Forgot to roll last round 1d4 ⇒ 2
"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!
"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!
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 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.
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). |