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

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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 to the south end of the crypt.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

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

Post by Thaluikhain »

South

(Random thing, how come it doesn't have a "last edited" thing for deaddmwalking's previous post the way it does for other posters who edit a post?)
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

299

Again you see stairs going down, but these lead you to a chamber of darkness and horror. Instead of marble, the floor is of earth. There are no windows, no statues, no sense of peace. This is a place of eternal evil.

Your nose is assaulted by the odor of freshly turned earth. You search for signs of digging but see none.

The only large item in the dank room is a black wooden coffin lying not on a catafalque but directly on the bare earth. You discover a small platinum plaque bearing the words "Strahd von Zarovich."

You know that the count is not truly a living man- that he is, in fact, a horrible abomination, an undead creature. But it's still a shock to actually discover his coffin.

If lreena is right, and this chamber is indeed the source of Strahd's evil, then this coffin must be the source of his power. The culmination of your adventure is at hand.

Review the items you have found on your journey through Ravenloft, as well as the weapons and healing items you brought with you. If you feel you are prepared to confront the vampire now, turn to 300. If you are not ready and think you need to explore further, return to the central aisle of the crypt and go to the stairway in the west wall (42) or go toward the north end of the chamber (185).
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

Thaluikhain wrote:
Wed Feb 11, 2026 1:53 am
South

(Random thing, how come it doesn't have a "last edited" thing for deaddmwalking's previous post the way it does for other posters who edit a post?)
fbmf made me a moderator so I could delete spam posts and such. I can also edit other people's posts. If I were to do that, it wouldn't say 'edited by deadDMwalking' so there's probably some hierarchy thing that supersedes my own edits. I hadn't realized it DIDN'T say anything until you said something, so I apologize if that has caused any confusion.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

We spend a lot of time retracing our steps, so I guess we are about ready. Confront...for the 3rd time.
deaddmwalking wrote:
Wed Feb 11, 2026 2:00 am
Thaluikhain wrote:
Wed Feb 11, 2026 1:53 am
South

(Random thing, how come it doesn't have a "last edited" thing for deaddmwalking's previous post the way it does for other posters who edit a post?)
fbmf made me a moderator so I could delete spam posts and such. I can also edit other people's posts. If I were to do that, it wouldn't say 'edited by deadDMwalking' so there's probably some hierarchy thing that supersedes my own edits. I hadn't realized it DIDN'T say anything until you said something, so I apologize if that has caused any confusion.
Ah, ok, thanks, wasn't a big deal, just seemed a tad odd.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I also vote to begin the final battle by turning to 300.
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

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

Post by deaddmwalking »

300
You stare at the plaque that testifies the coffin is that of Strahd von Zarovich. Suddenly you know with a certainty that could only come from your gods that the vampire is within that coffin, right this moment!

For a moment you have an urge to just leave him there and hurry from this dreadful place. But then you look at Ireena, the pallor of her face, the dark bruises on her neck-the growing love in her eyes!-and you know that you must finish the task now!

Carefully you review your weapons and plan your strategy. Cancel the effect of the room on your hit and damage rolls. From now on, follow the numbers as they appear.

Points to consider:
Items you may use: Make sure you have placed a check mark by those items in the table that you either brought to Ravenloft and have not used up or you found in the castle. You may use only those items during this final struggle.

Rod of Lordly Might: Roll one die and add the number of experience points you have remaining to the result. That total is the number of charges your Rod of Lordly Might contained for this quest. During the adventure, you have been keeping track of the number of times you used Chosen's special charges. Subtract that total from the number of total charges you just determined to arrive at the number of times you can use Chosen's magical powers-to Paralyze, to induce Fear, or to drain energy from Strahd. It can be used an unlimited number of times as a battle-ax.

Jeren rolls a 4; Chosen had 8 charges. Two have been used, leaving six remaining charges.

Healing: You may pause to use a healing potion or your own healing skill whenever you wish, but you cannot attack during that round-which will allow Strahd to attack again right away.

