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Curse of strahd rictavio
Curse of strahd rictavio













This adventure can also be used as a horror or Ravenloft-themed one shot separate from Curse of Strahd. This adventure is intended for parties of 4 to 6 characters with an average level of 7 to 9 and is intended to be a later-campaign location akin to the Werewolf Den, Berez, and Argynvostholt. It's perfectly fine to use some parts of this supplement while discarding others, or simply let the ideas presented here inspire new ideas of your own. Additionally, this document provides suggestions for adjusting the encounter with the Mad Mage from the book so that the party does not simply kill him and end the adventure before it starts.Īs always, it is up to you how much of the content you want to use. This supplement to Curse of Strahd provides a short adventure where the party can help the Mad Mage and acquire a powerful magic item for spellcasters to wield against Strahd and his vampire minions in the late stages of the campaign. Unfortunately, there is little adventure to be had in seeking out the Mad Mage. Can the heroes enlist the help of this maniacal spellslinger to defeat the Devil of Barovia? Or will they, too, simply become another Barovian folktale?Ī Curse of Strahd Adventure - What's this all About?Ĭurse of Strahd introduces the idea that there is a Mad Mage living on Mount Baratok on pages 39-40. However, unhinged as he may be, his vast power is unquestionable, and he may prove to be a valuable ally to those who manage to appease him. Once an accomplished mage, now a disgraced hermit, the Mad Mage of Mount Baratok is the stuff of local Barovian legend.

  • As the team stand in the gloom with the closed doors of the stockyard behind them, the wagon lurches and the sounds of scraping wood and inhuman growling come from within.Within the forest, northwest of the dreary town of Vallaki, hunters tell of a deranged wizard who has made his home in the misty mountain ranges of Mount Baratok.
  • Rictavio’s carnival wagon is in the stockyard which is perhaps why he was going there.
  • Rictavio tries to bluster his way out of the situation and make it back to the inn but is forced inside the stockyard.
  • He is followed by Le Maitre and Malomar.
  • Rictavio arrives for an unknown purpose by turns and runs when he sees Ulric inside the stockyard.
  • Jan & Daedalus see Ulric and Matilda safely settled in the stockyard.
  • The team all come back together at the stockyard.
  • Izek is freed and tells Jan that he will regret messing with Izek.
  • Jan paralyses Izek and tells him that he (Jan) works for Strahd.
  • On his return from the church, Jan meets Izek Strazni who shows some aggression and smacks Jan around the face.
  • Jan promises to return the next day and speak to the altar boy (the only other person who knew about the bones) to find out what is going on.
  • The Father admits to Jan that some precious bones have been stolen from the crypt beneath the church, rendering the site ‘un-hallowed’.
  • Daedulus makes a quip but manages to disguise it before Izek lashes out.
  • He awkwardly speaks to her and mistakes the gnome for a child.
  • Izek Strazni spies Ireena and is transfixed.
  • Daedalus draws the short straw and is given child-minding duties in the street with Ireena.
  • However, Le Maitre sees that Rictavio is giving half-truths and diverting the conversation away from anything too invasive.
  • He learns that Rictavio came to Barovia looking for new acts for his travelling carnival.
  • After doing his best to calm a frenzied Malomar, Le Maitre talks to Rictavio, the half-elf bard.
  • Le Maitre is interested in the patrons of The Blue Water Inn.
  • The hunters are convinced and Malomar gives them some coins for their loss of work over the next two days.
  • The hunters barely respond and so Malomar conjures a cube of fire that floats across the room, causing chaos.
  • Malomar demands that they stop hunting wolves whilst he (Malomar) is in town.
  • He puts it on his head and approaches two wolf hunters that are drinking in the corner.
  • Malomar causes a ruckus in the tavern by pulling down a wolf’s head from the walls.
  • Ulric is now being touted by the guards as The Defender and Saviour of Vallaki.
  • Matilda is to be taken to a stockyard overnight until the Burgomaster can see her in the morning.
  • The guards are suitably impressed and manage to get the permission from the Burgomaster to let Ulric and Matilda in.
  • Ulric attacks him but he disappears, taking his wolves with him.
  • Strahd invites Ulric to come and dine at Castle Ravenloft.
  • Strahd arrives and tells Ulric that he brought Ulric to Barovia.
  • Despite Ulric wounding one with his spear and Matilda roaring out a warning, the wolves stay still.
  • The fog rolls in and brings with it four wolves.
  • Ulric continues to wait outside the town gates.














  • Curse of strahd rictavio