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The Realms of Enlightenment: The Grey Companions
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<blockquote data-quote="Jon Potter" data-source="post: 3004066" data-attributes="member: 2323"><p>Good question, and unfortunatly I don't remember if there was a Reflex save to avoid this initial brush with Negative Energy. I do know that there was a Fort save to avoid negative levels. DC 25 maybe? I can't seem to find my notes for that bit, although it was mostly straight out of the Manual of the Planes. I did use some rules for negative energy bleed from Behemoth3's "Swarm of Stirges" book, mostly the negative energy taint and eruption mechanic. Onto that I grafted some "fire-fighting" rules presented in the "Welcome to the Halmae" storyhour and some other rules I clipped from the free adventure "Dead Man's Party".</p><p></p><p>They looked something like this:</p><p></p><p>Each round, an Erupted square would Taint adjacent squares. Those adjacent squares got a DC 15 save. If they failed, they became Tainted areas, just starting to corrupt with Negative Energy. The next round, Tainted squares would become full on Erupted squares. The round after that, they would taint their neighbors.</p><p></p><p>Any priest or paladin attempting to turn the rift can close it, if they succeed in a check as if to turn an 8 HD undead. The PCs can attempt to dispel the magic that holds the rift open. A dispel magic check against a DC 17 closes the rift.</p><p>Any vial of holy water thrown at the gate has a 5% chance of closing the gate. Throwing multiple vials simultaneously increases the chance (e.g. 4 vials gives a 20% chance), but they must all hit the gate at the exact same instant (the PCs may have to devise something clever to make this work).</p><p>Rake's power is part of what is keeping the gates open. If he is destroyed, the gates close on their own.</p><p></p><p>I'm not sure that's a very satisfying answer to your question, but I hope it goes some way toward satisfying your curiousity. And thanks for asking!</p></blockquote><p></p>
[QUOTE="Jon Potter, post: 3004066, member: 2323"] Good question, and unfortunatly I don't remember if there was a Reflex save to avoid this initial brush with Negative Energy. I do know that there was a Fort save to avoid negative levels. DC 25 maybe? I can't seem to find my notes for that bit, although it was mostly straight out of the Manual of the Planes. I did use some rules for negative energy bleed from Behemoth3's "Swarm of Stirges" book, mostly the negative energy taint and eruption mechanic. Onto that I grafted some "fire-fighting" rules presented in the "Welcome to the Halmae" storyhour and some other rules I clipped from the free adventure "Dead Man's Party". They looked something like this: Each round, an Erupted square would Taint adjacent squares. Those adjacent squares got a DC 15 save. If they failed, they became Tainted areas, just starting to corrupt with Negative Energy. The next round, Tainted squares would become full on Erupted squares. The round after that, they would taint their neighbors. Any priest or paladin attempting to turn the rift can close it, if they succeed in a check as if to turn an 8 HD undead. The PCs can attempt to dispel the magic that holds the rift open. A dispel magic check against a DC 17 closes the rift. Any vial of holy water thrown at the gate has a 5% chance of closing the gate. Throwing multiple vials simultaneously increases the chance (e.g. 4 vials gives a 20% chance), but they must all hit the gate at the exact same instant (the PCs may have to devise something clever to make this work). Rake's power is part of what is keeping the gates open. If he is destroyed, the gates close on their own. I'm not sure that's a very satisfying answer to your question, but I hope it goes some way toward satisfying your curiousity. And thanks for asking! [/QUOTE]
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