Expedition to Castle Ravenloft (Recruiting a Trapfinder)


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Ok, I have no problem playing a cleric with the war domain, but as I have neither the RCS or HOH, I have no idea the deities or whatever powers would give divine ablities exist in Ravenloft.
 


Ok, I have no problem playing a cleric with the war domain, but as I have neither the RCS or HOH, I have no idea the deities or whatever powers would give divine ablities exist in Ravenloft.
Well the beauty of it is you don't need either. If you like, you could have your character come from another plane but be imprisoned on Ravenloft. So you could, for example, worship Tempus and be from Abeir-Toril. Clerics from other realms who find themselves in Ravenloft still manage to receive divine abilities somehow, although they do go through a rather unpleasant feeling of being distanced from their deities.

If you want your character to be a Ravenloft native however, then the cult of the Morninglord is probably appropriate, as it is the only religion with any organization in Barovia. The Morninglord is a CG deity similar to Pelor or Lathandar with the Good, Luck, Protection, and Sun domains and the shortspear as his favored weapon. The only native religion in Ravenloft that grants the War domain is that of the Lawgiver, a LE deity with the Death, Evil, Law, and War domains and the whip as his favored weapon. Since the Lawgiver is the state religion of two domains that border Barovia, it is conceivable that a cleric of the Lawgiver might have come from one of those domains accidentally. Even though Strahd has kept the borders of Barovia closed for time immemorial, he has been known to make exceptions for reasons that are his and his alone.

You also have the option of being a cleric of ideals rather than a specific religion.
 

Sorry, going to have to bow out. I can't get one item out my head, which though world appropiate, is not suitable for this game. The Sun Blade, it was an original Ravenloft item, but through the editions has been inflated to a minimum of double our character's level. Apparently, it was super unblanced when first released, and I can't figure a way to scale it down either. Good luck to you all.
 

Um... [MENTION=2469]rangerjohn[/MENTION], I am not sure I understand your logic here. But it might interest you to know that the very weapon you speak of plays a pivotal role in the adventure. Bear in mind EtCR is based on the original AD&D adventure. I mean, obviously you won't be able to begin play with a sunblade, but... well let's just say that it exists (and by "it" I mean there is one and only one) and it plays an important role in the story.
 

Well in that case has enough been changed, that my having played the original adventure would spoil things? To be clear on this, as a player, I know the story and the plot magic items obviously. But I don't remember locations and creatures other than the broadest sense. Ie Barovia, Castle Ravenloft as whole and Strahd as the major villian of the piece as it were. So it would be no problem at all for me to seperate Character/player knowldege. Of course it may be all that I remember could be explained as someone who grew up in Barovia and heard legends.
 
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Magical items

airwalkrr

Here is a list for Floch:
Greatsword +1 (2350gp)
Full plate +1 (2650gp)
Gauntlet of Ogre power (4000gp)
Cloak of resistance +1 (1000gp)
Potions:
3 cure light wounds, 1 cure moderate wounds, 1 hide from undead, 1 remove fear. (550gp)

Since he was raised as fighter with a human blacksmith so he worked with his master on them for several years. The cloak, it was a trophy he plundered when he was attacked by three bandits a few months ago.
You decide about the gauntlet since it is not something common.
The potions were a treasure he found when exploring a remote cave. Evil cleric dwelt there with a group of zombie minions and the potions were part of the cleric’s equipment.
 
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[MENTION=2469]rangerjohn[/MENTION]Are you kidding? This adventure was WRITTEN for people who played the original, loved it, and wanted to re-experience the horror using the new system, but with a few surprises. After all, it isn't like someone can live or even visit Barovia and not know Strahd is the villain. But figuring out he is the villain isn't the hard part. It isn't like you can just walk up to Castle Ravenloft, waltz inside and stake a vampire. EtCR is a 3.5 version of the classic Ravenloft adventure with its own unique twists and turns. It borrows some of the original source material, but there are plenty of surprises. After all, they wouldn't be able to sell it to people who had already played the AD&D version if they didn't include original material. You probably know a few things that players who never played the original won't know, but truth be told that will probably just add to your enjoyment of it because it is familiar enough to be awesome and new enough to challenge you.
 
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Ok, then how about this a warrior-preist of the Morning Lord, who grew up on the old legends. What do the legends whether knowledge, local or relegion say about the sunblade? OOC: Mainly interested in which feat I would need to use it as a cleric. Ie longsword as original or shortswod/bastard sword or something else entirely? He would like to reclaim it as a relic of the church. Or would it be more appropiate to take a level of fighter or paladin?
 

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