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

Stories about games that you run and/or have played in.

Moderator: Moderators

User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

I don't see anything prohibiting you from using cure serious wounds now, so you do. Jeren rolls a 9.

183
Trying to move surreptitiously, you move your left hand to Chosen, just in case you need your magical weapon. But perhaps the Sunsword will be enough!

"Now, foul vampire!" you shout, lunging with the blue blade toward the black-caped figure.

Roll two dice and add the result to your fighting skill score, then add 2 because you are using the Sunsword. If the total is 20 or more, turn to 269. If it is less, turn to 64.

Jeren will be rolling his Fighting Skill at +3 (+2 for the SunSword and +1 for the beneficial effect established by Section 302 above). He will also reduce damage in this fight by one.

Since we are above 50% Hit Points, I am not using XP currently. Jeren needed to roll a 6 or better on 2d6. He rolled a 5 on his first die, and the other disappeared. Since it must have been at LEAST a 1, Jeren succeeds. It rolled under my desk and I really can't find it at the moment. I have other dice, but thought you should know.

269

The instant your sword's blue blade strikes the imposing black figure, the light flares dramatically and sparks fly from the blade.

"Aaiihhh!'' screams the vampire involuntarily as the blade enters his body. There is no blood-the undead do not bleed.

The figure spins away into the shadows, his black cape twisting around him in a way that seems to make him disappear.

You are about to pursue him and attack again, when suddenly, from the shadows, you hear an angry whisper, "My time will come, foul paladin!" Then the shadow seems to turn to smoke and rise toward the ceiling in a formless, malign wisp.

Roll one die and add 10 to the result. Make a note that this total is the amount of damage that has already been done to Strahd. You will need to refer to this figure later.

Turn to 149.

Jeren rolls a 1 on the damage, so he has dealt 11 damage to Strahd.

You stand there bewildered-and alarmed! What kind of enemy have you taken on, anyway?

Seeing the expression on your face, Ireena says, "The count is a powerful magic-user, Jeren. He's been practicing his evil arts longer than anyone knows. Those powers, along with the powers of a vampire-" She stops abruptly as a look of fear crosses her face. She clutches your arm.

"Oh, please, Jeren! You must stop Strahd!"

If you are in the chapel, turn to 331; the throne room, 163; the dining room, 186; the belfry, 298; the crypt, 121.

Jeren is in the chapel.

331
Moving cautiously toward the altar, you hear no sound but that of your own breathing and Ireena's from behind you. Occasionally there's a clink as your sword, constantly moving ahead of you, touches something.
If your pregame roll B was a 1, turn to 295. If it was any other number, turn to 270.

Jeren did roll a 1, but we have been to 295, where Jeren found the Sunsword. After finding the sword, you would proceed to section 270. Since finding it again doesn't make sense or make a difference, we are skipping directly to 270.

270
Moving past the last of the tumbled, dust-covered pews, you approach the altar. Now that the light from your amulet is shining on it directly, you can see that there is indeed a statue on top of it-in fact there are two. They appear to be made of silver, and each stands about six inches high.

One rests directly in the middle of the altar, and the other stands a little way off to the left. You start to reach for one when Ireena, next to you, shouts, "Look out!"

Roll a single die. If you roll a 1, turn to 256; a 2, 119; a 3, 305; a 4, 254; a 5, 226; or a 6, 48.

Jeren rolls a 4.

254
From out of the shadows appears the figure of a man-or is it a man? It's dressed in leather armor and wears a scabbard and sword, but you can see right through it!

"Is it a g-g-ghost?" whispers Ireena, awestricken.

"No," you murmur. "If it were, you'd have been out of here by now. The sight of it would be so awful that you couldn't stand it. My gods protect me from such fear."

"Then what is it?"

"A haunt, I think:' you reply. Then you speak directly to the apparition.

"Who are you, sir?"

The figure pays no attention to you but seems to stare at something only it can see. You hear it make a murmuring sound but can't understand any words.

"Who are you, sir?" you repeat.

" . . . must get Strahd:' says a voice more like an echo than an actual voice. Then the haunt appears to see you for the first time. A look of gleeful cunning comes over its face. " . .. will do it now!" it says.

