| Weed |
oppppps
saved
nonetheless....in the words of the cook in the song the "edmund fitzgerald"...."fellows, its been good to know yaaaa"
-102/80 HP....Still dust in the wind....but maybe larger particles of dust....
| Kunoichi Ashikawa aka Drummer |
ref: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Hero’s Defiance.
LOH: 3d6 ⇒ (5, 6, 1) = 12
Sorry brother, I failed.
-86/51; -74/51 after LOH
-4 lvls
-2 LOH
-1 channel
-2 ki
Dead!
| Dardanius |
Reflex: 1d20 + 12 ⇒ (9) + 12 = 21
-46/38 HP
-4 levels
Think I'm out of spells due to negative levels
Death Save: 1d20 + 2 - 8 ⇒ (12) + 2 - 8 = 6
-47/38 HP
| Turran |
Attack!
Channel shocking grasp using Intensified Spell getting rid of Frigid Touch
Black Blade: 1d20 + 12 + 1 + 1 - 2 ⇒ (6) + 12 + 1 + 1 - 2 = 18
Haste: 1d20 + 12 + 1 + 1 - 2 ⇒ (14) + 12 + 1 + 1 - 2 = 26
damage: 1d6 + 6 + 1 + 8d6 ⇒ (4) + 6 + 1 + (2, 4, 3, 5, 3, 2, 5, 5) = 40
Last Attack: 1d20 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11
-67/90 hp
| Turran |
Attack!
Channel Shocking Grasp at level 2, burning invisibility
Scimitar: 1d20 + 12 + 1 + 1 - 2 ⇒ (12) + 12 + 1 + 1 - 2 = 24
damage: 1d6 + 6 + 1 + 8d6 ⇒ (1) + 6 + 1 + (3, 6, 5, 4, 5, 6, 4, 3) = 44
Haste: 1d20 + 12 + 1 + 1 - 2 ⇒ (6) + 12 + 1 + 1 - 2 = 18
Last Attack: 1d20 + 7 + 1 + 1 - 2 ⇒ (10) + 7 + 1 + 1 - 2 = 17
-67/90 hp
4 images
| Turran |
Apply immediate first aid to Dar,Drummer,Weed
Heal Dar: 1d20 + 1 ⇒ (8) + 1 = 9
Heal Drummer: 1d20 + 1 ⇒ (2) + 1 = 3
Heal Weed: 1d20 + 1 ⇒ (8) + 1 = 9
-man, my first aid stinks-
| Turran |
-Not sure we have any healing pots, don't think I can use CLW wands-
| Turran |
Turran applies his feeble knowledge of bandaging and herb lore to ease his party members back to the land of the living.
He apologizes to the party members for succumbing to paralyzation
I can't believe I was so weak. Ghouls are my most hated enemy.
| Kunoichi Ashikawa aka Drummer |
Drummer is gone.
| Turran |
You forget that Shocking Grasp works like resuscitation paddles...
| Turran |
Cast Detect Magic and search the room and the big bad for loot
perception: 1d20 + 15 ⇒ (1) + 15 = 16
take the items of value from Drummer and burn his body so he does not become a ghoul.
| Turran |
I think we rest up, and get some spells back. Then we'll try and figure out how to leave this place.
Also, Weed and I will get our missing lvl back, it'll take a couple of more days for Dar.
In the meantime, I'll cast Detect Magic and study the scepter.
| Weed |
Agreed
Can any of the items restore our lost abilities like con?? Something was able to take away…perhaps it can give back
| Turran |
Not the loss from death, other loss, yes.
| Mysterious Storyteller |
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The three surviving party members rest after their climactic battle and regain some of their prowess. The heavy air of evil and wickedness continues to persist and the sickly stench of Drummer's burnt corpse mixes with the smoke that rises from the bodies burning in the sconces. You somehow have become somewhat accustomed to the piteous cries of pain and suffering from their burning forms.
1 negative level dissipates.
