branch of the family they are looking 
  for; no check is required to find the correct answer. 
   Treasure. An ancient scroll of mass cure wounds is 
  folded inside one of the books of the family history. 
  Area 5. Dining Room 
  The food and drink in the dining room have rotted 
  and turned into black goo. Mold creeps along the 
  walls and floor. A massive formal dining table is still 
  intact, but the chairs are smashed and destroyed. A 
  dead woman lies in the center of the table with an 
  apple stuffed in her mouth and a dagger in her back. 
   Treasure. The dagger has a jeweled hilt and is 
  worth 50 gold pieces. 
  Area 6. Ballroom 
  If the characters attended the party, this is where 
  they begin Part 3. 
   The dance floor is piled with bodies. Blood has 
  soaked into the wood and other dark stains are 
  splattered on the walls. The doors leading to the 
  terrace are shattered, as are the windows. When a 
  character crosses the room, one of the chandelier 
  ropes suddenly snaps and the huge glass and crystal 
  structure comes crashing to the ground, missing the 
  character by inches. 
  Area 7. Terrace 
  Vines from the garden have grown up onto the 
  terrace. Several skeletons are entwined within their 
  coils. A set of stairs leading to the garden are cracked 
  and bloodstained. 
  Area 8. Gardens 
  The bushes here have elongated thorns that slowly 
  drip blood and writhe of their own accord. Hedges 
  and topiary animals have grown unchecked and the 
  characters must hack their way through if they wish 
  to reach the family crypt at the center. 
  Area 9. Drawing Room 
  The fine furnishings in this room seem to have been 
  chewed up and shredded by massive claws. The 
  stuffing of the pillows is scattered everywhere.  
  Area 10. Private Salon 
  The doors to the salon are closed and locked. They 
  are splintered and bulge outward slightly as if some 
  great force slammed into them from the other side. 
  Opening them requires thieves’ tools and a 
  successful DC 15 Dexterity check; alternatively, may 
  be forced open with a DC 15 Strength (Athletics) 
  check.  
   When the characters enter the room, read or 
  paraphrase the following: 
  This looks like a lady’s private salon. It has a couch along with 
  a small armoire, dressing table, and various cosmetic 
  supplies. A variety of ornate masks hang on the walls. The 
  body of Lady Fidatov lies on the couch. 
   
  As you enter, a ghostly form rises up from the body, its 
  features and bearing identical to those of the Lady, and 
  seems to stare right through you. “Ivan… Ivan, is that you?  
   
  The ghost pauses for a moment and a frightened look 
  crosses her face. “You! I remember you. He sent you to 
  distract me while he steals my treasure! My Family wards it 
  forever; he’ll never have it! 
   
  The ghost issues a scream that tears at your mind and 
  body before it turns and flies through a nearby wall. 
  Marilena recognizes the characters, of course. She 
  alone retains her mind and memories despite the 
  effects of the curse. Seeing the characters alive, she 
  is afraid that Ivan is making a move to claim her 
  precious treasure. 
   
   The characters can follow her through the manor, 
  out into the garden where she passes through the 
  overgrown hedges and disappears into a dark 
  building at the center. The characters must cut their 
  way through or navigate the hedge maze, so they 
  cannot reach the building before she is gone. See 
  Part 4 for details when the characters are ready to 
  approach the crypt. 
   Treasure. Most of the masks are costume jewelry, 
  but one of them is beaded with pearls and is worth 
  60 gold pieces. 
  Area 11: Study 
  The door to the immense study is locked (thieves’ 
  tools and a successful DC 15 Dexterity check to open. 
  However, it also has been ravaged by time and only 
  requires a DC 11 Strength(Athletics) check to force it 
  open.  
  
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   The ledgers and other documents dealing with the 
  finances of the family are still here, but they have 
  mostly rotted away. Lady Fidatov’s journal is still in 
  the desk. (If the characters were here before the 
  curse triggered, then any locks they opened are still 
  open, anything they took is still gone, and the trap is 
  not reset.) 
   Trapped Desk. The desk is locked and requires a 
  set of thieves’ tools and a DC 15 Dexterity check to 
  open. It has a poison needle trap. Detecting the trap 
  requires a successful DC 15 Intelligence 
  (Investigation) check. The trap is disabled with a 
  similar Dexterity check. A creature triggering the 
  trap is struck by a needle and takes 1 piercing 
  damage and must succeed on a DC 13 Constitution 
  saving throw or take 11 (2d10) poison damage and 
  be poisoned for 1 hour. If successful, the creature 
  takes only half damage and is not poisoned. 
   Clue. The characters find Player Handout 2 
  inside the desk.  
   Treasure. Inside the desk is a wooden box 
  containing 75 gp in various denominations. 
  Area 12. Art Gallery 
  By reading Marilena’s journal the characters learn 
  that in order to get into the crypt, they need the crest 
  of the seventh son of the seventh son of the founding 
  father of the Fidatov clan. They find out what that 
  crest looks like by researching it in the library. The 
  physical crest itself is found here, in the gallery. 
  Read or paraphrase: 
  This long hallway is lined with oil portraits of the various men 
  and women who have led the Fidatov family over its many 
  generations. Floor-to-ceiling mirrors make the space seem 
  much larger than it is. Glass display cases hold various art 
  objects and the personal crests of each scion of the family. 
   
  As you enter the room, reality seems to ripple and shift 
  and the room suddenly appears to be much larger than it 
  previously was. 
  The room is an extradimensional space; the room is 
  twice as large on the inside as it appears on the map 
  (see Appendix). What is in this room largely depends 
  on the time available (see Time Check, above). 
   Family Crest. If the characters know that they 
  need a Fidatov crest (because they’ve read 
  Marilena’s journal) but they don’t know what it 
  looks like (because they haven’t been to the library) 
  then they might just decide to take them all. There 
  are 13 individual crests on the walls. They can still 
  go to the Library and figure that out. 
   Treasure. If they characters did not come here 
  before the curse triggered, then they find art objects 
  worth a total of 100 gold pieces. If they already took 
  treasure from this area, then everything except for 
  the family crests is smashed and worthless. 
  Time Check 
  The encounter that follows can be long; if you don’t have at 
  least 75 minutes remaining in the game session when the 
  characters reach this encounter, you should either run it 
  entirely as Theater of the Mind (narratively) and resolve it 
  very quickly, or remove the combat entirely. The characters 
  can simply search the gallery for the crest they need. 
  Mirror, Mirror (Optional Encounter). If the 
  characters don’t yet know what they are looking for, 
  they might just decide to loot the gallery randomly. 
  Whether they go for something specific or just take 
  whatever isn’t nailed down, as soon as anyone 
  touches anything valuable, the guardians attack. 
   Read or paraphrase the following: 
  At the far end of the room, one of the tall mirrors begins to 
  shimmer and ripple. A tall figure steps through the mirror 
  from the other side. It appears to be made of body parts 
  stitched together from a variety of other creatures – a 
  hideous monster of stolen flesh. It roars a challenge and 
  leaps deftly toward you! 
  The mirror golem is clearly visible, but the 
  reflection guardian is not due to its false 
  appearance. Each time it starts its turn, it leaps to a 
  different mirror and changes its form so that it looks 
  like a different character. This has no game effect but 
  being attacked by their own reflection should be 
  unsettling to the characters. 
   While the golem engages the closest enemy, the 
  reflection guardian is cunning. It saves its reaction to 
  use counterspell and otherwise supports the golem 
  with crown of madness. A reflection guardian that is 
  concentrating on telekinesis can hurl vases and 
  shards of glass at a character as an action. 
  Ranged Spell Attack: +5 to hit, range 60 feet. Hit: 10 
  (3d6) bludgeoning or slashing damage.  
   Vulnerability. The golem is a flawed construct. 
  Although it appears to be a normal flesh golem, the 
  appearance is illusory. In reality, the golem is 
  constructed of hundreds of tiny, interlocking 
  mirrors. As such, it has a number of weak points. A 
  character viewing the golem through a mirror sees 
  past the illusion and identifies these weak points.  
   If a character looking through a mirror uses the 
  Help action to aid someone else, the character being 
  helped can attempt a DC 15 Wisdom (Insight) check. 
  If successful, that character’s next attack bypasses 
  the golem’s damage reduction and scores a critical 
  
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  hit on a roll of 19 or 20. A character that can see 
  through illusions automatically sees the golem’s 
  weak points without needing someone else to point 
  them out.  
   Alternatively, a character averting his eyes is 
  unaffected by the illusion and gains the benefits of 
  the golem’s vulnerability (albeit with disadvantage 
  on the attack roll and without the benefit of the Help 
  action). 
   Smashing the Mirrors. There are a five, floor-to-
  ceiling length mirrors spread throughout the hall. 
  The guardian is always in one of these mirrors. On 
  its turn it can leap to a different mirror using its 
  move. 
   If a character smashes the mirror that the 
  guardian is currently in (AC 12; 10 hit points; 
  immune poison and psychic damage), it leaps to a 
  different intact mirror. If all the mirrors in the room 
  are destroyed, the characters can no longer exploit 
  the golem’s special vulnerability, but the guardian is 
  immediately destroyed as it has nowhere else to 
  hide. 
  Adjusting the Encounter 
  Here are recommendations for scaling this combat 
  encounter. 
   Weak party: The DC of the Wisdom (Insight) check is 13. 
   Strong party: Add a second reflection guardian. The golem 
  has 133 hit points.  
   Very strong party: Add two reflection guardians. The 
  golem has 198 hit points and gains +1 to attack rolls and 
  deals 17 (3d8 + 4) slashing damage. 
  Area 13: Back Stairs/Servants’ Entrance 
  The back stairs have collapsed. The bodies of several 
  servants are entombed in the rubble, with just their 
  skeletal hands sticking out, as if they were reaching 
  for help when they died. 
  Area 14: Herb Garden 
  What was once a lovely herb garden is now a series 
  of empty planter boxes. 
  Area 15: Kitchen 
  The pantry and kitchen are filled with rotted food. A 
  limbless torso is laid across the chopping block, the 
  bloody cleaver still clutched in the hand of the now-
  dead cook. The severed limbs and head are in the 
  cooking pot. Most of the bottles in the wine cellar 
  have been smashed, and the few that survive contain 
  vinegar. 
   
