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Last time, Strahd asked us to search for some kind of a portal in the caverns to the west of Barovia. And that's exactly what we're going to do.
Only one exit goes west.
This is a small area with a lonely hut to the south, cavern entrance to the west and not much else.
Its fauna consists mostly of bats. Skeletal bats.
We'll go into the hut first.
How are you today, sir? There aren't many with the courage to live alone out here... Not that I've seen.
And what do you see? What can you see beyond light, beyond dust motes stirred in some corner near a window, or some brief flash in the sky which frightens you to the bone? While I see the echo of your thoughts and hear the scent of your fear. Ah, you think me mad, but magic does that, doesn't it? I am mad with magic.
My strange-speaking friend, if you are a mage, what are you doing in this meager hut near the Ivlis?
Where should I be, sitting beside some Burgomaster's fireplace in an over-stuffed chair as though I were his property or his prize, or squandering my powers to maintain a household of my own? No, I sit here, happy in the rich cathedral of my mind. I observe the rule of excellence; I am ready for anything; I am waiting for you.
Perhaps you would think more clearly if you walked the trail awhile. Would you take the air at my side?
If he's going with us - you're out of the team. Remember that.
Of course. You are, after all, not here to serve me but to serve destiny. Wherever I go with you, it will be as it must, and I in turn will learn whatever it is you are here to teach me. Oh, don't worry if you don't understand. Even, I, a great and powerful wizard, do not understand. I only do what the day requires.
He has more INT than Glorianna, that's true, but he also lacks boobs knowledge of Identify spell, so we'll leave him alone for now. Maybe later, dunno.
Perhaps you should stay here and keep your weird ramblings to yourself.
It hardly matters. You will return when the wave you are riding reaches its peak. Destiny will direct you. Then, without thought, with neither hesitation nor concern you will return here and ask if I might walk the trail with you. At that time I will answer in the affirmative and we will be about the business of the most powerful magic I know: destiny.
I like his style though
As soon as we get out of the hut, we're attacked by a group of bats. But not just bats this time!
HURR IMA WERWUFL
DURR
After a reload we headed towards the caverns.
A familiar face.
Surely the day is not as glum as the expression in your eyes would have it?
What my eyes may say is beyond my control, much as I would wish otherwise. Even so, I do not recall giving you permission to greet me, eye to eye. Thus unless you are graced with a magic powerful enough to breach the caverns beneath yon river, turn at once. Leave my sight.
To camp alone in this dread territory is foolish. For your own safety, would you join us as we tour the caverns beneath the Ivlis?
For safety's sake I laugh at you. Yet I am here because I have not found the path which will allow me within the caverns. Should I trust you? I have but one goal, to leave this malodorous and filthy land! Somewhere in those subterranean passages lies a portal. Where it will take me, I know not. But if you help me reach it, yes, I will join you.
We believe we can enter the caverns. The question is, can you guide us to the portal?
It can be found. How fortunate our encounter, that by chance I have means to enter the place, that chamber where the portal lies. True, I am loathe to join any party I do not lead, but if you open the caverns to me, I will follow. Though heed these words, that without me the portal shall remain inaccessible to you, forever!
Irmgarde, whether give grudgingly or not, your assistance is welcome! One thing appears true, that we shall not find our way through the portal in the caverns without you, alive and well, and at our sides.
Meh, don't think we need another cleric that much. Besides, I don't like her attitude. If you don't like being in our party, we'll do without you just fine... bitch.
Using the key that Strahd gave us.
This fellow totally blocks our path so we totally can't avoid talking to him. Totally.
Friend, I must ask you: what are you about in this dark artery beneath the Ivlis?
Because so few dare to venture here does not make us friends. I am neither your friend nor your enemy, but I may be willing to bargain. You see, I know you, or know of you. I share your goals. You can, as it were, trust me. As we wander these caverns together, you will come to know me as a man of constant resolution, one well suited to become your... partner.
If we may be so bold as to ask. In your travels in these caverns, have you encountered... anything unusual?
The existence of the caverns themselves, lying beneath the dark Ivlis is 'unusual.' For my part, I am seeking a portal of sorts, rumored to exist. Thieves may use it to travel between Ravenloft and a kingdom known as Elturel. If true, their back and forth wanderings bring untaxed wealth into the land. As an agent of the Burgomaster, I must join your band to assure that you are not so engaged.
Sir, do you know your way about these caverns?
