TEXT: @ AN ADVENTURE FOR 5TH LEVEL CHARACTERS @ 
  
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  (inset illustration)
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  All art provided by Wizards of the Coast and used with permission
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  While you were attending to other matters, Alanik dispatched a team of operatives to Barovia. 
  The team has gone silent, and Alanik fears the worst. You have been tasked with discovering the 
  fate of the lost team and completing their mission.  
  If you can avoid the attention of Count Strahd von Zarovich, all the better.
  The sixth adventure in the Ravenloft: Mist Hunters series of adventures.
  An adventure for 5th level characters.
   
  CONTENT WARNING: gore, fur trade (mention)
  Reference the Mist Hunters’ Safety Kit article and Van Richten’s Guide to Ravenloft for tips and tools on running a safe and fun game.
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  3
  The horror was for love.
  —  Lucille, Crimson Peak (2015)
  his adventure is designed for three to five 
  5th-level characters and is optimized for four 
  5th-level characters.
   Unexpected Hospitality takes place around Krezk and 
  rural Barovia and ends at the gates of the Amber Temple.
  Background
  ALANIK RAY, an investigator hired by the ORDER OF 
  GUARDIANS, dispatched the characters to KARTAKASS 
  and then to FALKOVNIA, where the missing scholar, 
  Radaga, was located. Under questioning, Alanik extracted 
  two locations from Radaga’s mind—WHITE OASIS 
  and AMBER TEMPLE, and something called the 
  APPARATUS. In pursuit of these clues, Alanik dispatched 
  the characters to HAR’AKIR, and a second group to 
  BAROVIA—the latter in search of the Amber Temple.
   While the characters sent to Har’Akir succeeded in their 
  investigations, the group sent to Barovia hasn’t reported 
  back, and Alanik has started to suspect the worst. And so, 
  he has called upon the characters to proceed to Barovia—a 
  domain of gothic dread, vampires, and dark bargains—to 
  seek out the fate of the missing group, and the secrets of 
  the Amber Temple. If they can do so without arousing the 
  ire of COUNT STRAHD VON ZAROVICH, all the better.
  Overview
  The adventure’s story is spread over three parts and takes 
  approximately 3 hours to play. The adventure begins 
  with a Call to Action scene. “Extending Play” sidebars 
  in the adventure provide guidance on how to expand the 
  adventure to occupy a roughly four-hour time slot. These 
  estimations don’t include time spent in pregame and 
  postgame discussion:
  Call to Action: To Barovia with You. The characters are 
  instructed to go to Barovia to follow the tracks of the lost 
  investigators.
  Part 1: Get in Before Sundown! Arriving in Krezk, 
  the characters need to help the villagers if they are to 
  uncover what happened to the investigators.
  Part 2: Werewolf Ambush. Following the other investiga-
  tors, the group is ambushed by furriers that are not what 
  they seem. An unexpected friend lends a hand.
  Part 3: An Offer of Passage. The group must make a 
  choice. A small transaction for an easy ride or stick out 
  the journey to the Amber Temple on their own.
  Story Awards
  At certain points in the adventure, you’ll see 
  this glyph and an entry describing how the 
  specified story award is earned or impacted 
  by the story. Ignore the entry if it refers to 
  a story award none of the characters have. If it refers 
  to a story award the characters just earned, it provides 
  information for you and the players.
  Character Hooks
  At the conclusion of the previous adventure, the characters 
  discovered the existence of an amber sarcophagus in 
  Har’Akir, and within, the vestige of a powerful being 
  known as Mirtu. Below are some additional hooks that can 
  be used to tie a character to this story.
  Haunted One & Acolyte
  Characters with the haunted one background and acolytes 
  in the service of the Morninglord resonate with the 
  villagers of Barovia; they have advantage on Charisma 
  checks made when interacting with the villagers. Acolytes 
  of other faiths tend to be frowned upon—imposing 
  disadvantage on such checks.
  Barovian Characters
  These characters know of the Darklord, Count Strahd von 
  Zarovich. They may not be aware of the frightening grip 
  he has on Barovia, but they know of his influence. They 
  know Strahd is a dangerous ally, but also that he’s an even-
  deadlier enemy.
  Adventure Primer
  OLGA DREBAS
  
  4
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  RMH-05 Unexpected Hospitality (v.1.0)
   Dementlieu: The Domain of Decadent Delusion
  Darklord: Duchess Saidra d’Honaire
  Hallmarks: Masquerades, decadent aristocracy, 
  social decay
  Every night brings another glittering affair: the citizens of 
  Dementlieu live such glamorous and exciting lives. They 
  enjoy the finest clothes, elegant jewels, grand ballrooms, and 
  most extravagantly, every seventh day, the Grand Masquerade 
  hosted by Duchess Saidra d’Honaire at her island estate. 
  Everyone who’s anyone attends the Duchess’s balls, and 
  everyone who longs to be someone tries to wrangle an 
  invitation or sneak in uninvited. But Duchess Saidra’s wrath 
  upon those who dare to set foot where they “don’t belong” is 
  truly horrible—and inevitably fatal.
   For more information about this domain and the people that 
  reside there, refer to Van Richten’s Guide to Ravenloft.
   Example: Outfitting for Investigation
  Peter’s character, Gregov the Fighter, is preparing for their 
  next adventure. He requisitions a greatsword, a longbow 
  and some arrows, and a suit of plate armor. He’s also heard 
  rumors of werewolves, so he asks for a silvered dagger . . . 
  just in case. In his previous adventures, Gregov unlocked a 
  horn of blasting and a potion of healing. The group decides 
  who should carry the horn and the potion. At the end of the 
  adventure, both items are returned to Gregov. However, if a 
  character uses the potion, or if the horn of blasting explodes 
  during the adventure, Peter crosses it off the investigation 
  journal where it was unlocked.
  Estimated Duration: 15 minutes
  he characters have been summoned to the Alanik 
  Ray residence in Dementlieu in the afternoon 
  to receive dire news about the Barovian party’s 
  disappearance. Radaga offers aid before Alanik sends 
  them off to Barovia in search of the missing party.
  Theme: Formal, to the point, decadent lavish manor.
  Character Introductions
  Allow each player a minute or so to introduce their 
  character, describe their appearance and mannerisms, 
  and establish the reason why they’re working with Alanik 
  and Kabe. Be sure to give everyone equal time in the 
  spotlight and be prepared to gently stop players if they run 
  on. Character introductions are crucially important for 
  the players to understand who the other characters are, to 
  build a basis for roleplaying opportunities, and for you as 
  DM to learn more about the characters so you can create 
  story elements that really speak to them.
   Award inspiration (explaining what inspiration is and 
  how it works) once everyone’s had a turn.
  Promoted!
  Impressed by the characters’ investigation in previous 
  adventures (or by their reputation, if this is their first 
  Ravenloft: Mist Hunters adventure), Alanik promotes the 
  characters to lead field operatives within the Ray Agency. 
  While this means additional duties—such as searching for 
  the urn—it also means opportunities for greater rewards 
  and other possible benefits, first and foremost being the 
  removal of the gp limit on nonmagical equipment that the 
  characters have access to.
  Outfitting for the Investigation
  Before proceeding on this leg of their investigation, the char-
  acters decide what they brought with them on their journey:
  Mundane Equipment. The Order of the Guardians has 
  offered the characters access to its substantial resources 
  to aid in their investigation. Each character has access to 
  any mounts and nonmagical equipment from the Player’s 
  Handbook, as well as the material components for any 
  spell they have prepared (or known for casters who don’t 
  prepare spells). Following the characters’ promotion, the 
  gp limit on these acquisitions has been removed. The 
  characters are still bound to the normal rules regarding 
  carrying capacity and, at your discretion, may find them-
  selves in a situation that precludes being able to haul 
  around too much—while their resources are great, the 
  Order discourages frivolous requests.
  Magical Equipment. As they adventure, the characters 
  “unlock” magic items for later use. The group begins 
  this adventure with one copy of each of these unlocked 
  items and then decides who’ll use them. At the end of the 
  adventure, each item is returned to the character who 
  brought it with them. Magic items that are destroyed or 
  that lose their magic, such as a quaffed potion of healing 
  or an exploded horn of blasting, however, are removed 
  from the character’s investigation journal and are no 
  longer unlocked; the character must find another one if 
  they want to use it in a later adventure. The character 
  who brought an unlocked item to the table has ultimate 
  discretion in who gets to use it. They should, however, 
  note that their investigations require teamwork and 
  cooperation.
  Order of the Guardians Ring
  Characters with this magical ring (more information 
  can be found in the Mist Hunters Safety Kit article) can 
  obtain another dose of the anti-charm tonic from Alanik—
  provided the last dose they obtained has been used.
  Alanik’s Study
  The characters are waiting in the office of Alanik Ray, an 
  investigator hired by the Order of the Guardians to initially 
  investigate Radaga’s disappearance. Now, the Order wants 
  Alanik and his field agents (the characters) to continue a 
  broader investigation regarding the amber sarcophagi. 
  to BAroviA With You
  CALL TO ACTION: 
  
