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 +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

Poke Poke studies the light. After a bit assumes it is also someone probably on watch at a different camp and continues on with his watch. Making sure to keep an eye on it through out.

As his shift ends and he wakes up Calain he informs him.

" Hey Grumpy, wake up. It's time for your watch. By the way looks like there is someone on watch over there. Maybe keep an eye on it. We should maybe check it out in the morning."


Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

Assuming he awakens around dawn, Bradan is surprised to find a large furry body snuggled next to him. The grey and black canine that had been tracking the party has finally decided to make itself known, and apparently chose Bradan as his friend.

"Very well, I shall call you Wolf. I suppose we will be traveling together for a while, eh?"

The wolf does not answer.


Evil GM

Calain your watch goes by uneventfully. You notice the flickering light that Poke Poke mentioned but it doesn't get any closer.

Bradan:
Your Wolf slinks closer to you on your watch. It's belly grumbles and accepts any food you toss it's way. Wolf gets closer giving you a good long sniff, getting your scent. Eventually Wolf sits near you and the two of you look towards the flickering flame that Calain warned you about. The flame is much closer to your campsite. Wolf riases haunches, it's thick fur coat stands on end, then it bears it's teeth.

What are you going to do?


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47
Bradan Finn wrote:

Assuming he awakens around dawn, Bradan is surprised to find a large furry body snuggled next to him. The grey and black canine that had been tracking the party has finally decided to make itself known, and apparently chose Bradan as his friend.

"Very well, I shall call you Wolf. I suppose we will be traveling together for a while, eh?"

The wolf does not answer.

Breakfast in bed


Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

Bradan stands up and raises his bow.

"Hoy, out there! If you be friendly come closer slowly. If you draw a weapon or make a hostile move I will shoot you dead!"

He repeats his challenge in draconic, then holds his ground.


Zzzzzzzz..Feeegaaaroooooo.zzzzzzzz


Evil GM

Everyone asleep can make a perception check.

Bradan:
There is just a sliver of a new moon showing in the sky. The torch is getting closer but it's still far enough away that you can't see it clearly. It's in the unexplored field below your hillock. It looks large and there is a bit of dust or fog around it as it moves. But again, it's at a distance. Although you do notice that that streak of white hair that you have tingles at the roots and your scalp.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

perc: 1d20 + 7 ⇒ (15) + 7 = 22


Per: 1d20 + 6 ⇒ (9) + 6 = 15

Beorn rolls over.


Evil GM

Poke Poke you hear Bradan speaking and it wakens you.

Beorn you also hear Bradan and you begin to stir out of sleep.


HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2

perception: 1d20 + 7 ⇒ (18) + 7 = 25


Zzzzzz.Snork..What is happening?


Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

"I'm not sure but whatever is making that light has spooked Wolf something fierce. Not to mention, it makes my scalp itch and skin crawl, right where the curse landed before. Something bad is coming, for sure. "


Evil GM

Aggrah you wake up without issue and you catch Bradan saying "...my scalp itch and skin crawl, right where the curse landed before. Something bad is coming, for sure."


HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2

Aggrah sends a casting of Dancing Lights out towards the source of the disturbance

dancing lights:
Dancing Lights
School evocation [light]; Level bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Having a Fair bit of range between himself and the target Calain draws his bow and readies a shot.
You are in my sights. No unfriendly moves, please


Evil GM

you would know that your spell range isn't long enough to reach the flickering torch light. Although you would get a better view of the field. Do you still want to do the spell?

The flickering light disappears with it's next movement...then reappears....just before it disappears with it's movement.


HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2

will wait till target is in range


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

Poke Poke gets up and slinks stealthly to the shadows ready to pounce on anything that might appear.

stealth: 1d20 + 21 ⇒ (3) + 21 = 24


Something hostile approaches? Oh...I still feel badly.


