conversations.from: system
conversations.value: A Storium game based on the classic AD&D horror module.
conversations.from: human
conversations.value: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
conversations.prefix: Halfling:
conversations.from: gpt
conversations.value: Your ancient people are few, these days, but by your will and grace the world shall be bettered.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
conversations.prefix: Elf:
conversations.from: human
conversations.value: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
conversations.prefix: Dwarf:
conversations.from: gpt
conversations.value: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
conversations.prefix: Warrior:
conversations.from: human
conversations.value: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
conversations.prefix: Wizard:
conversations.from: gpt
conversations.value: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
conversations.prefix: Thief:
conversations.from: human
conversations.value: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
conversations.prefix: Cleric:
conversations.from: gpt
conversations.value: As the landed lords and ladies have their knights of the realm, so does the temple have you.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
conversations.prefix: Paladin:
conversations.from: human
conversations.value: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
conversations.prefix: Druid:
conversations.from: gpt
conversations.value: No shining knight are you. You protect the common folk from the evils treading in from the wild.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Brutish
conversations.prefix: Ranger:
conversations.from: human
conversations.value: Strong of body.
conversations.prefix: Strong:
conversations.from: gpt
conversations.value: Quick and precise of hand and eye.
conversations.prefix: Dextrous:
conversations.from: human
conversations.value: Intelligent, even ingenious.
conversations.prefix: Cunning:
conversations.from: gpt
conversations.value: Able to withstand or recover from difficulty and pain.
conversations.prefix: Resilient:
conversations.from: human
conversations.value: Experienced and informed about the ways of the world.
conversations.prefix: Wise:
conversations.from: gpt
conversations.value: Attractive, persuasive, and likable.
conversations.prefix: Charming:
conversations.from: human
conversations.value: Quick on your feet, funny, and likable.
conversations.prefix: Witty:
conversations.from: gpt
conversations.value: Well schooled and informed about the facts of the land.
conversations.prefix: Educated:
conversations.from: human
conversations.value: In command of some measure of magical power.
conversations.prefix: Wizardly:
conversations.from: gpt
conversations.value: Quiet and surreptitious in nature or demeanor.
conversations.prefix: Stealthy:
conversations.from: human
conversations.value: Your fear holds you back sometimes.
conversations.prefix: Cowardly:
conversations.from: gpt
conversations.value: Uncultured and indelicate, perhaps even clumsy.
conversations.prefix: Oafish:
conversations.from: human
conversations.value: You tend toward thought over action to the point that is can cause you trouble.
conversations.prefix: Contemplative:
conversations.from: gpt
conversations.value: Physically weak, perhaps due to age or injury.
conversations.prefix: Frail:
conversations.from: human
conversations.value: Inexperienced and perhaps too trusting.
conversations.prefix: Naïve:
conversations.from: gpt
conversations.value: Insensitive, unsubtle, and forceful.
conversations.prefix: Brutish:
conversations.from: human
conversations.value: Your mind is like a blunted blade: effective but imprecise.
conversations.prefix: Dull-witted:
conversations.from: gpt
conversations.value: Sometimes your confidence sours into arrogance.
conversations.prefix: Proud:
conversations.from: human
conversations.value: You’re preoccupied with your interests to the point of causing you trouble.
conversations.prefix: Obsessed:
conversations.from: gpt
conversations.value: You scheme, you conspire, and you are sometimes careless about lawbreaking.
conversations.prefix: Conniving:
conversations.from: human
conversations.value: Go where you’ve never been before and share your experiences through song and story.
conversations.prefix: Explore!:
conversations.from: gpt
conversations.value: Avoid the draw and distraction of the mundane in favor of headier, more spiritual affairs.
conversations.prefix: Resist Mundanity:
conversations.from: human
conversations.value: You’re building something greater than yourself, something that will better this land.
conversations.prefix: Through Right Crafting:
conversations.from: gpt
conversations.value: It’s not enough to withstand the darkness or to survive. You must push it back.
conversations.prefix: Defeat Evil:
conversations.from: human
conversations.value: Protect your secrets and maintain the façade that makes you seem wiser and more capable than maybe you are.
conversations.prefix: Keep Your Secrets:
conversations.from: gpt