As it attacks, you wonder briefly why you notice no feeling of evil from the haunt. Suddenly it dawns on you as you strike in self-defense that the creature isn't evil; it's just an unfulfilled soul looking for a human body to occupy.

As you hold the haunt off with your sword, you must quickly decide whether to leave this place to the haunt, determined that it won't use your body to complete its quest, or to fight it now, since you haven't really had a chance to investigate this room. If you choose to fight, turn to 177. If you want to leave, turn to 284.



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: 72 (out of 76)
Equipment:
Sunsword
Chosen, Rod of Lordly Might [Used 1 time] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Icon of Ravenloft [1 healing use available]
Decanter of Endless Water

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)

Damage to Strahd: 11
-This space intentionally left blank
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

I don't believe it would simply let us leave. Fight.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I also vote to fight, as this does not seem to be the time to play a coward.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Fight in case there is loot to be had.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

Fighting is probably the best choice. Running would have caused you to take automatic Dexterity damage.

177
As the insubstantial figure reaches out toward you, you thrust at it with your sword. It hesitates momentarily, and a brief look of pain crosses its face. Then it seems to ooze into nothingness and reforms over toward your left.

"The sword won't work, Ireena!" you shout. "Use the wand!" As you keep your sword moving, trying to hold the creature off, you see the girl drawing out the Wand of Magic Missiles and aiming it at the haunt.

Roll two dice and add the result to Ireena's fighting skill score of 5. If the total is 11 or more, turn to 220. If it is less, turn to 124.

The module appears to be inconsistent in whether it considers whether you have the Sunsword.

Ireena rolls a 6 for a total of exactly 11. It's possible that the blessing for being in the chapel should also apply to her rolls, so it might even be a 12.

220
As you watch in anticipation, a streak of energy suddenly leaves the tip of the wand and strikes the haunt. For a brief instant, the missile seems to make a hole completely through the translucency of the creature, but to your horror, the insubstantial flesh quickly reforms.

You fear that the haunt may turn on Ireena, but it seems to be interested only in you! Giving a low growling murmur, it reaches toward you again. You can't ask Ireena to use the wand again with the haunt so close to you, so you quickly draw Chosen from your belt. You hate to use one of its magical charges, but you've got to get rid of the creature if you can.

The haunt's attention is on your sword, so he doesn't expect to see your Rod of Lordly Might coming at him from your left. As you move the rod out to your side, you concentrate on its magical ability to cause fear in an enemy. Mark on your Character Stats Card that you have used one charge from the Rod of Lordly Might.

The haunt must make a saving throw against the rod's Fear spell. Roll two dice. If the total is 8 or more, turn to 39.
If it is less, turn to 169.

The Haunt rolls a hard 8.

39
As you raise Chosen into the haunt's sight, a look of consternation crosses its nebulous face. Then the look is replaced by one of determination. The magical Fear spell hasn't worked!

Before you can act again, the haunt moves toward you, its arms outstretched. The creature strikes at you just as you give a vicious, frustrated diagonal sweep with your weapon.

To see whose blow succeeds, roll one die. If your roll is an even number, turn to 323. If it's odd, turn to 76.

Jeren rolls a 5.

76
Your swing catches the haunt across the back, and insubstantial though he is, it pushes him away from you, off to one side.

You grab Chosen and press a stud along its length, turning the magical rod instantly into its most powerful weapon version, the battle-ax.

Roll two dice and add the result to your fighting skill score. Add 2 for using the battle-ax. If the total is 17 or more, turn to 128. If it is less, turn to 92.

Jeren still gets the +1 for being in the chapel, so is making this roll at +3, needing just a 3+ to succeed. He rolls a 5. (And I found my missing die - it didn't go under the desk - it bounced under the chair and one of these chased it down for me).

128
The weight of the blade and the bigger arc of the longhandled weapon finally give you the edge over the haunt.

As you watch, the already insubstantial figure seems to disintegrate before you. What was partly visible before dissolves into nothingness. The last remnant of the haunt's slight corporeal existence is the merest whisper of a voice saying," ... must ... finish Strahhhhhd .... "

In some strange fashion, you feel sorry for the haunt. You feel a need to assure it that you will, indeed, do your best to fulfill its final wish.

