| Dungeon Master S |
WOW I havn't seen viciousness like that from a published adventure since the original Temple of Elemental Evil. A possible TPK from a save that our best save is 45 or 50% going to fail. Of course we don't have any pally's or monks so... Still very vicious I like it!!!
Musings:
One thing that puts Paizo so high up in the gaming industry is their modules/scenarios/adventures. They put a LOT of effort into them for the GM. So much never makes it to the players, but gives the GM the satisfaction of reading an awesome story. In the forward to this one the author specifically gives a shout out to haunt house modules like Ravenloft. Good stuff.
Well adventurers, where to? Does the ladder still call to you?
| Thorgrym the Tracker |
The ranger doesnt actually say anything but the Calistrian as become quite good at reading the body language of the sometimes grim Grym. The ranger looks to Gaius with new found appreciation of the rogue's strange ability. Suprised that he mastered the power of the weird statue where even Morkeleb couldnt. by this time everyone in the party knows how Grym feels about the party wizard. Mork can do strange sorcerous things, pretty much anything he doesnt understand is sorcerous. If Mork told Grym the sun wasnt going to rise the next day, the ranger would be stock piling sunrods.
It really comes down to just a small nod but Gaius recognizes high praise and thanks from the ranger.
| Morkeleb the Mighty |
Let's finish this floor, at least, first. Double doors to the left, then we'll discuss whether to ascend the ladder under our own free will. (even as "Caller," I WON'T make that call myself. If we were ensorcelled to climb, that means something bad is up there.)
Grym, Gaius, and Bucho listen
Perception, Grym: 1d20 + 15 ⇒ (2) + 15 = 17 +2 underground, +4 urban
Perception, Bucho: 1d20 + 11 ⇒ (9) + 11 = 20 Add Favored Enemies
Perception, Gaius: 1d20 + 17 ⇒ (14) + 17 = 31
Gaius then checks for traps
Perception, Traps: 1d20 + 19 ⇒ (4) + 19 = 23
| Dungeon Master S |
The door is opened...
This vast, grand ballroom is constructed in a floral shape with a high, vaulted roof of intricately wrought glass panes bearing a slight rose tint but nevertheless providing a breathtaking view of the sky above. Clover-shaped pillars support key portions of the roof above the polished floor of stained cherry, and a wide dais provides room for an orchestra to play or stage performance to occur. A few broken chairs have been pushed into the corners, but otherwise this room is empty.
A vision flashes before your eyes, elegant dances, dramatic
performances, debauchery,orgies, and cannibal feasts.
The music his kept by a pulsing heart of a metronome beneath the blood stoned oaken floor.
Ferox: 1d20 + 18 ⇒ (20) + 18 = 38
Gaius*: 1d20 + 16 ⇒ (16) + 16 = 32
Grym**: 1d20 + 12 ⇒ (7) + 12 = 19
Morkeleb: 1d20 + 0 ⇒ (18) + 0 = 18
Odric: 1d20 + 0 ⇒ (2) + 0 = 2
Sandor: 1d20 + 15 ⇒ (7) + 15 = 22
High up in the ceiling, the scene becomes evermore macabre. Dozens of ghostly figures swirl and cavort, floating through the air as they follow the steps of an ancient, rhythmic dance—seemingly keeping time with the ebb and flow of life itself. Amid this eerie crowd of dancing specters looms a dark cloaked figure wielding a scythe, an ominous wraith with the dreaded countenance of Death itself.
| Dungeon Master S |
Ferox's Knowledge: 1d20 + 9 ⇒ (12) + 9 = 21
You don't know WHAT this is, but it's some kind of incorporeal undead. It seems to be dancing to the music.
| Ferox Kerr |
Hold fast, friends. We're not alone.
Ferox directs everyone's attention to the ceiling of the room. See spoiler above
I don't know what that is, but I wouldn't underestimate its danger. Some type of incorporeal undead, though the specifics of its nature elude me. I haven't encountered its like before. I'm all for taking it on. I feel like each undead we destroy here weakens the hold of evil upon Scarwall and gets us closer to freeing Zellara. If we're all agreed to enter the room, let me cast some protective magics first.
| Dungeon Master S |
Stepping in close enough to see it is enough to set it off. Seriously, listen to THIS if at all possible as it's the actual song playing. If we were F2F I'd be blasting it.
