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

Game Master Rocan

A group of villagers need to band together.


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Grand Lodge

David, satisfied that the spell has partially worked, takes out his crossbow, and loads it.

move to draw, move to load = turn done


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

Is Forfax the only one engaging the enemy in mêlée?

Elenzar reloads and fires at the next wolf.
attack crossbow: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d8 ⇒ 6


No Nathan is in melee too and Taliesin and Nathaniel are coming up to close to melee in the next round or two. I was actually waiting on Nathaniel and Taliesin to post their actions, elsewise I'm assuming they both use their round to move closer.

Nathan's Attack, Power Attack: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 81d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Nathan cuts down upon the goblin brandishing a sword close to him and Forfax, but the goblin is quick and parries sword with sword.

Taliesin, Nathaniel I'll give you a day to post your actions elsewise I'll move you forward and continue the fight. I'll give everyone 24 hours to post from now on before I'll continue story/fight. There's too much time between posts sometimes.


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 will indeed use his actions to close distance.


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

Taliesin will continue to move forward untill he is in melee


DM Stuff:
1d20 + 7 ⇒ (20) + 7 = 271d2 ⇒ 2 1=F,2=N

The goblin shouts some thing to the wolf and the wolf seems to obey, walking around the melee and flanking Nathan on his horse with the goblin closing in on him.

The goblin claws himself with a free hand and works himself in a rage until the wolf comes close enough and they attack Nathan in a unison of fang and blade.

Attack Wolf, Flank, Free Trip: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 101d8 + 4 ⇒ (8) + 4 = 121d20 + 5 ⇒ (17) + 5 = 22
Attack Goblin, Flank, Rage: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 151d8 + 5 ⇒ (5) + 5 = 10

AoO from Nathan's horse: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 2 ⇒ (4) + 2 = 6

Nathan's horse kicks at the wolf with one of its hindlegs, discouraging the wolf, while atop the horse Nathan parries blows with the goblin.

End of round 2, Taliesin is now at 30 feet distance of the melee, Nathaniel at 60 feet, Elenzar and David at 100, Forfax and Nathan are in the thick of battle.

Round 3
Nathan rides away from both the wolf and the goblin and stabs along his ride at the wolf, drawing the attention of both wolf and goblin.

Nathan's Ride-By Attack, Power Attack: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 201d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
AoO Wolf: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 91d8 + 4 ⇒ (6) + 4 = 101d20 + 5 ⇒ (6) + 5 = 11
AoO Goblin: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 171d8 + 5 ⇒ (8) + 5 = 13

A long cut across the wolf's flank leaves him yelping and growling at the lone rider that moved away from them. Nathan himself stands close to the sleeping goblin, about 15 feet off from the melee.
You're all up, Nathan drew their AoO's or at least he hopes he has.

DM Stuff 2:
11/17; 20/25


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

I would have closed to 80 feet at least before firing. Not sure what we want to do with that. In order to get into crossbow range. I was under the impression I was closer.


You can move closer if you wish, though loading/reloading a crossbow is a move action. I'm willing to give you and for that matter David as well, a free shot loaded on your crossbow. So you could have moved to 80 feet distance while drawing your loaded crossbow in round 1 as part of your move action.

So you are both at 80 feet distance to the melee on the hill and David may still take a shot from last round if he so wishes.

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 and Scout will strike at the nearest enemy.
Forfax attack: 1d20 + 6 ⇒ (3) + 6 = 9
Scout attack: 1d20 + 5 ⇒ (3) + 5 = 8
Forfax damage: 1d8 + 4 ⇒ (6) + 4 = 10
Scout damage: 1d4 + 3 ⇒ (3) + 3 = 6

Grand Lodge

David wouldn't keep a loaded crossbow on his back, but may leave it "ready" to fire. I will decline the extra shot because I didn't say it was ready to load before hand. But thanx though :)

David, seeing the others rush into battle, he can't help but almost charge into battle with them. Only shortly after the thought realizing he isn't wearing any armor other then the kilt he had on. He moves up a little closer with his loaded crossbow, and takes careful aim at the wolf, wrecking havoc on his friends, and takes a shot hoping to hit it while avoiding his allies.

crossbow with firing into melee: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 201d8 ⇒ 8


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

Round 3

Taliesin will move up and attack the nearest creature.

Longsword: 1d20 + 6 ⇒ (4) + 6 = 101d6 + 4 ⇒ (6) + 4 = 10

Current AC 22


Forfax and Scout whirl around, biting and slashing at both wolf and goblin, but neither of them manages to hit their enemy.