If you are in the chapel, turn to 238; the study, 115; the throne room, 205; the treasure room, 152; the crypt, 129.

Jeren is still (again) in the chapel.

238
Wondering what other dangers await, you and Ireena turn back to the altar.

"Now let's have a look at these statues, or icons, or whatever they are, on the altar:'

You walk up the platform steps, and with your free hand, you reach for the statue ....

Roll one die. If you roll an even number, you reach for the statue in the middle of the altar; turn to 248. If you roll an odd number, you reach for the statue that stands off to the left; turn to 283.

Jeren rolls a 1, which is good, because you shouldn't be able to get the icon again. Incidentally, the left-most statue was the one you declined to handle to avoid being greedy. Now you don't have a choice.

283

You reach out to pick up the statue to the left of the altar to study it, but you're amazed to discover you can't pick it up! It seems to be mounted to the altar somehow. Strange! you think. Perhaps this object has some great value that made someone fasten it down. Leaning down to look at the figure more closely, your eye is caught by a brief flash of reflected light coming from a small pile of debris near the back corner of the altar.

If your pregame roll C was a 1, turn to 35. If it was any other number, turn to 69.

Jeren's pregame roll C is a 2.

69

You reach across the altar with Chosen and push the debris aside with its tip. The pile appears to consist mostly of gnawed wood, coils of greasy dust, and cobwebs, held together by bat guano. Rat-sized paw prints show in the dust around the pile. You stir the awful mixture slightly but see nothing that might have caused the flash that caught your eye.

If you picked up the statue in the center of the altar earlier, turn to 171. If you were studying the statue on the left before seeing the glint of metal, turn to 103.

Technically both statements are true, but Jeren was most recently studying the state on the left.

103
The fact that the statue on the left seems to be fastened to the altar fascinates you ... but you know you must continue on with your quest. If you decide to leave the chapel now, turn to 160. If you choose to study the mysterious
anchored statue some more, turn to 127.


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: 72 (out of 76)
Equipment:
Sunsword
Chosen, Rod of Lordly Might [Used 2 times] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Icon of Ravenloft [1 healing use available]
Decanter of Endless Water

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)

Damage to Strahd: 11
-This space intentionally left blank
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I vote to study the statue some more.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Let's leave, and figure out where to go to get to somewhere upstairs we haven't been.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

I vote checking out the statue some more.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

The statue gets touched by a vote of 2-1.

127
No matter how hard you try, you can't budge the statue from the altar. But as you study it, you continue to be puzzled about why it doesn't move. Finally you put both hands on it and try to turn it, thinking that perhaps it will unscrew from the surface.

Immediately you hear a grinding noise, and then you feel a shuddering under your feet. The floor's moving! Before you can leap aside, the floor drops away from beneath you. Your heart almost stops as you feel yourself falling and hear Ireena screaming as she falls after you. But then you realize that you're not falling after all. Instead, you seem to be wrapped in a cocoon of silence. You stand motionless for a moment before you dare to open your eyes.

You're still all in one piece, standing in a low, dark chamber. The light of your magical amulet reveals nothing but low fog swirling above a marble floor. When you glance upward, the ceiling appears to be moving! You hold the light higher and realize that it's swarming with bats!

"How did we get here, anyway?" gasps Ireena.

"That statue must have been the handle of some kind of transporting device," you reply. You focus your attention on the edge of the area of light shed by your amulet. As you turn around, you see several crumbling crypts that appear to divide this strange, dungeon world you've entered into a maze. 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 5.

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)?

Jeren has walked through the curtain of blue light before. However, last time he did not have the Sunsword.
-This space intentionally left blank
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I vote that we revisit the curtain of blue light with the Sunsword this time.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Makes sense.
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Don't go through the curtain of blue light, we know what's there. The zombies were a random roll, we're just as likely to encounter another haunt instead this time.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

Looks like through the curtain wins 2-1.

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.

53
Suddenly your sword flares a vivid blue light, revealing the presence of something evil, although it also shows that there is no fog here.

