TEXT:  
   
  THE MARIONETTE 
   
  A Vistani fortuneteller has called you out by name during the Burgomaster’s private reading. She 
  raved of an army of the dead, a delicate powderbox, and a beautiful yet dangerous woman.  Now 
  the Burgomaster wants to know why you’re more important than he is…  
  Part Four of Misty Fortunes and Absent Hearts. 
   
  A Four-Hour adventure for 1st-4th level characters 
   
   
   
  ROBERT ALANIZ 
  Adventure Designer 
   
  Adventure Code: DDAL04-04 
   
   
   
  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 
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  express written permission of Wizards of the Coast. 
   
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  DDAL04-04 The Marionette 
   
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  Introduction 
  Welcome to The Marionette, 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 1st through 4th-
  level characters, and is optimized for five 3rd-
  level characters. Characters outside this level range 
  cannot participate in this adventure. 
   The adventure takes place entirely in the barony of 
  Barovia, in the Ravenloft campaign setting.  
  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 
   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. 
  
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   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 
  3rd-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 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 
  
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  DDAL04-04 The Marionette 
   
  4 
  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 
  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.  
  
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  DDAL04-04 The Marionette 
   
  5 
  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 
  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: 
  
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  DDAL04-04 The Marionette 
   
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  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. 
  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 
  
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  DDAL04-04 The Marionette 
   
  7 
  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. 
  Background 
  The village of Orașnou is somewhat remote, perched 
  in the Barovian hills in the Svalich Woods. Situated at 
  the base of a cliff to protect it from the harsh 
  northeasterly winds, its picturesque location would 
  normally grant a scenic view, however no living 
  person can recall a day that would make such a sight 
  possible. Regardless, the ominous castle Ravenloft is 
  almost always visible. With only narrow roads that 
  climb into the hills, it's common for the small village 
  to become cut off from the rest of the valley during 
  the winter months.  
   While the majority of the residents are modest, the 
  village does claim one noble family—the Falinescu 
  family having made Orașnou their home many years 
  ago. Lucian Falinescu inherited his fortune, but his 
  family nevertheless prospered through his 
  mechanical inventions: devices, instruments, and toys 
  operated by springs and cogs. His wife, Glovia—gifted 
  with a talent for healing—helped the locals for many 
  years using her knowledge of healing ways and tools 
  crafted by her husband.  
   The Falinescus had a single daughter named 
  Isabella who unfortunately contracted a deadly 
  disease and, despite Glovia’s best efforts, died just shy 
  of ten years ago at the age of nine. The couple did not 
  take Isabella's death well and both fell into a very 
  dark state of depression. Lucian has since made rare 
  appearances, but hasn't been seen since last winter. 
  Glovia disappeared for so long that it was rumored 
  she had killed herself. Recently, however, she has 
  emerged and has once again begun helping at the 
  village’s small hospice. She sleeps there more often 
  than not, but occasionally returns to their home for 
  long periods.  
   Many rumors surround Falinescu manor, a very 
  sizable estate to the south of the village. Before 
  Isabella's death, it was an honor to be invited to one 
  of their many social events. Their servant staff once 
  provided much needed income for the village, but 
  now all of the servants have been relieved of their 
  positions or have simply not been heard from. 
   Within her home, Glovia blamed herself for 
  Isabella's death, and became obsessed with finding a 
  way to bringing her daughter back. Initially, she drew 
  upon on her knowledge of anatomy and healing, but 
  eventually resorted to arts of a darker nature—none 
  of which produced the results for which she was 
  hoping. Lucian vehemently objected to his wife’s 
  activities and demanded that she stop. But Glovia’s 
  heart had festered and her work had grown into a 
  dangerous obsession. In the end, Lucian’s objections 
  would be his undoing; Glovia murdered her husband 
  and from his body crafted a golem. Now Lucian will 
  serve his wife with neither question nor complaint. 
   As dark as her research became, Glovia still holds a 
  place in her heart for the villagers. Better yet, 
  working at the hospice has granted her access to the 
  occasional corpse that passes through—an added 
  bonus. Finally, during her time in the Hospice, Glovia 
  has begun formulating plans for a young girl from the 
  village. 
   Glovia's obsession has caught the attention of a 
  powerful Witch of Barovia. Sympathizing with 
  Glovia's plight, but more importantly seeing an 
  
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  DDAL04-04 The Marionette 
   
  8 
  opportunity to exploit her grief for her own purposes, 
  she offered to help Glovia resurrect her daughter's 
  soul into a new body. In exchange for this gift, the 
  witch has asked for only a single item in return; 
  Tatyana’s powderbox.  
   To help her find the powderbox, she has created 
  minions, notably and most recently the wight, Laszlo 
  (DDAL04-02 The Beast and DDAL04-03 The 
  Executioner). He has recently succeeded in obtaining 
  the powderbox, but suspects that Glovia will betray 
  him after she gets what she wants. Because of this, he 
  is hesitant to return it to his mistress. 
  Laszlo the Un-deaded Undead. 
  If the characters at your table managed to slay Laszlo in a 
  previous adventure (such as DDAL04-2 The Beast or DDAL04-
  03 The Executioner), this is, indeed, the same creature. The 
  Dark Powers have saw fit to restore the slain wight for their 
  own, unfathomable reasons. 
  Overview 
  This adventure consists of four parts. 
   Part 1. The adventurers are asked to find a wagon 
  from a supply run to a neighboring village. In so 
  doing, they are forced to fend off scavenging harpies. 
  They find evidence of something more than harpies 
  and hopefully bring a survivor to the hospice in an 
  effort to save him.  
   Part 2. The adventurers are summoned to the 
  Burgomaster’s home. Here they take part in a Vistani 
  ritual that seeks to understand why they have been 
  personally named in the Burgomaster’s reading. 
   Part 3. Anticipating her betrayal, Laszlo attacks the 
  village, knowing Glovia cares for them, as well as to 
  force her hand. The adventurers are compelled to 
  make tough decisions in the heat of the attack. 
   Part 4. After doing their best to help defend the 
  town, they learn that Glovia has absconded to 
  Falinescu Manor with Sorina, a village girl, and her 
  father has gone after her. 
  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. 
  Proceed to “Welcome to Barovia”, below. 
   Otherwise, the characters begin the adventure 
  having already made the transition to the Demiplane 
  of Dread, they begin the adventure in the Seven 
  Tables; taking respite from the biting cold winter 
  over a mug of ale, a glass of wine, or simply just a hot 
  meal. 
  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… 
   
  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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  DDAL04-04 The Marionette 
   
  9 
  Part 1: Easy Money 
  Expected Duration: 30 minutes 
  This adventure begins in the early afternoon at the 
  Seven Tables common house where the characters 
  have gathered to regroup after their battle with 
  Laszlo's undead minions. It is assumed they have had 
  a long rest. Take a moment to let the characters 
  introduce themselves. Take note of the characters’s 
  full names as they are needed in the Town Crier 
  section.  
  The Seven Tables 
  Proceed with the following text: 
  The storm outside has intensified and made it foolish to leave 
  An excuse for you to get some much-needed rest. Your hosts 
  Marku and Crina Grelon are quite the gossips and you have 
  picked up on a few bits of information as they make their 
  rounds. 
  The Grelon family owns this establishment and has 
  added a large common room that they let out to 
  passersby in order to pay off the hefty lien placed 
  upon the property by the Burgomaster. The food is 
  cheap and subpar (little more than a thin soup), and 
  the drinks watered down. Refer to the rumors sidebar 
  for conversations and rumors that the adventures 
  may hear. In addition, the information in the 
  background section, and the manor information from 
  Part 4 can be learned. 
  Rumors 
  During their time in the Seven Tables, the following 
  rumors are passed their way—or simply overheard: 
   Shadows have been seen near the graveyard.   
   The Burgomaster has brought a curse on the village 
  by entertaining the Vistani woman. 
   The Falinescu girl haunts the Manor and kills 
  anyone who approaches.  
   Taxes are too high—the Burgomaster’s greed will 
  be felt as winter progresses. 
   The woodsman was killed by a werewolf, but how 
  did he rise from the dead?  
   Some of the servants from Falinescu manor have 
  not been seen in far too long. 
  When the interaction is winding down, proceed to the 
  following interjection by Marku. 
  As the howling of the wind outside appears to die down the 
  proprietor, Marku, approaches you. "Excuse me; I wonder if I 
  might have a moment? I told Crina we shouldn't bother you, 
  but she insisted I come over. My nephew, Vasile and his friend 
  have recently gone to Vallaki for supplies. They were due back 
  last evening, but have not returned. Normally, I wouldn’t 
  worry, but the storm and recent events give me pause. 
   
  “We don’t have much, but we could scrape together a 
  modest reward if you are able to find them." 
  Marku is the owner of the Seven Tables. He refuses to 
  say how much of a reward he will be able to provide; 
  partly out of fear that such a paltry amount might 
  insult the adventurers, but largely because he’s 
  worried that the other patrons might overhear. 
   If the characters agree, he suggests that Vallaki is to 
  the west along the main road. He is able to provide 
  the characters with a wagon and pair of broken-down 
  horses.  
  Roleplaying Marku Grelon 
  Marku is human, small in frame with a short graying beard and 
  a small hat he wears on the back of his head. He is pensive and 
  spends most of his time serving drinks and engaged in serious 
  conversations about the latest gossip with the patrons. His 
  wife, Crina, cooks and occasionally pops out of the kitchen to 
  yell at him to serve the food or drink and update her on any 
  new information. Marku knows the value of information and 
  has mastered the technique of asking the right questions to 
  get it. His primary motivation, aside from his family, is making 
  any profit at all after paying his taxes to the Burgomaster. 
   
  Quote: "Hmm… I might be able to find out for you… but it 
  won't be easy..."   
  In Search of Vasile 
  If the characters accept the job of looking for Vasile, 
  they are told to travel out of town and into the valley 
  on the north road. They do not have to travel far to 
  find him. 
  General Features 
  The area has the following general features: 
   Light and Visibility. It is a typical gray and 
  overcast day, but well lit. 
   Weather. There is a break in the storm, but the 
  resulting snow is very deep, representing difficult 
  terrain. 
   Smells and Sounds. There is a strong smell of 
  evergreen trees. The heavy snow cover dampens and 
  kills any sound before it travels. 
  
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  DDAL04-04 The Marionette 
   
  10 
  Though the snowfall has stopped, the lingering drifts are deep. 
  Descending into a valley, you happen upon a junction in the 
  road. To one side of the crossing, you see a wagon—its cargo 
  spread out in the snow. 
   
  The corpse of a horse and what is likely its owner lay 
  partially covered in snow on the ground. 
  This unfortunate scene is the result of Laszlo’s 
  undead minions roaming the area. The body in the 
  snow is that of Vasile’s friend and the horse is dead 
  and been partially eaten.   
  Development 
  A search of the wagon reveals Vasile—still alive, 
  albeit in horrible condition. He has a number of 
  slashing wounds and is unconscious, suffering from 
  life drain, and once roused, madness as a result of the 
  wight's attack. Vasile is on the verge of death and is 
  unlikely to survive the trip back to town without 
  some attention—something that a character that 
  succeeds on a DC 10 Wisdom (Medicine) check 
  realizes. 
   Having been defeated by the wight’s life drain 
  ability, any attempts to restore hit points 
  automatically fail. However, a successful DC10 
  Wisdom (Medicine) check or one use of a Healer's Kit 
  stabilizes him long enough to get back to town. If no 
  attempts are made to stabilize him, Vasile perishes 
  along the way. 
   On returning to Orașnou, the Grelons are thankful, 
  but hysterical at the sight of Vasile. They beg the 
  characters to accompany them to the hospice where 
  they insist that Glovia can help him. Marku sends one 
  of the patrons to warn them of their pending arrival. 
   If Vasile does not survive, the characters are still 
  asked to take his body to the hospice; instead to ask 
  Glovia to arrange the burial. 
  Treasure 
  The characters are able to find a jewelry box 
  containing gaudy jewelry worth a total of 75 gp. If the 
  characters return Vasile to the Grelons alive, Marku 
  gives the characters a tattered pouch containing 10 
  gp; the entirety of their wealth. 
  XP Award 
  If the characters return Vasile to Orașnou alive, award 
  each player 50 XP. 
  The Hospice 
  The hospice is a squat brick building with a high-peaked roof. 
  As you approach, a woman and a young girl come out to meet 
  you. 
   
