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)

Taliesin ponders for a few seconds Hum, there is no "good" way to handle this. We aren't just as good without you Nathan, you are the master scout, we are just a bunch of city folk. Here is something we could do as i fear that going south on our own won't do us any good. Ride forth to Heartam along with the refugees, We will act as scouting party for the city and stay in that area in order to act as a buffer while there is a hole in the outer parties. Once you come back to here we can resume our way south. This way we have your back, in a sort of way while you go with the patrol back. Once in town you can request horses for all of us and return with them. That way we can travel faster south.


Nathan looks at Taliesin with a questioning look, then frowns.
"I'm not sure if I can get enough horses with me for everyone. Perhaps Lord Midway can spare them, now the scouts are even at odds, I can ask, but I can't promise anything."

"You still don't know this region very well, so if you want to scout out stay wary. You've seen what kind of creatures might lurk around here tonight."

The rest of the night goes by pretty uneventful, the next morning though when Nathan, the other riders and the six refugees from Olkirk make preparations to head out. The horses with no rider are now ridden by two of the children each, Micah with one of the small kids and Raff on the other.

Though when you wake, you suddenly see a large cake in the middle of your group, 27 candles alight in a circle atop of it.

Nathan and the rest haven't seem to notice it yet and don't give it any attention as of yet.


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

is our DM turning 27? :)


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

Aye, he is. Happy birthday m8 ;)

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

Hey hey the DM has a birthday and we get the cake, sounds good to me.

Forfax grabs a piece of cake and holds it up to the sky. "Oh thank you great DM in the sky for this wonderful bounty."


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

It better not be a mimic! LOL You can have your cake and it eats you.


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

"I wonder if we should return to Heartham with the others. We bring news of an other fallen town and clear involvement of Krewlod and of course giants that can trow stones . . . who needs catapults. It may be that the time for Heartham to flee. I wonder what we can do here other than be harassed by the enemy. It is certainly not us I think harassing their lines. We are of little use without a goal or strategy."


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

I disagree Elenzar. First we don't see the overall big picture. Those who are in charge of the city's defense do. Lord Midway isn't the kind of men to trow away life if there isn't a chance of success. On top of that if we were to abandon Heartam without a fight we are offering all this area to the goblins. Even if in the end we abandon the town, we have to think about overall strategies, we have to make them Bleed more then us. This is war and war isn't just one fight its a succession of fight. Look at what we have accomplish, with just our small group. We lost two valuable scouts indeed and I feel sorry for their loved ones but look at what the goblin's have lost. Lord Midway who is in charge of the town needs info of what is happening in the south, and that is precisely what we are doing. He gave us that task and that is what we must do. Now Nathan went back to town to give precisely a good report on what we have seen and done. He will come back with orders for us, and every goblin soldier we kill now will be one less goblin that will go to assault the city.


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

"I'm not really sure what you thought I was suggesting." Elenzar shakes head looking hurt. " I said nothing about abandoning. What I my point was, if you care to listen, was if wandering around here for a couple days while Nathan goes back to the city and then comes back this way before we go south doesn't seem like much of a plan yes we have killed a few goblins and we might kill a few more. But if they come out in any force what are we going to do. We're going to have to move and put ourselves wandering around the wilderness till Nathan can track us down. Why not ride with him to Heartham and strike out together. It is the same amount of time lost. There may be news that changes things. I am well aware that every goblin we kill here is one that does not attack the city I also know that the reason soliers build walls around cities is so that a defense can be made and lives saved through strategy. They dont just run around hoping to stumble on straglers. But if we wish to stay here I have your back."


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

Just trying to pump myself up also that last fight was hard, didn't mean to offend you Elenzar. What are your suggestion about what we can do for the next couple of days?

