Dance of the Damned (GM Reference)


Hell's Rebels

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So my players wound clearing Menador Keep last session. They infiltrated the Keep posing as merchants and slaughtered all 22 of the Menador Soldiers alongside Lucian Thrune before he could get to his mount, the wyvern Zailosorn. They went through all 22 soldiers because as a rookie GM, I missed that they were supposed to flee after Lucian went down, but Lucian went down so quick and before so few witnesses the rest of the soldiers didn't get to hear the news of their commander's death.

At any rate, this meant that when they stumbled across Zailosorn in his pen, they had some time to learn a bit about Lucian through his belongings (I tacked on a journal to fill in the bits on how he got a wyvern mount and how he trained Zailosorn). And when they found out about Zailosorn's sad life, they couldn't bring themselves to kill him.

So the paladin and the ranger tried their hands at Diplomacy. The Ranger used her Wild Empathy (yes, I know that it doesn't quite work on Dragons, they are not animals. But the Ranger is a new player and I liked where she was going with her character). The Paladin was the only one who spoke Draconic, so he spoke while the Ranger tried to soothe Zailozorn.

It was then I revealed that Zailosorn barely knew how to speak Draconic. He was hatched by Lucian and raised to be a mount since birth. He was treated like a beast of burden and didn't know how to speak. That was when my players fell in love with the dragon. They really didn't want him to die by that point.

They entertained letting him go, but due to his stunted mental development, they were afraid he would die if left to his own devices. Since I was telling the players how much EXP they were earning as they progressed through the AP, they knew were close to leveling up and wanted to come back if they leveled before they had to destroy the Keep.

And wouldn't you know it? That is exactly what happened. So they came back after they leveled and our Constructed Pugilist Brawler asked if he could take Zailosorn as a mount if he took a level in the Mounted Fury Vigilante Archetype.

I double checked Lucian's stat block, and he had no special Archetype or Feat that allowed him a Wyvern mount. So he got Zailosorn solely through his family connections. With that in mind, I said "If the villain NPC can have this mount without any special features or build, then so can you". And now the party has wyvern mount that they want to rehabilitate.


The villain NPC has it because it is part of the way the combat encounter is balanced. And he is terrible as written anyway

He is a noble - that is how the rules got broken

He has it precisely because he raised it from birth

Giving it to your PCs for free risks making them more powerful than intended - although there are only going to be a handful of places it can easily fit

But realistically the player who uses it should have it as a cohort via leadership

But it is up to you on how unbalancing this addition may be


I think this can work fine as a reward for caring role-play by your players, although I agree you'll want to watch out for balance issues. If it becomes an issue, there's a goodly number of areas in book four where it wouldn't be a suitable mount--most of the dungeon crawls, excepting the main area of the Asmodean temple. It will be a very thematic addition for the dragon fight and useful for the bridge fight, though!


roguerouge wrote:
I think this can work fine as a reward for caring role-play by your players, although I agree you'll want to watch out for balance issues. If it becomes an issue, there's a goodly number of areas in book four where it wouldn't be a suitable mount--most of the dungeon crawls, excepting the main area of the Asmodean temple. It will be a very thematic addition for the dragon fight and useful for the bridge fight, though!

I think that's the problem with a lot of mounts, no? That they don't fit into a majority of dungeons due to the mechanics of mounted combat for a Medium creature on a Large creature. Which is why so many people recommend that if you want a Mount-based class, go for a Small character on a Medium mount. That way the mounted combat works in the tight corners of dungeons.

At any rate, I did give them Zailosorn as a reward for their roleplaying, but Zailosorn isn't fully on their side yet. He's indifferent to them at the moment and still has a lot of issues to overcome before he's a loyal mount. There is going to be a few DC checks for them to overcome in order to fully undo Lucian Thrune's training.


Is all the stuff you mentioned about the wyvern not being fully mentally developed actually in the book? I don't recall that but might have glossed over it


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Lanathar wrote:
Is all the stuff you mentioned about the wyvern not being fully mentally developed actually in the book? I don't recall that but might have glossed over it

It's something I added in. There was no evidence that it would speak before initiating combat, the book only say that he "chirps with excitement" whenever he would see Lucian.

