[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 »

I will never vote to spend XP unless fighting Strahd. Please treat me as having voted "don't spend XP" whenever the question comes up and we are not involved in the final battle against Strahd.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I also vote not to spend experience points in combat unless we are either fighting Strahd, or our hero has less than half HP *and* has less than a 50% chance of winning the combat at present.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

Jeren rolls a 7 for a total of 18. This is less than the total of 19 required for success.

318
The blow succeeds, better than you had even hoped-the monster's arm, completely severed at the shoulder, falls to the floor. You breathe a sigh of relief . .. but too soon!

As you watch, aghast, the zombie's arm begins to rise off the floor and move to the attack!

Letting out a shriek of horror, Ireena begins to edge around the ghastly creature and its dripping arm and move toward the door. Reluctantly you admit that she probably has the right idea. You glance around to locate the door to the room.

In that second, the zombie and its arm both leap on you. Roll a single die two times, once for the zombie itself and once for its arm, to see how much damage you receive. Deduct both rolls from your hit point total.

Ignoring the pain, you grab blindly for Ireena's hand and pull her toward the door. In one second, you've opened it and are through. You quickly slam it and lean against it, determined to keep the evil within the room. Turn to 245.

The zombie and the severed arm each do 2 damage to Jeren, for a total of 4.

245
If you have a healing potion and wish to use it, roll one die and add the result to your hit point total. If you choose to use the Icon of Ravenloft to heal yourself, roll two dice and add the total of the dice to your hit points. However, you may not use the icon again. Remember, your hit point total cannot go above the number you started with.

If you just escaped from the chapel, you are standing in the hallway of statues. You can only go forward down the hall. Turn to 75.

If you have just escaped from the study, you find yourself in a strange room much like a dining room. Turn to 278.

If you have just escaped from the throne room, you pass through a set of beautiful gold double doors. Turn to 310.

If you have just escaped from the treasure room, you find yourself back in the dusty belfry. Turn to 32.

If you have just escaped from the crypt, you find yourself on the winding spiral staircase. Turn to 42.

Jeren has just escaped from the crypt.

42

The stairway seems to wind upward forever. Soon Ireena begins to lag behind. You clasp her hand and let her lean on you as you climb.

Marveling that you met this beautiful girl in this beleaguered village, you just hope that you can relieve her of the burden the Master of Ravenloft has placed on her.

Finally you reach an opening in the shaft wall that leads into a large, dark room. In the light from your amulet, you can see a large altar like structure on one side of the room and heavy, ornate carvings mounted on the walls.

If you have explored the chapel before, turn to 160. If you haven't, turn to 15.

Jeren has not explored the chapel before.

15
As you step through the double doors and peer around, you realize that you cannot see very far into the room. You make out something on the far side that looks like an altar, on which you think you see a small statue, but you're not certain. Nor can you see very far into the dense shadows beyond the light. The room appears to be a chapel.

Roll a single die. If you roll a 1 or 2, turn to 43; a 3, 302; a 4, 96; a 5, 113; or a 6, 123.

Jeren rolls a 3.

302
The chapel seems to have an exhilarating effect on you, as if you are able to fight even better than usual and you are stronger. While you are in the chapel, add 1 point to your fighting skill score and deduct 1 point from any damage you may take in a fight for which you must roll a die.

Turn to 43.

43
You move farther into the chapel, your amulet of light extending the range of your vision. Now you can see that elaborately carved pews have been tumbled around the room as if they were toys. Moving quietly so as to be alert for danger, you move among them toward the altar, where, you are now certain, a statue stands.

If your pregame roll A was a 3, turn to 155. Otherwise, turn to 331.

Jeren's pre-game roll A is a 3.

155
Suddenly you hear a sound on the right side of the room ... no, it's on the left. All you can really tell is that someone other than Ireena, who stands beside you, is in the chamber with you.

If you have the Sunsword, turn to 144. If you don't, turn to 132.

132
You creep cautiously forward, trying to be as quiet as possible as you feel each step with your foot. You lead Ireena by the hand so that she can follow in your footsteps and avoid any of the tumbled furniture.

Suddenly your eye is caught by a patch of white, and out of the darkness steps a figure clad in formal evening dress, with a crisp, white shirt and a flowing black cape. Behind you, you hear Ireena gasp, and her hand begins to tremble.

"Good evening;' the figure says in a voice like velvet.

There is no anger or even curiosity in his voice-merely amusement. You begin to feel foolish at having been caught in a gentleman's home. He looks past you as Ireena stirs behind you.