In the blue glow, you see two catafalques bearing coffins, about fifteen feet apart. Quickly you study the labels on the coffins and learn that they are the final resting places of Barov and Ravenovia von Zarovich.

"Count Strahd's parents,'' says Ireena.

"Yes, Mademoiselle Kolyana,'' and out of the shadows steps a man elegantly dressed in evening dress and a flowing black cape.

You start to say something but stop when he turns to look at you, a look of intense hatred and anger on his sharp-featured face. His red eyes almost burn into you.

He almost strangles on his words as he exclaims, "The Sunsword! How-" But he does not go on.

Certain now that you have a weapon that will be of great use against this powerful evil, you must decide whether it is enough for you to attack now (183) or should you try to turn this vampire, sending him away until you have found more weapons to use against him (290)?
-This space intentionally left blank
Beroli7
NPC
Posts: 11
Joined: Wed Aug 27, 2025 11:10 am

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

Post by Beroli7 »

Turn him.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I vote to attack again, as Jeren only needs to roll a 7 or above to deal damage, and the odds of doing so are 58%.
Say No To Fascism. The left is the one true way to go.
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Smack him with our fancy Sunsword again.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

Smacking him again.

183
Trying to move surreptitiously, you move your left hand to Chosen, just in case you need your magical weapon. But perhaps the Sunsword will be enough!

"Now, foul vampire!" you shout, lunging with the blue blade toward the black-caped figure.

Roll two dice and add the result to your fighting skill score, then add 2 because you are using the Sunsword. If the total is 20 or more, turn to 269. If it is less, turn to 64.

Jeren rolls an 8 for a total of 21.

269
The instant your sword's blue blade strikes the imposing black figure, the light flares dramatically and sparks fly from the blade.

"Aaiihhh!'' screams the vampire involuntarily as the blade enters his body. There is no blood-the undead do not bleed.

The figure spins away into the shadows, his black cape twisting around him in a way that seems to make him disappear.

You are about to pursue him and attack again, when suddenly, from the shadows, you hear an angry whisper, "My time will come, foul paladin!" Then the shadow seems to turn to smoke and rise toward the ceiling in a formless, malign wisp.

Roll one die and add 10 to the result. Make a note that this total is the amount of damage that has already been done to Strahd. You will need to refer to this figure later.

Turn to 149.

Jeren again rolls a 1, for a total of 11 damage.

149
You stand there bewildered-and alarmed! What kind of enemy have you taken on, anyway?

Seeing the expression on your face, Ireena says, "The count is a powerful magic-user, Jeren. He's been practicing his evil arts longer than anyone knows. Those powers, along with the powers of a vampire-" She stops abruptly as a look of fear crosses her face. She clutches your arm.

"Oh, please, Jeren! You must stop Strahd!"

If you are in the chapel, turn to 331; the throne room, 163; the dining room, 186; the belfry, 298; the crypt, 121.

Jeren is currently in the crypt.

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.

You do know that checking it out gets you two vials of holy water (a good result) before a fight. You have not allowed her to go first. Would you would like to try something different for the sake of being different, or choose the beneficial choice again?

Also, I suspect that there is a typo in the book that may preclude you from obtaining the Holy Medallion of Ravenkind. I am investigating that currently. I have not found any references to errata, but if someone knows where I might find it, both sections 248 and 283 (both sections you have visited) ask if you rolled a 1 for pregame roll C. I suspect that one of those should be 2 instead. Assuming that I discover that is correct, would you prefer we run as written (no item for you) or I retcon one of the previous options?

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: 72 (out of 76)
Equipment:
Sunsword
Chosen, Rod of Lordly Might [Used 2 times] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Icon of Ravenloft [1 healing use available]
Decanter of Endless Water

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)

Damage to Strahd: 22
-This space intentionally left blank
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Try allowing her to go first this time.

EDIT: Half vote to avoid tie.
Last edited by Thaluikhain on Tue Feb 10, 2026 9:47 pm, edited 1 time in total.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I vote for the beneficial choice again.

