TEXT:  
   
  THE SEER 
   
  The time has come to venture beyond the village of Orașnou and explore the realm of Barovia. 
  However, in your travels, you happen across an unusual tribe of people--distrusted denizens of 
  the Demiplane of Dread. Do the Vistani truly possess the ability to see the future, or is it simple 
  parlor tricks and deceit? Part Five of Misty Fortunes and Absent Hearts. 
   
  A Two-Hour adventure for 1st-4th level characters 
   
   
   
  Ron Lundeen 
  Adventure Designer 
   
  Adventure Code: DDAL04-05 
   
   
   
   
  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 
   
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  DDAL04-05 The Seer 
   
  2 
  Introduction 
  Welcome to The Seer, a D&D Expeditions™ 
  adventure, part of the official D&D Adventurers 
  League™ organized play system and the Misty 
  Fortunes and Absent Hearts storyline season.  
   This adventure is designed for three to seven 1st-
  4th level characters, and it is optimized for five 
  4th-level characters. Characters outside this level 
  range cannot participate in this adventure.  
   This adventure is set in the snowy forests outside 
  the village of Orașnou in Barovia.  
  The D&D Adventurers 
  League 
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that continues their story. 
   If you’re running this adventure as a part of a 
  store event or at certain conventions, you’ll need a 
  DCI number. This number is your official Wizards of 
  the Coast organized play identifier. If you don’t have 
  a number, you can obtain one at a store event. Check 
  with your organizer for details. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to use 
  to create and advance their characters. Players can 
  continue to play their characters after the storyline 
  season has finished, possibly participating in a 
  second or third storyline with those same 
  characters. A character’s level is the only limitation 
  for adventure play. A player cannot use a character 
  of a level higher or lower than the level range of a 
  D&D Adventurers League adventure. 
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
  Preparing the Adventure 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare. 
   Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. 
   Get familiar with the monster statistics in the 
  Appendix. 
   Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  Before Play at the Table 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most common 
  passive ability check 
   Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players that have characters outside the adventure’s 
  level range cannot participate in the adventure 
  with those characters. Players with ineligible 
  characters can make a new 1st-level character or use 
  a pregenerated character. Players can play an 
  adventure they previously played or ran as a 
  Dungeon Master, but not with the same character. 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for experience, gold, downtime, 
  renown, and number of permanent magic items. He 
  or she fill in the other values and write notes at the 
  conclusion of the session. Each player is responsible 
  for maintaining an accurate logsheet. 
  
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  DDAL04-05 The Seer 
   
  3 
   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 
  4th-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party 
  strengths. If a particular recommendation is not 
  offered for your group, you don’t have to make 
  adjustments. 
  Running the Adventure 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the 
  following: 
   You are empowered to make adjustments to the 
  adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time.  
   Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game and being overwhelmed makes for a 
  frustrating one. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give everyone a 
  chance to shine.  
  
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  DDAL04-05 The Seer 
   
  4 
   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. 
   
  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. 
  
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  DDAL04-05 The Seer 
   
  5 
  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” later in this guide). 
   Vampires can be cured by a wish spell cast by a 
  fellow player character (wish is not available as a 
  spellcasting service). Alternatively, a vampire 
  character can be slain and returned to life with 
  raise dead, at the normal cost of 1,250 gp. If a 
  character chooses to end a vampiric curse in this 
  manner, the Dark Powers (see Page 8, Adventurers 
  League Dungeon Master’s Guide) do not offer a 
  free raise dead, though Jeny Greenteeth might be 
  willing to make a deal (see “Spellcasting Services” 
  earlier in this guide). 
  
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  DDAL04-05 The Seer 
   
  6 
  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. 
  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: 
  
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  DDAL04-05 The Seer 
   
  7 
   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. 
  Adventure Background 
  The mysterious Vistani travel throughout the 
  dangerous lands of Barovia in close-knit, insular 
  family groups. When Vistani families meet in their 
  wanderings, affections can run strong. Such was the 
  case for Donani of the Bogarav family and Lela of the 
  Moslavaric family. The families planned to marry the 
  two lovers when their journeys next brought them 
  back together. Donani was not the only young man 
  interested in Lela; an outcast (or mortu) named 
  Hanzi also fell in love with the young woman. The 
  Moslavarics attempted to keep the outcast at bay, 
  but Hanzi was persistent. Even the Bogaravs have 
  heard of Hanzi's affections, and they worry that the 
  insistent mortu might deflect Lela's affections for 
  Donani before the wedding. 
   A few days ago, Lela was lured away from her 
  family's camp in the evening. Although the 
  Moslavarics worried that she was trysting with 
  Hanzi, the truth is far more sinister: a vampire 
  seduced Lela and transformed her into an undead 
  thrall. Lela concealed her true nature from her 
  family, making alterations in her vardo to preserve 
  the illusion of humanity. This illusion is slipping, and 
  Lela must kill one of her own people to refresh it; 
  she has selected the love-struck Hanzi as her victim, 
  as the mortu is unlikely to be missed by anyone. 
  The Vistani 
  The Vistani are an insular, itinerant people freely able to pass 
  through the mysterious mists of Barovia. Vistani are humans 
  with dark, luxurious hair, fair skin, and graceful builds. 
   