conversations.value: Not everything is where it belongs in this world. You take things ... and put them where you say they belong.
conversations.prefix: Retrieve What’s Lost:
conversations.from: human
conversations.value: People are suffering and it is your duty to heal them, bodily and spiritually.
conversations.prefix: Heal the Sick:
conversations.from: gpt
conversations.value: The unsettled dead are a danger and an affront. They cannot be allowed to persist. Slay them.
conversations.prefix: Put the Dead to Rest:
conversations.from: human
conversations.value: Heal the wounds caused by wicked monsters and human machinations even if you cannot prevent them.
conversations.prefix: Heal the Land:
conversations.from: gpt
conversations.value: Take it upon yourself to defend the innocent people of the land from the perils within and without.
conversations.prefix: Protect the Meek:
conversations.from: human
conversations.value: Poor Wat Greenfoot’s mission has turned to misadventure. Rescue him from the Mad Caves before it’s too late!
conversations.prefix: Rescue the Lost Adventurer:
conversations.from: gpt
conversations.value: Unless the monstrous creature lairing in the Mad Caves is dealt with for good, it shall linger and hurt more folk.
conversations.prefix: Slay the Monster of the Mad Caves:
conversations.from: human
conversations.value: The Mad Caves were once carved like a rune into the mountain. Explore them fully to decipher that rune.
conversations.prefix: Chart the Mad Caves:
conversations.from: gpt
conversations.value: The old catacombs are full of precious grave goods and treasures going to waste down there.
conversations.prefix: Plunder the Catacombs:
conversations.from: human
conversations.value: The Mad Caves once teemed with Dwarf miners. Bring back some token of their handiwork.
conversations.prefix: Recover A Dwarf-made Treasure:
conversations.from: gpt
conversations.value: Those buried in the ancient catacombs deserve peace. Give those graves some semblance of honorable rest.
conversations.prefix: Restore Peace in the Catacombs:
conversations.from: human
conversations.value: The king’s daughter, a knight called Sir Gwyndolyn, may task you with grand quests if you prove your mettle to her.
conversations.prefix: Impress Sir Gwyndolyn:
conversations.from: gpt
conversations.value: Brother Conway knows the land and its people and can teach you much if he finds you worthy of the lore.
conversations.prefix: Impress Brother Conway:
conversations.from: human
conversations.value: The fabled Gilded Skull has been lost for a generation — and coveted by the royal family. Riches if you find it.
conversations.prefix: Find the Gilded Skull:
conversations.from: gpt
conversations.value: Wild boars roam the countryside in alarming numbers these days. Cull their ranks for the good of all.
conversations.prefix: Slay One Dozen Boars:
conversations.from: human
conversations.value: This sketchy, paper map of the Mad Caves was started by an adventurer hoping for riches, but it’s incomplete.
conversations.prefix: Map of the Mad Caves:
conversations.from: gpt
conversations.value: Fine swords such as these were once common across the land, combining Dwarf steel with Elf magic.
conversations.prefix: Enchanted Sword:
conversations.from: human
conversations.value: It’s no great treasure, but perhaps it’s a start.
conversations.prefix: A Few Loose Coins:
conversations.from: gpt
conversations.value: A sturdy iron key with a metal skull for a grip, this supposedly unlocks the ancient catacombs.
conversations.prefix: Skull Key:
conversations.from: human
conversations.value: A human skull, dipped in gold, with three gems for each eye. A ghastly gift buried by the ancients.
conversations.prefix: Gilded Skull:
conversations.from: gpt
conversations.value: A simple-looking torch that burns bright until commanded, in Elvish, to stop.
conversations.prefix: Ever-bright Torch:
conversations.from: human
conversations.value: This shiny black garment makes on hard to see and slows a fall — at least for a few feet.
conversations.prefix: Cloak of the Raven:
conversations.from: gpt
conversations.value: Ancient rings mades by the Elves like this once held great power, but most have lost their might.
conversations.prefix: Elven-make Ring:
conversations.from: human
conversations.value: Cruel-looking, heavy, and chipped... but sharp!
conversations.prefix: A Bloody Big Axe:
conversations.from: gpt
conversations.value: A simple glass vial, corked. Runes meaning “vital” are etched into the glass.
conversations.prefix: Potion of Hope:
conversations.from: human
conversations.value: This cozy place’s sign depicts a heraldic dragon with three paws raised to strike. The folk here couldn’t be nicer.
conversations.prefix: Dragon Rampant Inn:
conversations.from: gpt
conversations.value: This half-crumbling old tower by the lake is where wizards meet, when wizards meet, which is rare these days.
conversations.prefix: Old Wizard’s Tower:
conversations.from: human
conversations.value: The only proper temple for miles, this modest building is mostly a nave and an altar for common worship.
conversations.prefix: Temple of the Wise:
conversations.from: gpt
