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

Game Master Rocan

A group of villagers need to band together.


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Forfax:
Actually the horse would not be able to attack unless you spend a full-round action with it, I have seen the same situation come up before in my other PbPs; the horse is big but only has 5ft reach whereas you have 10 ft reach with your bill. You move with your charge attack to be within your attack distance, not within the horse's.

For future situations though, treat Hassel's attack like this; Bite attack +5 1d4+5;Hooves +5 1d6+5 and make a DC 10 Ride check if you want both of you to fight. Though I'd say Hassel uses his hooves more often than his bite. You may use his hooves to attack as he prances and gain a +1 attack and damage yourself because of higher ground, forgetting his bite attack. something like this Knight

Forfax's bill strikes true and the goblin is knocked prone by the blow and screams in agony as he rolls over the floor to the side. Coming to the end he grabs his axe and readies himself for a follow up combat.

The goblin Nathaniel is fighting roars at him and 5-ft steps beside him, drawing his weapon on the go. Then he attacks Nathaniel with Heavy mace.

Attack: 1d20 + 4 ⇒ (15) + 4 = 191d8 + 3 ⇒ (1) + 3 = 4 Nathaniel wasn't quick enough with his shield and takes a blow to the shoulder.

The goblin at the back spits on the ground calling out in Common no less.
"You stupid Erathians don't know when to stop do you."
He charges Forfax upon his steed and lashes out at him with his longsword.

Attack, Charge, Two-handed: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 161d8 + 5 ⇒ (1) + 5 = 6
and he misses Forfax by a few inches as he missed the height he was on.

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

Hassle is startled by the goblin attacking with the longsword and rears up and kicks back at him in return:
Hassle hooves: 1d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (15) + 5 = 20
Hassle damage: 1d8 + 5 ⇒ (5) + 5 = 101d8 + 5 ⇒ (6) + 5 = 11
Ride: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
As Hassle rears Forfax will again attack the goblin with the axe:
Forfax attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Forfax crit check: 1d20 + 5 ⇒ (4) + 5 = 9
Forfax damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6


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

Round 1

Taliesin will move up inside the barn and will attack the goblin that is in combat with elenzar

Longspear: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 6 ⇒ (1) + 6 = 7 add +2 to hit if charge is possible

Should any goblin other then the one i attack try to come in combat with me, i have reach


That's the one Nathaniel is also in combat with.

Taliesin catches the goblin in one of his lungs with the longspear, catching the goblin totally off guard as the spear is thrust into his chest. The goblin falls on the ground gasping for air and then gurgling as his last breath leaves him.

That was Round 1, you can post your Round 2 actions

Round 2
Initiative order
Nathaniel 20 --> We're here
David 15
Forfax 12 --> posted actions
Elenzar 10
Goblins 8
Taliesin 6


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 feels the blow connect across his shoulder. Luckily it isn't such a strong blow at the moment. He looks at the goblin in front of him and with a determined look he holds his mace slightly backwards, taking another swing at the goblin.

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 1d8 + 5 ⇒ (5) + 5 = 10


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

Round 2

Elenzar strikes ouf with his sword.

Attack: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d10 ⇒ 4

Come on


Nathaniel the one that attacked you was already killed by Talisien, I assume you move over and attack the one near Forfax?

Grand Lodge

David will reload his crossbow, and take careful aim to not hit any companions.

will aim at gobbo if not in melee to not take -4

bow: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
dam: 1d8 ⇒ 7


Nathaniel moves up to the goblin close to Forfax and smahses its head in. The goblin collapses to the ground dropping the sword from its hands.

David carefuly aims at the last goblin close to the stabled horse and shoots. He aims a little too high and the bolt pins itself in the wooden beam above the goblin's head.

Hassel's hooves trample the dead goblin some more before giving his rider the ability to strike true on the last remaining goblin, piercing its green skin and he falls lifeless to the ground.

Combat over

Inspection of the goblins reveal that they carried a heavy mace and a battleaxe, 2 Studded leather armours, a longsword and a masterwork studded leather armour. Furthermore the three all carried a dagger and one of them carried a glass bottle with them with undetermined contents.


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

Nice work every one. We killed everything and received no wounds. Lets gather the stuff and continue our inspection of the area shall we?

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 will dismount from Hassel and calm the horse while also checking it's muscle structure, it might be time for an upgrade.

Grand Lodge

Nathan took 4 damage so not completely unscathed
Also DM, do I spontaneously cast as per adept spell list, could I cast CLW on Nathaniel as one of my 2 spells per day?

