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Their magical prowess and wide-reaching expansion left marks on Toril that will never fade. While most Warlocks are empowered by beings of the outer planes or powerful gods, there are some who draw their magic from the ancient spirits of the earth. Powers rest deep within the muck and mire of the world, slumbering for centuries away from the grasp of man. Hidden among the swaying reeds and ghostly pools of swamps lie secrets long lost to the waking world.

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See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft. Rime of the Frostmaiden. Descent into Avernus.

Ghosts of Saltmarsh. Candlekeep Mysteries. Tomb of Annihilation. Tales from the Yawning Portal. Curse of Strahd. Rage of Demons. Elemental Evil. If the group hasnt played any of the adventures, Yvonna sighs at their lack of wisdom and moves on. Whatever the PCs know of the prophecy should be worked into Yvonnas interpretation of the cards in the following reading. When the discussion of Hyskosas Hexad is finished, read the next text box.

Ive met mightier wizards and warriors than you in my time, yet none have I met who are so intimately bound up in an event of such import as the Grand Conjunction. Hyskosas Hexad is bound tightly within your fortunes, and that is no small affair either.

Evil surrounds you on all sides -- malevolence beyond what your imaginations can grasp -- yet you hold the destiny of all the universe in your hands. You are rare and special creatures indeed! Ive looked into your pasts and seen great exploits, but I have looked into your futures and seen even greater deeds -- or death and worse.

History stands at a crossroads and waits for you to choose its course. The following box refers to the cards which the DM should have spread in the extended cross. Here is a turn of the tarokka which defies belief: The entire reading consists of cards from only the High Deck! I have laid the tower, the pyramid, and now the extended cross for you, and each dealing produced the same results. If you can imagine dealing the exact same, high cards from a deck of common playing cards, three times in a row, then you have some idea of the gravity of this occurrence!

Allow me to interpret the cards for you. The DM should be as familiar as possible with the following reading before relaying it. Be prepared to discuss the cards while bearing in mind Yvonnas knowledge and what she is and is not willing to reveal. Card 1: That which lies at the center is the focus of the reading, and that is you. It is the card of the marionette, the manipulated.

That you have been placed in this situation, so crucial to the fate of all of us, is no surprise. Card 2: This card represents the near past. It is the donjon card, and it tells me that you have been trapped by your circumstances. Whether you will escape remains to be seen.

Yvonna guesses that the characters were made prisoners, and though they dont sit behind bars, they may be in prison still. If the PCs adventured through From the Shadows, then this is literally true.

The donjon cards position of opposition to the beast card 4 suggests that the beast may set them free or forever imprison them. Card 3: This, the card of the raven, is a sign of hope and goodness, yet it lies in the position of hindrance. I take it to mean that which opposes you may yet be your friend. Judge carefully before you name your allies and foes, for each may be the other. In this position, the raven card represents both help and hindrance. The characters should look to their adversaries for help they can receive nowhere else.

If the PCs bring up Strahds name, Yvonna suggests that the card could be an image of Strahd and that the vampire lord might prove to be an ally since they share a common enemy in Azalin. Yvonna then says, This card also suggests that there is an object of questionable value between the focus and the dark lord -- perhaps something that the dark lord has and you need, or something that you have and the dark lord craves.

Do you know what this may be? Yvonna cites this as an important point and questions the PCs until they reveal that they hold Azalins phylactery.

If they remain secretive or they havent played From the Shadows, shell deduce more and more about it until she identifies the skull. Yvonna doesnt reveal that she already knows about the phylactery and is allowing the PCs to think that her prognostication powers are her sole guide.

Yvonna also knows that the raven is a clear symbol of Strahd, but she cant openly advocate his cause since she doesnt want the PCs to know that she serves him. Card 4: This, the card of the beast, is your near future. It portends a monster of fearsome power -- perhaps one that you may not withstand or else one that you may become.

Yvonna doesnt know the meaning of this card. Its position indicates that the beast may between the focus and death, suggesting that the beast is a good thing, yet the card itself is a symbol of evil. In fact, the beast card refers to Inajira, the yugoloth that the PCs meet in the Castle Ravenloft encounter section, but Yvonna knows nothing of the creature.

