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The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son
of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his
rest, or realize the part he is to play in things to come?
Part Seven of Misty Fortunes and Absent Hearts.
Michael E. Shea
Adventure Designer
Adventure Code: DDAL04-07
Version 1
Introduction
Welcome to The Innocent, a D&D Expeditions
adventure, part of the official D&D Adventurers
League organized play system and the Misty
Fortunes and Absent Hearts storyline season.
This adventure is designed for three to seven
5th-10th level characters, and it is optimized for
five 5th-level characters. Characters outside this
level range cannot participate in this adventure.
This adventure is set in the forests outside the
village of Oranou in Barovia. It eventually leads
deep into the Glumpen Swamp.
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DDAL04-07 The Innocent
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DDAL04-07 The Innocent
Strength
Very weak
Weak
Average
Weak
Average
Strong
Average
Strong
Very strong
Spellcasting Services
Any settlement the size of a town or larger can
provide some spellcasting services. Characters need
to be able to travel to the settlement to obtain these
services.
Spellcasting Services
Spell
Cure wounds (1st level)
Identify
Lesser restoration
Prayer of healing (2nd level)
Remove curse
Speak with dead
Divination
Greater restoration
Raise dead
Acolyte Background
A character possessing the acolyte background requesting
spellcasting services at a temple of his or her faith may
request one spell per day from the Spellcasting Services table
for free. The only cost paid for the spell is the base price for
the consumed material component, if any.
However, no religions have established places of worship
here of sufficient size to provide spellcasting services.
Because of this, characters with the Acolyte background gain
no benefit from this trait.
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DDAL04-07 The Innocent
Cost
10 gp
20 gp
40 gp
40 gp
90 gp
90 gp
210 gp
450 gp
1,250 gp
Death
A character who is killed during the course of the
adventure has a few options at the end of the session
(or whenever arriving back in civilization) if no one
in the adventuring party has immediate access to a
raise dead or revivify spell, or similar magic. A
character subject to a raise dead spell is affected
negatively until all long rests have been completed
during an adventure. Alternatively, each downtime
day spent after raise dead reduces the penalty to
attack rolls, saving throws, and ability checks by 1, in
addition to any other benefits the downtime activity
might provide.
Create a New 1st-Level Character. If the dead
character is unwilling or unable to exercise any of
the other options, the player creates a new
character. The new character does not have any
items or rewards possessed by the dead character.
Dead Character Pays for Raise Dead. If the
characters body is recoverable (its not missing any
vital organs and is mostly whole) and the player
would like the character to be returned to life, the
party can take the body back to civilization and use
the dead characters funds to pay for a raise dead
spell. A raise dead spell cast in this manner costs the
character 1,250 gp.
Characters Party Pays for Raise Dead. As above,
except that some or all of the 1,250 gp for the raise
dead spell is paid for by the party at the end of the
session. Other characters are under no obligation to
Resurrection Madness
In Barovia, the souls of the dead are as trapped as the souls
of the living. They become caught in the mists and cant
travel to the afterlife. When a humanoid who has been dead
for at least 24 hours returns to life, either by way of a spell or
some supernatural means, it gains a random form of
indefinite madness brought on by the realization that its
spirit is trapped in Barovia, likely forever. To determine how
this madness is expressed, roll on the Indefinite Madness
table in chapter 8 of the Dungeon Masters Guide.
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DDAL04-07 The Innocent
Winter in Barovia
The winters are cold, wet, and stormy here. The natives of
the Demiplane are preparedwell, as prepared as they can
hope to be.
The characters, however, are unfamiliar with the realm.
Thankfully, the region they came from was experiencing the
worst winter in living memory, and are likely to possess
winter clothing. If they are not, then, preparations are in
order. The village has a single shop called The Hare & Hair
where they are able to procure such supplies if they wish.
Alterations to Magic
The land of Barovia resides in its own demiplane,
isolated from all other planes, including the Material
Plane. No spellnot even wishallows one to
escape from Strahds domain. Astral projection,
teleport, plane shift, and similar spells cast for the
purpose of leaving Barovia simply fail, as do effects
that banish a creature to another plane of existence.
