![]() It also has no practical value to the characters so finding it late isn't a big deal, especially since they'll know 90% of the story in it anyway. The tome being in the castle makes sense (why would he have lost it somewhere else?). Sunsword: 2 of Glyphs - in the garden at the Abbey Holy Symbol: 8 of Coins - Vistani treasure wagon in Vallaki I (Madame Eva) will present them with the deck and offer them a choice: if they wish, they can choose to take what the fates have offered to them (in other words, what I pre-picked out as being fair choices and have stacked on the top of the deck) or, if they want luck to be the only master of their fates, they can shuffle the deck.įor the pre-stacking, my choices for a fair but even campaign are: My solution for my group is that I am going to tell the players: this reading is EXTREMELY random and it can increase or decrease the difficulty of the campaign substantially. This info I thought was very useful and is close to the stacking I've used. This post has a lot of good discussion on that topic. Of course, in between that time you can change the meanings of the cards however you want, and can flash the pages of the CoS book with all the readings if anyone tries to call you on stacking the deck. ![]() Then, once they get to the card reading in game, you know what the results are and can roleplay it far more dramatically. Tell them that their choices will influence the game, but don't tell them what they mean yet. Here's another option: Have the players draw the Tarokka cards themselves in session 0. It struck the perfect balance that I wanted between randomness and direction, and removed the stupid joke options. Then I wrote new descriptions that connected them to the cards. After that, I removed the choices I didn't like and replaced them with choices I preferred, including interesting characters more then once to stack the deck in their favor. I didn't change the cards, I changed the MEANING of the cards to what I wanted them to be.Īs you can see, I rigged who had the Tome to characters that were involved from a previous campaign so they could smoothly connect. The DM Help Network /r/BehindTheTables /r/DMToolkit /r/DndMaps /r/DndAdventureWriter /r/DndRealms /r/DndMonsters /r/DndIdeas Or use the Multireddit Wait to post again until your most recent submission is out of the top-10.ĮXPLORE THE WIKI ARCHIVES Message the Moderators To ask questions please join our Discord, or use our weekly megathreadĨ. CURSE OF STRAHD TAROKKA DECK FULLYou must include the full text in the body of your postĦ. Post ready-to-use, playtested DM resources that YOU createdģ. Strahd is waiting for you.We are a library of resources and we're here to help!Ģ. In the hands of a Vistani seer, tarokka cards can tell tales of the future and provide answers to many a dark and mysterious question. The Vistani have long been masters of fortune telling. ![]() By using the tarokka deck to randomize locations within the adventure, Dungeon Masters can customize each party's exploration of Barovia, allowing Curse of Strahd to be replayed for years to come. The tarokka deck is a powerful tool for both Madam Eva and for Dungeon Masters running Curse of Strahd. Players will also love to get their hands on a physical tarroka deck of cards produced by Gale Force 9 and available with the release of the adventure. Drawing random cards from her tarroka deck, she directs adventurers to search Strahd's domain for artifacts and allies to help the master of Castle Ravenloft. The only hope for the trapped adventurers is to heed the warnings of a mysterious fortune-teller named Madam Eva. Its people are melancholy, misshapen and grotesque, living in fear of the wolves and other creatures that serve Strahd's evil will. Once there, they must contend with the horrors of Barovia. Heroes from the Forgotten Realms and other D&D worlds can easily be drawn into Strahd's cursed land. ![]()
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