Oh, I think we're all aware of that… but I have been waiting to post this… that may very well be the most clutch critical hit we've yet seen in this game. By my calculation, you did 27 points of damage with the dice. The critical means you get another average-of-7d6, which I see as 25 more. 52 points! Al of it radiant, no less… I don't care how many HP she has… that has GOT to hurt. Nice!
If she has flee to her coffin and it is still dark… if nothing else we could take the coffin and throw it off the flying castle. Not our problem any more. The coffin would be destroyed with the fall. With her being reduced to zero hitpoints and the sunrise coming with no coffin I'm thinking that she won't survive the morning.
Edited: Kyrroeth on 15th Dec, 2017 - 6:25am
If I survive this, my next goal would be to aquire a silver sword, and or dagger.
But, does someone need to be completely drained of blood, to contract the Vampirism disease, becoming a Vampire after middnight?
Kyrro, you mentioned that a party member before slipped over to the dark side?
I would, imagine it would be extreemly difficult to play an evil alignned character.
Why, would an evil player character want to turn a blind eye, towards good player characters slaying creatures?
Anron, if Taz has his maximum hitpoints lowered to 0 by another vampire bite he will die. If he is buried in the ground he would rise as a vampire thrall to the one we are fighting. If we didn't bury him I'm not sure what would happen. We couldn't heal him up above 0 hit points so I have no idea what would happen. It might take a revivify or something to bring him back. Hopefully we won't have to find out.
Evil aligned characters can fit into a mainly good aligned party. Their short term goals might mesh with the groups. It could benefit the evil character to travel with the group. I'm sure that it would be distasteful for them but if it helps them they would do it. Evil aligned characters will do what benefits them. Our current game is a perfect example of this. We could have an evil cleric or paladin join. Their god they serve is evil but they want to rule the world and not Tiamat. It would be to their benefit to work with us since we all want to stop Tiamat from rising. Once that is done then they would go their own way since there would be no common cause to unite them.
Edited: Kyrroeth on 15th Dec, 2017 - 9:09am
Anron, to add to what Kyrroeth has said about critical hits, we spent a few pages of this thread discussing with the Dungeon Master about critical damage. From now on, when you get a critical hit, Daishain is simply adding the average, rounding up if need be, to your damage total. So one of your eldritch blasts getting a critical would essentially go from a 1d8 damage to a 1d8+5 damage. This was settled only a couple of weeks ago…
As for a former character slipping over to the dark side… what happened was one of the original team members was a wizard who secretly was studying necromancy in hopes of raising his lost love to life. He had rescued one of the cults infant halfdragons. Then the player left, and to leave things open for the character and us, it was written that he used a portal to go to some other bad guys, hoping to trade for more necromancy knowledge.
Anron, you're right about the die being a d10 rather than a d8. But the point is that when you critical hit, the extra d10 is automatically now a 6 (Or 2d10 would be 11, etc.). So when you critical, Daishain simply adds the proper average number for your damage. You did not need to roll again. And the discussion of that house rule was just a couple of weeks ago.