Chapter 4

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Lunch Break Heroes Presents

Volume Four
• Matthew Engles • Scott Johnson
Credits • MattLG That- • Scott Yates Introduction
Lead Designer: Steve Miller gamerguy • Sean Brooks Curse of Strahd is a wonderful adventure
Writers: Steve Miller, Sven Truckenbrodt • Me-lissa • shawn kuester module. One of its best features dates
• Meto741 • Shen Zhao
back to its original version from the first
Patrons • Nicholas J Hoch-
halter


SlyKuga
Stephen Schuldt
edition of Dungeons & Dragons, which is
This guide was made possible through the • Nick olson • Talon ReQuo the randomization of various campaign
generous support of the following patrons. • NoSmallParts • Tamir Kushilevitz elements. This randomization is brought
• Nyadnar#17 • Tim Guinn about by drawing several cards from a
Gold Tier • Pierre Charbon- • Tom Anderson Tarokka Deck (or a normal deck of cards).
• Aaron Dotson • GolfLimaZulu neau • Trenton Mynatt Each card determines the placement of a
• Alex Bishop • Hilthalion • Rookhart • Will Brensdal particular item, and which particular NPC
• Alexander Eh- • Ian DeOrio • Ryan Katcha • Xavier Madison shall become the party’s ally against Strahd
rhardt • Isabella Orozco von Zarovich.
• Amy Moulton • J1
Platinum Tier This guide aims to flesh out the latter
• Andreas Johans- • Jako Kempen • Aaron Tinnin • Monica Jones resource: the NPC allies. There are twenty
son • Jame • Alex Rosalez • Noah Moore allies available in the adventure, and each
• Andrew Baird • Jameson McDaniel • Andy D’Amato • Skyout Dova Wan- can bring something special to the gaming
• Andy M Goldberg • Jason Reese • Brenton Snyder derer table. Within the pages of this guide you will
• Balgur • Jay Woods • Charles • Stephen Sahl find extended information on each of these
• Brandon • Jaycob Boisson- • Cisquatch • Steve Durr
characters in order to help you understand
• Brent L Ross neau • Dash Panther • Tags
their motivations, what it takes to gain their
• Bushwood • Jeffrey Sheldon • Dave Richards • Thomas Stanley,
• Edouard Jallad TheNerdlyKing trust, and suggestions on how to roleplay
• Cameron Flower • Joe Ford
• Chantelle c • Joseph B Gilliam • Fantasy Games & • Thomas van Iersel them.
• Chazzle • JOSEPH ROSS Comics • Tyler Nothing in this guide is gospel, however.
• Chris Morgan • Joseph Trueblood • Greg • Warmaster James You are free to change anything you see fit—
• Davis Herbig • Joshua Stath • HanzelMan add and remove details as you feel necessary.
• Debby • Jul • Haraka Additionally, if you’d prefer your party ally
• Dylan • Julian Gines • John Nathon with an NPC that is not listed here, then go
• edward kalinowski • Justin Scott • Justin Bas- right ahead! It’s your game, and there are no
• Eric • Kyler Christian sett-Green wrong answers.
• Garrett Eidson • Madison • Kevin Brandon
• GHSupermonkey • Matt Niiro • Lars Millahn

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Curse of Strahd, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors.

