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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Evil GM
Ulfrec Aesgrim wrote:
Melee or Ranged only? Just need to know if I can reach with battle axe & bite.

You'll be able to use either range or melee.


Evil GM

Canoe

Here is the stirges actions when it's their turn. I don't want to hold up the posting. They begin their turn attached to each of you and you suffered 1 constitution drain for RD 1 and RD 2.

MA: attached
SA: grapple and attach

It's pincer-like legs hold the creature firmly against it's victims.

grapple on Poke: 1d20 + 11 ⇒ (16) + 11 = 27
grapple on Dr Tes: 1d20 + 11 ⇒ (18) + 11 = 29
grapple on Beorn: 1d20 + 11 ⇒ (5) + 11 = 16

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.


Evil GM

Here's the Map

*note the Skeeter and the stirges are overlapping with the characters being attacked but Maptools doesn't permit two token in one square.


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

Everything all twisted... Geri, attack! Hefting his axe, Ulfrec swings at the flying abomination.

Ulfrec atk skeeter, battle-axe: 1d20 + 3 ⇒ (18) + 3 = 21
Ulfrec dmg skeeter, battle-axe: 1d8 + 3 ⇒ (1) + 3 = 4

Geri atk skeeter, bite: 1d20 + 3 ⇒ (5) + 3 = 8
Geri dmg skeeter, bite: 1d6 + 1 ⇒ (4) + 1 = 5


Evil GM

Ulfrec steps up and whacks the skeeter with his axe. the dwarf-sized creature is still buzzing around.


Male Goblin unchained rogue (knife master, scout) 3 Init 4 AC19/T16/F14, Perc +5, Stelth +18 Saves F+3/R+7/W+0, HP 30/30

♫♪So, stop that mosquitum
Stop that mosquitum
Stop that mosquitum
Stop that mosquitum
Stop that mosquitum
Stop that mosquitum
Stop that mosquitum
Howwww!
♫♪

sing: 1d20 + 4 ⇒ (5) + 4 = 9

dagger: 1d20 + 5 ⇒ (16) + 5 = 21
slashing dmg: 1d3 - 1 ⇒ (1) - 1 = 0
snk att: 1d8 ⇒ 2

dagger: 1d20 + 4 ⇒ (19) + 4 = 23
slashing dmg: 1d3 - 1 ⇒ (2) - 1 = 1
snk att: 1d8 ⇒ 6

confirm crit attack: 1d20 + 5 ⇒ (18) + 5 = 23
slashing dmg: 1d3 - 1 ⇒ (2) - 1 = 1

misread first attack so only one crit chance


-2 con
Hp20

much better rolls


Evil GM

The half engorged stirge flaps and falls off of goblin. It convulses a few times as it's lifeblood, and it's goblin meal, drains from it's body.


Evil GM

RD 2 update

On Land

Skeeter - Moved and hit Bradden
Ulfrec - hits the skeeter
Bradden -
Calain -
Aggrah -
Bron -

Canoe

Beorn -
Stirges - all three PCs are grappled -2 con
Poke Poke - kills his stirge
Dr Tes -


M Elf Rogue (Discretion Specialist) 3

mace: 1d20 + 4 ⇒ (11) + 4 = 15damage: 2d6 - 1 ⇒ (6, 1) - 1 = 6
"Gah, Mr. Poke! Get this thing off me! It's sobering me up!"


Favored Enemy (human) +2; Second Wind 1/2 HP 17/26, AC 17 / T 13 / FF 14 // Fort +5 / Ref +6 / Will +2 Initiative +3, Perception +7 Longbow +7 (1d8+3), Glaive-guisarme +5 (1d10+3)

Bow in hand, so no AoO. Sadly

Will: 1d20 + 1 ⇒ (18) + 1 = 19 vs DC 13

"Bah! Bastard flying bug monster! Kill it kill it kill it!"

As soon as it passes him, Bradan turns and looses another arrow at it.

PBS, Deadly Aim, Precise Shot: 1d20 + 6 - 1 + 1 ⇒ (14) + 6 - 1 + 1 = 20 for Piercing: 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10 damage


2Condamage Half-Orc Bard3HP(1)30/30/Init+5F+3R+4W+3Per5AC13T11FF12

Beorn tries killing his tirge again
Arcane strike: 1d20 + 3 ⇒ (9) + 3 = 121d8 + 3 ⇒ (6) + 3 = 9


Evil GM

Both Dr. Tes and Beorn hit and kill their respective stirge.

