[Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

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Thaluikhain
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

Hmm...half vote for single door, because we have to go somewhere and that's somewhere.
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JourneymanN00b
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

Okay, okay. I guess we can let our hero indulge in a bit of fascism. I vote for the single door as well.
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Go through the single door.
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deaddmwalking
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

Jeren proceeds through the single door following a unanimous vote.

199
You step into a small room that appears to be an office. It has a worktable with lights, now extinguished, on top of it. Account books, the dates on their spines stretching far back into history, line the shelves. There is no one present. In the opposite wall is another small door. You open it and discover a circular staircase leading in a very tight spiral both up (221) and down (212).


Character Stats Card: Master of Ravenloft
Name: Jeren Sureblade
Character Class: Paladin
Level: 15th
Pregame Die Rolls: A 3, B 1, C 2
Skill Points:
Fighting: 11
Dexterity: 12
Wisdom: 10
Experience Points: 4
Hit Points: 76
Equipment:
Sword
Chosen, Rod of Lordly Might [1 use] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Water [x2]

Spells Available:
Command
Detect Magic
Cure Light Wounds
Detect Charm
Speak with Animals
Dispel Magic
Cure Serious Wounds


Companion: Ireena (Wand of Magic Missile)
-This space intentionally left blank
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I vote to go up.
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

I vote to go down.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

If there are no other votes, please consider my vote a half one to break the tie.
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deaddmwalking
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

212
You feel trapped as soon as you step into the narrow circular stairway. Ireena walks by your side, her taut face illuminated by the amulet of light you hold down in front of you. The amulet casts enough light for you to get some warning of any traps that the evil Strahd might have laid in this narrow staircase.

Finally you reach an opening off the tight spiral through which you see a wide lighted hallway. You hear the sound of an organ playing beyond a pair of double doors, the same organ you heard when you entered Ravenloft. To your right, you see the main entry hall.

Pausing, you realize that you can go through the double doors (45), out into the hall (75), or continue on down the stairs (285).
-This space intentionally left blank
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Go through the double doors which are apparently on our left.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I vote to continue down the stairs, as I still don’t think that Jeren is ready to battle the Count.
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deaddmwalking
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

After some consideration last night, I'd be willing to split the narrative into individual threads. My request would be that people don't read a thread that they're not playing in until theirs concludes. I would also be willing to allow anyone to backtrack to a prior point. Let me know if you'd prefer an individual session or if it's more fun to play as a group.
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

I'd rather play as a group. Sorry if I've been overly pushy so far.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

Group would be better, and I vote to go down.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I also vote to play as a group, since that will be much easier to track, be more fun, and hopefully get more attention.
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deaddmwalking
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

Votes recognized - unanimous preference for group play and a vote for down the stairs by 2-1.

285
You soon begin to wonder if the stairs will ever end. Ireena's step slows from fatigue. Finally you reach a small door in the wall of the shaft.

The stairs continue on beyond the door, but you see thick moss on the walls and smell moldy dampness, so you hesitate to go farther down.

Your sword held ready with Ireena behind you, you push on the door, and it swings outward. You step out of the stairwell, into a fog-shrouded chamber that you know immediately is the crypt beneath the castle.
Turn to 336.

336
Startled and - admit it! - alarmed, you start to move through the swirling fog. You quickly realize that you have entered a crypt. Your eyes are accustomed to the darkness of the outdoor world; even on the blackest night there is some natural light. But the darkness in this foul place is unnatural. It seems to absorb the light shed by your magical amulet.

Roll a single die. If you roll a 1, turn to 241, a 2, 306; a 3, 340; a 4, 321; a 5 or 6, 234.

Jeren rolls a 6.

234
You tell Ireena to remain still, so that you can use her as a central location point from which to investigate the dark, malign crypt.

As you explore, moving only perhaps ten feet from Ireena, you are stopped by several stone walls, which turn out to be the outer walls of small tombs. Exploring further, you discover that each one is different, and that there are open passageways between them, passages where the dark, concealing fog swirls about your feet. You fear some evil thing will appear from one of the tombs, but all seems peculiarly peaceful.

As you locate first one, then another, then a third tomb, you decide not to look in them further. Instead, determined not to get lost in this fog-bound underworld, you return each time to where Ireena waits in the center of the wide aisle.

Finally you explore straight ahead. This time you are not stopped by a stone wall. Instead, you almost fall down a wide flight of stairs. Catching yourself, you call to Ireena, "Walk straight forward, Ireena. I think I've found something."