I for one would be rather lost trying to head somewhere, and i do know you have my back, and i am not planing on giving up anytime soon 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

"This new to this, I am a scribe, I wonder if we can message town and get instruction. "


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

As a matter of fact I have seen to this little problem and in fact we can. But the only question is what we can do without Nathan, we are no scouts nor do we know this area, and the Scout patrol that has just left was patrolling this area. I was only suggesting that we take their place while we wait for him to come back along with instructions. that way he won't have to spend time looking for our lost sorry asses he says.

you can see that Taliesin is slowly back to his usual good mood and lively self


Loving the roleplay discussion. If you come to a consesus on what to do, let me know. Nathan will be back in a few days or more if you decide to move.

At this point it's your own decisions that decide the events that will unfold, for good or for bad.


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

"Are we able to use the magic that has let communicate with Heartham to communicate with Nathan so we "can signal him if we need to?"

Grand Lodge

David will sleep, but not very well. He tosses and turns in his sleep, vivid images of the one-eyed giant from hours before. He thanks his stars his is alive, but can't help but feel sorrow for the families of the fallen scouts. He tries to use the gem, given to him by Arvinth to check in and see how he is doing, but doesn't mention last nights events. He would know where to begin anyways.

He listens to Taliesin and Elenzar go back and girth about what to do. He can understand both pints of view and logic, but Nathan's lingering words, be wary of the creatures, keeps nagging at him.

What if that was only the beginning? What if whatever it was, was only the first wave, or there are more? To look Aaron's could be more costly to ourselves, but could be invaluable to the greater good?

David ponders what to do, he is the son of an alchemist, not a soldier for crying out loud.

Whatever we decide to do, whether we stay or go, I can provide a ward over a small area to alerts me of any presence other than us. It it temporary, about 6 hours but it is something at least I guess


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

Unfortunately nope. We can only communicate with the city. But I can leave a message for him to get when he is there. That is the best i can do

I say we don't stay here in this exact spot but patrol this area in order to cover for the scouts that had to leave to escort Nathan back to town.


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 walks over to David and puts his hand on his shoulder.
"You got a brooding look on your face there. Something is troubling you isn't there? The fight with the one eyed giant maybe?"


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

Does someone feels confident in their skill to lead us back south?


So are you gonna stay here and wait a few days for Nathan to return or are you gonna try to explore the area, or something completely else?

Grand Lodge

me as a person says to explore because I am curious. Me as David, would be wary to explore too much since there was just a cyclops meeting lol...i am good either way.


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

I am honestly game for whatever Elenzar spoke his piece go back to town or search and hopefully meet back up wiht Nathan. So far 2 are for staying and exploring. 1 is for heading back to town.


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

Explore and patrol this area


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

Seems i'm going with the majority then.


Exploring the area around where the night battle took place reveals some tracks coming fom the south, as was to be expected. Also the lone goblin that was killed while hooting like an owl seems to have moved very close to you while most of you were asleep.

Following the tracks and exploring more south-east of Heartham leads to a place where a lot of tracks seem to have converged. A lot of humanoid tracks, medium and large are abound. This place is about 4 miles further south, but you aren't disturbed or can't see any goblin raiders out here.

Perception DC 21 while traveling:
There are crows circling to the west, their cawing sounds are heard in the distance.

Perception DC 25:
To the south you can see faint traces of black smoke and black plumes rising up, it looks to be from a rocky area between the first mountains, but the actual source is still hidden from sight.

Survival DC 19:
There are most definitely tracks of carts around this place you've found. It might have been some sort of camp as there is evidence of several fireplaces having been set up.

Survival DC 24:
The tracks of the goblins seem to come from south, but are leaving in bigger parties to the west. The large humanoid tracks you found are definitely not from the same creature and multiple are heading west as well. The tracks of humanoids medium and small are accompanied by wolf tracks and presumably carts as the longer deep lines indicate.


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 ⇒ (3) + 2 = 5
Wow...


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

Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Survival: 1d20 + 2 ⇒ (20) + 2 = 22

DM: at what time was the fight the previous night? for spell recovery purposes.

There are most definitely tracks of carts around this place you've found. It might have been some sort of camp as there is evidence of several fireplaces having been set up. But i can't tell you if any goblin came here etc. I am just not that skilled.

