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 The Burning City - Courtyard of Lolth - May 27th, 2012

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The DM
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The DM

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Join date : 2011-09-26

The Burning City - Courtyard of Lolth - May 27th, 2012 Empty
PostSubject: The Burning City - Courtyard of Lolth - May 27th, 2012   The Burning City - Courtyard of Lolth - May 27th, 2012 EmptyWed May 30, 2012 3:23 am

For defeating the nightwalker you each receive 19,200 experience points

Loot: 44 pp, 1,650 gp, a pair of 120-gp chrysoberyls, a drow stole of cloth of gold worth 550 gp, a suit of +3 elven shadow chainmail, a +1 large steel shield, and a +2 flaming heavy mace.
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The DM
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The DM

Posts : 231
Join date : 2011-09-26

The Burning City - Courtyard of Lolth - May 27th, 2012 Empty
PostSubject: Re: The Burning City - Courtyard of Lolth - May 27th, 2012   The Burning City - Courtyard of Lolth - May 27th, 2012 EmptyWed May 30, 2012 3:24 am

Here is the info you know about the Weave disruption currently affecting the city.

Quote :
The field of
Weave disruption enhances spells that use negative energy
while impeding spells that use positive energy.
Enhanced Magic: Necromancy spells (except those that
use positive energy), all other spells and spell-like abilities
that use negative energy, and spells with the death or evil descriptors
(as well as spell-like abilities that mimic those) are
empowered as if the Empower Spell feat had been used with
them, though spells so affected don’t require higher-level
slots. Spells and spell-like abilities that are already empowered
are unaffected by this benefit. Spells cast from wands,
staffs, or scrolls are enhanced, but those from other magic
items are not.

Impeded Magic: Spells and spell-like abilities that use positive
energy, including all Conjuration (Healing) spells as
well as spells such as bless water, consecrate, and disrupt
undead, are impeded. These spells and spell-like abilities can
still be used, but a successful Spellcraft check (DC 15 + level
of the spell) is required to do so. Spells from wands, staffs,
and scrolls are likewise impeded, but other magic items (such
as potions) are unhindered. The Weave disruption also imposes
a –4 penalty on Fortitude saving throws made to
remove negative levels if such are attempted while within
its area.

Effects on Undead: The Weave disruption is similar to a
desecrate spell in its effects on undead. Charisma checks
made to turn undead within a disruption take a –3 penalty,
while Charisma checks made to rebuke or control undead
gain a +3 profane bonus. Undead within the area gain a +1
profane bonus on attack rolls, damage rolls, and saving
throws.

Detecting the Weave Disruption: A character who views
the Weave disruption with a detect magic spell detects the
presence of magic on the first round and the existence of
some kind of disruption on the second round. A character
who studies the area for 3 rounds can attempt a Spellcraft
check (DC 30) to determine its effects and its exact borders.
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