Male

Percetion, Ulfrec: 1d20 + 10 ⇒ (12) + 10 = 22
Perception, Geri: 1d20 + 6 ⇒ (10) + 6 = 16


Evil GM

Ulfrec you get better view given your ability to see in the dark.

Ulfrec:
You notice the field below is some sort of overgrown vine patch. You can't make out colors so it just looks like a tangle mess of vines to you from this distance.

The flickering light is beyond your vision but it does look large and it's movement is causing the light to flicker on and off to your vision.

Geri:
Your mutt sniffs the air and there's a touch of excitement for him. There's another Wolf in the camp. The will need to be setting on hierarchy among the pack.

Wolf:
Is Wolf male or female? Wolf sees another Wolf in the pack that is eyeing him/her. Someone will need to become the alpha.


Male

I don't know, guys and gals... seems to be a large mass of vines or roots between us and that light, perhaps it's why the light seems to flicker.

Waiting is never gonna slove anythin'... let's get this over with.

Ulfrec prepares to move out.

Retcon, healing Beorn.
Lesser Restoration: 1d4 ⇒ 3


Ah, much better! Beorn is ready to head out as well.


Evil GM

Dr Tes is missing for the moment. We will continue playing and I'll DMPC if it becomes necessary.

Everyone was able to rest, level, and get healing/restoration before they woke up.

I'm going to assume everyone is getting ready to go out and explore the flickering light in the field. I will plan to get a post up either later today or tomorrow morning.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

Poke Poke stealthly takes the point about 30 feet a head of the group checking for traps on the way

stealth: 1d20 + 21 ⇒ (9) + 21 = 30

perc for traps or hazards: 1d20 + 7 ⇒ (16) + 7 = 23


Evil GM

Poke poke slips out in front of the group. I don't know if anyone wants to make a perception check to see if they see him. the wolves obviously can sniff his scent out. Everyone gives the goblin runt time to go do his thing before they settle in on movement position heading down the hill and into the open field.

What is everyone's light source?

Geri and Ulfrec take the left flank, while Wolf and Bradan take the right flank. I'll assume 10 to 15 feet spacing unless told otherwise.

Calain lead the in the center taking point, while Aggrah and Beorn walk with Mrs. turner and her charge roughly 10 feet behind Calain. Bringing up the rear is the good doctor.

You travel down the hill to the beginning of the field. There it looks like this area is uncultivated corn stalks that are 3 to 3.5 feet tall. the field itself does not look tended to and the corn takes on a wild pattern of growth. That is it is not planted in neat rows but you can see evidence that it once was planted this way.

Poke Poke is nowhere to be seen since the corn is taller than he is.

I need a perception check and survival check from everyone. Anyone with Know nature can roll one if they like.

Dr Tes percection: 1d20 + 13 ⇒ (13) + 13 = 26
Dr Tes survival: 1d20 + 0 ⇒ (13) + 0 = 13

Dr. Tes is able to clearly view the party, except for Poke Poke, from is rear guard position. He is tracking the group easily enough but realizes he may loose people in the corn field.


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HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2

know nature: 1d20 + 9 ⇒ (1) + 9 = 10
perception: 1d20 + 7 ⇒ (10) + 7 = 17
survival: 1d20 + 1 ⇒ (13) + 1 = 14

Aggrah has Darkvision but for the sake of the humans will have a Dancing Light cantrip floating about in front of the group


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Dark vision here. I seem to recall a movie about something in a cornfield. Something about children..

Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Survival: 1d20 + 3 ⇒ (7) + 3 = 10


Male

Ulfrec, Perception, darkvision: 1d20 + 10 ⇒ (7) + 10 = 17
Ulfrec, Survival: 1d20 + 12 ⇒ (14) + 12 = 26
Ulfrec, Kn Nature: 1d20 + 10 ⇒ (19) + 10 = 29

Geri, Perception: 1d20 + 5 ⇒ (8) + 5 = 13


Male Human Invulnerable Rager HP: 50/50 AC18/12/16, F6/R3/W2, Perception: +6, Survival +6, Init:+2; CMD:18; CMB+6

Calain had a torch but the human was comfortable relying on the witches Light spell for now. It kept his hands free to wield his Greatsword, which he had in hand.

