TEXT:  
   
  THE EXECUTIONER 
   
  The locals are spreading rumors of the emergence of an age-old relic in a remote farming village. 
  Surely you won’t be the only one to seek it, but can you afford to not be successful in this 
  mission? And why haven’t they claimed it for themselves? 
  Part Three of Misty Fortunes and Absent Hearts. 
   
  A Two-Hour adventure for 1st-4th level characters 
   
   
   
  JERRY LeNEAVE 
  Adventure Designer 
   
  Adventure Code: DDAL04-03 
   
   
   
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, and Middlesex, UB11 1ET, UK.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  2 
  DO YOU WANT TO BE BORN AGAIN? I can chase away 
  those demons. Hand in hand, you could tell me all your 
  secrets. I know what you want, but you won't let it go. 
  I know what you want, but you have to follow. If you 
  want to know who you are, just come with me into the 
  dark. 
  --Craig Owens, Devil 
  Introduction 
  Welcome to The Executioner, a D&D Adventurers  
  League™ 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 in Orașnou, a small  
  farming village just outside of the Svalich Woods,  
  north of Barovia, within 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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  3 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for experience, gold, downtime, 
  renown, and number of permanent magic items. He 
  or she fill in the other values and write notes at the 
  conclusion of the session. Each player is responsible 
  for maintaining an accurate logsheet. 
   If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high 
  rarities or strange arrays of ability scores, you can 
  ask players to provide documentation for the 
  irregularities. If they cannot, feel free to restrict item 
  use or ask them to use a standard ability score array. 
  Point players to the D&D Adventurers League Player’s 
  Guide for reference.  
   If players wish to spend downtime days and it’s 
  the beginning of an adventure or episode, they can 
  declare their activity and spend the days now. 
  Alternatively, they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to 
  the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting the Adventure 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used exclusively for combat 
  encounters.  
   You may adjust the adventure beyond the 
  guidelines given in the adventure, or for other 
  reasons. For example, if you’re playing with a group 
  of inexperienced players, you might want to make 
  the adventure a little easier; for very experienced 
  players, you might want to make it a little harder. 
  Therefore, five categories of party strength have 
  been created for you to use as a guide. Use these as a 
  guide, and feel free to use a different adjustment 
  during the adventure if the recommended party 
  strength feels off for the group.  
   This adventure is optimized for a party of five 
  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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  4 
  frustrating one. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give everyone a 
  chance to shine.  
   Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, 
  since play loses momentum when this happens. At 
  the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. Try to be aware of running long or 
  short. Adjust the pacing accordingly  
   Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present.  
   Give the players appropriate hints so they can 
  make informed choices about how to proceed. 
  Players should be given clues and hints when 
  appropriate so they can tackle puzzles, combat, 
  and interactions without getting frustrated over 
  lack of information. Doing so helps to encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out good choices from 
  clues.  
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game environment for 
  the players. The Dungeon Master’s Guide™ has more 
  information on the art of running a D&D game. 
  Downtime and Lifestyle 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days 
  of downtime. The player records the downtime 
  spent on the adventure logsheet. The following 
  options are available to players during downtime 
  (see the D&D basic rules or the D&D Adventurers 
  League Player’s Guide for more information): 
   Catching up  
   Crafting (exception: multiple characters cannot 
  commit to crafting a single item)  
   Practicing a profession  
   Recuperating  
   Spellcasting services 
   Training  
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities.  
   In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs are 
  per day, so a character that spends ten days of 
  downtime also spends ten days of expenses 
  maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add lifestyle 
  expenses. 
  Spellcasting Services 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. 
  Help From Who!? 
  For the current storyline season, Curse of Strahd, the rules for 
  spellcasting services are changed for characters adventuring 
  in Barovia. In Strahd’s bleak domain, there simply aren’t any 
  settlements where spellcasters can accommodate such 
  needs, and those places of worship that might otherwise 
  provide spellcasting services are overrun with monsters. As 
  such, unless otherwise detailed in an adventure, the only 
  individual able to provide spellcasting services is Jeny 
  Greenteeth. This will no doubt lead to some uncomfortable 
  situations and unforeseen consequences. 
   
  Refer to Page 7 of the Adventurers League Dungeon 
  Master’s Guide for more details. 
  Spell services generally available include healing and 
  recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  Spellcasting Services 
  Spell  
   
   
   
  Cost 
  Cure wounds (1st level)  
   
  10 gp 
  Identify   
   
   
  20 gp 
  Lesser restoration  
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse  
   
   
  90 gp 
  Speak with dead   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
  Raise dead  
   
   
  1,250 gp 
  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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  5 
   
  However, no religions have established places of worship 
  here of sufficient size to provide spellcasting services. 
  Because of this, characters with the Acolyte background gain 
  no benefit from this trait. 
  Character Disease, Death, and 
  Recovery 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might not 
  have the same characters return from session to 
  session, here are the rules when bad things happen 
  to characters.  
  Disease, Poison, and Other Debilitating 
  Effects  
  A character still affected by diseases, poisons, and 
  other similar effects at the conclusion of an 
  adventure can spend downtime days recuperating 
  until such time as he or she resolves the effect to its 
  conclusion (see the recuperating activity in the D&D 
  Basic Rules). 
   If a character doesn’t resolve the effect between 
  sessions, that character begins the next session still 
  affected by the debilitating effect. 
  Death  
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide.  
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new 
  character. The new character does not have any 
  items or rewards possessed by the dead character.  
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp.  
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member. 
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
  Resurrection Madness 
  In Barovia, the souls of the dead are as trapped as the souls 
  of the living. They become caught in the mists and can’t 
  travel to the afterlife. When a humanoid who has been dead 
  for at least 24 hours returns to life, either by way of a spell or 
  some supernatural means, it gains a random form of 
  indefinite madness brought on by the realization that its 
  spirit is trapped in Barovia, likely forever. To determine how 
  this madness is expressed, roll on the Indefinite Madness 
  table in chapter 8 of the Dungeon Master’s Guide. 
  Vampirism and Lycanthropy 
  Vampires and lycanthropes are not included in the 
  allowed rules for character creation or advancement 
  (see the D&D Adventurers League Player’s Guide). 
  These conditions grant characters powers and 
  abilities that are not suitable for organized play, and 
  typically impose a restricted or prohibited 
  alignment. As such, characters afflicted with 
  vampirism or lycanthropy must have the affliction 
  cured before the start of their next episode or 
  adventure. 
   Afflicted characters have the following options: 
   Lycanthropes can be cured with a remove curse 
  spell. This spell is available as a spellcasting 
  service for 90 gp (though Jeny Greenteeth might 
  have additional requirements; see “Spellcasting 
  Services” earlier in this guide). 
   Vampires can be cured by a wish spell cast by a 
  fellow player character (wish is not available as a 
  spellcasting service). Alternatively, a vampire 
  character can be slain and returned to life with 
  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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  6 
  League Dungeon Master’s Guide) do not offer a 
  free raise dead, though Jeny Greenteeth might be 
  willing to make a deal (see “Spellcasting Services” 
  earlier in this guide). 
  An afflicted character who does not end his or her 
  curse is retired from play until able to do so by one 
  of the means above, or through the application of 
  DM rewards to the character. 
  The Demiplane of Dread 
  This adventure is set within the Ravenloft campaign 
  setting, in the lands of Barovia which exists in the 
  Demiplane of Dread. There are several atmospheric 
  and thematic elements to keep in mind at all times 
  while running your game: 
  The Land is Bleak 
  By the will of the Dark Powers, the sun never fully 
  shines in the lands of Barovia. Even during the day, 
  the sky is dimmed by fog or storm clouds, or the 
  light is strangely muted. Barovian daylight is bright 
  light, yet it isn’t considered sunlight for the purpose 
  of effects and vulnerabilities, such as a vampire’s, 
  tied to sunlight.  Nevertheless, Strahd and his 
  vampire spawn tend to stay indoors most of the day 
  and venture out at night, and they are subject to 
  sunlight created by magic. 
  Winter in Barovia 
  The winters are cold, wet, and stormy here. The natives of 
  the Demiplane are prepared—well, as prepared as they can 
  hope to be. 
   
