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THE BEAST

Something strange is afoot within the Quivering Forest. So much so that even the elves of
Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales
of a strange beast are not earning them any favors; especially among the Vistani, whom the elves
suspect are to blame for their ills. Return once more to the Quivering Forest and learn the
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terrifying truth! Part Two of Misty Fortunes and Absent Hearts.
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A Two-Hour Adventure for 1st–4th level Characters


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ALAN PATRICK
Adventure Designer

Adventure Code: DDAL04-02

Development and Editing: Claire Hoffman, Travis Woodall


Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
FAMILY IS NOT AN IMPORTANT THING. It is everything. D&D Adventurers League, please visit the D&D
Adventurers League home at:
--Michael J. Fox
www.dndadventurersleague.org
Introduction
Welcome to The Beast, a D&D Expeditions™ Preparing the Adventure
adventure, part of the official D&D Adventurers Before you show up to Dungeon Master this
League™ organized play system and the Curse of adventure for a group of players, you should do the
Strahd™ storyline season. following to prepare.
This adventure is designed for 1st through
4th-level characters, and is optimized for five  Make sure to have a copy of the most current
2nd-level characters. Characters outside this level version of the D&D Basic Rules or the Player’s
range cannot participate in this adventure. Handbook.
The adventure takes place entirely in the barony  Read through the adventure, taking notes of
of Barovia, in the Ravenloft campaign setting. anything you’d like to highlight or remind
yourself while running the adventure, such as a
way you’d like to portray an NPC or a tactic you’d
The D&D Adventurers like to use in a combat.
 Get familiar with the monster statistics in the
League Appendix.
This adventure is official for D&D Adventurers  Gather together any resources you’d like to use to
aid you in running this adventure--such as
file
League play. The D&D Adventurers League is the
official organized play system for DUNGEONS & notecards, a DM screen, miniatures, and
DRAGONS®. Players can create characters and battlemaps.
participate in any adventure allowed as a part of  If you know the composition of the group
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the D&D Adventurers League. As they adventure, beforehand, you can make adjustments as noted
players track their characters’ experience, treasure, throughout the adventure.
and other rewards, and can take those characters
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through other adventures that continues their


Before Play at the Table
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story.
If you’re running this adventure as a part of a Ask the players to provide you with relevant
store event or at certain conventions, you’ll need a character information:
DCI number. This number is your official Wizards of  Character name and level
the Coast organized play identifier. If you don’t
 Character race and class
have a number, you can obtain one at a store event.
 Passive Wisdom (Perception)—the most
Check with your organizer for details.
common passive ability check
D&D Adventurers League play is broken up into
 Anything notable as specified by the adventure
storyline seasons. When players create characters,
(such as backgrounds, traits, flaws, etc.)
they attach those characters to a storyline season,
which determines what rules they’re allowed to use Players that have characters outside the
to create and advance their characters. Players can adventure’s level range cannot participate in the
continue to play their characters after the storyline adventure with those characters. Players with
season has finished, possibly participating in a ineligible characters can make a new 1st-level
second or third storyline with those same character or use a pregenerated character. Players
characters. A character’s level is the only limitation can play an adventure they previously played or
for adventure play. A player cannot use a character ran as a Dungeon Master, but not with the same
of a level higher or lower than the level range of a character.
D&D Adventurers League adventure. Ensure that each player has an official adventure
For more information on playing, running games logsheet for his or her character (if not, get one
as a Dungeon Master, and organizing games for the from the organizer). The player fills out the
adventure name, session number, date, and your
name and DCI number. In addition, the player also

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DDAL04-02 The Beast 2
fills in the starting values for experience, gold, You’ve now determined the average party level
downtime, renown, and number of permanent (APL) for the adventure. To figure out the party
magic items. He or she fill in the other values and strength for the adventure, consult the following
write notes at the conclusion of the session. Each table.
player is responsible for maintaining an accurate
logsheet. Determining Party Strength
If you have time, you can do a quick scan of a Party Composition Party Strength
player’s character sheet to ensure that nothing 3-4 characters, APL less than Very weak
looks out of order. If you see magic items of very 3-4 characters, APL equivalent Weak
high rarities or strange arrays of ability scores, you 3-4 characters, APL greater than Average
can ask players to provide documentation for the 5 characters, APL less than Weak
irregularities. If they cannot, feel free to restrict 5 characters, APL equivalent Average
item use or ask them to use a standard ability score 5 characters, APL greater than Strong
array. Point players to the D&D Adventurers League 6-7 characters, APL less than Average
Player’s Guide for reference. 6-7 characters, APL equivalent Strong
If players wish to spend downtime days and it’s 6-7 characters, APL greater than Very strong
the beginning of an adventure or episode, they can
declare their activity and spend the days now. Average party strength indicates no
Alternatively, they can do so at the end of the recommended adjustments to the adventure. Each
adventure or episode. Players should select their sidebar may or may not offer suggestions for
characters’ spells and other daily options prior to certain party strengths. If a particular
the start of the adventure, unless the adventure recommendation is not offered for your group, you
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specifies otherwise. Feel free to reread the don’t have to make adjustments.
adventure description to help give players hints
about what they might face.
Running the Adventure
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Adjusting the Adventure As the Dungeon Master of the session, you have the
most important role in facilitating the enjoyment of
Throughout this adventure, sidebars provide
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the game for the players. You help guide the


