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

Game Master Rocan

A group of villagers need to band together.


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Taliesin, you don't have a straight line to charge the wolf even if Nathaniel doesn't kill it when he takes an AoO. You're path is blocked by a goblin, a dead goblin and a large dead wolf.

The goblin which attacked Scout was still prone, he's still lying partly under his dead wolf. The first attack of Scout still hits.
Scout's damage: 1d6 + 3 ⇒ (2) + 3 = 5

Forfax's hooves come crashing down upon the chest of the prone goblin and a sharp crack is heard of breaking bones. The goblin eyes look wild and then the fierceness leaves them.
The last goblin gets stabbed by Forfax's bill and takes the blade into his stomach. He bleeds, but isn't out yet.

DM Stuff:
Goblins: x/x/23, Wolves:10/x/x


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

AoO: 1d20 + 8 ⇒ (11) + 8 = 19
Dmg: 1d8 + 5 ⇒ (1) + 5 = 6


As the wolf retreats, Nathaniel hits it with his mace on its right shoulder. The wolf yelps in pain as he retreats limping away as quickly as he can.

It's still alive, now at 50 ft away from Nathaniel and in another direction then Nathan went.


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

Round 3

"Good shot Ciril."

Elenzar takes aim at one of the enemies still posing a threat. Crossbow: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
damage: 1d8 ⇒ 6


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

Oh well at least even if it makes it to other goblin scouts it won't be able to "tell" anything"


Elenzar hits the goblin still in combat with Forfax and his bolt finds its target in the left side of his chest.

The goblin is still up.
Taliesin, do you change your attack to the goblin that stands next to you?


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

yes i do sorry DM paizo seems to have eaten my post


Well with those rolls...
Taliesin finishes the job of killing the goblin with one fell swing of his sword. The goblin lies dead on the ground.

The boys reload, but don't fire after the fleeing wolf as Nathan trots back on his horse, one of his hands on his side were he got slashed.

"Best not waste my ammo an a fleeing enemy that can't tell." Ciril agrees with Taliesin.

As nathan comes riding back he gives a quick nod to you all.
"Everyone alright? We should heal up and get moving, lest more of them show up."

Loot:
3 mwrk Scimitars, 3 mwrk studded Leather Armor, 2 potions in a red colour, 1 potion that's layered red and green, 3 cloaks; 1 of which is badly torn to shreds, 50ft hemp rope, camping gear (flint and steel, iron pot, hatchet, spade, etc. roll me spellcraft checks for any items you might want to identify.


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

taliesin will cast a detect magic:

Spellcraft: 1d20 + 9 ⇒ (10) + 9 = 19 potion in red
Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15 potion in red and green.

Agreed Nathan

These weapons are finely made, better then the usual goblin stuff. Everyone is you wish to grab a weapon now is the time. Ciril you and yours help yourselves to these armor or weapons if no one wants them and lets get moving. Nathan, Elenzar or David can heal your wounds if they please. Then we move. Any one else hurt?

he says passing trough everyone.

Great Fast think, one less goblin patrol to worry about and it should trouble whom ever sends these out, having a few patrols that aren't coming back.

David, this combat made me realize something. he wipes out a wand Here use this wand of magic missile, you will put it to better use then I CL 1: 50 charges


the red potions are CLW (caster level 1), the red/green one you're not quite sure of. Also the cloaks light up as magical to you, though the torn up cloak has a very fain aura, possibly just a lingering aura.


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

"Who's hurt?"

cure light wounds: 1d8 + 2 ⇒ (8) + 2 = 10


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

We have 2 potions of CLW, David can you try to identify that other one and the cloaks i can't really make it out?

spellcraft: 1d20 + 9 ⇒ (3) + 9 = 12 to id the cloaks


Taliesin you have no idea what those cloaks are.

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

"Scout could do with some healing, he took a good hack from one of those little miscreants."


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

Apply the healing to Scout.


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

"Did anyone detect magic on the things we found." He utters a few words as he inspects the items.

Cast Cure Light Wounds

Grand Lodge

David, sees the lone wolf running away. He prepares another blast of arcane energy but right before he finishes the spell he thinks better of it and stops to conserve the magic within his body.

He joins the group at the site of the battle, slightly out of breath. He asks if anyone needs any healing, and if so he uses his wand on them.

wand clw: 1d8 + 1 ⇒ (6) + 1 = 7

potion, cloak: 1d20 + 4 ⇒ (17) + 4 = 211d20 + 4 ⇒ (18) + 4 = 22


The potion is one of Shield, the cloaks are cloaks of Resistance +1, two of them in good condition, the other's aura wanes because the cloak is beyond repair.


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

Ooops for some reason I said I cast cure light wounds when speaking about detecting magic. It should be casts detect magic. I am not sure how to suggest that David take 1 of the cloaks in character. But you should.

"David you have some skill in magic. I think that might make you a target for other spell casters perhaps you should take one of the cloaks."