  The characters, however, are unfamiliar with the realm. 
  Thankfully, the region they came from was experiencing the 
  worst winter in living memory, and are likely to possess 
  winter clothing. If they are not, then, preparations are in 
  order. The village has a single shop called The Hare & Hair 
  where they are able to procure such supplies if they wish. 
  A dark sentience infuses the very soil, twisting and 
  contorting everything within. In places where you 
  would normally expect wildlife such as deer, rabbits, 
  or squirrels, you instead find wolves, rats, and 
  mangy dogs. Vegetation is rotted and dead, and 
  forests are filled mostly with gnarled, thick trees 
  with bare branches. Colorful, vivacious things simply 
  do not exist. 
  The Denizens of Orașnou 
  Most Orașnou residents are mundane laborers, farmers, 
  fletchers and other folk who fall under common professions. 
  They typically have gaunt features, as crops often fail to take 
  root, and creatures of the night frequently kill and devour 
  their livestock. 
   
  Most are sullen, and often filled with fear, be it from the 
  lands themselves, what lies within them, Lord Strahd, or their 
  own tyrant of a Burgomaster; Ivan Randovich and his cronies. 
  Be sure to play to the mindsets of these people who live 
  threadbare existences, constantly on the precipice of horror 
  during your roleplaying encounters.  
   
  As is the case with most of the denizens of Barovia, most 
  of the people that reside in the village don’t possess a soul. 
  These people are empty shells created by Strahd’s 
  consciousness to populate his domain. However, about one 
  in every ten people in Barovia are actually possessing of a 
  soul—the souls of the original denizens of Barovia before its 
  transition into the Demiplane. When a being with a soul dies 
  in Barovia, its soul remains trapped until it is reincarnated 
  later. Souls tend to wear clothing with a splash of color or 
  have other features that demonstrate even a small bit of 
  individuality. 
  Alterations to Magic 
  The land of Barovia resides in its own demiplane, 
  isolated from all other planes, including the Material 
  Plane. No spell—not even wish—allows one to 
  escape from Strahd’s domain. Astral projection, 
  teleport, plane shift, and similar spells cast for the 
  purpose of leaving Barovia simply fail, as do effects 
  that banish a creature to another plane of existence. 
  These restrictions apply to magic items and artifacts 
  that have properties that transport or banish 
  creatures to other planes. Magic that allows transit 
  to the Border Ethereal, such as the etherealness spell 
  and the Etherealness feature of incorporeal undead, 
  is the exception to this rule. A creature that enters 
  the Border Ethereal from Strahd’s domain is pulled 
  back into Barovia upon leaving that plane. 
   For the purpose of spells whose effects change 
  across or are blocked by planar boundaries (such as 
  sending), Strahd’s domain is considered its own 
  plane. Magic that summons creatures or objects 
  from other planes functions normally in Barovia, as 
  does magic that involves an extradimensional space. 
  Any spells cast within such an extra-dimensional 
  space (such as that created by Mordenkainen’s 
  magnificent mansion) are subject to the same 
  restrictions as magic cast in Barovia. 
   While in Barovia, characters who receive spells 
  from deities or otherworldly patrons continue to do 
  so. In addition, spells that allow contact with beings 
  from other planes function normally—with one 
  provision: Strahd can sense when someone in his 
  domain is casting such a spell and can choose to 
  make himself the spell’s recipient, so that he 
  becomes the one who is contacted. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  7 
  Cosmetic Spell Modifications 
  At your discretion, a spell can be modified 
  cosmetically to enhance the horrific atmosphere of 
  Ravenloft. A few examples are presented below: 
   Alarm. Instead of hearing a mental ping when the 
  alarm is triggered, the caster hears a scream. 
   Bigby’s Hand. The conjured hand is skeletal. 
   Find Familiar. The familiar is undead instead of 
  being a celestial, a fey, or a fiend, and is immune to 
  features that turn undead. 
   Find Steed. The summoned steed is undead 
  instead of being a celestial, a fey, or a fiend, and is 
  immune to features that turn undead. 
   Find the Path. A child’s spirit appears and guides 
  the caster to the desired location. The spirit can’t be 
  harmed and doesn’t communicate. 
   Fog Cloud. Misty, harmless claws form in the fog. 
   Gust of Wind. A ghastly moan accompanies the 
  summoned wind. 
   Mage Hand. The summoned hand is skeletal. 
   Maze. The surfaces of the demiplane’s maze are 
  made of mortared skulls and bones. 
   Phantom Steed. The steed resembles a skeletal 
  horse. 
   Rary’s Telepathic Bond. Characters linked 
  together by the spell can’t shake the feeling that 
  something vile is telepathically eavesdropping on 
  them. 
   Revivify. A creature restored to life by a revivify 
  spell screams upon regaining consciousness, as 
  though waking from some horrible nightmare. 
   Spirit Guardians. The spirits appear as ghostly, 
  skeletal warriors. 
   Wall of Stone. A wall created by the spell has 
  ghastly faces sculpted into it, as though tortured 
  spirits were somehow trapped within the stone. 
  Count Strahd Von Zarovich 
  Lord Strahd is the Darklord of Barovia. He rules his domain 
  from Castle Ravenloft as Strahd IX; a descendent of Strahd I. 
  In actuality, Strahd I and Strahd IX are the one and the same--
  a vampire. As a mortal, Strahd fell in love with Tatyana 
  Federovna; the bride of his younger brother Sergei. In his 
  jealousy, Strahd murdered his brother and became the 
  Darklord of Barovia; which was swept away into the 
  Demiplane along with its ruler. Since then, Strahd is cursed to 
  seek incarnations of Tatyana for eternity. NOTE: Strahd is not 
  present in this adventure. 
  Not Without Humor 
  The bleak and oppressive landscape must give way 
  now and then to some moments of respite, not only 
  does this break up the taxing mindset that Ravenloft 
  can evoke, but it also provides good chances for 
  horror to sneak back up on players just as they least 
  expect it. 
  Background 
  The farming village of Orașnou teeters on the 
  precipice of chaos. The sudden onset of winter put 
  the town into a panic as its most trusted skinner and 
  trapper, Laszlo and Alina Vaduva had not returned 
  yet with their final bundle of furs to help endure the 
  season. Yet, the forest outside of the village where 
  the Vaduvas had set up camp were rife with 
  sightings of large wolves and reports of strange 
  events and animal behavior. 
   Locals offered rewards and urged those brave 
  enough to venture out into the forest to seek out the 
  camp, and possibly the source of the strange 
  activities. What was discovered was a decimated 
  camp and Laszlo's eviscerated corpse. Thought to 
  have been killed by wolves, Laszlo was actually slain 
  by his wife who was also a werewolf.  
   Laszlo was aware and unbothered by Alina's 
  affliction, but unaware that it was a curse bestowed 
  upon her bloodline that was about to be passed 
  down to their unborn child. Upon learning this, he 
  attacked her in a fit of rage and attempted to cut the 
  child from her womb. Alina, forced to defend herself, 
  killed Laszlo in the process. Alina snuck back into 
  Orașnou one last time to leave her child in safety, 
  knowing it would not survive the winter in the 
  wilderness. Afterward, she disappeared deep into 
  the woods. 
   Now, with winter in full swing, the villagers have 
  begun to give in to their panic and fearmongering. 
  Among many rumors, the one of an ancient artifact 
  hidden within their village has become the most 
  popular. Some are blaming the abnormally swift and 
  harsh winter on it as well. The artifact known as 
  Tatyana's Powderbox is indeed within the village of 
  Orașnou and while a few outsiders have arrived in 
  search of it, Laszlo, risen as a wight under the 
  control of Glovia Falinescu now seeks it too. In 
  exchange for the powderbox, Glovia has promised 
  Laszlo to be reunited with his wife in undeath. 
   Glovia is a broken woman who lost a child to 
  disease and also a healer well versed in anatomy. 
  She wishes to create a new "child" through an 
  amalgamation of grave robbing, necromancy, and 
  crude experiments. 
    Glovia is also a servant of Esmae Amarantha, the 
  most powerful witch in all of Barovia. Esmae is 
  smitten with Lord Strahd and seeks out a series of 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  8 
  artifacts that were personal effects of Tatyana 
  Federnova's, in order to transform herself into 
  Tatyana. If she is able to transform, she plans to lay 
  permanent claim to Strahd's heart and his every 
  thought, for all time. 
   Wearing a hat of disguise, Laszlo continues his life 
  inside Orașnou guised as a tradesman named Arik 
  Lavus. He is getting very close to obtaining the 
  artifact, while he ultimately prefers to do so in 
  secret, he will stop at nothing to succeed in fulfilling 
  Glovia's wishes. 
  Overview 
  The adventure is divided into 3 major parts and 
  followed by a malleable conclusion. 
   Part 1. Characters begin the adventure inside the 
  Seven Tables Inn where the locals are discussing 
  rumors of an artifact lost within the village. 
  Characters quickly learn that there may be some 
  truth to these rumors and begin investigating.  
   Part 2. Rumor gathering and role playing lead the 
  characters toward Fillar Esven's shop where they 
  encounter Laszlo under the ruse that is "Arik Lavus" 
  and begin to realize something is not right. 
  Afterward, the characters freely explore the village 
  and uncover some more pieces of the puzzle, 
  deducing that Arik is working with Fillar who has 
  been stealing from Orașnou's Burgomaster. As soon 
  as the characters realize that Arik is actually Laszlo, 
  it is already be too late. 
   Part 3. The climax of the adventure comes as the 
  characters and a lynch mob of angry townsfolk 
  descend upon Laszlo's former home and set it 
  ablaze, where they are met by ghouls sent by Laszlo 
  to waylay them as he escapes the village to deliver 
  the powderbox to Glovia. 
   Conclusion. After the battle, the players return to 
  the Seven Tables Inn to formulate a plan where they 
  are confronted by the Burgomaster who demands 
  they explain the havoc they have seemingly brought 
  to his village. 
  Adventure Hooks 
  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, if the characters have already played in 
  other adventures in this series then they start out 
  already in Orașnou taking respite from the weather 
  inside the inn not too long after their last adventure. 
   The adventure begins as characters are settling in 
  for a meal at the Seven Tables Inn just after 
  sundown. Having recently discovered that the 
  village's supplier of warm furs and sturdy leather 
  were found dead in the forest, the common room is 
  buzzing with rumor and grim portents for the winter 
  ahead.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  9 
  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. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  10 
  Part 1: Murmurs 
   
