Ravenloft Companions - VOLUME FOUR!

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- Hello, and welcome back to Lunch Break Heroes. Today on volume four of our Ravenloft companion series, we are going to be talking about the Mad Mage of Mount Baratok, Ismark Kolyanovich, Clovin Belview, and Arabell. (dramatic musical score) First up on the docket, we have the enigmatic (soft music) Mad Mage of Mount Baratok. A lot of folks have asked me how to make this companion interesting and compelling, and there's really no easy answer, or at least there wasn't, until one of my writers came up with a fantastic suggestion. And that is: he's not Mordenkainan. The Mad Mage entered Barovian history about a year before your party gets there. He instigated a peasant uprising against Strahd, which failed horribly by the way, and he was driven mad in his defeat and he ran away into the wilderness of Mount Baratok. He's been there ever since, and he's lost his mind and he's forgotten who he really is. And like I said, he's not Mordenkainen, he's Victor Vallakovich. This Victor Vallakovich is a lot older than the one that you meet Vallaki, and the one that we've already talked about in this series. He has come from beyond time and space, and he has returned home in order to finish what he never actually got a chance to do. He's gonna set some things right. And he's going to free Borovia, and he's going to free himself. To understand that bit, let's talk a bit about his motivations behind becoming an NPC companion. You see, the Mad Mage, aka Victor, wants to defeat Strahd, but why does he want to do that? Well, he needs to release himself from a dark pact that he made back when he was much younger. This is the dark pact that allowed him to finally escape Barovia, to travel the different planes, and learn so much about the arcane arts. Whatever this dark pact is, we don't know. He's very tight-lipped about it. He's probably not even going to tell your players, but he wants out of it. And the only way to get out of it, is probably locked away in Strahd's library. So how do you gain this guy's trust? Well, just like it's written in the module. You cast a greater restoration spell on him and you cure him of his madness. At that point, he remembers who he is and what he's about, and what he wants to do in Barovia. But not only that, he recognizes your party. He's seen them before, back when he was younger, back when he lived in Barovia. You see, all of this has happened before, and he wants to make sure it goes right this time, because last time he didn't help the party, and it didn't go so well. They all perished, they all died, and he wants to make sure that they succeed this time. So he's going to tag along. Now, let's talk about the pros and the cons of having Mad Mage, slash Victor, as an NPC ally. On the pro side, we have the fact that he is a very very powerful spell caster. He uses the arch mage stat block, kind of like written in the module, but we're going to make some changes. You see, in the module Mordenkainan didn't actually travel with your party because he's a total BAMF, and that would have nullified any and all challenges that your party faced in Barovia. We don't want that. We want the Mad Mage to actually accompany you, like all of the other companions. So, we're going to nerf him a little bit. You see, he doesn't have all of his powers, and he needs time, you know? So when you meet him, he's going to have the arch mage stat block, however, he is only going to have access to the spell slots for a ninth level wizard. That means that he's only got spells up to the fifth level. Outside of that, he can still cast Mordenkainan's Magnificent Mansion, but only in the spot where it's currently at. So you don't have this mobile fortress that he's ready to deploy any time, anywhere. It's a bit more balanced than it is currently in the module. Now we don't want him to be nerfed forever. So when your party reaches level 10, he's going to start getting stronger. His rest period is over, if you will. He's going to start gaining wizarding levels at that point. And you can start expanding his spell slots back up to what they would be in the arch mage stat block. Outside of that stat block stuff, we've got some other pros for him. One, the Mordenkainan's magnificent Mansion, that's a great safe place for your party. Aside from that, Victor, Mad Mage, he's done this before. He's been through the ringer with Strahd. So he's got some inside information. He doesn't remember it all right now, but in moments of distress, bits might come to him here and there, like the layout of a castle where something important is, or maybe an ability of Strahd or one of his minions. Over on the con side, we have the fact that he's still kind of a difficult traveling companion. I mean, he bathes regularly, now, but outside of that, he's still gruff and rough. and just not a very friendly person. On top of that, getting him restored to a semi coherent state can be very difficult. It requires a greater restoration spell, which is hard to come by. You might be able to get it off of Van Richten, if he likes you, but that's a big if for some parties. Lastly, Victor doesn't want to return to the Vallaki. He doesn't want to run into his past self, or his family members, or anybody else that might recognize him. He wants to avoid those awkward situations. I mean, he'll still go to Vallaki, but it's gonna take a lot of convincing. Before we get onto that next companion, you gotta know, you can get this guide and all of the other