[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 »

Moving toward the organ wins.

26
The sound of the organ makes you feel as if you have invaded a man's home. You're startled when you realize that's precisely what you have done.

When you say this to Ireena, she replies coldly, "Man? Strahd's not a man. Besides, he has invaded our village!"

You make your way toward the sound of the organ. Soon you find yourself in a wide hallway. There's another pair of double doors on your right, from which the music clearly comes, and down a short passage to your left is an opening into a narrow circular staircase.

You can turn back into the entry hall and make another choice (75), head toward the music on your right (45), or take the small circular staircase, either up (126) or down (139).
-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 »

Head toward the music.
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 head toward the music.
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 »

45
As you push your way through the double doors, your eyes are blasted by a bright white light. When they adjust to the glare, you realize that you have entered a large room lit by three magnificent chandeliers, each one bearing hundreds of small flames.

Immediately your nose is assailed by the wonderful scents of a sumptuous meal. A long, lace-covered dining table beneath the chandeliers is laden with an incredible collection of steaming viands , and you can feel your taste buds eagerly anticipating the juicy roasts, succulent vegetables, and rich sauces you see before you.

Finally you remember the music that led you into this room. At the far end of the large chamber, an elaborate organ is being played by an elegant man in crisp, fresh evening dress and a black cape. His entire attention appears to be focused on playing the delicate melody, which you realize demands considerable nimbleness and skill, and he seems to be unaware that you have entered the room.

"Is that Strahd?" you whisper softly to Ireena beside you.

She nods, fear in her pale face as she stares wide-eyed at the figure across the room.

If your pregame die roll A was a 6, turn to 65. If it was any other number, turn to 146.

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

146

Amazed that you have found the infamous Count Strahd 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 it is a handsomeness made ugly by evil. His skin has the waxy pallor of death. Certainly Ireena could never have been drawn to the man.

The music reaches thundering crescendo that seems to echo a storm in the heavens, then stops suddenly. There's silence in the room for a moment, then Strahd lifts his hands from the keys and turns toward you.

"Good evening;' he says in a velvet voice. "Did you enjoy my music?" His words seem to slide together as if made of honey.

You gulp, then reply, "Uh ... yes. Most certainly."

Slowly, hoping it won't be detected, you slide your left hand toward Chosen, your Rod of Lordly Might, and balance your sword hilt in your hand ... just in case.

"I find that playing the organ-" Suddenly Strahd looks past your shoulder. "Ireena? Is that you?"

When she fails to answer, he holds out his hand. "Come here, my dear. Do you really find it necessary to enter my home hidden behind a paladin? Did you not know that I would welcome you to my home?" Strahd laughs lightly, a laugh that makes the man seem almost charming.

But as you study him carefully, you remind yourself that he's not a man but a vampire!

If you want to attack Strahd now, turn to 166. If you'd rather keep talking, turn to 131.
-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 abstain.
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 »

Going to issue a half vote for attacking him now.
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 »

Yeah, attack now, again hoping it's not really him.
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 »

Your instincts are correct...

166
"Have you seen quite enough?" Strahd asks, amusement in his voice.

"I have!' you reply, lunging forward with your sword as you simultaneously turn Chosen into a battle-ax.

But before your blow reaches the figure, Strahd disappears into thin air!

"What-what happened?" gasps Ireena.

Without answering, you quickly walk around the organ bench and study the walls framing the instrument.

"It was an illusion!" you say finally. "Look! These mirrors-here, here, and here! It was all an illusion created by mirrors!"

Angry at being tricked, you search the room completely to see if you can discover the mechanism that triggered the illusion. You find nothing, but now you are certain that Strahd von Zarovich knows you have come to Ravenloft and is waiting for you.

Turn to 186.

I'm not sure how a vampire uses mirrors to create an illusion, but maybe D&D vampires do cast reflections.

186
You turn to leave the room, but Ireena stops you with a question. "Do we dare eat any of this wonderful-smelling food?" Then, looking embarrassed, she adds, "The village is so poor. Our livestock die at night, the blood drained from their carcasses, the bodies left there to rot before we find them!'

"You don't need to explain, Ireena;' you say gently. "But we've got to inspect the food first, to be sure it's safe."

If you elect to use a Detect Magic spell on the food, turn to 202. If you'd rather not use it at this time, turn to 249.
-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 »

Use Detect Magic.

(Posting from work.)
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 use Detect Magic.
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 »

202

You hold out the holy symbol you always wear around your neck and concentrate on the spell. If the food has been treated magically-or created magically-its aura of magic will show under this spell.

In a moment, you see that no aura is visible around any of the food. It is real, wonderful food, safe to eat. In fact, the only thing on the table that shows a dweomer, or magic spell, at all is a beautiful cut-glass decanter in the middle of the table.

