Curse of Strahd Reloaded: A Campaign Guide by /u/DragnaCarta – Fortunes of Ravenloft

Curse of Strahd: Reloaded

A Campaign Guide by /u/DragnaCarta

Appendix A: Fortunes of Ravenloft

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Table of Contents

Appendix A: Fortunes of Ravenloft

The Tome of Strahd

The Holy Symbol of Ravenkind

The Sunsword

Strahd’s Enemy

Strahd’s Location

Personal Readings & Quests


Appendix A: Fortunes of Ravenloft

Depending on the tone and progression you intend for your campaign, you may prefer to avoid placing any treasures or the destined ally within Castle Ravenloft. As the “final dungeon,” exploration of Ravenloft prior to the final showdown may make your PCs feel more familiar or comfortable with the layout of the Castle than you may want. If any of the treasures do appear in Castle Ravenloft, they will likely be guarded and heavily concealed, rather than out in the open for anyone to remove.

In order to encourage your PCs to explore a variety of areas, you may prefer to choose to place the treasures within a trio of distant, lesser-travelled regions of Barovia. It is also a wise choice to direct each card’s reading to a separate PC, which should encourage that player to focus on it as though it were a personal quest.

The Tome of Strahd

As a lore-centered item, the Tome of Strahd lacks the late-game power of the Sun Sword and Holy Symbol of Ravenkind. If found at an opportune time, the Tome can provide vital insight into Strahd’s history and character that invests the characters in his story, rather than leaving them focused on their own day-to-day struggles. For this reason, you may choose to place the Tome in one of the more populated areas of Barovia, in order to ensure that your PCs locate it earlier, rather than later.

Here are the locations that we recommend placing the Tome of Strahd for your players to find:

Card

Location

History

Torturer (9 of Swords)

The treasure is hidden in the attic of the burgomaster's mansion in Vallaki (Curse of Strahd,  Chapter 5, Area N3s).

The Tome was stolen from Castle Ravenloft by an ancestor of Baron Vallakovich. However, the injuries that the thief sustained soon killed him, and his family never understood the value of the old book he had stowed in his bag. The Baron’s grandfather shelved it away in the attic long ago, and it has lain there forgotten ever since.

Enchanter (3 of Stars)

The treasure lies under Marina's monument in Berez (Curse of Strahd, Chapter 10, Area U5). 

Marina was the first of Tatyana’s reincarnations, and the second time Strahd’s heart was broken. After her death, Strahd hardened his heart, and buried his Tome beneath her monument as a promise that he would not yearn for the Tatyana of his past, but instead hunt her down in his future.

Abjurer (4 of Stars)

The treasure lies in the beacon of Argynvostholt (Curse of Strahd, Chapter 7, Area Q53).

When Argynvost marched on Castle Ravenloft, only one of his soldiers survived. Given this Tome by the Silver Dragon himself, that soldier bore it back to Argynvostholt, hoping that a brave hero might one day use it to uncover the secrets of Strahd’s dark past and so defeat him.

Illusionist (7 of Stars)

The treasure lies in Rictavio's carnival wagon (Curse of Strahd, Chapter 5, Area N5).

When Saint Markovia marched upon Castle Ravenloft, only one of her followers – a coward of little faith – survived. An illiterate peasant, the follower sold the Tome to a band of Vistani, who paid little mind to the plain, unlabelled book. Many years later, Rudolph van Richten purchased the Tome from a wandering merchant, and discovered within its pages a way by which he could travel into Barovia.

Wizard (Master of Stars)

The treasure lies on the top floor of Van Richten's Tower (Curse of Strahd, Chapter 11, Area V7).

When Saint Markovia marched upon Castle Ravenloft, only one of her followers – a coward of little faith – survived. An illiterate peasant, the follower sold the Tome to a band of Vistani, who paid little mind to the plain, unlabelled book. Many years later, Rudolph van Richten purchased the Tome from a wandering merchant, and discovered within its pages a way by which he could travel into Barovia.

