Baldwin the Merciful's Bloody Nightmare

Game Master baldwin the merciful

This my new low level PF 1 game. I will be combining aspects of a homebrew game with published material. It is set in the country of Nirmathas.

Welcome to my Bloody Nightmare.


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Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +6, Stelth +20 Saves F+3/R+9/W+0, HP 36/36

Quickly donning his wire frame spectacles and rag tie, Poke Poke thinks for a minute then yells "Shotgun!"

if ask Poke Poke will recite the rules of Shotgun

profession bs'r aka lawyer: 1d20 + 3 ⇒ (10) + 3 = 13

rules of Shotgun:
1.Calling Shotgun
The first and most important rule of shotgun is that you must call it out loud. The first person to utter the phrase “shotgun” earns the right to sit in the front passenger-side seat of the automobile, truck, tractor, or zamboni. In the case of a World War II-issue combination motorcycle, shotgun affords the winner a coveted seat in the sidecar.

2.Timing It Right
You may only call shotgun when the driver is in earshot. Furthermore, both you and the driver must have already exited the establishment from which you are departing. If said establishment lacks walls, windows, roof, and a door (also commonly referred to as “outside”), both driver and would-be front seat passenger must be within eyeshot of the vehicle. And a word of advice: if you plan to call shotgun, do it with a little volume. Say it like you mean it and don’t be afraid to gloat a little bit. Many a well-timed shotgun call has been overturned by the limitations of human hearing. If the driver doesn’t hear you, you deserve to be in the back seat and that’s exactly where you’ll end up.

3.Settling a Tie
A tie occurs when two or more contenders utter “shotgun” simultaneously. In most jurisdictions, either of the contenders may impose a binding mandate of silence on his or her counterpart by declaring “jinx.” The jinxing party and any other parties present may consequently enforce this mandate upon the jinxed party by penalty of “Charlie Horse.” At this juncture, though you have succeeded in silencing and possibly hitting your opponent, you have not yet earned occupation of the front seat. This must be determined by a footrace. The first of the competitors to make contact with the passenger-side door handle wins the draw, and thus, becomes the bearer of frontsies. Note that winning shotgun does not mitigate the terms of “jinx” and that even from the front seat, the jinxed party is bound to silence until one of the car’s occupants states said party’s first and last name out loud.

4.Default Riders
Now before you get all up in a huff about your right to shotgun, remember that there are a few proprietary considerations that override even the most timely shotgun call. When riding with a romantically entwined couple where one party is the driver, the significant other has a default claim to shotgun. If you know what’s good for you, you won’t mess with this one. Suck it up, buttercup. Get in the back.

5.Driver Fail
In the unlikely event that a driver is unable to perform his or her chauffeuring duties, whether because of illness, inebriation, or sudden-onset-adult-narcolepsy, he or she will automatically be rewarded shotgun. In an ideal world, the holder of shotgun would be prepared to step into the lurch and take the wheel but of course, consideration must be given to those who lack the legal documentation to drive, those who lack the coordination to drive stick shift (where the occasion calls for this skill), and those whose driving is so terrible that it frightens passengers and endangers motorists, pedestrians, and small woodland creatures. In this case, stand-in driving duties will be vested in the most readily capable passenger.

6.Backseat Riders
Once shotgun has been officially delegated — a process which by its very nature should take only a split second — it falls on the vehicle’s remaining passengers to stake their claim on a prime backseat spot. A call of “No b!#*h” protects the claimant from relegation to the middle or “b!#*h seat.” This rule derives from the fact that sitting in the middle back seat super sucks. In the event that one is riding with an exceptionally large person who feels that he or she must employ the full reclining extension of either the driver- or passenger-side front seat, one would be within one’s full legal right to stake a claim to the roomier of the two back window seats.

7.The Balk
You’ve successfully called and won shotgun so you’re totally home-free, right? Not so fast. You aren’t in the seat just yet. There’s a moment when everything hangs in the balance, that blink-of-an-eye between the time the driver hits the unlock button and the time the mechanism on your side clicks open. You know exactly what happens if you jerk the handle early. Your door is stuck in that limbo between locked and unlocked, closed and open. You’ll sheepishly look at the driver and ask for a reprieve. But dude, that’s really annoying. Now you have to re-close the door with a hip-check, then the driver has to click lock then unlock again. That’s seven seconds that none of us will ever get back. And for that, my friend, you no longer get to ride shotgun. Tough break but it’s the only way you’ll learn.