  Vistani travel in close family groups of only a few dozen 
  people in distinctive wooden, round-topped wagons called 
  vardos. They rarely interact with giorgios (the Vistani term 
  for any non-Vistani) except to peddle their wares or obtain 
  supplies. They do not possess the same notions of propriety 
  or property ownership as others in Barovia, and are just as 
  likely to get what they need from giorgios by honest 
  purchase, trickery, or outright theft. 
   
  Vistani families interact with one another when their paths 
  cross, particularly to exchange information or to establish 
  marriages. Each Vistani family belongs to one of three 
  extended tribal groups called tasques: The Boem (who are 
  primarily entertainers and more inclined to interact with 
  giorgios), the Kaldresh (primarily crafters and animal-
  trainers), and the Manusa (specialists in arcane powers). The 
  most extreme punishment among the Vistani is exile from 
  the family, which is deemed the equivalent of a death-
  sentence. Such outcasts are called mortu, and are shunned 
  by all Vistani. 
   
  Vistani life revolves around rich tradition. Tradition 
  dictates where the families roam, how they make their camp, 
  and with whom they may interact. Vistani leadership is 
  
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  DDAL04-05 The Seer 
   
  8 
  prescribed by tradition: each family is directed by a senior 
  male called the captain and an elder female called the raunie. 
  The family's captain oversees mundane matters such as 
  camping, travel, and trade. The raunie guides the family's 
  spiritual life. 
   
  The Vistani possess powers that set them apart from the 
  common folk of Barovia, but these powers are not well-
  understood. Every raunie--and often other women in a 
  family--possess the power to deliver powerful curses such as 
  the "evil eye" and to tell fortunes with cards, dice, or tea 
  leaves. This gift is commonly called "the Sight." Vistani rarely 
  tell a giorgio's fortune, but their predictions are uncannily 
  accurate. 
  Adventure Overview 
  The Seer is divided into three parts: 
   Part 1: The Bogaravs. Outside the village of 
  Orașnou, the adventurers meet a family of Vistani 
  called the Bogaravs. The normally reclusive 
  Bogaravs welcome the adventurers, as they have a 
  problem they hope the adventurers can solve. The 
  Bogaravs explain what they have heard about the 
  mortu Hanzi wooing Lela, Donani's betrothed. 
  Donani asks the adventurers to deliver a gift to Lela 
  and to deter Hanzi's attentions. 
   Part 2: The Moslavarics. At the camp of the dour 
  and insular Moslavarics, the adventurers learn that 
  Hanzi has kidnapped Lela and taken her into the 
  woods. Canny adventurers may pick up on clues that 
  Lela was more than an innocent girl. 
   Part 3: The Standing Stones. The adventurers 
  follow the tracks of Hanzi and Lela into the deep 
  forest and contend with creatures placed to 
  discourage pursuit. In an ancient circle of standing 
  stones, the adventurers confront Lela as she is about 
  to sacrifice Hanzi to renew her human disguise. 
  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, the adventurers may be curious about 
  the Vistani ritual they experienced in DDAL4-4 The 
  Marionette. The Vistani are known to travel in the 
  woods around Orașnou, so the party may be seeking 
  them out to learn more about what they envisioned 
  during the Sybil’s ritual. 
   If the characters did not participate in DDAL04-04 
  The Marionette, the characters have been told about 
  a tribe of Vistani in the area surrounding Orașnou. 
  The villagers—short on supplies—have encouraged 
  the characters to seek them out the nomadic people 
  and get whatever supplies they can purchase. 
  Welcome to Barovia 
  Some characters may be arriving from Faerûn for 
  the first time. For those characters describe a heavy 
  fog bank rolling through their travel path while they 
  are in the Quivering Forest, and when it eventually 
  clears, they are on the outskirts of a small mountain 
  village. It’s heavy-handed, but such is the way of the 
  Demiplane. 
   Any character that participates in this adventure 
  earns The Demiplane of Dread story award if they 
  do not have it already. They should be made aware 
  that until this story award is removed, they may not 
  participate in any adventure that does not take place 
  in Barovia. 
   NOTE: This adventure may touch on some morally 
  dark moments. Please be careful to gauge your 
  player's comfort with such things, and remember 
  that the goal of a Dungeons & Dragons game is for 
  everyone to have fun! 
  Curse of Strahd Adventures 
  The adventures for the Curse of Strahd Season of Dungeons 
  and Dragons Adventurers League deliver the most impactful 
  experience when played in numeric order (i.e.: 04-01, then 
  04-02, and so on) but this is not required. Please carefully 
  read the following pages and be prepared to adjust 
  encounters, especially where key NPCs are concerned! 
  Although DM tips may be found in the adventure, they are 
  unlikely to cover every table or situation. 
   
  For a Ravenloft game, the world itself should be treated 
  with great respect—it is a character unto itself, and the Dark 
  Powers rarely respond positively to hand-waving and outright 
  dismissal… 
   
  Any character afflicted with lycanthropy must receive the 
  benefits of a remove curse at the end of this adventure in 
  order to be rid of this horrible affliction. Characters that 
  choose to remain afflicted or cannot afford this spell, become 
  NPCs and are no longer playable in D&D Adventurers League 
  games. 
  