Tax Collector (8 of Coins)

The treasure is hidden in the Vistani treasure wagon (Curse of Strahd, Chapter 5, Area N9i).

When the mists rolled into Barovia, sealing it away from the Material Plane, Strahd was distraught. In a fit of despair, he bade a friend of his among the Vistani to bear his Tome away from his castle, so that he could no longer recall the sweetness of his victories, nor his love for Tatyana. That Vistani passed the Tome down their familial line, swearing each keeper to secrecy. Today, Arrigal is the keeper of the Tome, but his interest in books is so low that he regards it as little more than one more book among many.

Druid (5 of Glyphs)

The treasure lies at the base of the Gulthias tree (Curse of Strahd, Chapter 14, Area Y4).

When the mists rolled into Barovia, sealing it away from the Material Plane, Strahd was distraught. In a fit of despair, he bade a trusted servant among the druids to bear his Tome away from his castle, so that he could no longer recall the sweetness of his victories, nor his love for Tatyana. That druid joined with their Circle to bury the Tome beneath the roots of the Gulthias sapling, whose roots now cover and bind the book beneath.

Anarchist (6 of Glyphs)

The treasure lies in Castle Ravenloft's hall of bones (Curse of Strahd, Chapter 4, Area K67).

Over the years, Strahd has lost his interest in the trappings of Castle Ravenloft, and has misplaced many treasures. One such treasure is his Tome, which lies at the center of the table within the Hall of Bones, reverently avoided by Cyrus Belview, who recognizes his master’s handwriting.

Charlatan (7 of Glyphs)

The treasure lies in the attic of Old Bonegrinder (Curse of Strahd, Chapter 6, Area O4).

When Saint Markovia marched upon Castle Ravenloft, only one of her followers – a coward of little faith – survived. He filled his bag with treasures and fled the fortress – only to be taken in the night by the hags of Old Bonegrinder as he camped by the road. The hags display the Tome reverently, and believe that its presence is a sign of Strahd’s favor. 

Traitor (9 of Glyphs)

The treasure is hidden in the master bedroom of Wachterhaus (Curse of Strahd, Chapter 5, Area N4o).

After the soldier Leo Dilisnya betrayed and murdered Strahd, an ancestor of Lady Wachter hunted him down, providing Strahd with his location. As a show of gratitude, Strahd gifted the House of Wachter with his Tome, and asked them to guard his secrets from any that might seek to steal them.

The Holy Symbol of Ravenkind

The Holy Symbol of Ravenkind is a powerful item for your PCs to obtain, but markedly less lethal to Strahd than the Sunsword, whose ambient radiance can badly harm Strahd’s chance of escape from a deadly encounter. Because of this, you may prefer to make the Symbol be the second or third artifact found by your PCs. Because of its generic nature (as compared to the Sunsword), it can serve an important role in directing your PCs toward more isolated areas, such as Berez, Argynvostholt, and the Werewolves’ Den.

Here are the locations that we recommend placing the Holy Symbol of Ravenkind for your players to find:

Card

Location

History

Avenger (1 of Swords)

The treasure is in the possession of Vladimir Horngaard in Argynvostholt (Curse of Strahd, Chapter 7, Area Q36).

The Holy Symbol was an ancient holy relic used by the Order of the Silver Dragon in their crusade against the evil things of this land. Vladimir guards it now, knowing that any who might seek it must do so in order to free the Devil from his prison.

Myrmidon (5 of Swords)

The treasure lies in the shrine of Mother Night in the werewolf den (Curse of Strahd, Chapter 15, Area Z7).

The werewolves of Lake Baratok once raided a church near the shores of Lake Zarovich, and recognized the Holy Symbol as an aspect of Mother Night’s divine form. They took it to Mother Night’s shrine, where they worship it with fell services and sacrifices.

Enchanter (3 of Stars)

The treasure lies under Marina's monument in Berez (Curse of Strahd, Chapter 10, Area U5).