conversations.value: Built in a grander time, this walled-in keep stands on a rock in the lake, reachable by a bridge of old stones.
conversations.prefix: Castle in the Lake:
conversations.from: human
conversations.value: Little more than a deep, dry well now, the so-called Bonepit leads to the ancient catacombs beneath the village.
conversations.prefix: The Bonepit:
conversations.from: gpt
conversations.value: Supposedly an ancient Dwarf-mine, the Mad Caves are a maze of rumored treasures and certain danger.
conversations.prefix: Tunnels of the Mad Caves:
conversations.from: human
conversations.value: The heart of the Mad Caves is Küzarn Curune, “Cavern of Anguish,” where many Dwarven miners perished in accidents.
conversations.prefix: Cavern of Anguish:
conversations.from: gpt
conversations.value: Dank and rank, this bone-strewn cave is surely the lair of something large, ravenous, and smelly.
conversations.prefix: The Lair:
conversations.from: human
conversations.value: The ancients buried their dead in catacombs at the lake’s edge, but the place half-flooded and was forgotten.
conversations.prefix: Ancient Catacombs:
conversations.from: gpt
conversations.value: A long-forgotten cavern that once glittered with silver and diamonds ... and might not be exhausted yet.
conversations.prefix: Treasure Vault:
conversations.from: human
conversations.value: The bridge across the Old River has washed out and the fjord here has always been dangerous.
conversations.prefix: Ruined Bridge:
conversations.from: gpt
conversations.value: The priests who sealed these doors etched a riddle into them, warning visitors and rebuking grave-robbers.
conversations.prefix: Riddle at the Gate:
conversations.from: human
conversations.value: This long passage of checkered slate is lined with little holes and recesses—perfect for hiding lethal traps.
conversations.prefix: Checkerboard Corridor:
conversations.from: gpt
conversations.value: A pressure plate on the floor triggers a trap meant to squash grave-robbers!
conversations.prefix: Crushing Walls Chamber:
conversations.from: human
conversations.value: The walls of this passage are lined with ancient bones. Even now they gather and form reaching, clawing hands!
conversations.prefix: Clawing Hands:
conversations.from: gpt
conversations.value: A crack in the wall betrays the existence of a secret door still held secure by an ingenious, complex locking mechanism.
conversations.prefix: Dwarf-make Door:
conversations.from: human
conversations.value: The crystals in this chamber sing and thrum out notes that threaten to enchant any who listen to them.
conversations.prefix: Crystal Song:
conversations.from: gpt
conversations.value: A narrow bridge of finely cut stones leads ahead ... if it holds.
conversations.prefix: Dwarf-make Bridge:
conversations.from: human
conversations.value: Is this swirling mass of molten fire some kind of trap? Or some kind of spirit?
conversations.prefix: Orb of Fire:
conversations.from: gpt
conversations.value: A dreadful squall pours down rain, making every movement into an ordeal.
conversations.prefix: The Storm:
conversations.from: human
conversations.value: The quiet, rotund keeper of the local inn hears all the tales and knows how to ply a patron to get a story told.
conversations.prefix: Burrick the Innkeeper:
conversations.from: gpt
conversations.value: Born in the capital but raised in the Castle in the Lake, this knightly princess sees the local people as hers to protect.
conversations.prefix: Sir Gwyndolyn of the Lake:
conversations.from: human
conversations.value: Raving and wild-eyed, this poor panicked soul claims to be the only escapee of a misadventure in the Mad Caves.
conversations.prefix: Mad Adventurer:
conversations.from: gpt
conversations.value: Hungry, nasty, pointy-toothed goblins dwell in the wilderness and the caves, striking out to steal sheep and pies.
conversations.prefix: Pointy-toothed Goblins:
conversations.from: human
conversations.value: A brutish hulk, shaped roughly like a man but thrice as tall, with a tree limb for a club. It reeks something fierce.
conversations.prefix: Hulking Ogre:
conversations.from: gpt
conversations.value: What might at first seem to be a slick of mold can turn out to be a vile, dissolving patch of malicious ooze.
conversations.prefix: Creeping Ooze:
conversations.from: human
conversations.value: Wild boar roam the countryside, eating pets and crops and scaring the common folk.
conversations.prefix: Razor-tusked Boar:
conversations.from: gpt
conversations.value: Yellowed bones striding and striking on their own, driven by will or ire or anguish alone.
conversations.prefix: Stalking Skeletons:
conversations.from: human
conversations.value: Poor Wat Greenfoot was part of a misadventure in the Mad Caves and soon he’ll be made into porridge for an ogre.
conversations.prefix: Wat Greenfoot:
conversations.from: gpt
conversations.value: Wise and kind, this monkish fellow travels about the land, healing and teaching. They say he has elf blood in him.
conversations.prefix: Brother Conway:
conversations.from: human
conversations.value: You have sustained an injury.
  
