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)

Well i am for going closer to have a look, it would be better to report that we ran away with giving an actual number on the opposition than not knowing don't you think? How about making a bit of a detour to try and come at them from a different angle than just from their behind?


The tracks are still heading in a western direction, the sounds of the horn sound about a mile or 3-4 away it sounds far off, so whatever sounded the horn isn't that close... yet.

If you're going to try to pick up the tracks again, you'll need to work together again for a few minutes to actually pick up the trail. You could follow these about an hour again without too much trouble.


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

going west is something that taliesin can do with his current skill level :). DM how far can we currently see?


Well it's mostly plains you can see ahead of you, as it is normal weather again you can see pretty far, but in a mile or 2 there's a forest coming up, you can't see anything outside the forest for now though. That would be too hard to see or identify.


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

since we are in the plains and can see any opposing force from quite a distance how about we continue west and see what the goblins have?

Grand Lodge

David, seeing the last goblin fall, he regroups with the others near the battle.

How is everyone feeling, does anyone need healing?

While awaiting a response from the others, he will tap into the aether and see if the goblins had anything of special quality on them.

cast detect magic...and appraise the goods on the goblins. appraise: 1d20 ⇒ 10

After finishing his inquiry, he turns to the others as they discuss the next move.

[b]I agree that we can see miles ahead due to the open plains, however so can they in theory. If we go we should go now, for they have the distance on us.[/dice]

aid survival: 10 = 10


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

not a scatch on me this fight. Thanks david.


Both goblins have nothing magical on them, they appear to be normal roaming scouts, not worth any special gear it seems.

David thinks the bows and small axes they have with them are of crude quality compared to the ones they've seen before and probably not worth much. They do have some reasonably fletched arrows on them still.

Amount of arrows left: 2d10 ⇒ (7, 2) = 9

There is an amount of confusion at first when looking at the tracks, the largest part is goign west, but one smaller cart trail is heading south, the amount of goblin feet near indistinguishable from the surrounding mud. What is clear though, is that this group of goblins is smaller than the one heading west, but still the group would probably consist of about 20-40 as a very rough guess.


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

Survival: 1d20 + 2 ⇒ (7) + 2 = 9

So where to?


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

Elenzar looks around, "What if we head for the tree line. If they are coming in significant numbers we have cover. Here we are exposed once there we can see where to go next."


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

its feasible. the only problem is that i am not a good enough tracker to assure you that i will find their track after that. On top of that which trail do we follow?


I'll still allow you to take 20 on the survival to track them, but you'll use up some time to do that.


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
David wrote:
How is everyone feeling, does anyone need healing?

"I can use some please."

Grand Lodge

wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7


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

"Thanks."


So I assume you continue your tracking of the trail.

Taliesin and a few of the others track their way further west. Mostly they keep their heads down facing the tracks, though the group elected one of their own to keep a scouting eye out.

Someone, only one roll me 4 Perception checks, it can't be Taliesin as he's too busy following the tracks.


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

David, you've got a +6 on those rolls. You're ideal for it.

Grand Lodge

[ooc]here I go lol]

1d20 + 6 ⇒ (14) + 6 = 201d20 + 6 ⇒ (3) + 6 = 91d20 + 6 ⇒ (13) + 6 = 191d20 + 6 ⇒ (3) + 6 = 9


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

tracking: 1d20 + 2 ⇒ (20) + 2 = 22


DM stuff:
1d9 ⇒ 4

Actually Elenzar had + 9 in Perception, but David works fine as well.

After about walking 3 miles David notices glimpses of more goblins trying to hide among the grass, he can see 4 trying to hide among the grass and a lone rider watching the group from a further distance.


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

Forfax can dispatch the rider while we take care of the goblins on foot?

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 don't mind taking out the rider, but I don't want to get caught charging out of my range again leaving Scout and I open for a charge against us in return. That being said, do we have a ruff guess on the distance of the rider to the party?


Well it's your strategy now. I'll be here when you decide to start combat or back down.

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

Well what I'm asking Storyteller is if I could make it to the rider on a charge or if I would have to spend a turn moving before charging forward to meet him in battle.


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

with only a few goblin's on foot it would be better to kill them now then later when there like 3 dozen of them.. When we could have reduce thay number. So get your combat dice readu DM cause taliesin is going for it..


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 it bashing time again....


The goblins are at 150 feet distance, you have some time to prepare any defenses or strategies if you wish. They are actually moving towards you, quite slowly 20 ft per round.

The goblin rider is at the back of the goblins, barking orders at them. You could charge him using two turns, but you would draw a few AoO's from the goblins in front of him.


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

we don't have so much in terms of ranged weapons (at least i don't) So Run on round 1 for me. Forfax can position himself with a double move and charge the rider on round 2 while we engage the goblins in melee


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

"Any chance they don't know we see them. "

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

So we're thinking I double move on a diagonal positioning myself to charge around the goblins at the rider and avoiding AoO.