So between being raised from birth to be a mount, Lucian not having Draconic as a bonus language, and the nonverbal response from Zailosorn it seemed like something neat to add in.


My table is another data point that DMs might have to have an argument prepped for why having the sheet music for the Song of Silver isn't enough to perform the ritual. I ended up using Elvis as an example for why it's not all on the page--he's a great due to his performances, not the lyrics he didn't often write, nor the music notations he often didn't make. I also ended up making an analogy to jazz. It was a bit touch and go for a while, especially when they argued that Shelyn would prefer individualized performance rather than rote repetition of a musical formula.

I did end up making it possible for the PCs to try to sing the song on their own. I gave it a Perform song with a DC 40. The player with max ranks and a racial bonus to that skill ended up making it on a natural 20. Had she failed badly, I might have made the resulting difficulties with teleportation affect everyone, not just evil outsiders.


roguerouge wrote:
My table is another data point that DMs might have to have an argument prepped for why having the sheet music for the Song of Silver isn't enough to perform the ritual.

Maybe I'm remembering it wrong, but isn't it because they just find the sheet music in the opera house, but not the lyrics? So in the next book, after you free and cure Jackdaw, you'll get the last piece of this two-part puzzle - the lyrics - and then the PCs, or an NPC with Perform, can do the ritual. Away from my books atm but this is how way we played it.


You're right about that, Razcar. Even though it's weird to have sheet music without the lyrics written on it...

(That's why, in my game, they found the lyrics written out instead of the sheet music and Jackdaw was humming the tune. It made more sense to me.)


Yeah, sheet music without lyrics was never going to pass the smell test for the musician and the music journalist at my table.

Shadow Lodge

Warped Savant wrote:
You're right about that, Razcar. Even though it's weird to have sheet music without the lyrics written on it...

Typically scores are not reproduced in their entirety (unless for the conductor), but for specific instruments. So if you do want to preserve separateness of the sheet music and lyrics, perhaps the music is not the singer's part, but, say, the violin part? Or perhaps it's the singer's part, but the lyrics have been redacted?

Sovereign Court

I don't think this was already answered in the threat, but I apologize if it was. What happens to Kintargo as far as the 'Rebellion in Play' rules go when the players are abroad? My group went from Vyre straight to Acisazi, and it's quite likely they've been gone as much as two weeks before they decided to return to Kintargo now. Do you think it makes sense to have xdy supporters leave per week since the PC's presence in Kintargo is lacking? Or perhaps the Silver Ravens' allies (Octavio, Laria, Rexus, etc.) kept the effort up while the PCs were gone? What other effects might there be from the players being away from home base?

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GM Red wrote:
I don't think this was already answered in the threat, but I apologize if it was. What happens to Kintargo as far as the 'Rebellion in Play' rules go when the players are abroad? My group went from Vyre straight to Acisazi, and it's quite likely they've been gone as much as two weeks before they decided to return to Kintargo now. Do you think it makes sense to have xdy supporters leave per week since the PC's presence in Kintargo is lacking? Or perhaps the Silver Ravens' allies (Octavio, Laria, Rexus, etc.) kept the effort up while the PCs were gone? What other effects might there be from the players being away from home base?

If the PCs have leadership roles, the rolls those roles affect should lose the PCs' ability score bonuses. If the PCs are managing teams, the rebellion should lose access to the action types to which those teams grant access. The organization as a whole can keep operating, in other words, but potentially at a reduced capacity based on how much they typically rely on the PCs.


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GM Red wrote:
I don't think this was already answered in the threat, but I apologize if it was. What happens to Kintargo as far as the 'Rebellion in Play' rules go when the players are abroad? My group went from Vyre straight to Acisazi, and it's quite likely they've been gone as much as two weeks before they decided to return to Kintargo now. Do you think it makes sense to have xdy supporters leave per week since the PC's presence in Kintargo is lacking? Or perhaps the Silver Ravens' allies (Octavio, Laria, Rexus, etc.) kept the effort up while the PCs were gone? What other effects might there be from the players being away from home base?

I never found anything that directed what to do in that case.

