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  D&D Adventurers League Amendments – Curse of Strahd    
                              
  Page 1 
  D&D Adventurers League Amendments 
  – Curse of Strahd v1.1 
   
  Page 22: Letter of Recommendation from the 
  Eravien Haund 
  Despite Haund’s presumptions, the werewolves move to 
  and from Barovia by Strahd’s will alone, and not via a 
  portal. If the adventurers are successful in determining 
  this (this will require some creativity, or an odd series of 
  circumstances to occur), they are rewarded as stated in 
  the adventure. The letter of recommendation promised 
  grants the bearer use of the Position of Privilege feature 
  from the Noble background. If the bearer also has the 
  Noble background, they have advantage on any Charisma 
  related skill checks they make when using the letter for 
  this purpose. The letter of recommendation is only useful 
  in any regard, when on the Sword Coast.  
    
  Page 22: Special Favor from Davra Jassur 
  In exchange for returning the head of Kiril Stoyanovich 
  (see Pack Attack, Page 171), Davra is exceedingly pleased. 
  Any characters that are members of the Zhentarim earn 
  the following story award: 
   
  “Special Favor: The Black Network 
  Davra Jassur commands much respect within the Black 
  Network, and dropping her name could yield favorable 
  results—even from those who are unaffiliated with the 
  Zhentarim. This story award may be redeemed for one of 
  the following: a common spell scroll (1st level spell), two 
  vials of poison, five flasks of holy water, or the service of 
  silvering one melee weapon (the weapon to be silvered 
  must be purchased separately). This story award is 
  removed when used. 
  Page 37, Tser Pool Encampment Treasure 
  There are six tents and four wagons for a total of 10 
  possible (although statistically-unlikely) results that 
  include a magic item. If the result is a 20, the characters 
  find one of the items below. Roll 1d20 and consult the list 
  below; ignoring results from previous rolls.  
  d20 Magic Item Found 
  1-5 A potion of greater healing 
  6  A potion of fire breath. This clear, red fluid has a 
  smoldering chunk of coal floating within. The heat of 
  this almost-boiling potion can be felt even through 
  the thick glass bottle it is contained in. 
  7  Ten +1 crossbow bolts. The bolts have bone shafts 
  with thrice-bladed, cold-iron heads. 
  8  A wooden, screw-top canister containing four doses 
  of Keoghtom’s ointment (this item counts as a 
  permanent magic item until its last dose is used). 
  Anyone upon whom the ointment is applied smells 
  like freshly dug earth for 1 hour. No amount of 
  cleaning (including the use of prestidigitation) or 
  perfume will mask or remove this smell. 
  9  A potion of hill giant strength. The potion can only be 
  consumed by first destroying the stopper-less, 
  ceramic pot it is contained in. The potion tastes foul 
  and has the consistency of curdled milk; with hints of 
  blood, sweat, and grime. 
  10 A suit of mithral half-plate decorated with an elegant 
  woodland motif. The green, woolen cape affixed to 
  the armor’s shoulders never catches on burrs or 
  branches while traveling through the forest. 
  11 A potion of lightning resistance. The potion in this 
  glass vial is crystal clear, and a number of small iron 
  beads have settled at the bottom. 
  12 A bag of holding. This tattered and patched bag lets 
  forth a terrible scream whenever it is opened, audible 
  to anyone within 100 feet. 
  13 A silver snuffbox containing what appears to be fine 
  tobacco (actually dust of sneezing and choking; this 
  item counts as a permanent magic item until its only 
  dose is used) 
  14 An ugly hat made of tattered, brown wool (a helm of 
  comprehend languages) 
  15 A potion of necrotic resistance. This milky potion has 
  a small, human tooth floating within it that must be 
  swallowed as part of drinking the potion. 
  