8.Fight Club
In a perfect universe, every claim to shotgun would be backed by good, solid, court-admissible evidence. But the universe is by no means perfect. People disagree and sometimes strenuously at that. As history has shown, all individuals will tend to view events through their own unique lens. Where shotgun is concerned, this often leads to confrontations, raised voices, and cartoonish violence. In these instances, a driver who wishes not be to be troubled with the responsibility of mediating an outcome can declare “survival of the fittest.” Once this state of relative anarchy is declared, those who wish to defend the claim for shotgun may use any physical means necessary to be the first with a butt in the seat. Once the butt is down, the seat is spoken for. At this juncture, any attempt to oust this butt from its resting place will be viewed as an act of unsanctioned hostility to be redressed in whatever disciplinary manner the driver sees fit. Suggested punishments in this instance include a swift flick to the forehead, a Wet Willie or, during flu season, its more-sanitary-but-still-unpleasant variation, the Dry William.

9.The Spider-Man Principle
Of the many life-lessons we can draw from the parable of Marvel’s Spider-Man, perhaps the most valuable is this: “With great power comes great responsibility.” This might well be the credo of the shotgun rider, for the one who lands this privileged position also lands a critical support role during the journey from Point A to Point B and all points beyond. Understand and accept that when you call shotgun, you have appointed yourself the Captain’s first mate (alternately referred to as “Tenille”). This means that you are beholden to any and all reasonable requests issued by the driver that are not explicitly stated hereafter but fall within the realm of effecting safe passage for all of the vehicle’s occupants.

10.Flight of the Navigator
When you claim shotgun, you are also making a pretty bold statement about your suitability for navigation. In the event that the directions are unknown to the driver, it becomes the responsibility of the shotgun rider to consult GPS or, if you happen to be driving in 1974, a roadmap. If you feel that you cannot perform these duties, you really have no business being in the front. If you happen to be a dolt when it comes to directions, save everybody a whole lot of time and a potential wrong turn into a scary neighborhood and just sit in the back.

11.One Man Band
Remember, first and foremost, that control of the music is deferred to the driver. Unless you have explicit permission or a precedent within the given relationship, keep your hands off the dial. If the driver wants to spend a four hour stretch listening to solo Art Garfunkel, that is his or her right. You may want to re-examine your relationship, but now is neither the time nor the place. In a healthy and functional relationship, there’s a good chance the driver will defer DJ’ing responsibilities to shotgun. In this event, you have the responsibility to ensure enjoyment and protect the driver and other passenger from irritations like radio commercials, transitional silence, or Rush. In the event that you fail egregiously in your duties by misreading the vibe in the car, oafishly skipping a song during its emotional high point, or conversely, failing to change the station from a Nickelback song in anything more than 4 seconds, you will lose your shotgun duties and be remanded to the back seat. In the event that the Nickelback song originated on your iPod, you may in fact be asked to exit the vehicle altogether. See Rule #23 for reference on determining a new shotgun rider.

12.Mobile Telephony
Back in the day, riding shotgun meant that you actually brandished a shotgun. Today, it’s the driver’s smart phone that you must brandish. Provided you value your safety, you can’t have the driver texting, googling, or tweeting behind the wheel. At the risk of sounding like your dad, it isn’t smart, it isn’t safe, and you’re stupid if you do it, so don’t. This, of course, means that all smart phone responsibilities fall upon the shotgun rider including the transmission of text messages, phone number reconnaissance, and debate mediation by way of Wikipedia. This rule states that you are bound to do whatever the driver tells you with said smart phone short of taking incriminating selfies, which you can do but that’s your call. Hey, I’m not actually your dad.

13.Food Services
Yup, this one can be a little degrading but you are in charge of opening all water bottles, unwrapping all candy bars, and unsheathing all beef jerkies. Your responsibilities will vary here, depending upon the driver’s innate abilities and their relative squeamishness about having others handle their food. Some drivers could independently navigate the Lincoln Tunnel at rush hour while dressing a shawarma. Others couldn’t chew gum in a rural parking lot without dinging a bale of hay. Act accordingly. Especially on a long road trip, the driver’s ability to focus and make good time will depend on regular nourishment. If this means hand-feeding your driver one Dorito at a time, so be it.