The wolf David shoots at howls in pain as the bolt pierces his chest, barely missing his heart. Though the wolf is hurt, Taliesin can't seem to hit the still agile creature.

Nathaniel will you double move or triple move and stand in melee range for next round?


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

Melee range is the aim.


Alright then, you hustle up the hill to close to melee range for next round

The wolf and goblin now look anxious and nervous as to who to hit, the sudden appearance of two new combatants make their choices difficult.

DM Stuff:
1=F,2=N,3=T 1d3 ⇒ 31d3 ⇒ 2

The wolf attacks the newcomer in view and swipes at bites at his legs, hoping to crunch through the joints of his armor.

Attack Wolf, Free Trip maneuver: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 4 ⇒ (4) + 4 = 81d20 + 5 ⇒ (16) + 5 = 21
Crit Confirm?: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 4 ⇒ (5) + 4 = 9

The wolf finds a puncture in the armor joints and bites deep through Nathaniels armour and drags him down to the ground. Nathaniel can feel a very deep bite wound in his left leg, made even worse by splinters of his armour caught in the wound.
17 damage and you're prone Nathaniel

The goblin attacks Taliesin in his bloodrage and swings his blade in his general direction.
Goblin Attack, Rage: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 281d8 + 5 ⇒ (8) + 5 = 13
Crit Confirm?: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 161d8 + 5 ⇒ (6) + 5 = 11

Phew.. thank the dice gods for a bad roll
Taliesin sees the blow coming and easily parries it, but the force behind it sweeps through his parry and his armour isn't strong enough to withstand it. The blow cuts deep into his side and leaves a very nasty cut from right shoulder to the right side of his belly.

Next round is up, Nathaniel is prone and Taliesin is wounded pretty badly. Nathan stands ready to coup de grace the sleeping goblin.

Coup De Grace: 1d8 + 5 ⇒ (5) + 5 = 10
Fort Save Goblin: 1d20 + 1 ⇒ (11) + 1 = 12

Nathan easily jumps out of the saddle and slays the goblin by putting his sword through his neck in a clean motion, the goblin gurgles and dies instantly.


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

"Oi you stupid dog, let go!"
I am forced to stand up and take AoO, -4 penalty hurts.

Swift action: Lay on hands on self
Selfheal: 1d6 ⇒ 6

Move: Stand up
Attack wolf if Nathaniel didn't get another bad roll.
Swing at wolf: 1d20 + 7 ⇒ (3) + 7 = 10
Dmg: 1d8 + 4 ⇒ (8) + 4 = 12
Yikes.....


AoO Wolf, Free Trip: 1d20 + 5 ⇒ (15) + 5 = 201d8 + 4 ⇒ (2) + 4 = 61d20 + 5 ⇒ (11) + 5 = 16

Nathaniel stands, but gets a bite at his other leg, though the severity of the bite isn't as bad as the last one, he feels the teeth penetrate his skin yet again.

Nathaniel manages to keep standing through the bite, but barely.

DM Stuff:
3/17 20/25


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

Come on GM....that's not remotely humorous :/
Explain please...how do you say i'm standing with 2 dmg rolls coming my way totaling 22? What's that 2nd one for?

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 and Scout will again try and fight off anyone around them.
Forfax attack: 1d20 + 6 ⇒ (13) + 6 = 19
Scout attack: 1d20 + 5 ⇒ (1) + 5 = 6
Forfax damage: 1d8 + 4 ⇒ (8) + 4 = 12


Actually the damage was 23. You didn't have to stand up to attack. You did however and that's why you're standing and got attacked yourself. No pointing fingers at me if you wish to draw an AoO for getting up from prone position ^^. The second d20 roll is for the free trip maneuvers wolves get, he missed your CMD by 1

Forfax manages to skewer the savage wolf ravaging Nathaniel through its head, the wolf slumps to the ground and only the raging goblin still stands.


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
Ye Old Storyteller wrote:

Actually the damage was 23. You didn't have to stand up to attack. You did however and that's why you're standing and got attacked yourself. No pointing fingers at me if you wish to draw an AoO for getting up from prone position ^^. The second d20 roll is for the free trip maneuvers wolves get, he missed your CMD by 1

Forfax manages to skewer the savage wolf ravaging Nathaniel through its head, the wolf slumps to the ground and only the raging goblin still stands.

Risking a 4 AC penalty on melee attacks would be a very tough cookie, so i had to do so.

Nothing bad meant at you


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

outch

Grand Lodge

David, looks on as their guide Nathan swiftly takes out the sleeping goblin. No soon does that happen, does he see the wolf take a chunk if flesh out of Nathaniel's leg. He is turn with what to do, should he fire another bolt or move closer to heal his companion. He decides on the latter and rushes towards the fray with everything he has.