All other original material in this work is copyright 2021 by Lunch Break Heroes.
● Having a safe haven in Barovia can be
The Mad Mage Earning the Mage’s Trust extremely helpful, even if the location
Broken One (King of Diamonds) Victor beseeches the party to help him with of Mordenkainen’s magnificent mansion
The Mad Mage of Mount Baratok has entered magic. Once they cast greater restoration on cannot be shifted.
Barovian legend barely a year before the him, a glint of recognition lights in his eyes— ● Victor learned much about Strahd. He is
characters arrive. He came out of nowhere he recognizes the characters! And while he likely to recall valuable information, often
and instigated a peasant uprising, but was is not fully restored, he remembers what he in moments of acute danger. He might
forced to retreat to the mountains. Now came back to Barovia to do. He will help them even recall the layout of sections of Castle
trapped in a madness of his own making, he defeat Strahd. Ravenloft, from his previous battle against
needs allies. He even forgot his true identity: Strahd.
he is Victor Vallakovich, come back to Barovia Weals and Woes Just as the Mad Mage’s presence can aid the
from beyond space and time to rid the land There are several possible advantages to party, he might be trouble in some situations:
of Strahd and acquire the mysteries secreted having the Mad Mage in the party:
in the devil’s library. ● Even after restoring Victor’s mind, he
A younger Victor escaped Barovia—but at ● The Mad Mage is a supremely powerful remains a difficult traveling companion.
great cost. He made a pact with the Dark spellcaster. In the module, he does He is constantly on the lookout for arcane
Powers, an act which he grew to regret. not accompany them until the final secrets—particularly dark magic—as he
He became powerful and traveled the showdown, which is disappointing. We tries to find salvation. He would still do
multiverse, but felt more trapped than want to make him a true companion with anything to advance his power, no matter
he had in Barovia. So he came back to the following modifications: the consequences for himself or others.
Barovia—to a time when there was a band (1) Victor uses the stat block of an ● Victor is unpredictable. Occasional
of adventurers who almost succeeded in archmage, but when the party first meets flashes of memory, triggered at random
eliminating Strahd. If he helps them this time him he only has access to spells up to 5th or by encountering places and people
around, they might not perish. Victor knows level, and he only has the number of spell throughout Barovia, can alter his behavior
that only Strahd’s vast library of the dark arts slots available to a 9th level wizard. radically.
could hold the key to escaping his own pact. (2) He can still cast Mordenkainen’s ● Getting Victor restored to a semi-
magnificent mansion, but only to renew it in coherent state of mind requires a greater
The Mage’s Motivation the location where the party finds him. restoration spell. If the party does not
(3) When the party advances to level 10, have access to such magic, they might
Due to his ambitious and haphazard planar and on each higher level, his spell slots need to find someone to cast it for
time travel, as much as his defeat at the expand as if he was leveling in the wizard them, or a scroll (from van Richten, for
hads of Strahd, Victor has lost much of his class. He uses the same modified spell list example).
memory, sense of self, and sanity. However, Mordenkainen uses in the module. ● Victor is extremely hesitant to return to
he is not entirely gone. The desire to Vallaki, where he may run into his past self
eliminate Strahd still burns brightly behind or his family.
his madness. He knows that something
went terribly wrong, and that he needs help
putting the puzzle of his shattered mind back And if I had a thousand years to teach you—
together if he is to see the devil’s end.
you could never comprehend…
Roleplaying The Mad Mage
In many ways, Victor is still the lonely and driven boy discovering magic by himself. His
personality can be described as, in part, a heightened version of that of Victor Vallakovich Personality
presented in this guide. In other ways, he has matured and diverged from that template. All those mages clinging to their
Victor continued to acquire his magical knowledge mostly by himself, with only intermittent formalized magicks and cautious
and brief periods of formal teaching—nobody could get along with him for long, and he disliked traditions… there is great knowledge
being led. Consequently, Victor has grown into an eccentric old mage. He thinks rules are to be gained from the multiverse, and