"Ireena? Is that you?" There's an alarming tone in his voice as he says her name, and his eyes flare, revealing a strange redness as you stare at him. Turn to 70.

70
Amazed that you have come upon Count Strahd von Zarovich so easily, you study him for a moment.

He has slender, well-defined features, with the polished look of a gentleman who has time to spend on his appearance.

But you know that his surface handsomeness is made ugly by evil. His skin has the waxy pallor of death. You shudder at the thought that Ireena would ever have to have anything to do with him.

You have no doubt that he is infinitely evil. You're certain that if your Protection from Evil spell were working, it would have no effect on him-he could bypass such protection with ease. You can feel his evil, too, in the holy symbol you wear around your neck. It seems to take on a warmth in the presence of evil that you can feel deep in your chest.

Strahd smiles at you patiently as you study him. You can feel his charm, almost as if he were a gracious host-as, indeed, he might as well be, since you are in his home.

You start to return the smile but then remember Ireena's tales of the evil things he has done to the people of Barovia-the seductions of villagers' daughters, the deaths of the sons who went to their rescue, the evil that has spread throughout the land-all stemming from this undead man ... this vampire!

You know you must ultimately try to destroy him, but are you ready? You remind yourself that Ireena was certain that the means for destroying Strahd were here in Ravenloft itself. Have you found them?

All this flashes through your mind as you study the man before you.

If you want to attack Strahd right now with the weapons you have, turn to 60. If you would rather try to turn him, go to 206. However, if you think there might be some benefit in talking to him, turn to 94.

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

Post by JourneymanN00b »

I vote to talk to him, so that Jeren can say “Die now, and leave this world! You’ll never belong here!”
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Let's not volunteer to be mind controlled by chatting with the vampire. Turn him.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

Hmmm, not seeing any good options here, but not wanting to be hypnotised, we can try turning him...though I'd be surprised if that worked.

(We have to throw the holy water to someone else so they can throw it at a zombie?)
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Keeping the zombie at bay with your sword, you use your left hand to
No. We could have thrown it left-handed while keeping most of our focus on our sword. We just didn't because it would have been stupid and had no chance of success.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

Turning wins.

206
"Attack him, Jeren!" urges Ireena.

"I-I'm not ready yet," you reply. You hate to delay, and you know she considers you a weakling for doing so, but you also know that if you are going to be sure of putting an end to Strahd von Zarovich, you must be better equipped than you are now.

For now, you must merely try to send him away by using your strength of faith. If you have the Holy Medallion of Ravenkind, you decide to reserve its power until you feel ready for the ultimate confrontation.

Holding your holy symbol out in front of you, you step boldly toward the count, all the while praying to your gods for the power to turn him.

Roll two dice. If you have the Icon of Ravenloft, add 2 to the result. If the total is 7 or more, turn to 286. If it is less, turn to 80.

While we are fighting Strahd, this is not the 'final battle' (or ultimate confrontation as referred to in the above text, and we have more than 50% hit points, so we're rolling this straight up. Jeren rolls a 4, which is less than 7.

80
"So that's your game, is it?" says Strahd in a coldly amused voice.

Trying hard to ignore him, you pray even harder, your prayers drowning out all other thoughts.

As you near the vampire, you see a momentary flicker of fear cross his face ... but it is only momentary. The look
then turns to a sneer, then to a laugh.

"Your gods are not with you today, paladin," he sneers.

You stare at him, feeling your anger grow.

Turn to 60.

60
Trying to be subtle in your movements until you have your weapons ready to attack, you move your left hand to the haft of Chosen and shift your other hand slightly on your sword to gain a better grip.

"Have you seen quite enough?" Strahd asks.

"I have!' you reply, lunging forward with your sword as you simultaneously turn Chosen into a battle-ax. All you want is an opportunity for your weapons to strike cleanly and to do as much damage as possible!

Knowing it's impossible to strike with both weapons at the same time, you wonder which weapon will be the more effective one against such a creature. Roll one die. If you roll an even number, turn to 125. If you roll an odd number, turn to 145.

Jeren rolls a 2.

125The magical battle-ax seems to take on a life of its own, almost as if it were consciously opposed to the evil you are
facing.

Roll two dice and add the result to your fighting skill score. Add an additional 2 for the battle-ax. If the total is 20 or more, turn to 280. If it is less, turn to 259.

Jeren needs to roll a 7+, and rolls an 8.

280
The weapon hums past Strahd's elegant head, and he turns away, laughing confidently. You advance closer, swinging again, and the magical battle-ax strikes the count's shoulder, the force of the blow sending him reeling backward. There is no blood-the undead do not bleed.