-----

Meanwhile, Bradan quickly fires off a another arrow. The arrow hits but the creature is still flying.


Evil GM

RD 2 update

On Land

Skeeter - Moved and hit Bradden
Ulfrec - hits the skeeter
Bradden - hit the skeeter
Calain -
Aggrah -
Bron - helpless this round

Canoe

Beorn - killed his stirge
Stirges - all three PCs are grappled -2 con
Poke Poke - kills his stirge
Dr Tes - killed his stirge


Male Human Fighter 2/Titan Mauler1 HP: 20/27 AC19/12/17, F7/R2/W1, Perception: +6, Init:+2; CMD:18; CMB+6

Calain doesn't have a ranged option, so will hold his readied attack


Male Dwarf Druid 3 (Wolf Shaman) HP 18/29, AC19/T12/F17, Saves F+6/R+3/W+5, Perc +8, Init +6
Calain wrote:
Calain doesn't have a ranged option, so will hold his readied attack

You can move and attack, Ulfrec did battle-axe & bite. It's reachable by melee.


HP 14/26 AC 14/ T 12/ FF 12/ F+4/ R+4/ W+5/CMD 11, Init +2, Perc +6, Height 5'6, swim +1

ON LAND....
Screw those guys who stole her spot on the canoe by spouting some dubious law about "Dibs"... Land feels pretty good now

Aggrah targets the Skeeter again with her Evil Eye

evil eye,this time targeting attack rolls, 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.


Male Goblin unchained rogue (knife master, scout) 3 Init 4 AC19/T16/F14, Perc +5, Stelth +18 Saves F+3/R+7/W+0, HP 30/30
Aggrah the White Witch wrote:


Screw those guys who stole her spot on the canoe by spouting some dubious law about "Dibs"... Land feels pretty good now

LOL! I was hoping for a back and forth, really hadn't thought we'd end up in the canoe


Evil GM

will save vs evil eye: 1d20 + 2 ⇒ (5) + 2 = 7

The creature fails its Will save and suffers -2 att


Evil GM

RD 3

On Land

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

Everyone, but Bradan, needs to make a DEX check as the ground is becoming worn and sloshy, muck is starting to try to get inside your boots. Bradan has special mud shoes on.

Canoe

Beorn -
Stirges -
Poke Poke -
Dr Tes -

RD 3 MAP


Evil GM

On land

The abnormally large looking skeeter attacks

1 Ulfrec
2 Calain
3 Aggrah

lucky soul: 1d3 ⇒ 1

The skeeter does a death from above charge attack on Ulfrec. It does not do a fly by attack (its death from above which is similar to a charge attack) and is within melee range.

attack,DFA, EE: 1d20 + 8 + 5 - 2 ⇒ (6) + 8 + 5 - 2 = 17;damage: 1d8 + 4 ⇒ (1) + 4 = 5
Will save DC 13 atrious curse

atrious 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.

Ulfrec, geri, Bradan, and Aggrah have AOO


Evil GM

Canoe

There is another harder thump under your canoe, in fact, the canoe rises a few inches out of the water.

You all can make a perception check.


Evil GM

Everyone should update their profile stat line. I know Bron and Bradan are hurt. The three in the canoe took 2 con damage and thus HP damage. I don't know without looking who was hurt from the kobolds.


Evil GM

Those of you on land, excluding Bradan, are realizing water never rests. Adventurers aspiring to conquer this soggy, humid environment must contend with this persistent adversary nearly every step of the way on top of with other hazards and malevolent denizens. Your feet are beginning to become damp with all the stomping around as you try to kill the large skeeter.

.


2Condamage Half-Orc Bard3HP(1)30/30/Init+5F+3R+4W+3Per5AC13T11FF12

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Did someone hear something odd?


Male Human Fighter 2/Titan Mauler1 HP: 20/27 AC19/12/17, F7/R2/W1, Perception: +6, Init:+2; CMD:18; CMB+6

Calain is only down 1hp from the snake

Calain was glad the Winged creature was dumb enough to be flying low and in Melee range, attempting not to slip in the muck.
DM required dex check: 1d20 + 2 ⇒ (5) + 2 = 7

He moves to F13 or 14 GM Call (he has his full 30ft since he's not wearing armor), and attacks the Skeeter, reaching overhead with his blade in an upward thrust attempting to impale the thing up it's insectoid butt.