   
  
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  DDEX4-09 The Tempter 
   
   
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  Part 4: Breaking the Curse 
  In order to escape the Fidatov estate, the characters 
  must break the curse. The only way to do that is by 
  confronting Lady Marilena. She has fled to the family 
  crypt, where her treasure is hidden. The characters 
  cannot enter the crypt until they have the family 
  crest needed to deactivate the wards.  
   If the characters flee without ending the curse, the 
  various undead on the estate rise and follow them. 
  While the characters easily outrun them, the undead 
  eventually happen upon if they leave the grounds to 
  lick their wounds. However, they don’t get very far; 
  at sunrise, they disappear as the estate and 
  everything in it returns to its previous state when 
  the curse resets itself. 
  The Hedge Maze 
  The crypt is located in the center of the gardens. The 
  hedges are semi-sentient while the curse is active 
  and they actively seek to deter people from reaching 
  the crypt, forming a living maze. However, in the 
  interests of time, simply describe moving through 
  the maze quickly even as the maze tries to delay 
  them by closing off paths, tripping them and pulling 
  at their clothes.  
  Extending the Adventure 
  This would be a fine place to add content if you are looking to 
  lengthen the running time of this adventure. Since the maze 
  is semi-sentient, it actively opposes the characters as they try 
  to break through it. The characters can solve the maze (using 
  appropriate Intelligence or Wisdom checks (DC 15 to DC 20), 
  such as Investigation, Insight, Nature, or Survival).  
   
  They can take the brute-force option and simply hack their 
  way through the hedges using Strength (Athletics), edged 
  weapons, or fire. Alternatively, consider giving the hedges 
  the ability to magically regrow. The maze itself could be a 
  puzzle for the players to solve while they seek the ever-
  changing path to the center. 
  When the characters reach the center of the maze, 
  read or paraphrase the following: 
  A weathered stone building in the shape of a cross stands at 
  the very center of the garden. Unlike everywhere else you 
  have been, this place seems untouched by the chaos and 
  madness that has swept across the estate. The building is 
  unadorned with decor, save for the word FIDATOV in solemn 
  block lettering. 
   
  Where there should be a door is a thick stone slab with no 
  apparent hinges. In the center is a depression about the size 
  and shape of a kite shield. 
  Troubleshooting: Crest? What Crest? 
  It’s quite possible that the characters might come here too 
  early (by pursuing the spirit of Lady Fidatov when they 
  discover her body in the manor). In this case they simply 
  can’t get into the crypt. Don’t let them waste too much time; 
  remind them that they have not fully explored the manor 
  house and they should get the hint. A DC 11 Intelligence 
  (Arcana) check reveals that some sort of ward is likely 
  preventing the use of etherealness, stoneshape, or other 
  magic to gain entry into the crypt. 
  Placing the correct family crest into the center of the 
  stone slab yields a satisfying click. The crest then 
  springs outward slightly. The character must remove 
  the crest, whereupon the slab shudders to life and 
  sinks into the ground.  
   Placing an incorrect crest causes the slab to surge 
  with dark energy. The character must make a DC 14 
  Constitution saving throw, taking 22 (4d10) necrotic 
  damage on a failed save and half that amount on a 
  success. If the characters brought all 13 crests from 
  the gallery because they didn’t research the correct 
  one in the library, then it may be painful, but they’ll 
  eventually get in. 
  Inside the Crypt 
  When the characters enter the crypt, read or 
  paraphrase the following: 
  Bronze lamps spring to life as you enter the crypt. The 
  Fidatov’s family crypt is surprisingly understated considering 
  the magnificence of the manor house. Stone sarcophagi line 
  the walls, each bearing a simple brass nameplate etched with 
  the name of its occupant. A plain stone altar stands on the far 
  side of the room. 
   
  Something glitters beyond the altar. The entire back of the 
  room is piled with treasure; gemstones, jewels, thousands of 
  coins, and even a fine suit of plate armor. Something isn’t 
  right, however; the treasure seems indistinct—as if it isn’t 
  really there. 
  Characters trying to touch the treasure find that 
  their hand passes right through it. Spells such as 
  detect magic reveals that it isn’t an illusion, but it 
  appears that the treasure is not entirely present on 
  this plane. The treasure rests on the Border Ethereal.  
   The altar has a depression of the same size and 
  shape as the one in the door. It should be obvious to 
  the characters that the family crest is again called 
  for. This time it locks into place and cannot be 
  removed. 
  
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  The Cursed Treasure 
  When the characters place the Fidatov family crest 
  upon the altar the wards are disabled and the 
  treasure returns from the Ethereal plane. It also 
  draws Marilena Fidatov for the final confrontation. 
  The curse has one last trick to play on the characters, 
  however. Read or paraphrase the following: 
  The crest locks into place as you place it on the altar. The 
  treasure begins to glow, becoming more and more 
  substantial. Moments later it has fully manifested before you, 
  gleaming and glittering and looking so beautiful…so, so 
  beautiful… 
  The treasure is enchanted to enrapture those that 
  view it. Unless someone specifically said that they 
  wanted to stay entirely outside the crypt, it is likely 
  that all the characters are affected. 
   Each character who views the treasure when it 
  appears must succeed on a DC 11 Wisdom saving 
  throw be enraptured by the treasure. An enraptured 
  character can’t take reactions and must roll 1d10 at 
  the start of each of its turns to determine its 
  behavior for that turn. This is an enchantment effect, 
  and creatures that are immune to being charmed are 
  immune to this effect. 
  Rapture Behavior 
  d10 
  Behavior 
  1-5 
  The creature uses all its movement to move 
  toward the treasure. If it is already in a space 
  containing treasure, it drops prone and uses 
  its action to roll around in it. 
  6-7 
  The creature views anyone else as a threat 
  who might steal the treasure. The creature 
  uses its action to make a melee attack against 
  a randomly determined creature within reach. 
  If there is no creature within reach, the 
  creature does nothing this turn, instead 
  shouting about how no one else can have the 
  treasure. 
  8-10 
  The creature doesn’t move or take actions 
  this turn. It stares raptly at the treasure, 
  unable to tear its gaze away from the 
  glittering beauty. 
   
  At the end of each of its turns, an affected creature 
  can repeat the saving throw with a cumulative +1 
  bonus for each previous failure. If it succeeds, this 
  effect ends for that creature and it is thereafter 
  immune. The cursed denizens of the estate (which 
  includes Marilena and her allies) aren’t affected by 
  the sight of the treasure. 
  Roleplaying the Temptation 
  Any character whose flaw would be especially appropriate 
  for this effect (such as a weakness for shiny objects, excessive 
  greed, a love of money, or an inability to resist temptation) 
  can voluntarily choose to fail the initial saving throw against 
  the treasure’s effect. If the player chooses this option and 
  roleplays his or her character’s flaw appropriately, you may 
  choose to grant that character advantage on his or her saving 
  throws against Marilena Fidatov’s Wail and Horrifying Visage 
  abilities. The character still makes the second and 
  subsequent saves against the rapture effect as normal. 
  Wail of the Banshee 
  At the end of the second rounds after the characters 
  summon the treasure, Marilena Fidatov arrives. At 
  the same time, two swarms of creeping coins 
  animate and emerge from the piles of treasure. The 
  treasure’s enchantment isn’t intended to doom the 
  entire party, so if half or more of the characters are 
  under the effects of the treasure after their second 
  saves, then delay the banshee’s arrival by another 
  round. 
   When Marilena does arrive, read or paraphrase 
  the following: 
  The ghostly figure of Lady Marilena Fidatov floats through the 
  wall of the crypt. She gasps when she sees the treasure 
  spread out before you. “How?! Pah! It does not matter. He 
  was too cowardly to come himself so he sent you to do his 
  work. You are obviously skilled thieves, but this ends now. I 
  gave everything to protect this. EVERYTHING! I shall not allow 
  the likes of you to take it from me!” 
   