One might as well toss coins into lake Zarovich as speak freely in this harsh, unblinking world of ours. Still, having met you here, there may be some good we can do for one another. I posit you this case: allow this stranger you've met in the caverns to join you --under close watch if necessary-- and I will reveal my knowledge when it seems profitable. I insist!
Whatever your reason, to journey alone in these caverns shows great courage. Will you join us?
Your courage too has not gone unnoticed. At first I believed you a thief or worse, but your manner reveals otherwise. It is well that I have met you, and perhaps as we travel together our separate purposes will become one. We can talk and learn much of one another's plans.
We can't go deeper without him, so dumping him is not an option.
Fhalken went home nekkid.
Skeletons are by far the most common source of danger in this dungeon. They are really weak though.
As you can see, there are also lightning traps.
And what dungeon would be complete without a locked door or two?
Some doors, like this one, are opened by pulling a lever.
We were enjoying a casual walk when suddenly...
Fucking scary.
At about 1:40 mark
Tons of loot, but nothing too exciting.
A dead end... Or is it?
Uh-oh. Teleporters!
Most unusual, but these caverns do not seem to be connected by tunnels. They are definitely not of Dwarven origin. Our excavations are quite different.
One careless step and we're teleported back to the beginning. Eh, I wanted to go there anyway.
Remains of a less fortunate adventurer. Among the other things, there is a journal:
Just a few steps to the east a key was found.
We rush to the nearest locked door.
Another teleporter was waiting behind it.
Another locked door, but the key fits.
This thing is scary as fuck. It hits hard, has a ton of HPs and also can paralyze you.
After a few reloads we manage to kill it though.
Turns out it was guarding another key.
After that the pattern of teleporting, opening a door, fighting a bone golem and getting a new key repeats a few times.
When all is said and done, we came to this door.
I wonder who that might be
Let's grab this key lying nearby and be on our way out then.
Yeah, we'll need her to get through that door.
If you know of the portal, is there any other information you should impart to us before we place ourselves at risk deep beneath the eternal waters of the Ivlis?
I can tell you my camp has been watched for some time now. The sense I get is of some authority, some prevailing interest which is determined to observe my progress. I wouldn't be surprised if we encountered someone in the caverns, perhaps one of the Burgomaster's men.
Still no way around this guy.
Truly, this parting comes at a thirsty time. I have every hope of making my way back to the tavern, what's it called: Blood o' the Wine, Blood of the Vine,-- something like that. Should you need my aid once more, come and buy me a tankard for luck and we'll be off again.
No doors in sight.
Oh, another illusionary wall!
DO NOT WANT
It took another reload to finish off that beast.
Yes!
Both Vladislav and Irmgarde are nowhere to be found.
Let's not give into rage and gather our party first.
Magic items are bluish in color. It has been this way since I casted Detect Magic. Probably a bug, but I'm fine with that
Ok, now what? I... don't know. There are two more exits from Barovia, let's check them and see if we can find anything.
Well, that's it. We can't get inside and hunting worgs all day doesn't help anything. Let's try another route.
Burgomaster's man, hah! That black hearted knight we met beneath the Ivlis would have the Burgomaster trembling before him, not the other way 'round. Whatever he was about, I should bet it represented his own best interest in these affairs. He stayed with us only long enough to fulfill his own goals, whatever they may be.
Church, eh? We have a key to the entrance...
Let's see what inside, shall we?
If any place might shed the aura of dark, unwelcome secrets which hangs about Barovia, I had hoped this temple might be it. How foolish. There is an air of desecration here stronger than words can express.
Not the most talkative one, are you? Anyway, hellhounds are taken care of, so let's explore the surroundings.
Pwetty.
Near the statue we've found a writ of instruction to the catalogue:
:rpgcatalogue:
Ah, we knew another path beyond this gloomy realm would present itself. Indeed, Strahd's tale of a portal in the caverns beneath the Ivlis may have been no more than a distraction. Think of it, by those words he sent us off, consumed with the idea of escaping Ravenloft. Yet our quest remained, to recover the amulet belonging to Lord Dhelt. To that task we must remain true.
This mirror is marked as a NPC.
I never thought to see such as this, not in a church. Spirit of the mirror, can you hear me?
Oooooh! Seeeee me. Aaaaaah, freeeee me, yeeeessss! The mirraaar. Secreeet to thaaaa meeeror.