Grand Lodge

we have company guys. 5 total, one rider, four on foot. I have all my energy to rain down fury upon them

David, will ready his crossbow, when combat starts he will wait for a goblin to come within 80 feet then let fly.

x-bow: 1d20 + 3 ⇒ (12) + 3 = 151d8 ⇒ 1

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 turn Scout a bit to the right and double move placing himself in a direct path to charge the riders rear flank.


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

Along with his friends, doublemove to closest goblin.


So Forfax is double moving 100 feet diagonally, Taliesin runs 120 feet forward, Nathaniel could triple move forward while running (60 ft), David waits for a goblin to come within 80 feet, and Elenzar could also move four times his speed while running. Also remember that using the Run action will make you lose your Dex bonus to AC.

The goblins have spotted you from where they're coming, they approach slowly still. It's something that they haven't done in your previous fight, they seem cautious, afraid or something else, it's difficult to tell from where you are.

When Elenzar posts his action I'll act out round 1. Note: they will move 20 feet closer to you regardless.


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 goblins.

I will take the run.


DM Stuff:
1d5 ⇒ 4

Perception Elenzar and Taliesin DC 15: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 5 ⇒ (8) + 5 = 13
Elenzar holds in a little as he suddenly sees four more humanoid shapes stalking their group amongst the higher grass of the plains. Taliesin has no clue that he's running into a trap and Elenzar can only watch in disbelief.

Elenzar moves 110 feet, but only loses half his dex bonus as he spots the goblins ahead of time.

Elenzar can see that the new goblins are spread out to the sides whereas the first four goblins were dead center protecting the rider.

Forfax's Perception DC 21: 1d20 + 9 ⇒ (16) + 9 = 25
Forfax also manages to see two of the four new goblins, which are obviously in the way of his charge line to the rider. He's not caught off-guard by them.

Two of the new goblins fire at Taliesin, the other two fire at Forfax.
Ranged Attacks vs Taliesin: 2d20 ⇒ (5, 3) = 8
Ranged Attacks vs Forfax: 2d20 ⇒ (11, 13) = 241d6 + 1 ⇒ (1) + 1 = 2
Although completely taken by surprise by the goblin archers, Taliesin had moved too fast for them and both missed.
Forfax's armour gets hit twice by arrows, but only has enough power behind it to pierce his armour.

The goblins in front of the rider move towards the goblin archers and seem ready to defend them. The rider appears to taunt Taliesin into attacking him, making a mockery of him in the goblin tongue and the goblins seem to point and laugh at him because of it.

Demoralize vs DC14: 1d20 + 7 ⇒ (14) + 7 = 21 Taliesin you're shaken for 2 rounds. -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Round 1
David: 130 feet from the leader, roughly the same for the other goblins.
Elenzar: At 25 feet from the leader, 40 feet from either goblin party.
Forfax: At 90 feet from the leader, 60 feet from the closest goblin archers.
Nathaniel: at 70 feet from their leader, 80 feet from the other goblins.
Taliesin: at 15 feet from the leader, 30 feet from the other goblin parties.
Goblins: moved fired their bows, defend their archers and demoralized Taliesin.

The goblin line-up is as followed:
left goblin group: two archers shielded by melee about 20 feet from the leader.
Right goblin group: consisting of the same, only at the opposite side of the leader, 20 feet from him and 40-45 feet from the other group.


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

Elenzar calls out, "More goblins"

He lets out a prayer to bless his allies. Casts bless he and
Taliesin. Then he pronounces judgment on the leader as a swift action.

He raises his hand and calls out a judgment against the leader in goblin. "Justice finds you today you will answer for your crimes.


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

Judgement works for an entire fight against all enemies present.. :)

Round 2

Talisesin will cast a shield spell and move 15 ft toward the goblins leader

Current AC 22

Tks for the Warning. lets kill them all


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

Doublemove towards the leader.

"If we take down the leader fast enough, their morale might drop."


Taliesin, Perception DC 20:
Now up close with the rider you can see a particularly small goblin holding a knife next to him, silently crouching beside the big wolf.

Elenzar which Judgment are you using? Justice I presume from your speech. Also you may still take a move action if you wish.

Round 2:
David: 130 feet from the leader, to act.
Elenzar: At 25 feet from the leader, 40 feet from either goblin party. Casts Bless and pronounces Judgment.
Forfax: At 90 feet from the leader, 60 feet from the closest goblin archers. still to act
Nathaniel: Double moved, at 30 feet from their leader, 40 feet from the other goblins.
Taliesin: Melee range with the leader, 20 feet from the other goblin parties.
Goblins: Still to act.


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

Perception: 1d20 + 4 ⇒ (5) + 4 = 9 Taliesin is focused only on the upcoming duel with the goblin squad leader


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

If I still have a move left I will draw my curved blade.


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

Elenzar you can draw your weapon as part of a move action

Grand Lodge

David, will slowly approach the ensuing battle.

double move 45 feet forward


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

Wow this is a lot of actions for me this round. You are right. So this round to sum up. I will cast bless, use a swift to pronounce the Justice judgement, and advance on the leader drawing my blade. I will advance in such a way as to not open myself up for AOO and to Flank with Taliesin. If I can't get all the way into position I will next round.