  Lady Fidatov gestures, and the pile of coins begins to shift 
  and stir. Glittering gold rises up and crashes down with the 
  force of thunder. The suit of armor jerks to life. The lids of 
  the sarcophagi begin to tremble as if even the ancient bones 
  of the Fidatovs rise up to defend their former wealth. 
   Creatures. The most obvious threat is Marilena 
  Fidatov herself, a banshee. There is also a suit of 
  Strahd’s animated armor and two swarms of 
  creeping coins. 
   Marilena uses her horrifying visage on her first 
  turn and wail on her second. She keeps her distance 
  from melee characters, using incorporeal movement 
  to move through walls to obtain advantageous 
  positions. If a character does engage her in melee, 
  the swarms of creeping coins attack that character. If 
  Lady Fidatov is not threatened, they attack the 
  nearest enemy. The armor is intelligent, and uses 
  tactics to defend Lady Fidatov. 
   When Lady Fidatov is destroyed, read or 
  paraphrase the following.  
  
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  The banshee’s form begins to dissipate. For the first time 
  since you met her, Marilena Fidatov’s face shows true fear. 
  She calls out to the heavens: “Mistress! Hear me! You 
  promised me that I would have my vengeance! Where are 
  you now? Where are y—“ 
   
  With a final scream, Lady Fidatov disappears. Thousands of 
  coins crash to the floor. The cursed treasure is silent at last. 
  Adjusting the Encounter 
  Here are recommendations for scaling this combat 
  encounter.  
   Weak party: Replace the Strahd’s animated armor with 
  four animated armor. 
   Strong party: Add four animated armor 
   Very strong party: Add a banshee 
  Legendary Actions: If the group is particularly strong, the 
  banshee has 3 legendary actions per round. Only one 
  legendary action can be used at a time and only at the end of 
  another creature’s turn. The banshee regains spent legendary 
  actions at the start of her turn. 
   I’ll Be Over There. The banshee moves up to her speed 
  without provoking opportunity attacks. 
   Let Me Touch You. The banshee uses Corrupting Touch. 
   My Treasure! The banshee commands a creeping coins 
  within 30 feet of her that can take a reaction to use its 
  reaction either to move up to its speed or to make a melee 
  attack against a creature within its reach.  
   Deadly Phasing (Costs 2 Actions). The banshee moves up 
  to her speed without provoking opportunity attacks. 
  During this movement, if she passes through a square 
  containing a living creature, the banshee makes a 
  Corrupting Touch attack against it. A creature may not take 
  this damage more than once per round.  
   Got My Voice Back (Costs 2 Actions; 1/Encounter). The 
  banshee’s Wail recharges. 
  Treasure. Aside from the entirety of the Fidatov 
  family wealth (5,000 gp), there are some less fraught 
  rewards. When Marilena dies, the jewelry that she 
  was wearing when she died becomes corporeal and 
  remains. These beautiful sapphire pieces have a total 
  value of 850 gold pieces. There is also a suit of 
  glamoured studded leather armor atop a nearby pile 
  of coins. 
  Choices and Consequences 
  None of the residents of the estate (including Lady 
  Fidatov) regain their living forms the next 
  morning—they are truly dead. However, whether or 
  not the curse is broken is unclear. The characters 
  must decide what to do with the treasure. 
   The characters may wish to use spells or abilities 
  to try and determine if the treasure remains cursed 
  even after Lady Fidatov’s destruction. It appears 
  normal to all physical senses, but it does continue to 
  radiate magic, though the characters can sense that 
  the aura seems to be fading. How long that might 
  take is impossible to know. 
   Keeping It. The characters could decide to keep 
  the treasure for themselves. They might feel as 
  though they have earned it, after all. The Dark 
  Powers find this highly amusing. The characters 
  claim an additional 5,000 gold pieces by dividing up 
  the hoard, but in so doing, a bit of the curse is 
  transferred to them. Each character accepting a 
  share of the treasure earns the Cursed by Greed 
  story award (see below). This effect cannot be 
  removed as long as the character remains within the 
  domain of Ravenloft. Aside from spending 10 
  downtime days returning the gold to the Fidatov 
  Crypt, only leaving Barovia will remove the curse. 
   Destroying/Hiding It. The characters may feel 
  that the treasure is too dangerous to risk letting it 
  back into the world. They can destroy it in a variety 
  of ways: melting it down, throwing it into the bottom 
  of a lake, burying it, or even sending it back to the 
  Border Ethereal forever by reactivating the wards 
  on the family crypt and then destroying the crest 
  that is used to control the wards. This would make it 
  virtually impossible for anyone else to ever recover 
  the treasure. 
   Leaving It. The characters may feel that the 
  treasure is simply too dangerous to deal with and 
  decide to leave it here. With the curse broken, the 
  estate can be plundered by any traveler. It doesn’t 
  take long before the treasure is discovered and 
  divided up among various explorers and thieves, 
  although it quickly acquires a reputation—every 
  gold piece seems to bring a little bit of misfortune to 
  whoever holds it, and those who carry Fidatov gold 
  have a tendency to die from knives in the back.  
   Taking It to Orasnou. The characters were tasked 
  by Grigori with finding resources to aid the village, 
  and a giant pile of treasure is by definition a valuable 
  resource. Transporting thousands of coins is easier 
  said than done, however. The characters can find an 
  old wagon in one of the outbuildings of the estate 
  that is sturdy enough to transport the treasure, if 
  they lack bags of holding or other means of moving 
  such a vast amount of coinage. 
  Leaving the Estate 
  Once the characters have decided what to do about 
  the treasure, there is nothing left for them to do at 
  the Fidatov estate. They may choose to spend the 
  rest of the night here or they may prefer to leave as 
  soon as possible. Either way, with the curse broken, 
  
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  DDEX4-09 The Tempter 
   
   
  21 
  the estate does not revert to its “intact” form the 
  next morning. It remains in its run-down, decrepit 
  state, with all the battle damage and several decades 
  of accumulated neglect leaving the buildings ruined 
  and the fields fallow. House Fidatov fell when its last 
  scion was poisoned, but only now is it truly dead. 
  XP Award 
  Destroying the banshee frees the estate from its 
  curse. Award each character 200 XP. 
  Conclusion 
  The journey back to the village is uneventful. The 
  characters could easily draw a lot of attention to 
  themselves if they are hauling a wagon full of 
  treasure, but presumably they are wise enough to 
  avoid presenting an obvious target for every ruffian 
  and brigand in all of Barovia. 
   Although it is still winter and the condition of 
  Orașnou is still deplorable when the characters 
  arrive back at the village, the death of Lady Fidatov 
  has in some small measure improved the situation. 
  She was adding her magic to strengthen the force of 
  winter, hoping to draw Ivan Randovich out in 
  person. Although that plan did not succeed, her 
  demise does not produce a respite to the villagers as 
  her addition to the cause of their misery was, in the 
  end, small. 
  A Chat with the Burgomaster 
  Needless to say, Ivan Randovich is very eager to 
  meet with the adventurers and hear what they have 
  discovered. He sends a messenger to fetch them as 
  soon as he becomes aware that they are back in 
  Orașnou. Read or paraphrase the following: 
  “You have returned. I and the good Grigori had begun to 
  worry, perhaps, just a little. What did you find? Was the 
  Fidatov estate as rich as the letter said? More importantly, 
  will Lady Fidatov consent to share her bounty with the poor, 
  suffering people of Orașnou?” 
  Roleplaying Ivan Randovich 
  Ivan is the Burgomaster (Mayor) of Orașnou and is 
  accustomed to being listened to and obeyed. He interrupts 
  and talks over others and can't imagine anyone would 
  disobey his orders. He is a vain man and regularly primps and 
  preens over his clothing, distractedly flicking lint from his 
  doublet or worrying over a scuff in his boots. Ivan has a 
  weakness for mystics and fortunetellers, and sprinkles the 
  concepts of fate and divine will in his conversation.  
   
