The Borderland (M&M): A Villager's Perspective (Inactive)

Game Master Rocan

A group of villagers need to band together.


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Well they heard Elenzar, they turned the surprise around. You'll also need two turns to get to those goblins as there is difficult terrain between you and them. You can get to 10 feet distance to the archers Taliesin.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar moves to cover like a tree.

He then fires a crossbow bolt at them.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Doublemove to get to the goblins


Elenzar misses one of the archers, Nathaniel is now at 50 feet.

Nathaniel you could run at triple speed to bring you at 30 feet instead. It will make you flat-footed however.

Also please note that these goblins will use tactics and I'll pull no punches anymore. There is no shame in retreating if a fight goes against you.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Somehow i don't want to risk it. I'd rather charge them the next round in good health than move at them while being down half my HP.


That's my point Nathaniel, you won't get up close with them next round, your move speed is 20 feet in medium/heavy armour, next round you'll be at 50 feet if you're lucky. Charging is only double your movement speed so you would be still out of melee range.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Wow that was ominous mister GM sir. Just to be clear I think we thought several meant like 4 or 5 goblins. If we happen to have kicked the proverbial hornets nest with the hornets being goblins. I would love to know.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Fine... :), i'll take FF then.

Grand Lodge

went to bed, woke up to a crap ton of posts lol

before we head into initiative, can I cast a sleep spell to try and thin the herd? If so, it is a DC 16 will save


Well Elenzar I mentioned on the previous page that there were 10 goblins there. You have defeated such a group before, but these goblins might be smarter, they're not lead by a barbarian.

Edit: Yes you could David, you could catch the last four of them at the same time as Taliesin and Elenzar tried to approach them, they would have still noticed you however.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Understood I missed the 10 count. In favor of several. Thank you for clerifying.

Grand Lodge

So long as I can get the spell off in the "surprise round", then head into my initiative count then I will catch as many as possible in the effect. Will save DC15 actually


Will Saves AAWW: 4d20 ⇒ (10, 4, 4, 3) = 21 Four goblins fall asleep as David finished his casting.

This means that Elenzar takes 2 damage less as two of the archers had fallen asleep prior to the volley.

Slight retcon for goblin's actions during round 1 instead of turning around the surprise round.
Round 1 actions of goblins

Two of the sleeping warriors are slapped across their face by two other warriors that were walking in front of them, the two archers are still asleep. The two archers who were awake shot at Elenzar. The leader moves up to the front and kicks an archer. The spearwielder stays behind the group and looks poised to strike.


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

I go watch a bad move and bam 13 new post :)

Round 1

Taliesin will cast his shield spell ans move 30 ft along the road

Current AC 22

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

I post in the morning, do some stuff with my kids look again and what do you know 23 post have shot in.

Forfax will position Scout so that he has a straight line shot at the goblins along to road, preparing for a charge next turn.


Further round 1 actions of the goblins
The two warriors and archer stand up, draw their weapons as they do so and move back into line with the others.

David's up

Grand Lodge

How close are the goblins grouped together? If I wanted to cast sleep again, how many could I affect at once?


The archers are in a loose formation, you could hit two of them, the warriors and the leader are in a tighter formation, you could either encompass 3 warriors or the leader, the warrior he just woke up plus another that's closest to them. Keep in mind Sleep has a casting time of 1 round, they can still act before the spell goes off and might group closer together or move away.

Grand Lodge

the way I interpret sleep, I spend 1 round to cast it, then upon completion I choose where to center it, am I correct?

In any event, I will magic missile the leader. The theory being is if there is no leader, they may scatter?

2d4 + 2 ⇒ (4, 3) + 2 = 9


Correct, I'll let you know what the best choices are the coming round should you cast Sleep next time.

In any case, the magic missiles slam into the leader and he is hurt.


Round 1
Forfax --> moves to 40 feet distance, within charge distance of the goblins.
Elenzar --> moves to cover and fires his crossbow, misses.
Goblins --> shots fired, woken goblins
David --> Cast Magic Missile on the leader hit for 9
Taliesin --> Cast Shield Spell, moves 30 feet on the road, now at 60 feet distance to the goblins.
Nathaniel --> triple moves to 30 feet distance.

Round 2
Forfax --> We're here
Elenzar -->
Goblins -->
David -->
Taliesin -->
Nathaniel -->

Grand Lodge

I would also like to move for cover after I MM the boss

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

Spurring Scout Forfax will charge the closest goblin who isn't the spearman.
Forfax attack: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Forfax damage: 1d8 + 4 ⇒ (6) + 4 = 10
Scout bite attack: 1d20 + 5 ⇒ (1) + 5 = 6


Would you roll Scout's attack roll as well Forfax?

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

That was the last roll I made. I forgot to add 2 for his charge, but if I'm not mistaken, rolling a national 1 is an auto miss.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar reloads and fires. Pronounces destruction judgment.

Attack: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d8 + 1 ⇒ (2) + 1 = 3


You're right Forfax, I wonder why I read that as Scout's damage. Elenzar whom do you fire at?


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

oops My net is spotty at home I have tried to post this several times. A gob not in Melee.


Only the leader is, any more specifics? Archer or warrior?


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Warrior


Elenzar manages to fire and hit from out of his covered place, shooting one of the warriors in his thigh.

The leader glowers at Forfax before calling out something in goblin.

Goblin:
"On my mark archers, fire and withdraw."

The leader withdraws from the melee with Forfax, then shouts again in Goblin as he passes his warriors.

Goblin:
"Now! Go Argor."

