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

Game Master Rocan

A group of villagers need to band together.


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The goblin was just within David's reach when he sprinted short distance after him. The two missiles slam into the goblin, but he still runs away.

Forfax could catch him if he went after him, the rest won't be able to catch him from here on out.

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

Might as well stop him from giving the enemy anymore information about us, so Scout and I will chase him down.


I'll let you take him down without rolling for it.

The last goblin standing though takes a swing at Taliesin and then falls unconscious through bleeding.
Attack: 1d20 + 3 ⇒ (1) + 3 = 4


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

Well we won says taliesin casting a detect magic

lets get anything form these bodies that are interesting and move on shall we de do our healing? i think i am not the only one wounded.


DM Stuff:
7d20 ⇒ (19, 12, 5, 19, 20, 11, 18) = 104

Loot:
You find 2 mwrk chain shirts, 8 studded leather armours.
1 mwrk scimitar
2 mwrk daggers
4 shortbows with a total of 4d10 ⇒ (9, 6, 6, 6) = 27 arrows left
4 short swords
4 heavy maces
Also 3 light red potions, a very crude map of the surrounding lands and a total of 8d6 + 2d10 ⇒ (5, 4, 4, 3, 5, 5, 3, 5) + (8, 2) = 44 gp inside the goblins bags and pockets.

Note, you can't probably carry everything with you as all the armours together weigh a lot.

After the goblins have been cleaned of their gear, all of them feeling limp as you handle them, the weather seems to turn a little sunnier.

The prints of these goblins might be more easily followed back, it hasn't been raining as you've started following these tracks, though it's getting quite later in the afternoon. It's somewhere between 3 and 4 pm


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

taliesin is all for just taking the cash / potions the map and that is all (since the MW armor are small size)

Survival: 1d20 + 2 ⇒ (15) + 2 = 17 to pick up/ follow the traks


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

"Let me see that map. I hope I haven't been studying the gob tongue for nothing."

Grand Lodge

David would suggest that whatever we don't take or keep we destroy so other goblins can't use it.


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

Taliesin will hand over the map and will start to ID the potions

Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28


The potions are all CLW potions.

The crude map shows Elenzar that the goblins have made some sort of large camp some 6-7 miles further west. It also mentions a path they took from which they came (southwards), it's not sure if more goblins will come using the same way or not. Though there is a marking and scriblbing mentioning weapons and armour in a region close to the border. There's a name written near it. "Monn"


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

We have 3 potions of CLW


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

"Well if this map is to believed their war leader is here. The main camp is very close here. But near the border is the name Monn we have heard in their warcrys. We need to be smart. This info needs to get to Lord Midway. They can hit this camp while . . . we hit this Monn."

Refresh my memory is Monn the Baron or Duke we were worried about or is he someone else that I believe is in cahoots with the baron.


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

understood, Elenzar but for Lord Midway to order a sortie he will need information: size of the force, disposition, snetry etc. Lets provide him that information first shall we?

Holding the potions outs

who doesn't have one of these already?


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'll have one, thanks."


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

Taliesin hands him a potion of CLW


You heard the name Monn before via the first goblin raider parties around Heartham. He is not the leader of Krewlod, that is Duke Boragus. Monn is probably a lesser leader, but probably also at least the brain behind the first incursions and the raids.

I'm assuming you do continue to track the goblins? Excellent

The hour after the fight you can track these tracks easily enough and there appear to be no more enemies in sight.

Perception DC 25:
There's a faint sound heard in the distance, like a clang of hammers on a wooden surface. Though it might be your imagination, you think you saw a glimpse of another two one-eyed giants in the far distance.

Do you continue? If so roll me Survival, and at least one person roll me a Perception check if you didn't roll Survival. Any other rolls that you think might be appropriate, roll them too.


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

Aiding perception. Mine won't make it anyway.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15


You can't aid in Perception Nathaniel. If you see or hear it, you could point it out to the others so they get a +4 bonus to a following Perception check, but not Aid Another.


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

Right...

"The scene's rather quiet isn't it. Not that i'm complaining."


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

Elenzar nods, "Let's scout then . . . not attempt to face the army ourselves."


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

Taliesin is in really need of healing (i have asked for in character everyone is out of spell?) he has 6/25 hp

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


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

Laying a hand on his friends shoulder.
Lay hands: 1d6 ⇒ 6

Grand Lodge

I thought I posted i healed you...it got eaten

David walks over to the badly injured Taliesin, looks at his multiple wounds, and lays a gentle hand on him. A blue wave, washes over him, healing him of his injuries.

cast CLW: 1d8 + 3 ⇒ (8) + 3 = 11

Afterwards, he takes out his wand again, and taps him on the shoulder with it.

1d8 + 1 ⇒ (2) + 1 = 3


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

Assign the 3 hp from the Wand to Elenzar he is at 14/25. I am find with the LoH and the spell of CLW. thanks

Grand Lodge

Elenzar, you not looking to good. Here, let me help.

wand cure light: 1d8 + 1 ⇒ (4) + 1 = 5
wand cure light: 1d8 + 1 ⇒ (7) + 1 = 8


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

so any results as we try to approach stealthy the camp to have a better idea of what we are looking at?


As none of you ever said you approached stealthily further down the tracks I can assume nothing. But if you now say it, I'll assume you all take 20 on Stealth and Perception. I will not do this every time mind you.

When you approach further you all can hear the tapping and clinking of hammers on wood and iron. You get to about 500 feet distance from the origins of the sounds, amidst the trees of a small forest in the west, a sound of commotion and work can be heard.