2 handed Flanking Powerattack: 1d20 + 6 + 2 - 1 ⇒ (9) + 6 + 2 - 1 = 16
2 hand PA damage: 2d6 + 4 + 3 ⇒ (5, 6) + 4 + 3 = 18

Die, Bug!


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

Ulfrec is hit.

will vs atrocious - hardy: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
AoO, battle-axe: 1d20 + 3 ⇒ (18) + 3 = 21
dmg, battle-axe - 2H: 1d8 + 3 ⇒ (1) + 3 = 4
Dex, sloshy mud: 1d20 + 2 ⇒ (10) + 2 = 12
perception: 1d20 + 7 ⇒ (7) + 7 = 14


Evil GM

Calain slogs forward and the mucky water seeps into his boots thoroughly drenching his socks and feet. He does waddle his way over to the battle and he lands a significant blow with his blade. Although the dwarf-sized insect flaps its wings and manages to survive the attack.

Ulfrec does not get infected by the curse and his boots are tied tight enough to withstand the water intrusion. His battle axe hits home again causing more damage.

The creature is damaged but it still has plenty of life remaining.


Male Goblin unchained rogue (knife master, scout) 3 Init 4 AC19/T16/F14, Perc +5, Stelth +18 Saves F+3/R+7/W+0, HP 30/30

perc: 1d20 + 4 ⇒ (4) + 4 = 8


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Male Goblin unchained rogue (knife master, scout) 3 Init 4 AC19/T16/F14, Perc +5, Stelth +18 Saves F+3/R+7/W+0, HP 30/30

As the giant bug slides off of Poke Poke he wraps up his song

♫♪Jab him
Cut him
Stab him
Gut him
Stop that mosquitum, NOW!♫♪

Beorn the Divine wrote:


Did someone hear something odd?

"Poke Poke didn't hear anything, but how about stearing the boat a little better. Maybe we should go help those idiots over there" Poke Pome motions to the others


M Elf Rogue (Discretion Specialist) 3

perception: 1d20 + 9 ⇒ (10) + 9 = 19


Favored Enemy (human) +2; Second Wind 1/2 HP 17/26, AC 17 / T 13 / FF 14 // Fort +5 / Ref +6 / Will +2 Initiative +3, Perception +7 Longbow +7 (1d8+3), Glaive-guisarme +5 (1d10+3)

Currentoy sitting at 1 hp over here

Bradan draws a bead on the flying critter and looses another arrow.

Deadly Aim,PBS, Precise Shot: 1d20 + 6 - 1 + 1 ⇒ (16) + 6 - 1 + 1 = 22 to hit, for Piercing: 1d8 + 2 + 2 + 1 ⇒ (8) + 2 + 2 + 1 = 13 damage

"Watch your footing! This muck is getting nastier and nastier."


Evil GM

Bradan hits the skeeter with an arrow but the bug is still alive and flying.

Dr. Tes:
There is something under the canoe almost strapping the bottom of the canoe. You also see ripples coming from both sides of the canoe. The water itself is too mucky to visually observe what is maing the disturbance.


HP 14/26 AC 14/ T 12/ FF 12/ F+4/ R+4/ W+5/CMD 11, Init +2, Perc +6, Height 5'6, swim +1

Aggrah slashes feebly at the vile skeeter with her dagger
AOO: 1d20 ⇒ 3
dagger damage: 1d4 - 1 ⇒ (3) - 1 = 2

And then lets loose with a frustrated scream at the beast

ear piercing scream dc15:

Ear-Piercing Scream

School evocation [sonic]; Level bard 1, bloodrager 1, inquisitor 1, psychic 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes

DESCRIPTION

You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.


sonic damage: 1d6 ⇒ 3 plus dazed if save fails


Evil GM

fort save: 1d20 + 7 ⇒ (18) + 7 = 25


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

Dex check: 1d20 - 1 ⇒ (18) - 1 = 17

By Iomedae what in the bloody hells did I just see! Another thing to mention, I'm out of spells!

Bron places his hand on his wound and cast cure light wounds in place of a spell.

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Cure Light Wounds:
Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

The ninja turtle strikes again


Evil GM
Bron Rilon wrote:

[dice=Dex check]1d20-1

By Iomedae what in the bloody hells did I just see! Another thing to mention, I'm out of spells!