  In this case, your leg was bitten by a worg. Your hit points are currently at 31/36.
conversations.prefix: Injuries:
conversations.from: gpt
conversations.value: You have sustained an injury.
  
  In this case, your leg was bitten by a worg. Your hit points are currently at 31/36.    
conversations.prefix: Injury:
conversations.from: human
conversations.value: Ouch. It hurts to walk on it, but at least it's not broken.
  
  4 points of damage. This subtracts from your total hit points.
conversations.prefix: Badly Sprained Ankle:
conversations.from: gpt
conversations.value: You now know that you've made an enemy of some kind of unholy evil, and this fact weighs on your soul.
  
  You have taken 6 psychic damage. This subtracts from your total hit points.
conversations.prefix: Mark of Despair (copy):
conversations.from: human
conversations.value: If you can make this out, I'm impressed. I wonder if you can download the image and resize? If not, I found it here: http://www.fraternityofshadows.com/PortraitHall/JesterMaps/New-Core---Jester-revised---misty-borders.png
conversations.prefix: Map of Ravenloft:
conversations.from: gpt
conversations.value: You've received an urgent request for help from Burgomaster Kolyan Indrirovich. He says the love of his life, Ireena Kolyana, is in danger, and he offers "all that might be had" if you respond to his plea.
conversations.prefix: Respond to Burgomaster's Summons (copy):
conversations.from: human
conversations.value: If you can make this out, I'm impressed. I wonder if you can download the image and resize? If not, I found it here: http://www.fraternityofshadows.com/PortraitHall/JesterMaps/New-Core---Jester-revised---misty-borders.png
conversations.prefix: Map of Ravenloft (copy):
conversations.from: gpt
conversations.value: You now know that you've made an enemy of some kind of unholy evil, and this fact weighs on your soul.
  
  You have taken 6 psychic damage. This subtracts from your total hit points.
conversations.prefix: Mark of Despair (copy):
conversations.from: human
conversations.value: Your face and neck have been wounded.
  