Queen Ravenovia kept the Holy Symbol of Ravenkind as a token of office; when she died, Strahd kept it in the castle’s chapel. When Marina was killed, he buried it beneath her monument as a symbol of his love for her.

Conjurer (9 of Stars)

The treasure is in Baba Lysaga's hut (Curse of Strahd, Chapter 10, Area U3).

The Holy Symbol of Ravenkind was a powerful artifact of divine power kept by Saint Markovia. When Markovia’s march on Castle Ravenloft was destroyed, the Symbol found itself in the hands of Baba Lysaga, who kept it under her protection to prevent any other creature from using it to harm Strahd again.

Beggar (6 of Coins)

The treasure is hidden in Kasimir's hovel (Curse of Strahd, Chapter 5, Area N9a).

Queen Ravenovia kept the Holy Symbol of Ravenkind as a token of office; when she died, Strahd kept it in the castle’s chapel. Once, long ago, Kasimir stole away into the castle in an effort to spirit away his sister’s corpse. Instead, he found the Symbol, and felt a powerful compulsion to take it away with him, waiting for an ally powerful enough to wield it.

Shepherd (4 of Glyphs)

The treasure lies in the tomb of King Barov and Queen Ravenovia (Curse of Strahd, Chapter 4, Area K88).

Queen Ravenovia kept the Holy Symbol of Ravenkind as a token of office; when she died, Strahd buried it alongside her.

Bishop (8 of Glyphs)

The treasure lies in the sealed treasury of the Amber Temple (Curse of Strahd, Chapter 13, Area X40).

The Holy Symbol was a holy artifact found long ago by the wizards of the Amber Temple. They kept it in their treasury alongside a host of other treasures and riches.

Miser (9 of Coins)

The treasure lies in Castle Ravenloft's treasury (Curse of Strahd, Chapter 4, Area K41).

Queen Ravenovia kept the Holy Symbol of Ravenkind as a token of office; when she died, Strahd sealed it away in his treasury from grief, vowing to keep his mother’s memory protected from any that might sully it.

The Sunsword

As discussed above, the Sunsword is likely the most powerful magical item that the PCs will find in the entire module. Its discovery can serve as one of the most climactic moments of the module, second only to the defeat of Strahd himself. For this reason, you may prefer to push it toward a difficult-to-reach or high-level area, such as the Amber Temple or Baba Lysaga’s hut.

When the PCs first discover the Sunsword, it is inert, bearing only a cracked hilt and no obvious magical power. For more information on how the PCs can restore the Sunsword’s strength, see Sergei’s Summons in Curse of Strahd:Reloaded, Chapter 10: The Village of Krezk.

Here are the locations that we recommend placing the Sunsword for your players to find:

Card

Location

History

Avenger (1 of Swords)

The treasure is in the possession of Vladimir Horngaard in Argynvostholt (Curse of Strahd, Chapter 7, Area Q36).

When Khazan’s apprentice stole the Sunsword’s hilt, he fled into the forest. There, he was recognized and slain by a wandering revenant. The undead knight recognized the blade and delivered it to Vladimir, who has kept the blade out of the hands who may use it against the Devil.

Paladin (2 of Swords)

The treasure lies in Sergei's tomb (Curse of Strahd, Chapter 4, Area K85).

When the Sunsword’s hilt was left in the Svalich Wood, Sergei’s spirit was able to spirit it away out of Strahd’s sight, to the one place where he knew his brother would never dare look: Sergei’s own coffin in Castle Ravenloft.

Conjurer (9 of Stars)

The treasure is in Baba Lysaga's hut (Curse of Strahd, Chapter 10, Area U3).

Soon after the Sunsword’s hilt was left in the Svalich Wood, a servant of Baba Lysaga found it upon the ground, and brought it to the old witch as a gift. Lysaga recognized the blade, and has kept it under lock and key ever since to ensure that no creature can use it to harm Strahd.

Beggar (6 of Coins)

The treasure is hidden in Kasimir's hovel (Curse of Strahd, Chapter 5, Area N9a).