   
   
   
  D&D Adventurers League Amendments – Curse of Strahd                                                                                     Page 2 
  16 
  A silver vial carved to resemble a fish. It contains oil 
  of slipperiness. When used, the oil reeks of rotting 
  fish and kelp, a smell that cannot be cleaned or 
  masked while the oil is in effect. 
  17 
  A spell scroll of hold person 
  18 
  A fist-sized emerald inscribed with the symbol of the 
  Cult of the Crushing Wave (an elemental gem). 
  19 
  A small steel flask containing a potion of growth. The 
  flask has the initials “AB” engraved on it. 
  20 
  A spell scroll of haste 
   
  Page 63: King’s Accountant 
  Using the manual of bodily health requires the owner to 
  expend 6 downtime days, after which the owner gains 
  the manual’s benefit. Once this happens, the manual 
  crumbles to ash and is lost forever. Only the owner of the 
  manual may benefit from its use. 
   NOTE: The manual of bodily health may not be traded, 
  even if the owner possesses campaign documentation 
  that allows the trade of uncerted items. Ownership must 
  be established normally by the end of the game session 
  in which it is found, and only by an adventurer that was 
  played in that session. The manual counts permanently 
  against the owner’s magic item total, even after it has 
  been used. 
   
  Page 88: Crypt 13 
  The musket provided here is unique, and may not be 
  replicated or repaired—though it is easy enough to craft 
  ammunition for it. A character proficient with smith’s 
  tools can spend 3 gp to craft 10 bullets and 35 gp to craft 
  enough gunpowder for 10 shots. Ammunition and 
  gunpowder can’t be purchased otherwise. The resulting 
  gunpowder is not suitable for any purpose other to fire 
  the weapon (i.e. NO explosives may be crafted, etc). 
  Characters can’t become proficient in this weapon. 
   NOTE: As a mundane item, the musket and bullets may 
  not be traded. Ownership must be established normally 
  by the end of the game session in which it is found, and 
  only by an adventurer that was played in that session. 
   
  Page 91: Crypt 29 
  The original blade of the luck blade found in this crypt 
  rusted away eons ago. The hilt, however, retained its 
  power. Upon being claimed by a new owner, a new blade 
  manifests from the hilt—taking the form of whatever 
  type of sword its owner wishes. Once the weapon’s form 
  has been chosen, it cannot be changed. It is otherwise as 
  described in the adventure. 
   NOTE: As an uncerted item, the luck blade may not be 
  traded, even if the owner possesses campaign 
  documentation that allows the trade of uncerted items. 
  Ownership must be established normally by the end of 
  the game session in which it is found, and only by an 
  adventurer that was played in that session. 
   WISH GUIDANCE: Wish is a potent spell that can result 
  in a wide variety of interpretations. DMs have discretion 
  on the adjudication of wish spells, but players should be 
  forewarned that other DMs may rule differently; some 
  may disallow some effects of their wish. For example, if a 
  character wishes to be a Masked Lord of Waterdeep, one 
  DM may accommodate that and consider it in the 
  character’s adventures, but another DM may not. 
   Characters in the Adventurers League have two 
  additional options to choose from when making their 
  wish: 
   
  Magic Items: A character may wish for a single 
  item appropriate for their tier (Tier 1: 
  uncommon, Tier 2: rare or uncommon, Tier 3: 
  very rare, rare, or uncommon) of their choice 
  from the Dungeon Master’s Guide or Dungeon 
  Master’s Basic Rules. The magic item is awarded 
  to the character making the wish and can’t be 
  traded even if the character possesses campaign 
  documentation that allows the trade of uncerted 
  items. 
   
  Ability Score Increase: A character wishing for an 
  increase to their ability scores may add +2 to one 
  ability score, or +1 to two different ability scores. 
  A feat may be chosen as a substitute for the 
  ability score increase, as normal. 
   