  In this case, Burgomaster Randovich knows that he is likely 
  skating on thin ice with the characters. He took a big risk by 
  not telling them everything he knew about the Fidatov 
  estate. His main goal in this conversation is to convince the 
  characters that he knew nothing and is completely surprised 
  by everything that the characters discovered.  
  Let the players decide how much or how little they 
  wish to press Ivan concerning the things that they 
  learned. He answers their questions, to a point. 
   He insists that the last time he saw her, Marilena 
  was alive and well (if broken-hearted; he says that 
  he was the one to end their relationship, because 
  she was only interested in money, while he was 
  looking for true love).  
   He absolutely denies knowing that she was under 
  a curse, that she was a banshee, or that she died of 
  being poisoned (and there is no direct evidence 
  implicating Ivan in her death, so the characters 
  can’t really confront him too stridently on this 
  question). 
   Ivan is intensely interested in what Lady Fidatov 
  said when she died. If they relate her final words, 
  Ivan says that he has no idea who this “Mistress” is 
  that she called out to in her final moments, but it 
  obviously can’t be Strahd. 
  If the characters brought the treasure back and offer 
  it to Ivan to be used for benefit of the village, the 
  Burgomaster is elated (though he tries hard not to 
  show it). If the characters bring back clothes or 
  wood that could be used for firewood, then adjust 
  the text to reflect their smart thinking. 
   Read or paraphrase the following: 
  The Burgomaster sighs thoughtfully. “Not to disparage your 
  efforts in any way, but a pile of coin is not exactly the 
  assistance that I was hoping for. To be quite frank, a man 
  cannot eat gold or use it to plug the holes in his walls, or burn 
  it in his fireplace to stave off the winter chill. We would 
  rather have had grain or cattle, or even warm clothes.” 
  Sensing that his story is probably not as credible as 
  he would have hoped, the Burgomaster decides that 
  the time has come to take the adventurers to the 
  Amber Temple. They are probably becoming more 
  and more suspicious of him, and he wants to regain 
  control of the situation.  
  
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  DDEX4-09 The Tempter 
   
   
  22 
  “There is one more thing that I wish to ask of you. You 
  mentioned that Lady Fidatov was apparently in the service of 
  some more powerful entity. There is an old temple, long 
  abandoned, where I believe we might be able to learn more, 
  and perhaps even find some magic of our own to protect the 
  village. Soon, I will make the journey myself to this place. I 
  may have need to call on you then…” 
  Fin. 
   
   
  
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  DDEX4-09 The Tempter 
   
   
  23 
  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 
   
   
  XP per Foe 
  Ghast 
   
   
   
  450 
  Wererat  
   
   
  450 
  Hell hound 
   
   
  450 
  Skeletal Bull 
   
   
  450 
  Phantom Warrior  
   
  700 
  Mirror Golem 
   
   
  1,100 
  Reflection Guardian 
   
  200 
  Animated Armor  
   
  200 
  Swarm of Creeping Coins  
  50 
  Strahd’s Animated Armor  
  2,300 
  Lady Marilena Fidatov (Banshee) 
  1,100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Break the Fidatov family curse 
  200 
   The minimum total award for each character 
  participating in this adventure is 1,310 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 1,750 experience 
  points. 
   
  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 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
   Permanent magic items are divided according to 
  a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP value 
  Jeweled dagger  
   
  50 
  Pearl-studded mask 
   
  60 
  Art objects in the gallery  
  100 
  Marilena’s jewelry 
   
  850 
  The Fidatov treasure 
   
  5,000  
  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. 
   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 that 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. 
  Glamoured Studded Leather 
  Armor (studded leather), rare 
  Any illusion of normal clothing and other types of 
  armor created by this item can appear only to be of 
  the finest quality. No matter what form it takes, 
  when you wear this item, your appearance draws 
  the eye of those around you. In its natural state, this 
  armor is tight and immodestly cut. A description of 
  this item can be found in Player Handout 3. 
  Scroll of Mass Cure Wounds 
  A description of this spell can be found in the 
  Player’s Handbook. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this adventure. 
  Story Award 
  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 
  
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  DDEX4-09 The Tempter 
   
   
  24 
  are unable to leave. So long as you are trapped, you 
  cannot participate in any adventure or event that 
  takes place outside of Barovia. Tread carefully 
  during your time here, the Dark Powers are 
  watching. 
   
  Cursed by Greed. Blinded by greed, you have been 
  cursed by an ancient family. Because of this, you are 
  affected by a permanent bestow curse. While so 
  cursed, you have disadvantage on ability checks and 
  saving throws made with an ability score 
  determined randomly by the Dungeon Master. This 
  curse can only be removed by spending 10 
  downtime days returning the Fidatov family 
  treasure to the crypt or by leaving the Demiplane of 
  Dread. 
  DM Rewards 
  For running this adventure, you receive 450 XP, 225 
  gp and 5 downtime days.  
   
   
   
  
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  DDEX4-09 The Tempter 
   
   
  25 
  DM Appendix: NPC 
  Summary 
  The following NPCs feature prominently in this 
  adventure. 
   
   Lady Marilena Fidatov (Fee-dah-TOV). Marilena 
  is physically beautiful but her soul is dark and 
  twisted. She has long blonde hair which she wears 
  pulled back, and elegant, sharp features. Marilena is 
  overconfident, prideful, capricious, and selfish. She is 
  also ruthless and cunning; a master manipulator. She 
  reveals only what she wants to reveal and every 
  facial expression, gesture, and word is a carefully 
  chosen weapon. Play her like the ultimate “mean 
  girl” from a Jane Austen novel – unfailingly polite yet 
  utterly cruel behind that smile. 
   Taltos (TALL-tosh). Seneschal of House Fidatov. 
  Taltos is a tall, thin, dark-haired human, who looks 
  sourly at everyone and everything as though he is 
  perpetually suffering from a stomach ache. Everyone 
  else in the household apart from the Lady herself 
  defers to Taltos. 
   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. 
   Gregori Wurlbach (gre-GOR-ee VURL-bok). Male 
  human. Soul. Gregori is a soft, balding man with 
  gnarled hands. He has worked hard for the comforts 
  that he enjoys in the village—chief among these 
  being that his food and drink is provided free of 
  charge thanks to his ability to host the Vistani when 
  they arrive every few months to peddle their wares. 
  He is fair minded and often overlooks his own 
  profits in favor of his community and friends. Unlike 
  other denizens of the duchy, Gregori is friendly and 
  welcoming of outsiders. 
   Marku Grelon (MAR-koo GREE-lawn). Male 
  human. Owner of the Seven Tables Tavern. Knows 
  all the best gossip, but never makes it up himself. 
   
   
  
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  DDEX4-09 The Tempter 
   
   
  26 
  Appendix: NPC / Monster 
  Statistics  
   
  Animated Armor 
  Medium construct, unaligned 
  Armor Class 18 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  11 (+0) 
  13 (+1) 
  1 (-5) 
  3 (-4) 
  1 (-5) 
   
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages – 
  Challenge 1 (200 XP) 
  Antimagic Susceptibility. The armor is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute. 
  False Appearance. While it remains motionless, the 
  armor is indistinguishable from a normal suit of armor. 
  Actions                      
  Multiattack. The armor makes two melee attacks. 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage. 
   
  Banshee (Lady Marilena Fidatov) 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 58 (13d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  14 (+2) 
  10 (+0) 
  12 (+1) 11 (+0) 
  17 (+3) 
   
  Saving Throws Wis +2, Cha +5 
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 10  
  Languages Common, Elvish 
  Challenge 4 (1,100 XP) 
  Detect Life. The banshee can magically sense the 
  presence of living creatures up to 5 miles away. She 
  knows the general direction they’re in but not their 
  exact locations. 
  Incorporeal Movement. The banshee can move 
  through other creatures and objects as if they were 
  difficult terrain. She takes 5 (1d10) force damage if she 
  ends her turn inside an object. 
  Turn Immunity. While she is within her manor house or 
  on the grounds of her estate, Lady Fidatov is immune 
  to effects that turn undead. Any other undead within 
  60 feet of Lady Fidatov while her Turn Immunity is 
  active has advantage on saving throws against effects 
  that turn or destroy undead. 
  Actions                      
  Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 
  ft., one target. Hit: 12 (3d6 + 2) necrotic damage. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the banshee that can see her must succeed on a 
  DC 13 Wisdom saving throw or be frightened for 1 
  minute. A frightened target can repeat the saving 
  throw at the end of each of its turns, with disadvantage 
  if the banshee is within line of sight, ending the effect 
  on itself on a success. If a target’s saving throw is 
  successful or the effect ends for it, the target is 
  immune to the banshee’s Horrifying Visage for the next 
  24 hours. 
  Wail (1/Day). The banshee releases a mournful wail, 
  provided that she isn’t in sunlight. This wail has no 
  effect on constructs and undead. All other creatures 
  within 30 feet of her than can hear her must make a DC 
  13 Constitution saving throw. On a failure, a creature 
  drops to 0 hit points. On a success, a creature takes 10 
  (3d6) psychic damage. 
   
  Swarm of Creeping Coins 
  Medium swarm of Tiny constructs, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 28 (5d6) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  16 (+3) 
  9 (-1) 
  1 (-5) 
  7 (-2) 
  2 (-4) 
  
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  DDEX4-09 The Tempter 
   
   
  27 
   
  Damage Immunities poison, psychic 
  Condition Immunities Condition Immunities blinded, 
  charmed, deafened, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 7  
  Languages – 
  Challenge 1/4 (50 XP) 
  Antimagic Susceptibility. The coins are incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the coins must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute. 
  False Appearance. While it remains motionless, this 
  creature is indistinguishable from a pile of normal 
  coins. 
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a tiny coin. The swarm 
  can’t regain hit points or gain temporary hit points. 
  Actions                      
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) bludgeoning damage, or 7 (2d6) 
  bludgeoning damage if the swarm has half of its hit 
  points or fewer. 
   