  I'M THE DARKEST HOUR, just before the dawn, and 
  I'm slowly sinking, into the slough of despond. 
  Dallas Green, Northern Wind 
  Village of Orașnou 
  The village of Orașnou is a small, desolate farming 
  settlement surrounded to the south by the Svalich 
  Woods not too far from the Balinok Mountains. 
  There is an Inn, a few shops, several homes of 
  varying size and quality, and a cobblestone town 
  center. 
  General Features 
  The village has the following general features: 
   Terrain. The ground is mostly dirt with patches of 
  dead grass, now covered by a thick blanket of snow. 
  There are a few small farms with crops that—until 
  recently—grow formidably, despite the poor soil. 
  Most homes are constructed of wood and stone with 
  thatch or shingled roofs. 
   Light. The adventure begins at sundown, the 
  nights are long and full of pale moonlight. During the 
  day the skies are muted gray and produce a steady 
  snowfall. All buildings are lit externally by torchlight 
  and internally by stone hearths. Despite the clouds 
  blocking the sun, the area is brightly lit during the 
  day. The moon provides dim light at night. 
   Smells and Sounds. Crisp cold air, the sounds of 
  creaking tree branches, raven calls, and the distant 
  baying of wolves. 
   
  When you are ready to begin the adventure, read the 
  following aloud: 
  A heavy shroud of snow has blanketed the village of Orașnou. 
  You find yourself inside its only inn, The Seven Tables, 
  preparing to eat the first hot meal you've had in days.  
   
  The common room is filled mostly with locals, many of 
  them hunkered down waiting for a break in the blizzard to 
  return to their homes. An aura of fear and superstition 
  permeates the room, as the villagers engage in discussing 
  rumors as they wait. 
  The Denizens of Orașnou 
  In addition to their normal demeanor (see above), unless 
  otherwise noted, the people of Orașnou: 
   Do not know that Laszlo is currently a wight, or that Glovia 
  has any affiliation with his plans. 
   Do not know that Alina was a werewolf or know her 
  whereabouts, unless she was brought back to the village at 
  the end of DDAL04-02 The Beast in a vain attempt to save 
  her—in which case she was lynched. 
   Do not know that the wolf pup left on Gregori’s doorstep 
  was Alina and Laszlo's progeny, or that the child is afflicted 
  with lycanthropy. 
   Are aware there an artifact is hidden somewhere in the 
  village, but do not know what it is, does, or looks like. 
  Seven Tables Inn 
  One of the largest buildings in the village, the Seven 
  Tables Inn is a cozy place run by an older man 
  named Marku Grelon and his family. Marku is a man 
  in his early fifties with thinning gray hair and salt & 
  pepper facial hair.  
   The common room here is let out to passersby in 
  order to pay off the hefty lien placed on the property 
  by Burgomaster Randovich. Thus the food here is 
  cheap, but its quality and the service is also subpar. 
  The Grelon family are rumormongers and even in 
  times of lessened crisis, the Inn is always buzzing 
  with gossip and hearsay. 
   While inside the Inn, characters may make a 
  various sorts of checks—such as Charisma 
  (Deception or Persuasion) or Wisdom 
  (Perception)—in order to gather information or 
  carouse with locals to glean information. 
   Roll a die. If the result is a 1, the character doesn't 
  overhear anything than muttered complaints about 
  the weather or the price of grain. If the result is odd, 
  they overhear a false rumor. If the result is even, 
  they overhear a true rumor. If a character buys 
  another patron a drink or otherwise spends in 
  excess of a few silver ravens, roll two dice. If either 
  of them are even, the character obtains a true rumor. 
  Consult the following tables and choose a rumor to 
  deliver, or decide randomly 
  False Rumors 
  1D4 
  Rumor 
  1 
  An orphaned wolf pup is the source of the 
  storm. 
  2 
  The Vistani have placed a curse upon the 
  village. 
  3 
  Laszlo faked his death in order to skip town 
  and find a more profitable village to sell his 
  wares. 
  4 
  Strahd's choking fog is coming after the snow. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  11 
  True Rumors 
  1D6 
  Rumor 
  1 
  Burgomaster Randovich has recently 
  increased the number of guards he pays to 
  watch over his home. 
  2 
  An artifact of ancient origin once important to 
  Lord Strahd lies hidden somewhere in the 
  village. 
  3 
  A new resident, Arik Lavus frequently takes 
  trips out of town and returns with various 
  goods that he sells to Fillar. 
  4 
  Fillar’s wares are too plentiful, consistent, and 
  high quality to not be ill-gotten. 
  5 
  The Burgomaster has been shaking people 
  down for extra taxes in order to line his 
  pockets. 
  6 
  Arik, the man in the wolfskin cap, only seems 
  to speak with Fillar and avoids other 
  townsfolk. Some say he smells strange or 
  awful. 
   
  Among the rumors, the general consensus of the 
  villagers that is easily picked up on is: 
   Without the Vaduvas, there won’t be enough 
  quality furs to outlast the winter. 
   Though some crops grow regardless of weather, 
  there is not enough for the entire town to survive 
  on should the winter persist longer than usual. 
   The Burgomaster is away from the village 
  temporarily on business but should be back soon. 
  This has given villagers at least a modicum of 
  respite. 
   Rumors of the artifact have drawn a handful of 
  outsiders to Orașnou, though most of them seem 
  to come up missing shortly after their arrival. 
   Fillar, the owner of the Eyes of Midnight, and a 
  new resident, Arick, do quite a lot of business 
  together. 
   
  DM Note 
  Actually, Laszlo is luring these newcomers and off-screen 
  adventurers outside of the village and killing them to sell 
  their belongings to Fillar in order to build rapport with him. 
  Development 
  Once the characters have had some time to get a feel 
  for what is going on in the village, they should 
  naturally begin to set out and begin investigating. 
   The reality is that the powderbox lies within the 
  cellar of the Burgomaster's home, unknown to him, 
  and packed away among dozens of crates filled with 
  miscellaneous curiosities he has acquired over his 
  years of over-indulgently spending his ill-gotten 
  coin. 
   In order for Glovia to reward him, Laszlo must 
  obtain the powderbox with little-to-no suspicion. 
  Laszlo, using a hat of disguise fashioned in the form 
  of a wolfskin cap masquerades as a brown-haired 
  human man in his late-twenties named Arik Lavus. 
  He has begun selling curiosities and supplies to Fillar 
  at a very good price, knowing that Fillar has been 
  stealing from the Burgomaster for years and that the 
  powder box is bound to turn up on Fillar's shelves 
  sooner rather than later. 
   What Laszlo doesn't know is that Fillar is a 
  wereraven, which is how he has so easily stole so 
  many trinkets from right under the Burgomaster's 
  nose for so long. 
   Allow the players to venture out into the village to 
  begin looking for answers as to what is really going 
  on. If they do not have their own, have Marku 
  approach them—offering to loan them some furs if 
  needed. 
  Keeping Things Moving 
  Throughout the adventure there are plenty of opportunities 
  for role playing and investigation, but if time is a concern, be 
  careful to not let characters dawdle. 
   