Grand Lodge

You may be right Elenzar, but there are others that could serve it better than I. You being one and Farfox as well. You goes go near the threats more than I.


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

lets not take too much time over these. David you get one and Elenzar you get one. The potion get spread to those who do not have any healing power. So i get one and Nathan gets one. if you all ok on this we can move

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 is already wearing a Cloak of Resistance +1 so he wouldn't really benefit from it. He's not really going to speak up though because he doesn't actually know that that is what it is, he just knows he feels safer when he wears it.


Actually when Detecting Magic some of your equipment *pings* as well, so if you didn't know it already, your cloak would also be indicated as magical.


Assuming we're all set and the loot has been distributed. Don't forget to update your char sheets with the cloaks when appropriate.

Nathan still seeming in bad shape, motions the others to follow quickly when they gathered up all the loot.
"If we had more time I'd give the man a proper buial." He says as he looks to the dead scout and horse. "But we don't have that luxury. End of this day we should reach the outer reaches of the scout's patrols. Taliesin, if you let Heartham know, we can safeguard the children till the patrol comes to pick them up. Come morning we ought to continue south."

As Taliesin contacts Arvinth for the pick-up, he mentions the scouting parties have already increased in size, as two to three riders a party have already fallen prey to larger bands of goblins and orcs. He will send word, though it could be that a party is close to the group's position already. Drawing their attention might be a good idea, short bursts of light may be sufficient.

Assuming you do A group of six riders, one of which is wounded draws up to the group to inspect and later hails you as they notice you're no goblins.
"Are you the group we were sent to pick up? We've got word by hawk of a group of refugees coming our way."

The group stays with you for nightfall and the evening, most of them taking at least part of a watch.
If any of you want to partake in the watch, tell me which of four watches you would like and roll me a Perception.

DM Stuff:
1d100 ⇒ 100 Interesting...


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

As the party settles for the night Taliesin will ask to be relieved from guard duty as he needs a full 8h of rest in order to recover spells

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 take first watch.
Perception check: 1d20 + 9 ⇒ (17) + 9 = 26


When Forfax keeps watch he sees a glimmering of moonlight in the distance. The glimmer seems odd as it is elevated quite some bit from the ground. Then all of a sudden something big moves past the moon, just before it comes sailing in with a loud *thud* only 10 feet away from him.

The glimmering source is gone when Forfax looks again.

Others can make a DC 5 Perception check to wake up, a natural 1 means you stay asleep.

Forfax and people that investigate:
The massive object that came sailing in is a big boulder as large as a small cart or big ram. (small to medium sized)

Grand Lodge

David will also ask for a full nights sleep to recover spells.

Before bed he will use two more charges from the wand on Nathaniel to help his wounds heal. charges 43/42: 2d8 + 2 ⇒ (6, 8) + 2 = 16 (42 charges left)

per: 1d20 + 5 ⇒ (6) + 5 = 11


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

perception: 1d20 + 9 ⇒ (9) + 9 = 18

"Whoa . . . wake up." Elenzar kicks awake any of the companions, not the kids at this point. He rushes to the bolder and looks around. "I have never hoped that our campsite was attacked by a catapult but I think I do now. The alternative if I remember the stories right is far far worse. We can out run a catapult crew. Forfax did you see where it came from?" Great Dragon Mother please don't let this be giants. Please!


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

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Wth.....

Nathaniel was sound asleep, seemingly so much a rock falling didn't even wake him up.

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, still in shock about the flying boulder, points a shaking hand toward where he first saw the "moonlight".


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

Perception: 1d20 + 5 ⇒ (20) + 5 = 25 Suddenly away Talesin grabs his weapon as he stand up

running in the middle of the night will only help us to break our neck out falling into something.

Lets find this catapult crew and kill them, the city will be safe that way he says moving a bit in order to try and distinguish targets


Taliesin:
As you jump up from slumber you also awake to hear a noise as if a nocturnal bird hooted near you.

Perception: 1d20 ⇒ 3

Nathan wakes as well to a camp that's in a sudden clamour and turmoil to gather equipment and weapons.

He searches for his armour and and sword, but would need time to put his armour on.

Guys don't forget you probably don't have armour on unless you sleep in it (light armour most likely). If you did sleep in your armour say it now and we'll add the necessary bonuses/penalties.

1d20 ⇒ 5
A low grunting kind of noise can be heard from afar, and Forfax can see the gleam or glimmering is back at the same distance.


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 put on his armor. "Let's think this through. If its a catapult crew they are dedicating a lot of resource to us. Lets make for it get the kids to safety. Running down a catapult crew which might out number us in the dead of night."

Grand Lodge

David, is blissfully asleep, trying to forget about the days battle and focus on "happier" things. The suddenly...BAM, he is startled awake. He gets up, grabs his crossbow and bolts and checks to ensure his spell components are still securely strapped to his belt. He looks on as the others rush off towards the sound, and moves with them, but then stops to better protect himself since he is unsure what he is running off towards.

double move: stand up & single move towards sound. Round "2", single move towards sound and cast mage armor on self.


