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<blockquote data-quote="DEFCON 1" data-source="post: 7059803" data-attributes="member: 7006"><p>I'm also doing the 'points of sunlight' bit for my campaigns after each time the party does something "good"-- clouds open and reveal the sun for a few moments, then they close back up. This has happened several times now because of all the stuff I added to the game that would take this into account (things like adding in the 'three fanes' concept from <em>Expedition to Castle Ravenloft</em>.) And in order to keep the parties up to date I ended up re-writing and expanding the Tome of Strahd handout, which talked about all of these things plus what would happen were they to accomplish all the cleansings of the realm-- basically the clouds open permanently and finally revealing sunlight to the land. At that point Strahd would no longer be able to venture out of his castle during the daytime, and windows in the castle suddenly become much more important.</p><p></p><p>In my CoS games there are four "levels" of Strahd abilities that the groups can take down:</p><p></p><p>- Destroying the Heart of Sorrow in the tall tower of Castle Ravenloft eliminates Strahd's buffer pool of HP.</p><p></p><p>- Cleansing the three ancient magical fanes (the <em>Megaliths of St. Andral</em> at Old Bonegrinder, the <em>Menhirs of St. Markovia</em> at the Ruins of Berez, and the <em>Obelisk of St. Ecatarina</em> at Saint's Hill-- what was called Lysaga Hill in <em>Expedition</em>) cuts off Strahd's additional power from the Land and I switch from the more powerful CR 17 Strahd statblock someone made here on EN World to the regular CR 15 statblock in the book.</p><p></p><p>- Consecrating the four holy sites in the valley (the <em>Church of St. Ecatarina</em> in the Village of Barovia, the <em>Monastery of St. Andral</em> in Vallaki, the <em>Abbey of St. Markovia</em> in Kresk, and the <em>Chapel</em> within Castle Ravenloft) opens up the sky to sunlight permanently and prevents Strahd from walking his land during the day.</p><p></p><p>- And finally, if <strong>all seven</strong> magical sites are cleansed and consecreated (the three fanes and four holy sites), then the Morninglord is metaphysically released from his bonds in the Baratok Valley and he regains his power and standing. At that point, should someone then kill Strahd in his coffin then the Vampire Lord is destroyed permanently as the Morninglord's positive energy blankets the land.</p><p></p><p>Suffice it to say... one of my groups has done a good job thus far accomplishing these things... the other group not so much. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> The Blood Hunter in the former group has been willing to make deals with Baba Lysaga and Baba Morgantha to assume control of the two of the three fanes (gaining the Queen of Air and Darkness as an Archfey patron in the process) and the Paladin of the Morninglord has made it his duty to cleanse all the locations and release his god from bondage in the Valley-- thus far the Megaliths, Menhirs, and the Church of St. Ecatarina are consecrated and they're about to cleanse the Monastery). In the latter group? The Archfey warlock has been reticent to make deals with his patron, the Queen of Air and Darkness, or the Baba sisters... and the rest of them are more interested in just surviving than actually trying to do anything. Which has been fun to watch them flailing about anyway... but they're just having a more difficult go of it. LOL.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7059803, member: 7006"] I'm also doing the 'points of sunlight' bit for my campaigns after each time the party does something "good"-- clouds open and reveal the sun for a few moments, then they close back up. This has happened several times now because of all the stuff I added to the game that would take this into account (things like adding in the 'three fanes' concept from [I]Expedition to Castle Ravenloft[/I].) And in order to keep the parties up to date I ended up re-writing and expanding the Tome of Strahd handout, which talked about all of these things plus what would happen were they to accomplish all the cleansings of the realm-- basically the clouds open permanently and finally revealing sunlight to the land. At that point Strahd would no longer be able to venture out of his castle during the daytime, and windows in the castle suddenly become much more important. In my CoS games there are four "levels" of Strahd abilities that the groups can take down: - Destroying the Heart of Sorrow in the tall tower of Castle Ravenloft eliminates Strahd's buffer pool of HP. - Cleansing the three ancient magical fanes (the [I]Megaliths of St. Andral[/I] at Old Bonegrinder, the [I]Menhirs of St. Markovia[/I] at the Ruins of Berez, and the [I]Obelisk of St. Ecatarina[/I] at Saint's Hill-- what was called Lysaga Hill in [I]Expedition[/I]) cuts off Strahd's additional power from the Land and I switch from the more powerful CR 17 Strahd statblock someone made here on EN World to the regular CR 15 statblock in the book. - Consecrating the four holy sites in the valley (the [I]Church of St. Ecatarina[/I] in the Village of Barovia, the [I]Monastery of St. Andral[/I] in Vallaki, the [I]Abbey of St. Markovia[/I] in Kresk, and the [I]Chapel[/I] within Castle Ravenloft) opens up the sky to sunlight permanently and prevents Strahd from walking his land during the day. - And finally, if [B]all seven[/B] magical sites are cleansed and consecreated (the three fanes and four holy sites), then the Morninglord is metaphysically released from his bonds in the Baratok Valley and he regains his power and standing. At that point, should someone then kill Strahd in his coffin then the Vampire Lord is destroyed permanently as the Morninglord's positive energy blankets the land. Suffice it to say... one of my groups has done a good job thus far accomplishing these things... the other group not so much. ;) The Blood Hunter in the former group has been willing to make deals with Baba Lysaga and Baba Morgantha to assume control of the two of the three fanes (gaining the Queen of Air and Darkness as an Archfey patron in the process) and the Paladin of the Morninglord has made it his duty to cleanse all the locations and release his god from bondage in the Valley-- thus far the Megaliths, Menhirs, and the Church of St. Ecatarina are consecrated and they're about to cleanse the Monastery). In the latter group? The Archfey warlock has been reticent to make deals with his patron, the Queen of Air and Darkness, or the Baba sisters... and the rest of them are more interested in just surviving than actually trying to do anything. Which has been fun to watch them flailing about anyway... but they're just having a more difficult go of it. LOL. [/QUOTE]
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