  In Part 1, if needed, begin guiding the characters toward 
  meeting Fillar and encountering "Arik" (Laszlo) by having 
  Marku Grelon encourage them to visit shops in town, to 
  snatch up whatever remaining winter supplies that might be 
  available. 
   
  Being that the adventure has limited time, do keep in mind 
  the following important points that must be covered before 
  moving into Part Two: 
   An ancient artifact is rumored to be here in Orașnou, some 
  of the locals think it is the source of the icy weather. 
   A peculiar man named Arik Lavus has taken up residence in 
  the village and is seen frequently around Fillar's shop 
   Fillar can't possibly be running an honest business with the 
  stock that he keeps.  
   During Part 2 of the adventure, if things begin to hang up, 
  you can quickly cover some of the investigation by having 
  something draw attention to Fillar's shop, the Eyes of 
  Midnight, and let the roleplaying encounter there guide 
  them. It shouldn't be too hard to realize that Arik is not 
  who he claims to be, and that Fillar is a criminal. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  12 
  Part 2: Secrets 
   
  The devil's finest trick, is to persuade you that he 
  doesn't exist. 
  --Charles Baudelaire, Les Fleurs du mal 
  During this portion of the Adventure, characters 
  explore the few buildings of interest that Orașnou 
  has to offer and interact with Laszlo and Fillar; 
  beginning to uncover the true nature of what is 
  going on in the village. Once all the pieces come into 
  view, it is already too late. 
  A. Village Square 
  The center of the village is the only place where the 
  ground is made of cobblestone instead of dirt and 
  contains a single well that is mostly frozen over. 
  During the warmer months Vistani set up their 
  wagons here to sell their wares, but beyond that it 
  remains largely unused. The well is 5 feet wide and 
  40 feet deep. The water at the bottom of the well is 
  frozen solid. Any creature falling into the well takes 
  14 (4d6) bludgeoning damage. On one corner, a 
  small platform is set with a lampstand—likely where 
  announcements to the entire village are held. 
  B. Burgomaster’s Residence 
  This building is stout and sturdy looking, crafted from mostly 
  brick and some petrified timbers. The low, shingled roof 
  hangs over the front door creating a small area of cover from 
  the snowfall where 2 armed men stand guard.  
  The Burgomaster of Orașnou, Ivan Randovich, is a 
  man who has grown fat and rich through heavy 
  taxation and high prices. This vain tyrant of a man is 
  currently away on business. His home is easily the 
  most well-made structure in Orașnou. It is a single-
  level home that sits atop a raised stone foundation 
  with a shallow set of wooden stairs leading to a 
  porch and an ornate front door. A traditional 
  wooden hatch buried beneath the snow at the back 
  of the home leads to a well-stocked cellar. 
   The front door is typically guarded by three 
  (thugs) sitting in chairs, bundled against the chill. 
  The door itself is locked and requires a set of thieves’ 
  tools and a successful DC 15 Dexterity check to open. 
  Alternatively, it can be forced open with a DC 13 
  Strength (Athletics) check. The thugs refuse to let 
  anyone enter, and are suspicious of anyone who 
  comes nearer than the street. If provoked, one of 
  them sounds a whistle, summoning three more 
  thugs from the rear of the house near the cellar (see 
  below), who arrive at the end of the second round. 
  They are miserable, though; if the fight goes against 
  them, and they are given the opportunity, they 
  surrender.  
  It’s Our Lot to Suffer 
  As mentioned above, the thugs are quite cold and even more 
  bored. The only reason they have remained this long is 
  because they are afraid of the Burgomaster. However, they 
  can be distracted or bought off with relative ease. An offer in 
  excess of 5 gp each is instantly accepted, whereas anything 
  less is successful with a Charisma (Deception or Persuasion) 
  check opposed by the result of the thugs’s Wisdom (Insight) 
  check. Due to their miserable state, the thugs make this 
  check with disadvantage. 
  Due to their contempt for the Burgomaster, the 
  townsfolk turn a blind eye to any goings-on at his 
  residence.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove a thug; two thugs arrive at the 
  end of the third round. 
   Strong or Very strong party: Add a thug; the wind and 
  snow has picked up, imposing disadvantage on ranged 
  attacks 
  Treasure 
  If slain or bargained with, characters notice one of 
  the guards at the front door has spent his earnings 
  less modestly than the rest and wears a golden 
  bracelet and carries a pair of ornate dice carved 
  from human bones. The two items are worth 25 gp 
  each. 
  XP Award 
  If the characters avoid violence with the thugs, 
  award each character 25 XP per thug. 
  1. Main Floor  
  Warm and inviting, the inside of this home is decadent. 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. 
  The interior of the home is a simply laid out—yet 
  well-furnished and decadent. To the right side of the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  13 
  entryway is a large hearth above which hangs an oil 
  painting of Ivan, himself. In the corner sits a well-
  dressed canopy bed with overstuffed pillows and a 
  foot locker at its base. The opposite end of the home 
  contains a well-stocked larder, dining area, and a 
  cabinet full of exotic liquors and spices.  
   Any character with a passive Perception of 11 or 
  higher notices a draft coming up from inside the 
  footlocker. Any character specifically examining the 
  bottom of the footlocker discovers a trapdoor that 
  leads down into the cellar. The trapdoor looks like it 
  hasn't been used in ages. 
   Treasure. The foot locker is unlocked and 
  contains personal effects of relatively high value; 
  gold vestments worth 25 gp, a rhodochrosite (a 
  blood-red stone worth 10 gp), and a small wolf-fur 
  pouch containing 15 gp. 
  2. Cellar  
  Dry, and covered in a thin layer of dust but otherwise well 
  kept. This cellar is dimly lit by a faint glow of light through the 
  floorboards above. Many crates and boxes of various shapes 
  and sizes litter the floor in a semi-organized manner. 
  The cellar beneath the home’s stone foundation 
  contains a small opening barred with iron, just 
  enough to keep it aired out. Removing the bars is 
  nigh-impossible; requiring a successful DC 25 
  Strength (Athletics) check, but they can be destroyed 
  (AC 17 and 30 hit points; resistance to bludgeoning, 
  piercing and slashing damage from nonmagical 
  attacks; immunity to psychic and poison damage). 
  The cellar door is currently buried beneath the snow 
  but is otherwise easily discernable. On this occasion 
  it is also obvious due to the two thug guards posted 
  near it. They are sitting on a felled log beside a 
  brazier full of burning coals, trying to drive off the 
  winter’s chill. If provoked, one of them sounds a 
  whistle, summoning two additional thugs from the 
  front of the house (see above), who arrive at the end 
  of the second round. They are miserable, though; if 
  the fight goes against them, and they are given the 
  opportunity, they surrender. 
  It’s Our Lot to Suffer 
  As mentioned above, the thugs are quite cold and even more 
  bored. The only reason they have remained this long is 
  because they are afraid of the Burgomaster. However, they 
  can be distracted or bought off with relative ease. An offer in 
  excess of 5 gp each is instantly accepted, whereas anything 
  less is successful with a Charisma (Deception or Persuasion) 
  check opposed by the result of the thugs’s Wisdom (Insight) 
  check. Due to their miserable state, the thugs make this 
  check with disadvantage. 
  Due to their contempt for the Burgomaster, the 
  townsfolk turn a blind eye to any goings-on at his 
  residence.  
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove a thug; two thugs arrive at the 
  end of the third round. 
   Strong or Very strong party: Add a thug; the wind and 
  snow has picked up, imposing disadvantage on ranged 
  attacks 
  The cellar door is secured with a well-made lock. 
  The lock requires the use of thieves’ tools and a 
  successful DC 15 Dexterity check, but the lock has 
  rusted through so any attempts to do so are made 
  with disadvantage. The weather has partially rotted 
  the wooden door, however, so it can be forced open 
  easily with a successful DC 8 Strength (Athletics) 
  check. 
   Inside the cellar are two casks of ale, several-
  dozen bottles of wine of various ages and origins, 
  and dozens of crates containing various, valuable 
  items that the Burgomaster has hoarded over the 
  years. 
   Once the players discover this area, and the thugs 
  are either dispatched, distracted, or otherwise not in 
  pursuit, read the following: 
  Some of the crates seem to be in disarray, as if hastily moved 
  or rummaged through recently. The air here is crisp and rife 
  with the smell of age. 
  There are roughly a dozen crates here. Unless 
  otherwise noted, the crates are shut but not sealed; 
  they do not require pry bars or force to open. They 
  contain the following: 
   Four crates are full of lavish, oversized clothing 
  cut to fit a man of the Burgomaster's figure. 
   A small crate is lined with down and soft velvet 
  protecting the baubles inside (see Treasure, 
  below). 
   Four of the crates contain various types of spirits. 
  Any character that casts detect magic notices that 
  three of the bottles radiate conjuration magic. 
  These are potions of healing—three of them to be 
  exact.  
   The remaining crates contain various personal 
  effects from a seemingly a wide range of people. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  14 
  Some are children's dolls, keepsakes, family crests, 
  jewelry, deeds, and the like. Unknown to the 
  characters, these are all items that Burgomaster 
  Randovich has confiscated or taken as collateral 
  from the people of Orașnou over the years. Inside 
  of this box is a large hat box tied closed with a 
  wide, red ribbon. The hat box is disappointingly 
  empty save for a note that reads: 
  "A memento of my dearest friend Tatyana, swept off 
  her feet by the handsome Sergei Von Zarovich what 
  seems like so long ago. Unlike this powderbox that will 
  eventually succumb ravages of time, may their love 
  eternally echo throughout the land as one final 
  beacon of something truly beautiful." 
  Observant characters may notice the following after 
  making a successful DC 15 Intelligence 
  (Investigation) check: 
   There are small bird footprints in the dust 
  throughout the room and near the small cellar 
  window. 
   Human sized footsteps can be found around some 
  of the crates, particularly the ones that bore less 
  valuables than the others 
   There is still a thick, undisturbed coat of dust on 
  the ladder that leads from the cellar to the trap 
  door in the ceiling. 
   Treasure. One of the small crates contains a 
  carved bone statuette depicting a gazebo made of 
  human bones worth 25 gp, a small mirror set in a 
  purple painted wooden frame worth 25 gp, and a 
  sardonyx worth 50 gp inside a bloodstained burlap 
  bag.  
   If the characters fully inspected the crates and 
  their contents (see above), they find three potions of 
  healing as well. 
   XP Award. If the characters avoid violence with 
  the thugs, award each character 50 XP. 
  C. Vaduva Trading Post 
  This simple, rectangular home was never pristine, but now 
  shows the signs of neglect. The birch boards used for its 
  construction have begun to rot, and are broken in many 
  places. An occasional rat scurries between the loose boards, 
  and many bats have taken up residence in the nearby trees. 
  Just outside the village on the road leading back 
  toward the Svalich Woods is Laszlo's former home 
  and now-abandoned trading post. 
   The windows of this now ramshackle home are 
  shuttered and hastily boarded up with driftwood 
  and iron nails. The building is barren inside, aside 
  from several scraps of fur and an empty, broken 
  curing rack.  
   This is where Laszlo has been squatting in 
  between trips out of town to slay outsiders as he 
  patiently waits for his opportunity to get the 
  powderbox from Fillar. As he no longer needs to eat, 
  drink, or sleep; there is little evidence of him living 
  here. However, characters who succeed on a DC 11 
  Wisdom (Perception) notice that the tracks in the 
  snow around the building seem fresh for a dwelling 
  that is supposedly abandoned. 
   In addition to foot traffic, close inspection of the 
  home shows that jagged claw marks mar the doors 
  and windows where Laszlo's now-undead hands had 
  brutishly operated them. 
  D. Eyes of Midnight 
  Read: 
  A carved birch sign depicting a close-up of a Raven's head 
  with pupils painted to look like the full moon hangs above 
  the doorstep of this wooden shop. It reads "The Eyes of 
  Midnight: Baubles and Beyond". 
  Not necessarily a supply shop, the Eyes of Midnight 
  is run by a man named Fillar Esven, who sells an 
  eclectic selection of trinkets, jewelry, nick-knacks 
  and other baubles one might decorate their home 
  with or give as gifts. He sells nothing of particular 
  use; merely things that catch his eye. A recently 
  acquired crate of curiosities has just arrived (stolen 
  from the Burgomaster) and its contents set out for 
  display and purchase. Tatyana's powderbox is one of 
  these items. 
   Upon entering the shop, the characters stumble 
  into a transaction between Fillar, and the young, 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  15 
  kempt man named Arik Lavus (Laszlo disguised by 
  his wolfskin cap). Arik wears leather and furs, but 
  perhaps the most notable thing about his 
  appearance is the plush wolfskin cap he wears on his 
  head—complete with a wolf tail falling rakishly 
  down from the back of the cap and over one 
  shoulder. His demeanor seems more collected than 
  most of Orașnou’s residents.  
   Arik has just purchased the powderbox from Fillar 
  in exchange for coin and trinkets recovered from the 
  wight’s victims. Fillar is completely unaware of the 
  box's significance. Arik has already placed it in his 
  pack and is making small talk with Fillar as the 
  characters walk in. 
  As you enter the Eyes of Midnight, the jingle of the doorbell 
  doesn't seem to interrupt the tall man who runs the shop 
  casually bantering with a young man wearing a wolfskin cap. 
  The man in the hat has just exchanged some jewelry and a 
  few small hand tools for a short crate. 
  Roleplaying Fillar & Arik (Laszlo) 
  Fillar and Arik are crucial to the story and take center stage 
  during this role playing encounter. 
   
