# Fortune of Ravenloft

### The tome of Strahd
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This card tells of histroy. Knowledge of the ancients will help you better understand your enemy.
  
*The treasure lies in a dragon's house, in hands once clean and now corrupted.*
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> ##### The tome of Strahd
> The *Tome of Strahd* is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegivle, but several paragraphs remain intact and readable. If the characters acquire the *Tome of Strahd* and want to read these paragraphs, show the players the "From the Tome of Strahd" section in appendix F.
>
> If Strahd sees, or learns from a minion, that the tome has fallen into the party's possession, all of his other objectives (see chapter 1, "Into the Mists" are put on hold until the book is recovered. When Strahd attacks, his preferred target is whoever has the tome.

The tome is located at Argynvasthalt (chapter 7, area Q36)

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### The Holy Symbol of Ravenkind

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This card tells of a powerful source for good and protection, a holy symbol of great hope.
  
  *Look for a den of wolves in the hills overlooking a mountain lake. The treasure belongs to Mother Night.*
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> ##### Holy Symbol of Ravenkind
> *Wondrous item, legendary (requires attunement by a cleric or paladin of good alignment)*
>
>The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven - or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana's passing.
>
>The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
>
>The holy symbol has 10 charges for the following properties. It regains 1d6+4 charges daily at dawn.
>
>**Hold Vampires.** As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself.
>
>**Turn Undead.** If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
>
>**Sunlight.** As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).

The symbol is located at the Shrine of Mother Night (chapter 15, area 27)

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### The Sunsword
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This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight.
  
  *I see a lonely mill on a precipice. The treasure lies within."*
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> ##### Sunsword
> *Weapon (longsword), legendary (requires attunement)*
>
>The *Sunsword* is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.
>
>Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.
>
>The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a *sun blade*.
>
>While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the Sunsword.
>
>You gain +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, it takes an additional 1d8 radiant damage.
>
>The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
>
>**Sentience.** The *Sunsword* is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it.
>
>**Personality.** The *Sunsword's* special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.

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### Strahd's Enemy
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This card sheds light on one who will help you greatly in the battle against the darkness
  
  *I see a child - a Vistana. You must hurry, for her fate hangs in the balance. Find her at the lake!*
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> ##### Arabelle
> Strahd senses that this NPC is a danger to him and tries to eliminate the threat as quickly as possible. This NPC, whoever it ends up being, gains the following action:
>
>***Inspire*** While within sight of Strahdd, this character grants inspiration to one player character he or she can see.
>
>She gladly joins the party. But if she returns to her camp (chapter 5, area N9), her father, Luvash, refuses to let her leave.

### Strahd
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Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him!
  
  *Look to the father's tomb*
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Strahd is located in the tomb of King Barov and Queen Ravenovia (area K88)