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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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)

"We managed to avoid the worst of it, except that blasted entangle effect. Good work, people, that was potentially very bad."


Evil GM

The morning sun cracks the horizon with an eerie orange-red color. The daylight colors mix with a layer of morning fog creating a sense of ghoulish bloodletting. The air is stagnant.

perception

Aggrah: 1d20 + 7 ⇒ (5) + 7 = 12
poke: 1d20 + 7 ⇒ (5) + 7 = 12
Dr Tes: 1d20 + 13 ⇒ (20) + 13 = 33
Beorn: 1d20 + 9 ⇒ (6) + 9 = 15
calain: 1d20 + 6 ⇒ (16) + 6 = 22
Ulfrec: 1d20 + 10 ⇒ (16) + 10 = 26
Bradan: 1d20 + 9 ⇒ (12) + 9 = 21
wolf: 1d20 + 8 ⇒ (12) + 8 = 20
geri: 1d20 + 5 ⇒ (12) + 5 = 17

Everyone, except for Poke Poke and Aggrah, sense danger is near.

everyone over 20 Perception:

You hear a high pitched neigh in the distance.

Ulfec and Dr Tes only:
As you pace around the area you notice a patch of soft sandy soil. When you investigate it further it's quicksand that is probably bubbling up from the nearby marsh.


Alas! Alack! There be danger nearby!


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

What now?!


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

I think I heard a horse whinny in the distance. Might be a rider


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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
Calain wrote:
I think I heard a horse whinny in the distance. Might be a rider

"Horse? Dreadful creatures. Not as taste as dog, but you can make stickum out of them. We should set a trap and get it before it gets us. Anyone have a horse chopper?"


Horses are fantastic animals and I will compose a song about horses in order to educate you about them.

Perform-Sing: 1d20 + 11 ⇒ (19) + 11 = 30


Evil GM
Beorn the Divine wrote:

Horses are fantastic animals and I will compose a song about horses in order to educate you about them.

I can not wait to read the medley.


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)

"Something something....bad horse, bad horse..."

Bradan hums under his breath as the others discuss their music.

"So, what do we see? Or just hearing horses now?"

He stows his hatchet and lays a shaft along his bowstring.


Evil GM

What is everyone planning on doing?


Hmm.. We shouldn't let ourselves be drawn deeper. We don't know the land and I believe we would be better off fortifying the camp.


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 can scout a bit and see if he can see anything


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

This place has not been kind this far. I'd rather the find a position of strength and let whatever is out there come to us.

Calain was cleaning the sap of the dead vine from his blade. It was unusual how more the thing had 'bled'. Then again it was also unusual for a vine to try and kill a person.


Male

Quicksand, by the looks of it, soft yella soil... there. Easy as you go. Might be 'cause the marsh is so close.


A little scouting can be helpful, although going in a pair would be prudent.


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 starts to sneak off in the direction of the horse sounds

Sneak: 1d20 + 21 ⇒ (10) + 21 = 31

perception: 1d20 + 7 ⇒ (1) + 7 = 8

survival: 1d20 + 4 ⇒ (6) + 4 = 10

f'ng dice


Beorn casts the Message spell on Poke-Poke so they can stay in touch.


Evil GM

Poke Poke has a singsong voice in his head now which further confuses him. the goblin is hidden but quite lost in his sneaking as he circles around familiar territory.

Everyone else tries to follow but the little sneaks path rambles.

Everyone can make perception and survival check. Poke Poke you can reroll your dice.


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 ⇒ (4) + 7 = 11

surv: 1d20 + 4 ⇒ (19) + 4 = 23


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)

Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Survival: 1d20 + 9 ⇒ (9) + 9 = 18 (+2 to.follow tracks)


Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Survival: 1d20 + 3 ⇒ (4) + 3 = 7


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 ⇒ (8) + 7 = 15
survival: 1d20 + 1 ⇒ (12) + 1 = 13


Male

Percetion, Ulfrec: 1d20 + 10 ⇒ (13) + 10 = 23
Survival, Ulfrec: 1d20 + 12 ⇒ (2) + 12 = 14

Perception, Geri: 1d20 + 6 ⇒ (18) + 6 = 24


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 ⇒ (2) + 6 = 8
Survival: 1d20 + 6 ⇒ (2) + 6 = 8


Evil GM

Ulfrec and Geri along with Bradan are able to find the small goblin. this is the second time he has essentially walked in circles as he tried to sneak out front. The tall cornstalks are playing havoc with his sense of direction. Stuupid nature.

Once reunited the group pushes forward toward the neighing horse sound. the trackers gently guiding the goblin toward the correct direction. After the neighing comes and goes, just as you think you lost the sound it reappears. From sunrise you know you've been walking for at least 2 hours going deeper and deeper into the dreaded cornfield.

I'm going to need one more perception check before the next encounter.


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 ⇒ (17) + 7 = 24


Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Alarm! The cornfield is sucking us in! It must be some dread corn beast!


Evil GM

I'm waiting on a couple more perception checks. I've been slow on posting so I'm going to wait for folks to check in.


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 ⇒ (8) + 6 = 14

Blast these stalks, can't see a thing.


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 ⇒ (10) + 7 = 17


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)

Perception: 1d20 + 9 ⇒ (2) + 9 = 11 (+2 if still within swamp terrain)


Male

Perception, Ulfrec: 1d20 + 10 ⇒ (3) + 10 = 13
Perception, Geri: 1d20 + 6 ⇒ (5) + 6 = 11


Evil GM

Aggrah and Beorn keep the group miving tightly towards the sound of the neighing horse.

