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

Game Master Rocan

A group of villagers need to band together.


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

then stand up and 5ft setp is the best he can do and if there are no goblin in range.... when they will have to wait for later :)


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

any chance on a lever to aid a str check knocking the pile apart they are hiding in.


They are not hiding in, they are hiding behind the lumber stacks Elenzar, you can walk around the stacked lumber.


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

Ahhhhhhhhh I have been picturing them in a log bunker shooting out at us. I was enjoying the idea of collapsing it with them inside. Can I get to one this round? I will post assuming I can if not that will likely be my next round.

Round 4

attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d10 + 1 ⇒ (8) + 1 = 9

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, like Elenzar, hope to be able to get to an archer and attack, but I'm not holding my breath.
If I can attack:
Attack roll: 1d20 + 5 ⇒ (5) + 5 = 10
Damage roll: 1d8 + 4 ⇒ (5) + 4 = 9

If not I'll double move to get in position for next round.


Forfax Forfax is able to get close to the one that is peeking on the right side, but his swing misses as the goblin ducks to the side as Forfax tries to slash him with his bill.

The goblin's are frightened by the sudden surge of close quarter fighters and try to fight their way out and flee. The scared one looses an arrow through the hole at the one that is in front of him, Taliesin.
Attack: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 191d6 ⇒ 4 he trembles at his attempt but hits Taliesin with the arrow and then makes a run for it, moving away as fast as possible, 35ft away from the lumber stack.

The other goblin takes a step back and shoots his bow, hoping to get a clear shot off before running away. Attack vs Forfax: 1d20 + 4 ⇒ (18) + 4 = 221d6 ⇒ 3 the arrow lodges itself in a joint of Forfax's armor, drawing blood.

Nathaniel moves up to the goblin on Forfax's side and supports his friend, shielding him from further arrows.

Round 3
27 Forfax attacks a goblin, misses
19 Goblins, Nathaniel
13 David --> We're here
11 Elenzar: posted actions
10 Talisien: wounded, awaiting actions

Grand Lodge

David will loose another bolt at the fleeing gobbo, and will move if not within range.

1d20 + 1 ⇒ (4) + 1 = 5
1d6 ⇒ 5


David moves within shooting range at the left side of the lumber stack and fires his crossbow. His aim is a little high, he didn't expect the goblin to be this far off already. You're about 20 feet behind him.

Elenzar manages to go around the left side and flanks with Nathaniel the remaining goblin, the cut from the elven blade is long and deep and the startled goblin screams out in pain and looks frightened behind him.

Round 3
27 Forfax attacks a goblin, misses
19 Goblins, Nathaniel
13 David shoots and misses the fleeing goblin
11 Elenzar: Flanks and hits
10 Talisien: wounded, awaiting actions


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

Round 3

Taliesin will move 30ft in order to attack the one who just shoot him

Longspear: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 6 ⇒ (4) + 6 = 10


Taliesin hastens himself to join up with the three others to bring the troublesome archer down, his longspear giving him just enough reach to flank with Nathaniel. The goblin however is very wary for any attacks now he's in trouble and jumps aside to prevent being stabbed.

Round 4
27 Forfax --> We're here
19 Goblins, Nathaniel
13 David
11 Elenzar
10 Talisien

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, angered by the fact of being shot with an arrow, will move if he has to and stabs at the flanked goblin.
Attack roll: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Damage roll: 1d8 + 4 ⇒ (8) + 4 = 12
I guess anger is Forfax's best weapon.


Forfax walks towards the goblin, pain aching in his right leg but ignoring it as he seethes with anger. The bill through the chest of the goblin only exemplified his sudden mood.

The last archer simply runs as fast as he can further east and moves 70 feet.

The goblin is now 120 feet away, David may take a shot at him if he wishes, but other than that: Combat Over

When you make camp tonight, roleplay a bit with your new abilities cause you may now take on your PC class levels. Also lvl 2 isn't far away as well.