14.The Gatekeeper and Keymaster
The shotgun rider is responsible for jumping to action any time a gate must be opened, a garage code must be punched in, or three riddles must be answered correctly at the behest of a magical troll. The same also applies to the fast removal of branches, trash cans, or errant lawn gnomes that might block the vehicle’s safe passage. The passenger will never lose his or her claim to shotgun for exiting the car to attend to these responsibilities.

15.Parallel Parking
As with Rule #13, your responsibilities here will vary depending upon both the driver’s abilities and environmental conditions. In events where these factors prompt the need for assistance, it falls upon the shotgunner to roll down a window, exit the car, and assist the driver as he or she attempts to wedge a minivan into a space the size of a shoebox. This means standing curbside and saying “You’re good. You’re good. You’re good. Stop!” and repeating the action as many times as the situation dictates. Be careful here. If you let the driver nudge another car on either side, you’ve officially blown it. The whole point of you even getting out of the car was to prevent this very thing from happening. Sorry McGoo, but you won’t be sitting shotgun on the ride home.

16.Gas It Up
Shotgun also makes you the attendant-on-duty when the vehicle pulls up to a service station. This one is pretty self-explanatory though fiduciary responsibility is a matter subject to situational variations. On long trips, all riders are expected to contribute to the cost of fuel. In the case of shorter runs to the liquor store, the convenience mart, or the ice cream parlor, the cost typically falls on the driver. In any event, the shotgunner is not inherently responsible for paying at the pump. Your responsibility at the gas station is a physical one, except in New Jersey where self-serve doesn’t exist and attendants give you the stink-eye for even touching the pump. Again, it is noteworthy here that the passenger will never lose his or her claim to shotgun for exiting the car to attend to these responsibilities.

17.Remain Conscious
Underlying each and every one of the above-noted responsibilities is this very sacred commandment: thou shalt not sleep on the job. A sleeping shotgunner is basically worthless. In addition to being rendered incapable of meeting any of the obligations outlined above, the snoozer is failing in the most basic and critical of duties, which is ensuring that the driver is also awake. On longer road trips, the ability to fulfill this role becomes a matter of great importance. If you fall asleep in the front seat, it goes without saying that you’ll be pitched into the back seat at the nearest pull-off. But you should also be warned that other passengers have the right — some might even say the responsibility — to draw on your face with any available non-toxic, non-permanent writing utensils. See Rule #23 for reference on determining a new shotgun rider.

18.Cop-Watch
As the vehicle’s second-in-command, you are the first line of defense against the local constabulary. Whether your driver enjoys speeding, switching lanes without a signal, or placing high stakes bets on illegal underground mixed martial arts competitions, it falls upon you to ensure that these questionable activities may be conducted without interference by local law enforcement. Indeed, your shotgun designation makes you the top accomplice to any and all behavior which might result in a road-side stop. Thus, the shotgun rider must keep his or her eyes cast on the road and mirrors at all times. It is your vigilance that could be the difference between a smooth ride and an unwanted brush with the fuzz.

19.Silence Your Inner-Critic
So your buddy drives the car like it’s an old lady nursing a hip replacement. So there are mothers with strollers passing you on the sidewalk. So you’re moving so slowly that you can clearly hear every expletive hurled at your car from the frustrated motorists behind you. As the shotgun rider, there’s nothing you can do about it. So long as the driver is neither endangering you nor other motorists, you have to bite your tongue. Shotgun does not give you the right to tell the driver how to drive, even if he or she kind of stinks at it. Of course, if your driver starts mowing down mailboxes and meter maids, you can intervene. But if the offense is driving too slow, missing turns, or pump-accelerating in a way that makes everybody nauseous, you sort of have to hope that somebody in the back complains. They already have nothing to lose.