As she joins you, you walk carefully down the stairs, holding your amulet of light ahead of you.

"Cover the light a moment," says Ireena urgently. You do so and she adds, "Now watch!"

As your eyes adjust to the darkness, you realize that there is a faint curtain of blue light at the bottom of the stairs. It seems to connect alcoves on each side of the landing. Through the curtain, you can see more stairs leading down.

Do you want to walk through the curtain of blue light (273) or go back up the stairs and explore further on the main floor of the crypt (53)?
-This space intentionally left blank
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Go through the curtain of blue light.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

I agree, walk through the magic thing in the vampire's crypt...though it seems odd when I write it like that.
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deaddmwalking
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

Perhaps it is the vampires boudoir?

What may be relevant is the definition of a catafalque: a raised, often decorated, or draped platform, box, or bier used to support a coffin, casket, or the body of a deceased person during funeral services, lying in state, or memorial ceremonies. You'll see why.

273

Prepared for anything, you push your sword through the blue curtain of light on the landing. When nothing happens, you put one arm through, then a foot, and finally your whole body.

lreena, watching breathlessly behind you, sees that you are safe and follows you through the curtain. The two of you walk on down the remainder of the stairs.

If you have the Sunsword, turn to 53. If you don't, turn to 23.

Jeren does not have the Sunsword.

23
Reaching the foot of the stairs, you find the malign fog gone. Gone, too, is the evil blackness. This place has an aura that is almost peaceful. Shining your amulet about, you discover two catafalques, spaced about fifteen feet apart, both bearing coffins.

You quickly study the labels on the coffins and learn that they are the final resting places of Barov and Ravenovia.

"Strahd's parents," murmurs Ireena.

Standing between the coffins, you say, "I sense that they were good people. They must weep in despair at the evil their son has wrought in Barovia!"

If your pregame roll A was a 5, turn to 34. If it was anyother number, turn to 121.

Jeren's pregame roll A is a 3.

121

You check the perimeter of the room and find no sign of anything special, although the room strangely seems to be cleaner than other parts of the castle. Finally you return to the coffins.

"There's nothing here;' you say. "Let's go back up into the other part of the crypt."

Ireena shudders and whispers, "Do we have to?"

If your pregame roll B was a 5, turn to 167. If it was any other number, turn to 203.

Jeren's pregame roll B is a 1.

203

As you walk back up the stairs, Ireena lags behind, reluctant to go back up into the main crypt. When you pass through the blue curtain of light, you notice a more vivid flash of blue in the alcove from which the faint light comes.

If you think you'd better stop Ireena from stepping through the light curtain until you check it out, turn to 228. If you think it's all right for her to continue on through, turn to 255.
-This space intentionally left blank
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JourneymanN00b
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I would have also voted to go through the blue light curtain for the record.

I vote to stop Ireena from stepping through the light curtain until Jeren checks it out.
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Check out the flash before proceeding.
Thaluikhain
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

Yeah, check it out first.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

228
"lreena," you call. "Stay right where you are a moment."

You hurry down the stairs to the alcove where you saw the blue flash. The nearer you get to the light's source, the calmer and more relaxed you feel. It's as if you were bathing in god-given peace.

Within the alcove is a statue of a huge figure holding a spear. The light you saw flashes from that spear. In the warrior's other hand is a small vial, whose contents you recognize immediately as holy water.

On the other side of the landing is an identical statue, and you find another vial in its hand.

"It's all right, Ireena," you say. "It's just a gift from the gods."

You put the vials in your pouch and continue on up the stairs. Turn to 317.

317
At the top of the stairs, you find yourselfreluctant to step into the swirling, gray fog once again. You hesitate, and at that moment Ireena shouts, "Look out!"

Roll a single die. If you roll a 1, turn to 256; a 2, 119; a 3 or 5, 13; a 4, 254; a 6, 48.

Jeren rolls a 2.

119
From somewhere beyond the shadows, a group of incredibly hideous figures appears. Their bones are delineated and brittle-looking beneath their gray-green flesh. They're zombies! They wear the tattered remnants of the uniforms of guards and move together, as if they still remember their training in the land of the living. You know that the zombies of Ravenloft must be more powerful than regular zombies, or else they would have fled the instant they saw you.

Your communion with your gods as a high-level paladin would have seen to that.

If you have the Sunsword, turn to 292. If you don't, turn to 99.

Jeren does not have the Sunsword.

