Premise
It’s the Finale – you have completed your quests and decide to finally face Strahd. The Tarokka will help set the scene in the following ways
- Destined Enemy of Strahd One player will be chosen by the Tarokka Reading as the Destined Enemy of Strahd, unless this character has already fallen to Strahd’s attacks. Given Strahd sees this person as a significant threat, he will target them strategically. There is a 60% chance they have not survived to this point (rolling a 5-10) and a 40% chance of survival (rolling a 1-4). If no player wishes to play this character, it will be assumed they have died.
· Final Confrontation Location: The Reading will determine the location of the final confrontation.
Characters
The party will consist of 4 to 5 players. Only the following characters and races from the 2014 Player’s Handbook and options from the module will be available:
· Races: Dwarf, Elf, Halfling, Human
· Classes: Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Wizard
Characters will be at 10th level.
Character Selection
In a short offline session zero, the DM will perform a Tarokka Reading using tarokka.com, followed by a roll to determine the Destined Enemy of Strahd. Players will be informed and can then decide among themselves on the party composition.
Hit Points and Conditions.
It is assumed the characters have been battling through the castle and have taken damage. At the beginning of the session, the group will have a “Short Rest” at a location near where they expect to find Strahd.
- Hit Points: All characters will be up to 50% below Max HP. Each will roll d100 to determine their exact HP.
- Spells and Ammunition: Similar reductions apply. Ammunition will be at 50%.
- Exhaustion: There is a 5% chance that a character has a point of exhaustion.
Depending on where the final encounter is the DM may determine other starting conditions.
Items
General Items: The characters arrived as 1st level adventurers and have only what they started with plus what they may have collected in Barovia, which is limited:
- Armour: Plate, Studded Leather, Chainmail, Breastplate
- Weapons: Longsword, Shortsword, Dagger, Greatsword, Battleaxe, Crossbow (light & heavy), Longbow, Spear, Quarterstaff, and general ammunition.
Special Items: There are 2 magic items identified in the Tarokka Reading – but have they obtained them?
- The Sunsword: Weapon (longsword), legendary (requires attunement)
- Holy Symbol of Ravenkind: Wondrous Item, legendary (requires attunement by a cleric or paladin of good alignment)
Other Special Items: Found on their quest:
- Blood Spear: Weapon (spear), uncommon (requires attunement)
- Gulthias Staff: Staff, rare (requires attunement)
- Icon of Ravenloft: Wondrous item, legendary (attunement by a creature of good alignment)
- Saint Markovia’s Thighbone: Weapon (mace), rare (requires attunement)
There are other items hidden in Barovia that may be substituted for those above if needed by rolling a D12 on the Substitutes Table below.
Determining Items Carried
There are 6 special items; initially, it will be determined how many items are in the group’s possession. The following table indicates how many they may have.
Number of Items Owned | Probability | Dice Roll d100 |
1 Item | 37.03% | 01-37 |
2 Items | 45.67% | 38-83 |
3 Items | 14.26% | 84-97 |
4 Items | 2.67% | 98-99 |
5 Items | 0.36% | 100 |
6 Items | 0.00076% | N/A |
Once the number of items is determined, use the following table to identify which items the group has. Roll a D10; if a duplicate is rolled, re-roll until a unique item is selected.
Magic Item | Weighted Dice Roll (d10) |
Sunsword | 1-3 |
Holy Symbol of Ravenkind | 4-6 |
Blood Spear | 7 |
Icon of Ravenloft | 8 |
Gulthanis Staff | 9 |
Saint Markovia’s Thighbone | 10 |
The group can determine which character holds each item. The DM will determine if there is a disagreement between players.
Substitutes table:
Magic Item | Location | Roll D12 |
Gustav’s Mace of Terror | K15 | 1 |
Doss Lute | K36 | 2 |
Alchemy Jug | K41 | 3 |
Shield of the Silver Dragon | K41 | 4 |
+2 Greatsword | Q36 | 5 |
Rod of the Pact Keeper +1 | K41 | 6 |
Helm of Brilliance | K41 | 7 |
Statuette of Saint Markovia | S15f | 8 |
Pipes of Haunting | U3 | 9 |
Robe of Useful Items | X5a | 10 |
Masters Amulet | X9 | 11 |
Oil of Sharpness | U3 | 12 |
Duplicates are to be rerolled
Other items the party may have
Potions
The party will have between them 3 potions left. Roll d12 and select the relevant potion from the table below. If no Potion is Healing is rolled you may swap one out for a Potion of Greater Healing. (do not reroll duplicates)
Dice d12 | Potion |
1 | Potion of Healing |
2 | Potion of Greater Healing |
3 | Potion of Superior Healing |
4 | Potion of Heroism |
5 | Potion of Invulnerability |
6 | Elixir of Health |
7 | Potion of Climbing |
8 | Potion of Diminution |
9 | Potion of Gaseous Form |
10 | Potion of Speed |
11 | Potion of Vitality |
12 | Potion of Water Breathing |
Spell Scrolls
The party will have between them 2 scrolls. Roll 2d12 and select the relevant scroll from the table below
Dice 2d12 | Scroll |
2 | Scroll of Fireball |
3 | Scroll of Greater Restoration |
4 | Scroll of Magic Circle |
5 | Scroll of Blight |
6 | Scroll of Mass Cure Wounds |
7 | Scroll of Protection |
8 | Scroll of Dispel Magic |
9 | Scroll of Counterspell |
10 | Scroll of Animate Dead |
11 | Scroll of Protection from Evil and Good |
12 | Scroll of Disintegrate |
13 | Scroll of Globe of Invulnerability |
14 | Scroll of Wall of Force |
15 | Scroll of Teleport |
16 | Scroll of Chain Lightning |
17 | Scroll of Finger of Death |
18 | Scroll of Dominate Monster |
19 | Scroll of Power Word Stun |
20 | Scroll of Revivify |
21 | Scroll of Wall of Force |
22 | Scroll of Teleport |
23 | Scroll of Fly |
24 | Scroll of Invisibility |
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