  Hit Points: 57/60
conversations.prefix: Scratches:
conversations.from: gpt
conversations.value: Kayor must find and free the spirit of the wizard's mentor.
conversations.prefix: Rescue my mentor's spirit (copy):
conversations.from: human
conversations.value: Black pools of water stand like dark mirrors about the muddy
  roadway. Thick, cold mists spread a pallor over the road. Giant
  tree trunks stand on both sides of the road, their branches
  clawing into the mists. In every direction the mists grow thicker
  and the forest grows more oppressive.
conversations.prefix: The Old Svalich Road:
conversations.from: gpt
conversations.value: Jutting from the impenetrable woods on both sides of the road,
  high stone buttresses loom up gray in the fog. Huge iron gates
  hang on the stonework. Dew clings with cold tenacity to the
  rusted bars. Two statues of armed guardians silently flank the
  gate. Their heads, missing from their shoulders, now lie among
  the weeds at their feet. They greet you only with silence.
conversations.prefix: The Gates of Barovia:
conversations.from: human
conversations.value: Atop a slight rise, against the very roots of the castle's pillarstone,
  stands a gray, sagging edifice of stone and wood. This
  church has weathered the assaults of evil for centuries on end
  and is worn and weary. The bell tower hangs to one side, its
  sweet tone long silenced. Flickering light shines through holes
  burned through the roof shingles. The rafters strain feebly
  against their load.
conversations.prefix: The Church:
conversations.from: gpt
conversations.value: A weary-looking mansion squats behind a rusting iron fence.
  The iron gates are twisted and torn. The right gate lies cast
  aside while the left swings crazily in the wind. The stuttering
  squeal and clang of the gate repeats with mindless precision.
  Weeds choke the grounds and press with menace upon the
  house itself. Yet, against the walls, the growth has been trodden
  under to form a path all about the domain. Heavy claw markings
  have stripped the once-beautiful finish of the walls. Great
  black blottings tell of the fires that have assailed the walls. Not a
  pane nor shard of glass stands in any window. All the windows
  are barred with heavy planking, each plank marked with stains
  of evil omen.
conversations.prefix: Burgomaster's Home:
conversations.from: human
conversations.value: An inn just outside of Bergovista, a town in Nova Vaasa. To the west is the County of Barovia.
conversations.prefix: The Slaughtered Lamb Inn:
conversations.from: gpt
conversations.value: You've received an urgent request for help from Burgomaster Kolyan Indrirovich. He says the love of his life, Ireena Kolyana, is in danger, and he offers "all that might be had" if you respond to his plea.
conversations.prefix: Respond to Burgomaster's Summons:
conversations.from: human
conversations.value: These are not normal wolves, but demonic creatures that stand three feet tall at the shoulder.
  
  Hit points: 20 each
  Damage: 8
conversations.prefix: Worgs:
conversations.from: gpt
conversations.value: She's seen better days.
conversations.prefix: Madwoman in the Attic:
conversations.from: human
conversations.value: You have a strange dream (nightmare?) that seems like a portent. Share this with another player at the next opportunity.
  
  Spend a wound card on this  obstacle, and the wound is gone.
conversations.prefix: Ominous Dream (Healing):
conversations.from: gpt
conversations.value: Wren needs to get away from the peasants before they hang him and then burn the body.
conversations.prefix: Wren Escapes:
conversations.from: human
conversations.value: Something from your past is relevant to your current circumstances. You should share it with the rest of the players.
  
  Spend a wound card on this  obstacle, and the wound is gone.
conversations.prefix: Deja Vu (Healing):
conversations.from: gpt
conversations.value: Either the group discovers where Wren is being held, or Wren manages to get word to them. 
  
  This challenge must be resolved before players other than Wren play cards to free him.
conversations.prefix: Wren Is Discovered:
conversations.from: human
conversations.value: You now know that you've made an enemy of some kind of unholy evil, and this fact weighs on your soul.
  
  You have taken 6 psychic damage. This subtracts from your total hit points.
conversations.prefix: Mark of Despair:
conversations.from: gpt
conversations.value: You now know that you've made an enemy of some kind of unholy evil, and this fact weighs on your soul.
  
  You have taken 6 psychic damage. This subtracts from your total hit points.
conversations.prefix: Mark of Despair:
conversations.from: human
conversations.value: Kayor must find and free the spirit of the wizard's mentor.
conversations.prefix: Rescue my mentor's spirit:
conversations.from: gpt
conversations.value: You are weird people doing weird things, and these peasants have had enough weird already to last them a lifetime. Luckily, they're more unpredictable than dangerous.
conversations.prefix: Frightened Peasants:
conversations.from: human
conversations.value: Don't talk to the dead with your mouth full.
conversations.prefix: Necromantic Ritual:
conversations.from: gpt
conversations.value: No shining knight are you. You protect the common folk from the evils treading in from the wild.
  
  ...
  