Turran cautiously studies the scepter and determines that it mostly acts as storage for both evil and magical energy. In the hands of one versed in the arts of necromancy it can be used to raise hosts of undead and create powerful individual undead creatures. As well, it can be used to drain the life and soul energy from the living to be stored in the scepter for later use in either the creating of undead or casting certain spells. There seems to be some planar connection to Abaddon. The scepter might posses more powers and abilities but understanding them is currently beyond Turran's abilities.
Turran make a DC 17 Will save.
| Turran |
will: 1d20 + 8 ⇒ (19) + 8 = 27
| Turran |
That's some nasty juju there. This is probably the nasty thing the Rakshasa was looking for. Let's try and make our way out, finding some awesome loot along the way.
perception: 1d20 + 16 ⇒ (4) + 16 = 20
| Dardanius |
Should we attempt to destroy it? Though, based on how we fared here, I fear that its destruction may be beyond our abilities.
After a beat: Perhaps we could hide it somewhere?
| Turran |
I think we should get it to the Harpers?
| Turran |
-dang, wrong realm-
Well, either let's get it to the Pathfinders or a major good deity, like Sarenrae.
First we have to get out of here.
Search for secret doors
perception: 1d20 + 16 ⇒ (5) + 16 = 21
| Turran |
It might just be whichever we come across first
Head back up the stairs in the safest of manners.
| Turran |
Cast Fly and carry the party members over the pools
| Dardanius |
Thanks, Turran
Perception for way back: 1d20 + 9 ⇒ (18) + 9 = 27
Point of Order Questions: Is Dar at -3 levels (rate of recovery 1 per day/rest)? And I just wanted to confirm that the negative levels affect everythign, including skill points.
| Gandalf the Grey |
See below: sounds like you might get another saving throw each day.
Energy Drain and Negative Levels
Some spells and a number of undead creatures have the ability to drain away life and energy; this dreadful attack results in “negative levels.” These cause a character to take a number of penalties.
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature’s negative levels equal or exceed its total Hit Dice, it dies.
A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.
Some abilities and spells (such as raise dead) bestow permanent level drain on a creature. These are treated just like temporary negative levels, but they do not allow a new save each day to remove them. Level drain can be removed through spells like restoration. Permanent negative levels remain after a dead creature is restored to life. A creature whose permanent negative levels equal its Hit Dice cannot be brought back to life through spells like raise dead and resurrection without also receiving a restoration spell, cast the round after it is restored to life.
| Mysterious Storyteller |
Turran magics the party over the venomous pools once more and you return to the entry room where the dark portal still shimmers faintly. Beyond the door the party can see the desert beyond, bathed in what looks like hot sunlight, a rather handsome looking fellow (Dagor Nuin Giliath; John's newest PC) dressed in finely crafted full plate appears to be examining the door from the other side.
| Turran |
It is obviously not safe here. We are taking it somewhere, if not to destroy it, at least protect it better.
| Dagor Nuin Giliath |
Can Dagor see and hear what is happening within the portal?
| Mysterious Storyteller |
Dagor can see as through a cloudy veil but can hear nothing. He has been efforting at the door for the better part of a day with no success.
Glowing priest-spirit The scepter has been kept here for over a thousand years despite the best efforts of Urguthoa's worshipers and various treasure hunters. If you remove it you will surely precipitate the rise of the Dread Pharaoh and a new reign of darkness and terror.
Leave it here and return to your world before you do what cannot be undone.
| Dardanius |
A fiend who is much more powerful than us seeks the scepter for his own foul ends. I fear he will make swift work of this temple's defenses. In the name of Erastil, I ask you to help us destroy the staffor hide in in a new location.
Diplomacy: 1d20 + 19 ⇒ (7) + 19 = 26
| Dardanius |
Will Save for negative levels: 1d20 + 12 - 4 ⇒ (11) + 12 - 4 = 19
Sigh. Just out of curiosity: Would a save remove one negative level per day? Did we get a level for free (or should Turran and Weed roll?)