This is a Danse Macabre, literally. It's a powerful incorporeal undead. The dancers surrounding it are psychic manifestations of the dead. Any living soul within 40' of it must dance the Dance of Death. It will not attack those whom are dancing. Those who do not face it's scythe of DOOM! Even if you kill it, until this place is hallowed it will return. The bounding of the telltale heart seems to be independent.
Morkeleb can ask a question beyond the description in the text.
Baddies: 1d20 + 11 ⇒ (17) + 11 = 28
Ferox: 1d20 + 10 ⇒ (19) + 10 = 29
Gaius: 1d20 + 3 ⇒ (12) + 3 = 15
Grym*: 1d20 + 3 ⇒ (16) + 3 = 19
Morkeleb: 1d20 + 5 ⇒ (16) + 5 = 21
Odric: 1d20 + 4 ⇒ (7) + 4 = 11
Sandor: 1d20 + 4 ⇒ (10) + 4 = 14
| Dungeon Master S |
The ...thing is 60' overhead at the moment:
Round 1:
Ferox: Go
Baddie: TBD
Morkeleb: TBD
Grym: TBD
Gaius: TBD
Sandor: TBD
Odric: TBD
| Dungeon Master S |
No joke, the adventure tells me to find a copy of this song and play it.
Zig, zig, zig, Death in a cadence,
Striking with his heel a tomb,
Death at midnight plays a dance-tune,
Zig, zig, zig, on his violin.
The winter wind blows and the night is dark;
Moans are heard in the linden trees.
Through the gloom, white skeletons pass,
Running and leaping in their shrouds.
Zig, zig, zig, each one is frisking,
The bones of the dancers are heard to crack—
But hist! of a sudden they quit the round,
They push forward, they fly; the cock has crowed.
| Ferox Kerr |
Round 1
Ferox follows Morkeleb into the room, standing next to the foolish yet brave magician.
Ferox casts Magic Circle against Evil on himself.
He'll also activate Judgements: Justice and Purity.
| Dungeon Master S |
Ferox brings up protection from undeath, protection that extends beyond himself. The inquisitors judgement focuses and prepares for combat.
The Danse Macabre lowers itself to the floor. The room is full of phantasmic dancers. All of you feel the sway of music:
Morkeleb: Will: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Odric: Will: 1d20 + 6 ⇒ (10) + 6 = 16
Grym: Will: 1d20 + 6 ⇒ (1) + 6 = 7
Gaius: Will: 1d20 + 9 ⇒ (16) + 9 = 25
Ferox: Will: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Sandor: Will: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Despite the protection offered by Ferox, Morkeleb, Odric, and Grym all succumb to the dance... [ooc]The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield you hold. You provoke attacks of opportunity each round no matter what you do.
The main spirit turns to Ferox and swings it's massive scythe:
Touch: 1d20 + 13 ⇒ (13) + 13 = 26 The blade cuts his soul DMG: 2d6 ⇒ (3, 4) = 7 and 1d8 ⇒ 7 CON DRAIN
Round 1:
Ferox: Buff
Baddie: DANCE OF DEATH!
Morkeleb: Go
Grym: Go
Gaius: Go
Sandor: Go
Odric: Go
Chris Marsh
|
None, but you must make a Bluff or Perform (Dance) check to fool Death.
insert Tor comments liberally
-Posted with Wayfinder
| Ferox Kerr |
Ferox would have an additional +1 to his save for standing next to Morkeleb from Shake It Off, if that would help him.
| Sandor Stouthammer |
Round 1 OUCH!!!! CON drain
Dance?!?! Sandor quickly recalled his youth and dancing, it had never turned out good for him. He really didn't want to spin and turn his back to the scythe wielding undead, so he did a wired squat like one of Odric's warm up excerises, then kicked out one leg propelling himself towards the Danse Macabre. The dance he does has nothing of the smooth flowing motion of the haunting music. The dwarf is dancing to his own tune each time he switched legs he let out a "HUP".
When he reaches the creature he yells cheery HEYYYYY!! and pops up slamming the scythe wielded with is shield.
Dance: 1d20 + 4 ⇒ (3) + 4 = 7
Shield Bash PA: 1d20 + 16 ⇒ (20) + 16 = 36 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+7. If opponent can't move it falls prone
Dmg: 1d8 + 11 ⇒ (7) + 11 = 18
Chris Marsh
|
DC 22. Sorry Morkeleb
-Posted with Wayfinder
| Dungeon Master S |
DM error. "The spell effect makes it impossible for the subject to do anything other than caper and prance in place." The good news is that you get a new save every turn.