  5
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  RMH-05  Unexpected Hospitality (v.1.0)
   Alanik Ray 
  Elf investigator
  Alanik (uh-LAHN-ick RAY) is confident and insightful, a 
  shrewd investigator, and one of the most well-traveled 
  mortals in the Domains of Dread. Alanik is a master of 
  insights and deduction; he can learn details about others 
  after a few moments of meeting them. For example, he can 
  almost instantaneously deduce a character’s native domain 
  from their accent and mannerisms. An accidental fall during 
  an investigation caused a spinal injury that paralyzed Alanik’s 
  legs. He uses a custom wheelchair that he created with the 
  assistance of his husband, Arthur Sedgwick.
  What They Want. Alanik’s concern at the moment is 
  discovering the fate of the investigators sent to Barovia. 
  No Loose Ends. Having solved Radaga’s disappearance, 
  he’s moved on to investigate the reasons behind it. More 
  information on Alanik can be found in Van Richten’s 
  Guide to Ravenloft.
  Area Information
  The area has the following features.
  Dimensions & Terrain. The study is 40-feet-long and 
  20-feet-wide and 10-feet-high. Large windows cover the
  western wall, shelves displaying books, scrolls and loose
  stacks of paper cover the eastern wall. Double doors lead
  out of the room to the south, a fireplace is built into the
  north wall. An oaken desk sits in front of the fireplace.
  Lighting. Oil lamps along the walls light up the room. A 
  fire burns in the fireplace.
  Weather. Heavy rain is beating against the windows. An 
  occasional lightning briefly lights up the study.
  Sounds. Rain drumming against the windows, crackling 
  fire in the fireplace, the crack of lightning.
  Oaken Desk. The desk is cluttered in books, scrolls, and 
  notes. However, it’s all covered by a map of Barovia 
  spread out on top of the clutter. Chairs are in front of it.
  NPC Information
  Alanik sits behind his desk, a look of concern drawn on 
  his face as he examines the large map. Alanik offers the 
  characters a chair, acknowledging the character’s previous 
  achievements, with a nod in the direction of a woman 
  searching through a section of the bookshelf, a woman 
  whom the characters recognize as Radaga from RMH-02 
  Back to the Front.
   Shadows fall over his face as he introduces the party to 
  their task:
  I dispatched a trio of investigators to Barovia and it’s 
  been far too long with no word. I ask that you venture 
  there yourselves and see if you’re able to find them and 
  ensure that they’re keeping to task. If they’re not, you’re to 
  investigate the Amber Temple. Kabe will get you as far as a 
  small village called Krezk. 
   The missing group is made up by the following 
  investigators.
  Sheylyth Surii (SHAY-lith sore-EE). This half-elf ranger 
  is an accomplished mist walker who traveled the width 
  and breadth of most of the domains of Ravenloft. His 
  thick black hair and beard are cut short—accenting his 
  mahogany complexion. His competence is outmatched 
  only by his arrogance.
  Hector du Maroc (HEK-tohr de MA-rog). A slender 
  human fighter, hired by Alanik soon after crossing the 
  mists. His stern, dark eyes contrast to his bright white 
  hair. He typically dresses in a gold-trimmed red robe 
  underneath a half-plate with his family crest.
  Neva Sparkmind (ne-VAH SPARK-MIND). Despite her 
  small size, the intrepid gnome wizard has settled in well 
  with Alanik. Her trip to Barovia was her fifth assign-
  ment. An excellent mage, her stylish dress accents her 
  shiny, bald head.
  Radaga: Dark Outfitter
  Radaga studies some books on the bookshelf. Apart from 
  a courteous nod, she shows no interest in the characters, 
  until they accept Alanik’s mission, then he calls for her.
  Let’s Give Her a Hand!
  Characters who earned this story award 
  during RMH-EP-01 The Grand Masquerade 
  see Radaga’s familiar—a desiccated animated 
  hand—helping Radaga thumb through a book.
  Blood-Drinker’s Backbone
  Radaga provides the characters with a potent magical 
  weapon as well as two scrolls. She makes it quite clear 
  that all of these items, including the scrolls if unused, are 
  to be returned upon completing their mission.
   Radaga pulls out a spear she refers to as blood-drinker’s 
  backbone from a large wooden case.
  MAX DUNBAR
  
  6
   Radaga 
  Human scholar of the Dark Powers
  The initial object of the Order of the Guardians’ search, 
  Radaga (ruh-DAH-guh) is a scholar and arcanist who has 
  delved far into the nature of the Dark Powers—some say a bit 
  too far. She’s brilliant but obsessive in her desire to catalogue 
  the sinister, as well as a bit possessive of her knowledge. 
  Radaga has olive skin and black hair.
  What They Want. Because Alanik suspects that Radaga 
  was possessed by creatures unknown, he insists that she 
  avoid venturing out into the world. For now, she uses her 
  knowledge to search the Order’s accumulated treasures 
  for items she feels might assist Alanik’s investigators 
  with their work.
  Obsessed with Forbidden Knowledge. She is frustrated 
  at the loss of time due to her recent possession. She’s 
  anxious to get back to her life and studies.
   Kabe Whippoorwill 
  Halfling interdomain informer 
  Secretly a member of the Keepers of the Feather (a fact 
  known to Alanik only), Kabe (KAYB WIP-er-wil) is Alanik’s 
  scout, associate, and friend. A lightfoot halfling with a quick 
  smile and a mean right-hook, Kabe possesses a dark gift that 
  allows them to traverse the Domains of Dread. Acting as 
  both a ferry for the characters and a field contact, they’re an 
  invaluable member of the investigative team. 
  What They Want. Their line of work is dangerous, so they 
  want to ensure everything goes smoothly. Losing an 
  agent is never the desired outcome. 
  Mist Walker. Kabe is Alanik’s scout, investigatory partner, 
  friend, and an invaluable member of the team. They also 
  work as the party’s field contact.
  “This spear is called nosferatu’s backbone,” Radaga reveals 
  with slight contempt. “A dangerous and mischievous weapon, 
  made from an actual vampire’s backbone.” She slides her 
  finger across the blade and reveals that what seems like fresh 
  blood is only a trick of the mind caused by the color of the 
  blade. Ancient runes are carved into each of the vertebrae. 
  “This weapon can be a great help but also a deceitful enemy. 
  Remember, keep the pointy end away from yourselves.”
  In addition to their own equipment, the characters were 
  lent the use of a magical spear called blood-drinker’s back-
  bone (handout 1). 
   In addition, Radaga also hands the characters a wooden 
  scroll case containing a spell scroll of greater restoration 
  and a spell scroll of raise dead. 
  Development
  Once the characters confirm they are ready to go, Alanik 
  summons Kabe, a mist walker associate who has also 
  been assisting in the investigation.
  Parting the Mists
  Kabe leads the characters out of Alanik’s manor. Outside 
  the front doors, a carriage is waiting. Kabe climbs up in the 
  driver’s seat. As the characters settle inside, it starts rolling 
  with a jolt as the characters are transported to Barovia. 
  Roll on the Misty Visions table (appendix A).
  MAX DUNBAR
  
  7
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  RMH-05  Unexpected Hospitality (v.1.0)
   Barovia
  Darklord: Count Strahd von Zarovich
  Hallmarks: Undead despot, notorious haunted stronghold
  In Barovia, the night is a curse. With the dying of the light, 
  wicked souls slip from the darkened spires of Castle Raven-
  loft to work the will of an immortal overlord. The howls of 
  wolves and cries of raven swarms echo through the dismal 
  valleys and oppressive forests of Barovia. In isolated com-
  munities, superstitious villagers find the brightness in the 
  lives smothered by dread of their aloof overlord, his baleful 
  servants, and ancient evils that fester unopposed. They all 
  know to fear the mists and the long Barovian nights, as 
  through them the Devil Strahd watches and reaches to claim 
  whatever he desires.
   Barovians: Food for an Immortal Despot
  Many Barovians were happy once but are now wary of 
  strangers to an extent that can be unsettling (and seem 
  rude) to newcomers. They tend to stare openly, in silence—
  expressing their disapproval of anything that isn’t familiar to 
  them. Many are very suspicious with deep-rooted religious 
  beliefs that are passed down from one generation to the next.
  Estimated time: 60 minutes
  The characters reach Krezk in the afternoon. The village 
  has no inn, so they must rely on their personalities if they 
  hope to stay the night within the city walls. The investiga-
  tion for the lost party begins once inside.
  Theme: Eerie, reclusive, unfriendly, suspicious eyes
  Outside Krezk
  Krezk is a small village in western Barovia.
  Area Information
  The approach to Krezk (Appendix B) features:
  Dimensions & Terrain. Fields and dense forest on all 
  sides, the village lay about 250 feet north of a branch in 
  Old Svalich Road (S1) that leads into a gatehouse set into 
  the 20-foot wall that surrounds the village. The Saint 
  Markovia Abbey watches over the village to the north.
  Lighting. The sun isn’t visible but lights up in a bright but 
  colorless light.
  Weather. The weather’s mild, but the air feels heavy. Rain 
  could be coming. 
  Gatehouse. Entrance into Krezk is made between two 
  towers (S2) with peaked roofs that flank a pair of 12-foot-
  tall, iron-bound doors. “Krezk” is carved into the stone 
  archway above the doors. Arrow slits are carved into the 
  upper floors of each tower—allowing the guards within 
  to fire arrows onto trespassers. Members of the city 
  guard watch the characters from the parapet.
  NPC Information
  Kabe lets the characters off the carriage at the crossroad 
  (S1), excuses themselves and drives off.
  Development
  Moving towards the gate, a city guard tells them to stop. 
  From inside the gate, a female human city guard armed 
  with sword and shield wearing leather armor, approaches 
  the characters. If asked, her name is Olyana Brzynekov.
   She asks them about their business is in Krezk. She’s 
  inquisitive, snappy and gives of the idea that she’s not let-
  ting everybody in.
   No matter how the characters respond, as long as they 
  are not demeaning, she lets them inside. If they are gruff, 
  she reminds them to mind their manners while in town. 
  She lets them in no matter their approach.
  Inside Krezk
  Area Information
  The village of Krezk (Appendix B) features:
  Dimensions & Terrain. The village is 500 feet by 650 feet, 
  built halfway up a hill. Inside the city wall, trees line ev-
  ery street with houses built under their crowns. 
  Lighting. The cloud-covered sun illuminates the village in 
  a dull, bright light.
  Weather. A distant rumble reveals a threatening thunder.
  No Inn. There are no inns or taverns in Krezk. 
  Town Square. The triangular square, 50 feet on each side, 
  lies 100 feet north of the city gate. A handful market 
  stalls are here, selling local produce, and wooly clothing.
  Krezk is a sleepy village at the base of the Abbey of Saint 
  Markovia. Inside the city gate, the only square in town bears 
  witness to the village’s quiet temper. The few people pres-
  ent are utterly uninterested in you, almost as if they try to 
  avoid you. You notice how the forest reaches inside the city 
  wall; the village’s cottages built discretely among the trees.
  NPC Information
  A few villagers are crossing the town square, hurrying to 
  get home before the weather turns sour.
  Guards
  City guards wanders about the parapet around the vil-
  lage, but also do rounds in the streets. In case of trou-
  ble, the guards can be present everywhere in Krezk 
  within minutes.
  Get in Before SundoWn!
  PART 1:
  
