Once a legendary artificer, the Mad Mage is now a volatile, paranoid amnesiac whose soul is locked in a massive suit of armor. He was born in the valley prior to Strahd's arrival, and by that time was already an old man. Knowing his body would give out before he could defeat Strahd, he tried to find other ways. Shortly after Strahd's rise, he sought to transfer his
entire soul into a construct so that he could one day live to see Strahd's downfall. Something went wrong with the transfer process, and he went dormant, and was recently awoken by
a young man poking around his workshop.
The Mad Mage has forgotten his name, and his origins. He does not remember anything that happened before he was awakened. He suffers from paranoia that powerful enemies are hunting him, and that their evil agents are everywhere, watching him. He believes that the characters are here to kill him, and will instantly become aggressive. If he is reduced to 50 hits point or fewer, he attempts to escape.
On a DC 15 Wisdom (Perception) check, any character standing within 5 feet of the Mad Mage notices there is an indentation on his breastplate. Further investigation can reveal, on a DC 12 Itelligence (Investigation) check will reveal, a few feet away from the massive chair he rested on, an emblem in the shape of a stylize bird's head that is around the same size as the indentation. Returning this last piece of his armor will return the Mage's wits, memories, and sanity to him.
Fixing his armor will allow the Mad Mage to remember his true name: Fritz Von Weerg, a powerful artificer mage who lived in the Valley before Strahd's rule. A beloved of Felis, he was known for his magical toys, each of which contained a tiny piece of the commissioner's soul. After Strahd established his "court," Von Weerg was summoned to live at Castle Ravenloft and entertain. Though he cared nothing for Strahd, he went along. He did create a toy for Tatyana, and also created Pidwick II for a jealous duchess who felt Tatyana was her rival. He also created the
Mockingcat for a Champion of Felis who has since become
The Hunger. He also wrote
Masterworks of a Different Kind, and is able to assist any artificer who has the book in their possession.
If the character rescue Von Weerg from his amnesia, he invites them into his
tower, which is shielded from Strahd's vision by powerful magic. Characters are free to take a short or long rest, and will not be disturbed so long as they are in Von Weerg's care.
If Von Weerg is not the party's ally as
foretold, he will not accompany them or aid them if they ask. With his wits restored, he realizes that even with this powerful body, fighting against Strahd would do no good. He believes his contribution to the world will be through his book. He will continue to work on the Masterworks, if he is able to obtain it, or will go out seeking it if not. Before leaving or bidding them farewell, he will craft one member of the party a charm that is enchanted with one of the following blessings of their choice:
- Blessing of Health. Your Constitution score increases by 2, up to a maximum of 22.
- Blessing of Protection. You gain a +1 bonus to AC and saving throws.
- Blessing of Magic Resistance. You have advantage on saving throws against spells and other magic effects.
- Blessing of Understanding. Your Wisdom score increases by 2, up to a maximum of 22.
- Blessing of Allies. You gain the ability to, once per day, summon a swam of ravens to assist you in battle.