Full run to be able to "single move and heal next round"


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

Round 4

Taliesin goes trough his motion as he attack the goblin but the pain from the wound prevents him from concentrating fully to follow and cast the spell he wanted.

Spell Combat: Arcane Mark, Arcane Pool (weapon becomes +1 Magic)

Longsword: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 241d8 + 5 ⇒ (3) + 5 = 8

Crit Conf: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 181d8 + 5 ⇒ (4) + 5 = 9

Concentration: 1d20 + 6 ⇒ (4) + 6 = 10 (failed)

Current AC 22


Taliesin 's cut in the back of the goblin seems to have done the trick, blood seeps out from the goblin's back and he appears to go down. Taliesin looks pleased until the goblin comes back straight up, blood and rage visible within his eyes.
How it's able to stand up you can't really say, it must be shear willpower, that or pure bloodlust.

Waiting for Elenzar to finish this fight, else the enraged goblin gets another round of actions.


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

Elenzar shots at the goblin.

attack: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
crossbow damage: 1d8 ⇒ 7

"Go Down."


The goblin goes down the arrow stuck through his heart, he struggles to keep standing, but then collapses into a bloody pile on the ground.

Combat Over
Obvious loot list
-2x mwrk longsword
-2x mwrk Hide Armour
-3 potions full with a liquid,
-1 empty potion with a slight bit of residue in it
-2 riding saddles for a large wolf
-2 weeks of trail rations, mostly dried meat
-1 mwrk backpack
-2 rolled up scrolls
-a small assortment of camping gear worth 15 gp
-a small badge made of scrapmetal with a tiny inscription on it


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

Lots of wounded on our side, alright let's see what does these messages say shall ?

taliesin will cast a detect magic in order to identify the potions.

spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24
spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25

Anyone else for one of these well balanced longswords besides me?


Two of the three potions are potions of CLW, the third is a potion of Enlarge Person.

The residue in the fourth flask is from a potion of Invisibility.


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

Taliesin will tell the others about the potions.

Raise your hands if you don't have a potion of healing and can not cast healing spells?


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

"Let me see that badge." Elenzar looks over the badge and its inscription.

I have not added the goblin lexicon book to my inventory but I would like to think I was smart enough to bring it. If I have it and it would help I will consult (and I will add it to my list).

"The armor and swords are high quality as is this back pack. I say toss those saddles in their cook fire. Its more than we can carry but I say deny them whatever we can even if its minor."

After looking over the badge Elenzar turns his attention to the scrolls, consulting with any who is looking them over.


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

Yes let's patch up our wounds and resume our travel.


Elenzar can see that there is a crude scripture of a hammer and anvil on one side of the badge, and an M on the other side.

The book wouldn't help you with the badge though it would help you with any deciphering of the scrolls.

The scrolls however have more text and images on them.
One scroll is actually a crude map of the area, with Heartham and it's surroundings mapped, also the Krewlod border is indicated and a few points of interest.

Heartham being one, Olkirk, a small town to the east of you as well. Further mre several places amongst the mountains in Krewlod, just passed the border. Small words are jotted down next to each of the points of interest and it will take you some time to decipher them.
With the goblin lexicon book, you may make a Linguistics check +2 even if you don't have Linguistics. to decipher the map and the words.

The other scroll has more information scribbled on it, all in the goblin tongue. Some of the words spring out, the word 'Monn' is mentioned several times.
Roll me two Linguistics checks Elenzar, first one for the map, second for the message scroll.


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

so what do you make of those scrolls nathan? Elenzar?


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 to the Gold Dragon Mother and extends a hand to Taliesin.

cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4

"Well the one is a map of the Krewlod border with a few things noted. Perhaps I can figure out what some of these notes are . . . might give us an idea of where to head next."

linguistics: 1d20 + 2 ⇒ (17) + 2 = 19


Nathan looks at the map en points toward Olkirk, lying east of Heartham and says.

"That's what Lord Midway wanted us to investigate, if any of Olkirk's inhabitants have survived. They are known as great craftsmen and able to use difficult substances in their produce. Even for such a small town their renown was widespread, at least in these parts. If you had need of a special item, you'd go there to order it. Can't say what the goblins hoped to get out of attacking it, perhaps some leftover items?"

He glances over the message scroll and shrugs.
"I don't know anything of the goblin language, can't help you with that."

Elenzar however looks through the lexicon book and relatively quickly identifies some of the letters and words on the map.