These restrictions apply to magic items and artifacts
that have properties that transport or banish
creatures to other planes. Magic that allows transit
to the Border Ethereal, such as the etherealness spell
and the Etherealness feature of incorporeal undead,
is the exception to this rule. A creature that enters
the Border Ethereal from Strahds domain is pulled
back into Barovia upon leaving that plane.
For the purpose of spells whose effects change
across or are blocked by planar boundaries (such as
sending), Strahds domain is considered its own
plane. Magic that summons creatures or objects
from other planes functions normally in Barovia, as
does magic that involves an extradimensional space.
Any spells cast within such an extra-dimensional
space (such as that created by Mordenkainens
magnificent mansion) are subject to the same
restrictions as magic cast in Barovia.
While in Barovia, characters who receive spells
from deities or otherworldly patrons continue to do
so. In addition, spells that allow contact with beings
from other planes function normallywith one
provision: Strahd can sense when someone in his
domain is casting such a spell and can choose to
make himself the spells recipient, so that he
becomes the one who is contacted.
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DDAL04-07 The Innocent
Adventure Background
Recently, a well-dressed visitor arrived in town.
Somehow, he quickly gained the confidence of the
townsfolk. Farmers and vendors sought his
guidance. Laborers and smiths sought his assistance.
And a pair of young lovers, Benedek and Sari, sought
his blessing in uniting them in marriage.
Unbeknownst to all of them was that the Visitor was
an incubusdrawn to the small, sleepy village by
the whispers of power.
What the people of Oranou also didnt know was
that another stranger lurked about town. This one
however, had spoken to no one, had earned no trust,
and had not even made his presence known to
anyone. The second stranger was the ghost of the
half-black dragon troll, Graxxygak.
Graxxygak is precisely what lured the Visitor to
town, however. By embracing the gifts granted by
the Demiplane of Dread, the Visitor plans to bind the
ghost to his will. But doing so requires a sacrifice.
And who better than Benedek and Saritwo foolish
children who made the simple mistake of loving one
another. And so, rather than dirty his own hands
with the task, he conspired and enchanted Benedeks
brother Regold and convinced him to do the deed for
him. What would have been the night of their
marriage, Regold coldly murdered them both while
the Visitor watched on, his eyes full of greed.
But Graxxygak wouldnt come and the Visitor
learned that the sacrifice was for naught; only a
willing sacrifice would draw enough of the Dark
Powerss attention to grant his request. And so, the
Visitor pinned his hopes on poor, hapless Regold.
The adventure begins as the Visitor and Regold
move towards the Vault of the Honored Deadan
ancient yuan-ti temple of great power and greater
evil. By the time they arrive, he will no doubt be able
to stoke the flames of guilt in Regolds chest. Then,
the Visitor need only hand the man a blade and let
him do the rest.
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Adventure Overview
This adventure is broken down into three parts.
Part 1. The characters arrive at the bloody shrine.
There they discover the murder of a young couple at
the shrine and are attacked by trollsfollowers of
Graxxygak. After defeating the trolls, the characters
meet the ghost of the murdered woman, Sari.
Though newly formed as a ghost, Sari knows that
her killers will soon be conducting a ritual at a den of
great evil deeper in Glumpen Swamp. Unbeknownst
to them, Graxxygak follows the girl, eager to finally
obtain Tatyanas gloves.
Part 2. In the second part of the adventure, the
characters make their way through Glumpen Swamp
and potentially discover clues along the way. On
their journey they come across a sunken vardo and
its Vistani owner and the Visitors camp. If time
permits, they may even happen upon the enormous
skull of a red dragon being feasted upon by ghasts.
Part 3. In the third part of this adventure, the
characters arrive at the Vault of the Honored Dead, a
former burial ground of the yuan-ti. As they make
their way through the burial ground they are
attacked by a yuan-ti excavation party accompanied
by orc slaves who appear to be digging for artifacts
in the lair.
Part 4. The characters delve into the Vault of the
Royal Dead. Eventually, they happen upon the
Visitor conducting a dark ceremony to bind
Adventure Hooks
If the characters begin this adventure from within
the Forgotten Realms or a setting other than
Ravenloft, have them be transported to the
Demiplane of Dread just outside Oranou via an
unnaturally thick fog or mist while traveling
overland, preferably at night. Proceed to Welcome
to Barovia, below.
Otherwise, any of the following hooks may justify
the party's presence in the stretch of land between
the Quivering Forest and the Barovian woods.