  8
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  RMH-05 Unexpected Hospitality (v.1.0)
   Kasis Szwirnutchi 
  Half-elf gardener
  Native to Krezk and not the traveling type, Kasis  is muscular 
  with fair features, long dark hair, and striking green eyes. She 
  has never wandered far from Krezk. A piece of land besides 
  her cottage is converted into a household garden, where she 
  grows the produce that she barters for in the square. Unusu-
  ally, her garden blooms every fourth day. A recluse, she’s still 
  friendly towards the other villagers.
  What They Want. Krezk is a nice town. Kasis wants it to 
  remain this way.
  Minding My Own. It’s not that complicated, is it?
   Gorcia Khomiakov 
  Covert angelic grocer
  Concealed as an attractive, androgynous human, Gorcia 
  hides a secret. Pulled in by the mists from their place in the 
  Upper Plane of Arborea, for reasons unknown, they’ve made 
  a life for themselves in Krezk while trying to figure out how 
  to escape. They seem sweet and extroverted, but a desperate 
  yearning for escape burns inside.
  What They Want. To escape Barovia and return to the Up-
  per Plane—no matter the cost.
  Troubled Mind. They’re anxious that their true nature will 
  be uncovered, and often overplay their role as a result.
  Stall Owners
  The stall owners look nervously towards the dark clouds 
  and start collecting their products to close the stalls. Two 
  of them (Kasis and Gorcia) are less unwelcoming than 
  the others:
  Kasis Szwirnutchi (KASS-iss SHWURR-noo-chee). 
  Kasis is rather dirty and disheveled from the time she 
  spends in the gardens each day—evident from the dirty 
  apron she wears over her muddy clothes. She has no 
  intention of letting the characters stay with her.
  • A character that succeeds on a DC 14 Charisma
  (Persuasion) check is able to obtain some information
  from the gardener. If asked, she reveals that the other
  investigators passed through town a few days ago; they
  stayed for a few days before leaving with fresh supplies.
  Kasis didn’t ask where they were headed.
  Gorcia Khomiakov (GORSHA COMB-ee-uh-koff). 
  Gorcia is a slight human with big grey eyes, sharp 
  cheek bones, and pouty lips. They dress discretely in a 
  flattering, earth-colored gown. Gorcia sells cured meat 
  but is closing down early because of the turn in the 
  weather. They could use help getting their goods inside 
  before the rain comes, and even though they’re wary of 
  outsiders (and unlikely to provide lodging), they won’t 
  say no to offers of aid in hauling heavy barrels indoors.
  • If the characters inquire about the investigators, Gorcia
  quickly recognizes who they’re asking about—Krezk
  doesn’t get many visitors. They believe they headed east
  after staying overnight in Krezk.
  • Inside their house is a table in the center of the main
  room, with shelves along the walls containing clay jars
  and papers. A character with a passive Perception of 14
  or higher notices an open journal on the table, contain-
  ing oddly scripted letters and diagrams (characters that
  are proficient in the language recognize it as Celestial).
  If Gorcia notices a character glancing a at the open
  book, they quickly scoop it up and place it on a shelf
  behind them. Regardless, they thank the characters for
  their service and usher them out of their residence with
  a forced smile and a vow to mention to the burgomaster
  how helpful they have been.
  Villagers
  The villagers quietly tend to their own. They’re not 
  necessarily hostile towards the characters, but they 
  initially rebuff any attempts to engage with them. 
  The Inn is Right Out
  If the characters plan to stay the night in more comfortable 
  accommodations than the hard dirt floor of a stable, they 
  must convince the denizens of Krezk to open their doors 
  to them by helping out around town. Doing so requires a 
  DC 13 group ability check. The ability and skill that each 
  character must succeed upon is dependent upon what they 
  plan to do to help. 
  MARK BEHM (L) / LAKE HURWITZ (R)
  
  9
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  RMH-05  Unexpected Hospitality (v.1.0)
   Extending Play
  If you wish to extend the play experience, the characters can try 
  to learn more about the missing investigators. During the char-
  acters’ attempts to secure lodging, they can also try and find 
  out what the villagers know about the missing investigators.
   If a character succeeds particularly spectacularly at a task, or 
  does an admirable job roleplaying their work, the villager they’re 
  assisting hints that they know more. Krezk folk are reserved 
  people, so they won’t out and say it, but they may ask if the 
  character is “friends with that bald gnome that stopped by not 
  long ago,” or “you’re much better at this than that Hector fella.”
   The characters can pry further, and if they succeed on 
  a DC 11 Charisma (Persuasion) check, learn one of the 
  following rumors:
   Have each character describe what they might do to 
  help out around town. Some sample residents (and the 
  tasks they need assistance with) are provided, but don’t 
  limit the characters to these choices. If they want to do 
  something not listed below, assign a DC 13 ability check as 
  appropriate.
  Marlon Staginowa (MAR-lunn staj-uh-NOW-uh). This 
  30-year-old human is the widowed father of five young
  children—the two youngest of which could use a change
  of diapers and possibly a little entertainment.
  Pawel Valentin (PAV-ull VAL-un-teen). This middle-aged 
  dwarf carpenter has been working on patching his roof 
  all day, and with rain on the horizon, he’s desperate to 
  finish today. 
  Lukazs Brutzs (LOO-kuss BROOTCH). Young Lukazs 
  moves a bunch of sand from one end of Krezk to another 
  for his father. The human’s wagon is leaking sand all 
  over the road; the spacing between the boards making 
  up the wagon is too large. 
  Priest Bartosz (BAR-tož). A venerable human priest, Bar-
  tosz is spending his last years in Krezk. He’s typically 
  found tending to the grave of his mentor, though his age 
  makes this difficult nowadays. 
  Kalyoan Decz (CALL-yone DECH). This 35-year-old hu-
  man’s disabled son, Bogdan (BOG-dun), is celebrating 
  his eighth birthday, but no one came to celebrate; the 
  child is downtrodden and could use some cheering up. 
  If half or more of the characters succeed on this check, the 
  characters manage to find a space next to a fire or even a 
  marginally comfortable cot to sleep on or even a mug of 
  hot broth. If the group check fails, the characters spend the 
  night wherever they can find space—each gains a level of 
  exhaustion that can only be removed by completing a long 
  rest in a warm and comfortable environment.
  Krezk Rumor-Mill
  d6
  Encounter
  1
  Hector and Sheylyth got into a pretty heated argument 
  before leaving; it almost came to blows. Hector seemed 
  very frustrated with Sheylyth.
  2
  Sheylyth seemed very reserved; he seldom spoke—he 
  usually just stared into the fire.
  3
  That ranger…I didn’t see for certain, but he got mad about 
  something, and for the briefest of moments, I swear his 
  eyes actually turned red. Most unusual.
  4
  The gnome was working for me and sounded like she 
  needed a hand. She called out for Sheylyth to help her a 
  few times, but the ranger didn’t seem to hear or recognize 
  her. Sparkmind ended up having to hit her with a rock be-
  fore he finally lent a hand.
  5
  I wasn’t sure who they were talking about, but I overheard 
  Hector and Neva talking about someone “acting strangely” 
  and wondering if they should call off the mission. I sure hope 
  it wasn’t anyone in Krezk… Maybe it’s that dwarf, Pawel.
  6
  The Burgomaster has had a lot on his mind lately, and 
  that group of adventurers was just another thing to worry 
  about. Thankfully, they left quickly.
  RICHARD WHITTERS
  