  Fillar the Wereraven. Fillar doesn’t hide his affliction all 
  that well. He's a tall, thin man with a long crooked nose, 
  pointed features, and thick black hair. He dresses primarily in 
  black and darkened shades of gray. He has dark, beady eyes 
  and bony fingers. His is also quite skittish; he seems to 
  constantly be assessing his surroundings and moving in 
  abrupt, jerky motions while doing so. 
   
  Fillar, although less-than-scrupulous, is not a violent man 
  and has no ill will for anyone in the village aside from 
  skimming the Burgomaster’s belongings. At any sign of 
  danger, he flees—avoiding combat entirely. 
   
  Despite his alignment, he is a corvid at-heart and becomes 
  defensive and even hostile if someone steals from him.  He 
  does not know the significance of the powderbox, and is 
  confused that Arik is willing to pay a large sum of money for 
  it; as much as it pains him to part with such a lovely object, 
  he knows that the gold will do good in the village. Fillar does 
  not know that Arik Is Laszlo, but suspects that he is hiding 
  something. 
   
  Arik (The Wight Laszlo in Disguise). Of course, he tries to 
  act aloof and as if he's unfamiliar with the area. He claims to 
  be a simple travelling trader who has decided to take up 
  semi-permanent residence within Orașnou. He is very close 
  to obtaining the powderbox from Fillar, and as the players 
  enter the scene he is mere moments away from obtaining it. 
  He goes to whatever length necessary to ensure he leaves 
  the shop unscathed, undetected, and with the artifact. 
   