  Page 187: Architect’s Room 
  Using the tome of understanding requires the owner to 
  expend 6 downtime days, after which the owner gains 
  the tome’s benefit. Once this happens, the tome is 
  consumed in brilliant, divine flames (dealing no damage). 
  When the flames die, the tome is gone, never to return. 
  Only the owner of the tome may benefit from its use. 
   NOTE: As an uncerted item, the tome of understanding 
  may not be traded, even if the owner possesses 
  campaign documentation that allows the trade of 
  uncerted items. Ownership must be established normally 
  by the end of the game session in which it is found, and 
  only by an adventurer that was played in that session. 
  The tome counts permanently against the owner’s magic 
  item total, even after it has been used 
   
   
   
  
   
   
   
  D&D Adventurers League Amendments – Curse of Strahd                                                                                     Page 3 
  Page 191: Amber Sarcophagi 
  The Amber Sarcophagi sidebar is amended as follows: 
   
  Add the following after the third paragraph: 
  “Dungeon and Dragons Adventurers League DM’s should 
  ensure that players fully understand the risk inherent in 
  dealing with such powerful—and wholly evil—entities. 
  DMs will provide the following as a warning to your 
  players prior to their decision to accept a dark gift: 
   
  “Accepting a gift from an entity of pure, ancient 
  evil does not come without tremendous risk. 
  While you stand to gain terrible power, it is 
  possible that your character may forever 
  surrender their soul to a being of ultimate 
  darkness. Should this happen, your character 
  shall become an NPC under the control of the 
  Dark Powers—and therefore unplayable in future 
  Adventurers League adventures—until they no 
  longer possess the dark gift, which could be a 
  very long time. Once your decision is made, there 
  is no turning back. Do you accept the gift?” 
  Add the following after the fifth paragraph: 
   
  “Dark gifts that have a finite duration (i.e., one year, 30 
  days, etc.) last for the specified amount of time in the 
  real-world. That is to say that if a character receives a 
  dark gift that lasts for one year, that character loses the 
  dark gift and all its effects one calendar year from the 
  date that the gift was annotated on the characters 
  Adventure Logsheet. A character may accept and be 
  affected by only one dark gift. If a character with a dark 
  gift attempts to accept another from a different vestige, 
  their requests go unanswered. 
   
  Add the following to the last paragraph of the “Amber 
  Sarcophagi” sidebar. 
   
  “A character that fails the saving throw above is 
  possessed by a fragment of the vestige and changes the 
  moral aspect of their alignment (good, neutral, or evil) to 
  evil. If they are now lawful evil, they can choose to 
  continue playing that character. If they are a member of 
  any faction other than the Lords Alliance or Zhentarim, 
  they are immediately expelled from that faction and lose 
  all renown. If they are now either neutral evil or chaotic 
  evil their character is removed from D&D Adventurers 
  League play unless they are the unwitting recipient of a 
  wish—removing their dark gift, and changing their 
  alignment back to what it was prior to receiving the dark 
  gift. There is no saving throw against the wish spell, but 
  the adventurer would never actively seek to change 
  themselves back. 
   
  Adventurers that fail their saving throw gain the following 
  story award: 
   
  “Consumed by Absolute Darkness 
  You have accepted the gift of evil and paid the price. You 
  have been possessed by the vestige of a dead and wholly-
  evil god. For so long as this vestige possesses your mortal 
  body, you may not participate in any D&D Adventurers 
  League adventure. Instead, the vestige—free from its 
  imprisonment—uses your body to wreak havoc upon the 
  land. This lasts for one year and one day of time in the 
  real world, at which time, the character is restored to 
  their original alignment and for some reason unknown to 
  them (possibly divine intervention) the dark gift has been 
  removed. After the dark gift has been removed, the 
  character has disadvantage on all Charisma-related 
  checks when interacting with NPCs anywhere in the 
  Realms. After 10 adventures, assuming no wrongdoing, 
  their reputation is restored and this penalty is removed. 
  The dark gift may be removed earlier, but only by a wish 
  spell cast by another character. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Season 4/Curse of Strahd - Amendment v1.1.pdf