Strahd ducks into the shadows, pulling his black cape 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 darkness seems to turn to smoke and rise toward the ceiling in a formless, malign wisp.
Turn to 149.

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 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's pre-game roll B is a 1.

295
Suddenly your eye is caught by something metallic lying across the back of one of the tumbled pews. As you move toward it, you feel a strange tug in your sword arm, which seems to be pulling you toward the metal object. Just as you realize that the object is a beautiful platinum sword hilt, unlike any you've ever seen before, the hilt magically leaps to your own sword. Without your hand even being disturbed, it replaces the hilt you're grasping, and the blade you've carried ever since you reached chevalier rank glows blue for an instant and seems to nestle securely into the hilt.

A peculiar sound echoes through the chapel, almost like a moan of anguish. It sends a brief spasm of fear through your heart and makes you wish that your Protection from Evil spell were working. You listen closely, but the cry doesn't sound again. Instead you hear a gasp from behind you.

"The Sunsword!" exclaims Ireena. "We had always heard that the Master had found it and destroyed it long ago ... but that must not have been so," She pauses and looks up at you, puzzlement written on her face. "Who are you that you have come to possess the blade of the Sunsword?"

"Just as I told you when I came to Barovia, I am a cavalier, a paladin. My gods appear to have directed me here, probably so that I could help reclaim this sad village from evil. I inherited that sword from my father. But perhaps that strange sword hilt would have joined the blade of any worthy fighter," you muse.

Ireena frowns. "It hasn't before now. Many armed men have come to Ravenloft. Either they run out screaming or they are never heard from again. I have never heard of anyone finding the Sunsword."

"Would you have heard?" you ask.

"I think so. The Romani would have told us."

You stare thoughtfully at your wonderful new sword. Your old hilt has disappeared completely, so you certainly
don't have any choice in whether or not to carry it. You just hope it is as powerful as your old sword.
Turn 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 5.

226
The ceiling suddenly appears to come alive as hundreds of bats swoop down toward you. They swirl about your head, making you bob and dodge. Then, as you try to evade them, you stumble and fall, taking 2 points of damage.

Deduct them from your hit point total.

You stay on the floor for a moment, momentarily out of the path of the swirling mass of bats. As you stare up at them, you perceive an evil aura about one bat that hangs around the edge of the group.

"Ireena!" you call. "See if you can get that bat that's slightly larger than the others with the Wand of Magic Missiles!" With one hand, you point toward the evil bat, trying to follow its path with your finger as it swoops and dives, chittering madly all the while.

Ireena draws out the small wand and points it directly at the bat. Roll two dice and add the result to her fighting skill score of 5. If the total is 10 or more, turn to 265. If the total is less, turn to 301.

Ireena rolls a 6 for a total of 11.

265
Suddenly a beam of energy leaps from the tip of the wand and heads straight toward the bat. Just before it reaches the creature, the bat banks slightly, and the magic missile strikes the tip of its wing.

You hear a chittering squawk and then squint as you realize you're having difficulty seeing the bat. Then you see why-it's dissolving! It becomes a wisp of grayish-colored gas and disappears.

What was it? you wonder.

Realizing you have no time to consider, you rise and start making rapid sweeping gestures with your weapons in an effort to keep the bats away from you. It's nearly impossible to hit one of the swooping creatures, and when you do it's immediately replaced by another. In a few minutes, you realize that, one by one, the bats are finally turning away and flying back to the dark ceiling.

Soon they are all quietly hanging upside down again, and all is silence. They've done no damage except for what you may have received in your fall.

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 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 abandons the one true way having rolled a 4; he reaches for the middle.

248
As soon as you touch the small statue standing directly in the middle of the altar, you can somehow tell that it is very holy. The power of lawful good seems to radiate from it, and you know that it is going to be of great benefit to you in this evil place.

You can use the icon during the remainder of the adventure to help turn undead creatures.

Strangely enough, you even feel the goodness from the small, pure silver icon penetrating your very being. You sense that the icon has healing powers that you can use during the adventure, but only once, by rolling two dice and adding the total to your hit points. Remember that you cannot recover more hit points than you started with.

You marvel at the fact that this incredible treasure has survived in this house of evil.

As you are about to turn to the other statue on the altar, your eye is caught by a brief flash of reflected light coming from a small pile of debris at 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 pre-game 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.

171
Turning your attention back to the wonderful icon, you marvel again at its purity and obvious goodness. "This could be useful;' you say as you tuck the icon into the pouch on your belt. "Let's be on our way."