  “Inside,” the woman says calmly, “Sorina will direct you 
  where to set him.” 
   
  Once inside, the woman examines the wounds and points 
  things out to the young girl, who nods understandingly after 
  each observation has been made. Sorina follows the woman as 
  she sets to work on the unconscious boy. 
  This is Glovia Falinescu and she attends the hospice 
  with the assistance of the young girl, Sorina. The 
  modest facility has four beds, a table for herbal 
  preparations, and the large table upon which Vasile is 
  currently laying. An adjoining room offers a small 
  living space. 
   A character succeeding at a DC 15 Intelligence 
  (Medicine) check realizes that Glovia has a deep 
  understanding of anatomy. Despite this, the gravity of 
  Vasile’s wounds appear to shock Glovia. With a 
  puzzled look on her face, she asks the characters 
  about the attack and what they found. If, for some 
  reason, the adventurers did not go to the hospice, 
  Sorina arrives wherever they’re at to fetch them. 
   Read: 
  Panic washes over Glovia’s face; she is obviously worried. 
   
  "This was Laszlo's doing. Did you destroy him?” She asked, 
  the slightest hint of anticipation on her lips. 
  Glovia doesn’t elaborate as to what sort of creature 
  Laszlo is; she describes him only as being some sort 
  of undead. 
   She is very interested in what the characters found 
  at the scene of the attack and asks the characters to 
  spare not the slightest detail. If asked for healing, she 
  is able to cast healing word, once. This healing is an 
  arcane ability; it is not a divine spell. 
  Roleplaying Glovia 
  Glovia is about 50 years of age. She speaks with the slow 
  cadence of experience. This can turn ominous when she is 
  issuing words of caution. She has a warm and then suddenly 
  cold personality when it comes to the villagers. While she truly 
  cares for them, when thoughts turn to Isabella, her obsession 
  takes over and any obstacles to her perceived goals lose a 
  swift and brutal decision. 
   
  While at the hospice, Glovia wears plain clothing and none 
  of the jewelry she owns. 
  
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  DDAL04-04 The Marionette 
   
  11 
   
  Quote: “Your metatarsal is showing. That must be quite 
  painful.” 
  Glovia is willing to converse with the characters, 
  provided they don’t distract her too much from her 
  work. She is meticulous and distractions easily annoy 
  her. 
   She provides the following information, but only if 
  the characters ask: 
   The Falinescu family has lived in the village for a 
  long, long time. 
   Her husband, Lucian, came from a wealthy family. 
   Lucian passed shortly after her daughter grew sick 
  and died. 
   Glovia largely credits Isabella’s death with her 
  search to learn about the body and ways to heal its 
  woes. 
   She does not speak about Isabella or her death any 
  further. A character that succeeds on a DC 9 
  Wisdom (Insight) check clearly realizes that the 
  subject is enormously painful for Glovia to speak 
  about. 
  Glovia doesn’t speak about much else, insisting that 
  the characters go provide the Grelon family the news 
  that she is confident that she will be able to save 
  Vasile (or doing what the characters can to comfort 
  the family if Vasile didn’t survive the trip). 
  
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  DDAL04-04 The Marionette 
   
  12 
  Part 2: The Reading 
  Expected Duration: 45 minutes 
  The Town Crier 
  When business at the hospice is winding down, begin 
  this event by reading the following:  
  From outside you hear the loud clang of a hand-bell. You see a 
  stout, portly man with a blue coat and pale trousers flanked by 
  a lanky teenage boy staring into space. They both stand on a 
  small platform at the center of town. Townsfolk immediately 
  stop what they are doing and a surprisingly large crowd quickly 
  gathers.  
  The man begins:   
   
  "Oyez, Oyez, Oyez! The following is a decree from the most 
  distinguished and generous Burgomaster Randovich, to which 
  we are all indebted…in one form or another. 
   
  “The Burgomaster makes it known that the following 
  persons are to report to his residence as soon as is possible.” 
  The man elbows the young boy standing next to him 
  who, in turn, recites the characters’s names aloud 
  from an unfurled scroll. Once done, read: 
  The crier continues, "These persons are suspected not of being 
  charlatans, burglars, vagabonds, or instigators. You are to 
  draw no conclusions." By now you are sure that the entire 
  town is staring at you. 
   
  "Let it also be known that… Oleg, it is your turn to light the 
  village lamps tonight." A single, disembodied groan rises from 
  the back of the crowd, oozing with disappointment.  "That is 
  all!" 
  After the crier leaves, the crowd slowly disperses as, 
  naturally, speculations begin to spread like wild fire. 
   The characters have time to talk to some of the 
  villagers if they like. While some folks may be leery of 
  the characters, most have seen them return with 
  Vasile, garnering their trust. This is a good 
  opportunity for them to hear some rumors floating 
  around town—especially if this is the first adventure 
  of the series that the characters have participated in. 
   If the characters elect to spend some time speaking 
  to the residents of the village, be aware of the passage 
  of real-world time. Otherwise, allow the characters to 
  engage with the locals or maybe even a meal and a 
  chance to freshen up at the Seven Tables. 
  Eventually, however, the characters are directed to 
  the Burgomaster’s estate. Characters should get the 
  feeling that the villagers don't respect the 
  Burgomaster, but would never openly express their 
  feelings because, hey; he’s the Burgomaster. 
   If characters refuse to go, the Burgomaster 
  attempts a more formal approach and personally 
  invites them to dinner. 
  The Burgomaster’s Estate 
  The Burgomaster’s home is at the southern end of the 
  village on the road that leads further into Barovia. 
   When the characters approach the Burgomaster’s 
  home, read the following: 
  The night’s fog is beginning to sneak its way down the cliff and 
  into the town. The Burgomaster’s home is quite large 
  compared to the other homes within the village and leaves 
  little doubt of who controls the purse strings.  
  In front of the house on the road there is an elegant 
  vardo, (a round-topped wagon, commonly used by the 
  Vistani), adorned with bright colors and images of red 
  roses. 
   As the adventurers approach the door, they are 
  welcomed into the home by a stoic servant that leads 
  them into the abode. The servant does not engage in 
  conversation; chiming in with only, "I'm sure I 
  wouldn't know such things” if asked a direct question 
  about the goings-on in the village. 
  The furniture is adorned with many flourishes and rich with 
  deep, vibrant colors on the upholstery. The faint scent of 
  spices and well-oiled leather fills the air. 
   
  A large round table covered in a black velvet cloth 
  dominates the parlor. At the far end sits a comely middle-aged 
  woman dressed in bright colors. As you enter, she pulls a deck 
  of lacquered cards from her gown and, spreading them in a 
  graceful flourish, bids you to sit. Behind her, a rotund man in 
  fine clothing stares out the window impatiently chewing on his 
  thumbnail. 
  After a few, uncomfortable moments, the 
  Burgomaster takes a moment to introduce himself to 
  any new characters (unless everyone has met the 
  Burgomaster before). Once greetings have been 
  exchanged, he relates the following information: 
   He introduces the woman at the table as Sybil 
  Rasia. She claims to be Gur, but I am not aware with 
  any tribe among the Vistani. 
  
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  DDAL04-04 The Marionette 
   
  13 
   At my request, she performed a reading for me 
  earlier today, and foresaw something ominous and, 
  frankly, unusual. 
   Among other interesting portents, she also 
  mentioned the characters; individually and by 
  name. 
  Ivan recants the highlights of the Sybil’s reading in 
  nervous tones: 
   An army of the dead 
   A delicate powderbox 
   A beautiful, yet powerful, woman 
   The adventurers' names 
  All the while, the Sybil shuffles the cards in a single 
  hand; stopping every once in a while to flip one face-
  up onto the table. 
   Soon, the Burgomaster begins to grow angry and 
  curse. Only then does Sybil Rasia speak. She does not 
  remark upon what the Burgomaster said, but believes 
  that she can provide more accurate information by 
  performing a group reading. However, it requires the 
  participation of all of the adventurers to be 
  successful. 
  The Reading 
  If the characters agree to participate, the Sybil 
  performs a ritual that creates a shared experience—a 
  ritual unique to the Sybil. 
   If the characters choose not to participate, the Sybil 
  Rasia—and more importantly—the Burgomaster are 
  greatly disappointed. The characters are asked once 
  more and then dismissed from the Baron’s home. 
  Proceed to Part 3, below. 
  Sybil Rasia deftly pockets her Tarokka deck and withdraws a 
  fist-sized sphere of crystal from what seems to be the same 
  pocket with a single, fluid motion. She sets the crystal orb on 
  the table before her atop a silver stand. 
   
  "There is no need for caution. Close your eyes and clear 
  your thoughts." 
  After a few moments, characters that close their eyes 
  and concentrate receive a vision. 
   Read: 
  As your eyes close, a feeling of restful warmth washes over 
  you. 
   
  From seemingly nowhere, you hear the delicate plucking of 
  a harpsichord and images of objects fade into view. Eventually, 
  you find yourselves in a lavish parlor in a large, thoughtfully 
  decorated manor. A roaring fire crackles in the enormous 
  hearth. Windows span one wall of the room—flooding light 
  out onto a dramatic terrace overlooking the night-shrouded 
  valley below. 
   
  A young girl in a white dress is facing the windows sitting 
  and playing a large, keyed instrument.  
  This ritual channels the spirit of a troubled deceased, 
  in this case, Isabella Falinescu. It is a shared event 
  that reveals metaphoric objects reflecting her past 
  experiences as well as current perceptions. 
  Focusing During the Vision 
  Certain activities while in a dream state require a great deal of 
  effort to focus enough to consciously realize what has been 
  seen. A successful Constitution check may be required to 
  perform activities such as reading, or focusing on minute 
  details while other stimuli within the vision might distract you. 
   
  During the vision granted by this ritual, the player may be 
  called upon to make a Constitution (Investigation) or 
  Constitution (Perception) check. This reflects their ability to 
  remain focused on the vision while taking their own individual 
  knack for noticing things that would otherwise go unnoticed. 
  Within the vision, the characters are free to explore 
  the room. Because of the dream-state, it requires 
  effort to maintain conscious awareness in the event. 
  Because of this, spells may not be cast. Additionally, 
  some activities may require a Constitution ability 
  check. The DC for the majority of these checks should 
  be 11 or 13.  
  General Features 
  The room has the following general features: 
   Area. The room is very large, approximately 60 feet 
  long and 45 feet wide. Attempts to leave the room 
  prove fruitless; the doors and windows can’t be 
  opened. 
   Attire. The characters find themselves without 
  their weapons, armor, spellbooks, etc. They are 
  dressed in formal attire for a social event of some 
  status. Puffy sleeves are apparently in fashion for men 
  and ladies are in formal dresses. 
   Light. Bright light fills the room from a roaring fire 
  and the multitude of candles spread around the room. 
   Sounds. There is the delicate plucking of a 
  harpsichord playing a haunting child-like melody. 
  Occasionally, a man's cries of agony ring out from 
  behind one of the doors. If asked, Isabella downplays 
  the screams saying, "That's Daddy. He's being fixed." 
  
