Danse Macabre

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3,237 posts. Alias of Daedeloth.


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Curral is up, whatever’s you do, just don’t roll an 8 or a 9.

Pnin marks the area which should be avoidable for anyone that is not extremely unlucky.

Pnin spots a section of the bridge that is especially rickety and likely to fail with any substantial weight, but it is easy enough to avoid and he makes it across.

The creek is about 15’ across, the water is too dark and murky to determine its depth. Its rate of flow is slow.

Pnin locates no traps and doesn’t observe anything threatening.

Pnin opens the door revealing a cavern with a dark creek running through it. A narrow and rickety looking wooden bridge spans the creek which sits about 20’ below the bridge.

On the far side of the bridge it looks as if the cavern has two passages leading further on, one to the left and one to the right.

Pnin finds and disables a magical alarm.

Pnin tries to figure out the door but comes up empty, however no traps are set off as far as you can tell. You can try to disable again if you want.

You can attempt to disarm what may be a trap based on Sanrael’s warning though you will get a DM minus to your attempt.

Sanrael has a bad feeling about the door.

Pnin wrote:

Pnin takes a look around:


Uh oh

DM does his best evil laugh

After a brief period of disorientation the party reappears in a small room (15’x15’) with a single door.

The group makes it to the blue platform.

Happy Thanksgiving!

Gorloth is keeping the green token until you are done.

Gorloth hands the token to Sanrael.

“‘Tis but a minor devil.”

“Down to business then. My brother is a wizard, he usually surrounds himself with a few sword carrying men. More recently I believe he has made some sort of pact with a bearded devil. That’s about all I can tell you, he and I are really not close.”

Gorloth looks at Sanrael, locking eyes with him for a good 15 seconds or so before offering a response.

“It’s a family matter, Klarkosh is my brother, it would be unseemly for me to have a direct hand in his demise. If the four of you work together you should be able to handle him.”

“That’s not really what I meant. But it’s obvious isn’t it? I called back the shadows and then healed Kael.”

Gorloth: “Any questions for me before you are about your business?”

“Kael lives, perhaps a bit wiser and one can hope less impulsive. I will provide you the blue token and you may have the green token back when you have finished your task. My original offer stands, Kael has chosen one item, another is available to you before you seek out Karklosh, the remainder when you return.”

Kael awakens -2 Con permanent

Current HP 10.

New ability: 1/day for 1 minute any weapon you wield has ghost touch property (swift action)

Remaining items to pick from: Belt of Con +2, Ring of Protection +2, Cloak of Resistance +2

The party sneaks back through the lava room to Gorloth’s room.

Opening the door they see three shadows surrounding a bandaged Gorloth who is kneeling next to Kael’s prone body.

He looks up as the door opens, “What now?”

perception dc23:
Kael’s chest is rising and falling ever so slightly, he lives.

The Paladin falls and the group makes a run for it.

The party flees through the room that had the trap, then bolts through the hot room with the lava and arrives at the room with the green platform, Pnin slams and bolts the stone door behind him, hoping it will prove capable of stopping the shadows.

Curral, Sanrael and Pnin all leap on the green platform but nothing happens. You look at each other in dread as you realize Kael had the green token.

Shadow Kael is coming soon.

Think Pnin and Sanrael both have magic weapons

Kael channels a wave of positive energy doing some damage to the shadows, but two of them prove somewhat resistant.
Curral casts a defensive spell and Sanrael and Pnin’s shock cause them to flail about.

Channel: 2d6 ⇒ (4, 6) = 10

Save: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Save: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Save: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8

The shadows continue to feed off Kael’s life energy completely draining him of his strength and life.

grasp: 1d20 + 5 ⇒ (20) + 5 = 25
Str dam: 1d6 ⇒ 5

grasp: 1d20 + 5 ⇒ (15) + 5 = 20
Str dam: 1d6 ⇒ 2

grasp: 1d20 + 5 ⇒ (11) + 5 = 16
Str dam: 1d6 ⇒ 4

That roll isn’t going to garner any additional info so make your move Pnin.