  Ghast 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  17 (+3) 
  10 (+0) 
  11 (+0) 10 (-+0) 
  8 (-1) 
   
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to 
  the ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against 
  effects that turn undead. 
  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. 
   
  Hell Hound 
  Medium fiend, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  14 (+2) 
  6 (-2) 
  13 (+1) 
  6 (-2) 
   
  Skills Perception +5 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 15 
  Languages understands Infernal but can’t speak it 
  Challenge 3 (700 XP) 
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The hound has advantage on an attack 
  roll against a creature if at least one of the hound’s 
  allies is within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions                      
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) 
  fire damage. 
  Fire Breath (Recharge 5-6). The hound exhales fire in a 
  15-foot cone. Each creature in that area must make a 
  DC 12 Dexterity saving throw, taking 21 (6d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  Mirror Golem 
  Large construct, unaligned 
  Armor Class 14 
  Hit Points 104 (11d10 + 44) 
  Speed 40 ft. 
   
  
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  DDEX4-09 The Tempter 
   
   
  28 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  19 (+4) 
  18 (+4) 
  6 (-2) 
  10 (+0) 
  5 (-3) 
   
  Damage Vulnerability force 
  Damage Immunities lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren’t adamantine 
  Condition Immunities blinded, charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 10  
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 6 (2,300 XP) 
   
  Aversion of Thunder. If the golem takes thunder 
  damage, it has disadvantage on attack rolls and ability 
  checks until the end of its next turn. 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Lightning Absorption. Whenever the golem is 
  subjected to lightning damage, it takes no damage and 
  instead regains a number of hit points equal to the 
  lightning damage dealt. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The golem’s weapon attacks are 
  magical. 
  Actions                      
  Multiattack. The golem makes two fist attacks. 
  Fist. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. 
   
  Reflection Guardian 
  Medium construct, unaligned 
  Armor Class 5 (natural armor)  
  Hit Points 22 (5d8) 
  Speed 0 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  1 (-5) 
  10 (+0) 
  14 (+2) 10 (+0) 
  10 (+0) 
   
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
   
  Antimagic Susceptibility. The reflection guardian is 
  incapacitated while in the area of an antimagic field. If 
  targeted by dispel magic, the guardian must succeed 
  on a Constitution saving throw against the caster’s 
  spell save DC or fall unconscious for 1 minute. 
  Innate Spellcasting. The guardian’s innate spellcasting 
  ability is Intelligence (spell save DC 12). The guardian 
  can innately cast the following spells, requiring no 
  material components: 
  3/day each: counterspell, crown of madness, hypnotic 
  pattern, telekinesis 
  False Appearance. While the figure in the mirror 
  remains motionless, the guardian is indistinguishable 
  from a normal mirror. 
   
  Phantom Warrior 
  Medium undead, lawful evil 
  Armor Class 16 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  16 (+3) 
  8 (-1) 
  10 (+0) 
  15 (+2) 
   
  Skills Perception +2, Stealth +4 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, any languages it knew in life 
  Challenge 3 (700 XP) 
   
  Ethereal Sight. The phantom warrior can see 60 feet 
  into the Ethereal Plane when it is on the Material 
  Plane, and vice versa. 
  Incorporeal Movement. The phantom warrior can 
  move through other creatures and objects as if they 
  were difficult terrain. It takes 5 (1d10) force damage if 
  it ends its turn inside an object. 
  Spectral Armor and Shield. The phantom warrior’s AC 
  accounts for its spectral armor and shield. 
  Actions 
  Multiattack. The phantom warrior makes two attacks 
  with its spectral longsword. 
  
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  DDEX4-09 The Tempter 
   
   
  29 
  Spectral Longsword. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 7 (1d8 + 3) force damage.  
  Etherealness. The phantom warrior enters the Ethereal 
  Plane from the Material Plane, or vice versa. It is visible 
  on the Material Plane while it is in the Border Ethereal, 
  and vice versa, yet it can’t affect or be affected by 
  anything on the other plane. 
   
  Skeletal Bull 
  Large undead, lawful evil 
  Armor Class 12 (natural armor) 
  Hit Points 67 (9d10 + 18) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  15 (+2) 
  6 (-2) 
  8 (-1) 
  5 (-3) 
   
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Abyssal but can’t speak 
  Challenge 2 (450 XP) 
  Charge. If the skeleton moves at least 10 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
  Actions                      
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage. 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) bludgeoning damage. 
   
  Strahd’s Animated Armor 
  Medium construct, lawful evil 
  Armor Class 21 (natural armor) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  13 (+1) 
  16 (+3) 
  9 (-1) 
  10 (+0) 
  9 (-1) 
   
  Skills Perception +3 
  Damage Resistances cold, fire 
  Damage Immunities lightning, poison 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 13 
  Languages understands Common but can’t speak 
  Challenge 6 (2,300 XP) 
  Antimagic Susceptibility. The armor is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the armor must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or fall unconscious for 1 minute. 
  False Appearance. While it remains motionless, the 
  armor is indistinguishable from a normal suit of armor. 
  Actions                      
  Multiattack. The armor makes two melee attacks or 
  uses Shocking Bolt twice. 
  Greatsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 
  (1d6) lightning damage. 
  Shocking Bolt. Ranged Spell Attack: +4 to hit (with 
  advantage on the attack roll if the target is wearing 
  armor made of metal), range 60 ft., one target. Hit: 10 
  (3d6) lightning damage. 
   
  Wererat 
  Medium humanoid (human, shapechanger), lawful evil 
  Armor Class 12  
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 10 (+0) 
  8 (-1) 
   
  Skills, Perception +2, Stealth +4 
  Damage Immunities bludgeoning, piercing, and 
  slashing damage from nonmagical weapons that 
  aren’t silvered 
  Senses darkvision 60 ft. (rat form only), passive 
  Perception 12 
  Languages Common (can’t speak in rat form) 
  Challenge 2 (450 XP) 
  Shapechanger. The wererat can use its action to 
  polymorph into a rat-human hybrid or into a giant rat, 
  or back into its true form which is humanoid. Its 
  statistics, other than its size, are the same in each 
  form. Any equipment it is wearing or carrying is not 
  transformed. It reverts to its true form when it dies. 
  
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  Keen Smell. The wererat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack (Humanoid or Hybrid form only). The 
  wererat makes two attacks one of which is a bite. 
  Bite (Rat or Hybrid form only). Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. If the target is a humanoid it must 
  succeed on a DC 11 Constitution saving throw or be 
  cursed with wererat lycanthropy. 
  Shortsword (Humanoid or Hybrid form only). Melee 
  Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. 
  Hand Crossbow (Humanoid or Hybrid form only). 
  Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
  
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  Player Handout 1: Rumors 
   
  The Fidatov family has long been wealthy. Her parties are amazing. 
  I’ve known her for years and have been in the house a hundred times, 
  but still wonder where she keeps her family’s riches? 
  -------------------------------------------------------------------- 
  Oh, don’t mention Ivan around Lady Fidatov; that’s a surefire way 
  to make her angry. They were betrothed at one point, but they had a 
  falling out very recently. I can’t imagine that there’s much love 
  between them now. 
  -------------------------------------------------------------------- 
  Orasnou? That’s Ivan Randovich’s little burg, isn’t it? ::stifles a 
  laugh:: I hear things aren’t going too well with him running things. 
  Aren’t Lord Strahd’s taxes due soon? 
  -------------------------------------------------------------------- 
  Marilena adores history. I mean, look at her. Here we are in the middle of 
  the best party I’ve been to in years and she’s got her nose in a book. 
  -------------------------------------------------------------------- 
  To be honest, I’m surprised she attends her own parties. Everyone knows she spends 
  most of her time in that lovely hedge maze behind the manner. Pity she won’t let 
  anyone else enjoy it. 
   
   
   
  
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  DDEX4-09 The Tempter 
   
   
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  Player Handout 2: Lady 
  Fidatov’s Journal 
   
  The time has come to break things off with Ivan. He has been an 
  enjoyable plaything, but he grows increasingly insistent that we 
  should marry. He believes himself irresistible, that I am in love 
  and therefore stupid, but I play the game far better than he 
  realizes. To think that I would give over not just my fortune, but 
  dominion over my lands, over my very life, to a man? The idea 
  sickens me. 
   
  The servants tell me that he has been roaming the manor at night, 
  looking in the library for clues to where the vault might be 
  hidden. Such foolishness. My father was no fool, and neither is his 
  daughter. There is no vault because my ancestors stand eternal 
  guard over our treasure. Only the personal seal of the greatest 
  scion of our family; the seventh son of the seventh son of Valetian 
  Fidatov, can open the way and disable the wards. Well, the 
  second-greatest scion of our family, after me, of course. 
   
