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Mordenkainen

Mordenkainen

Being such a powerful wizard, Mordenkainen is essentially a multi-dimensional being. He is a proponent of balance and neutrality and, when he sensed the great evil emanating from the domain of Barovia, he intervened in an attempt to restore the balance. He was overconfident in his abilities, however, and he vastly underestimated Strahd's power. Mordenkainen's army was cut off, surrounded, and destroyed on the bridge to Castle Ravenloft and he, himself, was goaded into expending his magical energies in the battle. After he had up all but his most rudimentary spells, Strahd attacked the wizard and was able to defeat him, throwing him from the walls of the castle. Mordenkainen lost his staff, his ring, and his mind in the battle and wandered the foot of mount Baratok. The Mad Mage of Mount Baratok came to Barovia more than a year ago to free its people from Strahd Von Zarovich's tyranny, but he underestimated Strahd's hold over the land and the creatures in it. After a battle between the two in Castle Ravenloft, Strahd drove the Mad Mage to the mountains and sent the wizard hurling over Tser Falls (area H). The wizard, his staff and spellbook lost, survived the fall and retreated into the mountains, hoping to regain his power, only to be driven mad by the realization that he no longer has any hope of defeating Strahd or freeing the people of the vampire's damned realm.

Roleplay

The Mad Mage has forgotten his name and the world whence he came. In fact, he doesn't remember anything that happened before the madness. He suffers from the paranoia that powerful enemies are hunting him, and that their evil agents are everywhere and watching him. Believing that the characters aim to kill him, the Mad Mage unleashes his destructive magic. As he tears into them, he shouts, "You think my magic has grown weak? Think again!" If he is reduced to 50 hit points or fewer, he shouts, "Tell your dark masters they can break my body, but never my spirit!" He then tries to escape. Under normal circumstances, a greater restoration spell cast on the Mad Mage would restore his wits and ends the madness, allowing him to remember that he is none other than Mordenkainen, an archmage of Oerth and the leader of a powerful group of adventurers called the Circle of Eight But in this case, the Mad Mage has cast a mind blank spell on himself. As long as that spell remains in effect, his sanity can't be restored by any spell. If the characters surmise that powerful magic is preventing them from restoring the Mad Mage's wits, they can, with a successful DC 15 Charisma (Persuasion) check, convince the Mad Mage to divulge the reason why their spell failed. A character can also ascertain the cause of the spell's failure with a successful DC 18 Intelligence (Arcana) check. The Mad Mage's mind blank spell has a remaining duration of 3d6 hours, after which his madness can be cured normally. The Mad Mage has a different spell list from that of the archmage in the Monster Manual, and he has already used one 1st-level spell slot to cast mage armor on himself, one 4th-level spell slot to cast polymorph on himself, one 7th-level spell slot to cast Mordenkainen's magnificent mansion (see "The Mad Mage's Mansion"), and one 8th-level spell slot to cast mind blank on himself.   Cantrips (at will):
  • jire bolt, light, mage hand, prestidigitation, shocking grasp
Spells without grimoire:
  • 1st level (4 slots): detect magic, mage armor, magic missile, shield
  • 2nd level (3 slots): mirror image, misty step, web
  • 3rd level (3 slots): counterspell ,jly, lightning bolt
  • 4th level (3 slots): Mordenkainen's faithful hound, polymorph, stoneskin
  • 5th level (3 slots): Bigby's hand, cone of cold, scrying
  • 6th level (1 slot): true seeing
  • 7th level (1 slot): Mordenkainen's magnificent mansion
  • 8th level (1 slot): mind blank
  • 9th level (1 slot): time stop

The Mad Mage Mansion

If the characters rescue the archmage from his madness, he invites them to his "mansion." He leads them up the mountain to an invisible doorway that serves as the entrance to his extradimensional lair, created using the Mordenkainen's magnificent mansion spell. There, he provides them with food and sanctuary away from the prying eyes of Strahd and his spies. Characters are free to take a short or long rest, during which time they aren't disturbed. Mordenkainen is familiar with worlds beyond his own. For example, if the characters come from the Forgotten Realms and mention this fact to Mordenkainen, he asks them if they know his old friend Elminster of Shadowdale. If Mordenkainen isn't the party's ally as foretold in Madam Eva's card reading (see chapter 1), he declines to join them if asked. With his wits restored, he sets out to find his missing staff and spellbook, leaving the characters on their own. He doesn't allow them to help him, for he fears they might be tempted to steal either his staff or his spellbook. (Being an adventurer himself, he k_nows how the lure of powerful magic can bring out the worst in adventurers.) Before he leaves, as a parting gift, the archmage imbues each character with a charm of heroism (see "Supernatural .Gifts" i_n chapter 7 of the Dungeon Master's Guide).

Physical Description

Condizioni Fisiche Generali

His voice was deep and melodic. While imprisoned in Barovia, his hair and beard were both long, black and peppered with grey streaks.

Tratti Facciali

Mordenkainen had a hawk-like face, with a permanent frown that gave the appearance of alertness and almost anger, and a penetrating gaze. When mad, his eyes crackled with eldritch power.

Abbigliamento e Accessori

He kept a close-trimmed beard and wore grey, high-collared robes.

Equipaggiamento specialistico

In addition to many scrolls and potions, Mordenkainen was known to possess a bag of holding, a set of bracers of defense, a crystal ball, a +1 dagger, an efreeti bottle, a wand of cold, a wand of fear, and three pearls of power.

Mental characteristics

Storia personale

Although Mordenkainen resided primarily on Oerth, by at least the Year of the Shield, 1367 DR, his spells were not uncommon among spellbooks in Faerûn.   Following the demise of the Circle of Eight at the hands of Vecna during the lich's first failed attempt at obtaining greater deity status, a grieving Mordenkainen was consoled by Elminster, as the wizards reflected on the fragility of their good deeds.   Mordenkainen later traveled to Barovia in an attempt to free the local population from its vampire darklord Strahd. However, he underestimated Strahd's power and, after barely surviving a confrontation with him, he lost his spellbook and his staff, eventually losing his memory and being driven to the brink of madness. He became known by the locals as the Mad Mage of Mount Baratok.   In the Year of the Scarlet Witch, 1491 DR, Mordenkainen, still suffering from bouts of madness, was in Waterdeep, where Storm Silverhand and Elminster were helping him to recover from them.   By the Year of Twelve Warnings, 1494 DR, Mordenkainen inhabited the Tower of Urm, a dwelling that he used as a vehicle to travel through the multiverse. He occasionally visited Avernus to study the effects of the Nine Hells over the schools of magic and to ensure the balance of the universe.

Social

Conoscenze e Relazioni

Mordenkainen was the leader of the Oerthian group of wizards known as the Circle of Eight, which included many spell inventors whose names were well known on Toril, such as Bigby, Drawmij, Nystul, Otiluke, Otto, Rary, and Tenser.   Mordenkainen was a good friend of Elminster Aumar; the two met on numerous occasions at Ed Greenwood's house on Earth to exchange news from each other's worlds, as well as spells and lore. On occasion, the two were also joined by Dalamar of Krynn.   He was also an acquaintance of Khelben Arunsun.

Attitudine Sociale

Typically stubborn and one who did not suffer fools gladly, Mordenkainen could be difficult even with his friends.   While suffering from his madness, he was convinced that enemies were everywhere and he was being constantly watched by evil agents.
Allineamento
CN
Children

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