99
Seeing Ireena frozen with fear, you quickly hold up your holy symbol. Surely only goodness can hope to conquer this mighty evil. At sight of the symbol, the dreadful undead creatures in front hesitate, and the ones behind run into them.

Roll two dice. You need only a 5 to turn the creatures away. Add 2 points if you have the silver Icon of Ravenloft; add 2 more if you have the Holy Medallion of Ravenkind. If your total is 5 or more, turn to 148. If it is less, turn to 110.

Jeren does not have either item. Rolling 2d6 results in a 12, exceeding the 5 required.

148
Boldly presenting your holy symbol, you stand before the zombies. At the sight of its pure goodness, most of them turn and flee back into the shadows-to where, you don't know. But not all of them flee.

One of Strahd's zombies fails to be turned by the holysymbol's power. Ignoring its fleeing brothers, it screams in rage as it attacks you.

You draw your sword, and the rage on the zombie's greenish face intensifies as it tries to duck in past your sword to get at you with its vicious, bony fingers.

Roll two dice and add the result to your fighting skill score. If the total is 16 or more, turn to 24. If it is less, turn to 174.

Please let me know if you would like to use any XP on this roll.

Character Stats Card: Master of Ravenloft
Name: Jeren Sureblade
Character Class: Paladin
Level: 15th
Pregame Die Rolls: A 3, B 1, C 2
Skill Points:
Fighting: 11
Dexterity: 12
Wisdom: 10
Experience Points: 4
Hit Points: 76
Equipment:
Sword
Chosen, Rod of Lordly Might [1 use] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Water [x4]

Spells Available:
Command
Detect Magic
Cure Light Wounds
Detect Charm
Speak with Animals
Dispel Magic
Cure Serious Wounds


Companion: Ireena (Wand of Magic Missile)
-This space intentionally left blank
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JourneymanN00b
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I vote not to use any experience points.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

No experience on one zombie when most of its friends ran from us.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

I kinda figured. It seems to me that there are a few points in the book where you essentially roll a random encounter and then, depending on where that encounter was, you resume from that point (like the wolves). Do you prefer I ask every time, or do you want to specify a TN that warrants consideration? If it is a 'randomly determined monster' (like this one) should I continue assuming no XP use, but if it is a 'special' monster pause to ask? Let me know your preference (possibly impacted by what you learn here) - otherwise I'll continue as I have been.

Jeren rolls a 3. 11+3 is 14. Jeren fails his Fighting Skill roll.

174
The zombie moves with surprising quickness toward you just as you thrust with your sword, so that its lethal blade glides past the creature. The undead monster's filthy claws reach out for your face and neck. You try to duck away, but the creature's claws gouge deep into your shoulder. Roll one die for damage and deduct the result from your hit points.

Quickly you turn away from the creature, pivoting on your right foot. Keeping the zombie at bay with your sword, you use your left hand to find a small vial of holy water and toss it to Ireena.

"Here!" you shout. "Throw it at him as hard as you can!"

Roll one die. If you roll a 3 or more, the vial breaks; turn to 184. If you roll a 1 or 2, the vial merely bounces off the zombie harmlessly; turn to 289.

The Zombie rolls 5 for damage.

Ireena rolls a 1. The vial bounces off the zombie harmlessly.

289
Your heart drops as you see the small vial of holy water bounce harmlessly off the sickly gray-green flesh. It falls to the floor, unbroken, and rolls off into the shadows.

Enraged at having such difficulty with a zombie, you chop furiously at its arm with your sword. You know that such a blow would be enough to finish off just about any other creature, but a zombie has evil powers far beyond the normal.

Roll two dice and add the result to your fighting skill score. If the total is 19 or more, turn to 24. If it is less, turn
to 318.

Please let me know if you would like to use any XP here. I expect to update tomorrow morning and will probably be able to continue this sort of pace, but there are things that could pull me away from my book...

Character Stats Card: Master of Ravenloft
Name: Jeren Sureblade
Character Class: Paladin
Level: 15th
Pregame Die Rolls: A 3, B 1, C 2
Skill Points:
Fighting: 11
Dexterity: 12
Wisdom: 10
Experience Points: 4
Hit Points: 71 (out of 76)
Equipment:
Sword
Chosen, Rod of Lordly Might [1 use] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Water [x3]

Spells Available:
Command
Detect Magic
Cure Light Wounds
Detect Charm
Speak with Animals
Dispel Magic
Cure Serious Wounds


Companion: Ireena (Wand of Magic Missile)
-This space intentionally left blank
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