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  9 
  Part 1: The Bogaravs 
   
  This adventure begins with the party in the snowy 
  forests outside Orașnou. The day is overcast and 
  gloomy, with snow ranging from a few inches to a 
  foot deep (the snow is not deep enough to count as 
  difficult terrain). The temperature is approximately 
  25 degrees Fahrenheit, which is not cold enough to 
  quality as Extreme Cold (see page 110 of the 
  Dungeon Master's Guide). 
  Snow Falling Upon the Cedars 
  Snow blankets the deep forest. Although you have been 
  exploring the forest for most of a day, you have yet to come 
  across another person or sign of civilization. A few wide 
  spaces between the trees hint at rough trails, but the snow 
  makes it difficult to discern whether they are man-made 
  footpaths or game trails.  
  A successful DC 14 Wisdom (Survival) check 
  indicates that the freshest tracks are those of bears. 
  In fact, four brown bears charge from the 
  undergrowth to attack. Characters with a passive 
  Wisdom (Perception) of 12 or higher are not 
  surprised by the bears' attack; additionally, if 
  anyone in the party learned that the freshest tracks 
  are bear tracks, none of the characters are surprised.  
   These bears are surly and hungry; they were 
  driven away by the Bogaravs the previous day, and a 
  few bears display sword wounds about a day old. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove two bears, and the remaining 
  bears have only 21 hit points. 
   Weak party: Remove one bear, and the remaining bears 
  have only 21 hit points. 
   Strong or very strong party: Add two brown bears 
  Mysterious Drumming 
  After three rounds of combat, a persistent distant 
  drumming echoes through the forest. This 
  drumming originates from the Bogarav 
  encampment, where the family is beginning their 
  evening rituals. The bears associate the drumming 
  with the folk that drove them away the previous day 
  and immediately flee into the surrounding forest. 
  Treasure 
  If the characters take the time to skin the bears, they 
  are able to fetch a total of 50 gp for their hides. 
  In the Bogarav Camp 
  The drumming originates from a Vistani 
  encampment nearly a mile away. As the adventurers 
  approach, they hear woodwinds and stringed 
  instruments join in with the drumming. 
  Seven gaudily-painted wagons with rounded wooden roofs 
  fill a large clearing in the forest. The wagons form a large 
  circle around a blazing campfire. Two dozen humans 
  surround this fire, playing musical instruments and dancing. 
  They are all dark-haired and light-skinned, and range from 
  young children to the elderly. Their mismatched clothing is 
  well-worn, indicating a rough life on the open road.     
  This family of Vistani, called the Bogaravs, belongs to 
  the Boem tasque. The Boems are primarily 
  entertainers and tend to be more welcoming of 
  outsiders than other Vistani. The captain of the 
  Bogarav family is an old weathered man named 
  Elias. The family's raunie is Elias's sister Sergenna, 
  but Sergenna defers to her brother in nearly all 
  matters. Treat the other twenty-one Bogaravs as 
  scouts. 
   If the party approaches the camp or announces 
  their presence, Elias decides to solicit their aid to 
  solve Donani's problem. 
  A rangy, weathered man approaches with his hands held out 
  to his sides. His clothing is just as mismatched as the others' 
  and he wears a sky blue headscarf. The others in the camp 
  move deferentially to let him pass, indicating that he holds 
  some sort of authority in their group.  
   
  "Welcome and well-met to you. With an open heart, I 
  invite you to share my family's fire. It is rare for us to ever 
  welcome giorgios into our camp, but our need is great. First, 
  please respect and enjoy our traditional activities. Then, 
  there will be time for discussion.       
  Although Elias has much to ask of the party, he first 
  attempts to put them at ease with a warm welcome 
  and participation in the traditional dance called the 
  prastonata and the storytelling called the doroq. The 
  Vistani share a spicy, nourishing stew. 
  
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  DDAL04-05 The Seer 
   
  10 
  Roleplaying Captain Elias 
  Elias is a weathered Vistani man who looks much younger 
  than his 55 years. He is rarely seen without wearing his bright 
  blue head-scarf, a gift from his grandmother when he was 
  only a child. Elias is a smooth talker, a skilled musician, and a 
  natural leader. Elias understands how Vistani traditions can 
  be used to enrapture and deceive giorgios, He is well-
  traveled and knows that there are worlds other than Barovia, 
  but he has a tendency to assume that all giorgios from those 
  worlds are naïve rubes. 
   
  Quote: "The Vistani have many ancient traditions. All of 
  them touch on truths. Come, let us show them to you." 
  Roleplaying Donani 
  Donani is a friendly young Vistani man of 17 years. He is 
  handsome but self-conscious about his own abilities and his 
  future. Donani's love for Lela is deep and genuine, but his 
  heart burns with a cold jealousy to think that a mortu could 
  turn her affections. His anxiety about Lela is apparent in his 
  open, honest face. 
   