Jenys Warning. Characters that participated in
DDAL04-6 The Ghost were visited in a dream by the
hag, Jeny Greenteeth, warning them of an unknown
person and her Obsessions. Among the information
revealed was the mention of a set of gloves. While
there can be no saying, a villager named Sari is wellknown for wearing a particularly nice set of gloves
wherever she goes. Sari was last seen venturing into
the nearby Svalich Woods towards an ancient shrine
with her betrothed, Benedek; his brother, Regold;
and a third man who the villagers refer to only as the
Visitor.
Missing Lovers. Rumors are abound within the
village of a stranger known only as The Visitor
whose arrival in the village has caused people to act
strangely. To make matters worse, a pair of young
lovers, Benedek and Sari, have gone missing. They
were last seen in the Visitors company heading into
the nearby Svalich Forest.
Welcome to Barovia
Some characters may be arriving from Faern for
the first time. For those characters, describe a heavy
fog bank rolling through their travel path, and when
it eventually clears, they are on the outskirts of a
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General Features
The shrine has the following general features:
Terrain. For the most part, the terrain is solid
though slightly damp due to the rain. Nearer to the
statue, however, the ground has been soaked
through with blood and rain, turning it into thick
muck (see Saris Bloody Footprints sidebar, below).
Light. The night sky is dark and overcast.
Occasional flashes of lightning provide bright, but
sporadic light. The only light the characters
otherwise have is that which they provide
themselves.
Sound. Crashing of thunder, buzzing of flies,
cawing of ravens, distant howls of wolves.
Smells. Mud and rain. The heavy, metallic smell of
blood. Unwashed bodies.
You No Be Here!
A flash of lightning reveals a tall statue of a cloaked and
hooded man. Thick stone serpents emerge from its sleeves,
and wrap around its arms and body. A hood shrouds the
figures face in darkness.
A moment later, a second flash of lightning reveals a dark,
bloody handprint on the front of the statues robes. At the
base of the statue and the bottom of the smeared stain lies
the body of a young man, dressed in home-spun, face down
in a pool of black mudhis hand still resting on one of the
statues feet. The boys other hand holds that of a young
womanthe front of her flowered blouse stained black with
blood. Her vacant eyes stare upward, unblinking as drops of
rain fall onto the pale skin of her face.
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Roleplaying Sari
Development
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Treasure
One of the trolls has four golden tusks that, if
removed (and properly cleaned), fetch 25 gp each.
One of the trolls also carries a potion of greater
healing.
Each tooth is engraved with a rune. A character
succeeding at a DC 13 Intelligence (Arcana) check
identifies the runes as those used in advanced
necromantic rituals and spells. The trolls are not
undead.
A small, hinged box in Benedeks pocket contains a
gold ring set with a pair of blood-red rubies worth
50 gp.
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General Features
The swamp has the following general features:
Terrain. The swamp is a miserable place; it is
filled with sunken bogs, twisted, thorny brambles,
and deep fetid pools of opaque water. Clouds of
buzzing, black flies are everywherealways biting.
Bloody Footprints. A clear path through the
swamp is hard to find. However, just when the
characters start to think theyre truly lost, they find a
few of Saris footprints. They continue for a short
distance before disappearing (see Saris Bloody
Footprints, above).
Light. The sky is overcast and stormy. Despite
this, it is well lit.
Sound. Crashing thunder, buzzing flies, cawing
ravens, distant howling wolves. Ethereal whispering
or sobbing from an unseen source.
Smells. Mud, rain, and rot.
Bog Hazards
Roll
1
Result
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Treasure
As a reward for rescuing him, omoiog gives the
characters a set of stupefyingly beautiful playing
cards. The cards are made of lacquered wood and
inlaid with gold, silver, and platinum with a
matching carrying case. They are worth 100 gp.
General Features
The swamp has the following general features:
Terrain. The tar is thick, viscous, and treated as
difficult terrain. The entire pit spans approximately
80-feet wide. The pool is relatively shallow and is
only about 3-feet deep.
Tar. The tar is scalding hot. Any character that
enters or starts their turn in the tar takes 2 (1d4)
fire damage. Any character that becomes fully
Tactics
The ghasts are immune to fire damage. If subjected
to a fire-based attack, the ghasts become fully
engulfed in flame. While ablaze, they deal an
additional 3 (1d6) points of fire damage with their
claw attacks.