David will take a deep breath, look over the various goods that the goblins had. The weapons and armor don't interest him, but the vials pique his interest. He takes a stopper from a vial and tries to determine its contents.

alchemy: 10 + 8 = 18
spellcraft: 10 + 4 = 14


You may cast a CLW David

David does his best to determine the contents by looking and smelling from the flask. He quickly determines it is a potion of CLW, possibly raided from the farmstead.

Forfax takes a little time to calm the strong farmhorse down, but it eventually he succeeds. The horse is chestnut brown with lightbrown manes it looks strong and heavy, but you think it's probably suited to heavy labour instead of warfare.

The barn itself is littered with horse dung, straw, and some goblin camp equipment. There is also 60 ft of hemp rope, 2 riding saddles, a haversack, a sack of dried meat of unknown origin, 2 human corpses, a pitchfork and a broken ladder.

The attic with hay above is unreachable at the moment.


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

I think this farm will need new owners after the siege is broken. replied taliesin pointing at the corpse


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

Elenzar whispers a prayer.

Is the studded leather of hhe dead eartham design. Does it appear to come from guy?


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

"Forfax, do you want a new pitchfork?"


The Studded leather of the one wielding the sword is not Erathian make, the other two look like they are scavenged Erathian style armours. it could be from Heartham citizens or outriders.


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

Elenzar starts to part the goblins from their equipment and search them. "Thiz studded leather looks pretty high quality. Any takers? Lets keep goblin gear separate from that which they may have taken. The militia may want it back in service."


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

i think it would be more beneficial for all if we sold it i think replied Taliesin after looking at the armor


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

Elenzar nods at Taleseins statement and packs up the gear from the goblins. Checking for additional things in their pockets. He makes separate piles of goblin make gear from Earathin made gear. ”Lets get this stuff on the wagons and then secure the silo. After that we can bury the dead.”

After things are stowed on the wagon he looks to his fellows, ”Ready to search the rest of property.” He heads toward the silo and searches.

Assuming he has back up. Also is there more than a barn and a silo.

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 will follow Elenzar on his horse with bill at the ready.


There was more, but both farmsteads and other buildings have been demolished. There are more farmsteads further up north, though this is the closest.

The silo still stands tall and looks like it hasn't been as manhandled as the other buildings. The great doors are slightly ajar and initially there is no sound coming from within.

What will you do?


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

Taliesin will move in carefully inside, weapon in hand.

(if nothing of interest he will give the all clear signal)

Grand Lodge

David will draw and load his crossbow, expecting the worst but hoping for the best :)

Before Taliesin goes in, David hands him one the potion of CLW, just in case.


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

Elenzar keeps his eyes peeled and backs up Taliesin.


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 flanks Taliesin when going in, holding his shield ready.


As the four members walk towards the silo door, Forfax dismounts Hassel as the close quarters might not be optimal to gfight on horseback. The group of four approach slowly and perceive a slight stench in the air that becomes more apparent as they near. It smells a bit of rotten eggs.

Then as Talisien opens the doors and lets the light shine into the large room, a large group of bats are revealed and awakened. Only too late do the four realize the number of bats inside the silo is worrisome as they come flying straight for them all at once.

Talisien Reflex Save: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d6 ⇒ 1
Nathaniel Ref: 1d20 + 3 ⇒ (2) + 3 = 5 Damage: 1d6 ⇒ 3
Elenzar Ref: 1d20 + 4 ⇒ (4) + 4 = 8 Damage: 1d6 - 1 ⇒ (6) - 1 = 5
David Ref: 1d20 + 1 ⇒ (1) + 1 = 2 Damage: 1d6 ⇒ 1

Talisien takes a few bats to his arms and shoulders, but quickly decides to make himself smaller, much to the dismay of Elenzar right behind him. Nathaniel's shield braced him for the impact of many bats on it, but still a lot collided with his head as it sticks out a lot above the rest.
David is shielded from most harm by the large aspiring paladin, however the bats move through the group so rapidly that a few leave a nasty cut on his arms.
The bats make their way out of the silo and fly off in a north-western direction, leaving the party battered, scratched and even cut.

The silo itself, is reasonably empty, apart from the bat droppings and the skeleton of a dead dog, nothing looks important, though the stench is now particularly clear. The doors to the grain storage seems tightly sealed, so the grain might still be aplenty in these stores.


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

Elenzar retreats from the doorway. He buries his face in the wall and covers any exposed flesh. "Aaaahhhh! Who was it that said bats are harmless."


