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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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