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  DDAL04-04 The Marionette 
   
  14 
   Smells. There is a very attractive aroma of 
  cinnamon-clove spiced cider. Beneath the pleasant 
  smells of the room, the lingering smell of rot. 
   Nightmare State. The dream-state of the ritual 
  may provoke a nightmare-like effect (as per the 
  dream spell) and heightens the experience. This may, 
  on occasion, invoke a Horror saving throw for 
  something that otherwise may not. 
  Specific Features 
  The following items are in the room, describe their 
  details if the characters investigate them: 
   The Girl. The girl wears a lovely, white dress and is 
  playing a harpsichord with her back to the 
  adventurers. She is quite skilled, is performing a fast-
  paced waltz. If approached, the girl turns suddenly 
  towards them revealing that her chest and arms are 
  riddled with open sores, and the left side of her face is 
  almost entirely rotted away. The sight is grotesque 
  and shocking. The first character to see the girl’s face 
  must succeed on a DC 11 Horror saving throw. 
  Horror 
  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. 
  Despite the girl’s hideous disfigurement, she is quite 
  friendly; she greets the characters in an innocent 
  voice. Any attempts to touch or otherwise physically 
  interact with the girl are ineffective; physical objects 
  pass through her as if she were incorporeal. Resting 
  on top of the harpsicord is a tattered doll. 
   If the characters question the girl, she knows and 
  relates the following: 
   Her mother's name is Glovia and her father is 
  Lucian. She points to each in turn in the portrait. 
   She doesn't know about her affliction, but says "it 
  must be very bad because it makes Mommy very sad 
  and Daddy very angry." 
   Her father makes things like toys and tools that are 
  used to "fix people." 
   Her mother is very smart and can fix people, the 
  way her father fixes his toys. 
   Isabella can't leave the manor because her mother 
  has told her to remain here or she'll be scolded. 
   Her mother can't fix her without help from the 
  "pretty lady." She doesn't know it, but she is 
  referring to the witch that has tasked Glovia with 
  finding and retrieving the powderbox. She only 
  knows her as a pretty lady that wants something 
  from her mother. 
   If asked, she thinks the reason the adventurers 
  were named in the reading is because they are 
  supposed to protect the village. It's their purpose. 
  She doesn't know why she thinks this. 
   Large Family Portrait. The large portrait is of a 
  wealthy, attractive family. Centered in the picture is 
  Glovia Falinescu—resting her hand on the shoulder of 
  a young girl who looks identical to the young girl 
  playing the harpsicord, minus the disfiguring sores 
  and rot. Anyone looking at the portrait who succeeds 
  on a DC 13 Constitution (Perception) check notices a 
  ring on Glovia’s finger depicting an empty heart. 
   Bust. A marble bust of a man sits on a thick 
  pedestal. A name is inscribed on its base. A character 
  succeeding on a successful DC 13 Constitution 
  (Investigation) check sees the name: "Lord Strahd 
  von Zarovich" etched on a brass placard on the bust’s 
  base. If anyone investigates the bust while wearing 
  the spectacles (see below), they find the bust looking 
  back at them. The character viewing the bust must 
  succeed on a DC 11 Horror check. 
  
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   Spectacles. On the center table there is a delicate 
  pair of glasses. These glasses sport amber lenses with 
  slender slivers of green glass resembling the vertical 
  pupils of a serpent’s eyes. Wearing them reveals 
  Isabella without her disease. 
   Doors. There are three doors that exit the room. No 
  amount of effort opens them. Isabella simply says 
  that, "Mommy keeps the doors locked." The walls, 
  doors, and windows are a boundary of the 
  experience.  
   Dolls. Dozens of different dolls, puppets, and toy 
  soldiers are placed about the room. Some of them are 
  clockwork toys, and walk around the room; others 
  are dolls with features that move like blinking eyes or 
  waving hands, and a few are marionette puppets. 
  These toys are Lucian's handiwork with beautiful, 
  intricate details. Isabella loves to talk about them and 
  praises her father's work. 
   A writing table with an open book. The book is 
  Glovia's journal. Deciphering the writing in the 
  journal requires a successful DC 11 Concentration 
  (Investigation) check. If successful, give Player 
  Handout 1 to the character reading the journal—and 
  only that player. These entries are the extent of what 
  they are able to learn from the journal. 
   Tray of Cider. On a tray there are crystal cups of 
  warm cider, one for each adventurer. The aroma fills 
  the room and is difficult to ignore. If asked, Isabella 
  tells the characters that her mother set out the cider 
  for her guests and invites everyone to partake. “It’s 
  good for you.” she says. Anyone who drinks the cider 
  is overcome with warm feelings and thoughts of 
  comfort and home. It immediately removes the effects 
  of failed horror check. 
  Roleplaying Isabella in the Reading 
  As any child her age, Isabella has a short attention span. She is 
  aware of the cold truths of her and her family's situation and 
  addresses those things plainly as if it were anything else and 
  then change the subject. She is aware of her mother's plans 
  but doesn't speak about that either. She is more reserved and 
  sad in the reading than her more mischievous antics that take 
  place in the manor. 
   
  Quote: “Do you like my dress? Mother had it made for just 
  for me.” 
  Enter Laszlo 
  If Isabella is asked about the powderbox, or whenever 
  the characters are done exploring the room, you may 
  begin this section. If the adventurers have asked 
  Isabella about the powderbox, but you want to allow 
  them more time to explore the room, simply have her 
  say she doesn't know and then she can remember it 
  later. 
  Isabella skips to a table upon which is a silver box. As she 
  opens it, golden light spills out. She reaches in and pulls out a 
  simple, wooden box, the source of the light, and shows it to 
  you. 
   
  Just as you are able to focus on the object to discern what it 
  is, the serenity of the moment shatters as a figure comes 
  crashing through the window. 
   
  Thick strings of wispy ether are attached to his arms and 
  legs similar to those of a marionette. He snatches the wooden 
  box from Isabella and with a backhanded swing of a lumber 
  axe strikes the young girl’s head from her shoulders without a 
  so much as a glance. 
  Any character witnessing Laszlo's entrance and the 
  girl’s subsequent decapitation must succeed on a DC 
  11 Horror saving throw. 
   Additionally, the characters may attempt a DC 13 
  Constitution (Investigation) check. Those characters 
  that failed the Horror saving throw make this check 
  with disadvantage. Characters that succeed on this 
  check or anyone wearing the spectacles, notices that 
  the strings attached to Laszlo lead to the giant image 
  of Glovia who also has strings attached to her.  
  "Bring it to me Laszlo!", a voice booms from overhead. 
  Seeming to snarl at the voice, the creature gathers his strings 
  together and with a single sweep of his axe, severs them 
  cleanly. Looking at you, he issues a hissing growl and leaps out 
  through the window and into the cold night.  
  The adventurers are awakened from the ritual by the 
  sound of the Burgomaster yelling. 
   
  "Run, Oleg!" The loud yell of the Burgomaster slaps you 
  back to reality. Finally regaining control of your body you 
  return to see him yelling out the window. A dark figure is 
  chasing Oleg down the street; its head is cocked strangely to 
  one side. Screams are coming from all parts of the village. Ivan 
  turns to you and yells, "Snap out of it! We're under attack!" 
  Any creature who drank the cider in the vision gains 
  the benefit of a short rest. 
  
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  Part 3: Laszlo’s Attack 
  Expected Duration: 30 minutes 
  Realizing that Glovia is using him and intends to 
  betray him at first opportunity in favor of the 
  villagers, Laszlo attempts to exact revenge on her and 
  the villagers who tried to kill him. 
   The sun is just beginning to set when Part 3 begins. 
  Coming outside, you hear a roaring voice echoing down into 
  the village from the cliffs above. Looking up you see Laszlo 
  holding a torch: "Glovia! What shall you do now? You can't 
  protect them all! I have what you seek and now you must 
  betray them as you were going to betray me!" He then hurls 
  his torch down into the village and it lands on the roof of one 
  of the buildings and immediately catches fire. This brings your 
  focus to the village and you realize the horror that is 
  happening all around you. The dead have risen and are 
  attacking the town. Looking back up, Laszlo has vanished from 
  sight, but it seems you have more immediate concerns. 
  The characters have several opportunities to help 
  defend the village from the undead attack. The 
  characters may split up to solve the first three, but the 
  fourth may be difficult without the entire party. Each 
  character can participate in one encounter (see A 
  through D, below). The characters fail any encounter 
  that they do not attempt.  
   Once done, proceed to I'm Afraid I Have More Bad 
  News, below. 
  Descriptions 
  These encounters are meant to be run quickly. Briefly 
  describe each of the following scenarios, and then 
  allow the players to decide the one in which they'd 
  like to participate. Remind players to consider not 
  just skills, but also alignments, personality, and 
  backgrounds when deciding. 
   Encounter 1. Oleg and some villagers have been 
  cornered by a group of zombies. It’s possible the 
  characters can lure them away without fighting 
  them, reward clever roleplaying, here. 
   Encounter 2. A pack of skeletons goes from 
  building to building setting them on fire. They have 
  already set the jailhouse on fire and the prisoner 
  yells through the window at passersby; pleading for 
  them to release him. He assures the characters that 
  he will make it worth their while.  
   Encounter 3. The Burgomaster tells the characters 
  that the town hall contains the food stores precious 
  to the village's winter survival and is currently 
  being set ablaze. The provisions must be retrieved 
  or families won't make it through the winter. 
   Encounter 4. The characters notice a creature that 
  seems to be giving orders to all the other undead. 
  Defeating him may be instrumental in defending 
  the village. 
  Success and Failures 
  The encounters have benefits or consequences based 
  on the outcome. Assume that encounters not 
  attempted are failures.  
  A. You're Pullin' my Oleg 
  Oleg and a few villagers have been chased down a side alley 
  and are cornered by a group of zombies that shamble toward 
  them. You may be able to distract and lure the monsters near 
  a stack of heavy timbers that can be released upon them, 
  pinning and restraining them, but you will have to offer a 
  convincing distraction. 
  Four zombies are closing on Oleg and two villagers. 
  Impress upon adventurers that wish to simply fight 
  the zombies that it likely requires all party members 
  which may likely prevent any other encounter 
  attempts. 
   If the characters wish to attempt to lure the 
  zombies away, they may do so. This provides Oleg 
  and the villagers plenty of time to get out of the alley 
  and get away. Adventurers are then able to release 
  the stack of timbers onto the slow moving zombies 
  and pin them in place. 
   Reward clever thinking and successful rolls here. If 
  you feel you must assign a mechanical measure of 
  success or failure here, do so. For example, you may 
  require that the characters succeed on a number of 
  Charisma (Deception or Persuasion) checks to lure 
  the zombies away and a Dexterity (Stealth) check to 
  hide from them as they shamble by whatever hiding 
  place the characters have chosen. Either way, if the 
  characters are successful, Oleg and the villagers are 
  able to take refuge inside a nearby building. Failure 
  means that half of the zombies pursue the characters 
  while the rest continue to attack the villagers.  
  Success 
  One of the villagers was once a servant at Falinescu 
  manor and has recently made a delivery of supplies. 
  She knows the condition of the entrance floor (Area 
  A1), and describes it to the characters. 
  
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   Treasure. At the conclusion of Part 2, the rescued 
  villagers gather 25 gp worth of assorted coins and a 
  potion of healing to show their gratitude. 
  Failure 
  If one or more of the villagers are killed by the 
  zombies, the characters receive no warning of the 
  entrance floor at the manor. 
  XP Award 
  If the characters succeed, award each player 100 XP. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak or Weak party: Remove two zombies 
   Strong or Very Strong party: Add two zombies 
  B. As the Crow Fries 
  “Help, help!” shouts a disembodied voice from a nearby 
  building. As you draw closer, a head appears in a barred 
  window. 
   