When Khazan’s apprentice stole the Sunsword’s hilt, he was overcome by a platoon of vengeful spirits. Kasimir watched the battle from a hiding place, and recognized the Sunsword’s hilt. When the apprentice fell, Kasimir took the treasure back to his camp, and swore to keep it for a hero who would one day overthrow the tyrant Strahd.

Monk (1 of Glyphs)

The treasure lies in the main hall of the Abbey of Saint Markovia (Curse of Strahd, Chapter 8, Area S13).

After the Sunsword’s hilt was left in the Svalich Wood, it lay there for centuries – until the Abbot arrived in Barovia. The Abbot was immediately drawn to the strong, holy power possessed by the artifact, and spirited it away to the Abbey of Saint Markovia, where he occasionally uses it as a holy symbol for communion with the Morninglord.

Healer (3 of Glyphs)

The treasure lies beneath the gazebo in the Shrine of the White Sun (Curse of Strahd, Chapter 8, Area S4).

When the Sunsword’s hilt was left in the Svalich Wood, Sergei’s spirit was able to spirit it away to the one place where his soul could still touch the land of Barovia: the Shrine of the White Sun, near the Blessed Pool of Krezk.

Bishop (8 of Glyphs)

The treasure lies in the sealed treasury of the Amber Temple (Curse of Strahd, Chapter 13, Area X40).

When the Sunsword’s hilt was left in the Svalich Wood, Sergei’s spirit was able to spirit it away to Saint Markovia, which she took as a sign to march upon Castle Ravenloft. Once the rebellion was destroyed, Strahd seized the hilt. With Khazan dead, Strahd was unable to destroy the hilt himself. He stored it in the Amber Temple, and bade Exethanter to guard it from any who might seek its power.

Strahd’s Enemy

Due to their low hitpoints and the negligible impact of the advantage-providing buff given to the PCs’ destined Ally by the module, it is highly recommended that you provide the PCs with an ally of at least CR 3. Several of the potential allies provided by the module have fascinating, compelling storylines of their own, and it is highly recommended that you work to weave those side narratives tightly within the central trunk of your plot.

Here are the enemies that we recommend as best-suited to a mechanically and dramatically satisfying conclusion to your Curse of Strahd campaign:

Card

Enemy

Notes

Artifact (Joker 1)

This card refers to Rictavio, who can be found at the Blue Water Inn in Vallaki (Curse of Strahd, Chapter 5, Area N2).

Rictavio makes for an excellent ally to the PCs, providing healing and support buffs from mid- to late-game. He can easily serve as a mentor or adviser to the PCs, and can play a central role to the story given Strahd’s interest in finding him.

Beast (Jack of Diamonds)

This card refers to the werewolf Zuleika Toranescu (Curse of Strahd, Chapter 15, Area Z7).

If you have few hooks to lead your PCs to the Werewolf Den, Zuleika can serve as a strong incentive for them to find it. Her aggressive personality and darker past can serve as an excellent foil to good-aligned PCs. Her personal quest also provides

 an interesting twist to the final showdown with Strahd, and gives the PCs an insight into the struggles between Strahd’s servants.

Broken One (King of Diamonds)

This card refers to the Mad Mage of Mount Baratok (Curse of Strahd, Chapter 2, Area M).

The Mad Mage is a character frequently touched upon in passing by other characters, but never explicitly. If your PCs meet him, he can serve as a piece of living history that they are unlikely to meet otherwise; a side quest in his own right (due to his need for a Greater Restoration spell); and a plot hook for adventures beyond Barovia following the end of the module.

Seer (Jack of Clubs)

This card refers to Kasimir Velikov (Curse of Strahd, Chapter 5, Area N9a).

Kasimir is rooted strongly in the history of Barovia, and can provide context to the PCs regarding a number of events, locations, and personages. Moreover, he is a sympathetic example of Strahd’s cruelty, and can serve as an adviser to Ireena. His side quest with Patrina is unlikely to be a focus of most non-allied PCs, and Patrina herself can serve as an excellent late-game or post-game opponent or rival.