  10
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  RMH-05 Unexpected Hospitality (v.1.0)
   Burgomaster Dimitri Krezkov 
  Human burgomaster
  Dimitri Krezkov’s (duh-MEET-chree KREZ-koff) ancestors 
  built Krezk at the foot of the Abbey of Saint Markovia long 
  ago after Strahd conquered the surrounding valley. He is the 
  latest of his family to watch over it; he is a lord and expects 
  to be treated as such. Fate has been cruel to Krezkov in the 
  recent past, the loss of family and the threat of the evil that 
  surrounds his community wear on his soul. However, he 
  is a stalwart, unflinching ally to those who have earned his 
  trust—a rare, genuine force for good in a realm consumed 
  with evil.
  What They Want. Krezkov assumes the worst in everyone; 
  it is the only way his village has survived.
  A Cautious Guardian. Krezkov places the welfare of 
  his village above that of outsiders—who he typically 
  assumes to be allies of Strahd. Strangers must earn his 
  favor if they are to enter the village.
   Why are we here?
  Making friends with the villagers of Krezk might become a 
  distraction to the players. Use Burgomaster Krezkov as a way 
  of reminding the party what their goal is as he asks them 
  interested yet inquisitive questions. Where do they come 
  from? Where are they going? What is their purpose here?
  Treasure
  If all of the characters succeed on this check, one of 
  the town’s residents gifts them with a potion of greater 
  healing—likely their most treasured possession.
  Development
  At this point, the party is ready to seek out the burgomas-
  ter, Dimitri Krezkov.
  Burgomaster Krezkov’s 
  Office
  The characters can easily find directions to the burgomas-
  ter’s house. They’ll need to do this eventually in order to be 
  welcomed in the village.
  Area Information
  The burgomaster’s home is located north of the town 
  square. Inside his home he has his formal office.
  Dimensions & Terrain. The office is 20 feet by 10 feet, 
  with shuttered windows and colorful walls. A large desk 
  has a tall chair behind it, leaving little room for other 
  chairs, so visitors have to stand up when in attendance. 
  Sounds & Smells. Crackling fire, clinking glasses inside 
  the home. Falling rain, distant growls, howls, and the 
  snapping of twigs beyond the walls of the village.
  Silvered Mace. On the wall behind Krezkov hangs a 
  silvered mace—the burgomaster’s personal weapon.
  NPC Information
  Burgomaster Krezkov can be found in front of his house. 
  Upon noticing the characters, he invites the characters 
  inside his office—first ensuring that none of them are vam-
  pires (which entails a few prying questions and splashing 
  them with water to see if it harms them).
   Krezkov greets the characters and asks them how they 
  have helped the village; a subtle way of letting them know 
  that service is expected of them. If they have yet to help 
  out, he sends the characters away to do something good in 
  Krezk (see “The Inn is Right Out,” above).
   If the characters demand answers right away, Krezkov 
  firmly reminds them that as guests in his village, they are 
  in no position to make demands. He’s willing to answer 
  their questions, even help them with shelter and provi-
  sions, but they need to make use of themselves first.
  Treasure
  If the characters succeeded on the group ability check 
  (see “The Inn is Right Out”) and if they treat Krezkov with 
  respect and deference to their suspicious nature, the bur-
  gomaster gives the characters a silvered mace.
  Development
  The following morning, the characters can leave Krezk. 
  Their departure is met with little fanfare; even as thankful 
  as the denizens are, they’re happy to be rid of strangers.
  CHRIS SEAMAN
  
  11
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  RMH-05  Unexpected Hospitality (v.1.0)
   Adjusting the Encounter
  This is a difficult encounter; the spear given to them by 
  Radaga is likely to be the only magical weapon among them. 
  You needn’t adjust this encounter to account for this.
   Rufus is a loup garou, but doesn’t have legendary actions, 
  and doesn’t use his bite attack. Instead, he attacks twice with 
  his claws in dire wolf or hybrid form.
   Lycanthropy
  Characters who fail their saving throw versus the curse of 
  lycanthropy have some hope; it’s a few weeks until the next 
  full moon, and the curse is likely to be removed before this 
  occurs—whether by agents of the Order of the Guardians.
   That isn’t to say that they shouldn’t be given cause for 
  concern, however. Their looming transformation can be 
  described as restless sleep, an insatiable hunger for raw 
  meat, or other bestial urges.
  Estimated time: 90 minutes
  The characters continue towards Vallaki, the direction the 
  other team of investigators took. Not far into Barovia, the 
  trip takes a wrong turn.
  Theme: Cold, creepy, feeling of being watched
  Relief of One’s Possessions
  The forest on each side of the road is uninviting, a thin 
  layer of fog creeping among the trees. 
   If a character moves off the road, approaching the tree 
  line, several pairs of yellow eyes peek out from the under-
  growth, following by several deep growls from something 
  big beyond the tree line.
  Area Information
  The Old Svalich Road crosses Barovia, connecting Krezk 
  in west to the Village of Barovia in east. The road bends 
  around a copse of trees, beside a pond.
  Dimensions & Terrain. A 15-foot-wide muddy road runs 
  through the dense, gnarled trees of the Svalich Woods. 
  The road curves to the left, revealing a pond through 
  the trees. 
  Weather. Clouds cover the sky and a light layer of fog 
  clings to the ground. While it’s still daytime and 
  considered brightly lit, the clouds diffuse the sunlight; it 
  creates an eerie sensation of timelessness.
  Muddy Road. Pools of mud dot the road and the grassy 
  area on either side of it.
  Gnarled Trees. The Svalich Woods follows the road 
  across Barovia, its gnarly trees reaching for the 
  clouded sky.
  Pond. The pond, 60 feet wide, is uninvitingly covered in a 
  litter of rotting leaves. A thin layer of fog covers the lake 
  and creeps up the bank and into the trees.
  Creature Information
  A furrier named Rufus (a loup garou) emerges from the 
  trees, flanked by two companions. These rough-looking 
  people appear to be muscular humans in furs and leather 
  but are in actuality werewolves. If the encounter devolves 
  into violence, four more werewolves emerge from hiding 
  at the end of the second round. A character with a passive 
  Perception (Wisdom) score of 18 or higher notices the 
  other werewolves hiding behind trees beside the lake.
  The werewolves want to rob the characters with no inten-
  tion of killing them; they laugh and cajole while surround-
  ing the characters—if the minimal effort of intimidation 
  and taunts gets them what they want, the werewolves 
  choose that over combat. In exchange for handing over 
  their weapons, armor, holy symbols, and rations, the furri-
  ers offer safe passage. If the characters were gifted burgo-
  master Krezkov’s silvered mace (or carry any of their own), 
  Rufus sniffs at the air and tells the character carrying it to 
  toss it in the lake.
   If the characters refuse to surrender their equipment, the 
  werewolves create a tension-filled, nerve-wrecking stand-
  off. Eventually in combat, the furriers get frustrated—
  transforming into hybrid form in a shockingly gory display 
  of skin and blood falling to the ground, fur, claws, and 
  teeth breaching the skin—a shockingly grotesque process 
  that requires each character to succeed on a DC 15 
  Wisdom saving throw or be frightened for 1 minute. At the 
  beginning of each turn, a character can repeat the save, 
  ending the frightened condition early on a success.
   Any character reduced to 0 hit points is instead knocked 
  unconscious; the lycanthropes prefer to bring their quarry to 
  their camp to be flayed and consumed while still screaming. 
  Terrible Benefactor
  If more than half the group has been knocked uncon-
  scious, or at another dramatic point in the encounter, read 
  or paraphrase:
  Without warning, a dense fog rolls into the area from the 
  east—obscuring everything but fleeting shadows. You hear 
  the werewolves shouting in alarm—whimpering, yipping, 
  whining—and then all is quiet.
  The fog dissipates, revealing the werewolves lying dead on 
  the moist grass, torn apart with shocking violence.
   In the center of the carnage stands a stately, well-
  groomed man wearing a long blue jacket and red velvet 
  doublet over a silk white shirt, black linen pants and shiny, 
  polished shoes. His hands are covered in blood, but not a 
  drop is on his clothing.
  WereWolf AmBuSh
  PART 2:
  
