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

Updated RD 1 Cornfield Map with templates added

*I errored; Dr. Tes is outside the two 40 foot radius areas. He does not have to make a reflex save.


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

Reflex: 1d20 + 3 ⇒ (7) + 3 = 10

Calain in fails to react in time to the vine and is ensnared...


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)

Reflex: 1d20 + 8 ⇒ (2) + 8 = 10

Bradan is similarly grabbed by the entangling vines.

Wolf Reflex: 1d20 + 7 ⇒ (11) + 7 = 18

Wolf remains free from the tangling vines.


Reflex: 1d20 + 5 ⇒ (20) + 5 = 25

Beorn artfully dodges out of the way! Please restrain yourselves! I bruise easily!


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

reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Don't get fresh with me Aggrah moves quickly away from the vines
Fresh veggies =good, as in delicious salad good....Creepy vines from some twisted druids fantasy manhandling me=baaaddd


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

reflex: 1d20 + 9 ⇒ (1) + 9 = 10

Poke Poke plants foot tocharge and is snagged by the vine. He yacks his foot a few time until its free and over grown area.

Poke Poke moves right to M14 or 15 which ever is out of affected area


Evil GM

Initiative Order

Wolf - Not entangled
Bradan - entangled

Assassin vine 2 - free action entangle, attacked
Assassin Vine 1 - free action entangle, then attacked
Calain
Poke - I assume you are using your EA skill to get free and move?
Ulfrec/Geri
Aggrah - not entangled
Beorn - not entanlged
Dr Tes; not in area

Everyone read the entangle spoilers above. You can try to break free. Everyone is up.


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
baldwin the merciful wrote:


Poke - I assume you are using your EA skill to get free and move?
entangle:
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.

Unless I missed it, Poke Poke is entangled and not grappled. And does not need to roll anything to move. M14/15 are within his movement range. Just couldn't tell which square was out side the entanglement.

The kicking off the root is flavor for why his movement is halved.


Beorn begins singing to Inspire Courage+2 Hit damage 13/14 rounds


Evil GM
Beorn the Divine wrote:
Beorn begins singing to Inspire Courage+2 Hit damage 13/14 rounds

Are you going to move out of the area or remain in the area? You can move normally, but if you choose to stay in the area you will need to make another reflex save at the end of you turn.


Evil GM
Poke Poke wrote:
baldwin the merciful wrote:


Poke - I assume you are using your EA skill to get free and move?
** spoiler omitted **

Unless I missed it, Poke Poke is entangled and not grappled. And does not need to roll anything to move. M14/15 are within his movement range. Just couldn't tell which square was out side the entanglement.

The kicking off the root is flavor for why his movement is halved.

The wording on the entangle spell is a bit confusing but I reread it and you are correct.


Beorn starts moving north


Male

Reflex, Ulfrec: 1d20 + 3 ⇒ (2) + 3 = 5
Reflex, Geri: 1d20 + 7 ⇒ (19) + 7 = 26

Buggers' got me! Someone help me cut this mockery of nature down to size... AAARGH!

Geri... ATTACK!

Ulfrec atk, battleaxe: 1d20 + 5 ⇒ (12) + 5 = 17
Ulfrec dmg, battleaxe: 1d8 + 2 ⇒ (4) + 2 = 6

Geri atk, bite: 1d20 + 5 ⇒ (14) + 5 = 19
Geri dmg, bite: 1d6 + 2 ⇒ (2) + 2 = 4


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 moves with the group...As a squishy caster she needs to keep close to her friendly meatshields. She'll stay with the group even if it means slogging her way through mannerless veggies.

reflex if needed: 1d20 + 4 ⇒ (17) + 4 = 21


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Here come old flat-top, he come grooving up slowly
He got ju-ju eyeballs, he's one holy roller
He got hair down to his knees
Got to be a joker, he just do what he please.


Evil GM

Beorn begins his inspiring chant while Ulrec and Geri each hit with their attacks. Aggrah moves along with the others.

Initiative: RD 2

Wolf -
Bradan -

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


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 fires at the vine, choosing to shoot just once to maximize his accuracy, while Wolf dashes in to harry the same one.

PBS, Inspire Courage, Deadly Aim: 1d20 + 9 + 1 + 2 - 2 ⇒ (15) + 9 + 1 + 2 - 2 = 25 for Piercing Magical: 1d8 + 3 + 1 + 2 + 4 ⇒ (5) + 3 + 1 + 2 + 4 = 15 damage

Bite!: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 for 1d8 + 4 ⇒ (1) + 4 = 5 damage (I imagine they cannot be tripped)


Evil GM

Geri's misses but the arrow hits home. Both vines have now been damaged.