Ghost (King of Hearts)

This card refers to the revenant Sir Godfrey Gwilym (Curse of Strahd, Chapter 7, Area Q37).

While not well-developed or emotive in the module, Sir Godfrey can provide additional incentive for your PCs to explore Argynvostholt. His past relationship with Vladimir Horngaard is an excellent example of LGBTQ representation, and he can serve as the fuel that drives your PCs to uncover Argynvost’s quest and return the dragon’s skull to the mansion’s tower.

Mists (Queen of Spades)

This card refers to Ezmerelda d'Avenir. She can be found in the Abbey of Saint Markovia (Curse of Strahd, Chapter 8, Area S19), as well as several other locations throughout Barovia.

Like Rictavio, Ezmerelda makes for an excellent supporter in combat, and a potentially fascinating and entertaining ally. She makes for a welcome positive example of the Vistani, and her relationship with Van Richten may deliver her mentor as a two-for-one contact or ally for the PCs. The one drawback: Ezmerelda is likely to join the PCs even if she is not the destined ally, which means her selection could deprive your party of an additional friendly NPC toward the end of the module.

Strahd’s Location

A hefty amount of the fun of the final fight with Strahd comes from the dungeon crawl that precedes it, as well as the romp through the castle that follows. If Strahd senses that trespassers have entered his castle uninvited, he will make sure to prepare for them, forcing any intruders to whittle down their resources before a final confrontation. Because of this, areas of very high or very low elevation may be optimal for Strahd’s final location.

Here are the areas that we recommend as the most narratively and dramatically satisfying locations to begin the conclusion of your Curse of Strahd campaign:

Card

Location

Notes

Beast (Jack of Diamonds)

Strahd faces the characters in the audience hall (Curse of Strahd, Chapter 4, Area K25).

As seen in this Ravenloft trailer, the Audience Hall can make for a powerful and memorable location for a final encounter. It has easy access to the K64 and K21 staircases, as well as the Heart of Sorrow’s tower. It is, however, fairly accessible to PCs that enter through the front door, which may reduce the number of trials your PCs must go through on their way to their final battle.

Broken One (King of Diamonds)

Strahd faces the characters in Sergei's Tomb (Curse of Strahd, Chapter 4, Area K85).

The story of Strahd and Sergei is a powerful part of the lore of this module. There may be no better way to portray the wretched humanity and monstrous corruption of the Darklord Strahd than to begin his final battle weeping over his brother’s tomb. It is a fitting place to mark Strahd’s end, just as Sergei’s death marked his vampiric beginnings. 

Darklord (King of Spades)

Strahd faces the characters in his tomb (Curse of Strahd, Chapter 4, Area K86).

There may be no more climactic or traditional place to duel a vampire than the tomb where his coffin rests. Buried deep within the catacombs of Castle Ravenloft, a final showdown in Strahd’s tomb ensures that your PCs must battle through hordes of encounters to face off with the master. But beware – the climax of Curse of Strahd should not be the beginning of their fight, but its denouement, when they realize that Strahd’s mist form is fleeing for the safety of its tomb. Should they defeat Strahd here, the urgency of that chase is lost.

Marionette (Jack of Hearts)

Strahd faces the characters in the north tower peak (Curse of Strahd, Chapter 4, Area K60).

The North Tower Peak is remote, dreary, and dangerous – all perfect descriptors for a final showdown with Strahd. It may be preferable to move this encounter to K60a, the North Tower Rooftop, which paints a climactic picture of Strahd standing beneath a thunderstorm, his cloak billowing in the wind as lightning strikes overhead. Due to its proximity to the Heart of Sorrow’s staircase, this location can make for an exciting chase through the castle. However, it lacks the thematic resonance that other locations have, and may prove fatiguing for your PCs to find.