Can you tell us the future, or grant wishes? Are you that sort of spirit? Or, no... Are you the spirit of this poor, magic bound priest?
Yeeees! Oooooh! Seeeee me. Aaaaaah, freeeee me, yeeeessss! The book. Secreeet to thaaaa meeeror.
In the next room we have found a cleric holy symbol and a Tome of Evil Artifacts and Cursed Items:
Why would you place such a mirror in your church in the first place?..
We have to go deeper.
This level is infested with brain hungry zombies.
This key opens most of the doors here.
If you say so.
Guard's chambers, that's what we have here. Yes, temples often hire a few mercenaries for protection. What's different here is that none have occupied these quarters for many, many years. I can tell from some of the pixels.
What's that lying on the floor?
What book could that be?
Zombie Lord guards another piece.
In one of the rooms we've found a book named "Van Richten's Tale of Strahd":
Seems legit.
This room holds another torn piece of paper:
There is also a secret button that opens a certain door.
This button.
Behind the door lies Trimia's Catalogue. I believe it should be p. important.
This is a fireball trap.
And this is a locked door.
On the wall we have a set of buttons. One of them opens the door while the others trigger the trap. I hate this kind of puzzles :/
The last piece of paper is ours!
But of course! Cock! It all falls into place now.
Let's get the fuck out of here!
Seems like a good spot to speak teh words of power.
WHOOSH
We've seen the bones of another within your church. Was this the intruder who cursed you, or perhaps another of your flock?
He was my novitiate, a devoted young man slain by Strahd the night my spirit was cast into the mirror. If only the vigor of life could be returned to his loyal bones, I'm certain he would work to bring the Count to justice. I myself am too weary from the ordeal, and I believe no mere spell can raise his dead bones. A resurrection is necessary.
We had thought to venture into the cemetery beside your church, but we were unable to pass its mighty gate. Is there a key?
There is a key. Giving it to you is the only reward a poor priest can provide for the gift of his spirit.
I don't know if you guys noticed, but the texture of the main UI actually changes in different places. Such a detail is completely lost in today's gaming, since every company out there are making "cinematic" games that have no UI at all...
Very nice LP, keep it up! Seems that Ravenloft is absolutely crowded with half-elves - perhaps one of the devs was a big fan! The writing is really nice and fits the atmosphere!
Last time we got ourselves a cemetery key. Let's make a good use of it!
The cemetery is just across the church.
Ghoul, a first glimpse of things to come.
This place is just crawling with ghouls!
Ugh.
Well said.
Vampires are even worse then ghouls
But they won't stop us from exploring this place thoroughly.
I wonder who that might be... Eh, the door is locked, so we can't get inside anyway.
Making some progress.
Trying to take bloodsuckers out from the distance.
It's better not to fight too many vampires at a time :/
A friendly NPC.
I'll agree that it takes a certain courage to rob Barovian graves. Can you thieve as well for a common goal?
Join you, you mean? Aye, and the likes of you wouldn't be about robbin' graves. No, you're after somethin' more noble than the trinkets of the dead. Joinin' you, it might be I could find somethin' more noble for myself, somethin' better than this dirty trade of mine. Yes, I'll come along with you.
I'll pass.
Courage you may have, but not of a sort I'm willing to stomach. Only because your blood might stain my hands, do you stand alive.
Well bless my soul. Ah, you waste! May gold always fill your purse and an honorable quest pay your way. I've survived longer than you know, and I make no apologies for my skills. When you find yourself bloodied and needful, come back on your knees.
We continue our tomb raiding activities.
OH SHI-
We tried to rush the banshee one more time, but failed again.
Let's mark it on the map and leave it as it is for now.
This Ring of Wizardry doubles level 3 spells.
A VERY welcome addition to our loot collection
Ok, so what's the deal with this Victor Grymig? Well, actually I've heard that name before. We must go back to Barovia.
Here is that house that I haven't showed you earlier.
Now I am vengeance! Unappeasable, unwilling to forgive, I have risen up to exact revenge on those who murdered us. And though I will not kill you, I will use you.
He who took our lives was called Victor Grymig. In the years to follow he became rich, a powerful man capable of escaping all justice. At last, it is believed he escaped death itself and rules still from the darkness of his own tomb. Go. Go to the cemetery, and find you there a lord of ghouls, the undead murderer of my family. Destroy Grymig, or I will turn my inner appetite for vengeance upon you!