20.Just Be Cool
This is perhaps the rule most vulnerable to individual interpretation. At its core, the provision states that the shotgun rider must make all efforts to be cool. Spending significant portions of the ride yammering on your cell phone is not cool. Constantly and indiscriminately fiddling with the air conditioner, defogger, and windows to the discomfort of all other passengers is not cool. Playing the Spice Girls and singing along at the top of your lungs like it’s supposed to be funny is not cool. As the beholder of shotgun, you are the liaison between driver and backseat passengers, the tissue that binds the car together, the Ringo to the rest of the Beatles. Say what you want about Ringo but the dude is cool. And the other Beatles liked hanging out with him. Be like Ringo. Be cool and the whole car will be cool with you. Act like a tool and you’ll be in the back seat faster than you can say “Pete Best.”

21.End of the Line
Well, it was a sweet ride but it had to end some time. Once the car is parked, the key removed from the ignition, and all occupants exited, your glorious reign is over. It doesn’t matter if you all walk inside a restaurant, find out that it has a 60 minute wait, say “nuts to that, let’s just go to Applebees” and walk out in the space of 30 seconds. The race for shotgun starts all over again. You can always call it again if you’re fast enough but, honestly, that’s kind of a jerk move.

22.Fives
There is one way and one way only to retain your right to shotgun even after standing up and exiting the car for reasons other than the attendance of your shotgun duties. Here, the rules of shotgun defer to the separate but entwining doctrine held by the Ancient Order of Fives. This dictates that the holder of any seat, be it couch, stool, or chaise lounge, may depart to grab a drink, place a wager, or answer to nature’s call, and return within the space of five minutes to reclaim his or her chosen throne. The individual in question need only call “fives” before departing. These parameters extend to the shotgun passenger, who upon exiting the car briefly for any number of matters that might take roughly five minutes, may declare “fives” and preserve frontsies. A failure to declare “fives” in this circumstance means that all bets are off and that anybody may claim the front seat by force. Fair warning here that this is not the most sportsmanlike of conduct, but there’s no rule that says you can’t.

23.Getting Promoted
Once a shotgun rider has run afoul of his or her duties, or has simply run afoul of the driver’s good graces, each backseat rider has a fair claim to the shotgun position. When the driver has explicitly stated the decision to eject the original shotgun rider in a manner consistent with the rules stated here throughout, any of the backseat riders may exclaim “dibs,” which, in accordance with the Natural Laws of Dibs operating in perpetuity throughout the known universe, will earn said exclaimer passage to the front seat.

24.The Driver’s Code of Conduct
It’s not all dictated-texting and butlered Doritos for the driver. In fact, the driver holds the very serious responsibility of umpiring any and all matters relating to the call, assumption, retention, and performance of shotgun. Moreover, the driver is the mediator in disputed matters. It is incumbent upon the driver to deliver the final judgement in shotgun disputes so long as said judgement conforms to all terms stated here within. In the event that the driver does not wish to perform these duties, he or she may refer to the “survival of the fittest” provision outlined in Rule #8 above. Even in these instances, however, the driver must serve as the enforcer of the broader shotgun rulebook through the ensuing ride and beyond, lest he or she risk surrendering the authority and credibility inherently vested in the driver.

25.Shotgun Override
In spite of the driver’s role as the Supreme Car Justice in all disputes, he or she does not possess the right of “shotgun override.” Such as it is stated, this provision dictates that nobody, not even the driver, can reverse the outcome of a shotgun event in conflict with the rules and provisions stated here. One cannot, without just cause, be denied shotgun nor removed from shotgun upon firstly, audibly, and within the scope of the parameters stated here, calling and earning the seat. It is advised, thusly, that all drivers keep a copy of this document in a glove box or center console for consultation in the event of a dispute.

26.Irreconcilable Differences
Any disputes which truly do defy mediation based on the rules stated here can only be judiciously settled by an appearance before the World Council on the Administration of Shotgun Justice (WCASJ) or an independent commission appointed by said Council. Given that no such Council exists, the wait-time for due process is quite extraordinary and generally leads to universal out-of-court settlement or, in the case of instances where agreement cannot be reached, the total suspension of the intended vehicular journey.