  Quote: "My heart aches to think that my lovely Lela could 
  be in danger." 
  The Prastonata 
  The prastonata is the traditional Vistani dance, 
  performed each evening near sundown. As the music 
  around the campfire picks up in tempo, one of the 
  Bogarav girls (Annika, Donani's sister) sways to the 
  music and dances over to the character with the 
  highest Charisma. 
  "Ah, the prastonata!" calls the crowd around the campfire. 
  Captain Elias leans in to you "It is a traditional dance, fast and 
  seductive. Our Annika dances it well. Look, she invites you to 
  dance it with her, to match her step for step as she sways!"   
  If the character Annika selected does not wish to 
  dance with her, she is happy to accept another dance 
  partner from among the party instead. She cannot 
  lead more than one other dancer, so the characters 
  must select only one among their number to dance 
  with her. 
   A character dancing with Annika must attempt 
  three Dexterity (Acrobatic) checks as her pace 
  increases: DC 11, DC 13, and DC 15. Failing one of 
  these checks means the character makes some 
  obvious missteps, but may continue the dance. 
  Failure by 5 or more results in some overtly clumsy 
  maneuver that ends the prastonata—tripping over a 
  log, catching a clothing hem on fire, or similar. If the 
  character succeeds at all three checks, the entire 
  camp praises the character's skill, and Annika grants 
  the dancer a passionate kiss. 
  XP Award 
  If any character participates in the prastonata, 
  regardless of his or her performance, award each 
  character 25 XP. 
  The Doroq 
  Captain Elias motions for quiet. "Tonight, I will give the 
  doroq, the nightly tale or lesson. Although a doroq can 
  sometimes be very long, I sense that we are all weary and I 
  do not wish to bore our guests." The man winks in your 
  direction and drops his voice to a low, solemn tone. 
   
  "We Vistani are people of family, of tradition. We do not 
  turn our hands, heads, or hearts against each other; to do so 
  is to forsake what it is to be Vistani. Those that break the 
  faith of their people can no longer participate in this life. 
  They are exiled from the family, and called mortu, or the 
  'living dead.'  
   
  "No Vistani will harbor a mortu. They are marked as an 
  exile. This is not a mark that can be seen with the eye, but a 
  mark that every Vistani feels when looking upon a mortu. The 
  crime itself is not visible; perhaps he killed an uncle in anger, 
  or perhaps he thought to get drunk rather than mind his 
  young nephews and a boy came to harm. We know not why a 
  mortu was exiled when we look upon him, only that he is no 
  longer of the Vistani. 
   
  "For some Vistani, compassion upsets the heavy weight of 
  tradition. A family provides comfort and shelter to a mortu. It 
  seems a kindness to one who appears—but is not—Vistani. 
  But is not the nature of a man in his past actions? The mortu 
  will drink again, or murder again, and suffering will surely 
  follow. We hold our traditions because they keep us safe—
  safe from wild beasts, safe from violent giorgios, and safe 
  from the wickedness of mortu. 
   
  "This is as it is. A restful night's sleep to all."   
  XP Award 
  If the characters are attentive and polite during the 
  telling of the doroq, award each character 25 XP. 
  Donani’s Plea 
  While the camp prepares to sleep—some Vistani 
  retiring into the barrel-topped vardos but many 
  spreading blankets and bedrolls near the fire—
  Captain Elias and Donani speak further with the 
  party. 
   Captain Elias explains that Donani is engaged to a 
  girl from another Vistani family, the Moslavarics. 
  The Bogaravs and the Moslavarics cross paths no 
  
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  DDAL04-05 The Seer 
   
  11 
  more than once or twice each year, but such 
  meetings were enough for Donani to fall in love with 
  Lela, a Moslavaric girl. Donani explains that he and 
  Lela were to wed within the next few days, as the 
  Moslavarics are now camped only a few miles away. 
  But Donani heard rumors that a mortu—a handsome 
  young man named Hanzi—has been following the 
  Moslavaric family. Although the Moslavarics refuse 
  to shelter or aid the mortu, he is persistent in 
  attempting to woo Lela. Donani has heard that Lela's 
  affections may be turning to Hanzi, despite her 
  promises of love to Donani, her upcoming wedding, 
  and the stern admonishments of her own family. 
  Donani worries that Hanzi could be dangerous--if he 
  cannot win Lela's affections, he might hurt or kidnap 
  her. 
   Donani is forbidden from approaching the 
  Moslavaric encampment so close to his wedding. He 
  asks the characters to go on his behalf, to profess his 
  love for Lela and to present her with a gift. Donani 
  would also like the characters to put a stop to 
  Hanzi's inappropriate bid for Lela's affections, and to 
  drive him away if they can. In exchange, Donani will 
  provide the characters with the extent of his worldly 
  wealth—35 gp. 
   Donani's gift for Lela is a magical wind fan. This 
  fan is made of thin parchment and emits a pleasant 
  floral scent and warm wind.  
   If the characters ask about a reward, Captain Elias 
  seems genuinely puzzled; he insists that the 
  prastonata and the doroq are rarely revealed to 
  giorgios, and the simple task is fair recompense for 
  such a rare experience. 
   When the characters travel to the Moslavaric 
  camp (likely in the morning), proceed to Part 2. 
   