   Count Strahd von Zarovich 
  Darklord of Barovia
  The first vampire, Strahd von Zarovich (STRODD vonn 
  ZAHR-oh-vich) is infinitely egotistical, cruel, and manipula-
  tive—a charming monster who wears the trappings of power 
  and class. The vampire victimizes his subjects whenever the 
  urge strikes, reveling in the fear he causes.
  What They Want. Strahd senses that the characters have a 
  mist walker among them and is ultimately curious about 
  what the characters could possibly be searching for in 
  his domain—especially considering they’re following the 
  precise path that an earlier group of travelers took.
  You Are Mine to Toy With. His subjects, the domain of 
  Barovia and anyone foolish enough to enter it exist to 
  serve and sustain him, and the blood of the defiant 
  tastes the sweetest.
  “Welcome to Barovia,” he says while wiping blood from his 
  hands with a handkerchief. He smoothes a crease in his 
  velvet doublet. “I am Count Strahd von Zarovich; your host.” 
   A character that succeeds on a DC 15 Intelligence 
  (History) check immediately recognizes Strahd as the 
  Darklord of the domain of Barovia.
   Strahd motions concerned across the lake —informing 
  the characters “your colleagues can be found over there.” 
  A character who succeeds on a DC 17 Wisdom (Insight) 
  check gets the impression that Strahd’s concern is a ruse.
   If the characters search the pond (to retrieve the silvered 
  mace, or if they search it out of curiosity) and succeed on 
  a DC 14 Wisdom (Perception) check, they find Hector du 
  Maroc’s moon-touched longsword in the water. This check 
  automatically succeeds if the pond is searched at night.
  Furrier Camp
  Across the pond, they make a grisly discovery.
  Area Information
  Dimensions & Terrain. 30-feet across, circular camp 
  with a bonfire in the center and ramshackle tents. 
  Adventuring gear litters the campground.
  Adventuring gear. Someone has emptied a few backpacks 
  and left the adventuring gear scattered across the camp.
  Investigating the Camp
  The camp is what the characters expect of a furrier—
  camping gear, tanner’s equipment, skinning knives, and 
  various hunting traps.
   The characters also find the blood-stained remnants of 
  a pair of adventurer’s kits near the campfire. Among the 
  contents, they find three books: two personal investiga-
  tory journals and a third book titled A Treatise on Ethical 
  Mutilations. The journals belong to Hector du Maroc and 
  Neva Sparkmind and describes their uneventful journey 
  into Barovia. The latest entry is dated five days ago.
  Bodies in the tree line
  If the characters move away from the camp, the smell 
  of congealed animal fat and rotting carcasses is over-
  whelmed by stronger stench emanating from the tree 
  line. If investigated, the characters find the remains of a 
  human and a gnome that match the descriptions of Hector 
  du Maroc and Neva Sparkmind. They appear to have 
  been mauled by clawed creatures—more than likely the 
  werewolves.
  Treasure
  If the characters find and investigate the camp and 
  the surrounding area, they find A Treatise on Ethical 
  Mutilations, and may find a moon-touched longsword if 
  they search the pond.
  MARK BEHM
  ZOLTAN BOROS
  
  13
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  RMH-05  Unexpected Hospitality (v.1.0)
  Estimated Duration: 30 minutes.
  A tough decision awaits the characters—do they accept the 
  hospitality of an undead despot or make the long, arduous 
  trek to the temple on foot?
  Theme: False hope, hard choices
  Option A. Accepting the 
  offer
  If the characters accept the offer, Strahd invites them 
  inside the carriage to take the trip through Barovia to 
  Mount Ghakis. The carriage is large enough for Strahd 
  and each of the characters. The interior is decadently cozy, 
  with cushioned seats, and plenty to eat and drink.
  Creature Information
  As the characters return to Count Strahd, a black carriage, 
  drawn by four black horses, rolls up. Strahd expresses his 
  deepest condolences at the loss of the adventurers to the 
  characters, though it is a facade. 
   He assures them that the Amber Temple, which he 
  knows they are seeking, is far away from here and the road 
  there is fraught with danger—it would be unwise to make 
  the journey on foot. Thankfully, he’s happy to allow them to 
  make the journey to Mount Ghakis in his cozy carriage. All 
  he asks for is for one of them to someday return and tell 
  him the story of their adventures. Each character promis-
  ing to return, gains the Dark Invitation story award.
  Dark Invitation
  You’ve promised Count Strahd von Zarovich 
  that you’d pay him a visit in the future. It’d be 
  rude to stand him up…quite rude, indeed.
  Road Trip to Mount Ghakis
  The trip to the temple takes a few hours as Count Strahd’s 
  carriage drives through Vallaki and past Lake Zarovich 
  and Castle Ravenloft. Each area includes boxed text for 
  your inspiration. Read or paraphrase as desired.
  Creature Comforts
  While traveling by carriage, the characters are free to 
  enjoy the food and drink Strahd offers. Characters accept-
  ing these offerings, gain the benefit of a long rest. Strahd 
  also offers them a silver flask containing a potion of 
  gaseous form.
   Characters who accept Strahd’s offer receive the story 
  award Dark Invitation.
  Vallaki
  As the carriage rolls into Vallaki, read or paraphrase the 
  following.
  Small houses dot the roadside as the carriage rolls into 
  Vallaki. The two guards at the western gate eye each other 
  nervously as the black cart rolls past.
   As the cart continues through the town, the townsfolk 
  scurry away from the road, watching with fear as the car-
  riage passes by.
   The cart slows down as you approach the town’s center. 
  Strahd points at the Blue Water Inn, recommending it as a 
  good place for commonfolk to stay. At least that’s what he 
  has heard.
   The carriage picks up speed again, continuing towards 
  the eastern gate and out of town.
  Lake Zarovich
  East from Vallaki, the carriage passes a stretch where 
  Lake Zarovich is visible.
  Among the trees, the dark water of Lake Zarovich lies, mir-
  roring the clouded skies above. 
   Perfectly still, not the slightest hint of a ripple on the 
  water can be seen, making you wonder if there is any life 
  under the surface. The only thing on the lake is a small 
  humanoid figure in a rowboat, holding a fishing pole, 
  patiently waiting for something to bite.
   Strahd notices you regarding the fisher, a small smile 
  on his face.
  Castle Ravenloft
  Half an hour past Lake Zarovich, the spires of Castle 
  Ravenloft becomes visible in the distance.
  An offer of PASSAGe
  PART 3:
  
  14
  Like a sentinel, eyeing the farthest reaches of Barovia, 
  Castle Ravenloft looms atop a mountain peak across a 
  rocky marsh.
   Two spires, one taller than the other, claws like fingers at 
  the colorless sky, with the grey stone construction of the 
  castle a massive, malevolent structure, spewing out an old, 
  cobbled road all the way down to Old Svalich Road.
   Further down the road the Village of Barovia lays in the 
  shadow of the mountain.
   Strahd wiggles a finger in direction of the castle, asking 
  you to remind him to invite you home at your convenience.
  Into the Mist
  As the carriage passes the bridge over Ivlis River, mist 
  wraps around the carriage. The mist creeps through open-
  ings in the carriage and shrouds the characters, impairing 
  their sight. Count Strahd encourages the characters to 
  relax and enjoy the ride.
  Option B. Declining the 
  offer
  If the characters decline the offer, Strahd’s face darkens. 
  He strides immediately away towards his carriage, slams 
  the door, and rolls away down the road.
  Traversing the Barovian 
  Wilderness
  Travelling by foot in Barovia is unadvisable. The charac-
  ters can meet other travelers, Vistani camps, etc. at your 
  discretion. They tell the same story. Stay out of the woods, 
  don’t sleep in the wilderness. 
   The walk is six hours long. The journey is exhausting; 
  each character must succeed a DC 15 Constitution 
  saving throw or gain a level of exhaustion that can only 
  be removed by a long rest in a warm bed. Further, the 
  characters are beset upon by creatures; an encounter 
  determined randomly or chosen from the table below:
  Eight Ways to Die in Barovia
  d8
  Encounter
  1
  Three phantom warriors
  2
  One tree blight
  3
  Four wereravens
  4
  One cloaker
  5
  One giant skeleton
  6
  Two wereboars
  7
  Two werebears
  8
  Two wraiths
  Wrap-Up: The Amber 
  Temple
  A thick mist clings to the peak of the mountain as they 
  draw closer to the Amber Temple. Snow is falling, making 
  visibility limited. Near the entrance into the temple, they 
  notice a single set of snowy footprints leading into the 
  Amber Temple.
  Investigation Journal
  Provide each player with a copy of the Investigation 
  Journal (handout 1). Before the session is over, each 
  player must choose which of the items found during the 
  adventure they’d like to keep, and line out others.
  The Adventure Continues…
  The story continues in RMH-06 Amber Reclamation.
  COUPLEOFKOOKS
  