  Due to the enchantment of his wolfskin cap, spells that 
  would divine Laszlo’s undead nature (divine sense, etc.) fail 
  against him. Divination spells reveal nothing but a healthy, 
  male human. 
  The actual transaction of the powderbox took place 
  several minutes before the characters arrived. The 
  box Laszlo is carrying is a distraction, though it is full 
  of miscellaneous supplies; a small knife, thick thread, 
  spices, and dyes; he carries it to avoid suspicion. 
  With his prize in-hand, Laszlo attempts a hasty—yet 
  unassuming—exit.  
   Assuming the characters stop Laszlo to chat, here 
  are a few things to keep in mind: 
   A character that succeeds on a DC 13 Intelligence 
  (Investigation) check realizes that Fillar doesn’t 
  sell much in the way of actual, practical goods 
  here. It is unlikely that he bought the box of 
  supplies from Fillar, but he doesn’t seem to be 
  leaving with anything else. 
   Characters who get close to Arik to speak with him 
  or attempt to steal from him or take his crate or 
  any personal belongings not only cause him to exit 
  the scene faster, but may aid in giving away that 
  he is undead. Any character with a passive 
  Perception of 15 or higher notices that Arik smells 
  faintly of decay. 
   Characters who touch Arik's skin immediately 
  notice that he is extremely cold, especially for a 
  person dressed in such a warm garb. 
   Characters paying specific attention to Fillar 
  notice his movements are somewhat birdlike (i.e., 
  he cocks his head when being spoken to, or bobs it 
  gently as he walks). A character that succeeds on a 
  DC 13 Intelligence (Nature) check realizes that he 
  may, in fact, be a wereraven. Additionally, a 
  character succeeding at a DC 13 Wisdom (insight) 
  check gets the impression that Fillar is not being 
  entirely honest with the characters. 
  Should Arik leave the shop without attracting 
  attention, or the characters catching on, he travels 
  immediately out of town to Glovia. It is only be a 
  matter of time before the characters realize what is 
  going on. If they need help, toss them a big hint like 
  finding Arik's wolfskin cap on the ground—lost as he 
  fled town quickly—followed by a change in the 
  shape and depth of his footprints suddenly change as 
  his disguise fell.  
   If the characters attempt to confront or fight 
  Laszlo within Fillar's shop, Fillar defends him, but 
  ultimately flees if he is reduced to half his hit points. 
  Arik may also call upon ghouls or zombies to break 
  in the door to the shop to defend his escape. Such an 
  encounter is designed to be exciting, and shouldn’t 
  present much of an additional challenge.   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  16 
  Laszlo’s Escape 
  In the unlikely event that the characters corner or threaten to 
  destroy Laszlo, he should be allowed to escape. His escape, 
  however, should be dramatic and mysterious, and not reveal 
  his true nature.  Perhaps a patch of mist unexpectedly glides 
  in and when it fades, he is gone. Or maybe he whistles shrilly, 
  and a gaunt, black horse arrives; Laszlo (still disguised as Arik) 
  mounts the beast and rides off. Be creative, but don’t forget 
  that the characters find his wolfskin cap in Part 3, below). 
  Treasure 
  Should the characters choose to steal from or barter 
  with Fillar, they discover two items of value in a 
  display case: a golden locket on display, painted with 
  the portrait of a beautiful red haired woman with 
  moon-pale skin on the inside, and a copper chalice 
  with a silvered rim. Each item is worth 25 gp. 
  Stealing from Fillar 
  After the final encounter with Laszlo’s minions later in the 
  adventure, Fillar temporarily flees the village to avoid the 
  threat. Having left in a hurry, he forgot to lock up the shop 
  and less scrupulous characters can freely obtain these items. 
  E. The Hare & Hair 
  The sign on the front of this shop depicts the 
  silhouette of a rabbit over a pair of crossed razors. 
  The window showcases a spare supply of low-
  quality furs, skins, and other sundries. 
   It is run by a middle-aged balding man named 
  Gregori Wurlbach who often sells to the public, but 
  whose profits lie primarily with the Vistani as they 
  pass through town. Gregori is a talkative and fair 
  man and often overlooks making a profit in order to 
  help his community. 
  Services in the Village of Orașnou 
  As a small village, Orașnou is not able to provide much in the 
  means of services and goods. Generally, they are able to find 
  any basic adventuring equipment and weapons worth 10 gp 
  or less. 
  If the characters are coming into this adventure 
  having just played DDAL04-02 The Beast, they may 
  already have a relationship with Gregori. 
  Roleplaying Gregori Wurlbach 
  Gregori is a soft, balding man with gnarled hands. He has 
  worked hard for the comforts that he enjoys in the village—
  chief among these being that his food and drink is provided 
  free of charge thanks to his ability to host the Vistani when 
  they arrive every few months to peddle their wares. Fair 
  minded, he often overlooks his own profits in favor of his 
  community and friends. Unlike other denizens of the duchy, 
  Gregori is friendly and welcoming of outsiders.  
  Village Random Encounters 
  If at any point the characters begin spending too 
  much time outside without taking direction, or they 
  progressed quicker than anticipated feel free to roll 
  on the random encounters table. 
  Random Encounters inside Orașnou 
  1d20 
  Encounter 
  1-3 
  1d4 blood hawks swoop in and attack the 
  characters. 
  4-6 
  A vine blight buried beneath the snow attacks 
  a random character. 
  7-9 
  A death dog bounds out from behind a 
  villager’s home, fresh blood dripping from its 
  jaws. 
  10-12 
  1d10 ravens burst from a nearby copse of 
  trees, pecking at the characters incessantly. 
  13-15 
  An emaciated black bear emerges from the 
  forest, hungry for anything it can overcome. 
  16-19 
  A wandering wererat vagabond attempts to 
  ambush the weakest character in the group. 
  20 
  A ghoul, and 2 zombies rush the characters 
  thirsty for flesh. 
  Development 
  Once the characters have deduced that Arik is not 
  who he says he is and that he is actually Laszlo, they 
  should find themselves heading back toward his 
  former home to either follow or investigate him. If 
  they did not find clues earlier in the adventure 
  indicating that he may still be dwelling there, they 
  discover fresh tracks in the snow that indicate he 
  was headed that way on his way out of town. 
   If the characters don’t manage to discover that 
  Arik is, in fact, Laszlo; or that something is amiss 
  with him, you may bring about a turn of events that 
  makes his deceit undeniable. Consider the following: 
   His burning hatred as a wight takes over and he 
  attacks a random villager in plain sight who just so 
  happens to be trying to make it back to their home 
  during the blizzard. 
   While interacting with Laszlo, there is an 
  unmistakable stench of rot on his person or 
  perhaps a severed finger with jewelry still 
  attached tumbles from his pack in front of the 
  characters. 
   He may become unusually inquisitive while 
  interacting with the characters, sensing that they 
  are not like the rest of the villagers, which tips 
  them off to his ruse. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  17 
  Regardless of how these events pan out, the 
  characters should soon head toward the abandoned 
  Vaduva home. If they do not do so on their own 
  volition, ensure that they begin to notice groups of 
  curious villagers peering out of their windows who 
  soon after confront them in the streets, demanding 
  to know what Arik is up to. 
   Should the characters tell the villagers what 
  they've discovered, an angry mob quickly forms and 
  heads toward Laszlo's old home—with or without 
  the characters. If the characters choose to withhold 
  information from the villagers, fear and rumors 
  bring them there after the stir-crazy villagers in the 
  Inn come to a breaking point; their hunger for 
  answers quickly overriding facts, reason, and fear. 
  They take it upon themselves begin to search for 
  Arik—torches and pitchforks in hand—demanding 
  he explain himself. 
   Should none of these events manage to take place, 
  Laszlo safely leaves the village and sends in undead 
  minions behind him into the town center to attack 
  just as the moon rises into the sky that evening. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  18 
  Part 3: Apprehension 
   
  THIS IS MY LINE, THIS IS ETERNAL. How did I ever 
  end up here? Discarnate, preternatural, my prayers to 
  disappear. Absent of grace, marked as infernal. 
  Ungranted in dead time left me disowned. To this 
  nature, so unnatural. I remain alone. 
  --David Marchand, But Home Is Nowhere 
  If the characters deduce that Arik is more than he 
  appears to be and pursue him, proceed to Encounter 
  A. Otherwise, proceed to Encounter B. The 
  characters should only participate in one of these 
  encounters. 
  A. Grab Your Pitchforks! 
  With or without a mob of angry villagers, the 
  characters should be in pursuit of Laszlo, headed 
  toward his home just outside the edge of the village. 
  The snowstorm has once again picked up to near-
  blizzard conditions. If the characters are 
  accompanied by the villagers, read the following 
  aloud: 
  The reflection of dozens of blazing torches dances across the 
  pallid snow as the lynch mob approaches Laszlo's former 
  home. The raucous crowd's roar hits an apex as torch after 
  torch are thrown and collide with a burst of sparks onto the 
  thatch roof, setting it ablaze. Soon, only the crackling of the 
  flames can be heard as the crowd is quickly silenced by the 
  sight of shambling undead that slowly wander out from the 
  surrounding trees and claw their way out from underneath 
  the home.  
  At this point, most of the mob disperses and flee to 
  their homes or the inn. If the characters did not 
  follow the lynch mob immediately, read the 
  following aloud: 
  You approach the former home of Laszlo, plumes of black 
  smoke rise high above the trees as you're greeted by a warm 
  glow of the home set ablaze. Stark smatterings of blood and 
  spent torches scatter the snow here, as most of the villagers 
  have fled. Some remain though. Most of them are dead, but 
  the unlucky ones scream in agony and horror as a number of 
  undead gnaw and rend on their writhing bodies. 
  Here, at the edge of the road, are two ghouls and 
  two zombies. Despite the light from the blaze, the 
  snow has picked up and the entire area is lightly 
  obscured. Laszlo is nowhere to be found. 
   There is no definitive map for this area or 
  encounter, but as you map it out for your players, 
  ensure that there are various patches of rough 
  terrain where rubble, ash, and snow choked 
  vegetation are clumped together, as well as a few 
  patches of snow that have solidified into ice. 
  Characters that Dash over patches of ice must 
  succeed a DC 11 Dexterity saving throw or fall prone. 
  Additionally, the entire house and various areas 
  around it are on fire; creatures ending their turn in 
  the flames take 3 (1d6) fire damage. 
   A few villagers cling to life, calling out for help. 
  Should the characters return them to town, the 
  remaining villagers are able to save their lives.  
  Treasure 
  After the battle, the characters find Laszlo's wolfskin 
  cap amidst the carnage. Finally, a character that 
  makes a successful DC 15 Wisdom (Perception) 
  check while searching the area after the battle spots 
  a moonstone worth 50 gp lying near a slain 
  villager—partially camouflaged by the snow. 
  B. No Inquisition? No problem! 
  Should no hunt for Arik take place and his minions traipse 
  into the village during the night, the encounter pans out 
  roughly in the same fashion. A villager sets fire to a structure 
  with a misplaced torch throw, icy terrain muddles the 
  battlefield, and villagers become devoured by the undead. 
  Just in the village center instead.  
  If the events leading to Laszlo’s apprehension do not 
  take place, read the following aloud as night fully 
  settles and the moon is high: 
  A blood curdling scream rings out from the center of the 
  village, from your point of view, you see a gray haired woman 
  in shoddy clothing in the embrace of a sickly looking man. 
  Blood flows down the woman’s cloak and onto the pallid 
  snow at her feet; black in the moonlight. 
  Two ghouls and two zombies have made it to the 
  center of the village and have begun clawing and 
  biting at anything in sight (building doors, villagers, 
  livestock, etc.). After encountering Laszlo’s minions 
  in this manner, it becomes clear that Arik was 
  behind it—he left his telltale cap behind. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  19 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove a ghoul and a zombie. 
   Weak party: Remove a ghoul. 
   Strong party: Replace ghouls with ghasts. The wind 
  disappears and the area is filled with choking smoke from 
  a nearby burning building—all ranged attacks are made 
  with disadvantage. 
   Very strong party: Replace ghouls with ghasts and 
  zombies with ghouls. The wind disappears and the area is 
  filled with choking smoke from a nearby burning building—
  all ranged attacks are made with disadvantage. 
  Treasure 
  After the battle, the characters find Laszlo's wolfskin 
  cap amidst the carnage. Finally, a character that 
  makes a successful DC 15 Wisdom (Perception) 
  check while searching the area after the battle spots 
  a moonstone worth 50 gp lying near a slain 
  villager—partially camouflaged by the snow. 
  Conclusion 
   
