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Ravenloft - your experiences?

I love this module, it inspired my to collect every Ravenloft item published.

I first ran it back in hrm must have been around 1990?

I remember one of my players had a female CN half-elven fighter who wore purple enameled plate armor (he said it was the color of chaos)

I had semi converted the module to 2nd Ed and was using a rule that natural 20's always hit and you got another attack. He had found the Sun Blade and when the party fought Strahd he rolled 3 20's in a row!

He rolled them right in front of me, I double and tripled checked the dice, ...it was a wonderful freakish fluke and Strahd dropped with that single mighty swipe.

It is possibly my most treasured and most well remembered gaming moment.
 

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One of my favorites. I am trying to convert this module to 3.0 as a matter of fact. (I'm thinking of making Strahd a 10th level Sorcerer w/ feats out of Libris Mortus just to kick it up a notch)

When I was in Jr. High, my brother dm'd me solo through it with a high level paladin. Very fun play with holy crusader written all over it. (Well, solo not counting warhorse and blink dog companion)

I started to try to write up a story hour but my memory is pathetic. Just how long has that been? 15 years +/-. Jeez, I'm an old school nerd. :\
 


I never owned this back in the day, for whatever reason. One of my friends did, and tried to run us through it several times. I always found the whole setup and environment terribly cheesy and hokey with the villagers and the gypsies and the 'creepy atmosphere' and all that; I was never engaged by it and we never finished it (never even made it to the castle, actually).

I finally acquired a copy of my own a year or so back, and upon reading it realized that this module marked the elusive "Rosetta Stone" moment when D&D turned from everything I loved to everything I hated. Dragonlance, Forgotten Realms, 2E, all of that crap from the last 20 years that drove me away from D&D seems to stem directly from this one single module. Ravenloft represents, literally, everything I always hated about post-Gygax D&D in embryonic form.
 
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The module is Fantastic, easily one of the best written of all times. Completely true to the genre.

Funny side note, Tracy Hickman (one of its authors) has said publically more then a few times that if he goes to Hell for any reason it will be because of what they did to Ravenloft, meaning the whole campaign, Realm, box-set things. Tracy and Margaret also note vehmently that Lord Soth was never in Ravenloft. Ever. It's always interesting seeing what a corporation (TSR, in this case) can do to a product from the POV of its creators/writers.

I have used I6 a dozen times. Sometimes as the full adventure and a few times just the castle map...which has seen use in 7th Sea, D&D/FR and even Star Wars. I also plan on using it in Angel (Eden Studio)...not sure if I am going to run the whole adventure yet in that case.
 

This adventure defined (A)D&D for me. I was about 16 when I purchased it, and decided that it was the best adventure I'd ever read - and surprisingly, some 17 years on, still consider it exceptional. I note that "eminent" game designers voted it the 2nd best D&D adventure ever in a recent Dungeon magazine. It had everything - a credible plot (or plots), a fantastic villian, an amazing dungeon, superb artwork, and atmosphere... it absolutely dripped atmosphere, like dew dripping from the evergreen boughs of the impenetrable forest surrounding the dark and foreboding castle.

So I've never run it. Or played it. I've done home-brew take-offs, but never the original and the best. Maybe I'm scared that my puny DM'ing skills would never do it justice.

Cheers, Al'Kelhar
 

We played it when it first came out (this would probably have been very late 1983, or early 1984). TPK, one of only two our campaign has had in 25 years. Let me tell you how.

As you may know, there are multiple ways in which one can permanently whack Strahd in this module, but only one particular way will work in any particular running of the module. Our DM determined that it was going to be the "Sunsword" method, and the only candidate sword in the party was that belonging to our half-orc fighter/cleric.

After many fights and harrowing experiences, we had lost two party members (including said half-orc). However, we managed to knock Strahd down to 0 hp, at which point he went gaseous and headed for his tomb to regenerate. We gave chase, leaving our two fallen comrades behind. So, the half-orc, and thus the blade of the Sunsword, were not with us when we passed through the doorway where the Sunsword was supposed to reassemble itself!

Anyway, we head into the dungeon level, and discover that there's literally dozens of crypts. So, we start looking around. One party member, a fighter who hoarded magic items (he had *two* rings of Shooting Stars), wandered off by himself. He walked through a doorway that had a Teleport trap on it. This trap transposed this hapless fighter, and a wight that was in a nearby crypt. But, to make matters worse, it only transposed their bodies -- the wight was wearing all the fighter's goodies.

The now-fortified wight starts stalking the party. Our remaining cleric is also a bit separated from the party, sees the wight, and turns it. The wight runs off. The cleric comes up to my character (a magic-user), and says: "I just turned a wight. It went running through that doorway. It'll be back in ten minutes when the turn wears off."

I start planning strategy. (Keep in mind that I never saw the wight, and the cleric neglected to tell me that the wight was wearing our friend's stuff.) I put a Fire Trap on the doorway, then pace off the area that a Fireball, centered on the doorway, will take up. I situate the rest of the party well out of the Fireball's AoE, and wait for the wight to set off the Fire Trap.

Fire Trap goes off (wight misses his save). I Fireball the wight; he misses that save, too. Our DM (a truly evil individual) says the three words I will always remember..."item saving throws." Both rings of Shooting Stars fail their saves, and the DM rules that they blow up, as well as several other incendiary magic items that the wight was carrying. Those explosions are more than enough to crisp us all.

Then, the DM gets even more dramatic. He rules that the explosion was big enough to weaken the castle's foundations (and remember that the castle is on an overhanging cliff). The whole complex collapses, and slides down the cliff. What fun!

Six months later, my girlfriend and I are at GenCon, and we see a guy sitting at the TSR booth. His nametag says, "Tracy Hickman." We stare at him with malice in our eyes, and hiss, "YOU!" He smiles, and says, "let me guess...Ravenloft?"
 

Ohhh I love this adventure. Probably my favorite of all time. I have played it in almost every edition. I have dmed it in 3.0. I could easily write for an hour about all of the memories that this module had created.


The Seraph of Earth and Stone
 

R-Hero said:
I am trying to convert this module to 3.0 as a matter of fact.
You mean like this?

Help yourself.

Oh, and I made Strahd a 10th level wizard, but if you like it, you can have it.

Ravenloft I ran a number of times and it's still sitting on my shelf. Just recently I ran it as an 18th-century D&D conversion game (this was before Modern and CoC). We had a BLAST.

It's great module not only because it's got this GREAT story at the core of it (but which doesn't overshadow the actual flow of the module -- it's not railroady at all), but it's got that map, which is hands-down the greatest module map of all time. Tell me you can look at that map and not want to run this. Just thinking about it makes me want to run it.

I hate the campaign setting, but I LOVE this module. It's a thing of magic. Probably the last truly seminal D&D adventure.
 

One of the very best, regardless of edition. Never played it, only ran.

I have had one end in a TPK, one of only two that I did not feel guilty about later, the party had a great time, even as Strahd killed them one by one. One of them even had the bright idea to split up the party to cover more ground. I ended up running the same players through House on Gryphon Hill, giving them flashbacks as the night rolled on, and the characters realized that they had been there that horrible night.

I have seen Strahd die more ways than you would believe.

I have seen the party flee, leaving Strahd to brood in his undying solitude.

A very, very fun adventure.

The Auld Grump
 

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