Edit: I also vote to fix the typo.
Last edited by JourneymanN00b on Tue Feb 10, 2026 10:13 pm, edited 1 time in total.
Say No To Fascism. The left is the one true way to go.
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

I know no errata; I do suspect that there's a typo.

My vote is to fix the typo. If the Holy Medallion of Ravenkind lands here as a result of doing so, let's look at it. (If it does not, let's not choose the option that means more holy water has materialized here since we left as I find that cheesy.)
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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 medallion of some kind of metal.

What you have uncovered is made of platinum and is of unparalleled beauty. Shaped like the sun, the medallion has numerous holy symbols radiating out from a central crystal. It hangs from a chain of intricately wrought metal.

"Have you ever seen this before?" you ask lreena.

She hesitates, then replies, "No, I've never actually seen it, but I think I've heard it described by Father Donavich, the priest at the church in the village. I remember him saying that the High Priest of Ravenloft used to wear such a medallion." Then she adds sadly, "Of course, there hasn't been a high priest at Ravenloft since Strahd von Zarovich and his evil took controL''

Ireena's words stir your memory. If you are correct, what you have found is the powerful Holy Medallion of Ravenloft, missing for generations.

"Strahd won't be in control for long if I can help it," you promise fervently.

Grateful to have discovered such a valuable item, you place the medallion's chain around your neck.

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 6.

48

At that moment, you feel a chill permeate the air, and you detect a powerful evil approaching you out of the darkness.

Just as you become aware of Ireena stumbling backward in fear, you perceive the cause of her fear -a woman dressed in the apparel of long ago, with a look of anger and cunning upon her face, approaches out of the shadows.

But you know this can be no ordinary woman - not in Ravenloft! Looking closely, you see she's almost a transparent wisp of evil, who makes even you shudder with fear.

She's a spectre!

You know that this creature could finish you off unless you're lucky. You also know that this horrible visitor from the negative material plane can, if she merely touches you, drain you of your power to continue this quest, your power to aid Ireena.

Then you realize that the apparition is ignoring you and advancing toward Ireena! The girl stands frozen with fear, her hands to her face.

Hurriedly you hold out your holy symbol and any other holy objects you have. Then you step boldly in front of the spectre.

If you have the Holy Medallion of Ravenkind, it alone is enough to turn the spectre (105). Otherwise, you must roll two dice. Add 2 if you have the Icon of Ravenloft. If the total is 6 or more, turn to 105. If it is less, turn to 216.

Jeren now has the Medallion.

105

At first it looks as ifthe spectre will simply glide right on by you, but then it catches sight of your holy symbol. As you see the figure become aware of your aura of goodness, it stops abruptly, a look of terror mingled with rage on its face. Then it turns with a snarl and flees into the darkness.

Ireena's legs collapse under her, and she drops, sobbing with relief, to the floor.

"It's all right now, Ireena;' you say gently. "The evil creature is gone." You wait patiently until she recovers her composure.

If you are in the chapel, turn to 238; the study, 115; the throne room, 205; the treasure room, 152; the crypt, 129.

Jeren is in the crypt. Last time he had a fight in the crypt, it went about as bad as it could go. In escaping from the zombie he ended up at the spiral staircase (42). Having won this fight, you end up in a different area of the crypt.

129
For several minutes, you contemplate what you should do. Finally you say, "Perhaps we'd better go back up to the main floor of the castle."

"It has been said that all the evil Strahd von Zarovich works on Barovia stems from whatever he keeps here in the crypt." You listen intently to Ireena's words, but you're not sure you're ready to hear them.

If you want to take the circular stair at the west side of the crypt, turn to 42. But if you choose to continue to investigate down here, the time has come to go through the fogbound passages that separate the cold stone crypts. You can go to the north (185) or the south (299). In the darkness and fog, the passages appear identical.

It looks like the pre-game rolls are used to determine random treasure placement. Once place the Medallion could have been was the throne (instead you found another pair of holy waters). Swapping that location with the another holy water that you had already gotten seemed the least impactful correction. If you had let Ireena go first, you would have gone immediately to the combat with no other changes.