The ghasts take great delight in shoving paralyzed
creaturesknocking them prone beneath the
surface of the tar. Any creature that starts their turn
fully-immersed in the hot tar takes 5 (1d10) fire
damage. Additionally, they begin to suffocate.
If the ghasts are attacked from range, and have no
chance of succeeding, they retreat into the tar. Once
sure that the characters are gone, the ghasts follow
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Suffocating
A creature can hold its breath for a number of minutes equal
to 1 + its Constitution modifier (minimum of 30 seconds).
When a creature runs out of its breath, it can survive for a
number of rounds equal to its Constitution modifier
(minimum 1 round). At the start of its next turn, it drops to 0
hit points and is dying.
Developments
Treasure
The rings encircling the dragon skulls left horn are
worth 150 gp each.
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A. The Antechamber
The walls of this chamber angle slightly inwards, creating a
space with the shape of a large trapezoid. Four slender stone
pillars hold up the ceiling above, each carved into the shapes
of snakes intertwined, each one swallowing anothers tail.
Hundreds of urns lay crushed against the walls of the room.
Alcoves along the walls appear to have once housed these
urns. A large stone brazier sits in the center of the room on a
platform of rune-engraved stone, burning with bright yellow
and red flames. The flames send the shadows of the broken
urns dancing along the walls.
Developments
A faded fresco on the wall depicts dozens of yuan-ti
ceremony with hundreds of slaves of all species. The
yuan-ti in the fresco are raising their gore-covered
hands to a black and violet serpent twisting in a
vortex of black clouds laced with red lightning. A DC
15 Intelligence (History or Religion) check reveals
that the fresco depicts Dendar the Night Serpent, a
dark deity of the yuan-ti.
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XP Award
If the characters treat peacefully with the nagas,
award each character 500 XP.
If the characters dispel the glyph of warding,
award each character 100 XP.
The Pool
The oily, black liquid is quite dangerous to living beings. Any
creature that touches the water within the pool must
succeed on a DC 13 Constitution saving throw or take 22
(4d10) necrotic damage or half as much if successful.
Creatures at least half-immersed in the pool makes this
saving throw with disadvantage.
If he has the opportunity, the Visitor sends charmed
targets into the pool.
The Scene
There are three aspects to this encounter that the
characters must be made aware of:
Regold. The characters are able to see that Regold
is not dead. He writhes and thrashes just beneath the
surface of the black water. The following guidance
applies:
Regold begins combat at 33 hit points and
submerged in the pool (see sidebar, below). At the
start of each round, he takes 11 necrotic damage
(the nature of the ritual prolongs the suffering of
the individual being sacrificed; they automatically
succeed on their saving throw and take half
damage from the pools corrupted water).
Once Regold reaches 0 hit points, he begins to
drown. Each time thereafter that he attempts a
death saving throw, the saving throw is made with
disadvantage. At this point, the thrashing in the
pool stops.
Regold cant be seen due to the opaque water.
Barring creative use of spells, the only way he can
be retrieved from the pool is by pulling him out.
If Regold is removed from the pool, he retreats to
the far corner of the chamber and cowers in fear.
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Treasure
The Visitor wears a cape of the mountebank.
Upon the altar, he had placed a few items used in
the ritual including a golden bowl encrusted with
rubies and emeralds worth 300 gp and a scroll tube
gilt in gold and ivory worth 700 gp.
The Visitor carries a spellbook that consists of a
thick brass ring holding a number of brass plates
containing the following spells:
XP Award
If the characters save Regold and stop the ritual,
award each character 250 XP.
Conclusion
Once combat is over, the adventure concludes.
As the last echoes of battle leave the chamber, the ghostly
presence of Sari manifests in the room.
Tentatively, she calls out, Is he ok?
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You are all in grave danger, Sari says, biting her lip, return
to Orasnou and tell.
Without warning, the spectral form of Graxxygak
materializes behind the girl. The brute clamps a hand over
the young womans mouth, cutting her words short before
the pair of them disappear.
As quickly as it happened, Graxxygak and Sari are both
gone.
Faint to the point of being almost inaudible, you hear
Graxxygaks rough voice say the pretty lady finally gonna get
you gloves.