Round 2:
David: Double moved, 85 feet from the leader, 105 from the others.
Elenzar: Casts Bless, pronounces judgment and moves up. Within 5-foot step reach from the leader, 30 feet from one goblin party, 15 feet from the other.
Forfax: At 90 feet from the leader, 60 feet from the closest goblin archers. still to act
Nathaniel: Double moved, at 30 feet from their leader, 40 feet from the other goblins.
Taliesin: Melee range with the leader, 20 feet from the other goblin parties.
Goblins: Still to act.

Waiting on Forfax to act, I'll bot him later tonight if necessary.

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've been debating how to go about this, I have archers between me and the leader so the debate is do I attack the archers and their defenders before going after the leader or charge through giving them all AoO so I can get the leader. Then there's declaring the leader my challenge and giving everyone a +1 to attaks against him and a -2 to my AC against everyone else. I guess the best option would be this:
Forfax charges the nearest goblin and attacks, Forfax with his bill and Scout will both hooves.
Forfax attack: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Forfax damage: 1d8 + 4 ⇒ (2) + 4 = 6
Scout attack 1: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Scout damage 1: 1d6 + 3 ⇒ (3) + 3 = 6
Scout attack 2: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Scout damage 2: 1d6 + 3 ⇒ (2) + 3 = 5


Forfax charges the closest goblin and strikes a glancing blow on the goblin. He's hurt but not badly enough.

Scout though gets two readied attacks against him.
Attacks: 2d20 ⇒ (6, 14) = 20

One hits and cuts him just barely across the chest.
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

The goblin rider laughs and suddenly speaks in the common tongue.
"Haha! The five of you think you can beat us? Is that the best Heartham has to offer? Har Har! Sic 'em boys!"

The other goblins seem to understand that one sentence and attack the closest targets.

E,N: 4d2 ⇒ (1, 1, 1, 1) = 4 The ranged goblins intend to fire arrows at Nathaniel, but see Elenzar as a better target.
Ranged Attacks: 4d20 ⇒ (9, 5, 5, 20) = 39 Crit?: 1d20 ⇒ 17 Damage+Crit: 3d6 ⇒ (1, 3, 6) = 10

Three arrows sail over elenzar's head and when he smiles faintly and thinks he's safe, one arrow penetrates a weak spot in his armour, just under his armpit.

The two melee goblins approach Forfax, side-stepping to his sides to evade his reach.
Attacks: 2d20 ⇒ (10, 12) = 22Damage: 1d6 + 2 ⇒ (4) + 2 = 6
One of the goblins cuts him across the leg with his short sword.

One of the other melee goblins charges at Nathaniel with a wild-screaming fury, heaving his mace high as he goes.
Attack: 1d20 ⇒ 3 Nathaniel evades the blow and the goblin only strikes dirt, but looks growling at Nathaniel.
The last goblin stays to defend the archers behind him.

The wolf rider looks down on Taliesin, smiles then bellows.
"You! I'm going to kill you! Urmat, go! Hahaha!" He seems to grin and bloodlust flows through his eyes.
Attack Wolf Rider: 1d20 + 6 + 2 + 1 ⇒ (20) + 6 + 2 + 1 = 29 Crit confirm?: 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 22
Damage: 2d6 + 4 + 4 ⇒ (5, 6) + 4 + 4 = 19

The rider hits Taliesin very hard, cutting him in one fluid motion with his cutlass from shoulder to shoulder, through Taliesin's armour spell and his ability to dodge.

Acrobatics: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 9 ⇒ (8) + 9 = 17 The small goblin tumbles past Taliesin and easily dodges his eyesight, he tries to tumble past Nathaniel's defenses as well, but fails in going past Nathaniel's wary eyes.

Nathaniel you may take an AoO on him. If he survives he's taking Total Defense.
Taliesin if you hadn't noticed the wolf rider just went into a rage.
Your turn guys


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 ⇒ (2) + 8 = 10
Dmg: 1d8 + 5 ⇒ (4) + 5 = 9
And the roll is epic XD

Attacking the goblin in front of him.
"Huh!"
Slam mace: 1d20 + 8 ⇒ (8) + 8 = 16
Dmg: 1d8 + 5 ⇒ (5) + 5 = 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

Scout and Forfax will continue their assault on the goblins before them.
Forfax attack: 1d20 + 6 ⇒ (9) + 6 = 15
Forfax damage: 1d8 + 4 ⇒ (6) + 4 = 10
Scout hoof attack 1: 1d20 + 5 ⇒ (16) + 5 = 21
Scout hoof damage 1: 1d6 + 3 ⇒ (1) + 3 = 4
Scout hoof attack 2: 1d20 + 5 ⇒ (8) + 5 = 13
Scout hoof damage 2: 1d6 + 3 ⇒ (2) + 3 = 5

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