GM reference. Contains treasure and story spoilers.
50,000 cp, 10,000 sp, 10,000 gp, 1,000 pp, 15 assorted gems (100 gp each), +2 shield emblazoned with a stylized silver dragon that is the emblem of the Order of the Silver Dragon (see chapter 7). The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. driftglobe, cape of the mountebank, two pearls of power, amber shard four potions of superior healing, +1 light crossbow
Khazan’s Staff
Staff, weapon, rare (requires attunement by a sorcerer, warlock, or wizard) Simple weapon, melee weapon 4 lb. | 1d6 bludgeoning - versatile (1d8)
This elegant platinum staff can be wielded as a magic quarterstaff that grants a +2 bonus to weapon attack and damage rolls made with it.You gain these benefits while wielding the staff:
- If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
- You have advantage on saving throws against spells and other magical effects.
- Your spell save DC and spell attack bonus each increase by 2.
Spear of the Huntress
This six-foot shaft of ash wood is adorned with carvings of wild animals, vines, and leaves, and bears a simple, yet sharp stone head. When first recovered from Dostron’s sarcophagus, it has the properties of a blood spear (Blood Spear, p. 221), but its wielder gains only a +1 bonus to attack and damage rolls made with it instead of +2. (The spear was corrupted long ago by the influence of Kavan and the Devourer, and can be restored only by reconsecrating the Forest Fane at Yester Hill, which the players can learn about at the Mountain Folk settlement of Soldav on Mount Ghakis.)
orb of direction
- 4,500 cp, 900 sp, and 250 gp (all coins of mintages foreign to Barovia)
- Thirty 50 gp gemstones, seven 100 gp gemstones, and one diamond worth 300 gp.
- Twelve pieces of plain gold jewelry (worth 25 gp each) and a finely wrought gold cloak-pin inlaid with shards of jet (worth 250 gp)
- An ivory drinking horn engraved with dancing dryads and satyr pipe players (worth 250 gp)
- An ornate electrurn censer with platinum filigree (worth 750 gp)
Icon of Dawn’s Grace
Icon of Dawn’s Grace
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Wondrous item, legendary (requires attunement by a creature of good alignment)
The Icon of Dawn’s Grace is a 12-inch-tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.
Only a creature attuned to the icon can use its properties.
- Augury. You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can’t be used again until the next dawn.
- Bane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
- Cure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can’t be used again until the next dawn.
- Protection from Evil. You can present the icon as an action to grant yourself and each creature within 30 feet of you the effect of a protection from evil and good spell against fiends and undead until the start of your next turn. Once used, this property can’t be used again until the next dawn.</details>
The Icon of Dawn’s Grace is a sentient magic item (see Dungeon Master’s Guide, p. 214) inhabited and empowered by a shard of the Abbot’s divine consciousness. The icon, which is Lawful Good, has hearing and darkvision out to 120 feet and the Intelligence, Wisdom, and Charisma scores of a deva. In addition, it can understand all languages and communicate telepathically with any character that carries or wields it.
The icon, which greets its carrier or wielder warmly, can share the following information if requested:
It is a shard of the divinity of the deva Ithuriel, an angelic servant of the Morninglord, placed within the icon to mark the Morninglord’s anointed prophet with His grace and provide her counsel. More than four hundred years ago, Ithuriel bestowed it upon the cleric Saint Markovia, who was “wise beyond her years,” and a zealous, yet compassionate follower of the Morninglord. Markovia took the icon to the valley that would one day be called Barovia, and there founded an abbey upon a spur of Mount Baratok, which she held out as a refuge to victims of the conflicts beyond the valley. After Strahd von Zarovich conquered the valley and became a vampire, Saint Markovia marched forth to Castle Ravenloft with her followers, but all were destroyed in the ensuing clash. Saint Markovia’s remains were laid to rest in this crypt, the icon left beside them. If provided the Abbot’s description, the icon recognizes his appearance as one of the guises Ithuriel once used to walk among mortals on the Material Plane. If informed of the Abbot’s corruption and fall from grace, the icon urges the players to bring it to the Abbey and present it to the Abbot, so that the Abbot can reunite with its untainted divinity and cleanse the corruption that lies upon his spirit.