"What about the other statue?" asks Ireena. "Maybe it would be useful, too."

"Perhaps,' you reply. If you then add, "But surely one icon is enough!" turn to 160. However, if you add, "Well, it can't hurt to have a look at it," 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: 65 (out of 76)
Equipment:
Sunsword
Chosen, Rod of Lordly Might [1 use] (Paralyze, Fear, Energy Drain)
Luckstone
Holy Icon of Ravenloft
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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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

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

Post by JourneymanN00b »

I also vote to leave, as being greedy is against the principles of lawful good.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

With two votes to leave, I think we're good to move on.

160
"Come on, Ireena;' you say, reaching for her hand. "There's still an entire castle to explore."

Before you leave through the double doors, though, you take a few moments to walk slowly around the entire room. You discover two small alcoves, one on each side of the doors. The northernmost alcove has a staircase going up toward a landing. The southernmost opens into a small landing in a circular stone staircase, from which you could go either up or down.

If you want to go back to the great entry hall, go back through the double doors and turn to 75. If you prefer the
stairway to the north that leads up, turn to 9. If you elect to take the circular stair either up and down, turn to 182.

As noted, you can also elect to use the healing power of your icon at any point. I'll assume you're constantly voting no unless you say otherwise, so two people will need to suggest it until/unless more people join.

Edit to potentially save time: If you elect to take the stairs, the next question will be whether you want to go up or down. The book will remind you that the throne room is up and the crypt is down. If you vote for the stairs, please let me know which direction you prefer. :)

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: 65 (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]
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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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

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

Post by Beroli »

Sure, north stairway up.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

9
By the time you have climbed to the landing of the stairway, you are questioning your decision. Each step draws forth a horrible creak of complaint from the ancient wooden staircase. But after you turn to the next section of stairs, you quickly see by the amulet of light that some of the ornate grillework you saw high in the chapel wall is visible.

Realizing that the creaks and groans of the wood are more symbol than substance, you reach the upper floor and find yourself in a narrow corridor, formed on one side by the wall of the chapel lined by grillework. An alcove creates a balcony overlooking the chapel. Two tattered, rat-chewed chairs sit in the alcove, and behind them you see double doors leading into a wide corridor.

The empty corridor seems to moan in despair. However, nothing happens as you near another pair of double doors.

Hearing nothing, you push them open and step into a narrow corridor that stretches off to your right, but on your left ends about ten feet away. Immediately in front of you is a pair of elaborately carved golden doors.

"This must be the throne room!" whispers lreena. "Surely that would be the only room with such wonderful doors."

Knowing that she's probably right, you push on the doors. Turn to 111.

111

The room you enter is oddly barren. Windows, high on the walls, are broken, letting in a faint, mysterious gleam from the outside. What glass there is appears to be held in place mainly by cobwebs, which stretch in great arching loops to a chandelier that hangs askew. The ceiling is black as black can be, and it appears to ripple with movement.

As your eyes adjust to the vastness of the chamber, you realize that there is little in it but a tall, ornate chair near the south end. The chair stands with its back toward the doors. A few other chairs lie tumbled about on the floor.

If you have been in the throne room before, turn to 329. If you haven't, turn to 335.

Jeren has been to the throne room before.

329

You walk around the perimeter of the room trying to decide the best way to leave the throne room. The pair of stairs at the north end of the huge chamber, you guess, were used for state processions. On the west wall are windows overlooking the main entrance to the castle. On the east wall are two doorways, one at the south end of the wall and a huge double door at the north end.

You can go down the stairway at the north end (75), unless you want to continue on up. Then you must try to find a stairway that leads up, perhaps through the single door (199) or the double doors (310).
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

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

Post by Thaluikhain »

Isn't that the way we came in? Half vote for stairway at north end.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I vote for the stairway at the north end.
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

The votes are in - stairway at the North End. Since I'm running I don't think it would have been fair to proactively point out that you previously had 75 as an option, even with Thaluikhain's question.

75
As you step back into the great entry hall, you near a sudden flutter of wings above you, and you look up. Gargoyles!

Three of the statues on the rim of the domed ceiling above you have come to life and are soaring toward you, their vicious claws outstretched, ready to attack. As you stand there, momentarily mesmerized, one of the horned creatures with glaring red eyes rakes you across the side with its claws as it lands near you. Deduct 2 hit points from your hit point total.

"Ireena!" you gasp urgently. "Get back against the wall and stay there unless I ask for your help!"

