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Curse of Strahd - What am I missing? (Possible spoilers?)
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<blockquote data-quote="toucanbuzz" data-source="post: 8025364" data-attributes="member: 19270"><p>The Sunsword has no limit to how long the sunlight stays active. So that part worked.</p><p></p><p>However, your DM really didn't play Strahd intelligently. Notably: Strahd only takes sunlight damage if he STARTS his turn in sunlight. So, he could do his "hit and run" into the aura without harm, running through walls, and take out the sentry, or prevent anyone from getting actual rest. Alternately, he has a virtually unlimited supply of undead minions and wolves that he could send in every hour to disrupt the rest. He could cast spells into the sunlight like a nice old fireball. And so on. </p><p></p><p></p><p></p><p>It's not a requirement, though there were several magic items (many are easy to miss) that have alignment restrictions, including ones that would be really helpful in defeating Strahd:</p><ul> <li data-xf-list-type="ul">A Lawful Good sword in the Castle whose mission is to fight evil</li> <li data-xf-list-type="ul">The sunsword is Chaotic Good, though it doesn't have a specific restriction so long as the user wants to destroy Strahd</li> <li data-xf-list-type="ul">A holy symbol that damages anyone evil who touches it</li> <li data-xf-list-type="ul">A holy symbol that can only be attuned to good clerics/paladins</li> <li data-xf-list-type="ul">An icon that can only be attuned to good creatures</li> <li data-xf-list-type="ul">A statuette that grants +1 saves to good creatures</li> <li data-xf-list-type="ul">An axe that damages evil creatures that make attacks with it</li> </ul><p>Magic items aside, my players and I felt the setting and plots were better suited for good-leaning heroes anyways.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8025364, member: 19270"] The Sunsword has no limit to how long the sunlight stays active. So that part worked. However, your DM really didn't play Strahd intelligently. Notably: Strahd only takes sunlight damage if he STARTS his turn in sunlight. So, he could do his "hit and run" into the aura without harm, running through walls, and take out the sentry, or prevent anyone from getting actual rest. Alternately, he has a virtually unlimited supply of undead minions and wolves that he could send in every hour to disrupt the rest. He could cast spells into the sunlight like a nice old fireball. And so on. It's not a requirement, though there were several magic items (many are easy to miss) that have alignment restrictions, including ones that would be really helpful in defeating Strahd: [LIST] [*]A Lawful Good sword in the Castle whose mission is to fight evil [*]The sunsword is Chaotic Good, though it doesn't have a specific restriction so long as the user wants to destroy Strahd [*]A holy symbol that damages anyone evil who touches it [*]A holy symbol that can only be attuned to good clerics/paladins [*]An icon that can only be attuned to good creatures [*]A statuette that grants +1 saves to good creatures [*]An axe that damages evil creatures that make attacks with it [/LIST] Magic items aside, my players and I felt the setting and plots were better suited for good-leaning heroes anyways. [/QUOTE]
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Curse of Strahd - What am I missing? (Possible spoilers?)
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