  The building appears to be a jailhouse of sorts and it is 
  empty; the constable likely out defending the town. The 
  structure’s roof is well ablaze as you arrive. 
  There are two obstacles to this challenge, the building 
  door and the jail cell lock. To contemplate things, the 
  roof over the area of the jailhouse containing the cell 
  collapses two rounds after the characters arrive. 
  However, characters may, as an action, delay the 
  collapse by one round by shoveling snow onto the 
  roof of the jailhouse. This may be done only once. 
   The Cell. The jail cell is more challenging; it 
  requires a set of thieves’ tools and a successful DC 15 
  Dexterity check. Forcing open the door requires a 
  successful DC 17 Strength (Athletics) check.  
  No help may be given in these checks, but if more 
  than one character is present, an action may be spent 
  to throw snow on the fire to delay it enough to gain 
  an additional attempt. This may be done once. 
  Success 
  The prisoner grabs a bag concealed in a pile of straw 
  he was given as a bed and with a wink, he thanks the 
  characters for their bravery—handing them the 
  satchel before turning into a raven and flying away. 
  Some characters might realize he could have escaped 
  at any time. If asked later, the jailors claim to be 
  unaware of any prisoners in their custody. 
  Adventurers succeeding earned the "Eye of the 
  Raven" story reward.  
   Treasure. In exchange for “rescuing” him, the man 
  gives the characters a satchel containing a potion of 
  healing, 25 gp, and a brass key set with a purple 
  stone. The jailors do not recognize the key as 
  belonging to any door in the jailhouse. This key 
  unlocks the controller found in Area C1, Lucian’s 
  Workshop. 
  Failure 
  If the prisoner is not freed within two rounds (three if 
  the fire is delayed), the roof collapses—destroying 
  the treasure the prisoner would have otherwise given 
  the characters. As the building collapses, the 
  characters see a raven flying out of the wreckage and 
  into the night. 
  XP Award 
  If the characters succeed, award each player 100 XP. 
  C. The Heat of the Moment 
  The roof of the town hall building is particularly susceptible to 
  the fire—which is rapidly getting out of control. A quick look 
  inside the building reveals five large crates. The roof is beyond 
  hope of extinguishing, but with quick decisive action you may 
  be able to save the supplies within before the roof comes 
  down. 
  To successfully remove a crate from the building, a 
  character must succeed on a DC 13 Strength 
  (Athletics) check. Each time a character makes and 
  attempt, they must succeed on a DC 11 Dexterity 
  saving throw or take 7 (1d10) fire damage from 
  falling debris and smoke inhalation. Two characters 
  may work together to remove a crate and gain 
  advantage on the check, the saving throw is made 
  with disadvantage. 
   On the ninth attempt, the roof collapses and anyone 
  who fails that attempt is caught inside, taking 11 
  (2d10) fire damage and 11 (2d10) bludgeoning 
  damage. Additionally, they must succeed on a DC 11 
  Dexterity saving throw or be knocked prone and 
  restrained by the debris. In order to free themselves, 
  a restrained character must succeed on a DC 11 
  Strength saving throw. If someone uses an action to 
  help them, the saving throw is made with advantage. 
   Once the roof collapses, any remaining crates are 
  destroyed. All five crates are required for success.  
  
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  Success 
  The adventurers earn the Trust of the Burgomaster 
  story award. 
   Treasure. The Burgomaster gifts the characters 
  with a pouch containing 25 gp and a potion of healing. 
  Failure 
  No penalty other than not receiving the treasure 
  reward. If the event was not attempted, the 
  characters earn the Ire of the Burgomaster story 
  award. 
  XP Award 
  If the characters succeed, award each player 100 XP. 
  D. An Uninvited Ghast 
  Looking around at the chaos, one figure stands out from the 
  others. A particularly ghastly looking creature seems to be 
  issuing orders to the others. You think that if you could take 
  him out, it would be a simple matter to confuse and lead the 
  others away from town. 
  Leading the attack is a ghast. The objective is simple; 
  eliminate the commander. At the end of each round 
  that the ghast is still alive; two skeletons come to his 
  defense. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Replace the ghast with a ghoul, remove a 
  skeleton 
   Weak party: Remove a skeleton 
   Strong party: Replace skeleton with a ghoul 
   Strong or Very Strong party: Replace skeletons with ghouls 
  Success 
  The ghast was once Jakob, butler of Falinescu Manor. 
  The characters find a jeweled ring worth 50 gp on his 
  corpse. This ring acts as a key to certain doors inside 
  the manor. 
  Failure 
  Without the key, it may be more difficult to access 
  some areas in the manor. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Replace the ghast with a ghoul, remove a 
  skeleton 
   Weak party: Remove a skeleton 
   Strong party: Replace skeleton with a ghoul 
   Strong or Very Strong party: Replace skeletons with ghouls 
  Treasure 
  The ghast wears the butler's ring, a jeweled ring 
  worth 50gp. 
  I'm Afraid I Have More Bad News 
  When each character has completed an encounter 
  (failing or succeeding), the outcome of events not 
  attempted have played out and failed. If the ghast was 
  not killed by the adventurers, he is eventually 
  overcome by a mob of villagers. The remaining 
  undead are confused without direction and are easily 
  lead away or dispatched by the torch and pitchfork 
  bearing village mob. 
   The adventurers are now able to take a short rest 
  while the villagers extinguish the fires that remain 
  and gather the dead and wounded. 
  After the cleaning efforts begins to wind down for the evening, 
  a woman arrives; pleading hysterically for help. "You must 
  help me. She has taken my girl!  My Sorina is gone and my 
  husband, Boris, has gone after them. I could not stop him!"  
  The woman is the mother of Sorina, the young girl 
  who works at the hospice. She explains that Glovia 
  cast a spell on them and took the girl. She was told by 
  others that Sorina was seen leaving the town with 
  Glovia heading towards the Manor. When the 
  adventurers decide to go to the manor, be sure to 
  issue the warning by the village woman if she was 
  saved in Encounter 1. 
   
   
  
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  Part 4: The Manor  
  Expected Duration: 2 hours 
  Falinescu Manor was built by the Falinescu family for 
  their only son, Lucian and his young bride Glovia, who 
  wanted to live in a picturesque mountain home. This 
  was far from a simple home however, requiring a full 
  staff of servants to manage. While it is not part of 
  Orașnou proper, it was very much welcomed as its 
  existence supported many families. Being a young 
  couple with a child, the family was thought of as local 
  royalty and beloved by everyone in the village. 
   When their daughter Isabella died, the town 
  mourned with them. But when their grief went on for 
  years, attitudes changed from compassion to 
  suspicion and eventually to rumor and fear.  
   The manor itself is indeed haunted by Isabella who 
  acts as an unwanted tour guide as the adventurers 
  move through. 
   It is late in the evening when Part 4 begins. 
  Roleplaying Isabella in the Manor 
  Existing as a ghost, Isabella is bound to the house by her 
  mother's grief. She remains quite innocent, acting as any girl 
  of nine, coming and going with impeccable timing to disrupt 
  any plan or strategy, yet never around when you need her. 
   
  She is a great tool for the DM to use when the players are 
  stuck or to lead them to areas to help or trick them. She is 
  mischievous and as adventurers explore the manor, she will 
  attempt to scare them as a child's game. Her scares tend to be 
  much more effective however, as she uses her appearance 
  and incorporeal state to great effect. If attacked, she runs 
  away and returns when they have calmed down. Each time 
  one of these scares occurs; have the affected characters 
  attempt a Horror check. If the character fails, in addition to the 
  madness effects, they will suffer disadvantage on their next 
  Horror check. The location and details of these scares are 
  entirely up to the DM. 
   
  If asked about Sorina or her father, she admits to seeing 
  them but never reveals where, walking off through walls as 
  she is talking. She does say she feels sorry for Sorina because 
  she thinks she may end up like Gordon. Gordon was a goose 
  she was fond of that ended up as dinner one night. 
  Occasionally Gordon will also participate in her scare scenes, 
  particularly in the dining room. DMs are encouraged to be 
  creative in planning scares. Very few things will actually make 
  Isabella angry; repeatedly attacking her, or shortening her 
  name to "Bella." If she gets angry, she will use Horrifying 
  Visage and then runs away or goes Ethereal, only to return 
  later.  
   
  Quote: "What are you doing? You're silly. Hey, where are 
  you going?" 
  Approaching the Manor  
  There is a road from the village, although it has not seen 
  wagon or carriage traffic in years and is now nothing more 
  than a foot path.  
   
  The enormity of the home is in sharp contrast to the 
  buildings you have seen so far in the area. Once a lavish estate 
  that surely hosted many grand affairs, Falinescu Manor has 
  fallen into dilapidation from neglect. An imposing granite 
  structure perched on a bluff, the home boasts an impressive 
  view over the Svalich Woods to an ominous castle in the 
  distance. 
  A. The First Floor 
  A1. Entrance 
  In front of the estate there is a circular path for carriages. 
  Multiple gargoyles stare down from their parapets in 
  disapproval. Huge black, wooden doors with rusted iron 
  bindings offer a cold reception. 
  The doors are not locked and open easily. A DC 10 
  Wisdom (Perception) check reveals that no one 
  appears to have used the doors in a very long time. A 
  DC 15 Wisdom (Perception) also reveals that there is 
  a path that leads to a side entrance on both sides of 
  the manor. 
  A2. Foyer 
  This grand foyer is obviously made to impress. The ceiling is 
  open to the second story and ultimately to a glass paned roof 
  which is currently leaking very badly. Pillars line the sides of 
  the room supporting an overlooking rail on the second story. 
  An impressive staircase is opposite the door.  
  If 200 pounds or more is placed on the foyer floor 
  (anywhere within the railed section), the sub-
  flooring collapses in key structural areas, causing 
  the entire foyer floor and the stairs up to the first 
  landing to crumble into the basement. 
  Look Out Below! 
  Any creatures on the floor or beneath it when it collapses, 
  must succeed on a DC 11 Dexterity saving throw or fall, taking 
  3 (1d6) bludgeoning damage, and 5 (1d10) piercing damage as 
  they (and jagged pieces of timber) fall to the basement below. 
  
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  Climbing out of the basement is possible, but difficult due to 
  the rotted wood—it requires a successful DC 13 Dexterity 
  (Acrobatics) or Strength (Athletics) check. Failure results in the 
  staircase crumbling and collapsing as well, in which case the 
  characters take the same damage as the initial fall—though 
  this time without a saving throw to avoid it. 
   