for the weak-minded and weak-willed, and he respects anyone who shows they can think for it teaches us through practice. I have
themselves. This might gel well with many adventuring parties. been burned worse than most, but I
Contact with many people in the multiverse has matured Victor’s understanding that no man have also learned more than most—
is an island, and he has grown to deeply regret his past transgressions against the servants of his risks are worth taking.
parents’ household and poor Stella Wachter. If he should get any chance to make things right
while he’s back in Barovia, he’ll do it. However, he won’t actively pursue this, as he is deeply Ideal. I will achieve complete
disturbed by the whole experience of coming back home. Everything is familiar, yet not, and understanding of the magicks of the
old memories and bitterness come flooding back to him. He might strenuously argue against multiverse. I know I will.
visiting certain places and people, without even realizing he’s letting his emotions take over. Bond. My pact with the Dark Powers
In particular, he has a distaste for the idea of meeting his past self—he does not wish to be was a mistake. I must find a way to rid
confronted with his sins and with how feeble of mind and understanding he was. myself of it.
Victor knows that messing with the timeline could be dangerous, but he is willing to risk it. Flaw. My wanton ambition will be my
He does not know how exactly the party failed last time, but he discusses the possibilities with destruction.
an academic cheer—including the rather unsettling idea that him having come back has set in
motion the events that will inevitably lead to their failure.
Ismark Kolyanovich Weals and Woes Just as Ismark’s presence can aid the party, he
might be trouble in some situations:
Executioner (Jack of Spades) There are several possible advantages to
● Getting Ireena to safety can be a rather
Ismark is likely one of the first friendly having Ismark in the party:
lengthy quest, and is one of the longer
faces newcomers to the village of Barovia ● With a veteran stat block, Ismark is a solid, missions to earn an ally’s trust. This is
encounter, as he spends much of his if not exceptional, fighter. Especially in somewhat offset by the fact that the group
time in the Blood of the Vine tavern. He the early phases of the adventure, he is is likely going in the same direction as
is usually looking to share a drink and a likely to be a considerable boost to the Ismark and Ireena anyways, at least for the
laugh, especially with newcomers, but party’s fighting power, and he is the first early sections of the adventure. However,
he is currently more somber than usual. possible ally most groups meet. This where Ireena can be considered “safe” is
His father, Kolyan Indirovich, is the late makes him immensely valuable in keeping difficult to predict and the mission might
burgomaster of the village of Barovia and them alive early in the adventure, and it feel like it drags on, to some players. Use
died from a heart attack some nights ago. will hit the party less hard if they misjudge this guide, both for Ismark and Ireena, to
Strahd’s minions assault the burgomaster’s any danger. make them interesting travel companions!
mansion and Strahd himself has his eye on ● While Ismark would rather chop off his ● Ismark is not exactly a fool, but the party
Ismark’s sister Ireena—all that’s on his mind sword hand than follow in his father’s shouldn’t look to him for any inspired
now is to get her to safety somewhere. footsteps and go into politics, he is the tactics. He is driven more by his emotions
natural successor to his father’s office as than reason, especially when his sister is
Ismark’s Motivation burgomaster of the village of Barovia. If threatened. He might do some truly stupid
Strahd has lorded over Barovia for as long the party can convince him to use this fact, things, potentially even endangering the
as Ismark has been alive. He saw the people he can wield some considerable power in party, if he feels it’s necessary to protect
suffer or even go through their lives as negotiating with other nobles in Barovia. his sister. This can happen, especially, in
soulless shells—and Ismark could do nothing. Most commoners in the village of Barovia tense or surprising situations where he is
Strahd has lusted after Ismark’s sister, will simply do as he says. In time, he driven to make a snap decision.
Ireena—and Ismark could do nothing. Strahd might even properly grow into the role—
has sent his minions, which his father’s old although he won’t pursue that path unless
heart could not bear—and Ismark could pushed.
do nothing. He will jump at any chance to
help bring Strahd down, if given half an
opportunity.