Gorloth takes a savage body blow from Kael significantly wounding him, he gestures towards Kael and the shadow attack, Gorloth casts a spell disappearing.

Attacks are against touch AC.

shadow grasp: 1d20 + 5 ⇒ (10) + 5 = 15
str dam: 1d6 ⇒ 6

shadow grasp: 1d20 + 5 ⇒ (5) + 5 = 10

shadow grasp: 1d20 + 5 ⇒ (10) + 5 = 15
str dam: 1d6 ⇒ 4

Party action.

Pnin and Curral recall these shadowy creatures hands can pass through armor completely ignoring any of its protective qualities and their touch drains a person’s strength. When a person loses all his strength he becomes one of the creatures.

Curral or Sanrael?

Grimm/Weed = good cop/bad cop

You could try sense motive on Gorloth.

You could also try Knowledge checks to k ow more about his creatures.
Dungeon or religion would be most relevant

Yes, you gain your Con back 1/day, or a lesser restoration spell could restore 1-4 points.

“You can certainly give it a try, these three pretty much did just that.”

Gorloth points at the shadowy figures next to him.

If you are down 4 points of Con, your max hit points is down by 8.

You definitely believe the blue token would operate the blue portal.

“Ahh, Mr. Pnin, one of your friends should be able to verify the magical nature of these items, the headband increases the power of positive healing energy, the belt increases one’s health, the cloak makes one more resistant to magic, and the ring improves upon one’s armor.”

The items all look finely crafted to Pnin.

“Well yes my dear catman, the Spire is ever changing, one of its endearing qualities, one never gets bored here. Karklosh still resides within the Spire of that much I’m sure and I believe he can be found by following the blue portals. I’m prepared to offer you several useful items in exchange for the return of a small box in Karklosh’s possession, it is marked with a skull with a crown.”

He puts down the jar and vial and then reaches below the table and pulls out a bag dumping its contents on the table: a headband, a cloak, a ring, and a belt. There is also a small blue token.

“You may take the token and 2 items now and 2 upon delivery of the box intact to me. And I will have your oath on our deal.”

The shadows around Gorloth are evil, and Gorloth detects as evil as well.

Pnin opens the door to a 25’x 40’ room with many tables covered in glass vials, jars, beakers, herbs and powders. The hooded form of Gorloth stands behind one of the tables with a vial in one hand and a jar in another. Three shadowy forms float near him. In the back of the room there is another door.

Gorloth looks directly at Pnin as the door opens, apparently unsurprised:

“Welcome my furry friend, you too crooner. Ahh, and your ill mannered friend is here as well. I see you’ve lost the beautiful girl and the ugly man. But you’ve a new friend instead, welcome to you as well, my name is Gorloth, how can I be of assistance?”

Pnin finds no traps on the door.

After a couple of minutes, Pnin figures things out and disables the trap, the roof remains intact and free of spiders.

Everyone makes it into the room and Kael closes the door.

Pnin spots a trap in the middle of the room. He can try to disable or the party can avoid by moving along the far left side of the passage to the next door.

Pnin opens the door onto a small passage/cave. It’s about 15’ wide and 25’ long with a door at the far side. The lava behind the group begins to ripple with more agitation, something appears to be about to surface.

Everyone make a stealth check and Pnin make a disable device check as well.

Kael detects evil in the area where the lava rippled, 20’ off the path. The group makes it to the door.

Kael notices the lava to the right of the path occasionally moves, perhaps as if some sort of creature is moving about under its surface.

Anyone else?

Pnin successfully unlocks and opens the door to a cavernous room which is very hot! A 10’ wide walkway leads 60’ across a large pool of bubbling lava with another stone door on the far side.


No traps, but it is locked.

The stone door is no longer burn inducing to the touch.

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