  …AND THOSE WHO RESISTED, were dragged out of 
  their homes. This necklace, was fashioned out of their 
  teeth and bones. 
  --Francis Mark, Holding a Wolf by the Ears 
  After dealing with Laszlo's undead minions, the 
  characters are urged to return to the Seven Tables 
  by townsfolk who were injured or simply paralyzed 
  in fear from watching the events from afar. The 
  villagers implore the characters to let everyone in 
  the village know the truth about Laszlo—especially 
  the Grelon family.  
   Once at the Inn, Marku invites the characters to 
  stay free of charge and recuperate as needed. He 
  pries for any details the characters are willing to 
  provide. Allow the characters a few hours of rest and 
  begin to formulate plans for dealing with Laszlo and 
  obtaining the powder box. 
  XP Award 
  If the characters made the extra effort to render aid 
  to the injured residents of the village, award each 
  character 50 XP. 
  The Burgomaster 
  Any respite the players might partake in is cut short 
  however; shortly after returning to the tavern, 
  Burgomaster Randovich bursts in along with four 
  thugs, demanding to speak with the characters.  
  The door to the inn swings open abruptly behind 
  Burgomaster Randovich's gait, filling the room with a blast of 
  wind that causes the hearth to momentarily flicker. He is 
  followed closely by four rough-looking men wielding clubs 
  and brandishing wide smiles full of rotten, missing teeth. 
   
  They approach your group, demanding you explain 
  yourselves at once! 
  The Burgomaster demands the characters explain all 
  that they know about what just happened at the 
  Vaduva's home and presses them to empty their 
  packs and show them all of their belongings. 
    If a fight ensues, the Burgomaster immediately 
  retreats to his home; two additional thugs wait 
  outside the inn to cover his escape, if necessary. If 
  the Burgomaster is slain, he arises the following 
  morning. 
   With the Burgomaster present, all of the thugs 
  fight to the death. If pressed or questioned, they 
  don't know anything; they are paid muscle and 
  nothing more. 
  Moving On 
  The ending of this adventure is set to dovetail nicely 
  into DDAL04-04, Marionette, where the larger 
  schemes in the story begin to unfold.  
   If the adventure is not being played as part of the 
  D&D Adventurer's League organized play program, 
  you are free to decide what happens next with the 
  village of Orașnou, the artifact, Laszlo, and the 
  overarching plot. 
    
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  20 
  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 
  Black Bear 
   
   
  200 
  Blood Hawk 
   
   
  25 
  Death Dog 
   
   
  200 
  Ghoul 
   
   
   
  200 
  Raven 
   
   
   
  10 
  Thug 
   
   
   
  100 
  Vine Blight 
   
   
  100 
  Wererat  
   
   
  450 
  Wereraven 
   
   
  450 
  Wight 
   
   
   
  700 
  Zombie  
   
   
  50 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Avoid violence with the thugs 
  25 per thug 
  Save injured villagers 
   
  50 
   The minimum total award for each character 
  participating in this adventure is 225 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 300 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 
  Randovich’s Footlocker 
   
  50 
  Randovich’s Cellar 
   
  100 
  Eyes of Midnight  
   
  50 
  Laszlo’s Shack 
   
   
  50 
  Randovich’s guards 
   
  50 
  Potion of Healing 
  Potion, common 
  A description of this item can be found in the 
  Dungeon Master's Guide. 
  Wolfskin Cap 
  Wondrous item, uncommon (requires attunement) 
  This thick and fuzzy hat is actually a hat of disguise, 
  and looks incredibly comfortable. While it allows the 
  wearer to cast disguise self at-will, the power is 
  limited in that it only disguises the wearer as a plain-
  looking brown-haired human male in his late 
  twenties. However, while so disguised, the wearer is 
  hidden from spells abilities that would detect its true 
  nature (such as divine sense). A description of this 
  item can be found in the Dungeon Master's Guide. 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character’s logsheet contains a column to 
  record permanent magic items for ease of reference. 
   If all the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
   In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic 
  items gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item’s owner is determined randomly by the DM. 
  Renown 
  All faction members earn one renown point for 
  participating in this adventure. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  21 
  Story Awards 
  Characters have the opportunity to earn the 
  following story awards during this adventure. This 
  award is given to those characters that begin their 
  adventures in Ravenloft during this adventure (see 
  Welcome to Barovia”, above). 
   
  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. 
  Downtime 
  Each character receives five downtime days at the 
  conclusion of this adventure. 
  DM Rewards 
  For running this adventure, you receive 150 XP and 
  75 gp. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  22 
  DM Appendix: NPC 
  Summary 
   
  Fillar Esven (FILL-er ESS-ven). This less-than-
  scrupulous man has been stealing from the 
  Burgomaster for years and usually has a fair stock of 
  goods. While the prices are not quite as high as the 
  Burgomaster has established, they are somewhat 
  higher than the goods are usually sold for.  
  Unbeknownst to him, he is getting very close to 
  drawing Randovich’s attention. When that happens, 
  he may not be in business much longer.  Fillar is also 
  more than he appears; he is a wereraven. 
   
  Arik/Laszlo Vaduva (AIR-ikk/laz-LO vuh-DOO-
  vuh). Laszlo, once an outdoorsman married to Alina 
  is now a wight in the service of Glovia. He commands 
  a small group of undead to do most of his bidding 
  and has an ally within the city, Fillar Esven, a 
  crooked and sly businessman. Laszlo aides Fillar by 
  supplying goods (looted from corpses of those he 
  leaves in his wake) in exchange for Fillar being a 
  reliable source of information about the village and 
  its inhabitants 
   
  Alina Vaduva (uh-LEEN-uh vuh-DOO-vuh). Alina is 
  a skilled hunter and tracker, and can sometimes get 
  carried away with her direct nature and sometimes-
  fiery temper. Married to Laszlo, and together they 
  own a small but successful fur trading post. Alina is a 
  werewolf due to a curse upon her family line. 
  NOTE: Alina is not present in this adventure. 
   
  Glovia Falinescu (GLOW-vee-uh FALL-in-ES-cu). A 
  heartbroken mother and healer who lost her infant 
  child to disease. Blames her own lack of ability for 
  the child's death. Highly educated in anatomy. 
  NOTE: Glovia is not present in this adventure. 
   