Evil GM

So, Poke Poke dashes and jumps into the front of the canoe, while Dr. Tes plants himself squarely in the roomier middle of the canoe. Beorn sits in the back of the canoe ready for the vehicle to move. But who is going to paddle? The Marobo stare slack jawed and in bewilderment at the antics.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +6, Stelth +20 Saves F+3/R+9/W+0, HP 36/36

obviously the 1/2 orc bard


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Male Human Invulnerable Rager HP: 32/48 AC18/12/16, F6/R3/W2, Perception: +6, Init:+2; CMD:18; CMB+6

Calain stares bewilderdly at the doctor and goblin as they jump in the canoe.
So glad my swimming in swap sh!t has made you both comfortable. You're welcome. Though perhaps you could have offered the boat to our wizard? Calain doesn't know much about witches. So he sees no distinction
Since her talents mean she should be free to throw her spells while we engage up close? You'll be hard pressed to stab someone in the back or sneak about if your in a boat.

He puts his gear in the back of the boat but retrieves his Great sword, leaving his Lurcine hammer with his armor. It would be too hard to use in this muddy,close terrain. Armed with his sword and a dagger in his boot, he moves a to the flank as much as the ground allows in the marching order. Since you feel like staying dry, paddle yourselves. Dwarf, would you and the wolf take point? Our bowman can shoot around us and perhaps bring up the rear with our Priest?

The typically sour but good hearted fighter was clearly low on patience. He was covered head to toe in swamp muck and would remain without his armour for a good portion of the trip, so it appread. The prospect of continuing on in his breeches clearly didn't please him.

WAHH I built a tank them baldwin took it away. NEXT LEVEL: Barbarian!! The fast movt will offset the slop and maybe Calain is getting in touch with his inner Orc...


Evil GM
Calain wrote:

Calain stares bewilderdly at the doctor and goblin as they jump in the canoe.

So glad my swimming in swap sh!t has made you both comfortable. You're welcome. Though perhaps you could have offered the boat to our wizard? Calain doesn't know much about witches. So he sees no distinction
Since her talents mean she should be free to throw her spells while we engage up close? You'll be hard pressed to stab someone in the back or sneak about if your in a boat.

trying logic on a goblin...good luck.


Male Dwarf Druid 3 (Wolf Shaman) HP 18/29, AC19/T12/F17, Saves F+6/R+3/W+5, Perc +8, Init +6

Yeah, we got point... Ulfrec trudges forward, unafraid of outstripping the long-legs.


Evil GM

Ulfrec and Geri lead the way as Bradan, Aagrah, Bron, and Calain follow closely. The canoe remains stationary as the three miscreants play a game of rock paper scissors to determine who actually paddles the canoe.


5Condamage Half-Orc Bard4HP(20)20/39/Init+5F+3R+5W+4Per5AC13T11FF12

Beorn mugs Poke-Poke ROCK!


Favored Enemy (human) +2; Second Wind 1/2 HP 28/31, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +8 Longbow +8 (1d8+3), Glaive-guisarme +6 (1d10+3)

"If the two of them weren't so damned useful, I'd say we leave em in the swamp. But oh well, I suppose we bring the hyperactive stab-machine and his pet elf along..."

Bradan tries to keep to one side of the group as much as possible, checking behind as much as to the fore.


M Elf Rogue (Discretion Specialist) 3

1 rock, 2 paper, 3 scissor: 1d3 ⇒ 2


Evil GM

Canoe

The three miscreants continue their negations regarding who was padding, while the others disappear in the swamp brush.

Trail

Ulfrec and Geri pick their way along the path.

Everyone can make a perception and survival check.


Male Dwarf Druid 3 (Wolf Shaman) HP 18/29, AC19/T12/F17, Saves F+6/R+3/W+5, Perc +8, Init +6

perception, darkvision: 1d20 + 7 ⇒ (10) + 7 = 17
survival: 1d20 + 9 ⇒ (15) + 9 = 24


M Elf Rogue (Discretion Specialist) 3

perception: 1d20 + 9 ⇒ (18) + 9 = 27
perception/follow clues: 1d20 + 9 ⇒ (8) + 9 = 17


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +6, Stelth +20 Saves F+3/R+9/W+0, HP 36/36

perc: 1d20 + 4 ⇒ (15) + 4 = 19


Favored Enemy (human) +2; Second Wind 1/2 HP 28/31, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +8 Longbow +8 (1d8+3), Glaive-guisarme +6 (1d10+3)

