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Arabelle has alabaster-white skin and raven-black remains in effect, his sanity can't be restored by any
hair. If rescued, she demands to be returned to her fam spell. If the characters surmise that powerful magic is
ily's camp outside Vallaki (chapter 5, area N9). She is preventing them from restoring the Mad Mage's wits,
certain that her father, Luvash, will give the characters a they can, with a successful DC 15 Charisma (Persua
reward for doing so. sion) check, convince the Mad Mage to divulge the rea
A descendant of Madam Eva with the blood of Baro son why their spell failed. A character can also ascertain
vian royalty in her veins, Arabelle is unaware of her the cause of the spell's failure with a successful DC
connection to Strahd. She acts more like an adult than a 18 Intelligence (Arcana) check. The Mad Mage's mind
child. Despite her recent misadventure, she believes that blank spell has a remaining duration of 3d6 hours, after
a great destiny awaits her. which his madness can be cured normally.
The Mad Mage has a different spell list from that
M. MAD MAGE OF MOUNT BARATOK of the archmage in the Monster Manual, and he has
This encounter can occur anywhere along the base of already used one 1st-level spell slot to cast mage armor
Mount Baratok. on himself, one 4th-level spell slot to cast polymorph on
himself, one 7th-level spell slot to cast Mordenkainen's
magnificent mansion (see "The Mad Mage's Mansion"),
North of the mountain lake, the trees begin their steady and one 8th-level spell slot to cast mind blank
climb up the slopes of Mount Baratok, its monolithic on himself.
presence oppressive at this distance. The ground here Cantrips (at will):jire bolt, light, mage hand, prestidigitation,
is rocky, uneven, and tiring to navigate. Even the wolves shocking grasp
avoid this neck of the woods. Soon, you climb above the 1st level (4 slots): detect magic, mage armor, magic mis-
sile, shield
blanket of fog that engulfs the valley. Dark thunderclouds 2nd level (3 slots): mirror image, misty step, web
roll overhead. 3rd level (3 slots): counterspe/1,jly, lightning bolt
s
You see an elk standing on a rocky spur about sixty 4th level (3 slots): Mordenkainen' f aithful hound, poly-
morph, stoneskin
feet away. Suddenly, it assumes the form of a man in 5th level (3 slots): Bigby's hand, cone of cold, scrying
tattered black robes. His hair and beard are long, black, 6th level (1 slot): true seeing
and streaked with gray, and his eyes crackle with el 7th level (1 slot): Mordenkainen's magnificent mansion
8th level (1 slot): mind blank
dritch power. 9th level (1 slot): time stop
THE MAD MAGE'S MANSION
The Mad Mage of Mount Baratok (CN male human If the characters rescue the archmage from his mad
archmage) came to Barovia more than a year ago to free ness, he invites them to his "mansion." He leads them
its people from Strahd's tyranny, but he underestimated up the mountain to an invisible doorway that serves as
Strahd's hold over the land and the creatures in it. After the entrance to his extradimensional lair, created using
a battle between the two in Castle Ravenloft, Strahd the Mordenkainen's magnificent mansion spell. There,
drove the Mad Mage to the mountains and sent the he provides them with food and sanctuary away from
wizard hurling over Tser Falls (area H). The wizard, his the prying eyes of Strahd and his spies. Characters are
staff and spellbook lost, survived the fall and retreated free to take a short or long rest, during which time they
into the mountains, hoping to regain his power, only to aren't disturbed.
be driven mad by the realization that he no longer has Mordenkainen is familiar with worlds beyond his
any hope of defeating Strahd or freeing the people of the own. For example, if the characters come from the For
vampire's damned realm. gotten Realms and mention this fact to Mordenkainen,
The Mad Mage has forgotten his name and the world he asks them if they know his old friend Elminster of
whence he came. In fact, he doesn't remember anything Shadowdale.
that happened before the madness. He suffers from the If Mordenkainen isn't the party's ally as foretold in
paranoia that powerful enemies are hunting him, and Madam Eva's card reading (see chapter 1), he declines
that their evil agents are everywhere and watching him. to join them if asked. With his wits restored, he sets
Believing that the characters aim to kill him, the Mad out to find his missing staff and spellbook, leaving the
Mage unleashes his destructive magic. As he tears into characters on their own. He doesn't allow them to help
them, he shouts, "You think my magic has grown weak? him, for he fears they might be tempted to steal either
Think again!" If he is reduced to 50 hit points or fewer, his staff or his spellbook. (Being an adventurer himself,
he shouts, "Tell your dark masters they can break my he k_nows how the lure of powerful magic can bring out
body, but never my spirit!" He then tries to escape. the worst in adventurers.) Before he leaves, as a parting
Under normal circumstances, a greater restoration gift, the archmage imbues each character with a charm
spell cast on the Mad Mage would restore his wits and of heroism (see "Supernatural Gifts" i_n chapter 7 of the
.
ends the madness, allowing him to remember that he is Dungeon Master's Guide). .
none other than Mordenkainen, an archmage of Oerth
and the leader of a powerful group of adventurers called . FOR.TUNES OF ·RAVENLOFT
the Circle of Eight But in this case, the Mad Mage has , If your· card reading reveals t,hat the Mad Mage is the
cast a mind blank spell on himself. As long as that spell " party's aHy in the battle against Strahd, Mordenkainen
CHAPTER 2 I THE LANDS OF BAROVlA
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