   
  
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  DDAL04-05 The Seer 
   
  12 
  Part 2: The Moslavarics 
  The Moslavarics are camped several hours from the 
  Bogarav camp, but Captain Elias's directions are 
  sufficient for the party to find it. 
  The thick pine forest is broken by a large, stony clearing in 
  the lee of a large hill. Five barrel-topped wagons stand in a 
  close ring. Unlike the gaudy and cheerful Bogarav wagons, 
  these wagons are dull brown in color and festooned with 
  utilitarian tools of all types: smithing implements, farrier's 
  tools, and bellows. The campfire within the ring of wagons is 
  small, and a score of sullen humans work at fixing wheels, 
  shining shields, or other mundane crafts. They eye you 
  suspiciously, hands near their weapons, alert for danger. 
  The Moslavarics belong to the Kaldresh tasque and 
  are dour crafters and tinkers. The Moslavaric captain 
  is a scarred, lean old man named Keldro (treat as a 
  bandit captain). The family's raunie is Keldro's wife, 
  the matronly Tayrizha (treat as a priest). Treat the 
  other seventeen Moslavarics as bandits. 
   Keldro does not approach the party; he instead 
  sends his son Advan (who is as scarred and lean as 
  his father) to speak on the Moslavarics' behalf. 
  Although Advan does not specifically claim to be the 
  family's captain, he does not discourage the 
  characters if they seem to believe he is. 
  Roleplaying Advan 
  Advan is a scarred, lean man with wiry and well-toned 
  muscles. He is nearly 40 but looks older due to a hard life as a 
  traveling blacksmith and armor-maker. Advan is blunt in his 
  manner, particularly to giorgios. 
   
  Quote: "I will answer your questions not out of friendliness, 
  but so that you might sooner depart my camp." 
  Roleplaying Tayrizha 
  Tayrizha is a tough woman in her late fifties whose dour, 
  pinched appearance belies a kind heart and matronly 
  concern for everyone in her family. Her counsel is always 
  wise and her fortunes are rarely wrong. Tayrizha sees her skill 
  with the Sight not as a mere tool, but as a gift she shares with 
  her family or worthy giorgios. 
   
  Quote: "The Sight should not be selfishly used; it is a gift to 
  be shared with others." 
  The Moslavarics confirm what the characters heard 
  from Donani. Lela is a beautiful young woman; she is 
  nearly as gifted as her raunie with the Sight. The 
  Moslavarics liked Donani and looked forward to the 
  wedding. Unfortunately, the mortu Hanzi had trailed 
  the Moslavarics for more than a month, pining for 
  Lela and continually professing his devotion to her. 
  The Moslavarics had attempted to keep Hanzi away--
  even by throwing stones and threatening him with 
  weapons--but Hanzi kept returning to profess his 
  inappropriate love for Lela.  
   Four nights ago, Lela stayed out in the woods past 
  nightfall. The Moslavarics suspect she was trysting 
  with Hanzi, but she insisted that she was not. Still, 
  she started to act distant, keeping to herself in her 
  vardo all day and interacting with her family only 
  rarely. Something was wrong with the girl, although 
  the Moslavarics did not know what it was. 
   This morning, the door to Lela's vardo hung open 
  and Lela was gone. Similarly, Hanzi has not been 
  lurking at the outskirts of the camp. Two sets of 
  footprints lead away from the camp into the snowy 
  forest. It seems obvious to all the Moslavarics that 
  Hanzi forced Lela to leave with him. A few eager 
  youths followed the tracks, but learned that the pair 
  had several hours’s head start and travelled quickly. 
  Catching up seemed unlikely without a long journey 
  through the dangerous wilderness, which the Vistani 
  consider a sure death. 
   Most of the Moslavarics already consider Lela a 
  lost cause, and have resigned themselves to never 
  seeing her again. The exception is the raunie 
  Tayrizha, who thinks that determined pursuers 
  might still catch up to Hanzi and bring her dear Lela 
  home. If the characters do not intend to follow the 
  tracks, Tayrizha pleads with them to do so. 
  Lela’s Vardo 
  If the adventurers want to investigate Lela's vardo 
  before following the footprints, the Moslavarics 
  allow it. Other than to confirm Lela's absence earlier 
  that day, none of the Moslavarics have been in the 
  wagon. Although most Vistani vardos are shared, 
  Lela's gift of the Sight earned her a vardo of her own. 
   Lela's vardo is crowded with hanging herbs, 
  beaded curtains, a table and a small bunk. Its few 
  windows have thick scarves tacked over them, 
  making the interior dark and gloomy. Lela spent the 
  last few days here as a vampire spawn, secretly 
  making the wagon's interior more fitting to her new 
  unlife and venturing out only on cloudy days or in 
  the evening. Investigative characters might identify 
  the following clues in the wagon's interior. 
   A successful DC 10 Wisdom (Perception) check 
  notes that the scarves have been tacked up over 
  the windows so that no light penetrates the 
  vardo's interior. 
  
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  DDAL04-05 The Seer 
   
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   Any character investigating the bed finds that its 
  blankets cover not a pallet or mattress, but a thick 
  bed of fresh earth. 
   A successful DC 13 Intelligence (Nature) check 
  detects the odor of garlic and other strong-
  smelling herbs but can find none within the vardo. 
   A successful DC 15 Intelligence (Investigation) 
  check uncovers a recent love notes from Hanzi, 
  folded back to reveal the phrase, "I would give 
  anything for you, Lela, even my life!" 
   A successful DC 17 Wisdom (Perception) check 
  identifies the faint smell of decay pervading the 
  vardo. 
  These clues indicate that Lela is not all she seems, 
  and might not have been an innocent victim, but 
  they are not proof--the Moslavarics dismiss these 
  clues. 
  XP Award 
  If the characters find any clues in Lela's vardo, award 
  each character 50 XP. 
   