How did you come to this, if you were once, as you say, a humble jeweler?
Thieves in the night, they came for stones, for amethyst and agate, for opal and emerald. These I gave them freely. Yet their leader, Grymig, chose a dark course and stole from us our precious lives. I begged, but it did not stay their evil hands. I have sought them all out. All are gone, save one: Grymig, the ghoul lord.
Will you release us from your influence once we have done as you command?
Some humanity remains in this, my fearsome presence! Yes, destroy the ghoul lord and you are free. Further, I will share with you a secret. Go now. Fight, live, and return!
Not sure if this has any penalties.
He also left us key.
Victor goes down, like, real fast.
Rebirth, eh?
There were some bones in the church that required resurrection... Are you thinking what I'm thinking?
We also got a pouch of golden dust out of the deal.
Let's go to Barovia then, and on our way back to the cemetery, we'll visit the church.
The key fits.
A shiny.
1. One gem whose blush is deeper than the setting sun's; a stone of red and fiery cut whose value outweighs a fortune in precious gold.
2. A finely crafted elven piece, into the encircling beauty of which have been worked the purest ores of white gold, gold, or platinum.
3. The feather of a wereraven.
4. "The Mists," a card from a Vistani seer's Tarokka deck.
5. A symbol of truth, honor, and religious devotion, but one stolen from its rightful owner, then set free from evil hands. Only then will this item --when combined with the other four-- release its holy power and awaken the forces of the Catalogue.
Lost spirit, by the powers of the Holy Multi-Headed Dick, I command thee to come forth from the cold grip of decline and to incline this pile of bones!
It worked!
By whose hand were you stripped to cursed bone? Who did this foul deed?
It was Strahd! You must understand, he is no civil and ordinary Count, no mere lord. Strahd is death itself. He is a vampire, a nosferatu, a creature of solitary evil who feeds on the blood of men,-- and of women! This land will know peace only if he is destroyed, and I will gladly join any efforts in that regard.
What events led up to this fate: your flesh, guts, and tissues brushed aside like dust, leaving your enduring bones?
Know this: I suspected our Lord Strahd of being a vampire, and so I stole into Castle Ravenloft while the sun burned bright, intent to destroy him! How can I describe the raw, coarse, and scabrous evil, the horror of Strahd's minions as they attacked me? It is impossible. I barely escaped with my life. Yet when I reached the church, dusk had drawn its veil across the land and Strahd was there!
How could you, a priest, have gone to Castle Ravenloft uninvited and alone? I can't believe you had a key?
Exactly! North of Barovia lies a barrier, a gate beyond which a path snakes its way to Strahd's castle. I possess the key to that gate; even in death I hid it beyond Strahd's recovery. I know not what quest you are about, but as certain as the rising sun, whatever you seek is in that castle. Believe it! Strahd controls, watches, and holds all information and all things of value in the land.
He can join our party, but I don't think we need another cleric. At this point, I don't I think we need any changes at all!
It seems a little early to go to Castle Ravenloft, so we'll go to the cemetery and try to deal with the banshee first.
Another failed attempt to kill it Well, let's try to do something smarter than just rushing in.
In death our sister wards below,
Secure in this, her lover's tomb,
Her voice an angry, grieving shadow raised
To avenge her lover's doom.
Her cry, a wail through all eternity
Doth shriek, doth slay the intruding foe,
At this place where evil jealousy
Did deal the evil blow!
In death, elves to Avernaith must go,
But this our prince denied,
So here, with faith, through darkest fate
We stand watch in immortal pride.
Dust to dust, our blessing gains
A magic to calm our sister's soul,
And then below, seek out the sign
That to Avernaith will release us all!
I've tried using it on the banshee, but it didn't worked
Let's use it here.
The gift of dust is yours. Now, please hear our words. May we, in turn, receive the gift of your blessing?
Your offering reveals your heart, and my blessing I bestow upon you freely. Hear me though, for my sister awaits your presentation. Both she and I beg with pleading hearts for your assistance. Aid, if you can, the warrior whose uneasy soul awaits below.
There is another statue nearby, but we're out of dust.
A quick glance at the map reveals a yellow dot near the eastern edge of the map.
Yup, it's dust.
Elven spirit, how may we gain your blessing?
Speak not of blessings before the story in its breadth unfolds. To find yet another doorway to the truth, my twin holds a second key.
We have spoken with the other guardian, your twin. She has given us her blessing. May we, in turn, receive the gift of yours?