  The following NPCs feature prominently in this adventure:
  Alanik Ray 
  Elf investigator
  Alanik (Uh-LAHN-ick RAY) is confident and insightful, 
  a shrewd investigator, and one of the most well-traveled 
  mortals in the Domains of Dread. Alanik is a master of 
  insights and deduction; he can learn details about others 
  after a few moments of meeting them. For example, he 
  can almost instantaneously deduce a character’s native 
  domain from their accent and mannerisms. An accidental 
  fall during an investigation caused a spinal injury that 
  paralyzed Alanik’s legs. He uses a custom wheelchair 
  that he created with the assistance of his husband, 
  Arthur Sedgwick.
  What They Want. Alanik’s concern at the moment is dis-
  covering the fate of the investigators sent to Barovia.
  No Loose Ends. Having solved Radaga’s disappearance, 
  he’s moved on to investigate the reasons behind it. More 
  information on Alanik can be found in Van Richten’s 
  Guide to Ravenloft.
  Burgomaster Dimitri Krezkov 
  Human burgomaster
  Dimitri Krezkov’s (duh-MEET-chree KREZ-koff) ances-
  tors built Krezk at the foot of the Abbey of Saint Markovia 
  long ago after Strahd conquered the surrounding valley. 
  He is the latest of his family to watch over it; he is a lord 
  and expects to be treated as such. Fate has been cruel to 
  Krezkov in the recent past, the loss of family and the threat 
  of the evil that surrounds his community wear on his soul. 
  However, he is a stalwart, unflinching ally to those who 
  have earned his trust—a rare, genuine force for good in a 
  realm consumed with evil.
  What They Want. Krezkov assumes the worst in everyone; 
  it is the only way his village has survived.
  A Cautious Guardian. Krezkov places the welfare of 
  his village above that of outsiders—who he typically 
  assumes to be allies of Strahd. Strangers must earn his 
  favor if they are to enter the village.
  Count Strahd von Zarovich 
  Darklord of Barovia
  The first vampire, Strahd von Zarovich (STRODD vonn 
  VAHR-oh-vich) is infinitely egotistical, cruel, and manip-
  ulative—a charming monster who wears the trappings 
  of power and class. The vampire victimizes his subjects 
  whenever the urge strikes, reveling in the fear he causes.
  What They Want. Strahd senses that the characters 
  have a mist walker among them and is ultimately 
  curious about what the characters could possibly be 
  searching for in his domain—especially considering 
  they’re following the precise path that an earlier group of 
  travelers took.
  You Are Mine to Toy With. His subjects, the domain of 
  Barovia and anyone foolish enough to enter it exist to 
  serve and sustain him, and the blood of the defiant tastes 
  the sweetest.
  Gorcia Khomiakov 
  Covert angelic grocer
  Concealed as an attractive, androgynous human, Gorcia 
  hides a secret. Pulled in by the mists from their place in 
  the Upper Plane of Arborea, for reasons unknown, they’ve 
  made a life for themselves in Krezk while trying to figure 
  out how to escape. They seem sweet and extroverted, but a 
  desperate yearning for escape burns inside.
  What They Want. To escape Barovia and return to the 
  Upper Plane—no matter the cost.
  Troubled Mind. They’re anxious that their true nature will 
  be uncovered, and often overplay their role as a result.
  drAmAtiS PerSonAe
  MAX DUNBAR
  
  16
  Kabe Whippoorwill
  Halfling interdomain informer 
  Secretly a member of the Keepers of the Feather (a 
  fact known to Alanik only), Kabe (KAYB WIP-er-wil) is 
  Alanik’s scout, associate, and friend. A lightfoot halfling 
  with a quick smile and a mean right-hook, Kabe possesses 
  a dark gift that allows them to traverse the Domains 
  of Dread. Acting as both a ferry for the characters and 
  a field contact, they’re an invaluable member of the 
  investigative team. 
  What They Want. Their line of work is dangerous, so they 
  want to ensure everything goes smoothly. Losing an 
  agent is never the desired outcome. 
  Mist Walker. Kabe is Alanik’s scout, investigatory partner, 
  friend, and an invaluable member of the team. They also 
  work as the party’s field contact.
  Radaga 
  Human scholar of the Dark Powers
  The initial object of the Order of the Guardians’ search, 
  Radaga (ruh-DAH-guh) is a scholar and arcanist who has 
  delved far into the nature of the Dark Powers—some say 
  a bit too far. She’s brilliant but obsessive in her desire to 
  catalogue the sinister, as well as a bit possessive of her 
  knowledge. Radaga has olive skin and black hair.
  What They Want. Because Alanik suspects that Radaga 
  was possessed by creatures unknown, he insists that she 
  avoid venturing out into the world. For now, she uses her 
  knowledge to search the Order’s accumulated treasures 
  for item’s she feels might assist Alanik’s investigators 
  with their work.
  Obsessed with Forbidden Knowledge. She is angry and 
  laments the loss of time due to her recent possession. 
  She chomps at the bit to get back to her life and studies.
  Kasis Szwirnutchi 
  Half-elf gardener
  Native to Krezk and not the traveling type, Kasis  is 
  muscular with fair features, long dark hair, and striking 
  green eyes. She has never wandered far from Krezk. 
  A piece of land besides her cottage is converted into a 
  household garden, where she grows the produce that she 
  barters for in the square. Unusually, her garden blooms 
  every fourth day. A recluse, she’s still friendly towards the 
  other villagers.
  What They Want. Krezk is a nice town. Kasis wants it to 
  remain this way.
  Minding My Own. It’s not that complicated, is it?
  MAX DUNBAR
  
  17
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  RMH-05  Unexpected Hospitality (v.1.0)
  Creature Statistics
  Creature Statistics
  Cloaker
  Cloaker
  Large aberration, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 78 (12d10 + 12)
  Speed 10 ft., fly 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   30 (+10) 
  11 (+0) 
  30 (+10) 
  3 (−4) 
  11 (+0) 
  8 (−1)
  Skills Stealth +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Deep Speech, Undercommon
  Challenge 8 (3,900 XP)
  Damage Transfer. While attached to a creature, the cloaker 
  takes only half the damage dealt to it (rounded down), and that 
  creature takes the other half.
  False Appearance. While the cloaker remains motionless with-
  out its underside exposed, it is indistinguishable from a dark 
  leather cloak.
  Light Sensitivity. While in bright light, the cloaker has disad-
  vantage on attack rolls and Wisdom (Perception) checks that 
  rely on sight.
  Actions
  Multiattack. The cloaker makes two attacks: one with its bite 
  and one with its tail.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 
  Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or 
  smaller, the cloaker attaches to it. If the cloaker has advantage 
  against the target, the cloaker attaches to the target’s head, and 
  the target is blinded and unable to breathe while the cloaker is 
  attached. While attached, the cloaker can make this attack only 
  against the target and has advantage on the attack roll. The 
  cloaker can detach itself by spending 5 feet of its movement. A 
  creature, including the target, can take its action to detach the 
  cloaker by succeeding on a DC 16 Strength check.
  Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 
  Hit: 7 (1d8 + 3) slashing damage.
  Moan. Each creature within 60 feet of the cloaker that can hear 
  its moan and that isn’t an aberration must succeed on a DC 
  13 Wisdom saving throw or become frightened until the end 
  of the cloaker’s next turn. If a creature’s saving throw is suc-
  cessful, the creature is immune to the cloaker’s moan for the 
  next 24 hours.
  Phantasms (Recharges after a Short or Long Rest). The cloaker 
  magically creates three illusory duplicates of itself if it isn’t in 
  bright light. The duplicated move with it and mimic its actions, 
  shifting position so as to make it impossible to track which 
  cloaker is the real one. If the cloaker is ever in an area of bright 
  light, the duplicates disappear.
  Whenever any creature targets the cloaker with an attack or a 
  harmful spell while a duplicate remains, that creature rolls ran-
  domly to determine whether it targets the cloaker or one of the 
  duplicates. A creature is unaffected by this magical effect if it 
  can’t see or if it relies on senses other than sight.
  A duplicate has the cloaker’s AC and uses its saving throws. If 
  an attack hits a duplicate, or if a duplicate fails a saving throw 
  against an effect that deals damage, the duplicate disappears.
  
  18
  Giant Skeleton
  Giant Skeleton
  Huge undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 115 (10d12 + 50)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   21 (+5) 
  10 (+0) 
  20 (+5) 
  4 (−3) 
  6 (−2) 
  6 (−2)
  Damage Vulnerabilities Bludgeoning
  Damage Immunities Poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft.
  Languages understands Giant but can’t speak
  Challenge 7 (2,900 XP)
  Evasion. If the skeleton is subjected to an effect that allows it to 
  make a saving throw to take only half damage, it instead takes 
  no damage if it succeeds on the saving throw, and only half 
  damage if it fails.
  Magic Resistance. The skeleton has advantage on saving 
  throws against spells and other magical effects.
  Turn Immunity. The skeleton is immune to effects that 
  turn undead.
  Actions
  Multiattack. The skeleton makes three scimitar attacks.
  Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., one tar-
  get. Hit: 15 (3d6 + 5) slashing damage.
  Greater Zombie
  Greater Zombie
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  10 (+0) 
  17 (+3) 
  4 (−3) 
  6 (−2) 
  6 (−2)
  Saving Throws Wis +1
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but can’t 
  speak
  Challenge 5 (1,800 XP)
  Turn Resistance. The zombie has advantage on saving throws 
  against any effect that turns undead.
  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
  Multiattack. The zombie makes two melee attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
  get. Hit: 7 (1d6 + 4) bludgeoning damage and 7 (2d6) ne-
  crotic damage.
  
