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The Bloodhand orcs have a prisoner that may hold the answers to the strange goings on and the
key to stopping the enemy. What can you do to convince them to hand the prisoner over?
Part Twelve of Misty Fortunes and Absent Hearts.
MATT HUDSON
Adventure Designer
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
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DDAL04-12: The Raven 2
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DDAL04-12: The Raven 3
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DDAL04-12: The Raven 4
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DDAL04-12: The Raven 5
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DDAL04-12: The Raven 6
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DDAL04-12: The Raven 7
Adventure Hook
everyone to have fun!
If the characters begin this adventure from within Curse of Strahd Adventures
the Forgotten Realms or a setting other than The adventures for the Curse of Strahd Season of Dungeons
Ravenloft, have them be transported to the and Dragons Adventurers League deliver the most impactful
Demiplane of Dread just outside Orașnou via an experience when played in numeric order (i.e.: 04-01, then
unnaturally thick fog or mist, while traveling 04-02, and so on) but this is not required. Please carefully
overland, preferably at night. Proceed to “Welcome read the following pages and be prepared to adjust
to Barovia” (see Part 1, below). encounters, especially where key NPCs are concerned!
One More Request. If the characters participated Although DM tips may be found in the adventure, they are
in DDAL04-10 The Donjon immediately before this unlikely to cover every table or situation.
For a Ravenloft game, the world itself should be treated
adventure, they may still be traveling with Larga
with great respect—it is a character unto itself, and the Dark
Bloodhand. If so, she sends an emissary to Orașnou
Powers rarely respond positively to hand-waving and outright
no more than a week later indicating that she has an dismissal…
important task that she would like the characters to Any character afflicted with lycanthropy must receive the
undertake. benefits of a remove curse at the end of this adventure in
A Strange Visitor. The villagers of Orașnou are order to be rid of this horrible affliction. Characters that
nervous. A creature that they describe as a Caliban choose to remain afflicted or cannot afford this spell, become
that has been seen outside of town. The villagers, all NPCs and are no longer playable in D&D Adventurers League
too afraid to go, have asked the characters to meet games.
with the creature at a camp outside the village. Currently, the only entities able to provide spellcasting
services is the hag, Jeny Greenteeth and the elven mage, Aya
Caliban Glenmiir. For the time being, Jeny happily accepts gold as
Caliban are twisted humans that were exposed to curses payment for these services. In time, however, the hag may
while still in the womb. The birth of a Caliban is typically demand more...abstract…forms of compensation. An
viewed as an ill-portent; the presence of a witch or hag, or upcoming article on www.dndadventurersleague.org will
some other evil supernatural force. They are seen as brutish provide additional information on Jeny Greenteeth.
and savage; they are spurned by society and usually live their
lives in solitude.
Calibans are misshapen humanoids and while no two of
them look exactly alike, they usually have features such as
rough skin, coarse hair, tusk-like teeth, etc.
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DDAL04-12: The Raven 8
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DDAL04-12: The Raven 9
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DDAL04-12: The Raven 10
Incessant rain has swollen the Trank River high in her bed,
The Scent of Prey and the thick mud sucks at your boots with every plodding
footstep. Shifting shadows within the mist make navigation
The river road is partially flooded and in terrible strange and unsettling, but with the river on your right hand
disrepair, making travel deeply unpleasant.
you should still be able to find your way to Rookscrag in time.
General Features
The general features of the area surrounding the Characters that succeed on a DC 10 Intelligence
Trank River and the Vanishing Hills are as follows: (Nature) check recognize that the river’s flooding is
Terrain. The sodden earth and icy patches makes highly unusual for the winter season.
footing treacherous. The ground is considered At the end of the third day of travel, the party finds
difficult terrain, and creatures fighting have itself within the territory of a pack of dire wolves.
disadvantage on saving throws to avoid being
knocked prone. As you prepare camp for a wet and merciless night you hear
Rain. The freezing rain is a murky brown and an eerie keening echoing through the rain. A howl…then
tastes of ash. It muffles sound and makes another! Wolves!
conversation difficult. The weather imposes The drumming rain makes gauging their distance difficult,
disadvantage on Wisdom (Perception) checks that but the echoing howls now sounding from all around you
rely upon hearing and sight. Any character not seem to be getting distinctly closer.
