Vampire Of The Mists Pdf

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Reggie Lamborn

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Aug 5, 2024, 12:30:54 PM8/5/24
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Vampireof the Mists is the first novel in the Ravenloft books gothic horror series. Written by Christie Golden, it is set both in Waterdeep, a city in the Forgotten Realms world of Dungeons & Dragons, and more prominently, the Demiplane of Dread, location of the Ravenloft campaign setting.[1]

The story concerns Jander Sunstar, an elf vampire who, despite his affliction, attempts to remain as good as possible. On a trip to Waterdeep to drink the blood of patients of a mental hospital there, Jander falls in love with an inmate who introduces herself as Anna. For about one hundred years the immortal vampire visits Anna regularly, and Anna seems to be similarly ageless. Anna begins to become ill, and Jander, afraid of losing her, tries to turn her into a vampire. Anna refuses. In her last moments of life, when Jander asks her what ruined her mind, she answers "Barovia."


In a rage, Jander kills every last occupant of the asylum, and is transported to the Demiplane of Dread. There, he has his fortune told by a Vistani gypsy before befriending Count Strahd Von Zarovich. The predictions made by the fortune-teller all prove to be true later in the book, sometimes in multiple ways. After a very long period of time spent in Barovia, Jander discovers that the woman he knew as Anna was in truth Tatyana, wife of Strahd's Brother, Sergei, and the woman who drove Strahd to murder his own family. She escaped the castle as it entered the demiplane, but lost her mind in the process. Shocked, Jander bands together with a local cleric and a young thief, to the end of killing Strahd. They fail, though the severe damage they inflict on him forces him into an extended healing cycle thereby limiting the speed with which he increased in power as a spell-caster. To that end, Jander somewhat succeeded, at least for the time being, and more so prevented Strahd further access to any more of his own knowledge when he walks into the sunlight for his final death.


TSR8056Vampire of the MistsBasic InformationAuthor(s)Christie Golden[1]PublisherTSR, Inc.[1]TypeNovel[1]Cover Artist(s)Clyde Caldwell[1]Realm year(s)1072 DR[2]BindingPaperbackReleasedSeptember 1991[1]Pages341ISBN 101-56076-155-5[1]Link to citation[cite this]SeriesPreceded byNoneFollowed byKnight of the Black RoseVampire of the Mists was the first Ravenloft novel by Christie Golden. The main character was Jander Sunstar, an elven vampire from Evermeet who unsuspectingly enters the dark domain of Barovia.[1]


Torn by rage and grief, Jander is transported into the nightmare realm of Ravenloft, where he gains the attention of the demiplane's master, Count Strahd Von Zarovich. But can Jander trust this elegant fellow vampire once he discovers that his own quest for revenge is linked to the dark heritage of the count's domain?


Jander Sunstar, a gold elf, remembers and longs for the sun, but his world is all darkness and death now. He lives on blood, undead and forever outcast. Only fear stops him from stepping into the sun one last time, fear that he might actually become something far worse than a vampire after his final death. But he tries to do little harm: drinking the blood of animals and rarely mixing with humans, until one night he finds a lovely woman in an insane asylum. She is the only good, innocent thing that he has seen in centuries and despite her madness, he loves and cares for her.


This leads me to believe that a party can destroy the Vampire without having to wait for two hours or put a stake into its heart when it arrives at its coffin/lair. The method is that the vampire in mist for can be destroyed by continuing to do magical damage until it fails 3 death saves.


As I read the description, the Vampire regeneration of 20 HP per round is constrained to its humanoid form, bat form, or it's misty form if it changed into that form by volition and while it has at least 1 HP.


A Cleric can typically move at 30, a Vampire's mist can move at 20. My instinct is that a party Cleric can cast Sacred Flame (Cantrip) round after round until a three death saves have been missed. Other sources of radiant or magical damage should work as well, as long at the damage being done is magical, to speed up the process.

- I chose Sacred Flame as it does radiant damage, which prevents regeneration in vampires, but that may be unnecessary.


Presuming that the Party keeps doing damage, and the Vampire misses enough death saves before it floats beyond their reach and through that crack in the wall that the party can't get through, am I right?


If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. (PHB, p. 197)


Rules as Written, I think you can kill the 0-hit-point Misty Vampire by doing damage to it three times before it escapes to its resting place, or by doing massive damage to it (equal to or exceeding its maximum hit points).


