Original sentence: In the search for Strahd, adventurers encounter zombies, wolves, ghouls, ghosts, evil gypsies, and the other creatures.The Dungeon Master is told to play the vampire intelligently, and to keep him alive as long as possible.The first card determines the location of the "Holy Symbol", the second the location of Strahd's Tomb, and the third where "Strahd can always be found".The master of nearby Castle Ravenloft, Count Strahd von Zarovich, tyrannically rules the townspeople of Barovia, and holds the only key by which the player characters can escape
Edited sentence: A prologue explains that the residents of the Village of Barovia must barricade their doors each night due to evil nocturnal creature attacks, and the Burgomaster's mansion is the focus of these attacks.Before play begins, the Dungeon Master (DM) selects five cards to randomly determine various elements of the story.If the party visits the gypsy camp in Barovia, and has their fortune told, all the random elements are changed according to the new cards.Strahd is after the Burgomaster's adopted daughter, Ireena Kolyana.The DM is told to play the vampire intelligently, and to keep him alive as long as possible.The first card determines the location of the "Holy Symbol", the second the location of Strahd's Tomb, the third where "Strahd can always be found", the fourth the location of the "Sunsword Hilt", and the fifth Strahd's motivation.The locations contain treasure and adversaries, including zombies, wolves, ghouls, ghosts, and the other creatures.The master of nearby Castle Ravenloft, Count Strahd von Zarovich, tyrannically rules the townspeople of Barovia.The sword hilt will attach itself to one of the party's regular swords, and the resulting magical sword increases its wielders offensive abilities