Your gift of dust reveals the purity of your thoughts, and my blessing I bestow upon you eagerly. Together with my twin, I beg with pleading heart for your assistance. Please help the warrior whose uneasy soul awaits below.
Banshee is gone
Looking good.
The banshee that guards your tomb, is she related to the twins outside? One of them mentioned their weeping sister.
Yes, they are the three glorious sisters of the House of Etenkraal. The groaning spirit was she with whom my prince and I both fell in love. But I loved my prince too, as my brother, and I could deny him nothing. So I left home, wandering, coming after a time to Barovia as part of Strahd's conquering army. She followed. Ah, how she sought me out, for she loved me more than my princely brother.
You will see we are not without pity for your tortured and imprisoned soul. How may we help?
My prince caused my death. He drew a Ba'al Verzi blade and plunged it through my heart. In jealousy, he slew the woman we both loved and thus sealed her fate, to wail within this horrid tomb. To aid us, find my family signet, a locket of sorts, hidden in the chambers below. It holds the key to our release and our journey to elven peace in Avernaith. For the gift of that peace, I will reward you well. Go now, and succeed!
Enemies here are werebats and wights.
They don't seem to be too scary.
Or so I thought. Then I noticed something...
This calls for a reload and a change of tactics.
Turns out we were already somewhat level drained from the vampire fights in the cemetery. From now on we'll be casting Negative Plane Protection on our front line fighters and trying to deal with wights from the distance. Oh, and we'll be abusing resting HARD.
This reminds me that I haven't tried using undead slaying arrows yet and now I don't have a bow with me. There should be one in the tavern, so maybe I'll try it next time.
^ That's what I'm talking about. Notice that due to the Ring of Wizardry we now have six spells ready
Slowly getting our XP back.
As you can see, there is a locked door and four other doors without any visible way to open them.
This button opens one of the doors:
Behind each of these four doors lies a teleporter.
Each teleporter brings you to a location with:
(a) Pyre Elemental,
(very tough enemy, by the way)
(b) a bunch of wights,
(c) a button that opens a door to the next teleporter, and (d) a teleporter that gets you back to the main location.
While teleporting back and forth we found a Ring of Free Action.
In the end we found a key.
Behind the locked door was a small army of wights and the entrance to the next level.
This level is full of Specters and Pyre Elementals, both are very formidable foes.
This time I just went full retard with Lightning Bolting enemies and resting afterwards. Much safer and faster this way.
Deal with it.
Oh, nice.
I gave it to Malack.
So, we're just wandering around, collecting loot and pressing some buttons that don't seem to do anything (but they actually do).
Unnecessary mazy section.
We got teleported into this room.
There is an illusionary wall behind each of these banners.
And behind one of those walls we found a key
Got ourselves a Bag of Holding.
Nothing else to see here, let's go back to the beginning of the level.
Turns out those strange buttons are used to open these doors. Cool.
And here is a use for that key we found earlier.
What's this?
An elven signet, eh? Just what we've been looking for. Let's get back to our ghostbro.
Is it true then? After low these many years, will you be able to leave here and find your way to elven paradise?
Aye, great friend! You have freed not only my tortured soul, but that of the groaning spirit and her sisters. We go to Avernaith, that place of beauty hidden away from all but elves. It is a place of wooded glories, where our love may once again be achieved, and all things are possible. Avernaith will grant us the pleasure of forgetting the depths of this horrid prison and our prince's low deceit.
We got an Ancient Elven Sword +2, Ancient Elven Shield, Ancient Elven Plate Mail +2 and Ancient Elven Plate Helm +1.
Niiice. Oh, there is also an Ancient Elven Crown! And you know what that means?
1. One gem whose blush is deeper than the setting sun's; a stone of red and fiery cut whose value outweighs a fortune in precious gold. 2. A finely crafted elven piece, into the encircling beauty of which have been worked the purest ores of white gold, gold, or platinum.
3. The feather of a wereraven.
4. "The Mists," a card from a Vistani seer's Tarokka deck.
5. A symbol of truth, honor, and religious devotion, but one stolen from its rightful owner, then set free from evil hands. Only then will this item --when combined with the other four-- release its holy power and awaken the forces of the Catalogue.
You have that magic throwing dagger of returning. Why would you need anything else? :D
Seriously, I went through all that level-draining cemetery and crypt without getting scratched once, just shooting that dagger of infinite throws as if this were Doom.