The End: If at any time during combat you reach 0 hit points, turn to 338. If at any time during combat Strahd reaches 0 hit points, turn to 247.

When you want to use:
1. Chosen's Paralyze spell, turn to 52.
2. Chosen s Fear spell, turn to 104.
3. Chosen s energy drain, roll two dice and add the result to your fighting skill score. If the total is 19 or more, turn to 223. If it is less, turn to 304.
4. Chosen as a battle-ax, roll two dice and add the result to your fighting skill score. Add 2 because the weapon is so powerful. If the total is 19 or more, turn to 77. If it is less, turn to 287.
5. Holy water, roll two dice and add the result to your dexterity skill score. Add 1 if you have the luckstone. If the total is 16 or more, turn to 261; if it is less, turn to 150. If Ireena is throwing the holy water, add the dice roll to her dexterity skill score of 8, and add 1 if you have the luckstone (unless instructed otherwise.) If the total is 11 or more, turn to 261. If it is less, turn to 150.
6. The Holy Medallion of Ravenkind, turn to 142.
7. The Sunsword, roll two dice and add the result to your fighting skill score. Add 2 more for using this powerful weapon. If the total is 19 or more, turn to 332. If it is less, turn to 237.
8. The Wand or Magic Missiles, roll two dice and add the result to Ireena's fighting skill score of 5. If the total is 11 or more, turn to 210. If it is less, turn to 327.
9. The Decanter of Endless Water, turn to 27.

To heal yourself:
1. Potion of Healing, roll one die and add the result to your total hit points. Cross the item off your list and turn to 62.
2. Cure Light Wounds spell, roll one die and add the result to your total hit points. Cross the spell off your list and turn to 62.
3. Cure Serious Wounds spell, roll two dice and add the result to your total hit points. Cross the spell off your list and turn to 62.
4. Holy Icon of Ravenloft (if you haven't used it before), roll two dice and add the result to your total hit points. Cross the item off your list and turn to 62.
5. Your own Laying-on-Hands ability (if you haven't already used it in this adventure), multiply your current life level times 2 hit points and add the result to your total hit points, then turn to 62. This may be done only once.

You finish praying to your gods for their intercession in this fight with evil, then, say "Stay back, Ireena, back in the darkness of the corner, unless I ask you to do something. Please, Ireena, it's very important."

Agreeing reluctantly, Ireena walks into the shadows out of sight. Tensing yourself, you reach over to lift the lid of the vampire's coffin. As the lid falls back, Strahd springs from his bed of earth, a snarl of anger revealing the fangs that you can only too readily picture dripping with blood.

You choose your first weapon from the list of weapons in this section and attack!

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 (out of 76)
Equipment:
Sunsword
Chosen, Rod of Lordly Might [6 uses remaining] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Icon of Ravenloft [1 healing use available]
Holy Medallion of Ravenkind
Decanter of Endless Water
Potion of Healing
Holy Water [x3]

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


Companion: Ireena (Wand of Magic Missile)

Strahd's Hit Points Remaining: 47
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Thaluikhain
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

Hmmm, start by throwing Holy Water, as it's an easy roll? Also, I want to see what happens.

(Looks like getting Ireena to do something takes our turn, which makes sense mechanically, but not story wise.)
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli7 »

Use the Holy Medallion of Ravenkind.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

This might be a place where ranked choice voting will move us along faster.

Considering the 9 attack options and all healing as a 10th option, could you rank them in the order that you most prefer? I'll give 10 points to your first choice, and 9 points to your second choice, etc. You'll get a chance to change rankings as you learn more information, but this will signal what each player is most eager to try. If everyone has the same second choice but everyone has a different first choice, it'll indicate that there's something of a consensus.

I'll also be away from the computer most of the work day. I'll update if/when I can.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli7 »

1) Use the Holy Medallion of Ravenkind, for sun destroys vampires.
2) Use the Decanter of Endless Water, for Ireena said way back that Strahd fears ordinary water.
I have no other votes, as being reduced to 0 hit points just makes AD&D vampires retreat for the night and thus damage is not desirable.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

To keep things moving, I'll do all of the things that have been suggested up to this point.