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

"It could have been worse, so unless they come back to have a bite of us i'm not so worried."


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

taliesin will go out of the silo and inform the wagon drivers of the situation and of the grain in the silo


Talisien informs the wagon drivers and they nod as they ride their ox carts towards the silo. The look upon their faces at the devastation is very grim.

As the wagon driver that spoke to you before reaches the silo he whistles a slow tone in amazement.

"Well I've never thought the silo would still be sealed shut after those goblin attacks, either they didn't care or they were too dumb to figure the door out." he says as he calls for a crowbar from the other drivers.

"Right lads let's get this door open and the grain loaded onto the carts, get moving."

The loading of the carts takes almost the rest of the day and you will have to camp near here for the night.


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

alright so we are going to camp out here for the night. i'll take first watch with one of the drivers. The rest of you should do the same.


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

Elenzar nods and makes his way to a comy spot to lay his head. He says little but seems to touch his face and hannds where the bats got him esch time with a wince.


DM stuff:
DM stuff: 1d100 ⇒ 58

The night passes quite uneventful, the midnight hooting of an owl and the distant howling of a wolf are the only sounds that can be heard during the watches.

During the next morning the drivers are preparing for the next leg of the journey, feeding their oxen and checking their hooves.

"Morning lads! You be ready to travel to the lumberyards today right?"

The driver points back at his wagon. "With the amount of grain we got yesterday, we have 3 carts almost fully loaded, we might not need to visit the other farmsteads further up north."

The drivers know the way to the lumberyards, so if you follow their direction you won't get lost, however if you guys want to do anything just say so. Also I'd like it if you guys gave me some more to work with, I feel like im railroading you guys a bit too much.


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

actually i don't really feel that way DM. we got our choices during the evening raid, our mentor, our contacts etc. It only feel natural us being farm boy and hired security to let the drivers to their thing as they know the way around and not us.

We are following you so lead on. replied taliesin with a bright morning smile.


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

Did any one want to heal Elenzar last night or this mornin he is 7/12.


Did you incorporate your night's sleep Elenzar? If not, you'd be at 8/12 instead


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

not yet

Grand Lodge

Before bed, David will walk over to Elenzar, and ask to see his wounds. David makes a few motions, says a few words, and a glowing light emanates from his palms. The scratches and wounds over his body seem to close.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Feel better I hope, that's the best I could do friend he says with a smile.


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

"Wow I didn't know you could do that. Thanks."

Grand Lodge

Neither did I actually. I just really wanted to help, and I felt a surge of power bubble from within me. I am just glad I didn't blow you up or make you shine bright like a torch. I am still trying to get the hang of spells and their intricate ways. I am just glad your okay is all


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 was looking at David's performance of healing.
Nifty indeed.


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

Nice work there david

Grand Lodge

I was unsure what the outcome would be, I am just happy I didn't blow either of us up he says with a small sheepish grin.


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

In the morning

Elenzar picks the last watch he spends some time reading the book given to him by the elf.

When it comes time to break camp. "Sounds good. Though gathering food to deny it to our enemies may make almost as much sense as gathering it for ourselves."


The apparent speaker for the wagon drivers speaks up at Elenzar's point.

"That sounds like a good idea, however we don't have the capacity to do so. If ye ever want to return with his mission, my mates and I are willing to join again as well, so says Brand!"


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

Are we done already ? replied curiously 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 listens a moment, "Fair enough lets get to the lumber then."


The group makes their way to the lumberyards after about a full days travel. Along the way they come acrossthe battlefield of the last day, or at least close to it. From a distance, the crows and ravens are easily heard and spotted that pick their way through the corpses.

It is a grizzly sight for the ones not used to battle, but you could make a slight detour to check upon the remnants.

At the lumberyards though, there are definitely signs of a larger group of goblins having been present here, a few hundred most likely.

Survival DC 15:
You think about 200 goblins might have lived here at some time

DC 18:
Tracks on the ground are definitelly made by golins, their habit of not wearing shoes gives them away.

Survival DC 20:
There are some fresh tracks among the many tracks leading away and to the battlefield. The fresh tracks lead to the stacked lumber and to a fire pit.


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

Survival: 1d20 + 2 ⇒ (20) + 2 = 22

let's hope it wasn't too costly for our troops. Taliesin will point to the other the fresh goblin tracks from the pile of lumber to the fire pit

let's be ready anyway. he motion the drivers to stop and the rest of the party to follow him as he moves up in order to investigate

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