   
  
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  DDAL04-05 The Seer 
   
  14 
  Part 3: The Standing Stones 
  When the adventurers examine the woods around 
  the Moslavaric camp, they discover tracks in the 
  snow leading deep into the forest. The tracks 
  ultimately lead to a circle of standing stones where 
  Lela is ritually sacrificing Hanzi. 
  General Features 
  Snow lies thick in the pine forest, allowing the 
  adventurers to follow the tracks of Lela and Hanzi 
  with little difficulty.  
   Terrain. The terrain is flat and stony, and covered 
  in deep pine forest. The land is covered in snow that 
  varies from a few inches to a few feet deep. The 
  clearest areas are under the snow-laden pine 
  boughs, which are also the darkest. Although the 
  terrain is wild and dense, the party cannot get lost so 
  long as they follow the tracks in the snow. 
   Light. Dim light predominates in the forest. At 
  night, the moon is nearly full and illuminates the 
  countryside with a pale, sickly glow. Even if the 
  adventurers wait until daytime to pursue the tracks 
  in the snow, the day is overcast and snow-shrouded 
  tree boughs block much of the light. It is dark near 
  the trunks of the largest pine trees. 
   Sound. Sound is muffled in the snowy forest.  
   Smell. The pine smell of the trees is strong, but the 
  faint unpleasant odor of dead flesh hangs around the 
  tracks of Lela and Hanzi in the snow. 
   Tracks. As the snow is all but gone beneath the 
  trees, and several wolf tracks cross the snow behind 
  the trees, it is not immediately obvious which 
  direction Lela and Hanzi went. Recovering the 
  humanoid tracks requires an hour of searching, 
  although a successful DC 14 Wisdom (Survival) 
  check reduces this time to only 10 minutes. 
  Adventure Pacing 
  If you have less than 45 minutes remaining to complete this 
  adventure, omit the Shambling Dead encounter below. 
  Shambling Dead 
  After the adventurers have been traveling for an 
  hour, read the following: 
  Several large pine trees grow closely together here, their 
  snow-laden boughs creating deep pools of shadow. The trail 
  in the snow leads beneath these trees.  
  Lela sent a wight and two ghouls to trace her back 
  trail and eliminate any pursuers. Thirty minutes 
  after the encounter with the lurking wolves, the 
  undead catch up to the adventurers. 
   If the characters are still searching for tracks near 
  the pine trees, the undead creatures attack the 
  adventurers normally. If they have already 
  discovered the tracks, or if they have posted a guard 
  to keep an eye on the surrounding terrain while 
  searching for tracks, then the adventurers spot the 
  approaching undead and have an opportunity to 
  surprise the undead. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Replace the wight with a ghoul and 
  replace the ghouls with zombies. 
   Weak party: Replace the wight with a ghast 
   Strong party: Replace the ghouls with ghasts and add a 
  zombie. 
   Very strong party: Add a second wight and replace the 
  ghouls with ghasts. 
  Treasure 
  The wight's clothing is tattered and valueless, but it 
  still wears an ornate bronze torc worth 70 gp. A 
  characters that searches the area finds a jeweled 
  bracelet worth 25 gp. Lela dropped the bracelet here 
  in her flight. 
  At the Standing Stones 
  After two hours of following the tracks, the 
  adventurers catch up with Lela and her victim. Read 
  the following: 
  The dense trees give way to a large, rocky clearing nearly a 
  hundred feet in diameter. At the center of this clearing, 
  seven massive, weather-worn stones jut from the ground like 
  blunt, misshapen teeth. At the center of these standing 
  stones is a small hill bearing a flat, table-like rock. A man is 
  stretched across this table, bound with ropes and struggling 
  weakly. A Vistani woman stands above him, her pallid skin 
  hanging loosely on her frame. She holds aloft a stone bowl in 
  a clawed hand.  
  Lela is performing an hours-long ritual sacrifice to 
  restore her human disguise, but her undead nature 
  is currently plain. A ghast lurks amid the standing 
  stones, ready to do Lela's bidding. Hanzi is a 
  commoner that is restrained and too weakened to 
  