Personal Readings & Quests

In order to invest your PCs more strongly into the narrative of the module, you may choose for Madam Eva to offer personal readings to each of the PCs in addition to her five central predictions. Should you do this, Madam Eva draws two cards for each PC: one to describe the PC’s backstory and personal conflict; and one to direct the PC toward a means to achieve a goal or spur personal growth.

If you have chosen to use the Madam Eva’s Invitation adventure hook, the PCs are already in possession of their first card.

As these predictions are tailored to each PC, it is impossible to standardize these readings for any given party. However, you can find below a number of suggested readings for the second card that you may modify to better fit your PCs.

Card

PC’s Background/Quest

Madam Eva’s Reading

Avenger (1 of Swords)

Paladin (2 of Swords)

All your life, you have dreamed of becoming a true hero. It is your destiny to free Barovia of darkness.

The shadow over this land has grown as dark as a Devil’s heart. It is your hand that will return sunlight to its halls – if the darkness does not swallow you up in its maw.

Soldier (3 of Swords)

You seek a path toward enlightenment. A mystic of the berserker tribes awaits you atop the tower at Tsolenka.

You seek belonging – not merely within the world, but of the world. Go to the mountains. Climb the white tower guarded by the golden knights.

Mercenary (4 of Swords)

Myrmidon (5 of Swords)

Your village was raided by a pack of marauding werewolves, and a priceless treasure was stolen. Retrieve it from the shrine of Mother Night.

Look for the den of wolves in the hills overlooking a mountain lake. The treasure belongs to Mother Night.

Berserker (6 of Swords)

Your ancestors were separated from their tribe when the mists first shrouded Barovia. Yearning for a connection to your ancestry, you must find the berserker tribes and recreate the bond between your peoples.

The song of blades sings in your heart, and cries out for a chorus. The ice-clad mountains will echo your song with the voices of your ancestors.

Hooded One (7 of Swords)

A demon lurks inside you – a shard of one of a dark vestige. You must journey to the Amber Temple and confront its source to rid yourself of its influence forevermore.

The darkness within you is strong, but all is not lost. Its source awaits your coming, beyond amber gates at the heart of a mountain. Beware the choice! Beware refusing it!

Dictator (8 of Swords)

You seek influence, power, and dominion – either from greed, or from a thirst to prove your worth. It is your destiny to take Strahd’s throne, whether by right of conquest or by right of succession.

I see a throne as your seat, and a scepter in your hand. But beware! He that conquers the Devil may himself become the Devil.

Torturer (9 of Swords)

Warrior (Master of Swords)

You seek to prove your worth as an adult of your clan or tribe. You can do so by claiming the Blood Spear of Kavan, buried beneath the cairns of Yester Hill.

Your blade thirsts for blood, as your soul hungers for recognition. Seek out the mist-clad hill, where the tombs of the ancients hold the instrument of your glory.

Transmuter (1 of Stars)

A close friend or relative of yours vanished into a dark mist, and was turned by Strahd into vampire spawn. Find where Strahd keeps them locked in Castle Ravenloft, and free them from their life of undeath with the gift of a true, good death.

The blood of your blood has gone cold, and only mist yet remains. Find them in the highest peak, and free them of their unholy torment.

Diviner (2 of Stars)

Enchanter (3 of Stars)

Abjurer (4 of Stars)

You are a direct descendant of Argynvost. Return the dragon’s skull to its crypt, and speak with your ancestor before allowing his spirit to rest.

Your eyes burn with flame, and your blood cries out for blood. I see a fallen house guarded by a great stone dragon. Look to the highest peak.

Elementalist (5 of Stars)

A voice has whispered in your dreams, inviting you to a place of unadulterated power. This dark voice is a vestige of the Amber Temple, and seeks to offer your character that which they desire most.

A shadow’s whispers beckon you to the darkest chasm of the highest mountain. There, in tombs of amber, awaits the thing that you desire most. But beware! A honeyed gift can prove a fool’s curse.