Ireena rolls an 8 on the dice, for a total of 17 with the luckstone. I don't know why the TN is much lower if she rolls.

261
The small vial of holy water strikes the vampire cleanly.

For a moment, you're afraid that his clothing has deadened the impact, but then you hear tiny shards of glass falling to the floor, and you know that the precious water is soaking into his body.

Strahd starts to writhe in pain as the holy water attacks his evil body as if it were acid. Roll one die and deduct the result from Strahd's hit point total.

Reacting to the pain, the vampire moves in. Turn to 66.

The holy water does 5 damage.

66
Startled at the vampire's action, you stare at him and find him gazing deep into your eyes. You seem to be caught by his gaze.

To see if you can save against the vampire's powerful Charm spell, roll 2 dice. If you are still a 15th-level paladin, you need a 5 or more to avoid being affected by the spell. If you have been reduced to 14th or 13th level, you need a 6 or more; 12th or 11th, 7 or more; and so on. If you succeed in saving against the spell, turn to 341. If you fail, turn to 178.

Jeren is still 15th level and rolls a 10, easily saving.

341
For a moment, you feel a strange attraction to Strahd von Zarovich, as if his smile is warming you. Then the strength of your faith overcomes the momentary illusion, and you free yourself from his gaze. Once again you are totally aware of the great evil in this undead being. You realize you must attack quickly! Turn to 300 and make another combat choice.


142
From all that you remember and from what Ireena told you, you think the Holy Medallion of Ravenkind must be very powerful against the undead. You remove it from around your neck and hold it up high, pointed right at the vampire.

Suddenly the light of the sun flares from the medallion, filling the evil crypt. You gasp as you stare at Strahd, who is frozen in position, recoiling from the bright light. His right arm is upraised to keep the light from his red eyes, but it does not - the light as bright as day has rendered him motionless!

To see if the holy medallion's light will burn long enough to destroy Strahd von Zarovich forever, roll one die. If you roll a 6, turn to 344. If you roll any other number, remember it and turn to 147. Regardless of the outcome, you cannot use the Holy Medallion of Ravenkind again.

Jeren rolls a 3.

147
You use your weapons on the count, taking advantage of his immobility, hoping that the holy medallion won't stop working and bring Strahd back to life.

You may select any weapon listed in 300 and attack Strahd as many times as the number on the die you rolled (3), without fear of counterattack, but you must still make a successful roll to hit. However, you may only use Chosen's energy drain charge as many times as you have charges left in the magical weapon.

If you hit successfully with Chosen, roll one die for damage. If you have Ireena use the Wand of Magic Missiles, you may not add the luckstone point to your roll to hit because she does not need to aim toward you to succeed. Roll one die for damage.

If you hit successfully with the Sunsword, roll one die for damage, plus add an additional 10 points of damage.

If these attacks bring Strahd's hit point total to 0, turn to 247. If he still has hit points left when you have used all the attacks you are allowed, turn to 239.

In the first round of Strahd's distraction, Jeren uses the decanter of endless water

27
Suddenly you remember what Ireena said so many long, painful hours ago about the vampire possibly being afraid of water. You grab the small crystal Decanter of Endless Water from your pouch.

A snarl from Strahd makes you look up at him quickly, and you see his glare fastened on the small bottle. You snatch off the stopper and, bracing yourself, shout, "Geyser!" just as the vampire starts to change into a cloud of gray gas.

To see if you were quick enough, roll two dice and add the roll to your present dexterity skill score. Add 1 if you have the luckstone. If the total is 17 or more, turn to 85. If it is less, turn to 276.

Jeren rolls a 5, which is exactly what he needs one more than he needs to succeed.

85
Instantly a weat stream of water gushes forth from the tiny vessel, arcs across the room, and hits Strahd an instant before he can work his disappearing act. The magical stream of water drives the undead creature back against the wall and holds him pinned against it.