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Survival: 1d20 + 6 ⇒ (18) + 6 = 24 (+1 to follow tracks)


5Condamage Half-Orc Bard4HP(20)20/39/Init+5F+3R+5W+4Per5AC13T11FF12

*Sigh* Fine, I will paddle. Beorn grabs the oars.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15


Evil GM

Once the canoe starts to move you catch up to the folks on the path pretty quickly, but you do realize there are times where you have to weave and maneuver around hummocks, trees, rocks, and other impediments. Being in the canoe also comes with some unease...yes your feet are dry but you also don't have solid ground under your feet. The sights, smells, and sounds of the swamp is quite unfamiliar to you.

Dr. Tes and Poke Poke are able to keep the others within sight but then you feel a bump under the canoe as you try to paddle around a large fallen cypress tree. The dark mucky water itself is rippling from under the canoe.


Evil GM

Geri and Ulfrec lead the landbound travelers through the twisting path and reeds. You are able to track small footsteps to a 20 foot clearing that is set on top a small knoll that is roughly 8 foot above the water level. From there you get a better look a the miscreants in the canoe who seem to be paddling around a fallen cypress tree.

You can see that the trail breaks off into two separate directions. there is a loud bussing sound coming from over head.


M Elf Rogue (Discretion Specialist) 3

"Fingers and hands in the canoe, Mr. Poke! Something's down there!"


HP 31/31 AC 14/ T 12/ FF 12/ F+4/ R+4/ W+6/CMD 12, Init +2, Perc +6, Height 5'6, swim +2

lol... The shotgun dissertation

didn't want to ride in the canoe anyway... They look like alligator appetizers down there

Aggrah looks up at the buzzing, knowing it can't be good
perception: 1d20 + 6 ⇒ (16) + 6 = 22


5Condamage Half-Orc Bard4HP(20)20/39/Init+5F+3R+5W+4Per5AC13T11FF12

Maybe cause a distraction with lights


Male Human Invulnerable Rager HP: 32/48 AC18/12/16, F6/R3/W2, Perception: +6, Init:+2; CMD:18; CMB+6

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Yep. At least they'll give us a moment to react since they'll be a nice fat target for any creatures in the water....


Favored Enemy (human) +2; Second Wind 1/2 HP 28/31, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +8 Longbow +8 (1d8+3), Glaive-guisarme +6 (1d10+3)

"Any gators that go after the boat, at least I'll see em surface just a bit. And this way, I stay kinda sorta dry."


Male Dwarf Druid 3 (Wolf Shaman) HP 18/29, AC19/T12/F17, Saves F+6/R+3/W+5, Perc +8, Init +6

Worse things than 'gators, sure enough... How about we deal with the night flyers, first.

Ulfrec peers upwards.

If'n the small tracks disappeared, maybe the flyers are big enough to pick the critters up.

kn nature: 1d20 + 7 ⇒ (2) + 7 = 9


Evil GM

Initiative Bloody Nightmare Game

on land initiative:

Braddan: 1d20 + 3 ⇒ (12) + 3 = 15
Aggrah: 1d20 + 2 ⇒ (9) + 2 = 11
Calain: 1d20 + 2 ⇒ (11) + 2 = 13
Bron: 1d20 - 1 ⇒ (9) - 1 = 8
ulfrec: 1d20 + 2 ⇒ (18) + 2 = 20

skeeter: 1d20 + 5 ⇒ (15) + 5 = 20

canoe initiative:

Poke Poke: 1d20 + 4 ⇒ (10) + 4 = 14
Dr Tes: 1d20 + 3 ⇒ (10) + 3 = 13
Beorn: 1d20 + 1 ⇒ (16) + 1 = 17
stirges: 1d20 + 4 ⇒ (12) + 4 = 16

On Land

Skeeter
Ulfrec
Bradden
Calain
Aggrah
Bron

Canoe

Beorn
Stirges
Poke Poke
Dr Tes

I don't have time to put maps together right now and i'll be busy all day. I'll try to get one up tomorrow if the battle is still going on. Until then you need to use your imagination.


Evil GM

On Land

As you look overhead you notice a dwarf-sized flying abomination. It has insect wings, a segmented body, six legs and a wicked, bony proboscis that functions more like a spear than a syringe. A pair of prehensile humanoid hands and a grossly contorted human face with reflective compound eyes is indicative of some humanoid parentage.