  Esmae Amarantha (EZZ-may AM-uh-RAN-thuh): 
  Once a simple girl of surpassing beauty, Esmae’s 
  obsession and infatuation with Count Strahd turned 
  this chandler’s daughter into a talented witch in her 
  own right. 
   In her pursuit of his heart, Esmae worked to 
  become the most powerful Witch of Barovia and 
  with her newfound ability, seeks to transform her 
  appearance to that of Tatyana--a woman who Strahd 
  had loved, and murdered for. In this act, Strahd 
  created a kindred spirit; and in Esmae’s endless 
  suffering of unrealized love, Strahd was comforted. 
  Esmae--thinking that she had finally won his heart--
  quickly realized that she was no more than a pawn. 
  She seeks to change that. NOTE: Esmae is not present 
  in this adventure. 
   
  Tatyana Federnova (taut-YAWN-uh): The 
  betrothed of Strahd’s brother, Sergei. Threw herself 
  from the walls of Castle Ravenloft after Sergei’s 
  murder.  
   
  Burgomaster Ivan Randovich (EYE-vun RAN-doe-
  vich):  Associated with the Coins suit. Burgomaster 
  of the village of Orașnou. Through heavy taxation 
  and the high prices of the goods he alone provides, 
  he has grown fat, vain, and rich on the backs of those 
  he has subjugated. Seeks out Tatyana’s Comb. NOTE: 
  Ivan is not present until the conclusion of this 
  adventure 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  23 
  Appendix. NPC/Monster 
  Statistics  
   
  Black Bear 
  Medium beast, unaligned 
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d8 + 6) 
  Speed 40 ft., climb 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  10 (+0) 
  14 (+2) 
  2 (−4) 
  12 (+1) 
  7 (−2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/2 (100 XP) 
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
   
  Blood Hawk 
  Small beast, unaligned 
  Armor Class 12 
  Hit Points 7 (2d6) 
  Speed 10 ft., fly 60 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  14 (+2) 
  10 (+0) 
  3 (-4) 
  14 (+2) 
  5 (-3) 
   
  Skills Perception +4 
  Senses passive Perception 14  
  Languages -- 
  Challenge 1/8 (25 XP) 
  Keen Hearing and Smell. The hawk has advantage on 
  Wisdom (Perception) checks that rely on sight. 
  Pack Tactics. The hawk has advantage on an attack roll 
  against a creature if at least one of the hawk's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated. 
  Actions                      
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
   
  Death Dog 
  Medium monstrosity, neutral evil 
  Armor Class 12  
  Hit Points 39 (6d8 + 12) 
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  3 (-4) 
  13 (+2) 
  6 (-2) 
   
  Skills Perception +5, Stealth +4 
  Senses darkvision 120 ft., passive Perception 15 
  Languages -- 
  Challenge 1 (200 XP) 
  Two-Headed. The dog has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned, or 
  knocked unconscious. 
  Actions 
  Multiattack. The dog makes two bite attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 12 Constitution 
  saving throw against disease or become poisoned until 
  the disease is cured. Every 24 hours that elapse, the 
  creature must repeat the saving throw, reducing its hit 
  point maximum by 5 (1d10) on a failure. The creature 
  dies if the disease reduces its hit point maximum to 0. 
   
  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) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  24 
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to 
  the ghast’s Stench for 24 hours. 
  Turn Resistance. 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. 
   
  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 
  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. 
   
  Raven 
  Tiny beast, unaligned 
  Armor Class 12 
  Hit Points 1 (1d4 - 1) 
  Speed 10 ft., fly 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   2 (-4) 
  14 (+2) 
  8 (-1) 
  2 (-4) 
  12 (+1) 
  6 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 0 (10 XP) 
  Mimicry. The raven can mimic simple sounds it has 
  heard, such as a person whispering, a baby crying, or 
  an animal chittering. A creature that hears the sounds 
  can tell they are imitations with a successful DC 10 
  Wisdom (insight) check. 
  Actions 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 1 piercing damage. 
   
  Thug  
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (leather armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
   
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/2 (100 XP) 
    
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  25 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
   
  Vine Blight 
  Small plant, neutral evil 
  Armor Class 12 (natural armor) 
  Hit Points 26 (4d8 + 8) 
  Speed 10 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  8 (-1) 
  14 (++2) 
  5 (-3) 
  10 (-+0) 
  3 (-4) 
   
  Skills Stealth +1 
  Condition Immunities blinded, deafened 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
  False Appearance. While the blight remains 
  motionless, it is indistinguishable from a tangle of 
  vines. 
  Actions                      
  Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a 
  Large or smaller target is grappled (escape DC 12). Until 
  this grapple ends, the target is restrained, and the 
  blight can't constrict another target. 
  Entangling Plants (recharge 5-6). Grasping roots and 
  vines sprout in a 15-foot radius centered on the blight, 
  withering away after 1 minute. For the duration, that 
  area is difficult terrain for nonplant creatures. In 
  addition, each creature of the blight's choice in that 
  area when the plants appear must succeed on a DC 12 
  Strength saving throw or become restrained. A 
  creature can use its action to make a DC 12 Strength 
  check, freeing itself or another entangled creature 
  within reach on a success. 
   
  Wererat 
  Medium humanoid (human, shapechanger), lawful evil 
  Armor Class 12 
  Hit Points 33 (6d8 + 6) 
  Speed 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
   
  Skills Perception +2, Stealth +4 
  Damage Immunities bludgeoning, piercing, and 
  slashing damage from nonmagical attacks that aren't 
  silvered 
  Senses darkvision 60ft. (rat form only), passive 
  Perception 12 
  Languages Common (can't speak in rat form) 
  Challenge 2 (450 XP) 
  Shapechanger. The wererat can use its action to 
  polymorph into a rat-humanoid hybrid or into a giant 
  rat, or back into its true form, which is humanoid. Its 
  statistics, other than its size, are the same in each 
  form. Any equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  Keen Smell. The were rat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack (Humanoid or Hybrid Form Only). The 
  were rat makes two attacks, only one of which can be a 
  bite. 
  Bite (Rat or Hybrid Form Only). Melee Weapon Attack: 
  +4 to hit, reach 5 ft., one target. Hit: 4 (1 d4 + 2) 
  piercing damage. If the target is a humanoid, it must 
  succeed on a DC 11 Constitution saving throw or be 
  cursed with were rat lycanthropy. 
  Shortsword (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. 
  Hand Crossbow (Humanoid or Hybrid Form Only). 
  Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Wereraven (Fillar) 
  Medium humanoid (human, shapechanger), lawful 
  good 
  Armor Class 12 
  Hit Points 31 (7d8) 
  Speed 30 ft. (fly 50 ft. in raven and hybrid forms) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  15 (+2) 
  11 (+0) 
  13 (+1) 
  15 (+2) 
  14 (+2) 
   
  Skills Insight +4, Perception +6 
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons 
  Senses passive Perception 16 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  26 
  Languages Common (can’t speak in raven form) 
  Challenge 2 (450 XP) 
  Shapechanger. The wereraven can use its action to 
  polymorph into a raven-humanoid hybrid or into a 
  raven, or back into its human form. Its statistics, other 
  than its size, are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. 
  It reverts to its human form if it dies. 
  Mimicry. The wereraven can mimic simple sounds it 
  has heard, such as a person whispering, a baby crying, 
  or an animal chittering. A creature that hears the 
  sounds can tell they are imitations with a successful DC 
  10 Wisdom (Insight) check. 
  Actions 
  Multiattack (Human or Hybrid Form Only). The 
  wereraven makes two weapon attacks, one of which 
  can be with its hand crossbow. 
  Beak (Raven or Hybrid Form Only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing 
  damage in raven form, or 4 (1d4 + 2) piercing damage 
  in hybrid form. If the target is a humanoid, it must 
  succeed on a DC 10 Constitution saving throw or be 
  cursed with wereraven lycanthropy. 
  Shortsword (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage. 
  Hand Crossbow (Humanoid or Hybrid Form Only). 
  Ranged Weapon Attack: +4 to hit, range 30/120 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
   
  Wight (Laszlo) 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t 
  300silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
    
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks. It can use its Life Drain in place 
  of one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage. The 
  target must succeed on a DC 13 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
   A humanoid slain by this attack rises 24 hours later 
  as a zombie under the wight’s control, unless the 
  humanoid is restored to life or its body is destroyed. 
  The wight can have no more than twelve zombies 
  under its control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 
  (1d10 + 2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) 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 Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  27 
  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.  
  DDAL04-03 The Executioner 
   
    
   
   
  28 
  Appendix. The Village of 
  Orașnou Map 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  29 
  Appendix. Laszlo’s Cabin 
  Map 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  30 
  Appendix. Orașnou Square 
  Map 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  DDAL04-03 The Executioner 
   
    
   
   
  31 
  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/DDAL4-03 The Executioner.pdf