You pick it up to study and soon recognize it as a magical Decanter of Endless Water. "What a peculiar thing to find here .... " you muse.

"Why?" Ireena asks.

"Well, a magical device like this can be used to carry water without the water taking up space. Its great for traveling in a desert or in a dungeon where the water might be poisoned, but it can also be made to gush water in a powerful stream that can be useful as a weapon. It just seems strange to find such an item here in Ravenloft."

"Never mind the water. Is the food safe?'

"Yes," you reply, laughing. "Dig in."

You watch the girl appease her appetite but take only a few bites of the steaming food yourself. You find it impossible to forget that you are in the house of the evil vampire, and you quickly become restless. You still have to find whatever objects you can that will help defeat Strahd when you finally confront him! You search for other exits from the room but find none and exit through the same double
doors you entered through. In the lighted hallway, you have to make a choice between going up the small circular staircase (126) or back into the entry hall (75).



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]
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)
-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 guess I will vote for the staircase.
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 »

We've been there, though. I vote we go back to the entry hall, which we have also been, but I think there's some more options there.

(Also, Strahd isn't a vampire, he's just using mirrors to trick people? A Scooby Doo villain? That would be an interesting twist!)
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 »

Ack, forgot about that. I will change my vote to the entry hall then.
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 »

You have been up the stairs and you have returned to the hall.

Both ways lead to multiple connecting options. Going back to the hallway does lead immediately to another fight. Going up the stairway eventually takes you to 329.

329 choices
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).

If you fight the gargoyle in the same manner as before (which actually can't happen) you might end up at 197. With these types of books, most choices eventually converge before you can select a different room.

197 choices
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.

I'll keep the voting open for a bit to see if this consolidated information helps with a decision.
-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 »

Up the stairs half vote.
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 up the stairs and to the double doors (310).
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 »

With 1.5 votes to 1, going up the stairs won:

126
Even with the light from the amulet of light you wear around your neck, you feel trapped as soon as you step into the stone shaft of the narrow circular stairway. Ireena walks by your side in order to get the full benefit of the light from the amulet.

You are beginning to think the stairs will never end and you sense that Ireena is having trouble keeping up with you in her weakened condition, when you reach a doorway leading out of the shaft.

With relief, you step out into a small room that looks like an office. It has a worktable with unlit lanterns on it. Account books, with dates on their spines stretching far back into history, line the shelves. There is no one present.

On the far side of the room, a single door leads out of the office. Push it open and 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.

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).

You have previously been to 75
You have previously been to 199
You have not yet been through the double doors (310).
-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 »

Go through the double doors.
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 »

With two votes for the double doors, that's what Jeren will do.

310
As you leave the throne room through the golden double doors, you find yourself facing another double doorway. To your left, in the narrow corridor between the sets of doors, you see only darkness. To your right, the corridor ends abruptly in a blank wall. You can either go through the second set of double doors (319) or down the corridor (25).
-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 go through the second set of double doors.
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 »

More double doors!
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 »

Double doors it is!

319

Through the double doors you discover a long stone corridor. It is empty except for dust and a feeling of ancient despair and sadness. You reach a cross passage, of which one side is open grillework. Immediately ahead of you is an alcove, like a theater balcony, containing two tattered, rat-chewed chairs. It overlooks a vast black space in which you can distinguish no details.

There's nothing to the right, but to the left you find a wooden staircase going down.

By the time you reach the landing, you are questioning your decision. Each step draws forth a horrible creak of complaint from the ancient wooden staircase. Realizing that the creaks and groans of the wood are more symbol than substance, you finally reach the lower floor.

You are in the vast room you saw from above. On one side, you can just make out an altarlike arrangement. Heavy, ornate carvings are mounted on the walls, but you can barely see them through the thick, ropy cobwebs that cover everything. The dust, thick on the. floor, swirls as you step into the room.

Turn to 15.

(Jeren has been to 15 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.

Exactly like last time, 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.

This time, Jeren has the Sunsword.

144
You realize that the blue glow of your sword's blade is increasing and the sword itself is beginning to vibrate.

There is danger is this room-danger from the undead!

Turn to 56.

56
The vivid blue glow of the Sunsword sends strangely colored shadows through the room. Out of one black shadow steps the elegantly dressed figure of a man.

You start to say something, but a look of intense hatred and anger crosses his thin face. His red eyes flare and almost burn into you.

Almost seeming to strangle on his words, he exclaims, "The Sunsword! How-" But he does not go on.

Certain now that you have a weapon of great use against this powerful enemy, you must decide whether it is enough for you to attack now (183) or should you try to turn him, sending him away by the strength of your faith until you have found even more weapons to use against him (290)?
-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 »

Ok, now I vote to attack this fascist. I also vote to use Cure Serious Wounds if Jeren does indeed begin his battle with the Count.
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 »

I second both those ideas.
Post Reply