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  DDAL04-05 The Seer 
   
  15 
  provide the characters with any assistance. A large 
  symbol like a stylized eye is daubed on his bare 
  chest with a foul-smelling paste.  
   As soon as the adventurers spy Lela in her undead 
  form, the wind fan in their possession transforms 
  into a mockery of its lovely form. Instead of emitting 
  a warm wind and floral scent, its wind is cold and it 
  emits a carrion stench. The adventurer currently 
  bearing the wind fan notices this transformation.  
   If Lela or her ghoul minion spot the adventurers, 
  they immediately attack in order to protect Lela's 
  secret. If Lela is badly injured and near Hanzi, she 
  attacks Hanzi with her bite to regain hit points. Lela 
  and the ghoul fight until destroyed. 
   The Dark Powers protect Lela; any saving throws 
  made by the vampire spawn or her minions against 
  turn undead are made with advantage. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Reduce Lela's hit points to 30. Her evil 
  eye only inflicts 9 (2d8) psychic damage. Replace the ghast 
  with a zombie. 
   Weak party: Replace the ghast with a ghoul. 
   Strong party: Add one a ghoul. 
   Very strong party: Add a ghast. 
  Treasure 
  Lela wears several items of gold and silver jewelry 
  worth 220 gp. Most of these items were gifts from 
  Hanzi. If alive, Hanzi encourages the party to keep 
  the treasure for saving his life. 
  XP Award 
  If Hanzi survives, award each character 50 XP. 
  Conclusion 
  With Lela defeated, the characters can reveal the 
  truth to the Vistani. Donani is grieved over his 
  beloved's fate, but Captain Elias assures the 
  characters that time heals the hearts of the young.  
   The Moslavaric family bears the news with stoic 
  acceptance. Although Lela's corruption wasn't 
  directly attributable to Hanzi's attentions, they see 
  the situation as proof that tragedy follows when 
  mortu consort with Vistani. However, as the 
  characters revealed Lela's nature and prevented her 
  from causing more death among the Moslavaric 
  family, Tayrizha is quite grateful and extend an 
  invitation to stay and learn from them (see 
  Downtime Activities, below). 
  Treasure 
  Donani and Elias encourage the party to keep the 
  transformed wind fan as a reward (but also because 
  they worry it is tainted). In addition, Donani gives 
  the characters their promised reward—even if Lela 
  was never fated to be his. Donani secretly hopes that 
  the characters will not accept the gold and puts on 
  quite a show in an attempt to persuade them to 
  allow him to keep it. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-05 The Seer 
   
  16 
  Rewards 
  Make sure the players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. If you are playing all of the missions 
  as a single adventure, or playing multiple missions in 
  one session, you can wait and give the rewards for 
  all missions played at the end of 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 listed are per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Brown bear 
    
   
  200 
  Owlbear  
   
   
  700 
  Dire wolf 
    
   
  200 
  Winter wolf 
   
   
  700 
  Wight 
   
   
   
  700 
  Zombie  
   
    
  50 
  Ghoul 
   
   
    
  200 
  Lela 
   
   
   
  1100 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Attempt to dance the prastonata 25 
  Listen to the doroq 
   
  25 
  Gain any clues from Lela's vardo 
  50 
  Rescue Hanzi 
   
   
  50 
  The minimum total award for each character 
  participating in this adventure is 635 experience 
  points. The maximum total award for each character 
  participating in this adventure is 850 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 up according 
  to a system set forth in the sidebar. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Bear hides 
   
   
  50 
  Donani's reward  
   
  35 
  Discarded bracelet 
   
  25 
  Bronze torc 
   
   
  70 
  Lela's jewelry  
   
   
  220 
  Wind Fan 
  Wondrous Item, uncommon 
  This fan is made of thin, brittle parchment glued 
  over sharpened iron tines. When used, the wind 
  issuing from this fan is bone-chillingly cold and 
  carries the sickly-sweet stench of rotting flesh. The 
  fan can be used as a weapon; it is treated as a non-
  magical short sword (dealing slashing damage) 
  when it is open, or as a non-magical club when it is 
  closed. 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 item 
  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. 
  Downtime 
  Each character receives 10 downtime days at the 
  conclusion of this adventure. 
  
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  DDAL04-05 The Seer 
   
  17 
  Downtime Activities 
  Characters who wish to spend more time with the 
  Vistani have special downtime activities available for 
  this adventure only. Each character can perform 
  only one of these downtime activities, and then only 
  once. Record this as a story award on the character's 
  logsheet. 
   Cunning Insight. The Vistani are quite good at 
  reading people. If you spend 10 downtime days 
  learning from the Vistani, you may invoke it at any 
  point in the future, granting advantage to all attack 
  rolls made during your turn. Remove this story 
  award from your logsheet once it's been used.  
   Trackless Travel. Some Vistani know secrets to 
  conceal their passage through the wilderness. If you 
  spend 10 downtime days learning these secrets, you 
  can apply them during future travel. For one day you 
  choose in the future, each creature you choose 
  within 30 feet of you (including you) can't be tracked 
  except by magical means and leaves behind no 
  tracks nor other traces of its passage. Remove this 
  story award from your logsheet once it's been used. 
  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. 
  DM Rewards 
  For running this adventure, you receive 225 XP, and 
  112 gp. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-05 The Seer 
   
  18 
  Appendix: Monster/NPC 
  Statistics 
   
  Brown Bear 
  Large beast, unaligned 
  Armor Class 11 (natural armor)  
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft., climb 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  10 (+0) 
  16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1 (200 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: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Dire Wolf 
  Large beast, unaligned 
  Armor Class 14 (natural armor)  
  Hit Points 37 (5d10 + 10) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  15 (+2) 
  15 (+2) 
  3 (-4) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3, Stealth +4 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone. 
   
  Ghast 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  17 (+3) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
  8 (-1) 
   
  Damage Resistances necrotic  
  Damage Immunities poison  
  Condition Immunities charmed, exhaustion, poisoned  
  Senses darkvision 60 ft., passive Perception 10  
  Languages Common 
  Challenge 2 (450 XP) 
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to 
  the ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against 
  effects that turn undead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.., one 
  creature. Hit: 12 (2d8 + 3) piercing damage.  
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is 
  a creature other than an undead, it must succeed on a 
  DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
  Ghoul 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  
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  DDAL04-05 The Seer 
   
  19 
  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. 
   