  19
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  RMH-05  Unexpected Hospitality (v.1.0)
  Loup Garou
  Loup Garou
  Medium monstrosity (shapechanger)
  Armor Class 16
  Hit Points 170 (20d8 + 80)
  Speed 30 ft., 40 ft. in hybrid form, 50 ft. in dire wolf form
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4) 
  18 (+4) 
  18 (+4) 
  14 (+2) 
  16 (+3) 
  16 (+3)
  Saving Throws DEX +9, CON +9, CHA +8
  Skills Perception +13, Stealth +9
  Condition Immunities charmed, frightened
  Senses darkvision 120 ft., passive Perception 23
  Languages Common (can’t speak in wolf form)
  Challenge 13 (10,000 XP)
  Blood Frenzy. The loup garou has advantage on attack rolls 
  against a creature that doesn’t have all its hit points.
  Legendary Resistance (2/Day). When the loup garou fails a sav-
  ing throw, it can choose to succeed instead.
  Regeneration. The loup garou regains 10 hit points at the start 
  of each of its turns. If the loup garou takes damage from a sil-
  ver weapon, this trait doesn’t function at the start of the loup 
  garou’s next turn. The loup garou dies only if it starts its turn 
  with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The loup garou makes two attacks: two with its 
  Longsword (humanoid form) or one with its Bite and one with 
  its Claws (dire wolf or hybrid form).
  Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9 
  to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage 
  plus 14 (4d6) necrotic damage. If the target is a Humanoid, 
  it must succeed on a DC 17 Constitution saving throw or be 
  cursed with loup garou lycanthropy. 
  Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: 
  +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing 
  damage. If the target is a creature, it must succeed on a DC 17 
  Strength saving throw or be knocked prone.
  Longsword (Humanoid Form Only). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 
  15 (2d10+4) slashing damage if used with two hands.
  Bonus Actions
  Change Shape. The loup garou polymorphs into a Large 
  wolf-humanoid hybrid or into a Large dire wolf, or back into its 
  true form, which appears humanoid. Its statistics other that its 
  size and speed, 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.
  OLGA DREBAS
  
  20
  Phantom Warrior
  Phantom Warrior
  Medium undead, lawful evil
  Armor Class 16
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  11 (+0) 
  16 (+3) 
  8 (-1) 
  10 (+0) 
  15 (+2)
  Skills Perception +2, Stealth +4
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, any languages it knew in life
  Challenge 3 (700 XP)
  Ethereal Sight. The phantom warrior can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and vice versa.
  Incorporeal Movement. The phantom warrior can move 
  through other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn inside 
  an object.
  Spectral Armor and Shield. The phantom warrior’s AC accounts 
  for its spectral armor and shield.
  Actions
  Multiattack. The phantom warrior makes two attacks with its 
  spectral longsword.
  Spectral Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) force damage. 
  Etherealness. The phantom warrior enters the Ethereal Plane 
  from the Material Plane, or vice versa. It is visible on the Mate-
  rial Plane while it is in the Border Ethereal, and vice versa, yet it 
  can’t affect or be affected by anything on the other plane.
  Tree Blight
  Tree Blight
  Huge plant, neutral evil
  Armor Class 15 (Natural Armor)
  Hit Points 149 (13d12 + 65)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   23 (+6) 
  10 (+0) 
  20 (+5) 
  6 (-2) 
  10 (+0) 
  3 (-4)
  Condition Immunities Blinded, Deafened
  Senses Blindsight 60 ft. (blind beyond this radius), Passive 
  Perception 10
  Languages understands Common and Druidic but doesn’t 
  speak
  Challenge 7 (2,900 XP)
  False Appearance. While the blight remains motionless, it is 
  indistinguishable from a dead tree.
  Siege Monster. The blight deals double damage to objects and 
  structures.
  Actions
  Multiattack. The blight makes four attacks: two with its 
  branches and two with its grasping roots. If it has a target grap-
  pled, the blight can also make a bite attack against that target 
  as a bonus action.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 19 (3d8 + 6) piercing damage.
  Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 
  Hit: 16 (3d6 + 6) bludgeoning damage.
  Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  creature not grappled by the blight. Hit: The target is grappled 
  (escape DC 15). Until the grapple ends, the target takes 9 (1d6 
  + 6) bludgeoning damage at the start of each of its turns. The 
  root has AC 15 and can be severed by dealing 6 slashing dam-
  age or more to it at one. Cutting the root doesn’t hurt the blight 
  but ends the grapple.
  
  21
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  RMH-05  Unexpected Hospitality (v.1.0)
  Werebear
  Werebear
  Medium humanoid (human, shapechanger), neutral evil 
  Armor Class 10 in humanoid form, 11 (natural armor) in bear 
  and hybrid form
  Hit Points 135 (18d8 + 54)
  Speed 30 ft., 40 ft., climb 30 ft. in bear or hybrid form
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  10 (+0) 
  17 (+3) 
  111 (+0) 
  12 (+1) 
  12 (+1)
  Skills Perception +7
  Damage Immunities bludgeoning, piercing, and slashing 
  damage from nonmagical weapons that aren’t silvered
  Senses passive Perception 17
  Languages Common (can’t speak in bear form)
  Challenge 4 (1,100 XP)
  Shapechanger. The werebear can use its action to polymorph 
  into a Large bear-humanoid hybrid or into a Large bear, or back 
  into its true form, which is humanoid. Its statistics, other than 
  its size and AC, 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 werebear has advantage on Wisdom (Percep-
  tion) checks that rely on smell.
  Actions
  Multiattack. In bear form, the werebear makes two claw at-
  tacks. In humanoid form, it makes two greataxe attacks. In 
  hybrid form, it can attack like a bear or a humanoid.
  Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. 
  If the target is a humanoid, it must succeed on a DC 14 Consti-
  tution saving throw or be cursed with werebear lycanthropy.
  Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  Greataxe (Humanoid or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slash-
  ing damage.
  Wereboar
  Wereboar
  Medium humanoid (human, shapechanger), neutral evil 
  Armor Class 10 in humanoid form, 11 (natural armor) in boar 
  and hybrid form
  Hit Points 78 (12d8 + 24)
  Speed 30 ft. (40 ft. in boar form)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  10 (+0) 
  15 (+2) 
  10 (+0) 
  11 (+0) 
  8 (-1)
  Skills Perception +2
  Damage Immunities bludgeoning, piercing, and slashing 
  damage from nonmagical weapons that aren’t silvered
  Senses passive Perception 12
  Languages Common, Orc (can’t speak in boar form)
  Challenge 4 (1,100 XP)
  Shapechanger. The wereboar can use its action to polymorph 
  into a boar-humanoid hybrid or into a boar, or back into its true 
  form, which is humanoid. Its statistics, other than its size and 
  AC, 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.
  Charge (Boar or Hybrid Form Only). If the wereboar moves at 
  least 15 feet straight toward a target and then hits it with its 
  tusks on the same turn, the target takes an extra 7 (2d6) slash-
  ing damage. If the target is a creature, it must succeed on a DC 
  13 Strength saving throw or be knocked prone.
  Relentless (Recharges after a Short or Long Rest). If the were-
  boar takes 14 damage or less that would reduce it to 0 hit 
  points, it is reduced to 1 hit point instead.
  Actions
  Multiattack. The wereboar makes two attacks, only one of 
  which can be with its tusks.
  Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeon-
  ing damage.
  Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If 
  the target is a humanoid, it must succeed on a DC 12 Constitu-
  tion saving throw or be cursed with wereboar lycanthropy. 
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  RMH-05 Unexpected Hospitality (v.1.0)
  Wereraven
  Wereraven
  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
  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 chit-
  tering. A creature that hears the sounds can tell they are imita-
  tions 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) pierc-
  ing 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.
  Werewolf
  Werewolf
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 11 in humanoid form, 12 (natural armor) in wolf or 
  hybrid form
  Hit Points 58 (9d8 + 18)
  Speed 30 ft. (40 ft. in wolf form)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  13 (+1) 
  12 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Skills Perception +4, Stealth +3
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t silvered
  Senses passive Perception 14
  Languages Common (can’t speak in wolf form)
  Challenge 3 (700 XP)
  Shapechanger. The werewolf can use its action to polymorph 
  into a wolf-humanoid hybrid or into a wolf, or back into its true 
  human form. Its statistics, other than her AC, are the same 
  in each form. Any equipment it’s weapon or carrying isn’t 
  transformed. It reverts to her true form if it dies.
  Keen Hearing and Smell. The werewolf has advantage on Wis-
  dom (Perception) checks that rely on hearing or smell.
  Actions
  Multiattack (Humanoid or Hybrid Form Only). The werewolf 
  makes two attacks when using the Attack action.
  Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If 
  the target is humanoid, it must succeed on a DC 12 Constitu-
  tion saving throw or be cursed with werewolf lycanthropy.
  Claws (all forms). Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) slashing damage. 
  STEPHEN OAKLEY
  
  Wraith
  Wraith
  Medium undead, neutral evil
  Armor Class 13
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  15 (+2)
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical attacks 
  that aren’t silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The wraith can move through other 
  creatures and objects as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.
  Actions
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 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.
  Create Specter. The wraith targets a humanoid within 10 feet 
  of it that has been dead for no longer than 1 minute and died 
  violently. The target’s spirit rises as a specter in the space of 
  its corpse or in the nearest unoccupied space. The specter is 
  under the wraith’s control. The wraith can have no more than 
  seven specters under its control at one time.
  
  Handout 1: Blood-Drinker’s Backbone
  Handout 1: Blood-Drinker’s Backbone
  Blood-Drinker’s Backbone
  Weapon (spear), very rare
  You have a +3 bonus to attack and damage rolls made with this magic weapon. It is a formidable weapon sporting a slightly 
  curved maroon blade made from iridescent stone set into a haft of polished vertebrae—each engraved with an ancient, 
  long-forgotten rune.
   If the attack misses its target, you suffer necrotic damage equal to the damage that the attack would have normally dealt 
  as the weapon feeds upon your lifeforce, and you gain one level of exhaustion.
   Blood-drinker’s backbone functions as a +3 spear, which is found in the Dungeon Master’s Guide.
  