Earning Ismark’s Trust


As much as Ismark wishes Strahd a swift
and brutal end, and is prepared to take an
active hand in this, he won’t risk it before his
sister Ireena is safe. He does not go with the
characters on any mission that is not aimed at Get away from my sister!
providing that safety, until it is achieved.
Roleplaying Ismark Kolyanovich
Ismark is a real sweetheart. He is always ready to help, he doesn’t require anything in return
or prior acts of kindness towards him. This also makes him a bit naive, as he still has an almost Personality
child-like trust in a stranger’s good intentions. Neither his insight into other people nor his People don’t help each other out
logical reasoning capabilities are overly well developed. Some might even say about him that he is enough here in Barovia, but I’ll
a bit dim, but that would be unkind—he simply doesn’t reason out his decisions, but goes with his keep helping where I can—someone
heart instead. must make a start! It makes me
Ismark’s traditionally good looks, with a chiseled chin and beefy muscles, do not influence his uncomfortable when I’m the center of
behavior. He is genuinely unaware that people might find him attractive. So while he might look attention.
like a macho hunk, he is incredibly kind—especially considering he grew up in dangerous and
depressing Barovia. He respects every woman like he respects his sister Ireena and is more-often- Ideal. I want to be a good man and
than-not oblivious to their attentions. make my father proud—I really miss
While Ismark can be too trusting and lacking caution when dealing with strangers, when it him and I’ll never live up to him, but
comes to the safety of his sister, he is prone to being overly cautious and suspicious of others. I’ll not fail his memory.
This trait can turn him against those who would be his allies if he sees them as being pawns of the Bond. My sister Ireena must be
devil, or an otherwise danger to Ireena. safe from the devil Strahd! I will do
everything to protect her from that
monster.
Flaw. I’m a bit naive and sometimes
misjudge where the true danger is
going to come from.
Clovin Belview Weals and Woes Just as Clovin’s presence can aid the party, he
might be trouble in some situations:
Marionette (Jack of Hearts) There are several possible advantages to
● Clovin is a poor fighter, as a mongrelfolk.
Clovin Belview is the personal attendant of having Clovin in the party:
He neither deals much damage nor can
the Abbot at the Abbey of Saint Markovia ● Clovin is a jovial and good-natured he take much. Moreover, he is easy to hit
in Krezk. He is a mongrelfolk, a strain of travel companion. His loyalties don’t run at an AC of 11, and even his speed is much
humanoids with strange mutations and deep, but while they aren’t challenged lower than that of most other humanoid
animal body parts. The Abbot tasked him by circumstances, he’s good fun to creatures at a mere 20 feet. He is going to
with keeping the other mongrelfolk in line, have around. He has a keen sense of his be more of a liability than an asset in most
who are more animalistic and crude even inferiority and wishes to please, if only to combat situations—and gods forbid the
than him—a job which he despises. make his life easier. party has to run from something while he
● As a mongrelfolk with the two-headed is with them!
Clovin’s Motivation variant, Clovin has advantage on Wisdom ● Most Barovians will react with disgust
Clovin wants to leave the service of the (Perception) checks, which can prove very towards the mongrelfolk and won’t even
Abbot, and is keen to grasp at any chance useful in keeping the party out of danger. let them into their cities or homes without
that would allow him to leave the Abbey. At ● When Clovin throws his lot in with significant convincing. Clovin resents
the same time, he would never strike out someone, he sticks with them—for better this, and might do something spiteful
alone—he needs company, and he wishes to or worse. He may be of evil alignment, whenever he gets the chance.
continue to have a patron. He does not care but it’s part of his strange and tortured ● Clovin is a functional drunk, meaning he
much about Strahd one way or another, but personality to not abandon anyone once needs a regular sip of wine or something
he will go with anyone who gets him out of he has attached himself to them. Just as comparable to remain sane and effective.
the Abbey. he didn’t act against the Abbot, even while He is not picky, and the cheapest stuff
despising him, he will never act against will do, but he needs a regular supply of
Earning Clovin’s Trust the characters and will always follow
their commands. Clovin might even take
one bottle per day. If that supply runs
out, he’ll show withdrawal symptoms and
Clovin will not leave without the approval of initiative and try to anticipate the party’s become irritable. He even loses his ability
his master, the Abbot. He is too afraid of the wishes if they treat him even a sliver more to play the viol and, with that, his ability
Abbot to even ask, however, so the characters kindly than the Abbot. to support the party with the usual ally
have to petition for him. The Abbot is ● Clovin is good with his viol. He might be trait Inspire. This means he can turn from
unlikely to approve the request, unless able to ingratiate the party with anyone marginally supportive to near-useless
they can provide something of significant who has any appreciation for music and quickly.
value in return, but Clovin has no problem is willing to tolerate his deformities—the
accompanying the party if the Abbot should Vistani might show great appreciation for
meet an untimely end. his talents.