Assassin Vine on one Bradan:

slam: 1d20 + 7 ⇒ (4) + 7 = 11;damage: 1d8 + 7 ⇒ (8) + 7 = 15
plus grab: CMB v CMD: 1d20 + 9 ⇒ (8) + 9 = 17

----
Assassin Vine on two Ulfrec:

slam: 1d20 + 7 ⇒ (15) + 7 = 22;damage: 1d8 + 7 ⇒ (6) + 7 = 13
plus grab: CMB v CMD: 1d20 + 9 ⇒ (6) + 9 = 15

----
The vine missed Bradan.

the second vine hit Ulfrec but failed grab the druid.


Evil GM

RD 2 Actions remaining:

Calain
Poke -
Ulfrec/Geri
Aggrah -
Beorn -
Dr Tes;


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 Brings down Celestial Wrath on the vine nearest her

Misfortune DC19:
Misfortune (Su) (Advanced Player's Guide pg. 66): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


Evil GM

Aggrah is misfortune a mind effect, charms, compulsions, or morale effects? It seems like it would be some sort of mind effect but the hex description is not clear. I ask because plants are immune.

Will, if needed: 1d20 + 2 ⇒ (10) + 2 = 12


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

evil eye is a mind affecting effect.... Misfortune lacks that verbiage. My interpretation is that the Misfortune hex is tugging on the strands of Fate, unlike evil eye which introduces doubt and fear into the targets mind


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
baldwin the merciful wrote:

Aggrah is misfortune a mind effect, charms, compulsions, or morale effects? It seems like it would be some sort of mind effect but the hex description is not clear. I ask because plants are immune.

[dice=Will, if needed]1d20+2

missfortune is luck based I believe


Beorn keeps singing and move shis full movement north in order to engage the beastie


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

Calain Chops down hard with his greatsword at the vines clinging to his ankles.
PA Attack, Entangled: 1d20 + 10 - 2 - 2 ⇒ (1) + 10 - 2 - 2 = 7
2hand PA Damage:: 2d6 + 6 + 6 ⇒ (5, 6) + 6 + 6 = 23
The vine twisting at his leg pulls him off balance and the swing goes wide.
Blasted Plant!

What's the check to avoid dropping the weapon? I can't find the rule. Either Dex check or another attack roll


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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 streaks toward the closest vine and starts hacking at it. He picks up the bards tune as he goes.
♫♪Poke Poke wear no shoeshine
Poke Poke got toe jam fireball
Poke Poke got monkey finger
Poke Poke shoot Coca-Ale
Poke Poke say I stab you, you know me
One thing Poke Poke can tell you is
You got to be free
Die together, right now
Over me♫♪

sing: 1d20 + 4 ⇒ (13) + 4 = 17

dagger: 1d20 + 10 + 2 + 1 ⇒ (1) + 10 + 2 + 1 = 14
slashing dmg: 1d3 + 5 + 1 ⇒ (1) + 5 + 1 = 7
snk att: 3d8 ⇒ (5, 2, 1) = 8

Scout's Charge (Ex):
Charge attacks deal sneak attack damage as though foe is flat-footed.


Evil GM

Duncan it's a DC 10 DEX check. Add any Dex modifier to your d20 roll.


Evil GM

Poke Poke spends too much time working on his catchy tune and not enough time on his dagger work, as he misses the vine.


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)

1d20 + 8 + 2 - 2 ⇒ (10) + 8 + 2 - 2 = 18 to hit, for Slashing: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8 damage

Bradan draws his hatchet and swings down at the vine attacking him.

Forgot the entangle on the bow shot, but i think it would have hit regardless

"Well, at least I have a tool made for this job at hand! Wolf, get im!

Wolf continues to snarl and savage the vine.

Bite: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 to hit, for Bite: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9 damage


Evil GM

Bradan's attack hits and causes damage but the assassin vine is still alive. However, it is looking haggard.


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

Dex check to not drop weapon: 1d20 + 2 ⇒ (17) + 2 = 19


Male

Trying to grab me?! Not this dwur, cabbage patch!

Geri... ATTACK!

Ulfrec atk, battleaxe: 1d20 + 5 ⇒ (4) + 5 = 9
Ulfrec dmg, battleaxe: 1d8 + 2 ⇒ (5) + 2 = 7

Geri atk, bite: 1d20 + 5 ⇒ (1) + 5 = 6
Geri dmg, bite: 1d6 + 2 ⇒ (2) + 2 = 4

Oh... WOW. Yeah, these rolls are my nightmare.


