Expedition to Castle Ravenloft (Recruiting a Trapfinder)


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As for the tone of this campaign, your goal is nothing less than to destroy Strahd. That much will become evident fairly early on. Such an undertaking requires a hero willing to battle a powerful evil force without necessarily much promise of tangible reward. Playing an evil character is not forbidden; evil characters can be heroes too. But it is incumbent upon the player of such a character to find his or her own motivations for the character to be willing to pursue this goal. Evil characters are still people, they just don't see virtue as its own reward. So long as your character has a stake in the matter, you can play any alignment you want.

Let me take a look and see if I can get some info on the lightbringers. If anything, I'll scan the necessary information. I think that should qualify under fair use. It isn't a long section, just a few pages.
 
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I've uploaded a word document with the pertinent player information. I'll be using all of the variants described within so you may take advantage of them if you wish. If you wish your character to begin play as a member of the Lightbringers, you need only fulfill the prerequisites (including paying the 100 gp annual dues). Let me know if you have any questions.
 

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I notice one thing, that is not mentioned, that could become important. What weapons can a Knight of the Raven use?
On another note What domains does the Morning Lord grant?
 
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Don will join the Lightbringers, paying the 100 gp. He has ranks in Concentration.

He will also take 2 each of Alchemical Sun Flash (50 gp each) and Alchemical Vampire Repellent (125 gp each).

BTW, are there any special restrictions on or penalties for necromancy that we should know about? For example, how about a spell like Command Undead?
 


Wish list: (approve 4000gp)
Rinf of feather falling (2200gp)
ring of Sustenance (2500gp)
Ring of Climbing (2500gp)
Ring of Jumping (2500gp)
Amulet of Health (4000)
Buckler +1 (1315)

Potions:
2 enlarge person (600gp)
3 bulls Str. (900gp)
3 CMW (900gp)
2 Heroism (1500gp)
2 Shielf of Faith (100gp)
 

I notice one thing, that is not mentioned, that could become important. What weapons can a Knight of the Raven use?
On another note What domains does the Morning Lord grant?
A knight of the raven gains no weapon proficiencies.

The Morninglord has Chaos, Good, Luck, Protection, and Sun domains.
Don will join the Lightbringers, paying the 100 gp. He has ranks in Concentration.

He will also take 2 each of Alchemical Sun Flash (50 gp each) and Alchemical Vampire Repellent (125 gp each).

BTW, are there any special restrictions on or penalties for necromancy that we should know about? For example, how about a spell like Command Undead?
The Lightbringers wouldn't condone the use of command undead to build up an undead army, and in general they discourage the use of such spells. However they wouldn't object to its use as a defensive spell to turn undead against each other for the duration of a battle. After the battle is over, a true Lightbringer would destroy any undead that remain under his command. Doing otherwise would go against the interests and vows of guild members and your character would risk being expelled from the guild.
Wish list: (approve 4000gp)
Ring of feather falling (2200gp)
ring of Sustenance (2500gp)
Ring of Climbing (2500gp)
Ring of Jumping (2500gp)
Amulet of Health (4000)
Buckler +1 (1315)

Potions:
2 enlarge person (600gp)
3 bulls Str. (900gp) 2 approved (600 gp)
3 CMW (900gp) 2 approved (600 gp)
2 Heroism (1500gp) 1 approved (750 gp)
2 Shield of Faith (100gp)
That leaves you with 35 gp.
 

As for the tone of this campaign, your goal is nothing less than to destroy Strahd. That much will become evident fairly early on. Such an undertaking requires a hero willing to battle a powerful evil force without necessarily much promise of tangible reward. Playing an evil character is not forbidden; evil characters can be heroes too. But it is incumbent upon the player of such a character to find his or her own motivations for the character to be willing to pursue this goal. Evil characters are still people, they just don't see virtue as its own reward. So long as your character has a stake in the matter, you can play any alignment you want.

After reading the Neutral alignament description again in the Player's Handbook i saw that a Neutral character likes more the good than the evil,but the difference is that they just don't feel the necessity to take a side.The description of my character that i provided later suits more a Neutral Chaotic character.i'll work my character behavior along the game,but i'll remain with the Neutral alignament.i always wanted to roleplay a character wich such a behavior.:angel:
 

Play what you like, as always. But I somehow doubt you will get the results you think. BTW, I don't know how your opinion got reversed. But in general there wouldn't be much reaction to your character in a fantasy campaign, in a horror campaign, all your actions have consequences. Good or bad, either way your drawing the attention of the powers that be. Their reactions will change of course, based on your actions, one they will try to eliminate the other tempt. Unfortunately, both can take you out of play.
 
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