Behind you, you hear the girl start to protest, and you quickly add, "Please, Ireena, there's no time to argue! You don't have the energy to fight! Don't make me worry about you, too!"

The monster that struck you attacks viciously, its evil leering eyes glowing at the nearness of new prey. You fend the creature off with your sword, but part of your mind is busily trying to decide whether or not to use one of the magic spells of Chosen, your Rod of Lordly Might. Since you're not sure just how many charges it contains, you don't want to waste any on a fight that you can win another way.

Roll two dice and add the result to your fighting skill score. Deduct 1 point because your mind is not totally on fighting the gargoyle. If the total is 17 or more, turn to 159. If it is less than 17, turn to 173.

Jeren rolls boxcars (12) which is added to his fighting skill of 11, which after subtracting 1 results in a 22, easily exceeding the total.

159
The creature uses its long sharp-clawed arm almost like a sword, challenging your blade second by second. But then it leaves its arm extended for a second too long, and in that time you thrust deep into the soft flesh of its armpit. A wail of rage and surprise escapes the beast as it slumps to the floor, its wings quivering spasmodically.

The other two gargoyles snarl and get ready to charge. Their claws, jaws, and tails are all weapons, and their wings allow them to swoop and dive and leap while you are limited to whatever movement your feet can give you. Then, in horror, you see yet another of the vicious stone creatures flutter down from the ceiling to join the fray.

You could probably escape through the double bronze doors behind you, but that would only leave the creatures at your back (326). Or you could use a Command spell on them and put at least one of them out of action (7). A third alternative, of course, is to just keep on fighting (71).


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: 63 (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]
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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JourneymanN00b
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I vote to use the Command spell and the Cure Serious Wounds spell as soon as Jeren is able to.
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Beroli
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Beroli »

Use the Command spell. Don't heal yet.
Thaluikhain
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

Using Command spell sounds cool, and maybe necessarily, so yeah, try that.

(Also, they are only Gargoyles if they spout water, inside they are probably Grotesques, though this information is unlikely to help us cast Command)
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deaddmwalking
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by deaddmwalking »

7

Recognizing that the three remaining gargoyles may be too much for you to handle, you decide to even the odds as much as possible by using your Command spell.

"Stop!' you command in a loud voice, and instantly the gargoyle closest to you freezes in place, a look of astonishment on its evil face. Cross your Command spell off your list.

The monster behind it, moving forward quickly, stumbles over the body of the gargoyle you slayed and falls to the floor. The third creature, however, has an instant to see what has happened and it flutters upward, avoiding the others, and dives toward you.

"Ireena!" you shout. "Use your wand on the one on the floor." Then you raise your sword to face the gargoyle diving toward you.

Roll two dice and add the result to your fighting skill score. If the total is 17 or more, turn to 61. If it is less, turn to 55.

Jeren rolls a 10 for a total of 21.

61

As you see Ireena aim the Wand of Magic Missiles at the fallen gargoyle, you turn your blade on the one fluttering toward you, lunging as you swing. Still airborne, it slows its motion, trying to avoid your blow, but since you lunged as you swung, the arcing sword cuts deep into the creature's
scaly chest.

With a cry of pain and rage, the third beast falls to the floor, landing on top of the others. Turn to 197.

197
Heaving a thankful sigh, you turn toward Ireena. She looks apprehensive as she stares up at the stone gargoyles.

"Do you suppose any more of them are going to attack?" she asks.

"If they were going to, they would have attacked already," you reply, hoping to calm her fears. "Well, let's inspect our wounds. We're no farther along than we were!"

If you choose to use a Cure Light Wounds spell, roll one die and add the result to your hit point total. Be sure to cross the spell off your list of spells.

Next, if you elect to go into the lighted hallway, toward the sound of the organ, turn to 26. If you prefer to go up the stairs, turn to 88. If you choose to go through the double doors, turn to 6.

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: 63 (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]
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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JourneymanN00b
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by JourneymanN00b »

I vote to cast Cure Serious Wounds, since Jeren has lost more than 12 hit points overall. I then vote to go up the stairs.
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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 not to heal at this time, and to go toward the organ. Since we have encountered illusions of Strahd multiple times and the real Strahd once, if the sound of the organ has been constant, he can't have been the one playing the whole time. Further, we just came down the stairs and shouldn't turn around and go back up.
Thaluikhain
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Re: [Let's Play] Master of Ravenloft (AD&D Adventure Gamebook 6)

Post by Thaluikhain »

I agree with Beroli on not heal and trying the organ playing in the hope it's not really Strahd.
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