  25
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  RMH-05  Unexpected Hospitality (v.1.0)
  Handout 2: Investigation Journal
  Handout 2: Investigation Journal
  Choose one item from the list below by checking the box next to it. 
  Potion of growth
  Moon-touched longsword
  Potion of greater healing
  Potion of gaseous form
  A Treatise on Ethical Mutilations*
  *A Treatise on Ethical Mutilations function as an alchemical compendium which is found in Tasha’s Cauldron of Everything. 
  Any friendly creature upon whom a spell from the treatise is cast is momentarily wracked with pain and must succeed on a 
  DC 11 Constitution saving throw or be stunned until the end of their next turn. 
   
  Story Awards
  A Dark Invitation
  
  26
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  RMH-05 Unexpected Hospitality (v.1.0)
  Appendix A: Misty Visions
  Appendix A: Misty Visions
  This adventure begins with the characters traversing the horrors of the misty borders of the various Domains of Dread. 
  When instructed, roll on the table. If time permits, roll once for each character. Otherwise, roll once for the entire group. 
  These effects end when the character leaves the domain.
  Misty Visions
  d20
  Vision
  Effect
  1
  Dark, malevolent shadows flit around you, moving within the 
  mists just beyond your sight.
  You have disadvantage on initiative checks.
  2
  Thick, thorny vines erupt from the ground and grasp at your 
  limbs—threatening to pull you into the clammy ground.
  You have disadvantage on checks made to escape a grapple or 
  end the restrained condition.
  3
  You hear the screams of friends and family crying out in fear 
  and agony, but can’t find them, despite your best efforts.
  You have disadvantage on saving throws against being 
  frightened.
  4
  The ground becomes wet with black, sticky mud (or is it 
  blood?)—at first ankle-deep, then up to the knees . . .
  You must spend an extra foot of movement for each foot spent 
  moving through difficult terrain.
  5
  Countless clawed skeletons swarm you, clawing at your flesh 
  and clothing.
  You gain vulnerability to slashing damage.
  6
  You bump into a stone grave marker. Examining it closer, you 
  see your own name engraved in its surface.
  You have disadvantage on death saving throws.
  7
  The stench of rotting flesh fills your nostrils. Glancing at your-
  self, you see dark spots of decay covering your flesh.
  You gain vulnerability to necrotic damage.
  8
  After a moment’s distraction, and looking back, you find your-
  self in the Mists alone until you arrive at your destination.
  You have disadvantage on Wisdom (Perception) checks made to 
  notice hidden creatures and objects.
  9
  You see a small child in the Mists ahead of you—coaxing you 
  deeper into the mists. After finally catching up with them, you 
  find nothing but a cornhusk doll.
  You have disadvantage on Wisdom (Insight) checks.
  10
  The Mists turn into a thick, noxious miasma that burns your 
  eyes and throat—threatening to suffocate you.
  You have disadvantage on saving throws against poison.
  11
  Your deepest fear manifests before your eyes.
  If you fail a saving throw against being frightened, you’re also 
  blinded until the end of your next turn.
  12
  A bone-chilling wind fills the area—driving the warmth from 
  you and sending your body into tremors.
  You have disadvantage on Dexterity checks made to accomplish 
  tasks that require fine motor skills.
  13
  The Mists coalesce into a tall, dense hedge maze that seems 
  to go on forever, and you pass the same landmarks repeatedly.
  You have disadvantage on Wisdom (Survival) checks made to 
  navigate or to discern your location.
  14
  You encounter a group of terrified adventurers who attack you 
  with a rusted dagger before fleeing back into the Mists.
  You take slashing damage equal to a roll of your largest Hit Die.
  15
  An incorporeal undead creature manifests in front of you and 
  passes through you—driving your strength away.
  You have disadvantage on Strength (Athletics) checks.
  16
  One of your teeth loosens and falls out. One by one, more fall 
  out and crumble away into fine, white powder.
  Your anxiety imposes disadvantage on Charisma (Persuasion) 
  checks made to positively influence people.
  17
  You run from beastly shadows in the night. Your heart pounds 
  at every snarl, hiss, and howl, feeling their breath on your 
  heels as they catch up.
  Your memories of the vision give you disadvantage on Wisdom 
  (Animal Handling) checks made to positively influence animals.
  18
  Everything around you withers and decays before your eyes.
  If you roll a natural 1 on an attack roll made with a nonmagical 
  weapon, the weapon breaks and becomes unusable.
  19
  You find yourself in a library behind your closest loved ones as 
  they turn to you, all faceless. You open nearby books to find 
  the answers to help them, but all their pages are blank.
  You have disadvantage on Intelligence (History) checks involving 
  the recollection of lore.
  20
  You breathe and your lungs fill with the Mists. It flows through 
  your body, weighing you down and weakening you.
  You have disadvantage on Constitution saving throws to main-
  tain concentration on spells.
  
  27
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  RMH-05  Unexpected Hospitality (v.1.0)
  Appendix B: Krezk Area Map
  Appendix B: Krezk Area Map
  MIKE SCHLEY
  
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  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  RMH-05 Unexpected Hospitality (v.1.0)
   New Players? No Problem!
  With starter adventures like this one, it’s possible you might 
  have players new to D&D, or new to fifth edition D&D. As the 
  DM, it’s up to you to ensure these players have fun with the 
  game, and that they learn the basics of how to play. At this 
  level, having fun is more important than learning every rule 
  exactly right. Be gentle with new players who make mistakes.
   Make sure to keep your players smiling and rolling dice. Be 
  positive and enthusiastic when describing the action, and 
  you’ll notice the players will quickly follow suit.
   If you’re a new DM, then welcome—and thank you! New 
  DMs are the lifeblood of the D&D community. To help you 
  run your game, some adventures include sidebars like this 
  one that provide an explanation of the game’s rules as they’re 
  used in the adventure.
   Safety Tools
  Safety tools help ensure players aren’t pushed beyond their 
  comfort levels. These tools let your players know you want 
  them to have a positive experience. Some common safety 
  tools are provided below, each with a summary of how they 
  work. An article about one such safety kit is provided to help 
  with further information. Ensure that you discuss these tools 
  with your players before the game:
  • Code of Conduct. This is a group agreement for play. It 
  outlines desired and prohibited behaviors, confidential 
  reporting, and possible consequences.
  • Pregame and Postgame Discussions. Use time before the 
  game to explain content warnings, set boundaries, and 
  collaborate on a safety plan. Then decompress and discuss 
  improvements at the end of the game.
  • Be Welcoming. Welcome and encourage respectful and 
  open conversations about issues as they arise. Show that 
  you’re listening by avoiding defensive responses.
  • Confidentiality. Provide contact information for private 
  and confidential conversations between players and DM. 
  Only disclose another player’s name if that player gave 
  unpressured permission for you to do so.
  • Safety Tools. Learn about the safety tools that TTRPG 
  community members have created and compiled. A 
  broad range of such safety tools are available for you and 
  your players online, or you can get more information by 
  reaching out to your event organizer or community@
  dndadventurersleague.org.
  To run this adventure as a DM, you must have three, four, 
  or five players, each with their own character within the 
  adventure’s level range (see the “Adventure Primer” sec-
  tion at the start of the adventure).
  New to D&D Adventurers League?
  Information about the Adventurers League, including 
  finding places to play, organizing events, and a list of 
  supporting resources and documents, can be found here:
  https://dnd.wizards.com/ddal_general
  Preparing the Adventure
  Before you start play, consider the following:
  • Read through the adventure, taking notes of anything 
  you’d like to highlight or remind yourself of while 
  running it, such as a way you’d like to portray an NPC 
  or a tactic you’d like to use during combat. Familiarize 
  yourself with the adventure’s appendixes and handouts.
  • Gather any resources you’d like to use to aid you in 
  running the adventure, such as notecards, a DM screen, 
  miniatures, and battle maps.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, and level; 
  passive Wisdom (Perception) score; and anything the 
  adventure specifies as notable (such as backgrounds and 
  story awards).
  Players can play an adventure they previously played as a 
  player or ran as a DM, but they can do so only once with a 
  specific character. Ensure each player has their character 
  sheet (if not, get one from the organizer) 
  Preparing the Characters
  The adventure is designed to be played with characters 
  of a specific level; characters of a different level should 
  be modified accordingly. If necessary, the characters 
  should be afforded the time needed to adjust their charac-
  ters to suit.
   If you have time, you can do a quick scan of a player’s 
  character sheet to ensure 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 documenta-
  tion for the irregularities. If they can’t, feel free to restrict 
  item use or ask them to use a standard ability score array.
   Characters that died during a previous adventure return 
  to life, free of any conditions, curses, or other effects that 
  would remove them from play—such as vampirism or 
  lycanthropy. They keep any story awards they have, as any 
  spells they might have copied during their adventures.
   During the Call to Action, the characters are likely to 
  review their available magic items among themselves and 
  determine who is carrying what. Make sure they have a 
  few moments to outfit one another.
  Adjusting This Adventure
  To determine whether you should consider adjusting the 
  adventure, assess the party strength by consulting the 
  table below.
  Determining Party Strength
  Party Composition
  Party Strength
  Three characters 
  Weak
  Four characters
  Average
  Five characters 
  Strong
  Appendix C: Dungeon Master Tips
  Appendix C: Dungeon Master Tips
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Ravenloft - Mist Hunters/RMH-05 Unexpected Hospitality.pdf