If your players took off for two weeks did they consider the rebellion phases?

If they thought about it and decided that the rebellion will be just fine without them, you have free reign to handle it however you wish. everything from mass mayhem, to a silver raven figurine waiting for them at Acisazi with a message from Rexus asking for direction.

If they didn't consider they were leaving for two weeks, why didn't they consider the rebellion phases? If they are not enjoying the rebellion mechanics, harsh consequences may suck the last of the fun out a sub-system they are already not enjoying. If they took off without considering the rebellion phases, is this because the rigid timeline isn't emphasized in your game and they assumed it would just work out? Or are their character a bunch of reckless Chaotic character that struggle with the organization aspect of a rebellion and this is a great chance to role play that disorganization.

This is a great time to grab any subplot that is remotely time sensitive and make it into a 5 alarm fire when they return.


I am preparing the Menador Keep map and (besides the wrong attack profile) I am a bit confused about how many Soldiers are in the keep.

"Although each of these rooms is slightly different in shape, they all contain the same defenders—a posting of eight Menador soldiers at all hours of the day."

Am I correct that all 4 Guardrooms have 8 Soldiers each, so 32 in total? If that is the case I am just going to turn those into 4 Dottari troops to keep that (inevitable) fight more manageable.


In general, I am a bit apprehensive of the whole Menador Keep scenario. Flat out attacking a military post, fully armed and stocked seems like a very weird choice for the rebellion, especially since they haven't really done anything like that on official posts. (Also why do the soldiers have weapon proficiency with ballistas, if there is not a single ballista around?)

The background for the keep says that it is an old dwarven installation and one of my player characters is a dwarf. His backstory is that his clan moved above ground long ago and settled in the hinterlands of Ravounel, kinda isolated.
I had the idea that Menador Keep was part of their original holdings and the PCs can find out about a hidden entrance/backdoor to the anvil of unmaking. So instead of a full frontal assault, they can crawl through an abandoned dwarven dungeon and activate the anvil without the soldier ever noticing what is going on.

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DarkZergkill wrote:
Flat out attacking a military post, fully armed and stocked seems like a very weird choice for the rebellion, especially since they haven't really done anything like that on official posts.

Well. At this point, the PCs or the rebellion have likely intervened in one or more state doghousings, and have almost certainly sprung several prisoners from the Holding House, a state prison. Either or both might have involved an overt assault.


My players are pretty smart about things so far and were able to avoid frontal assaults for the most part. The only open conflict that happened was at the first doghousing they witnessed, because one PC was outraged by it and charged in to end it.
But after it happened they had a long talk about things to prevent something like that in the future.
So I doubt they would walk into a place like Menador Keep just like that.

I will prepare it, but I'll also prepare a small dungeon as a backdoor to the anvil. Just in case they want to go that route.


There was one group who disguised themselves as a caravan with alcohol and other goods that was "gifted" by "Barzillai Thrune" to his cousin in control of the Menador Keep. While the garrison was busy partying and getting drunk, the Ravens investigated, found the secret door, and was able to activate the mechanism by which they destroyed the Keep (which also allowed pretty much everyone to escape).

So your party may very well find other ways to sneak in. There's no need to just give them a special way in and bypass the Keep. Let them use their brains and figure out other ways to infiltrate. :)


True, just keeping some options for myself. Preparing a dungeon is never wasted time. ;D

I am looking into fluffing up the interactions with the aristocrats some, because my group is lacking a bit of EXP. Deepmar seems to be a popular choice for that, but I am also thinking about a short hunting trip with Eldonna Aulamaxa.
Hunting down a rabid (spire?) drake in the hinterlands of Ravounel and letting the PCs discover that someone was experimenting with it. Just some foreshadowing of Barzillais and Tiarises work on Rivozair.


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DarkZergkill wrote:

My players are pretty smart about things so far and were able to avoid frontal assaults for the most part. The only open conflict that happened was at the first doghousing they witnessed, because one PC was outraged by it and charged in to end it.

But after it happened they had a long talk about things to prevent something like that in the future.
So I doubt they would walk into a place like Menador Keep just like that.

My players had the same approach, and didn't look to keenly on overt military action.