  Isabella is aware of the state of the floor here, and often 
  leads adventurers over it. After the floor fails, she giggles a bit 
  and tells them about the Library stairway that is safe. 
  If the foyer collapses, the ghouls from the Ghoul's 
  Den section of the Basement emerge and attack 
  anyone that has fallen down to the lower level, 
  attempting to paralyze them and drag them back into 
  their den. 
  A3. Servant Stairs 
  There are two sets of stairs. The west stairs access the 
  basement (Area B), while the east stairs access the 
  second floor (Area C). 
  A4. Dining Room 
  This once elegant room has not been used for its purpose in 
  many years. A large table bearing a cobwebbed draped 
  candelabrum is surrounded by chairs that have been covered 
  with linens to shield them from dust. The wall at the southern 
  end is adorned with the Falinescu family crest. 
  There is nothing of value in this room, but it can serve 
  as a defensible position or refuge if needed. It's also a 
  good scare location. 
  A5. Smoking Room 
  Once a place where men would adjourn after meals, the room 
  has not been used in quite some time. On the walls, various 
  weapons are displayed. 
  There are four longswords, two shields, two daggers, 
  and a great sword. Closer inspection reveals that the 
  daggers are pure silver, while the other weapons and 
  the shields are purely decorative. Isabella does not 
  enter this room, as “it's for Daddy.” 
   Treasure. The two daggers are ornate matching 
  silvered daggers worth 150 gp as a set. 
  A6. Water Closet 
  This room has a latrine and small table with a wash 
  basin. Scenes of cavalry battle adorn the walls. 
  A7. Closet 
  This room contains heavy cloaks and coats on pegs, 
  but is otherwise empty. If the characters sift through 
  them, a character may find Isabella hanging from a 
  noose behind one of the coats—another of her 
  macabre pranks. 
  A8. Retiring Room 
  A plush sofa and chairs as well as a broken mirror and wash 
  basin are in the outer section of the room. A latrine shielded 
  by a curtain lines the north wall.  
  Isabella likes to frighten any male characters 
  investigating this room; informing them that "only for 
  Mommy is allowed in here.” 
  A9. Ballroom 
  Intricate crystal chandeliers dominate this lightly furnished 
  room clearly meant for entertaining. Ornately carved details 
  and an angelic painting on the ceiling hint at a once beautiful 
  ballroom. That image falls away however as a number of 
  waxen-skinned children turn to you, most of them partially 
  decomposed. All of them have had their chests cut open 
  revealing an empty cavity. When they see you they begin 
  snapping their teeth together in a disturbing rhythmic 
  anticipation of food. Almost in unison, they turn their heads 
  towards you and begin to shuffle in your 
  direction...clack...clack...clack. 
  The children are four ghouls that attack anyone other 
  than Glovia that opens the doors. The doors are 
  locked, but may be opened with the butler's ring or a 
  successful DC 10 Strength (Athletics) check. If actively 
  listening to the door, a successful DC 10 Wisdom 
  (Perception) check reveals several footsteps from 
  within and a little girl's voice. This is Isabella's voice. 
  She knows some of the children and considers all of 
  them her friends. She introduces the adventurers to 
  her friends by opening the doors for them when they 
  are not expecting it, such as during an attempt to 
  break the door down, possibly causing that person to 
  fall prone. 
  
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  DDAL04-04 The Marionette 
   
  21 
   Emphasize the creepiness of this encounter. The 
  rotting, little girls move with unnatural grace; giggling 
  and laughing all the while. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Replace ghouls with zombies 
   Weak party: Remove two ghouls; add a zombie 
   Strong party: Add a ghoul 
   Very Strong party: Replace ghouls with ghasts 
  A10. Library 
  This library is in better shape than the rest of the manor. The 
  walls are lined with books and the furniture is comfortable and 
  plush. In the northeast wall, a rich wooden staircase leads to 
  the next floor. At the center of the room is a table and serving 
  set surrounded by several reading chairs.  
  If investigated, the books focus heavily on the 
  subjects of anatomy and physiology as well as many 
  books on mechanics, physics, and engineering. 
   The characters also recognize the serving set from 
  the Vistani ritual. If investigated at all, the smell of 
  cinnamon-clove spiced cider is familiar. Searching the 
  area, the characters are able to find enough materials 
  to brew enough cider to serve seven people. It takes 
  ten minutes to prepare and serves up to seven. 
  Anyone partaking gains the benefit of a short rest. 
  The cider retains its potency for only 10 minutes, and 
  a character can only benefit from drinking once. 
  A11. Parlor 
  You recognize this room instantly from your experience in 
  Sybil’s ritual, although the condition of the room is very 
  different. Someone has taken an axe to the harpsichord and 
  most of the furnishings. You see evidence of the remains from 
  the frame that held the family portrait in the fireplace. 
  Isabella always reveals herself in this room, as it was 
  the room she spent the most time with her parents. 
  She is excited to see the adventurers and boasts that 
  she remembers them. If the adventurers have not 
  opened the ballroom doors, Isabella tells them that 
  she wants them to meet her friends and leaves almost 
  instantly, moving through the east wall and into the 
  ballroom. 
   When the adventurers go into the hallway to look 
  for her, she opens the ballroom doors. The doors lead 
  to Area A9. If the characters have already been here, 
  Isabelle tries to scare them instead, possibly an 
  illusion involving the axed harpsichord. 
  A12. The Winter Garden 
  The stench from this room hits anyone who gets 
  within ten feet. The door is locked, but is rotting with 
  moisture and easily broken down.  
  Once some sort of garden, the large plants have overgrown 
  wildly, the roots bursting the pots and spilling dirt around the 
  floor. Leaves flood the windows and trees and plants reach the 
  ceiling 20 feet overhead. Near the far wall, there is a pool of 
  putrid water and blood. Rising out of its center is a significant 
  pile of appendages and various body parts. The room is humid 
  and thick with moisture, coating the walls with a slippery 
  growth. 
   
  A pile of rotten wood lies in the north end of the room, the 
  remains of what used to be a staircase. 
  Created by Glovia's necromantic energy and failed 
  attempts at golems, a gibbering mouther has 
  emerged and lives in this room, eating various parts 
  that are dropped as waste from Glovia's "laboratory" 
  above. 
   Anyone entering the room must succeed on a DC 9 
  Constitution saving throw or become poisoned; 
  retching violently for 1 minute. At the end of each of 
  its turns, a poisoned creature may repeat the saving 
  throw, ending it early on a success. The pool is 10 feet 
  across but only six inches deep.  
   Tactics. The mouther attacks any creature that gets 
  within ten feet of the pool entering the mouther's 
  aberrant ground—with surprise if the characters 
  didn’t notice it. There is nothing of value in the room 
  and the mouther does not chase anyone out of the 
  room, instead retreating back into its pool. A DC 10 
  Horror saving throw is required after combat with 
  the mouther. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak and Weak party: Reduce the mouther's hit 
  points to 37 and Bite damage to 8 
   Strong and Very Strong party: Increase the mouther's hit 
  points to 83. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  22 
  A13. Balcony 
  The ground level in the back of the estate is much lower than 
  the front, setting the balcony some fifteen feet off the ground. 
  A beautiful vista over the top of the Svalich Woods may be 
  enjoyed from this vantage. The moldering remains of furniture 
  lay in splinters on the bluffs below. 
  B. The Basement 
  B1. Kitchen 
  The side door that leads to the kitchen appears recently used. 
  The door is not locked. There is no food in sight and it’s 
  apparent none has been prepared here in quite a while. A slow 
  steady dripping sound echoes through the room. A puddle 
  collects inside the hearth. 
  B2. Food Storage and Meat Locker 
  The smell from this room is nauseating. A combination of 
  spoiled food and rat droppings, this one-time pantry and 
  adjoining meat locker is now a nest for rats.  
  The stench of spoiled food flows heavy from under 
  the door. A successful DC 15 Wisdom (Perception) 
  check is able to hear movement. If this door is 
  opened, rats flood out. Six swarms of rats attack.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Remove four swarms of rats 
   Weak party: Remove two swarms of rats 
   Strong and Very Strong party: Increase the swarms of rats 
  hit points to 32. 
  B3. Scullery 
  This room is a typical scullery, containing not just 
  dishes but all manner of kitchen and dining needs for 
  entertaining. 
   
  B4. Wine Cellar 
  Rows and rows of wine bottles, most of which are now empty, 
  are stored in this room. Some of the shelves have been moved 
  to one side to make room for a leather chair and table where 
  it looks like someone spent a great deal of time and emptied 
  many bottles. 
  This door is locked, but the lock mechanism looks 
  familiar to any character that has seen the butler's 
  ring, which acts as a key. Otherwise, the door requires 
  a successful DC 15 Strength (Athletics) check to break 
  open or the use of thieves’ tools and a successful DC 
  13 Dexterity check to unlock. 
  B5. Servant’s Common Room 
  The Ghoul’s Den 
  Areas B5 through B9 serve as a ghoul's den. Once the servant 
  staff of the manor, the ghouls remain in this area without the 
  guidance of Jakob the butler, their leader. (see Part 3D. An 
  Uninvited Ghast, above). 
  There is a putrid smell in this area. A large dining table and 
  several chairs and cabinets are in here, all of them moved to 
  the edges of the room. A pile of bones lies in one corner. 
  The one time gathering place of the servants, it 
  continued to serve that purpose until recently. Having 
  been turned to ghouls, they use these rooms as their 
  den. A total of four ghouls reside in this area. 
   Tactics. If the adventurers enter or are dragged 
  into the den area, the ghouls attempt to trap and flank 
  them using a trick taught to them by Jakob. One of the 
  ghouls stays as bait at the southern-most area of Area 
  B5, while the others hide nearby in the servant’s 
  room that shares a wall with Area B9. If the “bait” 
  ghoul is attacked, the other ghouls move into Area B9 
  through a hole in the wall and ambush the attackers 
  from the rear. The hole is located beneath a bed; only 
  characters that specify that they’re looking under the 
  beds locate it. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Replace ghouls with zombies 
   Weak party: Remove two ghouls; add a zombie 
   Strong party: Add a ghoul 
   Very Strong party: Replace ghouls with ghasts 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  23 
  B6. Servant’s Quarters 
  All of these rooms are identical. They contain two 
  beds, tables, chairs, and lockers. 
   Treasure. Searching all of the rooms yields a total 
  of 10 gp and a healer's kit. 
  B7. Butler’s Pantry 
  Jakob's room is much like the other servant's room 
  with a few more amenities. 
   Treasure. Within Jakob's desk are 50 gp and a 
  potion of healing. 
  B8. Water Closet 
  This room has a latrine in one corner and small table 
  and basin. 
  B9. Storage 
  This area comprises the entirety of the eastern side of 
  the basement. The floor in this section of the house 
  has settled significantly, causing water to collect. A 
  stagnant pool of water gradually deepens to a depth 
  of two feet in the southeast corner of the manor.   
   Water. The area of this room submerged by water 
  is treated as difficult terrain. In some spots, 
  submerged objects might trip creatures moving 
  quickly through the area, who must succeed on a DC 
  11 Dexterity saving throw or fall prone. 
  The double doors to this room are open and sway with the 
  ripples in the water. The room is obviously meant as storage, 
  housing many pieces of furniture. Chairs, sofas, and trunks are 
  bobbing around in the water. Several more coffins, child and 
  adult sized are stacked up high.  
  Anyone taking a closer look in this room catches a 
  glint of light coming from one of the larger coffins. 
  Upon closed inspection, it looks like a piece of jewelry 
  inlaid in the coffin’s lid. The coffin is a mimic and it 
  attacks anyone that gets within 5 feet. Treat 
  movement in this room is as difficult terrain. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Reduce the mimic's hit points to 39 
   Average party: Increase the mimic's hit points to 77 
   Strong party: Increase the mimic's hit points to 96 
   Very Strong party: increase the mimic's hit points to 115 
  C. Second Floor 
  General Features 
   Light and visibility. In most rooms, there is no 
  light to be had. In the more important rooms, 
  however, there are at least a handful of candles 
  flickering. Rooms with candles as the only source of 
  light are dimly lit. Dust hangs heavy in the air. 
  Otherwise, the room is completely dark. 
   Doors. There are several doors on the second floor 
  that have had arcane lock cast on them. These doors 
  require a DC 25 Strength (Athletics) check to break 
  open. They are indicated on the map with a half door. 
   Dust. Nearly every surface within the home is 
  dusty.  
  C1. Lucian’s Workshop 
  This room is clearly an inventor and craftsman's workshop. All 
  types of contraptions lie about the floor and workbenches. 
  Cog wheels, springs and other mechanical objects you have 
  never seen before are scattered everywhere. Many toy 
  soldiers and mechanical men lie about; some of them hang 
  from the rafters, swinging slowly as their eyes appear to follow 
  your movement. There are also a few human and larger sized 
  mechanical arms, some with weapon modifications. 
  Any character inspecting the workbenches finds a 
  wood box inlaid with brass, glass, and colored 
  crystals. This is a device that controls some of 
  Lucian’s creations. Characters using detect magic 
  reveals that the controller radiates an aura of strong 
  transmutation magic. It is useless without the key or 
  the code (see sidebar, below). 
  The Controller 
  The controller is a peculiar object on one of the workbenches 
  and does not stand out from any of the other odd items in the 
  room. It is a small, keenly-polished wooden box with a central, 
  fist-sized brass handle. It has one button on each side, a single 
  keyhole in the front; below the handle. It is accented in brass, 
  with unusual additions of glass and colored crystals.  
   A character succeeding at a DC 11 Intelligence 
  (Investigation) finds notes on the workbench, detailing the 
  controller and its function. 
   If the result of the check is 15 or higher, the character finds 
  an entry detailing a series of control inputs that activate the 
  toy soldiers. After entering the series of commands, any 
  active soldier within range (20 feet) snaps to attention, 
  turns to face the character using the controller, and renders 
  a sharp salute. 
   If the characters do not enter the series of commands, they 
  may also use the controller if they possess the key obtained 
  by freeing the wereraven (see As the Crow Fries; Part 3b, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  24 
  above). They keyhole on the controller is fitted with a 
  purple stone identical to that set into the key. If the key is 
  inserted into the controller, and turned, toy soldiers within 
  range of the controller, rouses to life, jumps down from a 
  table, and stands facing the person with the controller—
  rendering a sharp salute.  
   A character can spend 10 minutes to become acquainted 
  with the controller. Alternatively, a character may forego 
  this, but any attacks, checks, or saving throws made by toy 
  soldier’s under the character’s control are made with 
  disadvantage. 
   As an action on their turn, a character may control the toy 
  soldiers using the controllers, though all of the soldiers must 
  perform the same action. 
   The controller (and any soldier it controls) falls inert if 
  removed from Falinescu Manor. 
  If the soldier in this room is activated, it can be 
  controlled as normal. 
  C2. Isabella’s Bedroom 
  If the adventurers exit Lucian’s workshop, Isabella 
  greets them in the hallway and pleads with them to 
  come see her room. 
  Opening the door, you are struck by how clean and well-kept 
  this room is. No dust can be found. White furniture, pink frills, 
  and dolls of all kinds are throughout the room. Shelves line the 
  south wall and are stuffed full of books, toys, and dolls that 
  have been carefully arranged. You hear the sound of a music 
  box begin to play. "Do you like my room? Isn't it wonderful?" 
  You turn to see Isabella suddenly standing where a moment 
  ago there was nothing.  
  Isabella runs around the room excitedly, showing the 
  adventurers her various toys and treasures. There are 
  no toy soldiers or anything of value in the room. If she 
  notices them losing interest or if they make a motion 
  to leave, she tells them, "I think you'll want to see my 
  new favorite toy." She then vanishes through the 
  south wall into the theatre. 
  C3. Theatre 
  This room is a small theatre built by Lucian, once 
  used to entertain his daughter.  
  Deep red cloth lines the walls. Several rows of chairs line the 
  length of the room, each one containing a marionette puppet 
  or doll. A small stage has been erected in the southeast corner 
  of the room. Isabella sits at the front row and claps her hands 
  and the curtains are pulled back. A man, unconscious or dead, 
  you’re not sure which hangs limp from many strings with 
  hooks into his skin in several places—mimic a macabre 
  marionette. 
   
