'Gallows of Madness - The Festering Blot'

Game Master Shadow Dragon

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Sovereign Court

CG Catfolk Gorumacle 3 | Mods: None | HP 27 (-0) | AC/Tch/FF 20/13/17 | CMD 17 | F/R/W +4/+5/+3 (Cat’s Luck Reflex) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 5/6 | Perc: -1 (30 ft sight, Darkvision, Scent), SM: +1 | Init: +4

The catfolk also points out, ”And there could be dirty stinky evil fiendish creatures hiding, and we don’t want them ambushing us from behind after we go in. So, whoever is good at finding traps and hazards go up front with big guardian man, and head on in. Unless ya have spells to cast or something first.”

Ready to swarm forward in the middle-ish of the pack!

She adds, ”Let’s work around the courtyard from the left to the right.”


Current Slide

Is anyone going to deal with the demon bile on the gates before you move in or is that for later?

Grand Lodge

male dhampir sorc(crossblooded)3, HP 20, AC/TFF 12/12/11, F +2, R +2, W +2, Initi +1, Perc +3

i think we should deal with it now...

Sovereign Court

CG Catfolk Gorumacle 3 | Mods: None | HP 27 (-0) | AC/Tch/FF 20/13/17 | CMD 17 | F/R/W +4/+5/+3 (Cat’s Luck Reflex) | Speed 40ft, Climb 20ft | 2 Star Folio Re-Roll 1/1 | Spells 1st: 5/6 | Perc: -1 (30 ft sight, Darkvision, Scent), SM: +1 | Init: +4

The catfolk will make sure to cold iron it clean.

Dark Archive

android gloomblade 3 | ♥28 | ⛨16 t11 ff15 | CMB +7, CMD 18 | F +4, R +2, W +1 (+1 vs. fear); +4 vs. mind-affecting, paralysis, poison, and stun | Init +1 | Perception +8; darkvision 60ft, low-light vision | Speed 30ft (20ft in armor) | ☐Nanite Surge +6 | ☐Technic Tinkerer (Prestidigitation) | necklace of fireballs: ☐3d6 | ⚕none

If his cold iron great sword is useful then Guardian helps.

The Concordance

Gallows of Madness 3 - The Festering Blot Female N Elf Alchemist (Mindchemist) 2 / Fighter (Lore Warden) 1 | HP 21/21 | AC 14 (18) T 13 FF 11 (15) (shield)| CMB +0, CMD 13 | F +8, R +8, W +2 (+2 vs poison) | Init +3 | Perc +4 low-light vision, SM: +0 | Speed 30 ft. (20 ft. w/backpack)
Ressources:
Cognatogen: 1/1, Bombs: 9/9, Extracts 1st 4/4

The KnowledgeCheeseWeasel Vreekka checks the gates for traps...

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

If the alchemist doesn’t find any, she helps with the cold ironing of the demon bile - with her cold iron dagger.


Current Slide

Vreekka checks the gate but finds no traps. She, Guardian XI, and Cannoli make quick work of the demon bile on the gate - yuck!

As the group approaches the estate havoc breaks out as creatures emerge from their hiding places! The group recognizes four of them as demon-bile infected mites, having just seen a couple of the little mooks, but the other creature doesn't look familiar.

Yes I rolled Perception checks and shockingly no one hit either DC. Don't fear intrepid heroes; I have full confidence in your PC's abilities! Knowledge (Nature) to determine what the unknown Thing is please. Current Slide has been updated and Slide 3 is a better look at the Thing.

GM:
Initiative

Ini Cannoli: 1d20 + 4 ⇒ (14) + 4 = 18
Ini Guardian XI: 1d20 + 1 ⇒ (2) + 1 = 3
Init Vreekka: 1d20 + 3 ⇒ (20) + 3 = 23
Init Daegon: 1d20 + 1 ⇒ (16) + 1 = 17
Init Lucinus: 1d20 + 1 ⇒ (4) + 1 = 5
Init Jakeric: 1d20 - 1 ⇒ (7) - 1 = 6
Init Grizzlebin: 1d20 + 1 ⇒ (5) + 1 = 6
Init Thing: 1d20 + 5 ⇒ (17) + 5 = 22
Init More Mites: 1d20 + 1 ⇒ (8) + 1 = 9

Round 1 – Four Mites and a What???

Vreekka
Thing
Cannoli
Daegon
Mites
Grizzlebin
Jakeric
Lucinus
Guardian XI

Vreekka is UP! Again, Knowledge (Nature) to determine what the unknown Thing is and list what you'd like to know about it.

The Concordance

Gallows of Madness 3 - The Festering Blot Female N Elf Alchemist (Mindchemist) 2 / Fighter (Lore Warden) 1 | HP 21/21 | AC 14 (18) T 13 FF 11 (15) (shield)| CMB +0, CMD 13 | F +8, R +8, W +2 (+2 vs poison) | Init +3 | Perc +4 low-light vision, SM: +0 | Speed 30 ft. (20 ft. w/backpack)
Ressources:
Cognatogen: 1/1, Bombs: 9/9, Extracts 1st 4/4

Again something with way too many feet? How original...

Knowledge: Nature: 1d20 + 17 ⇒ (13) + 17 = 30

in this order: Resistances, Immunities, Special Attacks, Special Defenses, Special Abilities

Will post actions as soon as I know more about unknown Thing.


Current Slide
Vreekka The Brainiac wrote:

Again something with way too many feet? How original...

[dice=Knowledge: Nature]1d20+17

in this order: Resistances, Immunities, Special Attacks, Special Defenses, Special Abilities

Will post actions as soon as I know more about unknown Thing.

It's a fey (so are the mites), no resistances, no immunities. It has two special attacks: It's bite can cause paralysis in its victim and it has a surprising reach for its size. Special defenses: DR 2/cold iron.

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