So I adjusted this encounter in two ways (with very little work; I just had the PCs find a dispatch, and then added a scene where the 4th army's vanguard marched into the city, soldiers I later used as troop units in the street fighting):

1. I raised the stakes. I had the queen actually answer Barzillai's call for help and send a battalion from the retaken Kintara towards the Menador gap. This made the players scramble. Instead of the blocking of the Menador pass being 'nice to have' it became a necessity, and a very urgent one at that. It forced them out of their sneaky sneaky comfort zone.

2. With the impending commotion of moving over a thousand soldiers, wagons, horses, fire giants, devils and whatnot through a narrow pass, it opened up a lot of opportunity for subterfuge. Lucien Thrune was stressed with suddenly getting all this attention and the PCs ambushed a Chelish patrol, took their gear and with some faked documents, disguises, great role play and bluff checks went into the keep as "inspectors from the Chelish 4th army". That only lasted as far as the Erynies with True Seeing, but the whole scenario was a blast nonetheless.


How do you pronounce this name: Manticce?

Man-tich?
Man-ti-cee?

Shadow Lodge

English double-c is pronounced like an x, so possibly "Man-TICKS" or "Man-TICKS-eh."

But double-cs strike me is Italianate, and in Italian are pronounced like a ch when followed by an e, so possibly "Man-TICH" or "Man-TICH-eh."

I do not think the "e" is silent. I think it's a schwa.


I pronounced it as Man-TEE-Chay

To take the Italian pronunciation into account, take a similar word like “exception” which is “eccezione” in Italian.
Pronounced (etch•etz•ee•own•ay)

CC: “ch” sound
-E: “ay” sound

As long as you’re consistent, I don’t think any way you pronounce it is a big deal.


How did people roleplay Manticce Kaleeki? I may have gone to the well once too many times with my decadent aristocrat schtick.

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roguerouge wrote:
How did people roleplay Manticce Kaleeki? I may have gone to the well once too many times with my decadent aristocrat schtick.

Haven't played her, but two other wells you might go to are the too-earnestly well-meaning bougie liberal (you know the type) and the enthusiastic eccentric way too into her projects.

Kaleecki isn't really an "aristocrat." She isn't guaranteed her position, or necessarily secure in it. The foundation of her wealth certainly isn't agricultural estates, it's commercial property. The sort of elite she's a part of is more like an early modern communal/free city/burgher commercial elite, characterized by a flamboyance more like the Italian communal magnates than the affected austerity of the Dutch and Hanseatic merchants.


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I had her as a manipulator that knew what she was doing. She wasn't decadent for decadence sake. Her art, her food, her demeanor was purposeful and designed to make others uncomfortable, to let them think that she had all of the power. Tieflings are so poorly treated I had her be the abused person that grew up and forced their way into a position of power that enjoyed being able to exert control over others. And she abused that power dynamic.
I wanted to make sure that the PCs didn't feel like she'd answer their beck and call, and I wanted them to not feel comfortable enough with her to try to get her to come over to Kintargo and fight their fight for them.

She was too influential to insult, you didn't want to talk badly about her afterwards because she might have spies that would overhear and report back to her (my group was paranoid of spiders while in Vyre), and she allowed herself to act as a foot in the door for the PCs to get their needs and desires known to the other kings and queens of Vyre because it meant that she had more people that owed her and having the Silver Ravens feel like they needed to go to her to get help with things in Vyre meant she now had some power in Kintargo.


Pathfinder Roleplaying Game Superscriber

So as my party slowly wends their way through Dance of the Damned, they're at Vyre. My party is all good and skews to lawful -- not heavily, but a bit -- which makes this an interesting campaign, and Vyre a particular challenge. Molly Mayapple warned the party to keep the paladin of Abadar away from Heretics Row. They've had pretty good legal reasoning so far (the paladin is literally profession lawyer), so we haven't really had many alignment issues.

Having read through the banquet several times, I have a problem. I might just confront them with it and let them see if they can figure out a solution -- or slide it under the radar if I can and let them realize later... or just make them deal with the consequences of refusing to eat a course.