  Ivan was never going to get what he wanted, but he is still going 
  to be upset when I end our dalliance. I shall tell him tonight and 
  send him on his way quietly. I don’t want him to make a scene at 
  my party next week, and besides, perhaps there will be a new 
  suitor or two to consider… 
   
   
  
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  DDEX4-09 The Tempter 
   
   
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  Player Handout 3 
   
  Glamoured Studded Leather 
  Armor (studded leather), rare 
  While wearing this armor, you gain a +1 bonus to AC. 
  You can also use a bonus action to speak the armor's 
  command word and cause the armor to assume the 
  appearance of a normal set of clothing or some other 
  kind of armor. The illusory appearance last until you 
  use this property again or remove the armor. 
   Any illusion of normal clothing and other types of 
  armor created by this item can appear only to be of 
  the finest quality. No matter what form it takes, 
  when you wear this item, your appearance draws 
  the eye of those around you. In its natural state, this 
  armor is tight and immodestly cut. This item can be 
  found in the Dungeon Master’s Guide. 
   
   
  
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  DDEX4-09 The Tempter 
   
   
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  Appendix: Fidatov Manor 
  Map 
   
   
   
  
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  DDEX4-09 The Tempter 
   
   
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  Appendix: The Family Crypt 
  Map 
   
  
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  DDEX4-09 The Tempter 
   
   
  36 
  DM Appendix: Extending 
  the Adventure 
  If time is not an issue and the adventure is not 
  confined to the standard, two-hour block of time, the 
  following guidance can be used to introduce the 
  characters to Lady Fidatov and the estate. 
   Note that this does not increase any of the 
  rewards (XP, gp, or other treasure) that the 
  characters might earn. 
  Lady Fidatov’s Estate 
  As the characters approach the estate, read of 
  paraphrase: 
  At first glance, this place seems like it would be the envy of 
  just about everyone in Barovia except perhaps Lord Strahd 
  himself. Even the chill wind seems to give up a little bit of its 
  bluster as you round the corner and approach the walk that 
  leads towards the estate. 
   
  A sign hanging from a battered signpost reads, in faded 
  paint, FIDATOV. 
  The estate as a whole occupies about barely 10 
  acres, most of which is taken up by the rows of 
  dense bushes and the snow covered fields.  
  Most of the land is given over to a rows of bushes stubbornly 
  clinging to a few leaves and fields covered in snow. A tiny 
  orchard also appears to be thriving, though at this time of 
  year the branches are bare of fruit. Livestock pens hold 
  cattle, pigs, and chickens, all healthy and well-fed. Even from 
  here you can see that the grain silo is full to bursting. Perhaps 
  Grigori was right, and Lady Fidatov does have enough bounty 
  to spare.  
   
  Small buildings and huts are scatter on the edges of the 
  fields, while the grand two-story manor house looms in the 
  distance at the end of a long well-maintained cobblestone 
  road. You hear the sound of a blacksmith hammering iron 
  while farmhands and laborers call out to each other as they 
  go about their chores.  
  Lady Fidatov’s Estate 
  The estate has the following general features 
   Buildings and Grounds. The estate has laborers 
  and craftsmen, including a blacksmith. The workers 
  live in small homes scattered throughout the 
  grounds. Outbuildings are used for storage of tools 
  and building materials. The largest buildings (apart 
  from the manor) are the grain silo, and the barn. 
  Everything seems to be in good repair, especially 
  compared to the dilapidated condition of most 
  buildings (and people) in Orașnou.  
   Crops and Livestock. Most of the crops having 
  recently been harvested, but the plants are old stock 
  and sturdy. Similarly, the livestock are healthy and 
  well-fed. Lady Fidatov even keeps a few hunting 
  dogs partly out of respect for her father’s memory, 
  but largely because it is often cathartic to subject a 
  rather disobedient servant to their gnashing teeth.   
   Farmhands and Laborers. There are about over 
  four dozen workers, servants, and guards living on 
  the property. Most of the manor staff are cautious 
  and reluctant to talk to strangers in the way all 
  Barovians are. 
   As long as the characters don’t do anything openly 
  suspicious, they aren’t challenged just being curious. 
  The workers know very little about the Lady’s 
  personal affairs, but the characters can learn a few 
  basic facts by talking to them.  
   The Fidatov family has long been wealthy. 
   Life is much better than any other place in Barovia 
  (that they’ve heard of, anyway). The Lady can be a 
  bit cruel, but she provides for them. 
   A few of the workers have heard of Orașnou, but 
  don’t know much other than it is a small village.  
   They have also heard of Burgomaster Randovich, 
  although the Lady referred to him as only as Ivan. 
  They know that the two of them had a falling out, 
  but no details aside from that. 
   Lady Fidatov loves to throw parties for the few 
  well-to-do folks in the area. There’s a party 
  happening tonight, in fact. Is that why you’re here? 
  Approaching the Manor 
  The layout of the manor is detailed in Appendix: 
  Fidatov Manor Map. The locations below are events 
  are presented in the order in which the characters 
  are likely to encounter them, but you may need to 
  change things based on the characters’ interactions 
  with Lady Fidatov and her servants. 
  Area 1: Outside the Manor 
  A low stone fence follows the well-maintained road on both 
  sides, leading up to a grand columned front porch with two 
  huge mahogany doors. The building is two stories tall and 
  constructed of solid stone. Expensive glass windows look out 
  on the neatly-manicured lawn and gardens. The place is 
  abuzz with activity in spite of it being the dead of winter; 
  perhaps Lady Fidatov is expecting guests, but she can’t 
  possibly be expecting you. Can she? 
  
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  DDEX4-09 The Tempter 
   
   
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  If the characters scout around the manor house, they 
  find that there is a lot of activity as the servants go 
  through the same motions as they did on the day of 
  the Curse.  
   Everyone is nervous and in a hurry; the Lady is 
  throwing a party, and everything must be right. She 
  can be very cruel to her servants and retainers if her 
  entertainments do not go as well as she thinks they 
  should. The groundskeepers are quite busy and 
  direct the characters to speak to Lady Fidatov if they 
  wish to attend the party. 
   The Seneschal. Read or paraphrase the following 
  when the characters approach the main entrance to 
  the house. 
  Gargoyles squat over carved double doors flanked by thick 
  stone columns. Each door is set with a ring of heavy brass The 
  scale of the entrance seems designed to make visitors feel 
  insignificant before the majesty of the house they are about 
  to enter. 
  When the adventurers knock on the door, or do 
  whatever it is they think they ought to do to 
  announce their arrival, a servant opens the heavy 
  door and peers out. She is dressed in a simple but 
  well-made black dress with a white apron. If the 
  characters look (or convincingly act) like people of 
  importance, or simply intimidate her, she quickly 
  goes to fetch the seneschal.  
  Taltos, the Seneschal of House Fidatov.  
  He is a tall, thin, dark-haired human, who looks sourly at 
  everyone and everything as though he is perpetually 
  suffering from a stomach ache. Everyone else in the 
  household apart from the Lady herself defers to Taltos. 
   
  The Seneschal is not as easily impressed as a common 
  servant, but it is important for the family not to offend 
  anyone who might be important or powerful. As long as they 
  seem even remotely credible, 
  Taltos invites the adventurers into the entrance hall 
  so that he can interrogate them without the indignity 
  of making them stand on the porch. If necessary, he 
  believes he can summon enough men-at-arms to 
  deal with anyone who needs to be evicted from the 
  premises. 
  Then There Are Those Adventurers 
  The characters were given the task to TALK to Lady Fidatov 
  and ASK for her aid. However, there are those groups for 
  whom diplomacy is beyond them. If they at least inform 
  Taltos, that they are here to discuss something with the lady 
  and either show Luca’s ring or the letter he can grudgingly 
  allow them inside. However, he doesn’t offer them 
  refreshments and allows them only so far as the Entrance 
  Hall—under the eyes of a couple of strong footmen, until the 
  Lady is ready to see them. 
   
  If the characters are rude, he offers to put them up in the 
  loft in the barn until the morning. “The Lady is preparing for 
  this evening’s festivities and dealing with business and 
  charity with such as you can wait till then.” This gives the 
  characters a chance to talk to servants. By offering this, they 
  can be in the kitchen when the Curse activates. See Sidebar 
  on page 15 for the dealing with the unruly types who decide 
  to just take what the village needs. 
   