information to assist you in making adjustments for narrative and bring the words on these pages to
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smaller or larger groups and characters of higher or life. The outcome of a fun game session often
lower levels than the adventure is optimized for. creates stories that live well beyond the play at the
This is typically used exclusively for combat table. Always follow this golden rule when you DM
encounters. for a group:
You may adjust the adventure beyond the
guidelines given in the adventure, or for other Make decisions and adjudications that enhance
reasons. For example, if you’re playing with a group the fun of the adventure when possible.
of inexperienced players, you might want to make
the adventure a little easier; for very experienced To reinforce this golden rule, keep in mind the
players, you might want to make it a little harder. following:
Therefore, five categories of party strength have
been created for you to use as a guide. Use these as  You are empowered to make adjustments to the
a guide, and feel free to use a different adjustment adventure and make decisions about how the
during the adventure if the recommended party group interacts with the world of this adventure.
strength feels off for the group. Doing so is especially important and applicable
This adventure is optimized for a party of five outside of combat, but feel free to adjust the
2nd-level characters. To figure out whether you adventure for groups that are having too easy or
need to adjust the adventure, do the following: too hard of a time.
 Don’t make the adventure too easy or too difficult
 Add up the total levels of all the characters. for a group. Never being challenged makes for a
 Divide the total by the number of characters. boring game and being overwhelmed makes for a
 Round fractions of .5 or greater up; round frustrating one. Gauge the experience of the
fractions of less than .5 down. players (not the characters) with the game, try to

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DDAL04-02 The Beast 3
feel out (or ask) what they like in a game, and downtime also spends ten days of expenses
attempt to give each of them the experience maintaining his or her lifestyle. Some downtime
they’re after when they play D&D. Give everyone activities help with lifestyle expenses or add
a chance to shine. lifestyle expenses.
 Be mindful of pacing, and keep the game session
moving along appropriately. Watch for stalling, Spellcasting Services
since play loses momentum when this happens.
Any settlement the size of a town or larger can
At the same time, make sure that the players
provide some spellcasting services. Characters need
don’t finish too early; provide them with a full to be able to travel to the settlement to obtain these
play experience. Try to be aware of running long
services.
or short. Adjust the pacing accordingly
 Read-aloud text is just a suggestion; feel free to Help From Who!?
modify the text as you see fit, especially when
For the current storyline season, Curse of Strahd, the rules
dialogue is present.
for spellcasting services are changed for characters
 Give the players appropriate hints so they can adventuring in Barovia. In Strahd’s bleak domain, there
make informed choices about how to proceed. simply aren’t any settlements where spellcasters can
Players should be given clues and hints when accommodate such needs, and those places of worship that
appropriate so they can tackle puzzles, combat, might otherwise provide spellcasting services are overrun
and interactions without getting frustrated over with monsters. As such, unless otherwise detailed in an
lack of information. Doing so helps to encourage adventure, the only individual able to provide spellcasting
immersion in the adventure and gives players services is Jeny Greenteeth. This will no doubt lead to some
“little victories” for figuring out good choices uncomfortable situations and unforeseen consequences.
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from clues. Refer to Page 7 of the Adventurers League Dungeon
Master’s Guide for more details.
In short, being the DM isn’t about following the
adventure’s text word-for-word; it’s about Spell services generally available include healing
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facilitating a fun, challenging game environment for and recovery spells, as well as information-
the players. The Dungeon Master’s Guide™ has more gathering spells. Other spell services might be
information on the art of running a D&D game. available as specified in the adventure. The number
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of spells available to be cast as a service is limited


Downtime and Lifestyle to a maximum of three per day total, unless
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otherwise noted.
At the beginning of each play session, players must
declare whether or not they are spending any days Spellcasting Services
of downtime. The player records the downtime Spell Cost
spent on the adventure logsheet. The following Cure wounds (1st level) 10 gp
options are available to players during downtime Identify 20 gp
(see the D&D basic rules or the D&D Adventurers
Lesser restoration 40 gp
League Player’s Guide for more information):
Prayer of healing (2nd level) 40 gp
 Catching up Remove curse 90 gp
 Crafting (exception: multiple characters cannot Speak with dead 90 gp
commit to crafting a single item) Divination 210 gp
 Practicing a profession Greater restoration 450 gp
 Recuperating Raise dead 1,250 gp
 Spellcasting services
 Training Acolyte Background
Other downtime options might be available during A character possessing the acolyte background requesting
adventures or unlocked through play, including spellcasting services at a temple of his or her faith may
faction-specific activities. request one spell per day from the Spellcasting Services
In addition, whenever a character spends table for free. The only cost paid for the spell is the base
downtime days, that character also spends the price for the consumed material component, if any.
requisite expense for his or her lifestyle. Costs are However, no religions have established places of worship
per day, so a character that spends ten days of here of sufficient size to provide spellcasting services.

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DDAL04-02 The Beast 4

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