But there is certainly room for disagreement, as the rules regarding creatures with 0 hit points are written in the context of creatures that are unconscious at 0 hit points, which the Misty form of the Vampire is not.


Honestly, I don't think the intent of the rules is to allow a Vampire to be destroyed in this way. It seems that the intent is that you have to follow it back to its resting place, drive a stake through its heart, and then destroy its body while it's paralyzed.


Normally there is no way for a creature to be at 0 hit points and still be conscious and taking actions. However, the Vampire is clearly an exception, based on the text of its Misty Escape feature. It is very unclear whether any of the usual rules that apply to unconscious creatures at 0 hit points also apply to Misty Vampires at 0 hit points.


However, the trigger for Misty Escape is that the Vampire drops to 0 hit points (outside its resting place). Getting hit while already at 0 hit points and remaining at 0 hit points does not constitute dropping to 0 hit points.


Note that this is given as an option for a DM to make a creature more powerful than a normal monster that just drops dead at 0 hit points. But we already know that a Vampire is not a normal monster that just drops dead at 0 hit points. Its Misty Escape feature is a stronger feature than the standard Death Saves feature that prevents PCs from just dropping dead at 0 hit points. So this clause in the PHB doesn't really apply in this case.


However, I don't see anything here to suggest, whether the DM usually gives monsters death saves or not, that any monster should be immune to dying after suffering three failed death saves at 0 hit points.


Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sun light or running water. If it can't transform, it is destroyed.


That specific rule short circuits the entire section in the PHB on reaching 0 hp and the DM can't (except via rule 0) have a vampire take the optional path. So vampires do none of those things; they roll no death saving throws so they can have no failed death saving throws.


Yes. Misty Escape isn't an unconscious or dead state, so there is no death save associated with the mist form being attacked. The specific wording for Misty Escape is found in the MM pg. 297 where it denotes that you do not fall unconscious. So a player hitting the form, even at 0 HP, doesn't incur a death save. You would need to exceed the massive damage threshold in order to destroy the form from an attack.


Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sun light or running water. If it can't transform, it is destroyed.


To me, this leads to a logical conclusion that a vampire in mist form can not enter sunlight or running water, else it would be forced to revert and be destroyed in the process. The water one is easy to conclude as gaseous forms treat liquids like solid surfaces and would be unable to pass through it anyways.


However sunlight is slightly harder; unless you simply consider that sunlight is a persistent single source of damage. This means the vampire would have 8 turns in sunlight (using it's average health and assuming that you're allowing it to travel through sunlight) before the mist form was destroyed because it took over 144 damage from a single source.


Ik this post is old and movie older but there is a line that will fly over people's head unless the are thinking about vampire's. While on the beach when they are putting on the dead peoples clothes homer comments about how the clothes smells like garlic.


I would argue the dust comes first since the effect is marked as instantaneous. Nothing is spread out over rounds like with suffocation. The same notation of time does not exist for a vampire becoming gaseous. It's just a straight, if this happens then this happens. The event that triggered the 0 HP has already come and gone. Then the vampire has an entry for what happens once that event occurs.


And I would argue that the transmutation has turned the vampire to dust, and is now no longer a vampire. And then someone would argue that the vampire is now merely broken into octillions of pieces and is still a vampire. And then someone would argue that this isn't true because the pieces are so small. And then eventually it would get back to the arguement that vampires are still vampires when turned to dust. Am I the only one sensing a pattern here?


Special effects are often not what the game means when it refers to attacks (though they sometimes are). While Disintegrate involves a normal attack, the turning into dust is a special effect.ArmouredMonk13 wrote: And I would argue that the transmutation has turned the vampire to dust, and is now no longer a vampire. And then someone would argue that the vampire is now merely broken into octillions of pieces and is still a vampire. And then someone would argue that this isn't true because the pieces are so small. And then eventually it would get back to the arguement that vampires are still vampires when turned to dust. Am I the only one sensing a pattern here? Turning something into a chair with an instantaneous effect would not cause it to retain its creature type or other special characteristics unless it explicitly said so.Though to be clear, Disintegrate says it completely disintegrates targets leaving only a trace of fine dust. Which is the equivalent of saying the target is totally destroyed and there's some inert byproduct left over.

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