  Lela (Vampire Spawn) 
  Medium undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 60 (11d6 + 22) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  16 (+3) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  12 (+1) 
   
  Saving Throws Dex +6, Wis +3 
  Skills Perception +3, Stealth +6 
  Damage Resistances necrotic 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common 
  Challenge 4 (1,100 XP) 
  Regeneration. Lela regains 5 hit points at the start of 
  her turn if she has at least 1 hit point and isn't in direct 
  sunlight or running water. If Lela takes radiant damage 
  or damage from holy water, this trait doesn't function 
  at the start of her next turn.  
  Spider Climb. Lela can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an 
  ability check. 
  Vampire Weaknesses. Lela has the following flaws: 
   Forbiddance. Lela can't enter a residence with an 
  invitation from one of the occupants. 
   Harmed by Running Water. Lela takes 20 acid 
  damage when she ends her turn in running water. 
   Stake to the Heart. Lela is destroyed if a piercing 
  weapon made of wood is driven into her heart while 
  she is incapacitated in her resting place. 
   Sunlight Hypersensitivity. Lela takes 20 radiant 
  damage when she starts her turn in direct sunlight. 
  While in direct sunlight, she has disadvantage on 
  attack rolls and ability checks.  
  Actions 
  Multiattack. Lela makes two melee attacks, only one of 
  which can be a bite attack. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (2d4 + 3) slashing damage. Instead of 
  dealing damage, Lela can grapple her target (escape DC 
  13). 
  Bite. Melee Weapon Attack: +6 to hit, range 5 ft., one 
  willing creature, or a creature that is grappled by Lela, 
  incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing 
  damage plus 7 (2d6) necrotic damage. The target's hit 
  point maximum is reduced by an amount equal to the 
  necrotic damage taken, and Lela regains hit points 
  equal to that amount. The reduction lasts until the 
  target finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0. 
  Evil Eye. Lela magically forces a creature she can see 
  within 30 feet of her to make a DC 13 Charisma saving 
  throw. The creature takes 18 (4d8) psychic damage on 
  a failed save, or half as much damage on a successful 
  one. 
  Reactions 
  Insightful Defense. When an attacker Lela can see hits 
  her with an attack, Lela can halve the damage against 
  her. 
   
  Owlbear 
  Large monstrosity, unaligned 
  Armor Class 13 (natural armor)  
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  12 (+1) 
  17 (+3) 
  3 (-4) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages -- 
  
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  DDAL04-05 The Seer 
   
  20 
  Challenge 3 (700 XP) 
  Keen Sight and Smell. The owlbear has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
  Actions 
  Multiattack. The owlbear makes two attacks: one with 
  its beak and one with its claws. 
  Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
  Snow Camouflage. The wolf has advantage on 
  Dexterity (Stealth) check made to hide in snowy 
  terrain. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. If the target is 
  a creature, it must succeed on a DC 14 Strength saving 
  throw or be knocked prone. 
  Cold Breath (Recharge 5-6). The wolf exhales a blast of 
  freezing wind in a 15-foot cone. Each creature in that 
  area must make a DC 12 Dexterity saving throw, taking 
  18 (4d8) cold damage on a failed save, or half as much 
  damage on a successful one. 
   
  Wight 
  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 attacks that aren't 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common 
  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 target. 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. 
   
  Winter Wolf 
  Large monstrosity, neutral evil 
  Armor Class 13 (natural armor)  
  Hit Points 75 (10d10 + 20) 
  Speed 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  14 (+2) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
   
  Skills Perception +5, Stealth +3 
  Damage Immunities cold 
  Senses passive Perception 15 
  Languages Common, Giant, Winter Wolf 
  Challenge 3 (700 XP) 
  Keen Hearing and Smell. The wolf has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell. 
  Pack Tactics. The wolf has advantage on an attack roll 
  against a creature if at least one of the wolf's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated. 
  
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  DDAL04-05 The Seer 
   
  21 
   
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8  
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
   
  Saving Throws Wisdom +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands Common, but can't speak 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
   
  
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  DDAL04-05 The Seer 
   
  22 
  Appendix: NPC Summary 
  This section is provided to the Dungeon Master to 
  help keep track of the various NPCs present in the 
  adventure. 
   
  Bogaravs (BO-gahr-ahvs). Friendly Vistani family 
  of musicians. Elias and Donani are Bogaravs. 
   
  Moslavarics (mo-SLAV-ah-reeks). Dour Vistani 
  family of crafters. Lela, Advan, and Tayrizha are 
  Moslavarics. 
   
  Elias (uh-LIE-uss). Captain of the Bogaravs. 
   
  Donani (doe-NAH-nee). A young man of the 
  Bogaravs, engaged to Lela. 
   
  Lela (LEE-luh). A young woman of the Moslavarics, 
  engaged to Donani. Unbeknownst to her family, she 
  has become a vampire spawn. 
   
  Advan (ODD-vonn). Son of the captain of the 
  Moslavarics, Advan protects his father by pretending 
  to be captain. 
   
  Tayrizha (tay-REEZH-uh). Raunie of the 
  Moslavarics. 
   
  Hanzi (HAHN-zee). A mortu, or Vistani outcast, who 
  has fallen in love with Lela. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL04-05 The Seer 
   
  23 
   
  Results Code: March - April 2016 
   
  If you are DMing this adventure during the months of March – May 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/DDAL4-05 The Seer.pdf