She can only suggest that the beast is more horrible and powerful than any they have seen. Card 5: Here is your need and hope, in the card of the artifact. It is a great power to supplement that which you lack. Curiously, its position says that it is found and not found. I think the great magic that can save us all has been discovered, yet not identified. Yvonna proposes that the magic lies in the hands of the raven or the dark lord.

If the PCs played From the Shadows, she adds that the straight line from the card of the artifact through the focus and to the cards of the raven and dark lord suggests that the PCs themselves delivered that magic into those hands.

Therefore, theyve already seen this magic, although they didnt suspect its power at the time. Also, because the card of the artifact lies in opposition to the raven, it suggests that something of purest good must be given over to darkness in order to be of greatest value.

Yvonna concludes, You must seek the magic that is found and not found. The card refers to the Holy Symbol as well as the Icon. These items are indeed necessary to reverse the Grand Conjunction.

Card 6: The card of the mists speaks of an enigma in the distant past. It is a curious card in this position, for it bodes change in events that have already occurred. Yvonna doesnt yet understand the meaning of this card, but she suspects that it may be related to Hyskosas Hexad. The card suggests that an event is in flux, subject to change depending upon the actions of the focus. Its position in the distant past of the PCs is perplexing to Yvonna unless the characters link it to events of From the Shadows, in which they may conclude that the card refers to their removal of the Holy Symbol from Castle Ravenloft.

If the PCs make that connection and tell Yvonna about it, she agrees with their interpretation, but remains troubled by the card. In fact, the card refers to the quest that the PCs will undertake later, during which they change history again.

Card 7: Here is the card of your enemy, the dark lord. Yvonna says, Your enemy is both dead and not dead, and it wields great magic. It is too powerful for you to conquer, yet its card of opposition -- the innocent -- suggests that you may yet find a means to defeat it.

Again, the card of the artifact stands behind the focus, in opposition to the dark lord. The object symbolized by the raven -- the phylactery -- which lies between you and the dark lord tells me that the owner of the skull is your enemy. It is him you must defeat.

Yvonna doesnt reveal that her description of the PCs enemy fits both Azalin and Strahd. Nor does she reveal that the object between the focus and the dark lord, the raven, may represent Strahd rather than the phylactery.

Card 8: This card, the hangman, is the harbinger of your future. It may speak of death, yet death is but a gateway to other fortunes. Yvonna continues, This place in your future that the card of the hangman occupies is unknown, and it is certainly dark.

You cannot turn away from it, for it is there no matter which way you choose. Your only hope is to move through and beyond it before the end. Card 9: The card of the innocent stands in opposition to the dark lord.

You must help this one, but it will aid you too. Yvonna pauses and then says, This is a figure of light and purity. Its ability to oppose the dark lord suggests that it is quite powerful. Innocence and power together point the way to only one person: Queen Kristiana, high priestess in the court of King Barov at Castle Ravenloft. She is surely your ally in this cause. When the reading is finished, shuffle the cards on the table back into the deck.

Read the following box to the players. Note that Azalin is referred to as the enemy in this section in case the name Azalin hasnt come up; those who havent played From the Shadows may not know who Azalin is, even though they met him when this adventure began.

I dont know him, but since you are closely connected to him, you must shuffle the cards and touch them to the phylactery. This will attune them to his lifeforce. The DM should allow the players to shuffle or cut the deck.

If the deck is stacked as described in the Introduction, take it back and place it, face up, on top of the prepared stack. Then pick up this adventure and flip to the next page as if checking on upcoming events , roll some dice, or perform any action that distracts the players while the deck is stacked.

Deal out the five cards in a basic cross formation where the players can see them. The basic cross is a horizontal and vertical row of three cards each, with the center card representing the middle position of both rows.

Card 1 is the central one, while card 2 lies below it, card 3 lies to its left, card 4 lies above it, and card 5 lies to the right. If the players wonder why Yvonna is using a lesser number of cards, explain that the use of any more would tax the deck because they are reading about a figure isnt present.

Short readings say the least, Yvonna says, but they are the most accurate. Madame Yvonna does her best to read Strahds plans into the cards, so her comments are directed mostly at Azalin. However, most of her comments should be worded so that, in hindsight, a PC might realize that she could have been talking about Strahd, too.