It dive bombs at the party.

target:

1 Ulfrec
2 Bradden
3 Calain
4 Aggrah
5 Bron
6 Geri

lucky soul: 1d6 ⇒ 5

The nasty creature's fly by attack

att: 1d20 + 8 ⇒ (19) + 8 = 27;damage: 1d8 + 4 ⇒ (5) + 4 = 9
plus Atrocious curse DC 13 Will Save

Atrocious Curse:

The skeeter’s mystical connection to
the heinous being that gave birth to it blights its bony proboscis.
Graphic flashbacks of the sickening atrocity torment
the creature’s weary mind.

Bite—injury; save Will DC 13; frequency 1/hour; effect the
affected creature is rendered helpless for 1d4 rounds while
the grisly images race through his troubled brain.


Male Dwarf Druid 3 (Wolf Shaman) HP 18/29, AC19/T12/F17, Saves F+6/R+3/W+5, Perc +8, Init +6

Trajectory-wise, anyone get an AoO?


Evil GM
Ulfrec Aesgrim wrote:
Trajectory-wise, anyone get an AoO?

This round I will say no, but possibly next round. I don't have a map ready.


Evil GM

Canoe

The members riding in the canoe see three stirges fly out of the end of the fallen cypress tree. There bat-like wings flutter and their needle-sharp proboscis are pointed towards each of the canoe riders.

Just as the flying creatures get close you feel another thump underneath the canoe.

No att of opp this round, I don't have map up. Beorn you are up. It will be in range or melee for your attack.


Evil GM

Canoe

Here is the stirges actions when it's their turn. I don't want to hold up the posting.

MA: flying at the each person in the canoe
SA: attack and attach

The needle-like profile tries to stick into each person.

touch on Poke: 1d20 + 7 ⇒ (17) + 7 = 24

touch on Dr Tes: 1d20 + 7 ⇒ (9) + 7 = 16

touch on Beorn: 1d20 + 7 ⇒ (5) + 7 = 12

Attach (Ex):

When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target’s flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.

Blood Drain (Ex):

A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +6, Stelth +20 Saves F+3/R+9/W+0, HP 36/36

Poke Poke looks at the bug attached to him. Wonder how it tastes and jabs at it with his daggers

dagger: 1d20 + 5 ⇒ (5) + 5 = 10
slashing dmg: 1d3 - 1 ⇒ (1) - 1 = 0
snk att: 1d8 ⇒ 4

dagger: 1d20 + 4 ⇒ (5) + 4 = 9
slashing dmg: 1d3 - 1 ⇒ (3) - 1 = 2
snk att: 1d8 ⇒ 4

sneak:
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

current
Con 13 of 14
Hp 20 of 22

what crappy rolls


Favored Enemy (human) +2; Second Wind 1/2 HP 28/31, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +8 Longbow +8 (1d8+3), Glaive-guisarme +6 (1d10+3)

Bradan takes aim and fires at the close by critter, hoping the melee folks in their boat can handle their bugs.

PBS, Precise Shot, Deadly Aim: 1d20 + 6 + 1 - 1 ⇒ (1) + 6 + 1 - 1 = 7 to hit, for Piercing: 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6 damage

"Bah! Freaking bugs!"


Evil GM
Poke Poke wrote:


what crappy rolls

Outstanding rolls. It's all in the POV.


Evil GM
Calain wrote:

WAHH I built a tank them baldwin took it away. NEXT LEVEL: Barbarian!! The fast movt will offset the slop and maybe Calain is getting in touch with his inner Orc...

I strive to create an adventuring environment that the players remember as challenging.


Male Dwarf Druid 3 (Wolf Shaman) HP 18/29, AC19/T12/F17, Saves F+6/R+3/W+5, Perc +8, Init +6

Damn this place... Ulfrec throws a dart and draws his battleaxe as Geri growls, unable to reach the flying abomination.

atk skeeter, dart: 1d20 + 3 ⇒ (17) + 3 = 20
dmg skeeter, dart: 1d4 + 2 ⇒ (1) + 2 = 3


Evil GM

An arrow whizzes but misses by several feet. However, the dart hits but the dwarf-sized skeeter is barely phased by the projectile.