  He has many small, bleeding wounds all over his body, the 
  blood pooling on the stage under him. The strings are being 
  manipulated by four toy soldiers at the back of the stage who 
  are tugging on the strands to make the man do an eerie dance. 
  Isabella and all of the dolls are laughing and enjoying the grisly 
  program. 
  The man is Boris; Sorina’s father who came looking 
  for his daughter. He is unconscious and exhausted, 
  but is alive. If any attempt is made to free Boris, the 
  puppets slowly and eerily turn their smiling heads to 
  gaze at anyone moving towards him, as if in warning. 
   If the adventurers continue to move towards Boris, 
  two swarms of dolls and six toy soldiers attack. 
  Isabella begins crying and flees the room through the 
  walls, complaining that her shows always get spoiled. 
   The toy soldiers in this room can be controlled by 
  the controller found in Lucian’s workshop (see Area 
  C1, above). 
   Tactics. One swarm comes from the theatre, and 
  the other from the bedroom. If a character has the toy 
  soldier controller, one of the swarms attempts to 
  restrain them first. Toy soldiers always prioritize 
  targets that are being strangled.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Remove a swarm of dolls and four 
  soldiers 
   Weak party: Remove two soldiers 
   Strong party: Add a swarm of dolls 
   Very Strong party: Add a swarm of dolls and two soldiers 
  C4. Lucian’s Changing Room 
  The dressing chambers for the lord of the home, clothes are 
  scattered all around the floor and all of the furniture is 
  smashed to bits.  
  
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  DDAL04-04 The Marionette 
   
  25 
  C5. Master Bedchambers 
  Once the master bedchambers, this room has been cleared of 
  any bedroom furniture. Five large tables have bodies in 
  various states of autopsy, or assembly; it's difficult to tell 
  which. Body parts have been combined and stitched together 
  creating massive hulking cadavers, some with mechanical 
  parts attached using horrific procedures. Other tables hold all 
  manner of various body parts, vile reagents and surgical 
  instruments. Many scientific anatomy books, diagrams, and 
  notes lie scattered about. An alchemy station is next to a door 
  on the west side.  
  Glovia has turned this room into her “research” room. 
  She has experimented with many ways to animate or 
  reincarnate the dead—ranging from studies in 
  anatomy and the science of golems to necromancy. All 
  of the cadavers on the tables are simply dead bodies 
  except one, which is Lucian, a flesh golem. 
   In a rage, Lucian demanded that Glovia stop her 
  research. As an insult for his lack of love for their 
  daughter, his wife created a flesh golem from his 
  remains. As a result of Glovia’s incomplete skills in 
  golem creation, Lucian does not have all of the 
  attributes of a normal flesh golem. To compensate, 
  Glovia has gifted her creation with one of Lucian’s 
  own inventions—a huge, mechanical arm. 
   Tactics. Lucian lies on the westernmost table; 
  indistinguishable from a lifeless cadaver. If the 
  adventurers approach within 5 feet of the golem or if 
  they look like they are going to approach the doors to 
  the laboratory, the golem awakens and attacks.  
   In addition to the potions (see Treasure, below), 
  the alchemy station holds many unstable liquids. 
  Lucien understands what the station’s contents are 
  capable of and attempts to shove attackers into it 
  while keeping himself well clear. If struck or knocked 
  over, the alchemy station explodes. Any creature 
  within 5 feet of the table when it explodes must 
  succeed on a DC 11 Dexterity saving throw or take 5 
  (1d10) acid damage and 5 (1d10) fire damage, or half 
  of that on a success. 
   Treasure. If the characters inspect the alchemy 
  station, they find many vials of various liquids. Of the 
  various contents, the characters are able to find a 
  potion of healing, a potion of climbing, in addition to 
  two flasks of alchemist fire and a vial of acid. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Reduce the golem's hit points to 45 
   Weak party: Reduce the golem's hit points to 52 
   Strong party: Increase the golem's hit points to 82 
   Very Strong party: Increase the golem's hit points to 105 
  C6. Upstairs Balcony 
   
  The view from this balcony, while only one level above, offers 
  a much better view over the trees. The soft snow covered 
  valley below is a stark contrast to the horror that lies within.  
  C7. Guest Chambers 
  Glovia has been using the northern guest room as her 
  living quarters since the Master Chambers has been 
  turned into an operating room. The southern room 
  has not been used. Both rooms are locked. The 
  butler's ring opens them. Otherwise, the characters 
  may unlock the door with a set of thieves’ tools and a 
  successful DC 13 Dexterity check or break it open 
  with a successful DC 15 Strength (Athletics) check.  
   Treasure. There is 350 gp and a spell scroll of 
  animate dead in a chest under the bed in the northern 
  guest room. 
  C8. Glovia’s Laboratory 
  The room is lit by many candles. The air is thick and warm and 
  carries the stench of mildew and rotting flesh. On opposing 
  sides of the room you see two tables: One holds the heavily-
  decomposed body of a young girl in a new dress, her chest 
  cavity open and empty; while the other holds the unconscious 
  body of Sorina, her skin covered in tiny, arcane markings. Next 
  to Sorina's table is a hole in the floor where a staircase once 
  was. 
   
  Between the tables stands Glovia; flanked by desiccated 
  humanoids wearing suits of armor over fine clothes. She wears 
  strange spectacles and a look of calm resolve; addressing you 
  with a slow cadence. "You've yet to kill the monster. I warned 
  you he would be trouble. I can see that you’re distracted." 
   
  The ghostly image of a young girl floats in the air beside the 
  woman, silvery tears streaming from her eyes 
   
  “No, mother!” the girl says in a faint, echoing voice, “It 
  hurts!” 
  Glovia has prepared this room for a ritual that the 
  witch has promised will channel Isabella's soul into 
  Sorina's body. She calmly explains this to the 
  adventurers, but knows that they are certain to try 
  and stop her, anyway. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  26 
   Glovia is accompanied by a ghoul holding a wooden 
  tray holding an open book. It is crudely stitched 
  together and wears breastplate armor. The armor 
  increases its AC to 16. 
   Additionally, a guardian portrait depicting a 
  young girl (Isabella) sitting in a chair hangs on the 
  wall. If Glovia attacks, the girl in the painting grows 
  angry and defends her. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very Weak party: Remove the ghoul; the guardian portrait 
  is a normal painting.  
   Weak party: Remove the ghoul 
   Strong party: Add a ghoul 
   Very Strong party: Replace the ghoul with a ghast 
   Glovia’s Tactics. Glovia is ready for combat and 
  begins combat already having cast mage armor. She is 
  confident in her ability to survive the adventurers, 
  and talks with them for a bit if they wish. She has also 
  consumed a potion of false life and has 6 temporary 
  hit points. 
   If there is any exchange at all, she seizes the 
  opportunity to use her first charge of her eyes of 
  charming—targeting the character that seems the 
  most susceptible. Because Glovia is evil, the saving 
  throw is made as disadvantage. 
   Glovia has learned her abilities through rigorous 
  study and scientific experimentation; her spells 
  should reflect that. Consider the use of science-based 
  thematic affects when she casts a spell. An inflict 
  wounds spell may entail her hurling a vial of a thick, 
  viscous black slime on the target, and charm person 
  may involve blowing a handful of silvery powder in 
  the target’s face. 
   If the battle turns against her, she drops Sorina into 
  the hole in the floor, who lands unconscious in the 
  pile of carnage in Area A12. If no one attempts to 
  rescue her, Glovia uses a suggestion spell on someone 
  to attempt to make them go after her. If it is still alive, 
  the gibbering mouther begins to consume Sorina at 
  the end of the third round.  
   Isabella Tactics. Isabella’s ghost is here. When 
  combat begins, she attempts to possess of one of the 
  characters—preferring physically-powerful male 
  characters. If the possession is successful, she stomps 
  around the room throwing a tantrum about the fight, 
  finally stopping in the middle of the room and telling 
  Glovia that she'll be sorry for not listening to her 
  daughter and holds her breath. She ends the 
  possession and flees the room if the possessed 
  character drops to 0 hit points or if Glovia is slain.  
  Suffocating 
  A creature can hold its breath for a number of minutes equal 
  to 1 + its Constitution modifier (minimum of 30 seconds). 
   