written guides over on Patreon for just a dollar. We talk about how to role-play all of these characters in detail. We really give them more in-depth personality, than what you're going to find here in these videos. So go ahead and check it out. If you don't want to do that, totally okay. Go ahead and click subscribe, click the bell, so you don't miss any of our future videos. That said, let's talk about our next companion. (dramatic musical score) Next up we have Ismark Kolyanovich, one of the first friendly faces (playful music) that your party's going to run into in the entire game. He's the burgermeister of the village of Borovia, now that his father has died just a few days prior. Under normal circumstances, Ismark's kind of a happy go lucky kind of guy. He's always willing to have a drink or have a laugh, but understandably, he's in a pretty somber mood. He's got a lot on his mind. Not only did his father die, but there's a despotic vampire overlord that's lusting after his sister. So, you know, he's got problems. With all those problems, what is Ismark's motivation behind coming with you as an NPC ally? Well, he feels powerless, and he doesn't like that. You see, he's got his entire life with Castle Ravenloft over there in the distance looming over his home. And he couldn't do anything about it. He's watched people die, and suffer, and go through their life without a soul. And he can't do anything about it. Strahd is lusting after his sister, and he can't do anything about it. His father just died of a heart attack, because of Strahd, and he can't do anything about it. And he has had an up to here. If there's any chance that he could take the fight to Strahd and take back some control in his life, he's gonna go with you. Does that sound familiar? - So how do you earn Ismark's trust? Well, as much as he wants to take up arms against Strahd and storm the walls of Castle Ravenloft with you, he's got other things on his mind. He wants to see Ireena to safety. That's his main priority. And as long as he's traveling with you, he's not going to go on any other quest that doesn't involve getting Ireena to a safe place. Now let's talk about the pros and cons of having Ismark as an NPC ally. Over on the pro side, we have the fact that he's a pretty sturdy guy. He's got a veteran stat block, which at those very early levels, at those very early adventures and encounters, makes these things a lot more survivable for a low level party. Additionally, even though he'd rather chop off his sword hand than go into politics, Ismark is the natural successor to his father's office as the burgermeister of the village of Borovia. Now, if your party can convince him to use that fact to their advantage, he can become a very powerful political ally when dealing with other members of the Barovian nobility or even the Barovian populace itself. Over on the con side, we have the fact that Ismark's mission to get Ireena to safety is a bit nebulous and long running. It's one of the longer missions to gain the trust of an NPC ally. And in addition to that, it's not exactly guaranteed success. As you know, if you fail to reconsecrate the Church of St. Andral, well, there really isn't a safe place to put Ireena in all of Barovia. So both Ireena and Ismark, in that case, are gonna be traveling with you for quite a while. Luckily you have a guide like this one to make them interesting travel companions. Lastly, Ismark isn't exactly a fool, but don't look to him for any inspired tactics. He's going to be blinded by his mission to see his sister to safety. And he doesn't really care about anything going on with your party until that is resolved. Additionally, if Ireena is in any sort of danger, he is going to launch headlong into that danger to protect her, regardless of the consequences for your party. (dramatic musical score) Next up, we have Clovin Belview, the two headed Mongrelfolk (playful music) from the Abbey of St. Markovia. He's the Abbott's right claw man, and he's been taking care of all of the other Mongrelfolk in the abbey for the Abbot. He doesn't like the job, but he is particularly suited in that he is a little less mad than the rest of them. So what's his motivation behind becoming an NPC ally? Well, he wants to leave the abbey. He doesn't like it there. He doesn't like his job. He doesn't particularly care for the Abbott, but he doesn't want to strike out on his own. He knows that he would get chewed up and spat out and just outright killed, if he ever struck out on his own. He is a subservient kind of guy, and he wants to continue having a patron of sorts. So if your party can get him out of the abbey, and take them on their journeys, he's totally down for that. He doesn't really care about Strahd, and he doesn't give two wits about the tarokka reading. He just wants to go somewhere. Now, how do you earn his trust? Well, you don't really have to, you just have to promise that you'll take him somewhere, but he does not want to leave the abbey without the Abbott's blessing. And he's a little too afraid of the Abbott to even ask. So you have to petition for him. - However, the Abbott's probably not going to say yes, unless you give him something that he really wants in return, like, I don't know a face for Vasilka. Although, you do have the alternate route here that Clovin really wouldn't mind leaving, if the Abbott met an untimely end. Let's talk about some pros and cons now. Over on the pro side, we have the fact that Clovin is a pretty jovial and good natured travel companion. He's got a keen