A good drink in Clovin, and he’s gonna be right


as rain!
Roleplaying Clovin Belview
Clovin cares, first and foremost, about Clovin. He is a low-level hedonist and shirks hard labor
wherever he can. He is easily pleased, however—a bottle of the cheapest wine and some hours Personality
a day to idly practice on his viol, and he’s happy as happy can be. Clovin has a surprising sense Clovin must make sure people respect
for beauty, and not only when it comes to music. He plays the viol beautifully and with a unique him, or he can’t do the Abbot’s bidding.
verve that is impossible to copy. Beyond that, he appreciates the beauty in nature, poetry, and Clovin knows he’s not the strongest or
any other art form just as much. smartest; he knows his station in life.
Like most mongrelfolk, Clovin’s mind is somewhat disturbed. He keeps the madness in check
with alcohol, but it’s never far away. Even when he maintains a constant level of inebriation, Ideal. Clovin loves the viol, and he
he retains some odd behaviors. For example, he only speaks of himself in the third person and plays it well! Maybe, one day, he’ll find
incongruously speaks with great assurance and authority even while pleading for something or an audience to appreciate his music.
cowering in fear. Bond. Clovin doesn’t care much about
Clovin is the born minion. He does not like to work hard, but at the same time he feels lost and anyone or anything, except poor little
grows desperate without a patron to guide him and give some structure to his days. He is loyal to Clovin—it’s not against anyone, but
a fault once he has thrown his lot in with someone, and is almost compulsive in how he cannot when nobody looks out for Clovin then
bring himself to act against whoever he considers his mistress or master. Clovin must do himself.
Flaw. Clovin needs a good sip of wine
every now and then, or he’ll go mad!
Arabelle Weals and Woes similar magic. Arabelle cannot actively
cast these spells, yet. They come to her
Tempter (Queen of Diamonds) There are several possible advantages to infrequently and uncontrollably, typically
Arabelle is the young daughter of Luvash, the having Arabelle in the party: at times of great distress. Similarly, you
leader of the Vistani camp at Vallaki. When could occasionally allow her the benefit
● Arabelle is, despite her young age, a well of an augury, divination or scrying spell,
the characters meet her, she’s been abducted connected Vistana. Her father is a leader
by the superstitious drunkard, Bluto. Bluto is or similar divination magic. Make these
of the camp at Vallaki, who is feared and occasions rare, but impactful.
a fisherman fallen on bad times, who thinks respected by his fellow Vistani. As any
Vistani are “lucky” and intends to sacrifice loving father, Luvash might be convinced Just as Arabelle’s presence can aid the party,
Arabelle to lake Zarovich, hoping it will give by his daughter to do things he would she might be trouble in some situations:
up more fish in return. The characters must not otherwise even consider. And, as any
act quickly and decisively to save her! ● Arabelle is a child. She uses the stat block
daughter, Arabelle has learned how to
of a commoner. She has 2 (in words: two!)
subtly manipulate her father to do what
Arabelle’s Motivation she wants.
hit points. Almost anything in Barovia that
hits her (and she is easy to hit) will kill her
Arabelle is convinced that a great destiny ● Arabelle is connected, by blood, both
outright. The party might need to find a
awaits her. She is unusually sober and to the Barovian nobility and the Vistani
safe place to leave her behind regularly, or
driven for her age, and sees the party as an seer Madam Eva. She does not know that
even permanently.
opportunity to advance towards the future she is technically—if distantly—a relative
● Luvash, Arabelle’s father, is
she foresees for herself. of Strahd. But Strahd, as a noble with a
understandably opposed to her going off
keen sense of family and descent—not to
to battle Strahd with a band of strangers.
Earning Arabelle’s Trust speak of blood itself—just might be aware
of their connection. This could mean he
He will do everything to prevent the
characters from taking Arabelle. It may be
If the characters manage to rescue Arabelle won’t actively seek to harm her.
difficult for most parties to argue against
from being drowned by the madman Bluto, ● Arabelle has inherited the prophetic talent
his reasoning. This is made even more
this is all the proof of their trustworthiness of Madam Eva. She is, as yet, unpracticed
difficult by the fact that Arabelle does not
she needs. and not able to control it, but she might
wish to see her father harmed.
occasionally have life-saving premonitions
regarding the party. Even if Arabelle is
not with the group, for example because
the characters wanted to keep her out of
harm’s way or did not want to go against
her father Luvash (see below), you could
allow her to contact the party through
an occasional dream or sending spell, or

I don’t think you should go in there. I saw


this door in a dream… and there were teeth
behind it, gnashing.
Roleplaying Arabelle
Arabelle is an unusual child. She does like to play and she is curious and outgoing—in this, she
does not differ much from others of her age, at least among the Vistani. However, this is paired Personality
with a stronger and more mature character, and a greater independence and adventurousness I know that I’m special, but it hasn’t
than usual for a child. Arabelle is not easily led; she expects her opinions to be heard and valued gone to my head. Father says I’m too
just as those of any adult, and she argues her points well. young to go out adventuring, but I
Her recent abduction by Bluto has not impacted her as traumatically as it would have many think I’m as prepared as I’ll ever be.
other children who lack Arabelle’s composure, but it did leave its marks. She does not trust most
strangers lightly, and has a particular dislike for men. She keeps away from them as much as Ideal. I know that a great destiny
possible, and sticks close to her friends when she can’t avoid strangers completely. She doesn’t awaits me—and I’m prepared to meet
cling to anyone or hide, however—she glares, and can access the Vistani people’s Evil Eye ability it!
when necessary (save DC 10; see chapter 2, Vistani). Bond. The Vistani are my people, and
If anything, her encounter with Bluto has inspired Arabelle with a greater urge to go I feel at home with them more than
adventuring and meet her destiny. Clearly, death can come to anyone in Barovia—anywhere, anywhere else.
anytime—if it could find her in her father’s camp. In light of that, why shouldn’t she go forth Flaw. As often as I foresaw peril
now? She is determined to discover what fate has in store for her, and is prepared to sneak away for others, I’m blind to the dangers
from her father to follow the adventurers who rescued her, even if they leave her with Luvash. Barovia poses to myself—I believe that
fate will protect me.

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