  Suggested Strength: Dextrous
  
  Suggested Weakness: Brutish
  
  Hit Points: 48
  Damage: 8
  Armor: Leather (2/3)
  Specials: Speak with Animal, Track, Trick Shot, Sneak, Animal Companion
conversations.prefix: Ranger:
conversations.from: human
conversations.value: That you’re a thief is not in dispute but your motives may be good and true.
  
  ...
  
  Suggested Strength: Stealthy
  
  Suggested Weakness: Conniving
  
  Hit Points: 36
  Damage: 8
  Armor: Leather (2/3)
  Specials: Sneak, Trap Expert, Steal, Backstab, Poison, Bypass.
conversations.prefix: Thief:
conversations.from: gpt
conversations.value: Long have you trained for, and dreamt of, battle and adventure. No longer shall you wait for it.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Dull-witted
  
  Hit Points: 60
  Damage: 10
  Armor: Plate (1/3)
  Specials: Cleave Weapon, Penetrate Armor, Multiple Strike, Defend Another
conversations.prefix: Warrior:
conversations.from: human
conversations.value: You’re a rare sort: a genuine wizard. The fate of the land falls to folk as versed and wise as you.
  
  ...
  
  Suggested Strength: Wizardly
  
  Suggested Weakness: Frail
  
  Hit Points: 24
  Damage: 4
  Armor: None (Full)
  Specials: Detect Magic, Identify, Force Bolts (x4 damage), Charm, Summon, Telekinesis, Blink.
conversations.prefix: Wizard:
conversations.from: gpt
conversations.value: As the landed lords and ladies have their knights of the realm, so does the temple have you.
  
  ...
  
  Suggested Strength: Strong
  
  Suggested Weakness: Proud
  
  Hit Points: 60
  Damage: 10
  Armor: Plate (1/3)
  Specials: Lay on Hands, Detect Evil, Smite Evil, Defend Another
conversations.prefix: Paladin:
conversations.from: human
conversations.value: Your folk are fortifying themselves beneath the ground, yet you seek adventure on the surface.
  
  ...
  
  Suggested Strength: Resilient
  
  Suggested Weakness: Obsessed
  
  Hit Points: 66
  Damage: 8
  Armor: Plate (1/3)
  Specials: Immobility, Defend Another, Speak with Stone, Resist Poison & Disease.
conversations.prefix: Dwarf:
conversations.from: gpt
conversations.value: You’re small but earnest, brave in a pinch, cunning and sly.
  
  ...
  
  Suggested Strength: Witty
  
  Suggested Weakness: Naïve
  
  Hit Points: 36
  Damage: 6
  Armor: Leather (2/3)
  Specials: Sneak, Lucky, Folk Tales, Inspire Others, Evade, Steal, Shrug Off Despair & Misfortune.
conversations.prefix: Halfling:
conversations.from: human
conversations.value: A man of noble birth, Strahd spent much of his life serving causes of goodness and law, most notably as a warrior and leader of armies. Years of such service took their toll upon him however, and by the time he reached middle age, Strahd came to believe he had squandered his life and his youth. With this dark mood upon him, he came to conquer the region known as Barovia, and assumed lordship there, taking as his residence the pre-existing castle known as Ravenloft. From this position of power and security, he called for members of his family "long unseated from their ancestral thrones" to join him, including a younger brother named Sergei.
  
