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

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 try and aid Taliesin in his search.
Aid ally: 1d20 + 1 ⇒ (11) + 1 = 12
Due to my aid allies ability Taliesin gets a +3 instead of the usual +2.


If there are no other people helping or searching you will lose the tracks and can wander aimlessly in search for them if you wish. DC became pretty high because of the rain.


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

Assuming survival based
Aid other: 1d20 + 2 ⇒ (8) + 2 = 10


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

Well i am no tracker that is for sure :)


If you had rolled a nat 20 again you might have been able to discern the tracks still, but as it is, you've lost them. And yes Nathaniel it is Survival based.

Will you continue to search for them? In that case I'll roll to see if you might incidentally come across them by chance.


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

Are the birds still to the west?


They are still further west, but they have not moved.


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

"The birds have not a moved that is not likely troop movement we should try to refind the trail."


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

Taliesin is in it of assistance, help in order to located the trail again :)


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

Elenzar joins the search. Praying for their success.

survival assist: 1d20 + 3 ⇒ (8) + 3 = 11
Additionally he casts guidence on Taliesin. For +1


18 is still not enough. Too bad, trail grows cold


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

Did you get my +1 for guidance I edited while you posted.


No, but then it would still be only a 19, you'll need more than that


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

Can taliesin try to spend time in order to locate the tracks again?


You could try to follow them using take 20 yes, but you'd still need support from the others to make the DC required, also you will have to move at half your speed to keep that 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

Would you need us to roll our assists again?


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

well it would worth it to do so at least until i can get back to following the tracks in the proper distance direction. Then we can accelerate the pace (ie relying on rolls until i loose them again) then taking time to pick up the trail again etc...

Grand Lodge

take 10 to assist for whatever is needed


I'l allow you to travel one hour before you need to pick up the trail again.

DM Stuff:
5d100 ⇒ (18, 16, 9, 64, 24) = 131 2d4 ⇒ (1, 1) = 23d4 + 1d2 ⇒ (4, 1, 4) + (1) = 105d4 + 3d2 ⇒ (4, 3, 2, 4, 4) + (2, 1, 2) = 22

After tracking the trail, you can cover about 2 miles travelling west-north-west before the trail seems to turn cold again and you all need to take some time to be able to get your bearings again.

The cart tracks and the deep and large humanoid footsteps are the most obvious, the other tracks are a huge mix of medium-sized tracks and they're all about the place, more like a blur in the muddy ground than anything else.

Do you continue for the next hour? You will travel another 3 miles in what you think is the right direction.


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

"Guys....large footprint. I'm getting the feeling those could belong to cyclopses. It'd be getting risky."


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

well i just hope they aren't really. But if they are i think Lord Midway will rather want to know where they are heading and for what reasons


Ok I'm gonna assume you move forward for another hour.

You find the same set of tracks between the five of you, sometimes they are bound more north, sometimes more to the west. The giant steps look more obviously to fit into at least two separate tracks.

You eventually come across the remnants of another scout party; 6 dead scouts and 6 remains of slaughtered horses, stripped of about any useful items.

When you try to pick up the trail again, suddenly some arrows fly toward you.

DEFNT: 2d5 ⇒ (2, 2) = 4
Ranged Attacks: 1d20 + 5 - 2 + 1 ⇒ (16) + 5 - 2 + 1 = 201d20 + 5 - 2 + 1 ⇒ (10) + 5 - 2 + 1 = 14 Damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15

One arrow buries itself in Elenzar's thigh, the other falls shorter but still hits Elenzar behind his shin.

Perception DC 14:
There are two goblins to the north-west of you, crouching among the patches of long grass, they both seem to have a bow in hand.


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

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

two goblins to the N-W crouching in the long grass with bow. Charge ! says taliesin pointing at them


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

"Again!"

Elenzar moves to cover. Hopefully within 30 He then casts cure light wounds.

clw: 1d8 + 2 ⇒ (8) + 2 = 10

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 spurs Scout into a charge yelling "DIE YOU LITTLE RAT BASTERDS"
Forfax attack: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Forfax damage: 1d8 + 4 ⇒ (2) + 4 = 6
Scout bite attack: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Scout bite damage: 1d4 + 3 ⇒ (1) + 3 = 4


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

"Very well, off we go then."
Double move, Nathaniel's not taking risks.


Forfax, you may keep those rolls for next round, but they're at 110 feet distance, can Scout reach that?

Round 1
Hostiles --> Fired at Elenzar and hit for 15
David --> To act (110 feet)
Elenzar --> moved 30 feet back and healed (140 feet)
Forfax --> Double move or move within charge range (?)
Nathaniel --> Double Move to the goblins (70 feet)
Taliesin --> To act? (Double moving to them?) (50 feet?)

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, didn't realize they were so far away. I guess it's just a double move and charge next round.


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

Round 1

Taliesin will effectively double move


David moves also 60 feet closer, able to close the distance and cast close-range spells next round or fire his ranged weapon.

The goblins see Elenzar dripping off and continue their fire on Forfax as he charges forward to them. They both move 20 feet in opposite directions and then fire at the horse and rider.

Ranged Attacks vs Forfax: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 241d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Round 2
Hostiles --> Fired at Forfax and hit for 5
David --> To act (at 60 feet)
Elenzar --> To act (at 150 feet)
Forfax --> To act, will charge (at 20 feet)
Nathaniel --> To act (at 80 feet)
Taliesin --> To act (At 60 feet)

Sorry for the delay, I had hoped David would post along the weekend.