At this sign the archers fire at Forfax, then move back 35 feet down the road.
Ranged attacks vs Forfax: 4d20 ⇒ (1, 6, 2, 8) = 17 All of the arrows miss Forfax, they have overshot him, the stray arrows land near David and Taliesin, startled that an arrow is suddenly sticking in the ground near their feet.

As the archers move away, the warriors move back as well, drawing up a protective line in front of them. They look ready for Forfax and Scout to charge them again. The leader is now behind the archers, clutching his shoulder and catching his breath. The spear-wielding goblin suddenly sprints out from the back of the group and dashes away following the road, crossing quite the distance already in those few seconds.

Round 2
Forfax --> Charged and wounded the scout leader, now at 40 feet distance to the warriors.
Elenzar --> Shot and hit a warrior goblin, now at 95 feet distance.
Goblins --> Fired and missed, moved back
David --> We're here, now at 105 feet distance to the goblins
Taliesin --> Now at 95 feet distance
Nathaniel --> Now at 65 feet distance

You notice that the leader didn't try to wake up the fourth goblin that was still asleep. He is still laying still in front of Forfax and Scout, snoring pretty heavily.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Am i within moving distance of the sleeping goblin?

Grand Lodge

David's eyes go wide as a arrow plants in the ground near him. He pokes his head out from behind cover, and again magic missiles the leader.

2d4 + 2 ⇒ (4, 4) + 2 = 10


Nathaniel you need to double move to get next to him, but yes. If you want to kill him. You'll have to wait till next turn.

David's missiles slam into the leader and he falls to the ground by the sheer force of the combined missiles. He doesn't get up.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Nathaniel double moves to the sleeping goblin.


Waiting on Taliesin to resolve round 2, Forfax and Elenzar can post their actions already.


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

Round 2

Taliesin will "run" toward the goblin line

Current AC 18 (after loosing dex)

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

Forfax yells back to the others "SOMEBODY SHOOT THAT GOBLIN BEFORE HE GETS AWAY AND TELLS THE OTHERS!" Then charges off after the warriors.
Forfax attack: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Scout bite attack: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Scout bite damage: 1d4 + 3 ⇒ (3) + 3 = 6


The goblin is 140 feet further away than the other goblins, unless you roll really well, you'll miss any ranged attacks on him.

Round 2 Taliesin closes the distance to the goblins and only 5 feet of dirt is separating him from the line of warriors.

Round 3
Forfax charges the hurt warrior with Scout, but two of the goblins take a readied attack on him.

Attacks: 2d20 ⇒ (18, 15) = 33 Damage: 2d8 + 6 ⇒ (7, 6) + 6 = 19
Both goblins hit Forfax hard with their morningstars before Scout bites one of them hard in the shoulder, the goblin loses his two-handed grip on his morningstar, but still stands.

Round 3
Forfax and Scout--> Charged and wounded a goblin warior for more damage.
Elenzar --> We're here
Goblins -->
David -->
Taliesin -->
Nathaniel -->


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

Run him down with Scout Forfax, we got the fight well in hand over here


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Sorry guys I thought I had posted. Round 3

After seeing the coordination of the enemy Elenzar changes tactics. He moves 30 feet closer to the leader. Again looking for a tree or stone for cover. He then casts a sell.

damage Ear Piercing Scream: 1d6 ⇒ 1
DC 14 or Dazed for 1 round. 1/2 damage if he makes the save. Wow that was a waste of spell.


The leader is out Elenzar, courtesy of David. Do you want this to target an archer or a warrior?

Round 3
Forfax and Scout--> Charged and wounded a goblin warior for more damage.
Elenzar --> Casted Ear-Piercing Scream
Goblins -->
David -->
Taliesin -->
Nathaniel -->


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

it is still the Goblin's turn :)


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Also partly Elenzar's turn. He go to repick a target


My apologies, life caught up with me, in a positive way.

I'll assume casting Ear-Piercing Scream targeting an archer.
Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7 One of the archers is dazed and just stands there while the others fire another volley and retreat 35 feet.

FNT: 2d3 ⇒ (3, 1) = 4
Ranged Attack vs Taliesien, Ranged Attack vs Forfax: 1d20 + 5 ⇒ (7) + 5 = 121d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4 Both archers miss and hastily retreat back further down the road.

The warriors in front of Forfax attack him, the last warrior retreats back to the two archers and looks ready to strike any who comes near.

Melee attacks vs Forfax: 2d20 ⇒ (16, 16) = 32 Damage on Forfax: 2d8 + 6 ⇒ (7, 8) + 6 = 21

The two warriors now glare angrily at Taliesin and Nathaniel approaching them, standing over the bloody corpse of Forfax as it tumbles off of Scout.

Forfax:
You can still play with Scout now if you want. Don't roll up a new character just yet.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

How far away am i from the KO goblin?
Don't worry Forfax, we'll get you back to town for a ressurrection. ^^. This universe is usually quite flexible with such things, as long as we have the money :/

Nathaniel will move up once and take total defense.


You're basically next to him Nathaniel.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

If i am, i'll coup him instead of forementioned action.
I'm protecting my friends from a sudden ambush...so....

COUP WITH MACE: 1d8 + 5 ⇒ (3) + 5 = 8
Crit dmg: 1d8 + 5 ⇒ (2) + 5 = 7
Well that ends up as Fort DC25, unless i'm mistaking


Oh he's dead after that hit, he can't make that DC.


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

If taliesin is close enough to 5ft step and full attack (if not he will move and attack):

Spell Combat: Arcane Mark, Fighting def

Concentration: 1d20 + 92 ⇒ (6) + 92 = 98

Spell strike Longsword: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 91d8 + 4 ⇒ (2) + 4 = 6

Longsword: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 211d8 + 4 ⇒ (7) + 4 = 11

current AC 25

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