Poke, Aggrah and Beorn:
As you push forward you see a shambled old farmhouse at the edge of your view (50 feet away). The cornfield evolves into an untended pumpkin patch that encircles the dilatated building.

But what's more startling is the large midnight horse pawing at the ground, steam churns with each movement, and on top of the mighty beast sits a headless man holding a pumpkin radiating light and steam. He seems to know of your presence.


Evil GM

Bloody Nightmare Initiative:

Aggrah: 1d20 + 2 ⇒ (14) + 2 = 16
poke: 1d20 + 5 ⇒ (18) + 5 = 23
Dr Tes: 1d20 + 3 ⇒ (4) + 3 = 7
Beorn: 1d20 + 5 ⇒ (3) + 5 = 8
calain: 1d20 + 2 ⇒ (15) + 2 = 17
Ulfrec: 1d20 + 6 ⇒ (17) + 6 = 23
Bradan: 1d20 + 3 ⇒ (13) + 3 = 16
headless horseman: 1d20 ⇒ 17

Initiative Order:

Poke
Ulfrec
Calain
Harn the Headless Hero-killer
Bradan
Aggrah
Beorn
Dr. Tes (if he comes back, otherwise I'll drop him out of the order)


Evil GM

I don't have a map ready I will try to work on that later today.


Evil GM

“In life I hunted you adventures, you Questors, for my master the Immortal Emperor Cynmark the Dread Lich. Your First Hero took my head in the pumpkin patch that I stand in, after he forced his way through the marsh, but not before I had cut a bloody swath through his ranks to reach him. Now in unlife the lands around are now my domain. I, Harn the Hero-Killer, terrorize this realm! I shall always be waiting for you upon the other side in death. Mwah-hahahahaha!” The creature starts a baleful evil cackle.


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)

"Uh, guys....oh, crap!"


Evil GM

Bradan here's a reminder for you.

Link two from early on

*You may want to read the messages proceeding and following the link to refresh your memories.


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)

"This sounds like the thing I saw when that bastard cursed me!! I dunno if it's a demon or undead or some other kind of monster, but it had our heads on hooks in my vision. Watch it!"


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Beorn scoffs at the apparition.

Fool fruit head! You think we tremble in fear! We shall unleash a furious poltergeist pummeling and send you back to cry at Pharesma's feet! You will be unhorsed and dragged along by the stirrups! my friends...ATTTACCKKKKK!


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 charges at the frightful beast.

♫♪ Nasty breath and nasty feet

Trample goblins in the peat!

Big square teeth and he can fight

Kill a goblin with a bite!

Cannot kill him with brute force

Oh how we hate, hate, hate the horse! ♫♪

dagger: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
slashing dmg: 1d3 + 5 ⇒ (3) + 5 = 8
snk att: 3d8 ⇒ (6, 6, 2) = 14

Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.


Evil GM

Poke Poke in a hateful bloodlust loses all sense of battle tactics as he charges forward to slash at his most dreaded enemy - the horse. His small dagger slashes at the horse hovering 4 inches off the ground. He hits with his blade.

ulfrec and Calain are up.


Evil GM

Ulfrec and Calain are up.


Male

Undying creature or scorn and blight... feel Nature's wrath, her flame, her light.

A flaming sphere appears and rolls towards the mounted enemy.

Flaming Sphere, DC 14 Reflex to negate (horse and rider?): 3d6 ⇒ (2, 5, 5) = 12


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

Calain recognises the horse is a force multiplier for the mounted warrior.
He needed to unseat the man and take away his advantage.
He RAGES and Pulls his Lucerne Hammer as part of a Charge and attempts to knock the headless man from his saddle.

Charge Strength Surge CMB: 1d20 + 11 + 5 + 2 ⇒ (17) + 11 + 5 + 2 = 35
Not sure what kind of Combat Maneuver would cover "Knock from Saddle" either Bullrush or Trip? Don't forget to calculate the rider falling 6ft from the saddle and being PRONE if the check passes. ;) Also the Lucerne hammer is a reach weapon so the attack doesn't provoke.

The swing is indeed mighty, crashing into the headless horseman's torso with enough force to kill an ordinary man. The question was, would the fiend have the strength to stay in his saddle....


Evil GM

The horse who is inches off the ground will roll the reflex, the rider is too high to be effected.

Stygian's reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Calain I need to look up a few rules to see how what the combat maneuver would be to knock out of the saddle. Can you tell me what all the bonuses are to your dice roll?


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:

The horse who is inches off the ground will roll the reflex, the rider is too high to be effected.

[dice=Stygian's reflex]1d20+9

Calain I need to look up a few rules to see how what the combat maneuver would be to knock out of the saddle. Can you tell me what all the bonuses are to your dice roll?

The Dice roll was 1d20+CMB, which right now for Calain is BAB(+5) and Strength Mod (+6 while he is raging) and he is using his STRENGTH Surge Rage Power which adds his Barb level to the check (+5), and I added +2 Cause he is charging. So all up D20+11+5+2


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

assuming military saddle
Military: A military-style saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle.
I would give him the +2 to cmd. Otherwise I would treat it as bullrush, because with the charge your running at him. Like jousting. Just my opinion

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