Evoker (6 of Stars)

Illusionist (7 of Stars)

You seek the aid of the legendary Dr. Rudolph van Richten. You must find him and assist him in Strahd’s destruction. Only then can he return to help you.

Help is often found in the strangest of places. Look for an entertaining man with a monkey. This man is more than he seems.

Necromancer (8 of Stars)

Many years ago, a close friend or relative died from sickness or violence. You seek the power to raise them from the dead – the power of Zhudun, the Corpse Star.

The arrow of time moves ever forward, but the warp of magic can render new life to the souls of the dead through its weave. Follow the light of the Corpse Star, in the place where amber giants sleep.

Conjurer (9 of Stars)

Wizard (Master of Stars)

You thirst for power, and yearn to prove your might in the arcane arts. Khazan’s Staff of Power awaits you, deep within the catacombs of Castle Ravenloft.

A fire burns in your belly, and a star glows in your eye. Find the mage’s staff in his resting place beneath the Devil’s keep. His name is the power you seek.

Swashbuckler (1 of Coins)

A close friend or relative of yours journeyed into Barovia some time ago. You seek to track them to the place that overcame them – the Amber Temple – and bring them back home.

Alas! I see swirling snow and frigid ice. The reaper’s shadow grows long, and the mountaintops ring with the pleas of a lost soul.

Philanthropist (2 of Coins)

Trader (3 of Coins)

Long ago, you were inflicted with the sickness of lycanthropy, or a similar dark curse. The wereravens of the Wizard of Wines can help you find inner peace and control the darkness of your curse.

The beast within you is savage, yet all creatures can be tamed. Find the leader of the feathered ones who live among the vines. Though old, he has wisdom deep within his bones.

Merchant (4 of Coins)

Guild Member (5 of Coins)

Beggar (6 of Coins)

You are the descendant of dusk elves – refugees from Strahd’s military campaign in Barovia. You seek to find the last of your people and restore their civilization.

A scarred elf has what you seek. He will assist your quest to see his dark dreams fulfilled.

Thief (7 of Coins)

Tax Collector (8 of Coins)

Miser (9 of Coins)

You are descended from refugees that fled from Strahd’s invasion of Barovia. Those refugees left behind a priceless family heirloom that now rests in the treasury of Castle Ravenloft.

The thing you seek lies amidst glittering gold and countless treasures. Look for a fortress within a fortress, in a place hidden by fire.

Rogue (Master of Coins)

Monk (1 of Glyphs)

You have been sent to Barovia on the divine command of Lathander or Pelor, the Morninglord. You will come to discover their wish: to destroy the corrupted Abbot, and allow his transcendent soul to return to the Astral Plane, cleansed of the madness of Barovia.

The words of the divine fall on deaf ears, muffled by the shadowed mists. Find the damned one in his place of worship, and free his radiant soul of the madness of mortality.

Missionary (2 of Glyphs)

You have been cast out by your holy order or betrayed your sacred oaths. To regain your deity’s favor, you must recover the holy symbol of Tasha Petrovna from her crypt beneath Castle Ravenloft and return it to her grave in Krezk.

The light has fled your blade, and your angel has turned her face away to weep. Her grace will be returned to you, but only if you rescue the saint's sun beneath the devil's tower and restore it to its rightful place.

Healer (3 of Glyphs)

Shepherd (4 of Glyphs)

The spirits of fae and woodland have begged you to restore the natural order of corrupted Barovia. You must sanctify the megaliths of Barovia, and restore the druidic Fanes to the domain of the Ladies Three.

The Devil is the ancient, and so has become the land. You must restore the holy places of the elder Three, whose whispers are as wind and whose tears are as dew. Look to the misted hill, the drowned spirits, and the lonely mill. Listen to the raven’s cry.

Druid (5 of Glyphs)

A shadowed plague of blight and blood has overtaken the forest of your homeland. You must destroy the Gulthias Tree, and craft from its branches a weapon to cleanse your home.

An evil tree grows atop a hill of graves where the ancient dead sleep. The ravens can help you find it. From its roots you shall craft your salvation.