David gathers his stuff and moves toward the sound, 60 feet further.

1d28 ⇒ 22

David:
There is enough moonlight to see a little bit further ahead, though a shadow looms overhead as David approaches. He sees a the glimmering of moonlight now as well, but it's close and it is high from the ground, the grunting noise comes from that direction as well. On the ground there are more gleaming sources as though the moonlight glimmers upon the waterline.

Elenzar you can sleep in your armour without any problems, the only two who have troubles with sleeping in their armour are Nathaniel and Forfax.


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

Taliesin is sleeping in his light armor also

Elzenzar you are the only one who can see at night we don't. If none of you can find targets lets move, if we do find target we shall attack he says grabbing his backpack and slinging it on his shoulders

Says Taliesin as he tries to locate the creature that made the sound near him.


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

GM, is Nathaniel still asleep at this point?


Roll me another Perception check DC 5 Nathaniel, a natural 1 still fails. Edit: Hmm in light of the sudden death, Nathaniel is awake after that.

Round 2 since the boulder landed
Initiative David: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Elenzar: 1d20 + 6 ⇒ (14) + 6 = 20
Initiative Forfax: 1d20 + 9 ⇒ (2) + 9 = 11
Initiative Nathaniel: 1d20 + 2 ⇒ (2) + 2 = 4
Initiative Taliesin: 1d20 + 5 ⇒ (13) + 5 = 18
Initiative Badguys: 1d20 + 4 ⇒ (20) + 4 = 24
Init NPCs: 1d20 + 2 ⇒ (7) + 2 = 9

Ranged Boulder: 1d20 + 6 - 10 ⇒ (20) + 6 - 10 = 16
Crit Threat: 1d20 + 6 - 10 ⇒ (19) + 6 - 10 = 15 Confirmed
Damage: 4d6 + 14 ⇒ (5, 4, 1, 2) + 14 = 26

David sees a large shape and another large object flying over his head, a sickening crunch is heard after the boulder lands on one of the Heartham scouts and he is slain instantly beneath it.

Shortly before the boulder was incoming Taliesin heard the same noise again, though further to the side. Actually the sounds are in line with the trajectory of the boulder.

DM Stuff:
1d20 + 12 ⇒ (5) + 12 = 17

Perception DC 22:
There's a small figure crouched down behind the camp, the sort of owl sounds come from him. Only a small outline in the moonlight can be seen, apparently the creatures is good in hiding himself.

Round 2
Badguys --> Acted and killed one rider
Elenzar --> We're here
Taliesin
Forfax
NPCs
David
Nathaniel

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

Perception check: 1d20 + 9 ⇒ (11) + 9 = 20
Just missed. Forfax was wearing his armor because he was on watch when the attack started.
Forfax will jump on Scout and ride after the others.


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

round 2

Taliesin will use a small rock and cast a light spell on it and trow it near the area where the sound is coming from

Touch AC: 1d20 + 6 ⇒ (6) + 6 = 12

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light)

if Taliesin sees any creature / attack her will move toward it drawing his weapon

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


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 don his armor, then move to the nearest enemy he can see.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18


Nathaniel donning your armour will take a long time. Donning Armor Even done quickly, it will take you 10 rounds. Forfax you bring up a good point and of course you're in your armor.

After Elenzar's actions
Throwing the glowing stone, Taliesin illuminates a part close to the camp and a lone goblin looks up startled. He tried to hide amongst the grass, but the sudden illumination makes him easier to spot.

He moves away as quickly as he can when he notices the sudden glares around him.


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

Ok, so i guess Nathaniel's not wearing armor then, leaving him with his shield only at AC 14 if that's fine with you?
But then he'd double move to the nearest foe.


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

Other than the flash of light and the boulders do we have any idea what is going on. Is there something to attack That we can see?

"We should break for it we have kids with us. If it is a catapult crew were faster. If its not we need to get our charges away from danger." Elenzar shakes awake any one sleeping.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


You could see the one goblin fleeing the scene, and hear the occasional low grunting noise to the south of you. The direction David ran off to.

The goblin trying to flee is at 50 feet distance of the group fleeing north-west, Taliesin is 20 feet behind him.
David can only see shapes and outlines of creatures in front of him. Several smaller shapes and one large humanoid shape from where the boulders come from. Only David can see this of course.

Forfax, the others haven't ridden out yet, I take it you readied an action as to when they move?

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 guess I miss interpreted some of the other posts so instead we'll say rushes toward the nearest enemy. Also Forfax has darkvision up to 60', is there anything he should be able to see.


That depends Forfax, you can see the fleeing goblin quite clearly, he is the obvious target.
You can also make up the outline of David 60 feet away south of you, staring into the dark.

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

With the goblin so close that is the obvious target so he will charge the goblin.
Attack roll: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage roll: 1d8 + 4 ⇒ (1) + 4 = 5

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