Next to Heartham stand two things: Goblins scout and raid; Prepare for attack.
Next to Olkirk stand two words: Hard Silver
Among the mountains and hills past the Krewlod border stand multiple words scribbled over different places: from West to East they read; 'Drink', 'Camp', 'Forge' and 'Danger! Nests!'


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

Elenzar points to the map near Heartham, "This says, "Scout, raid and prepare for attack . . . whether it is new or old plans I cannot say."

He points again to the town of Olkirk, "This says Hard Silver, perhaps a resource they are trying to get from Olkirk."

Lastly he points to the markings on the Krewlod border, "These seem to be markers, for 'drink,' 'camp,' 'forge,' and lastly a danger warning about some sort of nests."

"If Lord Midway wanted this town investigated and there is a potential to help or rescue there I think that should be our first stop. From there I think Lord Midway would want to know roughly where their forge is located."


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

so what now nathan?


"Hmm.. beats me. Olkirk might hold a clue as to what they want or at least what their leader wants. We could try and check out Olkirk, it will take us a few days travel to get there and the same amount to get back. Four or five days at most on the roads.
The places indicated with camp and forge seem the most likely to hold enemies. It will be hard to get close to those places though."

He seems to look out over the rest of the fields to the south and west.
"It's your call mostly on this. I know Midway trusts me a good deal, but this is your mission. I'm along to help you out."


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

Well lets head to Olkirk, We actually have a magical way to report the information we just found to lord Midway. he says with a smile


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

DM:
taliesin will.when he has a moment alone concentrate on the stone and make a report of the findings.

Grand Lodge

I agree, if we can cut off the potential supply of resource, that will hinder whatever their plans are. Plus we can forewarn them of any possible attack that may occur since there are scribbles of 'attack' in the margin of the map. These 'nests' are concerning to me, I say we stay far away from them as much as possible.


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

"Right, i'm fine either way."


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

I nathan, and I (don't know about forfax and his mount could use some healing :)


Nathan nods to your assessment and turns on his horse towards the east.

"Very well, I'll take you to Olkirk. It's best to take the most direct way I believe, so that means we'll have to croos country through the woodlands to the east of us, as well as crossing some wide open spaces of rocky plains after that. It might take us the full four days, but it's shorter to backtrack now and use the road."

You head out quite early on the day towards the east led by Nathan and his sense for the surroundings. The area is not a dense forest, but the going is tough from time to time, rocky outgrowths, tree roots and large logs litter the way. Both Nathan's horse and Scout are careful with their steps among the terrain, not wishing to break or hurt their legs.

Coming to the first wide open space, halfway through day two, Nathan halts as his horse whinnies and whickers suddenly.

"What in the world?" He asks as his mare doesn't want to go further. He looks around alarmed but can't see what disturbed her so.
Scout in the same way holds his pace and feels uneasy, though he seems more brave than Nathan's horse.

Perception Nathan: 1d20 + 8 ⇒ (12) + 8 = 20

You're not yet out of the wooded area, the wide open space is estimated about 3-4 miles long.
Edit: You can incorporate the 2 hitpoints fomr the coming night sleeping inside the forest. Further healing is up to you, I recall David having a wand for that.

Grand Lodge

David, will ask if anyone needs help with their health, and he will summon magic energy to close the wounds of any who need help.

cast CLW: 1d8 + 2 ⇒ (1) + 2 = 3 day 1 @ Taliesin
cast CLW: 1d8 + 2 ⇒ (3) + 2 = 5 day 2 @ Taliesin...should b full HP now with regular sleep

wand 1: 1d8 + 1 ⇒ (8) + 1 = 9 @ Nathaniel
wand 2: 1d8 + 1 ⇒ (2) + 1 = 3 @ Nathaniel...should be at full now with regular sleep

wand 3: 1d8 + 1 ⇒ (1) + 1 = 2 @ scout? or whoever needs it :)
wand 4: 1d8 + 1 ⇒ (8) + 1 = 9 @??


Scout would indeed benefit from one of those last healings


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

Perfect thank you.

Grand Lodge

Will wand 4 work or does he need wand 5?

EDIT: wanted to check to keep acurate records and not overuse the wand Arvinth gave me so on, trying to conserve as needed :)

wand 5: 1d8 + 1 ⇒ (2) + 1 = 3
wand 6: 1d8 + 1 ⇒ (1) + 1 = 2


He might need 5 as well, Scout took a vicious bite from one of the wolves.

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

Sorry for the absence, my wife's been out of commission the last couple days so I've been playing mommy, daddy, and nurse.

During the battle Scout took 8 damage and Forfax took 3. If wand 3 goes to Forfax and wand 4 goes to Scout, Scout will have full health and Forfax will only be down 1 hp and I can live with that.

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