Asar

Ithalgol's page

7 posts. Alias of GM Netherfire.


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Crackling and hissing echoes out from a larger chamber beyond the stairs. Ithalgol’s voice calls out over the new sound. “Students! Leave them, they do not understand their struggle. Join me at the pedestal. Once I absorb this soul, there will be a greater power to bestow to you...”

Nobody took any damage. You guys are up!


Somewhere out of sight, up the stairs into the high roofed chamber beyond, Ithalgol’s voice rings out:

“My hand is forced by your intrusion into my sanctum. I have slowly siphoned the life-force of your king through my arcane crystal. Now, I shall draw the last of his life, and ascend…”

Your turn!


Forgot to roll last round 1d4 ⇒ 2
The ghostly hand returns to the master wizard, and floats in orbit to his person.

"You are strong, tiger. But I am beyond strength..." Ithalgol lowers the top of his black staff, aiming it at the tiger. A sparkling ray of black energy flashes out toward the ferocious beast!
ranged touch: 1d20 + 7 ⇒ (16) + 7 = 23strength damage: 1d6 + 4 ⇒ (6) + 4 = 10 for 9 rounds, Fort DC 18 to halve.
The dark beam visibly shrinks and withers the brawn of the tiger.

"Students, I leave this to you. Inform me when they are subdued, and we will begin the ritual." He turns and ascends the stairs, through the metal doors. The great metal slabs close behind him with a boom. A large rune suddenly flickers over the seam between the doors and disappears.

Shark needs to make a Fortitude save DC 18. If he successfully saves, he takes 5 points of damage to his Strength score. This penalty lasts 9 rounds. There is more info on ability score damage in the Discussion thread. You guys are up!


“...and yet you fight on. Very well, perhaps you do not understand who you are dealing with…”

Extending a bony palm, a ghostly copy of his hand floats further out, leaving a wispy trail as it flies toward the other corner of the room. Silent, it approaches the foremost intruder, Nme’an.

With sudden quickness it darts forward to touch him!
melee touch attack: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30, confirm melee touch attack: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 for 2d8 + 8 ⇒ (3, 2) + 8 = 13 negative energy, Fort DC 16

Nme'an once again feels the grim touch of death. But this time, it is not a chill that threatens his strength. The call from the grave tries to stiffen his joints, as though rigor mortis is about to set in!
Nme'an needs to make a Fortitude save DC 16 or be paralyzed for 1 round.

Nme'an takes 16 damage total from all enemies. Make sure to roll for the AoO before rolling the Fort save. You guys are up!


He slowly ascends the steps with a lordly tone.

“So be it. It is said that the hero is only as good as the villain. Let it be known that you are not the heroes this time; merely the first of many to die and join my servitude.”

With a motion of his bone hand and arcane words from his teeth, Ithalgol’s free hand has ghostly wisps trailing from the fingertips.

As always, feel free to roll Spellcraft on spells cast that you would like to identify. You guys are up!


“I am Ithalgol the Wise, the lord of this tower, and a master of death and existence beyond. Whether you refuse my offer of peace, or seek to join our ranks, both bear the same immediate result. Surrender yourselves now to ease your passage to the other side.” With a gesture and an utterance, the deep purple robe that he wears briefly pulses with pale magical energy and returns to the dark purple hue.

Taking a black staff in one skeletal hand, he looks to the minion waiting beside him and nods. The other skeleton completes the suspended spell in its hands, though no visible effect is noticeable.

You guys are up!


A spine-chilling voice emanates from the rictus smile of the crowned figure as he gestures to the living who opened the door.
“Ah, yes. To punctuate Duridel’s weakness, our visitors from the living world. This is why none of us took the path of vampirism. Willing or not, they will join us in death soon enough…”

Those of you not immune to fear feel profound terror threatening to take hold in your heart. Roll Will saves DC 17 to resist a frightful presence!

Will save DC 17:

Abject terror erases all reason from your mind. Your instinct to survive cries a single impulse in response: Run!
You have the frightened condition. Characters who are frightened are shaken (-2 to attack rolls, saves, skill checks, and ability checks), and in addition they flee from the source of their fear as quickly as they can. They can choose the paths of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. If the duration of their fear continues, however, characters can be forced to flee if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).