sense of inferiority, and he's always eager to please, even if that just means making his own life easier. On top of that, he's got two heads and that means he's got advantage on all perception checks, which is really handy if your party is traveling through the wilderness. Additionally, even though Clovin may be evil, he is extremely loyal. When he throws his lot in with somebody, he is stuck on them like sovereign glue. He will never be trade the person that he has pledged himself to. Even the Abbot, who he really didn't like, he would never have acted against. And if he's partnered with your party, he's never going to act against them either. Last up on the pros list, we have the fact that Clovin is really good with his musical instrument, despite the fact that he has a claw for one arm or maybe it's due to that fact, I don't know. In any case, anybody that can see past his physical deformities, and just listen to the music is going to be impressed by Clovin. The Vistani, especially are going to like what he has to offer in the musical realm. On the con side, Clovin is a poor fighter. He's got an AC of 11 and a movement speed of 20 feet. In our guides, we've given him some bard levels to make him a bit more of a robust combatant, but he's still not exactly a tank. And Heaven forbid you have to actually run away from something when he's with you. Next, like a lot of our other, not quite so human companions, a lot of Barovians are just going to look at him with disgust and not want to deal with him. So that could put you in a lot of awkward situations, socially. Lastly, Clovin is a functional drunk. He needs a drink in him, at least one bottle a day to keep a level head. If he doesn't drink for a full 24 hours, things start to go a bit wrong, and the madness starts to creep up on him. There are things that he can't do, like play his viol or do any of the other bard things that we've given him in our guide's stat block. So be sure to keep him a little bit inebriated at all times. (dramatic musical score) Last up, we have Arabell, the young daughter of Luvash, the leader of the Vistani camp outside of Vallaki. Your party first encounters Arabell at Lake Zarovich, where Bluto, a fisherman, has kidnapped her and is trying to sacrifice her to the lake by drowning her in the hopes that the lake is going to spit out a bunch more fish. Now, all of that aside, how disturbing is it that her card is the tempter? I mean, come on wizards. Was that a really appropriate? Inappropriate cards aside, let's talk about Arabell's motivation for coming with your party. You see Arabell has premonitions, and she sees a future for herself greater than what it is now. And she sees your party as an opportunity to meet that future. How do you gain her trust? Well, that's easy. You stop her from drowning. Bing, bada boom. All right, with those points aside, let's talk about some pros and cons. First up we have the fact that Arabell is, despite her young age, a well-connected Vistana. Her father is of course the leader of the Vallaki camp. And he's got his own connections. Now Luvash, having a daughter, might be convinced by her to do things that he wouldn't otherwise consider. And Arabell, being a daughter, has learned to subtly manipulate her father into doing what she wants. Next, with that blood relation to Madam Ava, she has inherited some of those prophetic abilities. Now she can't control these, they come and they go, but she might see some things in the future with like an augury spell, or she might be able to remotely contact your party through a dream spell. All of these are spontaneous and at your discretion. Use them sparingly and always at times of greatest impact. Over on the con side, Arabell has two hit points. Yes, two. One and one is two. If literally anything in Barovia hits her, she's dead. I mean, there are a few other allies that are more of a liability than a help, but Arabell really takes the cake in this regard. Don't bring her into combat. Okay, just don't do it. So your party probably has to either keep her somewhere safe or well behind the lines of combat. The only time she's really going to ever be useful in combat is during that final encounter, when she can grant your party inspiration against Strahd. Lastly, Arabell is a child, with a father and what good father would ever let their child run off with an adventuring party to go fight a vampire overlord? He's not gonna let it happen. And Arabell doesn't want to see her father hurt. So you're in this really awkward situation of how do you get Arabell to help your party? Well, you might have to leave her at the Vallaki camp and have her help you remotely, or come and get her when it's time for the final battle. At your discretion, however, she might try to tag along with the party as an uninvited guest, and that can invite all sorts of hi-jinks. All right, that does it for volume four of our Ravenloft companion series. Stick around for volume five coming in two weeks. In the meantime, go ahead and click the subscribe button and the bell so that you don't miss it. And I'll see you next time.
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Channel: Lunch Break Heroes
Views: 22,289
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Keywords: D&D, Dungeons and Dragons, Dungeons & Dragons, dnd, dnd5e, campaign guide, dm tips, dungeon master tips
Id: jeMyggqP284
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Length: 16min 41sec (1001 seconds)
Published: Mon Jun 07 2021
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