  Some time after this reunion, the Count himself fell in love with a young Barovian woman, Tatyana, though she rejected his affections in favor of the younger Sergei. Filled with despair and jealousy, and brooding a growing hatred for Sergei, Strahd sought magical means to restore his youth. In a moment of desperate frustration, he "made a pact with death - a pact of blood." On the day of Sergei and Tatyana's wedding, Strahd murdered his brother and pursued the grieving Tatyana until she flung herself from the walls of Ravenloft. Strahd himself was shot down by the arrows of the castle guard. Even so, he did not die, but went on to rule the land of Barovia as a vampire.
conversations.prefix: Count Strahd Von Zarovich:
conversations.from: gpt
conversations.value: The daughter of the burgomaster.
conversations.prefix: Ireena Kolyana:
conversations.from: human
conversations.value: Towering trees, whose tops are lost in heavy gray mist, block
  out all save a death-gray light. The tree trunks almost touch.
  The thick, damp undergrowth presses in on you, making it
  impossible even to see one another at all times. The woods have
  the silence of a forgotten grave, yet exude the feeling of an
  unsounded scream.
conversations.prefix: The Svalich Woods:
conversations.from: gpt
conversations.value: Tall shapes loom out of the dense fog that surrounds everything.
  The muddy ground underfoot gives way to slick, wet
  cobblestones. The tall shapes become recognizable as the dwellings
  of the village of Barovia. The windows of each house stare
  out from pools of black nothingness. No sound cuts the silence
  except for a single mournful sobbing that echoes through the
  streets from a distance.
conversations.prefix: Village of Barovia:
conversations.from: human
conversations.value: A single shaft of light thrusts into the main square, its brightness
  like a solid pillar in the heavy fog. Above the gaping
  doorway, a sign hangs precariously askew proclaiming this the
  "Blood on the Vine Tavern."
conversations.prefix: Blood of the Vine Tavern:
conversations.from: gpt
conversations.value: You practice and protect the old ways, minding the beasts and the land with wisdom and care.
  
  ...
  
  Suggested Strength: Cunning
  
  Suggested Weakness: Oafish
  
  Hit Points: 36
  Damage: 6
  Armor: Leather (2/3)
  Specials: Elemental Resistance, Speak with Animals, Shapeshift, Purify, Entangle, Lightning (x2 damage)
conversations.prefix: Druid:
conversations.from: human
conversations.value: You have dedicated yourself to the ways of faith so as to help and heal.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Contemplative
  
  Hit Points: 48
  Damage: 6
  Armor: Chain (1/2)
  Specials: Turn Undead, Heal, Divine Guidance, Bless, Speak with Dead, True Seeing
conversations.prefix: Cleric:
conversations.from: gpt
conversations.value: Your ancient people are few, these days, but by your will and grace the world shall be bettered.
  
  ...
  
  Suggested Strength: Wise
  
  Suggested Weakness: Proud
  
  Hit Points: 36
  Damage: 6
  Armor: Chain Mail (1/2)
  Specials: Detect Magic, Charm, Ancient Lore, Speak with Animals, Immune to Sleep & Aging.
conversations.prefix: Elf:
conversations.from: human
conversations.value: The Holy Symbol of Ravenkind is an ancient platinum medallion
  that was once worn by the High Priest of Ravenloft. It is a powerful
  lawful good symbol.
  The holy symbol is shaped like the sun, with a large crystal
  embedded in its center. Around the crystal are many holy symbols
  of light and truth. When presented forcefully toward any undead
  creature, the medallion adds to the cleric's "turn undead" roll.
  When presented against vampires, however, it flares with the light
  of the sun for 1-10 rounds. The vampire cannot move and will slowly turn to dust.
conversations.prefix: Holy Symbol of Ravenkind:
conversations.from: gpt
conversations.value: The sunsword is a magical longsword. Its blade is a form of crystal
  glassteel, held by a platinum hilt and guard. It glows with dim
  blue light most of the time.
  The sunsword is a +2 sword against all creatures except
  undead. When within 30 feet of any undead, the blade suddenly
  glows brilliant blue. The blade is +3 vs. undead (to hit and damage).
  When used against vampires, the blade flares and sparks
  when it hits, inflicting 10 additional points of damage per hit.
conversations.prefix: Sunsword:
conversations.from: human
conversations.value: The Tome of Strahd is an ancient work penned by Strahd himself.
  It is a tragic tale of how Strahd came to his fallen state. The book is
  bound in a thick black leather cover with brass hinges and fastenings.
  The pages are of parchment and very brittle. Most of the book
  is written in the curious shorthand that only Strahd himself
  employs. Stains and age have made most of the work illegible.
conversations.prefix: Tome of Strahd:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.prefix: Wild:
conversations.from: human
conversations.prefix: Wild:
conversations.from: gpt
conversations.value: The ability to momentarily freeze opponents into statue-like stillness.  
  
  This quality is singular to Maynard due to his bio-makeup and known only to Rosalind.
conversations.prefix: Freezing Light: