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

Game Master Rocan

A group of villagers need to band together.


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Round 2
Badguys --> Acted and killed one rider
Elenzar : Looking around, waking people that aren't awake yet
Taliesin : Cast Light, and gave pursuit to the fleeing goblin (20feet behind him[/ooc]
Forfax : Charged the fleeing goblin for 5 damage
NPCs : Scout out the attackers and in panic.
David --> We're here
Nathaniel : Double moves closer

The scouts jump on their horses as soon as they can and some ride after the goblin riding past him and slahing at him with their swords.

3d20 ⇒ (9, 13, 7) = 292d8 + 4 ⇒ (1, 5) + 4 = 10 Two riders cut the goblin, but he still stands but now his way is blocked from any further retreat by the riders.

Nathan and the other scout leader ride on towards David to check out what's amiss, but when they come up to him, the scout leader a torch in hand, they and David can clearly see the small beady eyes of 5 goblins looking at them and one big sole eye staring them down. The massive hulking arms have grabbed another boulder and is in the motion of heaving it above its head again.

"Oh my God..." Their voices sound in unison.

Ciril stands and fights, but Mariel and the children now seeing the monstrous one-eyed humanoid in the distance run away scared.
Ciril's attack: 1d20 ⇒ 111d8 + 1 ⇒ (1) + 1 = 2 Ciril hits the cornered goblin and he falls down on the ground, unconscious.

Waiting on David and Nathaniel will double move towards the group of goblins and the creature.

Knowledge Nature DC 15:
This one-eyed giant is a Cyclops, originally from the Land of Giants, they have found residence inside the savage lands Krewlod. most liekly like this example.

The average cyclops stands 9 feet tall and weighs 600 pounds. Both males and females are almost completely bald, with stringy patches of dark hair occasionally hanging down from above the ears. A bushy, expressive brow couples with a cyclops's massive eye to make the creature's attitude easily known.

Cyclopes are thought of to know their own future and demise, usually they choose to go out fighting.

Grand Lodge

free action pee self lol

David wonder what is causing all the ruckus. When the other riders come up to him and he sees what is staring back at him. The blood drains from his face. His legs visibly start to shake and he wonders what he has gotten himself into. He wonder why he had to be so damn curious about the noise instead of running like the others AWAY from it. Well, if it was his time to go, at least he could give his friends time to escape.

He turns around to where the others are, yelling at the top of his lungs hoping they hear him.

RUN!!RUN AS FAR AWAY FROM MY VOICE AS YOU CAN AND TAKE THE KIDS WITH YOU!!DO NOT COME NEAR ME ANYONE

The same goes for you guys, get out of here NOW he screams looking at the few guys on horseback. He hopes they can save themselves from their friends' fate of being crushed.

David turns back to the 5 goblins, and whatever the monstrosity is in front of him. He wonder what he could even do to them. Out of instinct, he raises his hands and utters a spell. After a few moments, a blast of beautiful purples and greens and yellows shoot forth from his hands, enveloping the goblins in their hues. He hopes this sudden sensory overload will cause the goblins fits, giving some time.

casting color spray, 15' cone trying to catch as many goblins in cone as possible. DC 15 will save


The goblins are indeed standing closer than the one-eyed giant, though you don't catch them all within one color spray.
Will Saves: 3d20 ⇒ (13, 2, 13) = 28

2d4 ⇒ (1, 3) = 41d4 ⇒ 4
The front three goblins fall to the ground and don't move, the other two goblins look dumbstruck as they see their kinsmen fall down. David wastes no time to sprint back as far away of the group as he can.

As he goes, the giant creature bellows and roars from further away, a low grunting sound that almost shakes the earth where David fled from.

Nathaniel in light of David's warning you may change you actions if you so want.

Round 3 is up soon


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 listens to the firm warning of his friend.
"YOU GET THE HELL OUT OF THERE TOO!"


Thrown boulder: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 92d6 + 7 ⇒ (6, 6) + 7 = 19

The next boulder the one-eyed giant throws lands close to the horsemen and David, too close actually. A low grunt again as the large humanoid pciks up another boulder, but this seems to be the last.

The horses reared and bucked at the sudden appearance of the boulder and are spooked to no end.

The two goblins still standing aim for the group of three men that stand so close to them. Their axes rise and pulled back in a throwing motion.

Targets, D/N/S: 2d3 ⇒ (2, 2) = 4
Thrown attacks: 2d20 ⇒ (5, 6) = 11

The axes sail past Nathan and his horse, he turns her away as quickly as he can.

Round 3
Badguys --> Acted and all missed
Elenzar --> We're here
Taliesin
Forfax
NPCs
David
Nathaniel

What will you do? Stand and fight or run?


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

No stay and Fight Everyone. If we let that creature live imagine what it can do to the wall of the city with these boulders of his, or other scouting units. We are a full party and he is alone if we focus on only him.

round 3

Cast Shield Move toward Huge One Eye

how far am i away from target after that one move?


You'd be 85 feet away from it Taliesin

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'm with you, Taliesin. If we don't defeat these beasts now and they attack the city there will be nowhere safe for the innocent to run."
Inspired by his own words and Taliesin's actions Forfax feels an energy build up inside of himself. As he holds his bill above his head it starts to glow as he kicks Scout into a run toward the one-eyed beast.
Forfax will unconsciously cast light and as much of a movement as he can to get in range for any attack next round. How close is he to the cyclops after this turn?


Forfax is 125 feet away from the giant humanoid before he moves. If Scout double moves, you'd be at 25 feet if I'm not mistaken, anything between 25-125 feet is your range.

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 think Scout will do a single move putting him 75' from the cyclops. This way next turn he can charge the cyclops and he is out of charging distance of the two dumbstruck goblins.


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

"Fools." Elenzar mutters.

Elenzar moves to one of the boulders for cover and takes aim at the goblins. Hoping to thin their numbers before facing the giant.
Attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 ⇒ 7


Elenzar's bolt hits true, hitting the goblin in his chest.

Round 3
Badguys --> Acted and all missed
Elenzar : Fired and hit for 7 damage
Taliesin : Cast Shield and moved to 85 feet
Forfax : Cast Light and move to 75 feet
NPCs : Shots fired, one hit for 7
David --> We're here
Nathaniel : Currently at 60 feet distance, awaiting actions

The scouts move up to the west side of the goblins and the giant creature, lining up in a loose formation, two of them loose an arrow at the goblins.
Ranged Attacks: 2d20 ⇒ (9, 19) = 28 Damage: 1d8 ⇒ 7

Ciril looks terrified at the one-eyed giant but looses an arrow at him all the same.
Ranged attack: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 2 ⇒ (5) + 2 = 7
He aims for the giant's eye, but when the arrow approaches the giant blocks it with the boulder in its hands and bellows back in rage.

Nathan fires one arrow as well, then moves to pick up David before he gets too much in harm's way. Only if you allow this David. He'll carry you somewhat further.
Ranged Attack: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 2 ⇒ (1) + 2 = 3 Nathan wants to move too quickly and his aim is worse because of that. The arrow sails past the giant and lands in the grass behind it.

DM stuff:
goblins s/s/s/14/0


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

Damnit....David is right but the others head over regardless. Can't say they've got no point.

"Ugh.."
Nathaniel will move closer so he will be ready to do a move & lay hands if need b on the next turn.

Grand Lodge

David sees the others closing in on his position. Why don't they listen? Ugh, fine but if we ALL die I blame them

David sees Nathaniel offer a helping hand up on his horse. Right before he takes it he pulls out his newly acquired wand. While riding away, he channels a minor bit of his arcane energy into the wand. Out from its tip, a ball of force goes hurtling at the giant.

charge 1 wand: 1d4 + 1 ⇒ (1) + 1 = 2


The small arcane missile slams into the shin of the giant, but seems to do not much to him. He doesn't even react to the sting it gives him.

Nathaniel moves further up, but stays a healthy distance of the giant.
I'm guessing you move up til 40 feet of the one-eyed giant, thereby within 15 feet of the goblins.

The giant bellows in rage and throws the last boulder he has with him at the group of humans that approached.

Target D,F,Nl,Na,S: 1d5 ⇒ 3
He heaves the boulder above his head and throws it at Nathaniel with a roar.

Boulder: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Damage: 2d6 + 7 ⇒ (3, 1) + 7 = 11

Nathaniel looks up at the sky and sees just too late that the boulder comes soaring at him. The boulder crushes into him, but he manages to keep his balance and not be knocked over immediately, however his stomach and ribs were not as fortunate.

Targets D,Nl,Na: 2d3 ⇒ (2, 3) = 5 The goblins take their aim and throw their axes at the two fighting men that are near them.
Thrown Axes against Nathaniel and Nathan: 1d20 + 6 ⇒ (15) + 6 = 211d20 + 6 ⇒ (11) + 6 = 17
Damage, Nathaniel first hit, Nathan second: 1d6 + 3 ⇒ (1) + 3 = 41d6 + 3 ⇒ (5) + 3 = 8

Both Nathaniel and Nathan get hit by a throwing axe, Nathaniel is hit in the shoulder, Nathan is hit squarely in the chest, drawing blood, but not knocking him out.
The hulking giant seems out of boulders but he picks up what it seems like a crude club, though it looks more like a tree log.


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

Round 4

Taliesin will run in order to get in hand to hand combat with the large creature

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

Forfax and Scout will change the one-eyed beast ignoring the goblins completely.
Forfax attack: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Forfax damage: 1d8 + 4 ⇒ (4) + 4 = 8
Scout attack: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Scout damage: 1d4 + 3 ⇒ (2) + 3 = 5


Forfax charges home on the one-eyed giant and both he and Scout wound him, though the deep wound of the bill and bite have not phased him whatsoever.

Round 4
Badguys --> Acted and wounded Nathaniel and Nathan
Elenzar : --> We're here
Taliesin : Ran to the giant humanoid
Forfax : Charged the one-eyed creature and wounds him.
NPCs :
David :
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

Nathaniel feels a sharp sting after the impact of the boulder.
"By the father....."

Recatching his breath he shouts out to his friends.
Diplomacy: 1d20 + 9 ⇒ (6) + 9 = 15
"Seriously, get away from that thing. If throwing boulders is what he does from a distance, imagine what he can do up close, he could crush you on the spot."

Feeling a head-on attack would be foolish, Nathaniel does keep his distance.
Total defense after this speech...ouch the ribs


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

My intention is to guard the kids, as long as their are visible goblins then I will assist in the cyclops takedown.

Attack: 1d20 + 5 ⇒ (2) + 5 = 7

Grand Lodge

David, seeing the boulder crush Nathan's ribs decides that it very well could have been him. He places a hand on his ribs, and from his palm glows a white hue.

CLW: 1d8 + 3 ⇒ (2) + 3 = 5


The scouts line up and charge , two at the goblins, the other two at the giant.
Attacks, G/C: 2d20 ⇒ (7, 16) = 232d20 ⇒ (13, 14) = 27
Damage: 1d8 + 2 ⇒ (8) + 2 = 102d8 + 4 ⇒ (7, 4) + 4 = 15
The scouts cut at the first goblin they meet, but he manages to dodge one blow, but gets hit by the other and is slain by the powerful blow to its head. The other two manage to cut gashes across the cyclop's back, it groans in pain and anger and seems distracted by them for now.

Attack Nathan and Ciril: 1d20 + 7 ⇒ (18) + 7 = 251d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Round 4
Badguys --> Acted and wounded Nathaniel and Nathan
Elenzar : Moves, fires and misses
Taliesin : Ran to the giant humanoid
Forfax : Charged the one-eyed creature and wounds him.
NPCs : Fired and Charged, took one goblin down, wounded the cyclops and last goblin standing.
David : Cast CLW on Nathaniel
Nathaniel : takes Total defense

The hulking cyclops looks down upon the lot gathered around him and suddenly begins laughing.

Giant:
"Har har har, puny horsemasters will feel the earth crashing donw upon them."

With that he swings his greatclub at the two scouts that have cut him.
Attack, Power Attack, Great cleave, S,S,Forfax: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 241d20 + 11 - 2 ⇒ (10) + 11 - 2 = 191d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Damage: 2d8 + 7 + 6 ⇒ (3, 7) + 7 + 6 = 232d8 + 7 + 6 ⇒ (3, 1) + 7 + 6 = 17
The cylcops swings his greatclub or tree log through the two riders that gathered around him, smashing through them like a knife through butter. The first hit smashes through both horse and rider, leaving only a bloody print on the ground, the second blow knocks the rider right off of his horse and he falls to the ground struggling for air. By now the one-eyed giant's swing has lost momentum and hits Forfax on the side, bruising him with the impact but not enough to do any damage.
He then steps back as he sees the others swarming around him as well.

The last goblin tries to surrender, throwing down his axe and weapons and holding up his hands.
"I surrender, I surrender. Don't kill me!"

Taliesin:
I think you ran up to within 10 feet of the cyclops right? If you ran to him within 5 feet you get an AoO on you. If you stayed at 10 feet, he's now at 15 feet from you, if not he's within 5-footstep and full attack action range.

Round 5
Badguys --> Slain one scout, wounded another
Elenzar : --> We're here
Taliesin :
Forfax :
NPCs :
David :
Nathaniel :

DM Stuff:
goblins: s/s/s/x/10 Cyclops: 28


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

Round 5

This is your end creature

Spellcombat: Frostbite, Arcane Accuracy (swift)

Concentration: 1d20 + 7 ⇒ (8) + 7 = 15

Spellstrike: 1d20 + 7 - 2 + 4 ⇒ (13) + 7 - 2 + 4 = 221d8 + 4 ⇒ (1) + 4 = 5 + Subdual: 1d6 + 3 ⇒ (5) + 3 = 8

Free intimidate: 1d20 + 6 ⇒ (11) + 6 = 17 or shaken

Longsword: 1d20 + 7 - 2 + 4 ⇒ (13) + 7 - 2 + 4 = 221d8 + 4 ⇒ (4) + 4 = 8 + Subdual: 1d6 + 3 ⇒ (4) + 3 = 7

Free intimidate: 1d20 + 6 ⇒ (5) + 6 = 11 or shaken

Current Ac 22

Damaged target is: Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)


So I'm taking it you ran to 5 feet last round, whatever the case you draw or have drawn an AoO of the cyclops Taliesin.

AoO on Taliesin, Power Attack: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 102d8 + 7 + 6 ⇒ (5, 7) + 7 + 6 = 25 ^^ lucky you

Taliesin hits with sword and spell and delivers the cyclops icy cuts. He feels the pain but is not impressed with your threats.

DM Stuff:
goblins: s/s/s/x/10 Cyclops: 41


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

indeed DM :) Talisesin went to Hand to hand combat as said last round....


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

crossbow Attack last gob: 1d20 + 5 ⇒ (3) + 5 = 8


The groveling goblin manages to udck aside as he hears the twang of a crossbow several feet from him. Elenzar's shot goes wide because of it.

Round 5
Badguys --> Slain one scout, wounded another
Elenzar : Fires a bolt and misses the goblin that begged for mercy.
Taliesin : Attacks and hits twice
Forfax : --> We're here
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

Scout rears up and swings his mighty hooves at the beast as Forfax stabs at it with his glowing bill.
Scout hoof 1: 1d20 + 5 ⇒ (16) + 5 = 21
Scout hoof 2: 1d20 + 5 ⇒ (6) + 5 = 11
Scout damage hoof 1: 1d6 + 3 ⇒ (3) + 3 = 6
Scout damage hoof 2: 1d6 + 3 ⇒ (5) + 3 = 8
Forfax attack: 1d20 + 6 ⇒ (7) + 6 = 13
Farfax damage: 1d8 + 4 ⇒ (6) + 4 = 10


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

oops I missed its pleas for mercy.


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

just pretend that you were too far to hear it.... ;)


Alas, even with the penalties bestowed by Taliesin and him using Cleave only one attack hit, his AC was 14.

Forfax and Scout fight in unison to bring down the cyclops, but only Scout's right hoof finds a bone he could crack on the cyclops's arm. Forfax gets his bill wedged inside the tree log for a moment, but wrenches it free before it gets thrown away.

The riders of Heartham look to Nathan for what to do with the lone goblin. Nathan looks to the two slain riders and his wounded friend, then makes a gesture to the others that the goblin should die.
Their knocked down friend stands up, struggling, taking up his bow as he does so.

Attack from scouts: 2d20 ⇒ (6, 6) = 12
The goblin ducks away from both swords and squels for mercy.
Attack Nathan: 1d20 ⇒ 141d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
The squeals don't last long as Nathan drives his sword through the goblin, killing him. He then makes a move to try and flank the cyclops next round.

Ranged Attacks C,M,R: 3d20 ⇒ (10, 17, 5) = 321d8 + 2 + 1d8 ⇒ (3) + 2 + (1) = 6
Micah and Raff join in with their crossbows again, seeing the goblins have gone down and the cyclops swinging his mighty club; fear has been replaced with valour.

Round 5
Badguys --> Slain one scout, wounded another
Elenzar : Fires a bolt and misses the goblin that begged for mercy.
Taliesin : Attacks and hits twice
Forfax : Scout hits with his hoof, Forfax misses
NPCs : Nathan kills the goblin, Ciril and Micah hit with their bows.
David : --> We're here
Nathaniel :

The cyclops looks bloodied and hurt, but he still seems ferocious, he clutches his club tightly and already looks for his next target.

DM Stuff:
goblins: s/s/s/x/x Cyclops: 53

Also there are still three stunned goblins on the ground, David's Colour Spray worked wonders. If you need to question anyone...


David stands wherehe is and waves his hands in an arcane gesture until two small missiles pop up and bound towards the cyclops.

Cast Magic Missile
Damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Round 5
Badguys --> Slain one scout, wounded another
Elenzar : Fires a bolt and misses the goblin that begged for mercy.
Taliesin : Attacks and hits twice
Forfax : Scout hits with his hoof, Forfax misses
NPCs : Nathan kills the goblin, Ciril and Micah hit with their bows.
David : Cast Magic Missile, slamming into the cyclops
Nathaniel : --> We're here

DM Stuff:
s/s/s/x/x Cyclops: 61

Need to keep things rolling in combat, hope you don't mind David. Nathaniel you're 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 decides to throw his hammer at the brute, provided nothing is hindering him, if so he will move to a clear spot.
Toss: 1d20 + 5 ⇒ (4) + 5 = 9
Dmg: 1d6 + 5 ⇒ (3) + 5 = 8


Nathaniel misses, his hammer throw falling short of its target.

The cyclops looks down in anger at taliesin, feeling his bloody demise is near, his eye suddenly turns pale-white and he stares for a moment into the distance, when it's eye returns he grins at Taiesin a menacingly way and laughs.

Attack on Taliesin, Forfax, Power Attack, Greater cleave, Entangled, Fatigued: 18 + 11 - 1 - 1 = 271d20 + 11 - 1 - 1 ⇒ (16) + 11 - 1 - 1 = 25
Damage T/F: 2d8 + 6 + 6 ⇒ (6, 5) + 6 + 6 = 232d8 + 6 + 6 ⇒ (7, 7) + 6 + 6 = 26

Just a note, Cyclopes can determine one die roll per day. I could have made this a nat 20 and killed Taliesin. You have been warned ^^

Round 6
Badguys --> Grievously wounded Taliesin and Forfax
Elenzar : We're here
Taliesin :
Forfax :
NPCs :
David :
Nathaniel :


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

Elenzar takes off at a run toward the cyclops. Stopping about 20 feet away.

I think I am far enough away that is a full move.


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

Round 6

The blow having almost crushed him taliesin knew that this combat would finish shortly one way or an other, but that didn't stop him from keeping the now familiar rhythm of spell and sword.

Spell Combat: Arcane Mark, Arcane Accuracy (swift)

Spellstrike Frostbite: 1d20 + 8 + 4 - 2 ⇒ (5) + 8 + 4 - 2 = 151d8 + 5 ⇒ (5) + 5 = 10 + Subdual: 1d6 + 3 ⇒ (5) + 3 = 8

Free intimidate: 1d20 + 6 ⇒ (16) + 6 = 22 or shaken

Concentration: 1d20 + 7 ⇒ (16) + 7 = 23

Spellstrike: 1d20 + 8 + 4 - 2 ⇒ (17) + 8 + 4 - 2 = 271d8 + 5 ⇒ (4) + 5 = 9

Current AC 22

Damaged target is: Fatigued (takes a –2 penalty to Strength and Dexterity until healed), Entangled (1rd) (takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity) and possibly shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks)


The second attack hits, he was no longer entangled.

Taliesin attacks the cyclops but the pain in his chest and side is too much to keep him focused on his first strike, after concentrating hard enough, his second strike manages to hit.

The blade cuts deep and the cyclops stumbles for a moment, appearing unstable but he still keeps his feet, his one eye looking dazed and wild, but somehow the creature stands.