Card 1: The focus of this reading is a practitioner of the black arts. Thus, the focus card is that of the necromancer. The focus is blurry to me. Perhaps its because Ive not met or seen the subject, but there is something more Ahh, Azalin is not his true name.

His mortal name he keeps to himself. Very wise, for a name confers power, and the lack of one denies power. You are quite right, and in that knowledge you are powerful. Yvonna doesnt know what power is conferred by the knowledge of Azalins true name, only that liches conceal them very carefully. Yvonna doesnt reveal that Strahd, also a necromancer, could also be the focus of the reading. If the PCs ask about Strahds role, she discounts it and suggests that he hates Azalin more than they do -- perhaps he is their ally.

Card 2: Again the suit of stars hearts , symbolizing the desire for power or mastery. The enemy has a long history of the pursuit of power at all costs. The two of that suit is the card of the diviner and is usually a sign of good intent, but I dont think that is the meaning indicated in this, the position of the enemys past.

Rather, I think it indicates that the enemy has expended a great deal of energy looking into the past or the future -- or both. Yvonna suggests that Azalin has spent his past looking into the future so that he might understand and possibly alter its course.

The card of opposition, the anarchist, indicates that he succeeded. Therefore, to defeat Azalin, history may have to be changed again.

Card 3: Here is the card of the paladin, representing those who use their might for the cause of justice, and it lies in the position of hindrance to the focus. We can only assume that it is your group.

Yvonna tells the party, The paladin card is a good sign, for it is a powerful one and it indicates that it is within you to oppose and defeat the enemy. The paladin is a lawful character, though, so your plan must be one carefully laid and devoid of brash violence. Think before you strike. Consider all your enemies as more than evil creatures, for even the worst of them may do some good. Card 4: This is the card of the anarchist in the future position.

It signifies a collapse of order, and is no doubt the enemys objective. Yvonna tells the PCs that the chaos they have created in causing the Grand Conjunction is only the beginning. If Azalin isnt stopped, then even the tarokka cannot predict the future, for it will no longer have form or meaning. Yvonna doesnt reveal that this is the future for which she and Strahd hope. Card 5: The card in this position refers to the friends and allies of the focus.

This particular card, that of the traitor, indicates that someone or something will betray the paladin, who stands in opposition to it. Yvonna tells the party to beware their friends and allies, for they may betray them -- even innocently.

Again, if Strahd has entered the conversation, she suggests that he may be the ally unlooked for, and that they shouldnt judge him too harshly. Yvonna doesnt realize it, but the card refers to Inajira. The arcanaloths card lies in the position of alliance to Azalin because the fiend is an enemy of Strahd and is thus an ally to Azalin, if only superficially.

You are brave heroes, yes? You must be very brave, very strong, and perhaps very lucky too, if you hope to set things to rights. You have a powerful enemy, and you have become involved in events that affect this and many worlds across the universe.

Bringing the phylactery of Azalin out of the mists has set the Grand Conjunction in motion, for the skull was never meant to leave the place where it lay for many years. It may be that the destruction of Azalins phylactery will set things right. Doing so is no small task, but I believe there is much more in your destiny than destroying a lich.

You must seek the magic that is lost and found, but also seek the aid of Queen Kristiana at Castle Ravenloft. She knows much of the greatest magicks -- she can even restore life to those whom she favors! If there are mortal powers to destroy the house of Azalin, the queen will know. I am finished now. You may go. Madame Yvonna bows her head and seems to forget that you are there. The door of the vardo opens behind you, and Arabelle motions you out. The PCs discover that time has passed more quickly than they realized while they were with Madame Yvonna -- it is already growing dark.

Arabelle points out the direction to Vallaki, where the PCs can pick up the Old Svalich Road and go to Castle Ravenloft, but she wont offer any more aid than that.

The gypsies wont allow the PCs to stay in the camp with them; the men especially react negatively to any suggestion of continued interaction. Vallaki Vallaki is a short hike from the spot where the PCs encountered the Vistani. The only fairly safe place is indoors, and that means the PCs need to seek shelter in Vallaki. The town is a medieval version of a resort community.