Grand Lodge

1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9


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

so we fought an other round of goblin and now we can get that lumber back to town. Well done everyone says Taliesin can anyone help me bandage that shoulder it hurts a bunch

Grand Lodge

Let me take a look at that wound Taliesin, David takes a few moments to check it out. The damned goblin almost got a major artery, your lucky. Let me field dress the wound, David says as he takes some spare cloth and ties off the wound. He looks around to make sure there are no prying eyes, before makes a few quick motions with his fingers.

medicae-manus-vitus he whispers softly.

1d8 + 1 ⇒ (6) + 1 = 7. enjoy the final healing spell, I no longer get them since I am a sorcerer lol


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

congrats david

i feel much better thank you

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 thought we were duel classing, so David you should be a adept/sorcerer and that should allow you to still cast healing spells if you really wanted to, the spell would just take the spot of asorcerer's spell.


Forfax is right about that, I said first class may be with Gestalt rules, dual-classing NPC/PC classes. So you take the better of everything of both classes on lvl 1 only. David would be an Adept/Sorcerer now and from lvl 2 on he would be Adept 1/Sorcerer 2 and further, so you can keep CLW as a spell David.

Grand Lodge

Oh, forgot about that lol...so i guess you get to keep a band-aid healer :)

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's profile has been updated for him and Hassel.

Grand Lodge

After tending to Taliesin's wounds David will take a seat by the fire, take a sip from his water filled jug and nibble on his ration bar.

He looks around to those who have risked their lives for the sake of others, and a small smile creeps over his face for a brief moment.

Should I tell the village what I may or may not be capable of, but what about what Arvinth has said. Not many in town may be accepting of who or what I am. Magic is taboo in their village, and I may be shunned. Let it go for now David, i need to focus on the task at hand. he quietly ponders to himself while staring at the fire.


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

Once camp is set Elenzar checks the corpses of the goblins, removing any salvageable gear, looking for coins other items of worth.

"I have a some rations if anyone is without." He digs in his back pack as he speaks. "There are enough of us that we can have 2 on watch. Are we going to risk a fire. I wonder if we should bury the bodies or burn them or just leave them."


Elenzar you find on the three dead goblins. A shortbow with 11 arrows, 3 Studded Leather armor, a cloak on the archer, 2 masterwork light maces and 3 bottles of a strong liquor with a lable that says: Horse's Head from Steadwick, it might be worth around 25 gp per bottle. Furthermore you find a random amount of silver and gold pieces on them 8gp 23 sp.


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

just leave them i would say. After all not too far away there are plenty of goblin corpse...


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

"You say that like it might not be wise to dispose of those corpses too. I have heard stories of corpses brought to life. I would hate to think . . ."


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

"Elenzar, you are referring to tales of the necromancers of Deayja?
They'd certainly benefit from corpses lying around.....no pun intended."


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

Well if they really wanted corpse, not that far from here there is a battlefield full of corpse. says taliesin smiling


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

"Exactly my point....necromancy....i hate to think what army they'd create with that."


Brand and the other drivers make it up to the stacked logs and load them onto the two free carts, with a little help from you, the loading is hard but reasonably quick. The pair of oxen to pull the carts have a bit of trouble pulling the loaded carts out of the forest terrain, getting help from multiple drivers to get them out again.
Several hours later Brand approaches you.

"Well lads, that seemed to go all well, however I don't think we can go scrap metal hunting, the oxen seem strained as it is. If you wish we could still visit the battlefield, but you'd have to carry most of it yourselves."

It's around 8 pm in the evening, you guys can make preparations for the evening and decide if you want to go picking/scavenge for iron and steel.


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

let's just fine a nice place to make camp shall we? its rather getting late


ominous DM rolls:
1d100 ⇒ 32

Every one of you keeps watch with two of the drivers as the others sleep. The watches pass peacefully though Forfax has had the idea of being watched and can't quite shake the feeling the next morning.

Brand and the other drivers are ready to travel back to Heartham and meet up with the army there, they are anxious to see what the losses are in the army.

Why is it all so quiet in here?


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

BOO!

Nathaniel doesn't see any unusual during the travel back. He does however wonder if everything went well for the main forces of Heartham.


