GM MattMorris Gallows of Madness Part 3 (Inactive)

Game Master ChesterCopperpot

Maps and Slides


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Tears + Plaguestone + Mosquito Witch + 2E Fun

The High Fool automatically passes that Acro check as well, so moving on!

Crumbling Stairs: The precarious stairs leading out of the basement are falling apart. To scramble up them, a PC must succeed at a DC 13 Climb check. To tread carefully, a PC must succeed at a DC 14 Perception check.

Grand Lodge

Male Human (Varisian) Bolt Ace 5/Ranger 1 | HP 51/51 | AC 22, T 17, FF 15 CMD 23 | Fort +8, Ref +13, Will +5 | Init +8 | Perc +11 | Sense Motive +2 | Grit 1/2

"Try an' step Exactly where I've been..."

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

The Concordance

Male Elf Swashbuckler 3 | AC: 18/14/14 | HP: 25/25 | Fort +1, Ref +7, Will +1 (+2 vs enchants) | CMB +3, CMD 17 | Perc +8 | Init +4 | Panache: 6/6

Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Picking his way carefully, the colorful man manages, barely, to find a safe way to get up the crumbling stairs.

Silver Crusade

CG female outsider (native) ranger 3 ... Initiative +10 ... Perception +5 (6 vs. traps) ... Sense Motive -1 HP 25/25 ... Panache 1/2 ... AC 17 touch 14 flat 13 ... CMD 19 ... SAVES (F/R/W) +5/+8/+2 ... MW C. Longbow (p/b, rapid) +7/+7 (1d8+3/x3; 110' range)

Miri scrambles, instead!

Climb: 1d20 + 6 ⇒ (3) + 6 = 9

Oops, that 9 doesn't look so great.

Derring-Do!: 1d6 ⇒ 5 Add this to the climb check. Costs 1 panache, and can be used after the roll but before the result. You've already told us the DCs, but she'd probably want to add it to a roll of 9 regardless...

Sovereign Court

Male N Gnome Mesmerist 3 | HP 24/24 | AC 17 T 13 FF 15 | CMB +0 CMD 12 | F +5 R+6 W +7, +4 vs. disease & poison, +2 vs illusion | Init +2 | Perc +2 (darkvision) SM -2 | Speed 20' | Active Conditions: Heightened Awareness

Perception: 1d20 + 2 ⇒ (1) + 2 = 3

Although his comrades all scramble up the stairs with no great difficulty, Fizzlebottom stumbles badly. "These stairs are not made for gnomes! How can I run up - do I look like a giant to the rest of you?!?"


Tears + Plaguestone + Mosquito Witch + 2E Fun

Fizzlebottom stumbles on the stairs, but the rest of you escape up the secret passageway.

Damage (Fizzlebottom): 1d3 ⇒ 1

The only thing that stands between you and the exit is the swarm of rats that if attempting to flee the collapsing house in the same direction!

Rodent Panic: A stream of frenzied rats blocks the way out. (1) To herd them away, a PC must succeed at a DC 10 Knowledge (nature) or Handle Animal check. OR (2) To tough out the situation and wade through the rats, a PC must succeed at a DC 11 Fortitude saving throw.

Grand Lodge

Male Human (Varisian) Bolt Ace 5/Ranger 1 | HP 51/51 | AC 22, T 17, FF 15 CMD 23 | Fort +8, Ref +13, Will +5 | Init +8 | Perc +11 | Sense Motive +2 | Grit 1/2

Dusty's terse flow of advice stops as he keeps his mouth tightly shut while wading through rats...

Fort: 1d20 + 4 ⇒ (11) + 4 = 15

Sovereign Court

Male N Gnome Mesmerist 3 | HP 24/24 | AC 17 T 13 FF 15 | CMB +0 CMD 12 | F +5 R+6 W +7, +4 vs. disease & poison, +2 vs illusion | Init +2 | Perc +2 (darkvision) SM -2 | Speed 20' | Active Conditions: Heightened Awareness

Fort: 1d20 + 5 ⇒ (18) + 5 = 23

After his nasty collision with the bannister, Fizzlebottom is ready to get out of this place and is not going to let a few rats slow him down!

The Concordance

Male Elf Swashbuckler 3 | AC: 18/14/14 | HP: 25/25 | Fort +1, Ref +7, Will +1 (+2 vs enchants) | CMB +3, CMD 17 | Perc +8 | Init +4 | Panache: 6/6

Do we need to be trained in those skills to attempt them?


Tears + Plaguestone + Mosquito Witch + 2E Fun

Knowledge (nature), no. (Since it's only DC 10). Handle Animal, yes.

Silver Crusade

CG female outsider (native) ranger 3 ... Initiative +10 ... Perception +5 (6 vs. traps) ... Sense Motive -1 HP 25/25 ... Panache 1/2 ... AC 17 touch 14 flat 13 ... CMD 19 ... SAVES (F/R/W) +5/+8/+2 ... MW C. Longbow (p/b, rapid) +7/+7 (1d8+3/x3; 110' range)

Handle Animal: 1d20 + 6 ⇒ (16) + 6 = 22

The Concordance

Male Elf Swashbuckler 3 | AC: 18/14/14 | HP: 25/25 | Fort +1, Ref +7, Will +1 (+2 vs enchants) | CMB +3, CMD 17 | Perc +8 | Init +4 | Panache: 6/6

Knowledge (nature): 1d20 + 7 ⇒ (11) + 7 = 18

Remembering from somewhere that rats don't like it when you do this, the colorful man manages to forge himself a path through.


Tears + Plaguestone + Mosquito Witch + 2E Fun

Hurray! You all escape the rats and are able to run out the front door of the manor.

Behind you, the building quakes and shivers. It's timbers groan and creak as its frame buckles. Mere moments after you escape, the whole structure collapses in on itself, leaving only a cluttered pile of debris as a memorial for the evil family that lived there so long ago.

Back in Saringallow, Mayor Trinelli congratulates the you for your bravery and resourcefulness and pays you 100 gp for the records, as agreed.

When the mayor issues a report about the your findings, people start lining up in front the town hall, curious to know what happened to their kin so long ago. The mayor encourages you to meet with the grateful people whose families are mentioned in the records. Many tearful townspeople also seek you out to meet and thank you, and though it will take a long time for the damage to fully heal, a grim chapter in Saringallow’s history is nearer to coming to a close.

Excellent heroics, everyone! That concludes Part 3! I'll get chronicle sheets together for you today. If you don't mind, DM me your email addresses and I'll put you in the online reporting system for possible boon rolls!

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