  If things go really badly, it is late enough in the day that 
  the characters can only travel a few hours before needing to 
  set up camp for the night.  Their camp then gets attacked in 
  the middle of the night as Lady Marilena sends her undead 
  after them. See above for that encounter. 
  Area 2: Entrance Hall 
  The entrance hall is well-appointed, with a flagstone 
  floor. Servants rush to help the visitors remove their 
  cloaks. Double doors lead deeper into the manor, but 
  the Seneschal pauses here to ascertain who the 
  characters are and why they have come.  
   Taltos is a slave to protocol and has impeccable 
  manners, but he runs the household with an iron fist. 
  Any and all mistakes lead to a most unpleasant 
  reprimand from his mistress. The characters must 
  have come for a reason, which he politely wishes to 
  know.  
   If the characters claim to be here for the party, 
  Taltos is surprised. All the invited guests are 
  already here; they have been staying at the estate 
  for over a day now. Also the guests are all known 
  to him by sight and none of the adventurers have 
  ever been here before. From whom did they hear 
  about the festivities (he asks delicately) …? 
   If the characters’ mention Orașnou, the Seneschal 
  has heard of it, but is not aware of its current 
  plight. He thinks it is strange that the village has 
  fallen into such a state so soon after the harvest. 
  He seems skeptical at the notion that the Lady 
  would do anything to aid those less fortunate than 
  herself, but it’s not his place to say. Regardless, 
  Taltos is willing to accept that the adventurers are 
  here as official representatives of the village with 
  only a small amount of persuasion. 
   If the characters mention Ivan Randovich, the 
  Seneschal seems to pale a bit, but quickly recovers 
  his composure. He has been with the Fidatov 
  family for many years and is well aware that Lady 
  Fidatov’s most recent paramour is a man named 
  Ivan Randovich. Ivan has in fact spent a great deal 
  of time here at the manor, or he did, until recently. 
  Taltos absolutely doesn’t speculate on why their 
  relationship ended; it is not his place to do so. 
  
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  DDEX4-09 The Tempter 
   
   
  38 
    Keep in mind that as far as anyone on the estate 
  knows, today is an ordinary day. To them, Ivan 
  and Marilena have only recently broken off their 
  relationship, when in reality that happened five 
  years ago. Time is fluid in Barovia, which doesn’t 
  follow the Calendar of Harptos, but this should still 
  seem like a jump. 
  Once Taltos is satisfied that the characters are not 
  tradesmen or other lower-class individuals who 
  would be inappropriate to introduce to the lady of 
  the house, he invites them into the Grand Salon to 
  take refreshments while they wait. (If they do claim 
  to be mere merchants or messengers, he seems 
  much less interested in introducing them to his 
  mistress; a quick-thinking or glib character can save 
  the situation with a few well-placed words.) 
  Area 3: Grand Salon and Main Staircase 
  The Grand Salon is where most visitors are 
  entertained (only invited guests are allowed into 
  areas such as the formal dining room and the 
  ballroom). The room is quite large; it fills both 
  stories of the estate, with a second-floor balcony 
  looking down from upstairs. Tapestry-covered 
  cushioned benches line the walls. Small tables are 
  set up with a variety of refreshments. A wide, 
  sweeping staircase leads up to the second floor, 
  guarded by two men-at-arms wearing studded 
  leather armor and carrying halberds.  
   There are no other visitors in the room at the 
  moment, but Taltos explains that the Lady is 
  throwing a fete this very evening the house guests 
  preparing for the festivities He sends a servant to 
  fetch the mistress of the house. While they wait, the 
  characters can enjoy sweetmeats, breads, hot tea, 
  spiced wine, and other delicacies. The Salon is 
  heated by several fireplaces and feels quite pleasant 
  for such a large and high-ceilinged space.  
   After making them wait about 20 minutes for 
  purposes of decorum, Lady Fidatov descends the 
  grand staircase from the second floor and greets the 
  adventurers. Read or paraphrase the following: 
  Sweeping down the wide staircase is a beautiful woman, 
  perhaps thirty years of age. Her thick blonde hair is held back 
  with a net festooned with small gemstones. Everything about 
  her – from her elegant features to her elaborate hairdo to 
  the finery she wears and the ease with which she wears it – 
  speaks to a life of wealth and luxury. 
   
  “Honored guests,” she purrs, “I am Marilena Fidatov, and I 
  bid you welcome in my home. Will you walk with me?” 
  It would, needless to say, be most ungallant to 
  refuse.  
  A Stroll with Lady Fidatov 
  Lady Fidatov knows what the characters discussed 
  with Taltos. Even if the characters did not mention 
  Orașnou or Ivan Randovich, she knows why they 
  have come. The curse allows only those invited by 
  Marilena to find the Fidatov estate (such as by the 
  map); others simply do not find the path leading to 
  the estate. 
   Though she sent the map with the hopes that Ivan 
  would come, she got the characters instead. They’ll 
  have to do. 
  Roleplaying Lady Marilena Fidatov 
  Marilena is physically beautiful but her soul is dark and 
  twisted. She is overconfident, prideful, capricious, and selfish. 
  She is also ruthless and cunning; a master manipulator. She 
  reveals only what she wants to reveal and every facial 
  expression, gesture, and word is a carefully chosen weapon. 
  Her downfall is due to her inability to detect Ivan Randovich’s 
  own greed and deceit; she has had a long time to brood on 
  this. She didn’t love him; she was simply outplayed. She 
  wants nothing more than to bestow upon him the same 
  hellish existence that she herself now endures—and her plan 
  is almost complete. 
   
  Quote: “Oh, you simply must try this. It’s to die for.” 
  Marilena, accompanied by several servants, takes 
  the characters on a walk around the manor; showing 
  them around and making small talk. 
   This is an opportunity for the adventurers to plead 
  Orașnou’s case. Lady Fidatov has no intention of 
  helping, of course. She is partly responsible for the 
  village’s situation, but she makes a great show of 
  listening and pretending to consider what the 
  characters say. 
   Lady Fidatov escorts the characters through Areas 
  4 through 8. Passing by each room, Marilena makes 
  points out something that is any combination of 
  beautiful, rare, or expensive. With each room, she 
  asks a particular character (choosing a different 
  person each time) about their opinion of the room, 
  what could be added, what could be taken away, etc. 
  If she likes the answer, she gives a brilliant smile and 
  a warm laugh; if she does not, she makes a cutting 
  remark. 
  Troubleshooting: Let’s Just Kill Her Now 
  It’s possible (but hopefully unlikely) that the players will just 
  decide to attack Lady Fidatov now and get it over with. These 
  stories do tend to end with an inevitable confrontation with 
  the villain, after all.  
  
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  DDEX4-09 The Tempter 
   
   
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  Even if a resident of the estate is killed during the day, the 
  body does not rise as an undead until the moment when Lady 
  Fidatov dies and the curse triggers. (If Lady Fidatov herself is 
  the victim, then she discorporates in the manner of a ghost, 
  reforming the next morning at sunrise.) 
   
  Should the characters decide that the easiest course of 
  action is simply to slaughter everyone, they can probably do 
  this with little difficulty, but it will accomplish nothing (apart 
  from changing their alignment, perhaps). The curse simply 
  cannot be broken unless and until Lady Fidatov is slain in her 
  banshee form.  
   
  The characters can commit mass murder and ransack the 
  estate during the daytime over and over again without 
  changing a thing. The curse simply resets the estate to its 
  previous form the next morning at sunrise with no one 
  remembering anything that happened and all property 
  damage repaired. Any items stolen from the manor or the 
  grounds simply vanish and reappear in their appropriate 
  places the next time the curse resets.  
   
  The remove curse spell is of no avail, as the Dark Powers of 
  Ravenloft are far stronger than any mortal magic. The only 
  way to change this insane tale is to play it out to its 
  conclusion – and then write a new ending. 
  Area 4: Library 
  The library holds about 200 books on massive floor-
  to-ceiling shelves. Sliding ladders allow access to the 
  entire collection. Reading desks and comfortable 
  chairs dot the room.  
   Clue. Lady Fidatov proudly points out one 
  bookshelf in particular. Read or paraphrase the 
  following: 
  Lady Fidatov pauses next to one shelf and runs her hand 
  across the spines of the books. “This is the entire history of 
  my family, dating back generations. Every son and daughter, 
  every marriage, and every family crest. I am afraid that I do 
  not have the time to show you, but we also have a family 
  museum of sorts, a gallery of artworks and icons representing 
  all the chapters of the story of my family.” 
  The characters can return here in Part 3 to research 
  the family history and identify the specific crest 
  needed to open the vault. 
  “Ah, but enough talk of weighty matters and family 
  histories. There’s my copy of Balthazar and Elishka. 
  There is nothing like a good love story, wouldn’t you 
  agree? What’s your favorite book?” 
  Area 5: Dining Room 
  The formal dining room has seating for thirty (with 
  the Lady at the head, of course). Servants busily 
  polishing the silver for this evening’s festivities, the 
  smells wafting from the kitchen are delicious; the 
  characters can see all manner of meats and cheeses 
  being piled high on platters. 
  “I do love the taste of venison. We so rarely get it any 
  more, what with all the wolves. I shall have to speak to 
  the master of the hunt about that. What kind of food 
  did you grow up eating?” 
  Area 6: Ballroom 
  This is the party’s focus. A quartet of house 
  musicians have set up their instruments in a corner, 
  while two servants polish the dance floor. Two 
  massive chandeliers illuminate the proceedings. 
  Lady Fidatov asks the characters if they know how 
  to dance: 
  “Can you dance? I say that a person who can’t handle 
  the waltz can’t be trusted to handle anything else, 
  either, if you know what I mean.” 
  Area 7: Terrace 
  The terrace adjoins the ballroom via glass doors.  
  While it’s outside, a tent-like awning provides 
  protection from the elements and a portable hearth 
  has been set up in the center to warm those that take 
  their conversations outdoors. Several wide 
  staircases spiral down from the terrace, leading into 
  the gardens.  
  “I spent many an evening out here on the terrace with 
  my father. He taught me about the business of running 
  the estate, so that I could carry on the family legacy. 
  What did your parents teach you about life?” 
  Area 8: Gardens 
  The gardens are Lady Fidatov’s pride and joy. There 
  are flower beds and trellises; boxwood hedges are 
  trimmed into various shapes of animals, and deeper 
  in the garden is a small hedge maze. At the center of 
  the maze is the Fidatov family crypt. Marilena points 
  out that six generations of Fidatovs are interred in 
  that crypt, most recently including her beloved 
  father. 
  “Aren’t my gardens beautiful? I could spend hours out 
  here. Where do you like to go when you want to get 
  away from the world?” 
  The Rest of the Manor House 
  Lady Fidatov doesn’t show the characters the rest of 
  the manor, but that doesn’t mean that they won’t 
  find a way to sneak off and explore them—either 
  now or during the party (if the adventurers attend). 
   The following sections describe these rooms as 
  they appear now and during the party (at any time 
  before the curse triggers). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEX4-09 The Tempter 
   