But there's one course where they eat an invisible stalker. An invisible stalker is Int 14, which makes this a sapient creature. At my table, eating a sapient creature is pretty much universally an evil act. I don't think I'll ding the paladin for doing so non-knowingly -- if he doesn't realize that's a sapient being on his plate -- so it could cause some RP later.

But I've also contemplated substituting 'invisible stalker' for 'invisible cow' or something. Are there any canonical possible substitutions that aren't intelligent? As far as my searching has turned up, all invisible creatures I've found are smarter than the average human.

I could also just assume she's got someone in the kitchen capable of casting invisibility and the expiration of the spell is why the meat becomes visible.


Invisible Stalkers aren't technically living beings. They're Elemental beings. Given that you need a high-level spell in order to summon them so that they leave a body (Summon Monster wouldn't work as those beings vanish upon the end of the spell), it does not seem likely they'd be eaten for a simple meal.

That said, invisibility would be a really useful trait. So I could see a species of naturally invisible herbivores existing. Either that or someone crafted a Conjuration spell to create invisible brains for people to eat - basically a higher-level variation of Create Food and Drink.


Pathfinder Adventure Path, Rulebook Subscriber

So, my players last night thought that they would wait to do the Menador Gap after the Ruby Masquerade. I used Octavio to convince the, to go ahead and take out the Keep first, but Iwas sitting there when they were discussing it trying to think through what would be the consequences of not taking out the Gap first. The book really doesn’t give a timeline for when the Ruby Masquerade occurs. I have been letting them take their time and build the rebellion a little more. They have done everything else in book 3 except the Gap and the Ruby Masquerade.what would any of you have done if they decided to not do the Gap before going to the Masquerade?


It's reasonable from the player's end, because they don't know what's going to happen at the Masquerade. But on the DM's end, it becomes a shooting war almost immediately afterwards, so waiting on Menador Gap means not doing Menador Gap for quite a while. It's just awkward for them to leave an active revolution to go do that if they don't have teleportation magic. And that's especially difficult to time if you do what I did, which is to add a bunch of encounters premised on the idea that Thrune would first try to press his advantage before retreating into retaliations. (I did stuff like have an invasion of Old Kintargo with a whole Les Miserables But They Win vibe.)


The group hasn't visited Odexidie yet, Cheliax can still attack Kintargo... But would Barzillai be able to convince the crown to send support? Probably not at first...
Let them pass the time and wait for the masquerade, continue as normal, the group likely won't have time to deal with the Menador Gap. After the masquerade, the crown realizes they need to step in and send some troops that they're able to spare in the fight against the Glorious Reclamation. (Possibly slightly upgraded troops found at the Gap as the PCs will be slightly higher level, but maybe not because it's great for the PCs to feel like big damn heroes).
It would take at least a week for the troops to get to Kintargo. In that time the PCs will have likely finished book 4 and might have already visited Odexidie. Or maybe the Chelaxian army being at their doorstep is what pushes the group onward to find and assemble the Council. Maybe the Chelaxian army indiscriminately kills some civilians, such as people that the Thrune supporters on the council are close to which prompts them to agree to keeping Cheliax out.

Or just toss some troops in to book 4 as encounters for the group to fight with instead of devils and then, once the mayor is ratified the troops get called back by the queen.
Change the raid on the hideout so that it's lead by someone from the Chelaxian army instead of the leader of the CCG?


Pathfinder Adventure Path, Rulebook Subscriber

So my group is about to start this path and since our usual GM needed a break and wanted to play, it falls to me. Saddly I've not run for a long long time, but the various forums have been helpful so far, though on the following question I've not really been able to find an acceptable answer here (Doesn't mean there isn't one, just that my searches/comprehension failed)

I'm currently on this book reading through the entire path before I get to the nitty gritty of running book one, and something that comes to my mind.

How did GM's convey to their players the Alliance requirements. Some seems fairly straight forward to all but the most dense of players (and all players can be dense as heck to even obvious things... speaking from experience on that end here) I mean, enjoying hunting and Opera seem easy enough to convey, but how do you convey public opinion or really any of them without going "You need to make this, this or that roll".

Mostly looking how people would flow that information, as eventually it'll break down to the mechanics (you must roll this, this or that:P) but it shouldn't be the first horse out of the gate.