Evil GM

Calain and Ulfrec/Geri are having issues with their attacks. The creeper curse is working.


Evil GM

RD 3 Actions:

Wolf -
Bradan -

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


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)

More Chopping!: 1d20 + 8 + 2 - 2 ⇒ (11) + 8 + 2 - 2 = 19 to hit, for Slashing: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6 damage

More Biting: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 to hit, for Chomp: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6 damage


Evil GM

Bradan and Wolf's vine stops moving and releases it's grip.


New map?

Beorn keeps singing 11/14 rounds.


Evil GM

Updated Map

The last assassin vine attacks Calain,

slam: 1d20 + 7 ⇒ (9) + 7 = 16;damage: 1d8 + 7 ⇒ (3) + 7 = 10
grab, cmb v cmd: 1d20 + 9 ⇒ (19) + 9 = 28

Blasted, I can never hit your characters. The dice absolutely hate me.


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

I'm a bit confused on the map. I think Poke Poke should be next to that vine, but it looks like he was placed in the opposite direction. Was the other vine where he is now? Trying to figure out if Poke Poke can charge the one on the map or if he is already there.


Evil GM

two vines overlapped. I removed one but there are some remnant overlapping lines. You are next to the remaining vine.


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

MW dagger: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 +2 if flanking
slashing dmg: 1d3 + 5 ⇒ (1) + 5 = 6
snk att: 3d8 ⇒ (3, 4, 5) = 12 if flanking
dagger: 1d20 + 8 ⇒ (17) + 8 = 25 +2 if flanking
slashing dmg: 1d3 + 2 ⇒ (1) + 2 = 3
snk att: 3d8 ⇒ (1, 7, 7) = 15 if flanking


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 brings down righteous misfortune upon the remaining vine

Misfortune DC19:

Misfortune (Su) (Advanced Player's Guide pg. 66): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


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


Blasted, I can never hit your characters. The dice absolutely hate me.

Ha! you are being blinded by bad rolls. You took 80% of Calain's HP with one bite vs the croc. You nearly incinderated Duncan with Dragonfire (and you literally killed him in an incinerator in the COT game) and Daniel Arrisen the paladin almost died fighting a Neutral Satyr Barbarian (Beastly conciquences for his corpse if he died) and my Magus got eaten by a shark. You hit me plenty. ;)

Calain gets a direct swipe to the chest by a flailing vine, but, well it was a vine and he was wearing breastplate so he shrugged off the hit an retaliates with one of his own.

Greatsword Attack, Power Attack, entangled: 1d20 + 10 - 2 - 2 ⇒ (17) + 10 - 2 - 2 = 23
2 hand PA Damage:: 2d6 + 6 + 6 ⇒ (2, 3) + 6 + 6 = 17

A feral cry emits from his throught as having his entangled foot being pulled at and being pummelled was infuriating the big man, who refused to stand impotent while a blasted vine attacked his allies, Rrragh!


Evil GM
Calain wrote:
baldwin the merciful wrote:


Blasted, I can never hit your characters. The dice absolutely hate me.

Ha! you are being blinded by bad rolls. You took 80% of Calain's HP with one bite vs the croc. You nearly incinderated Duncan with Dragonfire (and you literally killed him in an incinerator in the COT game) and Daniel Arrisen the paladin almost died fighting a Neutral Satyr Barbarian (Beastly conciquences for his corpse if he died) and my Magus got eaten by a shark. You hit me plenty. ;)

I recall none of that. It's goblygook nonsense that you speak. I never, ever, get a clean shot on your characters. NEVER I SAY!Bah.


Evil GM

The last vine is destroyed by the goblin and barbarian combination.


baldwin the merciful wrote:
The last vine is destroyed by the goblin and barbarian combination.

You beat up Andrea, you turned our monk into ghoul chow! You mangled our ninja! You made Orsin blind and deaf! You meanie!


Evil GM
Beorn the Divine wrote:
baldwin the merciful wrote:
The last vine is destroyed by the goblin and barbarian combination.
You beat up Andrea, you turned our monk into ghoul chow! You mangled our ninja! You made Orsin blind and deaf! You meanie!

NOPE...no recall of any of that. Must have been a different GM.


Evil GM

What are you going to do now?


That was dreadful! Who here is injured?


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
baldwin the merciful wrote:
Beorn the Divine wrote:
baldwin the merciful wrote:
The last vine is destroyed by the goblin and barbarian combination.
You beat up Andrea, you turned our monk into ghoul chow! You mangled our ninja! You made Orsin blind and deaf! You meanie!
NOPE...no recall of any of that. Must have been a different GM.

baldwin isnt that nice, lol

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