How Does a Character Change when Becoming Strahd’s Enemy? The NPC selected in the card reading becomes extraordinary, and any details from the card reading will take precedence over the NPC’s usual activities, attitudes, etc. One of the cards will reveal Strahd’s Enemy, a Destined Ally for your players to recruit on their quest to defeat Strahd or escape Barovia. Madam Eva is typically the fortune teller in this event, though the module implies that Ezmerelda could do it (some homebrew that Arabelle could, too). The tarokka deck reading is an iconic aspect of Curse of Strahd that identifies the locations and identities of important treasures and people for your players to interact with. I believe this is the common vernacular of CoS enthusiasts. The book technically refers to this character as Strahd’s Enemy, but I’ll use Destined Ally (DA) for my terminology. What Are Destined Allies in Curse of Strahd? “Interesting, indeed…” muses Madam Eva with a smirk. Several cards in, the fourth card, the one closest to the fortune’s recipients, flips to reveal a friend and ally to be made in Barovia. As the party awaits their collective destiny to unfold, a sense of dread fills the tent, and a gust licks at their ankles. Madame Eva’s tent swirls with smoke as she reveals the cards to the would-be adventurers. **Spoiler warning for the Curse of Strahd adventure module for D&D 5e** Appendix F: Handouts: All the needed handouts and letters for the adventure.Featured art image for Curse of Strahd Destined Ally Rankings credit to Wizards of the Coast’s D&D 5e adventure book Curse of Strahd.ĭisclaimer: This article contains affiliate links that add gold to our coffers.Appendix E: The Tarokka Deck: Gives background information on the Tarokka Deck.Appendix D: Monsters and Npcs: Gives info and stat blocks for all the new monsters and NPCs.Appendix C: Treasure: an index on all the new magic items.Appendix B: Death House: An introductory adventure about a haunted house.Appendix A: Character Options: Offers the Haunted One background and gives a table for gothic trinkets.Epilogue: Talks about the conclusion of the adventure.Chapter 15: Werewolf Den: The home of the werewolf pack.Chapter 14: Yester Hill: The hill where the druids are bringing life to Wintersplinter, the tree blight.Chapter 13: The Amber Temple: Tells about the forbidden temple where Strahd became a Vampire.Chapter 12: The Wizard of Wines: Says how the characters can get the winery to give joy to Barovians again.Chapter 11: van Richten's Tower: Is about the tower where Rudolph van Richten used to hide.Chapter 10: The Ruins of Berez: Is about the ruins currently being overused by Baba Lysaga and her Creeping Hut.Chapter 9: Tsolenka Pass: Is about the encounter on the way to the Amber Temple.Chapter 8: The Village of Krezk: Is about the Village of Krezk and it's abbey.Chapter 7: Argynvostholt: Tells about the mansion that houses the revenants of the fallen Order of the Silver Dragon.Chapter 6: Old Bonegrinder: Tells about areas of this Night Hag infested windmill.Chapter 5: The Town of Vallaki: Tells about the areas of Vallaki.Chapter 4: Castle Ravenloft: Tells about the areas of Castle Ravenloft.Chapter 3: The Village of Barovia: Tells about the areas of the village of Barovia.Chapter 2: The Lands of Barovia: Gives the lay of the land and the effects on magic.Chapter 1: Into the Mists: Covers Strahd's backstory and gives instructions for the Tarokka reading and provides possible adventure hooks.The location of three essential magic items ( Tome of Strahd, Sunsword, and the Holy Symbol of Ravenkind), the identity of an NPC ally, and the location of Strahd himself are determined by a reading from the Tarokka Deck. Curse of Strahd is a fairly free-form adventure where the characters are drawn into Barovia and must defeat Strahd to escape.