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 ⇒ (9) + 9 = 18
Survival check: 1d20 + 1 ⇒ (6) + 1 = 7
Didn't quite make it.


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 ⇒ (12) + 9 = 21

"Crows to the west. Could be carrion. Could be they follow the enemy. "


The fight was half-way through the night, around 1.30 am. Taliesin. Though you can't distinguish between the footprints it is however likely to assume that most of the smaller footprints are made by goblins, you can't however be sure how many.


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

tks DM

Well there are some goblin tracks also so i bet there was an attack here at some point. But i can't really tell who a what or even a when. I am not even sure if i can track the goblin prints.

does the goblin prints seems to go away from the city with the carts in tow?


Actually no, the prints and carts seem to go west by north-west from here.

Grand Lodge

1d20 + 5 ⇒ (5) + 5 = 10

David wakes, but the sleep wasn't pleasant. He tosses a turns, trying to shake the uncomfortable thoughts of the giant beast that could has squashed him like a bug.

He journeys with his companion, deep in thought about how to handle their current situation and what it means with the goblins and the giant thing. He is too caught up in his own thoughts to notice anything else.


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

Well these tracks seems to go west, North West, and I have no idea what is in that direction. Do we want to investigate?


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

"We could, but let's take the one that seems least risky, you wouldn't want to attack another cyclops, especially without our previous helpers."


So west to investigate, south to explore, walk around this point, go east? Or do something completely else?

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 we should probably walk around this point and wait for Nathan to return, because he might be able to give us a little insight into the area.


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

"If those birds to the west are sign of troop movement. We need to know. I would hate to think a force is moving into position possibly cutting us off from town and if a siege prevent Nathan from returning. "


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

I can follow these tracks if needed, so shall we investigate?


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

"We could, though i have a bad feeling to what we'll find."


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

Enemies ? he says with a smile.

Yea i know that one was easy right...


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

A vein is clearly pulsing with annoyance on Nathaniel's sleep.
"Easy.......EASY?!!! Damn man, you were nearly DEAD in 1 hit!!"


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

yea i know tks for reminding me.

Grand Lodge

Yeah, and it could have easily been me! I told you all to run, and it very well could have cost us ALL our lives...okay. Thank you for ignoring me, but if we all dies, then I would have been pissed in the afterlife., he says with a slight laugh in his voice.

Look, whether we explore around here for a bit or go somewhere else is irrelevant. Nathan will find us on his return, he is good at his job. I say we go explore if there is a front moving in. At least we will do something beneficial rather than go at each other, as minor as it may be.


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

"It sounds decided both the tracks and the birds suggest west. We should get ready to roll. "


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

Yes it could have but it didn't and in the end killing this beast might have saved the walls of the city. Imagine that if he had thrown those rocks at the walls they would have been breach and then the goblins riders would just have swarmed in. So if we are mostly agreeing then we shall follow these tracks.

so off we go DM :)


Right, off you go then ^^
1d100 ⇒ 891d100 ⇒ 702d4 ⇒ (3, 2) = 5
The tracks lead on further west and you can follow the deeper tracks of the carts relatively easy, but a few hours further a hard breeze pulls in and it starts to rain. Calmly at first, but pouring down steadily as it progresses.

The tracks can be followed for a while, but eventually the rain begins to wash away the tracks in the mud.

Roll me a survival to keep on the cart tracks. You may add another.


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

Survival: 1d20 + 2 ⇒ (9) + 2 = 11


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

"Taliesin no one doubts your resolve. The city walls are made to handle stones. If I had my choice of fighting such a beast here or there i would certainly pick there where men trained in the city's defense could ride a sortie out and face it just as they would a catapult. Here in the wild with valiant but untrained peasants guarding children I would say is a foolish gamble. We should be wise and brave.


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 agree with David and Elenzar, we can't be of help if we're dead."


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

True indeed, but would you guys help me find the tracks, there is a lot of mud here and i am losing them?

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