He kept this place in the centre of the group for now, for a few reasons. As one of the few humans, even by torchlight his vision was lackluster in the darkness and he'd serve little us as a edge scout looking into darkness.
Second he could get to the aid of virtually all his allies (with the exception of the goblin, who had ranged ahead and loved reminding him he didn't need assistance anyway) with a mere quick sprint.

Knowledge: Nature: 1d20 + 5 ⇒ (13) + 5 = 18
Survival: 1d20 + 6 ⇒ (10) + 6 = 16


Evil GM

Beorn you are comfortable following Calain since you lost sight of goblin and his tracks.

Geri is still preoccupied with Wolf and who is going to become the alpha in the pack.

ulfrec:
You don't see much other than the beginning of the dwarfed cornfield. You've lost Poke Poke from your field of vision.

When you arrive at the cornfield it is clear to you that this field has not been tended to in years. The corn is not longer in clear rows and the weak stalks have not been removed, thus the field looks overgrown. You figure it's been this way for several planting and growing seasons.

Aggrah casts her dancing light spell and it illuminates areas in advance of the party.

Although Calain has visually lost Poke Poke for his vision, he doesn't have an issue following the sneaks footsteps as the group enters the cornfield.

Calain:
You smell spoiled vegetation.

Everyone with a perception over 15 can still observe flicking light in the distance.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

dark vision, but isn't early morning?


Male

These fields haven't been tended to in years, whomever loved here is dead... what kill'd 'em is what we might be in the lookout fer... To arms m'brethren.

Geri, seek!

Handle Animal, companion: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19

Finds anything alive or animate.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

perc: 1d20 + 7 ⇒ (1) + 7 = 8
survial: 1d20 + 3 ⇒ (5) + 3 = 8
know nature: 1d20 + 4 ⇒ (16) + 4 = 20


Evil GM
Poke Poke wrote:
dark vision, but isn't early morning?

Daylight has not broken. Bradan was on last watch. You're about an hour before sunrise. Some say this is often the 'darkest hour".

Poke Poke you get disoriented in the cornfield and begin to walk in zig zag direction. direction, reroll #12: 1d12 ⇒ 5

Poke poke you spell rotten vegetation, more than just ears of corn going foul but other more distinctive smells. Like rotten lettuce, turnips, and tomatoes. But there is another smell ou just can't quite put your nose on.

----
Geri goes lopping off through the corn field to investigate.


Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

Light source is a torch, plus the dancing lights. Bradan has his bow out and is prepared to drop his light to fire it.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26 (+2 if were still in swamp terrain)


Evil GM

You are not in the swamp right now.

Bradan:
You can see the corn stalks are moving slightly, which you figure is the goblin weaving in and out, although it does seem like he is veering off and circling back towards the group.

Poke Poke:
You notice torch light in front of you. It seems like you've come to the source.


Beorn keeps following, wishing he had a crossbow or something.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

Poke Poke heads back towards the party to report what he found to the others


Evil GM

Poke Poke takes another step and finds himself already back the party.

your survival and perception rolls of 8s had you move in a circle.


Male Goblin unchained rogue (knife master, scout) 5 Init 5 AC20/T17/F14, Perc +7, Stelth +21 Saves F+3/R+9/W+0, HP 47/47

Poke Poke looks around and points toward the light "Poke Poke found the light its just over there."


So shall we investigate or stay in our camp?


HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7, Height 5'6, swim +2

My curiosity is getting to me...Let's check it out


Evil GM

The group cautiously continues forward.

I'll get an update posted posted this afternoon.


Evil GM

As you proceed forward you notice that the cornfield looks a bit trampled in spots as if other creatures have been through there in the last couple days.