Round 6
Badguys --> Grievously wounded Taliesin and Forfax
Elenzar : Ran towards the cyclops
Taliesin : Attacked and hit once
Forfax : We're here
NPCs :
David :
Nathaniel :

DM Stuff:
s/s/s/x/x Cyclops: 70 Disabled

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

Felling his life fading away Forfax rears Scout for one final stand.
Scout hoof 1: 1d20 + 5 ⇒ (6) + 5 = 11
Scout hoof 2: 1d20 + 5 ⇒ (19) + 5 = 24
Scout damage hoof 1: 1d6 + 3 ⇒ (6) + 3 = 9
Scout damage hoof 2: 1d6 + 3 ⇒ (4) + 3 = 7
Forfax attack: 1d20 + 6 ⇒ (19) + 6 = 25
Farfax damage: 1d8 + 4 ⇒ (5) + 4 = 9


Scout's first hoof hits nothing, the second hits the cylcops just above his groin, he grunts, bends over in pain then Forfax stabs him in the neck and he falls to the ground lifeless.

Combat Over
Nathan and his friends look to their wounded friend and gather up the two dead scouts while Mariel and the children huddle together. Ciril goes over to search the goblin you killed first.

Loot:
Searching through the corpses and the stunned goblins, you find:
8 throwing axes
4 mwrk heavy maces
1 good-looking dagger (needs identification]
1 Large Greatclub
5 Studded Leather Armour
1 mwrk half-plate that looks scavenged, it needs some repairs
1 mwrk Studded leather barding for a horse, also scavenged and in bad repair.
1 good-looking long sword that needs identification

2 potions that are white and green layered
1 potion that is black and red layered
1 little pearl that glistens a light blue

Grand Lodge

unsure how many charges to burn so...just tell me when to stop lol:

1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (3) + 1 = 4


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

The first 3 charges are enough for taliesin

Lets take the bodies of the scout with us so that they can be buried in the city.

taliesin will turn toward the scouts left Do you feel you can make it back to town with the refugees on your own or do you need an escort?

Casting a detect magic:

Spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22 for the dagger
Spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14 for the longsword
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29 for the white and green potion
Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21 for the black and red potion
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20 for the pearl

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

The next five with make Forfax fighting fit.
Thanking his friend for the quick first aid Forfax will lie down in the grass and ponder what he had done to make his bill glow like that. Holding the bill in the air he trys to recreate the action, but to no avail.


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

"Don't waste all the charges."

Lay hands on Forfax: 1d6 ⇒ 4


The items are: A +1 dagger
+1 longsword
1 potion of Bull's Strength CL 2
2 potions of Enlarge Person CL 2
1 pearl of power, 1st level


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

Taliesin will explain what each of the items will do, i don't think there are other people that can use the pearl of power besides Taliesin, so the longdword should go to forfax, Elenzar or 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

One of the others can have it, I prefer my distance weapon.


David could also actually use the Pearl of Power

Grand Lodge

David passes on all the special gear, nothing too useful to him. Bull strength: Farfox or Elenzar; Enlarge Person: Elenzar and/or Farfox or Taliesin; +1 longsword: Taliesin

Grand Lodge

Ye Old Storyteller wrote:
David could also actually use the Pearl of Power

How..sorcerer can't. Are u talking about my adept side?


David Trufant III wrote:
How..sorcerer can't. Are u talking about my adept side?

I was indeed, though it would probably be only a heal spell at most for you.

Nathan rides back to the group and talks to the riders then with you.
"We need to either bury the fallen soldiers, burn them or take them with us. The goblins we need to question. The others are already tying them up so they can't escape. They won't travel as fast or fight as well when they're not encumbered by the bodies."

He frowns as he thinks about the options.
"Well I don't like them to go with one weakened fighter and two more with burdened mounts. I'd feel safer if I saw them off to Heartham. Then again, I don't want to keep you from your mission to the south. Else we'd lose two days when we perhaps have no time to lose at all. I can catch up with you easily enough when I've brought the refugees back. The way south is easy terrain, when it turns more mountainous you're likely in Krewlod territory or very close."

He turns to ride away, but then looks back.
"Mariel seems to be a novice healer with some talent, but I'd appreciate some more assistance if you could lend it."
Nathan himself is still pretty wounded from an earlier fight plus he has taken damage during this fight. The other wounded scout could use a few extra points as well.

DM stuff:
2d8 + 4 ⇒ (8, 1) + 4 = 13

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