I'd appreciate any assist in how I could convey these facts with a better flair than 'you have to roll this' or such.

Thanks in advance


When my players are seeking out that kind of information, they tend to ask to sense motive in the moment. It helps that I supported that in the first two books, so they knew they could use it when they needed it.


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

Menador Keep.

I'm trying to picture it.

If I'm standing in front of the west gate, I think I see a wall in front of me with the gates, a multi-story structure built into the north side of the gap, and I might or might not see the single-story stable and gate control area built into the south side of the gap.

What I don't know: Is there a big arch of natural stone over the gap?

Where is the Anvil of Unmaking? I'm not sure how the third level of the keep aligns with the other two. My best guess is that it is in the middle of the arch above the gap (if there IS an arch!). The map makes it look like level 3 is surrounded by stone. An arch alone collapsing doesn't seem like it would plug the gap for very long, so I'm thinking a substantial amount of stone comes down from both sides of the mountain?

Any help will be appreciated, thanks.


Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

I couldn't find the answer for days of reading, but of course I spot it just hours after posting the question here. The answer is in the description of C1. Yes, it's "an arch of stone that hangs over the pass itself forming a short, natural tunnel through the mountainside".

This was probably obvious to everyone else. Don't mind me.


I figured I’d make a session report on the Masquerade, since it was such an incredibly fun adventure (one of my faves that I’ve ever run) and it might help other GMs to prepare for the wild amount of things that could happen.

My PC group consists of an Investigator, a Rogue, a Sorceror, and a Magus. The PCs had also recruited Tayacet Tiora into helping them, they planted one of their Spies as one of the Dottari guards, and they brought along Lictor Octavio and his team of Hellknights in their finest party clothes. They nailed their Secrecy checks in advance, so they had detailed maps of the Opera House and the Underground area.

The players started out by slapping the rogue with every invisibility and non-detection spell possible and sending her into the basement to do some scouting. She made it into the secret Silver Raven tunnels and poked around a bit, but didn’t run into the big Hellhound. Meanwhile the other three PCs were scouting the main floor and chatting up party guests. They disabled the Cockatrice cage quick-release. The Sorceror used Detect-Thoughts on some of the guards, and discovered that they’d been told to lock all the doors at Midnight and stand guard. So the Investigator started sabotaging the locking mechanisms on as many of the doors as he could.

They kept it pretty low-key until the Dance of the Damned, where things got completely ridiculous. I’d told them in advance that it might be handy to put some ranks into Perform (Dance) and they took me VERY seriously. The Investigator and Sorceror were determined to become the Lords of the Dance, so they cast every possible Charisma and Performance boosting spell on themselves. The Investigator eventually managed to make it to a successful DC 35 Perform check, and the Sorceror flunked out by ONLY rolling a 33. Barzillai begrudgingly gave the dance crown to the Investigator.

Their first big operation was to try to raid the vault in the Underground. They knew where it was because of their maps, and they’d seen that the door to the office was open (because that’s where the Bone Devil was controlling the Orchestra). The Rogue and Magus turned invisible and went downstairs to check it out. They got into the open office and immediately bumped right into the Bone Devil, who was ALSO invisible. Both the PCs and the Devil were extremely surprised, and got into a very goofy fight in which no one could see each other. They also closed the door behind them, which cut off the Bone Devil’s view to the Orchestra pit, thus ending the illusory music.

The PCs already had figured out that the Orchestra was illusory, but didn’t know what was causing it. Once it disappeared the Lord of the Dance rounded up some of the local party guests and handed them instruments to try and keep the party going, which salvaged things a bit.

At some point the Rogue also infiltrated the Guard’s off-duty lounge and managed to poison a few of them and make it look like they’d just come down with a stomach bug, knocking them out of commission for the night.

They let Barzillai give his big speech at the end, but the Rogue hid in the rafters with a big bucket of paint that they’d planned to drop on him during his speech, to try to embarrass him. They did so just as Barzillai sprung the trap and the Devil-Azatas warped in. This f!~#ed up the Mayor’s attempt to start the fight by going invisible, since he was dripping paint everywhere.