  When a creature runs out of its breath, it can survive for a 
  number of rounds equal to its Constitution modifier (minimum 
  1 round). At the start of its next turn, it drops to 0 hit points 
  and is dying. 
  If the possession is not successful, she uses horrifying 
  visage (which affects Glovia as well) and then flees to 
  her room, crying. She doesn’t fight the adventurers 
  directly; she attempts a possession once, and if it fails 
  or if the possession ends, she flees. 
   Treasure. The characters are able to recover the 
  eyes of charming that Glovia wears. The bookshelves 
  contain mostly scholarly tomes. It is unlikely that a 
  suitable buyer will be found in the village. 
  Conclusion 
  If Glovia is defeated, Isabella is no longer bound to the 
  house and her soul may rest. She appears to the 
  adventurers one last time as she is fading to tell them 
  to not worry; she will take care of her parents now. 
  She's afraid of what the "pretty lady" might do 
  though, so she warns them to not stay around here. If 
  they have not found it yet, Isabella tells them about 
  the treasure under Glovia's bed in the north 
  chambers.  
   Treasure. If the adventurers return to the village 
  with both Sorina and Boris, they are hailed and 
  awarded 300 gp. If they are only able to rescue one, 
  they receive half that, and nothing if they return 
  empty-handed.  
  XP Award 
  If either Sorina or Boris is returned to Orașnou alive, 
  award each character 100 XP; if both Sorina and Boris 
  are returned, award each character 200 XP. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  27 
  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 
  Commoner 
   
   
  10 
  Flesh Golem, (Lesser) 
   
  700 
  Ghast 
   
   
   
  450 
  Ghost 
   
   
   
  1,100 
  Ghoul 
   
   
   
  200 
  Gibbering Mouther 
   
  450 
  Glovia (Necromancer) 
   
  700 
  Guardian Portrait  
   
  200 
  Harpy 
   
   
   
  200 
  Mimic 
   
   
   
  450 
  Swarm of Puppets 
   
  50 
  Swarm of Rats 
   
   
  50 
  Skeleton  
   
   
  50 
  Toy Soldier 
   
   
  25 
  Zombie  
   
   
  50 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Get Vasile to hospice 
   
  50 
  Lead zombies away 
   
  100 
  Rescue wereraven 
   
  100 
  Remove all crates  
   
  100 
  Rescue Sorina or Boris 
   
  100 
  Rescue both Sorina and Boris 
  200 
   The minimum total award for each character 
  participating in this adventure is 900 experience 
  points.  
   The maximum total award for each character 
  participating in this adventure is 1,200 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 
  Jewelry in the wagon 
   
  75 
  Marku’s reward  
   
  10 
  Saving villagers from zombies 
  25 
  Saving the prisoner 
   
  25 
  Butler’s Ring 
   
   
  50 
  Burgomaster’s Reward 
   
  25 
  Butler’s cache 
   
   
  50 
  Servant’s stash 
   
   
  10 
  Silver Dagger Set  
   
  150 
  Glovia’s chest 
   
   
  350 
  Reward from Orașnou 
   
  300 
  Eyes of Charming 
  Wondrous item, uncommon (requires attunement) 
  These glasses sport lenses of brilliant amber with 
  slender slivers of green glass resembling the vertical 
  pupils of a serpent’s eyes. If the wearer is evil, they 
  may choose to impose disadvantage on the effect’s 
  saving throw. Once this feature of the glasses has 
  been used, it can’t be used again until the following 
  dawn. A description of this item can be found in the 
  Dungeon Master’s Guide. 
  Scroll of Animate Dead 
  Scroll, uncommon 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
  Acid (Vial) 
  A description of this item can be found in the Player’s 
  Handbook. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  28 
  Alchemist’s Fire (Flask) 
  A description of this item can be found in the Player’s 
  Handbook. 
  Potion of Climbing 
  Potion, common 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
  Potion of Healing 
  Potion, uncommon 
  A description of this item can be found in the Dungeon 
  Master's Guide. 
  Renown 
  Each character receives one point of renown. 
   
  If the characters successfully defeated Glovia 
  Falinescu, each character receives an additional 
  point of renown. 
  Story Awards 
  Characters have the opportunity to earn the following 
  story awards during this adventure. 
   
  The Demiplane of Dread. You have traversed the 
  mists and now find yourself in the Demiplane of 
  Dread and, until this story award is removed, you are 
  unable to leave. So long as you are trapped, you 
  cannot participate in any adventure or event that 
  takes place outside of Barovia. Tread carefully during 
  your time here, the Dark Powers are watching. 
   
  Eye of the Raven. You have aided a member of the 
  mysterious and elusive Order of the Feather. 
  Somewhere, a bird is thinking fondly of you. 
   
  Trust of the Burgomaster. You have aided the 
  Burgomaster of Orașnou. News travels fast. You gain 
  advantage on ability checks that involve negotiations 
  with any Burgomaster in Barovia.  
   
  Ire of the Burgomaster. You have slighted the 
  Burgomaster of Orașnou. News travels fast. You gain 
  disadvantage on ability checks that involve 
  negotiations with any Burgomaster in Barovia. 
  Downtime 
  Each character receives 10 downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  For running this adventure, you receive 300 XP and 
  150 gp. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  29 
  Appendix: Monster/NPC 
  Statistics 
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  10 (+0) 
  0 (+0) 
  10 (+0) 
  10 (+0) 
   
  Senses passive Perception 10  
  Languages any one language (usually Common) 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  Flesh Golem, Lesser (Lucian) 
  Medium construct, neutral 
  Armor Class 9 
  Hit Points 67 (9d8 + 27) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  9 (-1) 
  17 (+3) 
  6 (-2) 
  10 (+0) 
  5 (-3) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from non-magical weapons that aren't 
  adamantine  
  Damage Immunities lightning, poison  
  Condition Immunities charmed, exhaustion, paralyzed, 
  petrified, poisoned  
  Senses darkvision 60 ft., passive Perception 10  
  Languages understands all languages it knew in life but 
  can't speak 
  Challenge 3 (700 XP) 
  Berserk. Whenever the golem starts its turn with 30 hit 
  points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the golem 
  attacks the nearest creature it can see. If no creature is 
  near enough to move to and attack, the golem attacks 
  an object, with preference for an object smaller than 
  itself. Once the golem goes berserk, it continues to do 
  so until it is destroyed or regains all its hit points. The 
  golem's creator, if within 60 feet of the berserk golem, 
  can try to calm it by speaking firmly and persuasively. 
  The golem must be able to hear its creator, who must 
  take an action to make a DC 15 Charisma (Persuasion) 
  check. If the check succeeds, the golem ceases being 
  berserk. If it takes damage while still at 30 hit points or 
  fewer, the golem might go berserk again. 
  Aversion of Fire. If the golem takes fire 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. 
  Actions 
  Multiattack. Lucian makes two slam attacks or one 
  slam attack and one pincer attack 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.., one 
  creature. Hit: 8 (1d8 + 3) bludgeoning damage.  
  Pincer. Melee Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 +3) bludgeoning damage and the creature is 
  grappled (escape DC 13). 
  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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  30 
  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. 
  Ghost (Isabella) 
  Medium undead, neutral  
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  13 (+1) 
  10 (+0) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
   
  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 11  
  Languages Common 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (ld10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft.., one target. Hit: 17 (4d6 + 3) necrotic 
  damage.  
  Etherealness. The ghost 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. 
  Horrifying Visage Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also ages 1d4 x 
  10 years. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target's 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghost's Horrifying Visage for 
  the next 24 hours. The aging effect can be reversed 
  with a greater restoration spell, but only within 24 
  hours of it occurring. 
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn't deprive the target 
  of awareness. The ghost can't be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target's statistics, but doesn't gain access to the 
  target's knowledge, class features, or proficiencies. The 
  possession lasts until the body drops to 0 hit points, 
  the ghost ends it as a bonus action, or the ghost is 
  turned or forced out by an effect like the dispel evil and 
  good spell. When the possession ends, the ghost 
  reappears in an unoccupied space within 5 feet of the 
  body. The target is immune to this ghost's Possession 
  for 24 hours after succeeding on the saving throw or 
  after the possession ends. 
  Ghoul 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  6 (-2) 
   
  Damage Immunities poison  
  Condition Immunities charmed, exhaustion, poisoned  
  
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  DDAL04-04 The Marionette 
   
  31 
  Senses darkvision 60 ft., passive Perception 10  
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.., one 
  creature. Hit: 9 (2d6 + 2) piercing damage.  
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is 
  a creature other than an elf or 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. 
  Gibbering Mouther 
  Medium aberration, neutral 
  Armor Class 9 
  Hit Points 67 (9d8 + 27) 
  Speed 10ft., swim 10 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  8 (-1) 
  16 (+3) 
  3 (-4) 
  10 (+0) 
  6 (-2) 
   
  Condition Immunities prone  
  Senses darkvision 60 ft., passive Perception 10  
  Languages - 
  Challenge 2 (450 XP) 
  Aberrant Ground. The ground in a l0-foot radius 
  around the mouther is dough like difficult terrain. Each 
  creature that starts its turn in that area must succeed 
  on a DC 10 Strength saving throw or have its speed 
  reduced to 0 until the start of its next turn. 
  Gibbering. The mouther babbles incoherently while it 
  can see any creature and isn't incapacitated. Each 
  creature that starts its turn within 20 feet of the 
  mouther and can hear the gibbering must succeed on a 
  DC 10 Wisdom saving throw. On a failure, the creature 
  can't take reactions until the start of its next turn and 
  rolls a d8 to determine what it does during its turn. On 
  a 1 to 4, the creature does nothing. On a 5 to 6, the 
  creature takes no action or bonus action and uses all its 
  movement to move in a randomly determined 
  direction. On a 7 or 8, the creature makes a melee 
  attack against a randomly determined creature within 
  its reach or does nothing if it can't make such an 
  attack. 
  Actions 
  Multiattack. The gibbering mouther makes one bite 
  attack and, if it can, uses its blinding spittle. 
  Bites. Melee Weapon Attack: +2 to hit, reach 5 ft.., one 
  creature. Hit: 17 (5d6) piercing damage. If the target is 
  Medium or smaller, it must succeed on a DC 10 
  Strength saving throw or be knocked prone. If the 
  target is killed by this damage, it is absorbed into the 
  mouther. 
  Blinding Spittle (Recharge 5-6). The mouther spits a 
  chemical glob at a point it can see within 15 feet of it. 
  The glob explodes in a blinding flash of light on impact. 
  Each creature within 5 feet of the flash must succeed 
  on a DC 13 Dexterity saving throw or be blinded until 
  the end of the mouther's next turn. 
  Glovia Falinescu, Necromancer 
  Medium humanoid (human), neutral evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 30 (5d8 + 5) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  10 (+0) 
  12 (+1) 
  17 (+3) 
  14 (+2) 
  13 (+1) 
   
  Saving Throws Con +3, Cha +5 
  Senses passive Perception 12  
  Languages Common 
  Challenge 3 (700 XP) 
  Spellcasting. Glovia is a 4th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 14, +5 
  to hit with spell attacks). She knows the following 
  spells:  
  Cantrips (at will): spare the dying, chill touch*, shocking 
  grasp 
  1st level (4 slots): healing word, mage armor, inflict 
  wounds, shield  
  2nd level (3 slots): misty step, suggestion, hold person  
  * Glovia's chill touch can target two creatures within 5 
  feet of each other. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Legendary Actions 
  Glovia can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can 
  be used at a time, and only at the end of another 
  