5Condamage Half-Orc Bard4HP(20)20/39/Init+5F+3R+5W+4Per5AC13T11FF12

My doublet! Beorn stabs at the beast
Longsword: 1d20 + 3 ⇒ (7) + 3 = 101d8 + 2 ⇒ (7) + 2 = 9


HP 31/31 AC 14/ T 12/ FF 12/ F+4/ R+4/ W+6/CMD 12, Init +2, Perc +6, Height 5'6, swim +2

Aggrah fixes her Evil Eye upon the flying beastie

evil eye dc15:
Evil Eye (Su) (Advanced Player's Guide pg. 66): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Applying the -2penalty vs the attack roll

Shoo Fly! Don't bother us


Evil GM

will save: 1d20 + 2 ⇒ (11) + 2 = 13


Evil GM

RD 1 Update

On Land

Skeeter - hits Bron
Ulfrec - hits with dart
Bradden - misses arrow
Calain -
Aggrah - evil eye successful -2 att 6 Rds
Bron -

Canoe

Beorn - missed
Stirges - Each stirge hits someone in the canoe
Poke Poke -missed
Dr Tes -


Evil GM

Calain, Bron, and Dr. Tes are up.


M Elf Rogue (Discretion Specialist) 3

mace: 1d20 + 4 ⇒ (6) + 4 = 10damage: 2d6 - 1 ⇒ (4, 1) - 1 = 4 The Dr. flails wildly, cursing in several languages.


Evil GM

Calain and Bron are up.


Male Human Cleric AC: 16/9/16, Saves: 4/-1/5 Initiative: -1 Hit Points (8/17) Cleric of Ioemdae 1

Let's be done with these insects.

Bron mutters a prayer and cast Bane.

Bane(DC14):

Casting Time: 1 standard action
Components: V, S, DF
Range: 50 ft.
Area: 50-ft.-radius burst, centered on you
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: yes
Mythic: Has Mythic version
Source: Core Rulebook
Summary: Enemies take -1 on attack rolls and saves vs. fear.
Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. Bane counters and dispels bless.

Will Save: 1d20 + 6 ⇒ (3) + 6 = 9

Darn, Do the effects start straight away?


Male Human Invulnerable Rager HP: 32/48 AC18/12/16, F6/R3/W2, Perception: +6, Init:+2; CMD:18; CMB+6

Calain looked at his Greatsword as though it had betrayed him. He'd left his bow among his belongings in the canoe.
He holds the blade high and readies an attack.
Come and get me, Winged rat.


Evil GM
Bron Rilon wrote:


Darn, Do the effects start straight away?

Yes.

rds helpless: 1d4 ⇒ 1

helpless condition:

Helpless

A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.


Evil GM

RD 2

On Land

Skeeter -
Ulfrec -
Bradden -
Calain -
Aggrah -
Bron -

Canoe

Beorn -
Stirges -
Poke Poke -
Dr Tes -

I wasn't able to create a map yet.


Male Dwarf Druid 3 (Wolf Shaman) HP 18/29, AC19/T12/F17, Saves F+6/R+3/W+5, Perc +8, Init +6

Melee or Ranged only? Just need to know if I can reach with battle axe & bite.


Evil GM

On Land

lucy soul: 1d5 ⇒ 2

lucky soul:

1 ulfrec
2 Bradden
3 Calain
4 Aggrah
5 geri

bron is exempt

The creature does another fly by attack attack but this time on Bradden.

att: 1d20 + 8 ⇒ (11) + 8 = 19;damage: 1d8 + 4 ⇒ (7) + 4 = 11

Atrocious Curse DC 13:

The skeeter’s mystical connection to
the heinous being that gave birth to it blights its bony proboscis.
Graphic flashbacks of the sickening atrocity torment
the creature’s weary mind.

Bite—injury; save Will DC 13; frequency 1/hour; effect the
affected creature is rendered helpless for 1d4 rounds while
the grisly images race through his troubled brain.

Marching order]Ulfrec and Geri, Bradden and Aggrah, then Bron and Calain. I didn't put a map together yet. From the order you were in Bradden and Aggrah would have an AOO this round.

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