   
  40 
   Unless otherwise mentioned, locked doors and 
  containers require a set of thieves’ tools and a 
  successful DC 15 Dexterity check to open. 
  Alternatively, they can be forced open with a 
  successful DC 15 Strength (Athletics) check, though 
  that rouses suspicion from the attendees. If the 
  characters are caught snooping around, they are 
  unlikely to successfully gain the Lady’s help. 
  Extending the Adventure 
  If you have a group that enjoys roleplaying and wish to 
  extend the run time of this adventure the house guests, a mix 
  of local well to do merchants, extended family and hopeful 
  suitors can be discovered wandering around the estate 
  instead of resting up for the gala.  
  Area 9: Drawing Room 
  This small room is for entertaining and is lavishly 
  appointed with small couches and tables.  
  Area 10: Private Salon 
  Lady Fidatov retreats to this room with her 
  attendant in the event that she needs to “powder her 
  nose” or make adjustments to her clothing. 
   It has a fainting couch along with a small armoire, 
  dressing table, and various cosmetic items. A variety 
  of ornate masks hang on the walls. The lady’s maid 
  (a commoner) can always be found in here when 
  she is not attending to her mistress. 
  Area 11: Art Gallery 
  The walls of this long room are hung with floor-to-
  ceiling mirrors, oil portraits, and the family crests of 
  many generations of Fidatovs. Glass display cases 
  contain various art objects and other small 
  valuables. 
   Encounter. This location is where the characters 
  encounter the mirror golem (see Part 3, below). 
  Before the curse triggers, however, the room is 
  empty. 
   Clue. The characters need the personal crest of a 
  specific scion of House Fidatov to deactivate the 
  wards in the vault. Once they have identified the 
  correct one by doing research in the library once 
  they know which generation’s crest is sought (see 
  Study, below). 
  Area 12: Study 
  This is Lady Fidatov’s personal study. The door is 
  kept locked at all times (the DC to open the door is 
  20). Inside are various ledgers detailing the estate’s 
  finances. Lady Fidatov keeps a personal journal 
  inside the desk.  
   Trapped Desk. The desk is locked and requires a 
  set of thieves’ tools and a DC 15 Dexterity check to 
  open. It has a poison needle trap. Detecting the trap 
  requires a successful DC 15 Intelligence 
  (Investigation). The trap is disabled with a similar 
  Dexterity check. A creature triggering the trap is 
  struck by a needle and takes 1 piercing damage and 
  must succeed on a DC 13 Constitution saving throw 
  or take 11 (2d10) poison damage and be poisoned 
  for 1 hour. If successful, the creature takes only half 
  damage and is not poisoned. 
   Clue. The characters find Player Handout 1 
  inside the desk.  
   Treasure. Inside the desk is a wooden box 
  containing 75 gp in various denominations. 
  Area 13: Back Stairs/Servants’ Entrance 
  These stairs provide a way for servants to reach the 
  second story without disturbing the family or guests.  
  Area 14: Herb Garden 
  This small herb garden contains various plants used 
  for cooking as well as some herbs with medicinal 
  properties. A character proficient with healer’s kits 
  can find enough useful material here to add two uses 
  to the kit. 
  Area 15: Kitchen 
  The kitchen is extremely busy. Bread bakes in the 
  large oven, soup simmers in the caldron, and several 
  sides of pork and beef turn on spits over the cooking 
  fire. The cook and her assistants do not take kindly 
  to interruptions and shout at the characters to stay 
  out of the way. 
   The pantry holds ample supplies. A narrow 
  staircase leads down to the root cellar, preserving 
  room, and the wine cellar. The preserving room 
  contains row upon row of preserves. The wine cellar 
  contains hundreds of bottles—many of which are 
  centuries old. Unfortunately, everything turns to 
  vinegar (including any bottles pilfered by the 
  characters) when the curse triggers. 
  Upstairs, Downstairs 
  The second floor of the manor contains guest rooms 
  and Lady Fidatov’s personal chambers. These areas 
  are not detailed on the map and are not relevant to 
  the adventure. Any servants who see a character 
  trying to sneak up to the second floor immediately 
  fetch the Seneschal, who deals with the offender as 
  appropriate. During the party, the main staircase in 
  the Grand Salon is roped off and guarded to prevent 
  any of the guests from “accidentally” wandering 
  upstairs.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEX4-09 The Tempter 
   
   
  41 
   If the characters agree to accept Lady Fidatov’s 
  hospitality, their traveling gear and any other bulky 
  items can be left in the guest rooms that the 
  characters are given to freshen up for the party. 
  Since neither the characters nor any of their items 
  were on the estate when the curse was originally 
  invoked, they are unaffected when the manor 
  transforms. Any items taken by the servants can 
  easily be retrieved during Part 3 of the adventure, 
  and it’s not worth spending time on the details. 
   If the players become fixated on searching the rest 
  of the second floor (either before or after the curse 
  triggers), feel free to tell them flat-out that there is 
  nothing of interest or value. For example, all of Lady 
  Fidatov’s personal possessions (ball gowns, day-to-
  day finery, jewels, etc.) that were not on her person 
  when she died are ruined when the curse triggers. 
  A Firm Refusal 
  The tour ends in Area 8 (the Gardens). Lady Fidatov 
  returns through the ballroom into the Grand Salon. If 
  the characters have not yet broached the subject of 
  aid for Orasnou, she asks if they have anything they 
  wish to discuss, before she retires to change.  
   This is the final chance for the characters to plead 
  their case. Marilena listens gravely to whatever they 
  say and then shakes her head. Read or paraphrase 
  the following: 
  “So. You heard that my estate was thriving while others 
  suffer, and perhaps this is true. You ask me to share the 
  bounty of House Fidatov. While I am flattered, I am afraid 
  that my answer is no. It is nothing personal, I assure you. You 
  seem like decent and honorable people.  
   
  “But where do such things end? If I aid this village, word 
  will spread. What is to stop every peasant and beggar in all 
  Barovia from coming to my door with hat in hand?” 
   
  She pauses. “Still, you have traveled far, and you have 
  proven to be pleasant company. It would be ungracious of 
  me to send you away empty-handed without offering you the 
  hospitality of my house. I invite you to stay for the party this 
  evening as my guests. You can return to Orasnou in the 
  morning, and I will make sure that you are well-provisioned 
  for the journey. What say you?” 
  No matter what the characters offer, Lady Fidatov is 
  implacable. She won’t aid the village of Orasnou. The 
  only thing that causes her to raise her voice is if one 
  of the characters specifically tries to bring Marilena’s 
  past relationship with Ivan Fidatov into the 
  argument. In that case, she becomes visibly upset. 
  “You think I would aid Ivan Randovich, of all people! Ha! You 
  can tell him that he will get nothing from me.  NOTHING!” 
  She pauses and gathers herself. “But I forget myself. I 
  apologize. It is not your fault that my past dealings with Ivan 
  were… uncomfortable. Let us speak no more of the matter.”  
  If the characters ask, why she offered refuge to 
  Costel and his son: “He had done a favor for me in 
  the past. When I got his letter asking for advice on a 
  creature preying on the village I offered refuge for 
  him and his son only. It was payment for a debt—
  nothing more is all.” 
   No matter how the characters press, Lady Fidatov 
  doesn’t go into detail about her relationship with 
  Ivan or how it ended, other than to say that he 
  betrayed her trust and that was the end of it. 
   Lady Fidatov is not offended if the characters 
  decline her offer of hospitality, although she assures 
  them that they will be missing out on “the party of 
  the season” if they leave. She knows that, even if they 
  characters attempt to travel all night instead of 
  making camp at sunset (which is occurring soon) the 
  curse stops the characters from escaping the estate 
  before the undead have a chance to attack them, so 
  her plan is unaffected either way by their decision.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDEX4-09 The Tempter 
   
   
  42 
  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. 
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/DDAL4-09 The Tempter.pdf