During the fight the PCs directed the Lictor and the Hellknights to try to clear as many doors as possible so that folks could escape. The Sorceror spent the beginning of the combat focused on trying to take out the Dottari guards and clear the doors, by launching spells around the room. The Magus got caught in the middle of the hall and it took him a few turns to get up to the stage, all while dodging the Bearded Devils that were coming after him. The Rogue flew around on the Flying Carpet they’d gotten from Menador Keep, and focused on trying to take out the Furie Devil that was launching spells at the crowd. The Investigator charged right at the Mayor, and Tayacet joined him for some double-Investigator action. The Bone Devil had been taken out early so it didn’t show up to the fight.

The PCs had killed Nox in book one, so I switched in Sabo the Spider as the Mayor’s bodyguard. They’d thoroughly embarrassed her but let her live during the prison break. The Mayor managed to protect himself pretty successfully with a Wall of Ice build into a dome over him, but the Magus focused on breaking into it. The PCs fought their way through all the Bearded Devils, and the Lictor and his Hellknights eventually finished clearing all of the doors and then rushed onto the stage to help out. The Lictor and one of the Hellknights went down during the fight, but stabilized before dying.

Then Barzillai managed to unleash a full attack on the Magus and fully KILLED HIM. Brought him below his Con on the third attack. First PC death of the game!

The Investigator landed the killing blow on the Mayor, and then decapitated him for good measure. But when he held up the Mayor’s head he realized that he had been duped! It was a fake Mayor!

In the clean-up after the big fight the PCs attempted to raise the Magus using a scroll of Raise Dead, but the player decided that he’d rather try something new and roll up a new character. So he decided that the Magus had found peace, and decided to stay in the Halls of Nethys. Before abandoning the Opera House the PCs headed into the basement once again, where they fought the big Hellhound, found the Silver Ravens treasure hoard, un-stoned Shensen, and found Jilia the Vampire. The Sorceror completely obliterated Jilia by using her Aasimar innate ability to blast her with a Sunbeam spell, which just destroys Vampires in one-hit if they fail their save. Hilariously anti-climactic.

They then GTFO’d before any of Thrune’s reinforcements could show up. They never discovered that the fake Mayor was actually a Bone Devil, and didn’t attempt to resurrect Jilia. They ended the night with 22 Masque Points remaining, 34 dead party-guests (less after reducing the number by the Masque Points), and 174 that had made it out during the fight.


My Group Finally Cleared the Ruby Massacre tonight.

....23 Masque Points, only 10 Citizens Dead...

2 opposite versions of Nox (one Good, one Evil) Fighting each other in front of a giant stained glass window with Evil Nox getting a(n imaginary, but she failed the roll to disbelieve) HOLY LANCE THROUGH HER CHEST And getting pushed out the window in a Disney Death...

The Backup Bone Devil and Erinyes ending up being the actual boss because Barzillai went down like a chump...
The Erinyes Taking out THREE SEPARATE MEMBERS OF THE PARTY with her absolutely OP Triple Attack +1 Flaming Composite Longbow, only for their stupid Amulets of Life to bring them back...
The Summonner Bringing out A FREAKING ANKYLOSAUR THAT HAD FLY CAST ON IT!

Another Member of the party Dazing the Erinyes that was flying 30 foot in the air, And then Chough returned, Revealing themselves to have been the spy who infiltrated the staff (with an illusion spell), Having been saved in the first adventure and trained as a Barbarian to back them up, Tearing off her uniform and Leaping off the main chandelier of the Opera house with a shooting star elbow drop to the Erinyes taking out half it's hit points, The Sorceror Casting Mydriatic Spontaneity on the bone devil, leaving it dry-retching and spinning 20 feet in the air, unable to even greater teleport out cause he's nauseated for the next Seven Rounds.

Then the FLYING ANKYLOSAUR ROLLED UP AND STARTED REPEATEDLY BASHING THE BONE DEVIL WITH IT'S TAIL.

We ended it there for the night.

....Yes, I run my games very Pink Mowhawk, why do you ask?


And yes, I will explain The whole Good Nox/Evil Nox thing. as soon as the players find out. :)

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