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21
Rewards
Make sure note player rewards on their adventure
log sheets. Give your name and DCI number (if
applicable) so players can record who ran the
session.
Experience Points
Total up all combat experience earned for defeated
foes, and divide by the number of characters present
in the combat. For non-combat experience, the
rewards are listed per character and per task
accomplished. Give all characters in the party noncombat experience awards unless otherwise noted.
Combat Rewards
Name of Foe
Troll
Ghost
Ghast
Orc
Yuan-ti Malison
Bone Naga
Wight
The Visitor
Wraith
XP per Foe
1,800
1,100
450
100
700
1,100
700
1,100
1,800
Non-Combat Rewards
Task or Accomplishment
Disabling the chest trap
Treating peacefully with the naga
Disabling the glyph of warding
Saving Regold
XP per PC
100
500
100
250
Treasure List
The characters receive the following treasure,
divided up amongst the party. Characters should
attempt to divide treasure evenly whenever
possible. Gold piece values listed for sellable gear are
calculated at their selling price, not their purchase
price.
Consumable magic items should be divided up
however the group sees fit. If more than one
character is interested in a specific consumable
Treasure Rewards
Items
Troll Teeth
Gold and ruby ring
Lacquered playing cards
Dragon rings
Excavation equipment
Golden flagon
Dented ornate steel helm
Golden plate with map
Gem encrusted bowl
Decorative scroll tube
Brass-Ring Spellbook
The spellbook consists of a thick brass ring holding a
number of brass plates. It contains the following
spells:
1st level (4 slots): fog cloud, mage armor, shield
2nd level (3 slots): blindness/deafness, crown of
madness, hold person, suggestion
3rd level (3 slots): fear, hypnotic pattern
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DDAL04-07 The Innocent
GP value
100
50
100
250
10
230
60
200
300
700
22
Renown
All faction members earn one renown point for
participating in this adventure.
Downtime
Each character receives ten downtime days at the
conclusion of this adventure.
Story Awards
Characters have the opportunity to earn the
following story awards during this adventure.
The Demiplane of Dread. You have traversed the
mists and now find yourself in the Demiplane of
Dread and, until this story award is removed, you
are unable to leave. So long as you are trapped, you
cannot participate in any adventure or event that
takes place outside of Barovia. Tread carefully
during your time here, the Dark Powers are
watching.
DM Rewards
For running this adventure, you receive 875 XP, 437
gp and ten downtime days.
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23
DM Appendix: NPC
Summary
The following NPCs appear in this adventure.
Sari Florica (SARR-ee FLORE-ick-uh). Female
human. Lover of Benedek Durril and murdered by
Regold in a jealous rage. Rises as a ghost. Possessive
of the Tatyanas gloves.
Benedek Durril (BEN-eh-dekk DURR-ill). Male
human. Lover of Sari Florica. Murdered along with
his betrothed by his brother, Regold.
Regold Durril (DURR-ill). Male human. Brother to
Benedek Durril. Deceived into murdering his brother
by the Visitor, but killed his brothers betrothed, Sari
Florica as well. Charmed by the Visitor and
eventually sacrificed in an attempt to resurrect Sari.
The Visitor. Incubus. Became infatuated with Sari
Florica and convinced Regold Durril that she was not
a suitable match for his brother. Seeks to resurrect
Sari using Regold as a sacrifice.
Graxxygak (GRAZZ-ee-gak). Ghost of a half-dragon
troll. Offspring of the (now) dracolich Throstulgrael.
Esmae Amaranthas Second Obsession charged with
retrieving Tatyanas gloves.
omoiog (JHO-moe-yohg). Male Vistani trouper.
Stranded in his vardo when it sunk into the muck of
the Glumpen Swamp.
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Appendix: Monster/NPC
Statistics
Bone Naga
Large undead, lawful evil
DEX
16 (+3)
CON
12 (+1)
INT
WIS
15 (+2) 15 (+2)
Ghast
CHA
16 (+3)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one
creature. Hit: 10 (2d6 + 3) piercing damage plus 10
(3d6) poison damage.
CON
10 (+0)
INT
WIS
11 (+0) 10 (+0)
CHA
8 (1)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. If the target is
a creature other than an undead, it must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a
success.
Ghost
Medium undead, any alignment
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.
