- 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.