Yeah, the entire draw. ;-)
Now yes, I am being quite jokey and facetious with that response, but in truth your draw in my opinion is going to suffer from several things. First off is that you have two items at the Amber Temple, which is logistically like the last location players are usually meant to go to before their final confrontation with Strahd. But with two important items there the party will be inspired to go there very early in the adventure. But as it is a location meant for level 9 players there's a good chance they are going to get whomped if they try. So at the very least I'd want to move one of the two items elsewhere so that there's less of a desire to try to kill two birds with one stone. Move the Tome of Strahd somewhere else in my opinion... somewhere the party would be more likely to go earlier in the adventure.
That being said... the dusk elf Kasimir Velikov has a direct plot connection to the Amber Temple-- he wants to go there to gain information with which to use to free his sister from Strahd's clutches. So it could be good to keep Velikov and the Temple connected via the readings in some way... but the very important part would be to make sure the party met with Velikov before heading up the mountain to the Amber Temple to begin with. Because it would be a real waste of time for the party to beeline up there, go through all the efforts of clearing it out to find the two items you drew, interact with all the dark forces in the tombs there... then eventually run into Kasimir at a later point only for him to say he needs to go up there himself (and won't help the party unless he does.) Thus a double reason to perhaps more the Tome somewhere else, plus make sure you lay breadcrumbs to inspire the party to meet Kasimir before going to the Temple. One way of course being that he can be found on the roads virtually anywhere if he's out looking for the little girl that is missing.
To be honest... although a randomized tarroka reading seems "fun" to do... I am one who wholeheartedly believes in helping the adventure and the party by seeding all the items in such a way to force the party to interact with all the different locations in the Baratok Valley. And that means planting one in a more accessible location that will inspire the party to move forward that way... then another one along the next path that has plot threads directing the party to other locations... and so on and so forth through the rest until they eventually direct the party to the Castle for the final confrontation.
If it were me, and I decided I did want to keep a lot of the reading as-is... I would make it a point to do the following:
- To me the best order in which the party should find the items is Tome, Holy Symbol, Sunsword. The Tome is good to get early because it is a way of dropping a whole bunch of the land's (and Strahd's) lore to the group, without having some NPC just reciting "Here's what happened in the past!". The murder of Sergei and the suicide of Tatyana are better given to the party by them reading Strahd's tome than some people just "remembering" these old myths and finding some reason to pass them on (at least in my opinion.) After that... the Holy Symbol of Ravenkind is a good way to connect the party to the wereraven "good guys" of the Valley. And finally... the Sunsword can be such an overpowering weapon (due to it casting actual sunlight to kill off all vampires) that I personally don't want that in the party's hands until later in the campaign as they are heading to the Castle. Because nothing can ruin the suspense of Strahd's strength early in the campaign faster than for the party to already have the Sunsword the very first time they meet the Count and they blast him to bits almost immediately. There's no tension at that point. The Sunsword should be that one "desperate last-ditch attempt" at finding some way of killing this vampire that has been making mincemeat out of the party.
So in that regard... having the Sunsword be the only item found at the Amber Temple makes sense. Once they find out Kasimir wants to go there to find answers to help his sister and the party finds out that Sergei's old sword that can defeat Strahd is there... there's a double reason to head there nearing the end of the campaign. Although to be honest I might not put the Sunsword in either of the locations you drew in the Temple but perhaps might have one of the Dark Forces have it in their possession... so that someone in the party has to actually make a deal with one of them in order to get it. That might be more dramatic to me, someone voluntarily giving something of themselves up to one of the Dark Forces in order to acquire the Sunsword (the same Kasimir would need to give something up to gain the power to rescue his sister.)