Half the party dances the antikommalah while Gaius and Sandor do their best to defend the party. Sandor charges forth with his shield. His dance fools no one, and the Danse swings his scythe AoO: 1d20 + 13 ⇒ (18) + 13 = 31 for DMG: 2d6 ⇒ (1, 5) = 6 and 1d8 ⇒ 5 CON DRAIN. The dwarf connects, but his attack does little and the incorporeal figure isn't pushed or knocked down at all.
Round 1:
Ferox: Buff
Baddie: DANCE OF DEATH!
Morkeleb: Dance
Grym: Dance
Gaius: Go
Sandor: Bull Rush
Odric: Dance
Danse Macabre: 9
| Gaius Lirsiiv |
Gaius puts on his red shoes and dances...
Bluff:1d20 + 14 ⇒ (6) + 14 = 20
While positioning himself to pokey pokey with his [redacted] Magic Rapier. He moves to flank with Sandor is possible.
Attack:1d20 + 11 ⇒ (12) + 11 = 23
+2 if flanking
On hit:1d6 + 2 ⇒ (2) + 2 = 4
If it's a flank, add... 2d6 ⇒ (2, 5) = 7
EDIT: Shoot... My bad. We didn't get Ghost Touch on the weapons, we got Undead Bane, right?
On Hit:2d6 ⇒ (6, 2) = 8 More damage.
Edit to the Edit: Heh. I picked up Channel Smite and forgot about it. Swift action to channel inot the weapon and on hit:3d6 ⇒ (1, 1, 4) = 6
| Dungeon Master S |
DM mistake both FOR and AGAINST player favor.
Bad news first: Failing the save versus dance causes 1d4 ⇒ 1 CON DRAIN.
Good news, the scythe only does d4 drain. So Ferox and Sandor only took 1d4 ⇒ 1.
I'm assuming Morkeleb meant to cast his spell defensively, 1d20 ⇒ 12, and does. The misses slam into the ghostly figure. It's eyes glow red and turn to the enchanter. It practically dares him to try again.
Gaius can't fool the creature, and it swings for him too with his uncanny reflexes. AoO: 1d20 + 13 ⇒ (10) + 13 = 23 for DMG: 2d6 ⇒ (1, 1) = 2 and 1d4 ⇒ 1 CON DRAIN. Gaius can't pinpoint anatomy, but the smite sure as Calistria goes off. Will: 1d20 + 13 ⇒ (1) + 13 = 14
Round 2:
Ferox: Go
Baddie: TBD
Morkeleb: TBD
Grym: TBD
Gaius: TBD
Sandor: TBD
Odric: TBD
Danse Macabre: 28 (0 Temp)
| Ferox Kerr |
Round 2, cont.
Well sh!t...
Ferox will attempt to keep dancing and unleashes a volley at Death as he twirls.
Bluff: 1d20 + 7 ⇒ (16) + 7 = 23
Chris, I don't know the miss chance for incorporeal, so I'll leave that to you
Arrow1,blunt: 1d20 + 14 + 1 + 2 + 3 - 2 - 3 ⇒ (6) + 14 + 1 + 2 + 3 - 2 - 3 = 21
Damage: 1d8 + 3 + 1 + 2 + 2d6 + 6 ⇒ (8) + 3 + 1 + 2 + (2, 1) + 6 = 23
Damage, manyshot: 1d8 + 3 + 1 + 2 + 2d6 + 6 ⇒ (8) + 3 + 1 + 2 + (2, 4) + 6 = 26
Arrow Rapid Shot,blunt: 1d20 + 14 + 1 + 2 + 3 - 2 - 3 ⇒ (1) + 14 + 1 + 2 + 3 - 2 - 3 = 16
Damage: 1d8 + 3 + 1 + 2 + 2d6 + 6 ⇒ (8) + 3 + 1 + 2 + (2, 1) + 6 = 23
Arrow2,blunt: 1d20 + 14 + 1 + 2 + 3 - 2 - 3 ⇒ (10) + 14 + 1 + 2 + 3 - 2 - 3 = 25
Damage: 1d8 + 3 + 1 + 2 + 2d6 + 6 ⇒ (8) + 3 + 1 + 2 + (5, 5) + 6 = 30
| Dungeon Master S |
In Pathfinder, there's no miss chance for magic weapons, they simply do half damage unless it's a ghost touch weapon. You're good.
Ferox's weird contortions of dance that include shooting seem to confound the Danse for now. Unfortunately,only the last arrow connects with the horror.