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

well if we are full then as you suggested we shall head back to town.


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

Elenzar wakes and spends so time in prayer holding his figurine shaping it further.

He helps prepare some breakfast. "I guess we should be getting back."

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 know it sounds crazy, but I have this sneaking feeling that we're being watched, so everyone just be on your guard."


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 looks around with renewed interest.


DM stuff:
1d20 + 8 ⇒ (13) + 8 = 211d20 + 7 ⇒ (7) + 7 = 14

Forfax and Elenzar look around the camp as it is being broken up, but find nothing quite out of the ordinary.
Elenzar finds some stashed goblin supplies however and opens the little sack with a potion in it and some tough jerky of unknown origin.

Forfax returns shortly after, finding no goblins or scouts of some kind, he does find a large white feather under an old bird's nest in a nearby tree.

The party packs up and starts the journey south-west to Heartham, all the while carefully looking out for any more goblins on their trail.

Please let me know in the Discussion Thread what you guys take with you in terms of goblin gear and scavenge.

As your caravan nears Heartham you see a contingent of the city's soldiers about 6 miles from town that marches towards you. You recognize that it's a group of soldiers that fought together with Lord Midway, the dents in their armour and dried blood are a dead giveaway.

As they approach you are greeted by a man in his mid-thirties, he has a small black beard covering most of his chin, but his head is going bald.
"Welcome back friends of Greenbrook. I am lieutenant Richard Augsbur." the man says as he shakes your hands and claps on your shoulders.
The other soldiers welcome the drivers as well, already making jokes and laughs as they go.
"We were sent as an escort to protect you these last miles. My apologies that we didn't join up with you sooner, but we encountered some troubles as well during the mission."


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

Hail and well meet indeed Lieutenant. Don't worry about it we took care of stuff and our cart is full hence our return.

Grand Lodge

David, while on watch, will keep a sharp eye out for any late night intruders, happy when the sun come up.

He looks over the various goods on the dead goblins, and mulls over what to do with them. He eyes the cloak, and almost out of instinct, he makes a few hand gestures and says magicae deprehendere and looks at the cloak.

Cast detect magic on the cloak


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

Im confused. We fought gobs at the lumber yard after which I searched corpses. We loaded wagons. Camped again. And are now 6 miles from town and there are more corpses. Is this back at the battlefield?


@Elenzar, I moved the group along a bit, I just want to make clear what of the group of goblins at the lumberyard you take with you. As you head back to Heartham you do not go past the previous battlefield unless you specifically say so.

@David The cloak detects magic, a faint abjuration aura, make me a spellcraft check.

Grand Lodge

spell: 1d20 + 4 ⇒ (19) + 4 = 23


It's a cloak of resistance +1

Grand Lodge

Upon discovering the cloak and other good, before departure

Ummm, guys, David says kinda shocked ,the goblins have access to magic. Not in the traditional sense, but this cloak is magical. I focused on it, and it is a cloak that will protect its wearer. It will guards one mind, make you quicker on your feet, and hep protect against various bombardments on ones stomach and physical body. It is definitely something we should keep, but as to the wearer we should decide as a group.


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

we should then give it to the one who needs its protection the most i think


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

"Or who will be the biggest target."


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

"I think David should keep it. I mean, Forfax and i are the ones who'd go head on the most i reckon. David's not exactly wearing the best armor available."

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 agree with Nathaniel, also if we do get hurt I'd be happy knowing our skilled healer is still alive to fix us up."


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

Elenzar chimes in, "That makes good sense."

Grand Lodge

David will feel humble and slightly reluctant to take it. He has only heard of magic such as this. He takes the cloak, brushes it off of dirt and dried blood, then clasps it around his neck. He doesn't feel any different, but just assumes his deduction is correct and the magic is protecting him.

Th..thank you. I feel very humble at this moment, I just hope the consensus isn't ill chosen, he says with a small smile over his rosy cheeks from the past battle.

DM, what current place are we at, I am a little confused. Did we return with a full cart if grain/lumber? Ir are we going to gather steel to complete the trifecta?

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