You come to a small clearing not larger than 15 by 20 feet wide and all the corn stalks are bent over. Everyone notices rustling coming from two separate locations. When gnarled vines, as thick as a man’s arm and bearing hand-shaped leaves, convulses across the ground in an unnatural slither.

I need to recreate the initiative templates. I will roll initiative out in bit...after lunch.


Evil GM

perceptions:

Aggrah: 1d20 + 7 ⇒ (6) + 7 = 13
poke: 1d20 + 7 ⇒ (14) + 7 = 21
Dr Tes: 1d20 + 13 ⇒ (14) + 13 = 27
Beorn: 1d20 + 9 ⇒ (14) + 9 = 23
calain: 1d20 + 6 ⇒ (8) + 6 = 14
Ulfrec: 1d20 + 10 ⇒ (7) + 10 = 17
Bradan: 1d20 + 9 ⇒ (10) + 9 = 19
wolf: 1d20 + 8 ⇒ (14) + 8 = 22
geri: 1d20 + 5 ⇒ (13) + 5 = 18

Only Beorn, Dr Tes, Poke Poke, and Wolf are aware of the danger before they vines attack as they are camouflaged.

Bloody Nightmare Initiative:

Aggrah: 1d20 + 2 ⇒ (15) + 2 = 17
poke: 1d20 + 5 ⇒ (13) + 5 = 18
Dr Tes: 1d20 + 3 ⇒ (4) + 3 = 7
Beorn: 1d20 + 5 ⇒ (8) + 5 = 13
calain: 1d20 + 2 ⇒ (18) + 2 = 20
Ulfrec: 1d20 + 6 ⇒ (11) + 6 = 17
Bradan: 1d20 + 3 ⇒ (20) + 3 = 23
assassin vine 1: 1d20 + 2 ⇒ (18) + 2 = 20
assassin vine 2: 1d20 + 2 ⇒ (20) + 2 = 22

Initiative Order

Wolf
Bradan

Assassin vine 2
Assassin Vine 1
Calain
Poke
Ulfrec/Geri
Aggrah
Beorn
Dr Tes

Note: Wolf goes first, but then Bradan needs to hold till the assassin vines go since he did not see the camflouged vines. Thereafter the Bradan goes prior to the vines.

I need to put a battlemap together, but one vies is 15 feet away from wolf.

Cornfield Vine Battle RD 1

*I haloed Wolf and Geri in yellow since their characters blended into the cornfield background.

**The assassin vines are large and haloed in navy blue


Alarm! Something seeks to dine upon us!


Favored Enemy (human) +4 (animals) +2; Second Wind 2/2 HP 43/43, AC 18 / T 14 / FF 14 // Fort +6 / Ref +8 / Will +2 Initiative +4, Perception +9 Longbow +9 (1d8+3), Glaive-guisarme +7 (1d10+3)

Wolf stops in his tracks, his hackles raised and a low growl rumbling out from his throat.

"Oh crap. I cant see anything! Anyone got a bead on whatever it is?"


Evil GM

Assassin Vines:

The gnarled vine, as thick as a man’s arm and bearing hand-shaped leaves, convulses across the ground in an unnatural slither. the two carnivorous plants have mighty appetite as the sun begins to rise. mmmm tasty breakfast.

Everyone needs to make reflex save DC 13 as the corn stalks begin to move and entwine around your feet, legs and torsos. Even vines uses it's entangle ability to create a massive area of entangling corn stocks. Two 40 ft radius areas which I will put on the next map.

Entangle Spell, as a free action:

This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

Entangled:

The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Vine 1 attacks Bradan using it's 15 foot reach,

att: 1d20 + 7 ⇒ (6) + 7 = 13;damage: 1d8 + 7 ⇒ (4) + 7 = 11
plus grab

CMB vs CMD: 1d20 + 9 ⇒ (6) + 9 = 15

grab:

If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

----
Vine 2
The second vine lashes out at Geri using it's reach

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

CMB vs CMD: 1d20 + 9 ⇒ (11) + 9 = 20

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