D&D 5E Curse of Strahd: Determining your Ally

Ganymede81

First Post
The Tarokka reading at the beginning of this adventure gives you an opportunity to randomly select your group's ally against Strahd. There are a number of powerful allies available: a werewolf, an archmage, an undead avenger, and many others.

On the other hand, one of the potential companions is Arabelle, a seven-year-old-girl with two hit points. Aside from the ability to grant inspiration in the final battle, how do you work Arabelle as a meaningful ally for your players? How could she represent a threat to Strahd, and how are the characters expected to protect her?

Do any DMs have some advice in that regard?
 

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Speaking personally... I intend on making sure that if in fact I decide to use the "ally" concept at all (which is not guaranteed by any stretch at this point), that whomever gets selected will have a MUCH more important part to play than just granting Inspiration. That's a purely mechanical benefit and has no story implications... thus guaranteeing for me a complete waste of time. For me, this entire campaign is about story, and any mechanics are a DISTANT second, third fourth, etc.

Thus... if by chance Arabelle was selected by the cards as the ally, I would create a much more important story about her and why she is imperative to being with the group when they confront Strahd. Off the top of my head... the very first thing I think of would be to make Ireena Koylana a 'bait and switch'. Set the story up such that the party AND Strahd think Ireena is the reincarnation of Tatiana (like the book dictates), but have it be revealed down the road that in fact what everyone thought was true, was wrong. And in fact Arabelle is the true reincarnation of Tatiana, and allow that fact to impact everybody else. What does Strahd do when he figures out that the love of his life is currently a 7 year old girl? Has he ever faced this situation previously when the discovery of a Tatiana reincarnation was this young (and not young adult?) How does he react? What does he or doesn't he do if she's in the party's presence? Can he bite and drink the blood of a little girl? Could he not do it for some reason? If he can't, does that grant the party the advantage they need? How does Arabelle/Tatiana impact the story?

Or another track: Strahd is looking for an heir to take over his realm, but maybe finding an heir isn't just enough? What exactly is Arabelle's destiny? Maybe perhaps she's destined to be the most powerful Vistana ever? Or destined to assume Madam Eva's role? Perhaps Strahd's time in Barovia is directly connected to his half-sister Madam Eva's time in Barovia... and it's not just enough for him to find an heir to assume control of the land, but perhaps Madam Eva needs an heir to her position as well. And only when a true replacement for both Strahd and Eva are in place can the both of them move on. Thus, perhaps the party needs to help Arabelle come into power as well as finding someone to assume Strahd's position, at which point Strahd and Eva move on and the demiplane becomes "cleansed"?

There's a lot of different ways to go about it if you're willing to find and create new endgames that are more than just "Go to the castle with the ally, hit Strahd with the Sunsword until he dies, everyone goes home."
 

Those are good ideas.

Mine was that Arabelle could be the vessel for Strahd's own soul, the soul he lost so many centuries ago. My main issue: how is the party supposed to keep a little kid alive once Strahd sets his sights on her.
 

It's part of the randomness of the game, in my opinion. Sometimes you get great / easy results from the cards, and sometimes they suck. (The GM can always overrule them, though.) For example, what if the sunsword is in Strahd's tomb AND that's his final fighting place? How much different is that from it being in Madame Eva's encampment? It's a massive change in the tenor of the campaign - suddenly un-winnable vampire spawn encounters become potentially trivial really early. I tried the "pre-game" reading and all three legendary items were in the crypts. That would make the game exceptionally harder, and I hope they get a better reading when they do it themselves (but again, you can always overrule).

As for that exact situation: the game implies heavily that the little girl would be a suitable replacement for Strahd, as DEFCON 1 mentioned. It's possible that Strahd would realize this and simply never attack her: he wants her to live up to her potential, or to just get older before he can judge her. Or maybe he wants to capture her and make her his pupil. In any case, it's no stretch to say she could have complete immunity from anything Strahd has a hand in, just like Ireena. This makes her less of a liability, and although her combat actions are reduced to simply giving inspiration every round - that's still really helpful! Anyway the point is that the pieces are there, but you just have to look for them.

To me, the worst ally - other than "none" - are the ones you can accidentally kill before you even figure out who they are, like the clockwork guy. The mad mage is another that sounds awesome but he's REALLY hard to get on your side. Then again, I suppose the young girl is one of those as well... Not to mention you could be forced to kill the entire camp for her to come with you...
 

Perhaps she has a guardian angel and ends up with the stats of a Deva when the party needs that the most. Or perhaps she just has an innate ability to cast cleric spells. If she dies she could come back more powerful than you could possibly imagine (as a ghost that just stands there and gives inspiration in the Strahd Fight).
 

It's part of the randomness of the game, in my opinion. Sometimes you get great / easy results from the cards, and sometimes they suck.
I think it depends on whether you plan to play through the scenario again. If you do, then you want the results to vary each time as wildly as possible. If not, you want the most epic story you can get.
 

It ended up being a moot point.

The cards dictated that my players' ally would be Esmerelda. Luckily, she has a much bigger narrative presence in the adventure, so that means less prep work.

(They also lucked out in that the Sunsword ended up being in the Tser Pool Encampment, but that's neither here nor there.)
 

The cards dictated that my players' ally would be Esmerelda. Luckily, she has a much bigger narrative presence in the adventure, so that means less prep work.

(They also lucked out in that the Sunsword ended up being in the Tser Pool Encampment, but that's neither here nor there.)
Those are arguably two of the best possible results!!! The sunsword being like 20' away is GAME CHANGING (the Holy Symbol is potentially more powerful in certain situations but the sunsword's "always on" sunlight that never runs out is extremely powerful in CoS) and Ezmerelda is both one of the best combat allies and one of the best RP allies: she has ins with the Vistani, has been to the castle, and she's also a good person and super easy to recruit. I suppose technically she could even leave Barovia whenever she wanted to get supplies! Only the Mad Mage is a stronger combat ally and getting him to join is a huge pain. I'd say they lucked out for sure!
 



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