It is close to Lake Zarovich, which is used as a playground for nobles and merchants. The central artery is the Old Svalich Road, which runs straight through Vallaki. This road crosses the breadth of Barovia, and Vallaki merchants usually are more than happy to cater to travelers. The Grand Conjunction has frightened the locals considerably, but they wont react to strangers in the same manner as residents of the Ravenloft Barovia.

Such houses are furnished, yet devoid of food, firewood, or valuables of any sort. However, the area is patrolled by the town guard.

If this happens at night, the PCs can bribe the guards for 50 gp apiece, but theyll have to vacate the premises and go to the inn the guards will point the way. Otherwise, theyre taken to the village lockup and held until the next day, when the justice of the peace will hear their case. This is one way to get a nights lodging in a safe place.

The guards are understandably agitated and frightened by the sudden rise in the monster population. They continue to perform their duties patrolling the streets, but they lay as low as possible, even withdrawing into the shadows at the sight of the PCs and allowing them to pass by, fearing them to be monsters as well.

Unless the PCs attempt to break into a building, the guards avoid them. On the other hand, the town guard wont stand for any sort of trouble or resistance from the PCs. Theyll blow whistles at the first sign of trouble, summoning 1d4 more guards each round until all 12 town guards on duty arrive.

Due to the Grand Conjunction and the surge of monsters, the PCs will need to convince everyone to open their doors to them -- the locals will feel certain that they are monsters until persuaded otherwise. Three elements of horror are introduced in this section that exist primarily for dramatic effect: the ghost of a little girl, three vampires that shadow the party, and a horrible-looking ghoul at the window.

When the party reaches the Old Svalich Road and the first houses of Vallaki come into view, read the following. Although its not late, theres no sign of life on the streets. It seem the place is deserted, but just as you begin to think youre alone, you spy movement from the corner of your eye. A pale little girl peeks at you from around the corner of a nearby house and then pulls back, out of sight.

If the PCs move to the house where they saw the girl, they dont find her. The house itself is deserted. As they stand by the house, they hear some creaking overhead, as if someone is on the roof, but any investigation turns up nothing. The little girl is a first-magnitude ghost a harmless spirit -- see Van Richtens Guide to Ghosts for more information who was one of the first victims of the Grand Conjunction.

She was murdered quite suddenly and doesnt know what she has become. Since the PCs are largely responsible for the Grand Conjunction -- and thus her death -- shes drawn to them, yet she retains much of her human shyness and now has an instinctive fear of living creatures. She continues to haunt the PCs for the rest of the adventure. If approached, she disappears around corners and even into dead-end alleys, peeking at them from dark corners when they least expect it.

She shouldnt appear at every single turn, but often enough to keep the PCs wondering who she is. This special ghost doesnt reside in the Ethereal Plane like other incorporeal spirits. The dark powers have snatched her up and hold her hostage in the Shadow Plane in whats left of Ravenloft , via the Border Ethereal. PCs who can normally see or strike ethereal creatures wont be able to do so with this creature.

The little ghost has two functions in this adventure. The first is simply to make the PCs nervous. The DM should look for opportunities to work her into the action whenever its dramatically effective to do so.

For example, if the PCs are sneaking along a dark hallway, attempting to remain unseen, she is suddenly standing 10 feet behind them, giggling at their game of hide-and-seek. If the party is trying to rest and recover spells and hit points, she rustles in the bushes or around the corner, slipping out of sight after the whole party rouses and catches a glimpse of her.

Her presence will be most effective if she seems to be a little lost girl who keeps disappearing whenever the PCs draw near. The little ghosts second function is to haunt the PCs with the consequences of their actions.

She is a symbol of the suffering they have caused by helping to cause the Grand Conjunction. Her recurring appearance should serve as a reminder that they must set things right. As time passes, she rots away, growing increasingly grotesque. If the party ignores her, she begins to cry softly at each appearance, displaying a helplessness and fear that makes her tragic to behold.

The players can be instructed to make horror checks if they fail to respond appropriately to her plight. If the PCs attempt to befriend the ghost, she hesitates as if she wants to respond, but then flees.



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