You do have your positive healing channels that you can use for healing purposes.


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

Yeah but I want to wait to after the fight so we can all heal


Evil GM

Bron's laces on his boots are holding tight keeping the water out for the time being.

RD 3 - update

On Land

Skeeter - moved and hit ulfrec
Ulfrec -
Bradden -
Calain - moves and hits
Aggrah - AOO feeble miss with dagger then EPS
Bron - heals self

ulfrec, Geri and Bradan still have their actions. the prior attacks were the AOOs.

Canoe

Beorn -
what lies beneath- push on the canoe
Poke Poke -
Dr Tes -

The middle of the canoe rises up about a foot out of the water. If almost feels as if the canoe is going to be tipped over. Everyone should make a reflex check DC 10 to avoid bad bad things happening to you.


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

Come'on Geri, let's get this bugger! Hoping the previous swing will help guide his arm... Geri moves if needed, to reach.

With a sickening crunch, There... that's better.

Ulfrec atk skeeter, battle-axe: 1d20 + 3 ⇒ (20) + 3 = 23
Ulfrec dmg skeeter, battle-axe: 1d8 + 3 ⇒ (7) + 3 = 10
Critical x3 for 30 dmg.

Geri atk skeeter, bite: 1d20 + 3 ⇒ (9) + 3 = 12
Geri dmg skeeter, bite: 1d6 + 1 ⇒ (2) + 1 = 3

Confirm Crit x3 skeeter, battle-axe: 1d20 + 3 ⇒ (19) + 3 = 22


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2Condamage Half-Orc Bard3HP(1)30/30/Init+5F+3R+4W+3Per5AC13T11FF12

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6

Beorn does imitates the well known singer Wilheim as he loses his seat.


Evil GM

Ulfrec whacks off one of the skeeter's wings as it crashes to the ground dripping its lifeblood from a gaping wound.

Meanwhile back in the canoe there is splash as Beorn falls into the water.
Make a fort save to see if you keep your head above the mucky water. Lots of nasties in swamp water.


Evil GM

Those of you on the land can make a perception 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: 1d20 + 7 ⇒ (13) + 7 = 20


HP 14/26 AC 14/ T 12/ FF 12/ F+4/ R+4/ W+5/CMD 11, Init +2, Perc +6, Height 5'6, swim +1

perception: 1d20 + 6 ⇒ (11) + 6 = 17


Male Goblin unchained rogue (knife master, scout) 3 Init 4 AC19/T16/F14, Perc +5, Stelth +18 Saves F+3/R+7/W+0, HP 30/30

ref: 1d20 + 6 ⇒ (12) + 6 = 18

perc for why the boat is rising: 1d20 + 4 ⇒ (2) + 4 = 6

"Hey, quit rocking the boat"


Favored Enemy (human) +2; Second Wind 1/2 HP 17/26, AC 17 / T 13 / FF 14 // Fort +5 / Ref +6 / Will +2 Initiative +3, Perception +7 Longbow +7 (1d8+3), Glaive-guisarme +5 (1d10+3)

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Bradan takes a moment to catch his breath, still scanning for additional targets.

"Oh for Pete's sake...what are they doing in that boat?"

Second Wind 1: 1d4 + 2 ⇒ (4) + 2 = 6 hp healed


M Elf Rogue (Discretion Specialist) 3

Reflex: 1d20 + 5 ⇒ (5) + 5 = 10


Evil GM
baldwin the merciful wrote:


Meanwhile back in the canoe there is splash as Beorn falls into the water.
Make a fort save to see if you keep your head above the mucky water. Lots of nasties in swamp water.

I'll also need a Swim check please.


Evil GM

Poke Poke rides the lifting canoe like it's a surfboard, easily keeping his balance. Dr. Tes is less graceful than his fellow rogue, but a whole lot more aware of balance then his unfortunate comrade bobbing in the water.

----

Those on land with a perception check of 17 or higher:
notice there is "nest" above your heads in cypress tree. You figure the "nest" is where the creature lived and preyed on unsuspecting foragers.

If you have a 20 and above perception:
You can see there is a way to climb the tree.


M Elf Rogue (Discretion Specialist) 3

"Urk! Something's under us! Bard overboard! Bard overboard!"

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