The Danse continues to and fro. Twice the scythe falls in time with the beating heart of the floor. Twice it undoes the enchanter:
Scythe of Death 1: 1d20 + 18 ⇒ (18) + 18 = 36 for DMG: 2d6 ⇒ (6, 3) = 9 and CON DRAIN: 1d4 ⇒ 2
Scythe of Death 1: 1d20 + 13 ⇒ (2) + 13 = 15 for DMG: 2d6 ⇒ (5, 4) = 9 and CON DRAIN: 1d4 ⇒ 2
Round 2:
Ferox: Shoots
Baddie: ATK
Morkeleb: Go
Grym: Go
Gaius: Go
Sandor: Go
Odric: Go
Danse Macabre: 43 (0 Temp)
| Dungeon Master S |
Done
Round 2:
Ferox: Shoots
Baddie: ATK
Morkeleb: MM
Grym: Go
Gaius: Go
Sandor: Go
Odric: Go
Danse Macabre: 54 (0 Temp)
| Dungeon Master S |
Grym dances with Death!
Someone ought to bot Odric.
Done
Round 2:
Ferox: Shoots
Baddie: ATK
Morkeleb: MM
Grym: Dance
Gaius: Go
Sandor: Go
Odric: Go
Danse Macabre: 54 (0 Temp)
| Gaius Lirsiiv |
I repeat the action from last round... I try to convince the dead that I'm dancing while battling away.
Bluff:1d20 + 14 ⇒ (7) + 14 = 21
Blech.
Swift action to channel.
Magic Silver Rapier:1d20 + 11 ⇒ (2) + 11 = 13
Magic Silver Rapier:1d20 + 9 ⇒ (18) + 9 = 27
Threaten... Confirm:1d20 + 9 ⇒ (15) + 9 = 24
On Hit:1d6 + 1 ⇒ (3) + 1 = 4
On Crit, Add:1d6 + 1 ⇒ (4) + 1 = 5
Undead Bane:2d6 ⇒ (6, 5) = 11
Critical Undead Bane(?)2d6 ⇒ (6, 4) = 10
Channel Damage:3d6 ⇒ (4, 1, 1) = 6
Critical Channel Damage:3d6 ⇒ (3, 2, 6) = 11
Even after all these years, I'm still not exactly sure what gets doubled and what doesn't.
| Dungeon Master S |
Everything except extra dice essentially.
Gaius's blade misses on the first pass, but he pulls it back and strikes home with the second. You can't crit the incorporeal. (4+5+11=15 damage, half because it's not ghost touch. Will versus channel smite: 1d20 + 13 ⇒ (6) + 13 = 19 +3 for channel. Net damage is 10
Round 2:
Ferox: Shoots
Baddie: ATK
Morkeleb: MM
Grym: Dance
Gaius: Hit
Sandor: Go
Odric: Go
Danse Macabre: 64 (0 Temp)
| Dungeon Master S |
Round 2:
Ferox: Shoots
Baddie: ATK
Morkeleb: MM
Grym: Dance
Gaius: Hit
Sandor: Go
Odric: Dance
Danse Macabre: 64 (0 Temp)
| Sandor Stouthammer |
Round 2
ODRIC GRYM lads this isn't the music to be dancin to, unless ya be swingin ya Kegerator and Sharkslayer at the one with the Scythe. GET TO IT BOYS!!
Sandor feels the shield and axe connecting, but it passes through to easy. Leave my Wizard alone pick on someone ya own size
Full Attk TWF+PA
Dwarven Waraxe +1 TWF+PA+FF: 1d20 + 14 ⇒ (17) + 14 = 31
Dmg: 1d10 + 5 + 6 ⇒ (7) + 5 + 6 = 18
Shield Bash TWF+PA: 1d20 + 13 - 3 ⇒ (11) + 13 - 3 = 21 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15
Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 9 - 3 ⇒ (5) + 9 - 3 = 11
Dmg: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18
Shield Bash TWF+PA (2nd attk): 1d20 + 8 - 3 ⇒ (14) + 8 - 3 = 19 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14
cant see map if I can flank, I will bonuses not included
| Dungeon Master S |
Actually, Both Sandor and Gaius hadn't been updated with moves. I'm going with no flank. I've placed you guys logically. Finally I made a mistake in Rounds 1 & 2. If you are dancing the Dance of Death you also draw an AoO. The Danse Macabre has Combat Reflexes. DM mistake in player favor, just don't be surprised when Round 3 is different.