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: 72 (out of 76)
Equipment:
Sunsword
Chosen, Rod of Lordly Might [Used 2 times] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Icon of Ravenloft [1 healing use available]
Holy Medallion of Ravenkind
Decanter of Endless Water

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)

Damage to Strahd: 22
-This space intentionally left blank
Thaluikhain
King
Posts: 7118
Joined: Thu Sep 29, 2016 3:30 pm

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

Post by Thaluikhain »

Identical northern passage, perhaps?

(Oh, and you seem to have missed an open square bracket in your coding above)
User avatar
Beroli
Prince
Posts: 3683
Joined: Tue Jan 18, 2022 1:26 am

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

Post by Beroli »

Last time we fled the crypt and so didn't get to go down either. Half vote for north.
User avatar
JourneymanN00b
King
Posts: 5576
Joined: Fri Jul 10, 2020 8:51 pm

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

Post by JourneymanN00b »

I vote to go north.
Say No To Fascism. The left is the one true way to go.
User avatar
deaddmwalking
King
Posts: 5352
Joined: Mon May 21, 2012 11:33 am

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

Post by deaddmwalking »

Random choice North wins over South by 2.5 to 0. I am impressed by Jeren's ability to discern direction underground without a compass.

185
Holding your sword in one hand and the amulet of light ahead of you in the other, you walk north between the stone crypts. You discover that each crypt has a sealed door with an inscription on it, giving the name of the person entombed inside. Most were probably officials and relatives of the Barovian court.

One chamber stands open, empty.

Holding your light high, you see that it says, "Ireena Kolyana, Wife?' Your heart dies as you realize the terrible plans Strahd has for the girl you're trying to help. You lower your light and turn away, hoping passionately that Ireena, behind you, does not see it. In your heart, you swear to your gods that your life will be sacrificed before. you'll allow those words to come true.

Taking care not to get lost, you finally reach an outer wall of the chamber. The fog disappears at a spot on your right, and as you go toward the spot, you feel an inner calm. You gain a certainty that all will end well on this quest.

Before you is another flight of stairs leading down into what appears to be a white marble chamber. As you reach the bottom, you discover that it holds another catafalque, this one marked with the inscription "Sergei von Zarovich."

"Strahd's younger brother," Ireena remarks quietly. "He was the golden son, the loved and loving one, the treasure . . . and Strahd hated him. But he died on the day he was to marry!'

"How did he die?" you ask.

"No one knows. But Strahd has lived on and on ... forever!'

"No longer!" you say fiercely. "This I promise!"

Turn to 217.

217

Quickly you explore the lovely white chamber. It's clean and simple, with only the catafalque itself and three small alcoves containing ornate sculptures. You can tell they represent goodness, truth, and beauty.

Ireena, who has remained on the stairs, says, "Come on, Jeren. We'll never find Strahd in this place. He probably
never even comes here."

You are about to turn back when your eye is caught by the statue of goodness, represented by a gentle-faced woman. Sculpted around her neck is an elaborate necklace with holy symbols etched into the marble.

If your pregame roll C was a 5, turn to 258. If it was any other number, turn to 337.

337

You read the symbols carved into the sculpted band around the figure's neck. They are strong affirmations of a belief in good, lawful gods. However, you also see among the holy markings words of special gifts that can be found in Sergei's coffin by a true believer in the powers of goodness.

Wondering if the coffin is unlocked, you hurry to its side and try to raise the lid. You find that it lifts easily, and inside, next to an armor-clad skeleton, lie two vials of healing potion.

You quickly drink one potion of healing. Roll one die and add the result to your hit point total.

Ireena smiles as you return to the stair and say, "Perhaps the end is in sight ... once and for all." ·

You retrace your steps through the fogbound maze and return to the central aisle of this strange chamber of horrors and goodness.

You can either go toward the south end of the crypt (299) or climb the circular staircase in the west wall (42).

Jeren gains 4 hit points and adds one healing potion to his inventory.



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 [Used 2 times] (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:
Command
Detect Magic
Cure Light Wounds
Detect Charm
Speak with Animals
Dispel Magic
Cure Serious Wounds


Companion: Ireena (Wand of Magic Missile)

Damage to Strahd: 22
-This space intentionally left blank
Post Reply