Yeah, I don't see any restoration spells in the manual. But screw XP, I can grind it if needed. How do I restore Fhalken's CON - that's a true mystery.
The only thing to help against level draining is Negative Plane Protection. I'd found it truly insane for a Ravenloft game it doesn't have ANY restoration spell.
The only thing to help against level draining is Negative Plane Protection. I'd found it truly insane for a Ravenloft game it doesn't have ANY restoration spell.
Well, the whole point of Ravenloft is having a sense of fear and hopelessness. If players can just magic away all threats then that is sort of gone. That's why priests and paladins were sort of gimped in the original 2e setting, as they would have made things to easy in their original forms.
After a few hours of rearranging stuff it looks like this now. Sooo, we could go to the Castle Ravenloft, but I'd like to draw your attention to the three scrolls Vladimir holds. Those are Special scrolls of Atonement, Cure Disease and Remove Curse. We found them while digging through the church. You may not remember, but those are used to cure lycanthropy. And I'm pretty sure we saw some werewolves near the Ivlis Caverns. So let's go heal some lycanthrope, whether he likes it or not!
Leaving church's grounds.
That's the way.
Here we are.
Not much here other than the ol' skeletal bats.
A cave of some kind.
Uh-oh.
If you would have us leave, you are not evil, yet you may not be alone. Do other dangers lurk here, unseen?
You are wasting time. Flee! Flee before my mind succumbs to arrogant, wolfish hunger! And beware, I am not the only soul thus afflicted. Our progenitor roams these woods, a beast who lives in the unholy joy of the cruelty he causes. He is a large albino. Beware that sight and run without looking back!
You're in pain. Is there anything we can do to help?
Ahh! Such courage. If only my blood did not run like ice, or beat with a coward's pulse, I might ask you to end my misery. Please get away! Have you no recognition of the form I take? Soon, I will lose all power to keep the beast at bay. Like an enraged wolf, I will lunge beyond all compass, beyond all restraint. Listen to me!
In our travels, we have learned of lycanthropy. The cure is dangerous, but we are willing to attempt it.
Oh, by the spirit of my father, by my mother's enduring love, yes! Anything! I swear to you my undying gratitude. All that I can, all that I have to give will be yours! Go then, prepare what you must. Retreat from the terrible rage that overcomes my heart.
We must destroy the heart of the infection, the progenitor. Three spells must then be cast upon you. May we find you here?
He who is the root of this evil is an albino, a great and arrogant beast who lurks these woods. Ahh!, my will fails me; my heart is seized, held fast by a passion to rend flesh and work my jaws in snapping bone! The pain is great. But yes, I shall do what I can to wait for your return.
Werewolves come out at night, so we rest until then.
It's on!
They go down surprisingly easy.
No sign of the albino though.
This one looks different.
A single lightning bolt is not enough to kill this thing. It must be our target.
Despite heavy resistance, we slay the dreaded beast.
We must hurry into the cave to finish the healing procedure.
As the book says, we cast three spells in a quick succession.
We are glad for you and happy to have been of help. Can you find your way home?
But I have no home, no worldly possessions. No longer! They are yours. Here, this key I give you opens a door to a house in the village of Barovia. The house and everything within it are yours. To do this is the smallest reward any man might confer for the salvation of his mortal life. I can not return. Many of my victims' belongings are there.
What will you do with your life, now that you are healed?
I remember my victims. I can still see the startled, glazed look in their eyes when my weight and strength pinned them beyond hope of escape, when my growls were close upon them and the hot breath of animal fury was against their throats. Now, though I be weak and mortal, I must make amends. I must help those families I have cruelly torn.
It's the moments like this that makes you really appreciate the work you put into mapping stuff
There is a whole lot of junk here.
Among the other things, we found Ring of Regeneration and Gauntlets of Dexterity.
After a quick nap, we were on our way to Castle Ravenloft.
The key we got from the priest was indeed the right one.
Starting with the Krynn goldbox games and to the end of SSI, hardly any D&D CRPGs featured evil alignment. I guess it all goes back to the 2nd edition's "no, soccer moms, we ain't teaching kids to cast real spells and worship satan, do not sue us please" policy.
Anyway, NPCs are just sprites with a talk bubble over them, you can't do anything but talk to them.
Stone Prophet did have a bunch of plot-related events where you could act like a dick. Then it would get you in trouble.