STR
7 (2)
DEX
13 (+1)
CON
10 (+0)
INT
WIS
10 (+0) 12 (+1)
CHA
17 (+3)
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DDAL04-07 The Innocent
DEX
17 (+3)
25
Orc
Actions
Withering Touch. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic
damage.
Etherealness. The ghost enters the Ethereal Plane from
the Material Plane, or vice versa. It is visible on the
Material Plane while it is in the Border Ethereal, and
vice versa, yet it cant affect or be affected by anything
on the other plane.
Horrifying Visage. Each non-undead creature within 60
feet of the ghost that can see it must succeed on a DC
13 Wisdom saving throw or be frightened for 1 minute.
If the save fails by 5 or more, the target also ages 1d4
10 years. A frightened target can repeat the saving
throw at the end of each of its turns, ending the
frightened condition on itself on a success. If a targets
saving throw is successful or the effect ends for it, the
target is immune to this ghosts Horrifying Visage for
the next 24 hours. The aging effect can be reversed
with a greater restoration spell, but only within 24
hours of it occurring.
Possession (Recharge 6). One humanoid that the ghost
can see within 5 feet of it must succeed on a DC 13
Charisma saving throw or be possessed by the ghost;
the ghost then disappears, and the target is
incapacitated and loses control of its body. The ghost
now controls the body but doesnt deprive the target
of awareness. The ghost cant be targeted by any
attack, spell, or other effect, except ones that turn
undead, and it retains its alignment, Intelligence,
Wisdom, Charisma, and immunity to being charmed
and frightened. It otherwise uses the possessed
targets statistics, but doesnt gain access to the
targets knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit
points, the ghost ends it as a bonus action, or the ghost
STR
16 (+3)
CON
16 (+3)
INT
7 (2)
WIS
11 (+0)
CHA
10 (+0)
Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2 (100 XP)
Aggressive. As a bonus action, the orc can move up to
its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (1d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +
3) piercing damage.
Regold (Veteran)
Medium humanoid (human), lawful neutral
Armor Class 11
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
WIS
10 (+0) 11 (+0)
CHA
10 (+0)
Actions
Multiattack. Regold makes two longsword attacks. If
he has a shortsword drawn, he can also make a
shortsword attack.
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DDAL04-07 The Innocent
DEX
12 (+1)
26
CON
20 (+5)
INT
7 (2)
Troll
STR
18 (+4)
WIS
9 (1)
CHA
7 (2)
Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Giant
Challenge 5 (1,800 XP)
Actions
Actions
Multiattack. The troll makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
The Visitor
Medium humanoid (human), neutral evil
DEX
16 (+3)
CON
14 (+2)
INT
WIS
16 (+3) 13 (+1)
Reactions
Wight
CHA
14 (+2)
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DDAL04-07 The Innocent
DEX
CON
INT
WIS
CHA
27
15 (+2)
14 (+2)
16 (+3)
10 (+0) 13 (+1)
15 (+2)
Actions
Multiattack. The wight makes two longsword attacks
or two longbow attacks. It can use its Life Drain in place
of one longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) necrotic damage. The
target must succeed on a DC 13 Constitution saving
throw or its hit point maximum is reduced by an
amount equal to the damage taken. This reduction
lasts until the target finishes a long rest. The target dies
if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later
as a zombie under the wights control, unless the
humanoid is restored to life or its body is destroyed.
The wight can have no more than twelve zombies
under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
(1d10 + 2) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.
Wraith
Medium undead, neutral evil
DEX
16 (+3)
CON
16 (+3)
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.
Yuan-ti Malison
Medium monstrosity (shapechanger, yuan-ti), neutral
evil
Armor Class 12
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
16 (+3)
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)
STR
6 (-2)
INT
WIS
12 (+1) 14 (+2)
CHA
15 (+2)
CON
13 (+1)
INT
WIS
14 (+2) 12 (+1)
CHA
16 (+3)
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DDAL04-07 The Innocent
DEX
14 (+2)
28
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29
Player Handout 1
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Not for resale. Permission granted to print or photocopy this document for personal use only.
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31
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL04-07 The Innocent
32
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL04-07 The Innocent
33
Not for resale. Permission granted to print or photocopy this document for personal use only.
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34
Not for resale. Permission granted to print or photocopy this document for personal use only.
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35