Dreaddisease
First Post
I have a situation where the party will be encountering a high level warrior who is in the battle of his life. They will be arriving just as the Bad Guy gives a blow that will end the NPC's life. But I want the group to arrive, have the bad guy flee, but not be able to heal the warrior in time, but be able to talk to him for a few seconds. I have the weapon to do it but I am afraid that with the clerical spells that the death will be averted.
The Weapon:
Short Spear of Deep Wounding +2
When you hit successfully you can attempt to drive the spear into the creature with a opposed strength check (add half of the armor bonus to the roll for the defender). With t he spear in the person they are unable to remove it themselves and take 2d4+2 points of subdual damage and 1d4+2 points of actual damage. Removing the spear causes the greatest damage doing 3d10+2 points of damage. Afterwards the open wound continues to deal 2 points of damage per round unless treated. Heal check DC 35. Any Cure spell just subsides the damage for 1/min per caster level. But the wound opens again. Heal spell will cure it completely.
(Don't worry, its cursed too)
But here is the kicker. I don't want an unprepared party to be able to just cast a couple spells, and be able to save the guys life. But I do want him to tell them some important information through this guy. So that is why it is set that way.
Besides this elaborate scenario, do any of you have suggestions to have an NPC die slowly enough to give his/her dying words?
The Weapon:
Short Spear of Deep Wounding +2
When you hit successfully you can attempt to drive the spear into the creature with a opposed strength check (add half of the armor bonus to the roll for the defender). With t he spear in the person they are unable to remove it themselves and take 2d4+2 points of subdual damage and 1d4+2 points of actual damage. Removing the spear causes the greatest damage doing 3d10+2 points of damage. Afterwards the open wound continues to deal 2 points of damage per round unless treated. Heal check DC 35. Any Cure spell just subsides the damage for 1/min per caster level. But the wound opens again. Heal spell will cure it completely.
(Don't worry, its cursed too)
But here is the kicker. I don't want an unprepared party to be able to just cast a couple spells, and be able to save the guys life. But I do want him to tell them some important information through this guy. So that is why it is set that way.
Besides this elaborate scenario, do any of you have suggestions to have an NPC die slowly enough to give his/her dying words?