Sandor moves quickly; but despite the onlsaught of attacks, only his first connects.
Round 3:
Ferox: Go
Baddie: TBD
Morkeleb: TBD
Grym: TBD
Gaius: TBD
Sandor: TBD
Odric: TBD
Danse Macabre: 73 (0 Temp)
Chris Marsh
|
Yes, safe for 24 hours
-Posted with Wayfinder
| Ferox Kerr |
Round 3
Cool! So, no more saves for dancing, right?
Ferox uses a swift action to alter one of his Judgements from Purity to Destruction.
Ferox stands his ground next to Morkeleb and lets loose another volley.
Arrow1, blunt: 1d20 + 14 + 1 + 1 + 2 + 3 - 2 - 3 ⇒ (13) + 14 + 1 + 1 + 2 + 3 - 2 - 3 = 29
Damage: 1d8 + 3 + 1 + 4 + 6 + 2 + 2d6 ⇒ (3) + 3 + 1 + 4 + 6 + 2 + (6, 5) = 30
Damage, Manyshot: 1d8 + 3 + 1 + 4 + 6 + 2 + 2d6 ⇒ (2) + 3 + 1 + 4 + 6 + 2 + (2, 1) = 21
Rapid Shot, blunt: 1d20 + 14 + 1 + 1 + 2 + 3 - 2 - 3 ⇒ (20) + 14 + 1 + 1 + 2 + 3 - 2 - 3 = 36
Damage: 1d8 + 3 + 1 + 4 + 6 + 2 + 2d6 ⇒ (7) + 3 + 1 + 4 + 6 + 2 + (5, 4) = 32
Arrow2, blunt: 1d20 + 9 + 1 + 1 + 2 + 3 - 2 - 3 ⇒ (20) + 9 + 1 + 1 + 2 + 3 - 2 - 3 = 31
Damage: 1d8 + 3 + 1 + 4 + 6 + 2 + 2d6 ⇒ (4) + 3 + 1 + 4 + 6 + 2 + (4, 3) = 27
| Ferox Kerr |
Frack a duck!! Two 20s and I can't crit on this thing! ARRRGGGHHH!!
| Dungeon Master S |
You can't crit, but you can auto-hit!. Ferox continues to lay on the hurt with his judgement filled arrows. This threat takes over its attention and it floats towards Ferox (5') and twice sings it's reaping blade:
ATK 1: 1d20 + 18 ⇒ (5) + 18 = 23 for DMG: 2d6 ⇒ (3, 3) = 6 and CON DRAIN: 1d4 ⇒ 4
ATK 1: 1d20 + 13 ⇒ (5) + 13 = 18 for DMG: 2d6 ⇒ (6, 2) = 8 and CON DRAIN: 1d4 ⇒ 4
Morkeleb confirms that the barrage is working and the thing is not long for this world...
Round 3:
Ferox: Rain of arrows
Baddie: ATK
Morkeleb: Go
Grym: Go
Gaius: Go
Sandor: Go
Odric: Go
Danse Macabre: 122 (10 Temp)
| Sandor Stouthammer |
Round 3
take a 5' step to flank with Gaius. Flank bonus not included in attacks
Full Attk TWF+PA
Dwarven Waraxe +1 TWF+PA+FF: 1d20 + 14 ⇒ (11) + 14 = 25
Dmg: 1d10 + 5 + 6 ⇒ (6) + 5 + 6 = 17
Shield Bash TWF+PA: 1d20 + 13 - 3 ⇒ (5) + 13 - 3 = 15 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Dwarven Waraxe +1 TWF+PA (2nd attk): 1d20 + 9 - 3 ⇒ (1) + 9 - 3 = 7
Dmg: 1d10 + 4 + 6 ⇒ (2) + 4 + 6 = 12
Shield Bash TWF+PA (2nd attk): 1d20 + 8 - 3 ⇒ (7) + 8 - 3 = 12 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+6. If opponent can't move it falls prone
Dmg: 1d8 + 3 + 3 ⇒ (3) + 3 + 3 = 9
| Dungeon Master S |
Again Sandor makes only a single hit, but the advantage is now on the side of heroes, if they can keep it up!
Round 3:
Ferox: Rain of arrows
Baddie: ATK
Morkeleb: Go
Grym: Go
Gaius: Go
Sandor: Hit
Odric: Go
Danse Macabre: 130 (10 Temp)