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  DDAL04-04 The Marionette 
   
  32 
  creature's turn. Glovia regains spent legendary actions 
  at the start of her turn. Glovia can’t use the same 
  legendary action twice in consecutive rounds. 
   Smoke Bomb. Glovia may hurl a vial from a nearby 
  table at one creature, mimicking the effects of a fog 
  cloud spell, though with only a 10-foot radius. 
   Poisoned Dagger. Glovia makes a dagger attack. If 
  successful, the target must succeed on a DC 11 
  Constitution saving throw or take 7 (2d6) poison 
  damage. 
   Optimal Positioning. Glovia moves her speed. This 
  movement doesn’t provoke opportunity attacks. 
   Exploding Beaker (Costs 2 actions). Glovia hurls a 
  large beaker which lands at a location of her 
  choosing and explodes in a ball of flame. Each 
  creature within 15 feet of that point must succeed 
  on a DC 11 Dexterity saving throw or take 10 (2d6) 
  fire damage and be knocked prone from the blast.  
  Lair Actions 
  On initiative count 20 (losing initiative ties), Glovia 
  takes a lair action to cause one of the following effects; 
  Glovia can't use the same effect two rounds in a row: 
   The floor in the room buckles and writhes. Each 
  creature in the room must succeed on a DC 11 
  Dexterity saving throw or be knocked prone. Glovia 
  is immune to this effect. 
   The contents of a nearby cauldron boil over. 
  Creatures within 5 feet of the cauldron must succeed 
  on a DC 13 Dexterity saving throw or take 5 (1d10) 
  acid damage. Additionally, the ground in the area 
  becomes slick with wet goo and is treated as difficult 
  terrain for 1 round. 
   A mirror in the room twists and corrupts the 
  reflection of a single creature of Glovia’s choice for 1 
  round. That creature must succeed at a DC 11 Horror 
  saving throw. As a reaction, the creature can avoid 
  looking at the reflection by closing its eyes or 
  averting its gaze. However, doing so causes all of 
  that creature’s attacks to be made with disadvantage 
  for 1 round. 
  Guardian Portrait 
  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, exhausted, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 10  
  Languages Common 
  Challenge 1 (200 XP) 
  Antimagic Susceptibility. The portrait is incapacitated 
  while in the area of an antimagic field. If targets by 
  dispel magic, the portrait must succeed on a 
  Constitution saving throw against the caster’s spell 
  save DC or become unconscious for 1 minute. 
  Innate Spellcasting. The portrait innate spellcasting 
  ability is Intelligence (spell save DC 12). The portrait 
  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 portrait 
  remains motionless, the portrait is indistinguishable 
  from a normal painting. 
  Harpy 
  Medium monstrosity, chaotic evil 
  Armor Class 11 
  Hit Points 38 (7d8 + 7) 
  Speed 20 ft., fly 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   12 (+1) 
  13 (+1) 
  12 (+1) 
  7 (-2) 
  10 (+0) 
  13 (+1) 
   
  Senses passive Perception 10  
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Multiattack. The harpy makes two attacks: one with its 
  claws and one with its club. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (2d4 + 1) slashing damage. 
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) bludgeoning damage. 
  Luring Song. The harpy sings a magical melody. Every 
  humanoid and giant within 300 feet of the harpy that 
  can hear the song must succeed on a DC 11 Wisdom 
  saving throw or be charmed until the song ends. The 
  harpy must take a bonus action on its subsequent turns 
  
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  DDAL04-04 The Marionette 
   
  33 
  to continue singing. It can stop singing at any time. The 
  song ends if the harpy is incapacitated. While charmed 
  by the harpy, a target is incapacitated and ignores the 
  songs of other harpies. If the charmed target is more 
  than 5 feet away from the harpy, the target can take 
  the Dash action on its turn to move toward the harpy 
  by the most direct route. It doesn't avoid opportunity 
  attacks, but before moving into damaging terrain, such 
  as lava or a pit, and whenever it takes damage from a 
  source other than the harpy, a target can repeat the 
  saving throw. A creature can also repeat the saving 
  throw at the end of each of its turns. If a creature's 
  saving throw is successful, the effect ends on it. A 
  target that successfully saves is immune to this harpy's 
  song for the next 24 hours. 
  Mimic  
  Medium monstrosity (shapechanger), neutral 
  Armor Class 12 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 15 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  12 (+1) 
  15 (+2) 
  5 (-3) 
  13 (+1) 
  8 (-1) 
   
  Skills Stealth +5 
  Damage Immunities acid 
  Condition Immunities prone  
  Senses darkvision 60 ft., passive Perception 11  
  Languages - 
  Challenge 2 (450 XP) 
  Shape Changer. The mimic can use its action to 
  polymorph into an object or back into its true, 
  amorphous form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Adhesive (Object Form Only). The mimic adheres to 
  anything that touches it. A Huge or smaller creature 
  adhered to the mimic is also grappled by it (escape DC 
  13). Ability checks made to escape this grapple have 
  disadvantage. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If 
  the mimic is in object form, the target is subjected to 
  its Adhesive trait. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) 
  acid damage. 
  Swarm of Puppets 
  Medium swarm of Tiny constructs, unaligned 
  Armor Class 10 
  Hit Points 24 (7d8 - 7) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  11 (+0) 
  9 (-1) 
  12 (+1) 
  10 (+0) 
  3 (-4) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Damage Resistances poison 
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, poisoned, prone, restrained, stunned  
  Senses darkvision 60 ft., passive Perception 10  
  Languages understands the language of its creator but 
  can't speak 
  Challenge 1/2 (100 XP) 
  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 puppet. Other 
  than a successful Encore, the swarm can't regain hit 
  points or gain temporary hit points. 
  Encore. Two swarms of less than 8 hit points can join 
  together and form a new swarm by entering the same 
  space. The new swarm has 16 hit points. An encore 
  may occur in the same space as an enemy creature. 
  Actions 
  Strangle. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d8 - 1) bludgeoning damage., and 
  the target is grappled (escape DC 14). Until the grapple 
  ends, the creature is restrained, and the swarm can't 
  strangle another target. 
  Swarm of Rats 
  Medium swarm of Tiny beasts, unaligned 
  Armor Class 10 
  Hit Points 24 (7d8 - 7) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  11 (+0) 
  9 (-1) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Damage Resistances bludgeoning, piercing, slashing  
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, prone, restrained, stunned  
  Senses darkvision 30 ft., passive Perception 10  
  Languages - 
  Challenge 1/4(50 XP) 
  
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  DDAL04-04 The Marionette 
   
  34 
  Keen Smell. The swarm has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  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 rat. The swarm 
  can't regain hit points or gain temporary hit points. 
  Actions 
  Bites. Melee Weapon Attack: +2 to hit, reach 5 ft.., one 
  target in the swarm's space. Hit: 7 (2d6) piercing 
  damage, 3 (1d6) piercing damage if the swarm has half 
  of its hit points or fewer.  
  Skeleton 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  14 (+2) 
  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 all languages it knew in life but 
  can't speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Toy Soldier 
  Small construct, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 5 (1d8 + 1) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  13 (+1) 
  12 (-1) 
  4 (-3) 
  10 (+0) 
  10 (+0) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing damage from nonmagical attacks 
  Damage Vulnerability fire 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, paralyzed, 
  petrified, poisoned  
  Senses darkvision 60 ft., passive Perception 10  
  Languages understands the language of its creator but 
  can't speak 
  Challenge 1/8 (25 XP) 
  Pack Tactics. The toy soldier has advantage on attack 
  rolls against a creature if at least one other soldier is 
  within 5 feet of the creature and the other soldier isn't 
  incapacitated. 
  Magic Weapons. The swarm’s attacks are considered 
  magical. 
  Actions 
  Tiny Sword (Dagger). Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. 
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wisdom +0  
  Damage Immunities poison  
  Condition Immunities poisoned  
  Senses darkvision 60 ft., passive Perception 8  
  Languages understands the languages it knew in life 
  but can't speak 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  35 
  DM Appendix. NPC 
  Summary 
  This section is provided to the Dungeon Master to 
  help keep track of the various NPCs present in the 
  adventure. 
   
  Isabella Falinescu (ee-sah-BEL-luh FALL-in-ESS-
  koo). Female human daughter of Glovia and Lucian 
  who exists now as a ghost. 
   
  Glovia Falinescu (GLOW-vee-uh FALL-in-ESS-
  koo). A heartbroken mother and healer who lost her 
  child to disease. Highly educated in anatomy and 
  seeks to be reunited through whatever means 
  possible. First of Esmae Amarantha’s Four 
  Obsessions. 
   
  Ivan Randovich (EYE-vun RAN-doe-vich). The 
  Burgomaster of the village of Orașnou. Through 
  heavy taxation and the high prices of goods he alone 
  provides, he has grown fat, vain and rich on the 
  backs of those he has subjugated. 
   
  Sybil Rasia (Si-buhl RAH-see-uh). Female Gur 
  fortune teller. 
   
  Marku Grelon (MAR-koo GREE-lawn). Male 
  human. Owner of the Seven Tables Inn and Tavern.  
   
  Crina Grelon (KREE-nah GREE-lawn). Female 
  human. Owner of the Seven Tables Inn and Tavern.  
   
  Vasile (vah-SEEL). Male human nephew of Marku 
  and Crina Grelon. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  36 
  DM Appendix. Tips for 
  Pacing & Extending the 
  Adventure 
  This adventure is intended to be a 4-hour adventure, 
  but there are several opportunities to expand for 
  extended play beyond that constraint. If the 4-hour 
  time limit is critical, use these tips to avoid an 
  extended session. 
   Remove the difficulty checks in the “In Search of 
  Vasile” event and simply advise the adventurers of 
  the opportunity to scare off the harpies. 
  Alternatively, the harpies could be removed. 
   Limit or remove basement encounters in the 
  Manor 
   Limit the number of scare attempts from Isabella 
   Do not allow Isabella to attempt a possession. 
   Glovia does not dump Sorina into the Winter 
  Garden (Area A12). 
   Isabella is the most valuable tool for pacing the 
  encounters in the manor. She may be used to lead 
  the adventurers to the safest or quickest route to 
  the second. 
  Keep in mind that the second floor encounters are 
  the most important encounters in the manor. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  37 
  Appendix. The Village of 
  Orașnou Map 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  38 
  Appendix. Falinescu Manor 
  (First Floor) Map
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  39 
  Appendix. Falinescu Manor 
  (Basement) Map 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  40 
  Appendix. Falinescu Manor 
  (Second Floor) Map 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  41 
  Player Appendix. Player 
  Handout (Journal Entries) 
   
  Isabella will not have died because of my failings. I must find a way to bring her back to me. 
   
  Lucian’s grief is getting in the way. He drinks incessantly. He cannot see the big picture. I’m not sure 
  what to do about him but he will not stop me. 
   
  Another failed attempt! I think there is a greater force at work here. Something is subverting my 
  efforts. Lucian objects to my methods. I will kill him tonight. 
   
  The golem studies have yielded nothing, save a method of resolve for Lucian. There are days I miss him, 
  but he was blind. Now at least he is useful. 
   
  Some success today, but the results are morbid. They are not suitable for my darling, though they are 
  useful for fetching more specimens. 
   
  Today I have finally found the answer, or rather, she has found me and she knows far more than I do and 
  has promised to help me. She says she can bring Isabella back, but it will require a host. She asks only 
  that I bring her a particular box. I’m not sure why she needs it and I don’t care, as long as she is true. I 
  have no choice.  
   
  This box eludes me! Alina and Laszlo will help, though he can be careless. 
   
  Sorina will be perfect. She is exactly the correct age. 
   
  Alina has killed Laszlo, deservedly so no doubt. I can’t find her though. In her stead, I have 
  empowered Laszlo to help me find the box. 
   
  Laszlo has found it, I’m sure. He will pay dearly for delaying my efforts.  
   
  I fear Laszlo will betray me to the village. I may have to advance my plans. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-04 The Marionette 
   
  42 
  Results Code: March – April 2016 
   
  If you are DMing this adventure during the months of March – April 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/DDAL4-04 The Marionette.pdf