Join us live for our actual play of this Advanced Dungeons & Dragons – I6 Ravenloft adventure, session three. I6 Ravenloft was written by Tracy and Laura Hickman and released by TSR Inc. in October 1983. You can pick up the adventure here: https://www.dmsguild.com//product/17527/i6-ravenloft-1e?affiliate_id=50797
Time Stamps:
- 0:00 Intro
- 2:20 Lands of Barovia
- 1:04:57 Castle Ravenloft
- 2:07:34 Break
- 2:14:45 Castle Ravenloft Continued
- 3:59:00 Outro
Characters:
- Danior Pratchili, 5th Level Halfling Fighter/6th Level Thief | Gregory
- Brother Varin, 6th Level Human Cleric | Robert
- Connor, 6th Level Dwarf Fighter | Daemonslye
- Kael Frostborn, 5th Level Human Monk | Gabriel
- Aria Valewyn, 6th Level Human Magic-User | Amy
- Chelael, 7th Level Human Druid | Jim
- Renault van Forrest, 6th Level Human Fighter | Brad
- Valindor, 5th Level Elf Fighter/4th level Magic-User | Joe
Game Setup
Last time on I6 Ravenloft: The heroes arrived at the Tser Pool Encampment and were welcomed in, being told that Madam Eva foretold their coming. Apparently they were even preceded by an elven fighter/mage named Valindor! He was pulled into the lands, drawn with a letter to protect Ireena Kolyana. He happened upon the Tser first and has been there for a day and a half. When everyone was present, Madam summoned them and reunited with Danior. She asked if the blade he was given was with him, and relayed that if he had returned with the blade, it is his destiny to use it to destroy Count Strahd. She read their fortunes which revealed the missing Holy Symbol of Ravenkind is near a King’s throne, the Tome of Strahd is with a fallen prince, with the brother of darkness who was light, Strahd is in a place of tranquility, wisdom and secrets, the hilt for Danior’s blade is in the heart of darkness, where Strahd must return, his home, and finally that Strahd’s goal is to win the heart of light. They were allowed to camp out in the encampment for the night when Ismark arrived with a replacement mule for Renault, feeling sorry for his mule being killed by worgs. That night has turned out to be hell. They were attacked by three separate bands of worgs. They only lost one hero who is unconscious and being tended to, but the dawn has yet to come and the Tser seems to be indifferent to their plight. Will the heroes live to see the sun again?
About I6 Ravenloft
Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power – and of madness. His once-handsome face is contorted by a tragedy darker than the night itself.
Rumbling thunder pounds the castle spires. The wind’s howling increases as Strahd turns his gaze back to the village. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came – all according to his plan. He, the master of Ravenloft, will attend to them.
Another lightning flash rips through the darkness, its thunder echoing through the castle’s towers. But Strahd is gone. Only the howling of the wind – or perhaps a lone wolf – fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited.
I6: “Ravenloft,” by Tracy and Laura Hickman, is the sixth module in the long-running Intermediate series of adventures for AD&D. It was released in October 1983.
About Advanced Dungeons & Dragons
An updated version of D&D was released between 1977 and 1979 as Advanced Dungeons & Dragons (AD&D). The game rules were reorganized and re-codified across three hardcover rulebooks, compiled by Gary Gygax, incorporating the original D&D rules and many additions and revisions from supplements and magazine articles. The three core rulebooks are the Monster Manual (1977), the Player’s Handbook (1978), and the Dungeon Master’s Guide (1979).