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 charge the remaining 20' and attack with the previous rolls.


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

Same action. Doublemove


Forfax, charges one of the archer goblins and both he and Scout manage to land a solid hit, though their power could have been better.

The goblin still stands though.

Round 2
Hostiles --> Fired at Forfax and hit for 5
David --> To act (at 60 feet)
Elenzar --> To act (at 150 feet)
Forfax --> Charged and attacked for 10 damage (Melee Range)
Nathaniel --> Double Moved (at 40 feet)
Taliesin --> To act (At 60 feet)

Also Nathaniel I apologize, for having so much distance for you to run, I'll make it up to you when you get into close quarter dungeons.


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

Round 2
Elenzar moves as fast as he can toward the enemy.

Grand Lodge

wtf. It never showed up as new posts. Sorry guys. Yes, David just would have closed the gap. Thanx

David, seeing Forfax get fired upon, he lets his own bolt fly. After firing he steps back a little to keep a cushion. (20 feet backwards)

1d20 + 3 ⇒ (19) + 3 = 221d8 ⇒ 6
confirm: 1d20 + 3 ⇒ (12) + 3 = 151d8 ⇒ 8


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

Round 2

Taliesin will charge one of the goblin holding his weapon in two hands (one currently not engaged in combat

Longsword: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 211d8 + 6 ⇒ (2) + 6 = 8


David are you firing on the one engaged in combat with Forfax or the one that stands on the other side? You hit nevertheless.

Taliesin hits the goblin acroos the temple with his sword, leaving him with a bloody brow and a minor headwound. Waiting on David to see which goblin he fires at, that might kill either one.

Grand Lodge

david would go for the one NOT in melee :)


David's bolt flies towards the golin and catches him just below his throat, his breath shortens and he spits up blood just before Taliesin's blow gives him a large headwound and he falls to the ground unconscious.

Round 2
Hostiles --> Fired at Forfax and hit for 5
David --> Critically hit the other goblin (at 60 feet)
Elenzar --> Double Moves (at 90 feet)
Forfax --> Charged and attacked for 10 damage (Melee Range)
Nathaniel --> Double Moved (at 40 feet)
Taliesin --> Charged and delivered killing blow to one goblin (Melee Range)

The goblin close to Forfax, 5-foot steps away from Scout and reaches for his waist.
Forfax you get an AoO on him

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 a 5' step didn't provoke AoO, but I could be wrong. Either way Forfax and Scout are going to take him down.
Forfax attack: 1d20 + 6 ⇒ (13) + 6 = 19
Forfax damage: 1d8 + 4 ⇒ (1) + 4 = 5
Scout attack: 1d20 + 5 ⇒ (11) + 5 = 16
Scout damage: 1d4 + 3 ⇒ (1) + 3 = 4


Well retrieving a stored item does provoke an AoO, and because you have a reach weapon, you could take an AoO, Scout won't.

Forfax hits the goblin across the shoulder, leaving a deep gash, but the goblin still finishes grabbing the item he tried to take from his belt. He loosens a small item from his belt and Forfax can see a small-sized horn carved from bone being brought to the goblin's mouth.

The goblin sounds the horn three times, the sound flows across the plains like a rolling thunder in the storm and for a moment all is silent. Then the fighting continues in earnest.

Round 3
Hostiles --> Blew a horn three times
David --> To act (at 60 feet)
Elenzar --> To act (at 90 feet)
Forfax --> To act, hit the goblin with an AoO (Melee Range)
Nathaniel --> To act (at 40 feet)
Taliesin --> To act (at 40 feet range from the other goblin)

Grand Lodge

David, reloads and fires another shot.

1d20 + 3 ⇒ (5) + 3 = 81d8 ⇒ 1 -4 if into melee


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

"Guys, was that a warhorn? That suggests alot more can be here."

Nathaniel will charge the hobgoblin.
Charge hobgob: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Dmg: 1d8 + 5 ⇒ (2) + 5 = 7
Crit check: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Extra on hit: 1d8 + 5 ⇒ (6) + 5 = 11

I believe this qualifies for Booyah..


You could try to charge the goblin Nathaniel

David shoots and misses the goblin, the bolt flying wide as he aimed to far to the side to miss Forfax and Scout.


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

indeed, and its putting them on alert to our presence. taliesin will let nathaniel charge the lone goblin and dispatch 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

"I suggest we get out of here, before more than we can handle show up."


Nathaniel smashes the goblin into the ground as he charges and he keeps hitting it with such a ferocity, that Forfax needs to calm him down as if to say.
"It's dead Nate, it's dead..."

All is silent after the two goblins have fallen. Then suddenly from the west another horn call is heard as if in answer, this is only two blasts though.

How will you precede now?


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

Realizing his mace has a very red color, Nathaniel regains his composure.
"Sorry, but from the warstories we've heard from the visitors back at our town i can't help the feeling this is one of those moments where we finish a fight and get ourselves to safety."


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

That or actually move forward and find out what they were guarding. After all that was a rather large carriage they have with them. Imagine if it holds quality grade weapons for the goblin army. etc.. Think about it Nathaniel we don't know how many they are , but they don't know how many we are. So the goblins might be thinking the same and try to flee as fast as they can too.

DM are the heavy cart tracks heading west? can we guess estimate how far the Horn call was?


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

"That could have been an idea if they hadn't been alerted to armed trespassers....."

Nathaniel would retreat and observe.

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