suitably equipped for the cold weather must succeed
at a DC 11 Constitution saving throw each hour or
gain one level of exhaustion. These levels of The characters are being tracked by a pack of winter
exhaustion can only be removed by taking a long wolves (see No Escape!, below). The immediate
rest someplace warm and dry. choice before the heroes is whether to fortify their
Moonlight. At night the moon occasionally slinks position and face the wolves directly, or to try to
out from behind the black cloud cover, but these outrun them in the misty night:
brief moments are not enough to provide real Stand and Fight! Drawing the wolves into combat
illumination. The land remains in darkness at night. is easier said than done; they are sapient, and are
cunning hunters; they have no reason to attack a
fortified position of ready adventurers. Instead, they
circle the camp, yipping and howling (with an
occasional insult in growling, broken Common
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DDAL04-12: The Raven 11
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DDAL04-12: The Raven 12
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DDAL04-12: The Raven 13
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DDAL04-12: The Raven 14
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DDAL04-12: The Raven 15
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DDAL04-12: The Raven 16
Sybil Rasia
She had been seeking a solution to the problems
facing them all when she encountered the orcs. But
this, she tells the characters, was fortunate, for she
believes Ixusaxa has the knowledge needed to free
them all from the Mists. Sybil is thankful for the
rescue.
If the characters plan to free Sybil, then they must
do so now as Larga and her tribe are keen to leave
Rookscrag as soon as possible.
Treasure
Finally, the characters are given the bonds of fear
(dimensional shackles) that formerly (or currently)
bound Ixusaxa. Large also gives the characters a
heavy satchel containing 5,000 sp of Faerûnian mint.
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DDAL04-12: The Raven 17
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DDAL04-12: The Raven 18
Downtime
Each character receives five downtime days at the
conclusion of this adventure.
Downtime Uses
Characters who wish to spend more time studying
the ravens of Rookscrag 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.
Bird’s Eye View. Time spent upon the heights of
Rookscrag give you a new perspective on the
surrounding countryside. If you spend 10 downtime
days meditating upon the summit, you may later
spend an action to gain the one-time effects of a
commune with nature spell. Remove this story award
from your logsheet once it's been used.
Friends in High Places. The ravens of Rookscrag
share many secrets with those able to tease out their
meaning. If you spend 10 downtime days listening to
the cackling of ravens, you may later spend an action
to gain the one-time effects of a legend lore spell.
Remove this story award from your logsheet once
it's been used.
Story Awards
Characters who do not already have it earn the
following story award during this adventure.
DM Rewards
You receive 625 XP, 312 gp, and five downtime
days for running this session.
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DDAL04-12: The Raven 19
Actions
Phase Spider Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Large monstrosity, unaligned one target. Hit: 9 (1d12 + 3) slashing damage.
Armor Class 13 (natural armor) Javelin. Melee or Ranged Weapon Attack: +5 to hit,
Hit Points 32 (5d10 + 5) reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +
Speed 30 ft., climb 30 ft. 3) piercing damage.
STR DEX CON INT WIS CHA Orc Blood Shaman (Orc War Chief)
15 (+2) 15 (+2) 12 (+1) 6 (−2) 10 (+0) 6 (−2)
Medium humanoid (orc), chaotic evil
Skills Stealth +6 Armor Class 18 (chain mail, shield)
Senses darkvision 60 ft., passive Perception 10 Hit Points 93 (11d8 + 44)
Languages —
Speed 30 ft.
Challenge 3 (700 XP)
Ethereal Jaunt. As a bonus action, the spider can STR DEX CON INT WIS CHA
magically shift from the Material Plane to the Ethereal 18 (+4) 12 (+1) 18 (+4) 11 (+0) 13 (+1) 16 (+3)
Plane, or vice versa.
Saving Throws Str +6, Con +6, Wis +2
Spider Climb. The spider can climb difficult surfaces,
Skills Intimidation +5
including upside down on ceilings, without needing to
Senses darkvision 60 ft., passive Perception 10
make an ability check.
Languages Common, Orc
Web Walker. The spider ignores movement restrictions Challenge 4 (1,100 XP)
caused by webbing.
Aggressive. As a bonus action, the shaman can move
Actions up to its speed toward a hostile creature that it can
see.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Gruumsh's Fury. The shaman deals an extra 4 (1d8)
target. Hit: 7 (1d10 + 2) piercing damage, and the
damage when it hits with a weapon attack (included in
target must make a DC 11 Constitution saving throw,
the attack).
taking 18 (4d8) poison damage on a failed save, or half
as much damage on a successful one. If the poison Spellcasting. The shaman is a 3rd-level spellcaster. Its
damage reduces the target to 0 hit points, the target is spellcasting ability is Wisdom (spell save DC 11, +3 to
stable but poisoned for 1 hour, even after regaining hit hit with spell attacks). The shaman has the following
points, and is paralyzed while poisoned in this way. cleric spells prepared:
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DDAL04-12: The Raven 20
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DDAL04-12: The Raven 21
Winter Wolf
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 50 ft.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 3) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.
Cold Breath. 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)
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DDAL04-12: The Raven 22
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DDAL04-12: The Raven 23
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DDAL04-12: The Raven 24
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DDAL04-12: The Raven 25
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DDAL04-12: The Raven 26
If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter
their results.
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DDAL04-12: The Raven 27