Anarchist (6 of Glyphs)

Your ancestor was a storied general who led the defense against Strahd’s invasion of Barovia. Today, his bones rest in Strahd’s Hall of Bones, and only you can restore them to their rightful resting place in your family’s crypt or burial ground.

Your blood’s spirit yet languishes beneath the Devil’s watchful eye. I see walls of bones, a chandelier of bones, and a table of bones – all that remains of enemies long forgotten.

Charlatan (7 of Glyphs)

Bishop (8 of Glyphs)

Legends tell of a powerful, yet lost magical relic. That relic lies forgotten in the vast treasury of the Amber Temple.

What you seek lies in a pile of treasure, beyond a set of amber doors.

Traitor (9 of Glyphs)

Priest (Master of Glyphs)

You fear death like no other, and dread your own mortality. You seek immortality – and Dahlver-nar, He of the Many Lives, can provide you with the life everlasting that you desire.

Your soul fears the outer darkness, and seeks life everlasting. Should you find He of the Many Lives, no reaper’s clock can restrain you. He awaits you in a tomb of amber, in a place of ice and darkness.

Artifact (Joker 1)

Beast (Jack of Diamonds)

A marauding tribe of werewolves destroyed your home. You seek revenge.

The vengeance you seek is yet within your grasp. Look for the den of wolves in the hills overlooking a mountain lake.

Broken One (Kind of Diamonds)

One year ago, your mentor, the archmage Mordenkainen, vanished on an adventure. You seek to discover his fate.

I see a great chasm, and a body swallowed up by wind and water. This man’s mind is broken, but his spells are strong.

Darklord (King of Spades)

You seek greatness – power, dominion, and influence – at any cost. Zantras, the Kingmaker, can provide you the tools you need to achieve this.

I see a throne as your seat, and a scepter within your hand. Seek the Kingmaker in his amber prison, but beware his silver tongue.

Donjon (King of Clubs)

A close friend or relative of yours journeyed into Barovia some time ago. You seek to track them to the place of their imprisonment – Baba Lysaga’s hut – and bring them back home.

The one you seek yet lives, but suffers in a den of cruelty and despair. I see a dead village, drowned by a river, ruled by one who has brought great evil into the world.

Seer (Jack of Clubs)

Ghost (King of Hearts)

Your ancestor was a knight of the Order of the Silver Dragon who betrayed his vows and fled when Strahd’s forces overtook the land. You seek to restore your family’s honor, and can do so by restoring the bones of Argynvost to their rightful resting place.

Only blood can pay for honor. I see a fallen house guarded by a great stone dragon. Look to the highest peak.

Executioner (Jack of Spades)

You are an orphan or adopted by your parents. You crave knowledge of your family and the comfort of a household. Izek is your brother, and his twisted form matches your own tiefling’s appearance or demonic spirit.

A beast has marked your soul, and its twin lurks in the heart of a man shrouded in flame. Marked as a devil, this twisted creature can show you the way to your spirit's cleansing. But, beware! He is no hero

Horseman (Joker 2)

Innocent (Queen of Hearts)

Marionette (Jack of Hearts)

Mists (Queen of Spades)

You and Ezmerelda d’Avenir learned together under the tutelage of Dr. Rudolph van Richten. Soon after Van Richten vanished on a secret mission, Ezmerelda departed to find and assist him. You hope to find Ezmerelda and fight by her side.

A Vistana wanders this land alone, searching for her mentor. She does not stay in one place for long. Seek her out in the sun’s holy place, where its rays once shone from the peak above the mists.

Raven (Queen of Clubs)

Tempter (Queen of Diamonds)

More than anything, you yearn to fly – to soar the skies and defy the power of gravity. The Dark Power Tarakamedes can deliver unto you gift of flight – but at a price.

Neither dragon nor djinn holds sway in these mists, but the Grave Wyrm’s gift can set you free. His price is steep, but his offering is true. Seek him in the place where ice and amber meet.

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