You see him struggling against the water, but it's no good-his struggles gradually grow weaker and weaker until finally they stop altogether. His features begin to dissolve in the water, until you see only bone remaining.

You say, "Fountain;' and the stream of water from the decanter decreases. You hold the stream on Strahd's body a moment longer, just to make certain that it is, at last, completely dead. Then you stop the magic stream and breathe a sigh of relief in the sudden silence.
In the new darkness of peace, Ireena Kolyana runs to your side and stares down at the body of her nemesis.

"Barovia - and you - are free at last, Ireena," you say softly.

She clasps your hand, and together you walk out of the awful crypt of Ravenloft.

The End

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 (out of 76)
Equipment:
Sunsword
Chosen, Rod of Lordly Might [6 uses remaining] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Icon of Ravenloft [1 healing use available]
Holy Medallion of Ravenkind
Decanter of Endless Water
Potion of Healing
Holy Water [x3]

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


Companion: Ireena (Wand of Magic Missile)

Strahd's Hit Points Remaining: 0
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

I'd like to thank everyone for playing! I had a blast running it, and I'll be happy to run another one maybe starting early next week.

I think I've learned some things by running it, but I am keen to receive any kind of feedback that would make the experience more enjoyable for those playing. Feel free to let me know what you think I should plan to do differently the next time around.

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

Post by JourneymanN00b »

Thank you for running, deaddmwalking! I was very busy with work today, so I could not provide my responses for the final battle.

My health is still not the best, and I am going to a medical appointment to hopefully resolve some of these issues. If I get lucky, I can maybe run Dracula - Curse of the Vampire soon.
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Thanks for running this!
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

Thanks for running. This one had a very different feel from a lot of the others, perhaps more rules than needed, a lot of backtracking made the place seem really, if smaller.

Wasn't excepting the Decanter of Endless was to one-shot him. As an aside is "Instantly a weat stream of water" a typo? Should that be wet, great, weak?

(Do we have to clear out all the bats and wolves and gargoyles and other undead from the castle, or is this someone else's problem)
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deaddmwalking
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

That should have been great.

If you had dropped him with hit point damage he would have escaped as a gas and you would get to try again (with +1 XP).
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

deaddmwalking wrote:
Thu Feb 12, 2026 7:38 pm
If you had dropped him with hit point damage he would have escaped as a gas and you would get to try again (with +1 XP).
Do you mean run the whole book again, or caught him in another encounter somewhere else?
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deaddmwalking
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

Like 'Thank you Mario, but the Princess is in another castle'.

The way section 300 said to turn to 247 when he was reduced to zero hit points seemed to imply to me that was the 'correct' way of defeating him - but it isn't.

247
As you see Strahd's undead body take more damage from your last blow, you see a momentary flare of light in the creature's evil red eyes. For a split second, you're certain that he is going to leap at you, but instead his body suddenly turns to a gray putrid gas, which rises toward the ceiling and disappears into the darkness.

Ireena, staring up where the gas disappeared, whispers, "Will-will he come back?"

"I don't know, lreena." Then you pound one hand into the other and exclaim, "By the gods, how I wanted to destroy that evil creature!"

Your quest in Ravenloft has ended, but without a completely satisfactory result. The vampire Strahd has not been destroyed, and after he rests, he will be free to resume his dreadful assaults on the lovely girl you fear he wants for his vampire wife.

If you care to try again, all the things you found on your exploration of Ravenloft are magically returned to where you found them, but because you know of their existence, you can add 1 extra experience point.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Presumably, with Strahd no longer controlling them, the wolves will go "gack why are we indoors?" and leave as efficiently as possible. Strahd's vampire former slaves will certainly cause problems for someone somewhere.

There are only two ways to actually destroy Strahd. The more reliable one is the Decanter of Endless Water (I would have voted to spend enough XP to ensure success on that Dexterity roll). The other, is to use the Holy Medallion of Ravenkind and roll a 6 so the sunlight lasts for six rounds, which is long enough for being in sunlight to destroy Strahd.
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