David, Elenzar and Forfax:
You can see the shape of a wooden tower through the trees. It is manned by several goblins, looking out over the lands to the east. They don't seem to have spotted you yet. There are however larger patrols marching around than the ones you've faced before. You can see a rough estimate of about 20 goblins and riders.

Forfax and Elenzar:
You feel the crunch of heavy things on the ground in the distance. Either it is a tree that falls or something as large as the cyclopes from before. There are low grunting noises to be heard as well, it probably weren't the trees that made that sound.

DM Stuff:
5d20 ⇒ (8, 9, 20, 1, 20) = 58


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

tks Benevolent DM :)


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

Elenzar points out the direction of the giants and patrols.

So multiple patrols of 20, and giants. Any chance we can tell how huge the camp is; hundreds, thousands or is the rest of camp is hidden from view.


The rest is hidden from view, but with the patrols guarding here, it would be a good guess there would be at least several hundreds if not a few thousand men here.


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

lets retreat for now to a safer place but not too far just in case. i'll pass along the info we gathered and see what the answer is

After backing a way for a bit

DM:
Taliesin will use the communication device and make a full report on the situation: the camp with at least several hundred if not a few thousands men, the battle prowess of the one eyed giant the party was able to defeat and the last goblin map the party was able to get.


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

Elenzar nods relieved. I am so glad I thought for sure this bunch would want to tackle the whole army.

Grand Lodge

Well, that sure is a horde of goblins. Maybe Lord Midway can send hep or if nothing else be able to fortify himself and the town walls to fend off any potential attack.


When Taliesin contacts Arvinth, the image and sound come crackling through, then the familiar old voice of Arvinth comes through more clearly.

"Taliesin? Is that you? How are you all? We've heard about your trials through Nathan, he should be on his way to you. So what news do you bring?"

He listens to Taliesin's recitation of the events and what they found and everything is quiet for a while. Then softly you can hear Arvinth wants to say something, but backs off a few times until he's ready to tell it.

"It is grave news indeed. Word of our deceased king must've reached Krewlod as well, as I've seen Tatalian troops moving in from the north as well through my 'crystal ball'. I'm afraid Erathia is going to be drawn into a full blown out war in some time. Let me get back to you after I've conferred with Lord Midway."

Then the transmission goes silent for several hours.

Tatalia is the country to the north-west of Erathia, it is home to lizardmen, gnolls and creatures of the swamp. Giant Dragonflies and wyverns make their home there as well.

Are you going to wait here for several hours, backing off and go back to Heartham, try to spy more or head out in a different direction. At the moment it looks like they are still setting up camp and might do so for several days or even weeks.


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

............
"Full blown war, the stakes have suddenly jumped high into the sky.
Shall we head another way and see if there is a possible route they could take for marching onward? Cutting or sabotaging off any such way would be most helpful."


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

Agreed the more info we get the better it is for Lord Miday's battle assessment. Let's try to find a better

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Survival: 1d20 + 2 ⇒ (13) + 2 = 15


So does that mean you approach the camp or retreat and go in from a different angle? If the first I'd need a Stealth and Perception roll from all of you, or just the ones that want to approach (alone). If the second you could retreat and take 20 on both to approach from a different side up till 500 feet again.


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 think this means we're heading another direction.


Now you're approaching from the east of the camp, then give me a new direction from which you want to approach.


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

"You guys want to head north or south?"


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

We are retreating from this position so that we can come at then from the South Taliesin will taker 20 if possible to crease the tracks made by the party as the retreat. Then if possible take 20 on stealth and perception as we come from the new direction


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

"We weren't already at full blown war? Did you mention that we also likely know were their war leader Monn is. If our nation fights on two fronts a blow to the leaders here is crucial. Even a harassment force striking this camp might draw support away from Monn's position."


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

Yes i also included the information we got off from the goblin's map


The group of adventurers slowly backs off, unsees by the goblin lookouts or the patrols close to the outpost.

When the group makes a circling motion to approach and watch from the south, a slight tinging sound is made just as they start to approach closer.
Taliesin recognizes it as the communication device of Arvinth and pulls it out of his pack.

The image of Arvinth appears a little blurry, but his voice carries through quite clearly.
"I've spoken with Lord Midway and he acknowledges the danger this new outpost poses. Preparations to try and withstand a siege are being made." His voice sounds calm and sure.

"He has sent out scouts for possible places of refuge to use and has called up more people to defend the walls if they can. We don't know how long we have, but we'll be as ready as we'll ever be when they do attack us. Goblins aren't the most patient sort to have a prolonged siege."

Arvinth looks again ready to say something, but doubts if he should tell you. In the end he tells you a little something, something out of the ordinary.
"You can't fight an all out war by yourselves, if you can deliver a blow try it, but don't do it if it means putting yourselves in perilous danger. I don't think if there's time enough for Heartham for this to matter, but for you it might help if you try to remain safe. There's a legend of a powerful artifact that was kept in a castle north of Heartham. Though the castle was attacked, I have written confirmation that there might be two vaults beneath the castle grounds. It might be that the vaults are untouched or perhaps still useful things remain."

Arvinth stays silent for a moment and almost hears Taliesin's mind processing this information.
"Don't make this your goal lad. Heartham will eventually fall, we can't hold out against an entire nation if Krewlod decides to unleash their trained giant beasts against us. But keep this in mind if you're in need of some extra help."

With that Arvinth waits for any response and then he goes out.

Approaching in the same manner as before, the group comes to the camp from the south. At some 500 feet they halt as they can again see a wooden platform in the trees with several goblins on it and the slight shape of a rope ladder as well.
There's more of a wall visible from this side and there are several large humanoid shapes carrying whole logs to complete the wall.

Beyond the wall there's a large tower to be seen, possibly a quick keep that has been built or is still being built. With the help of several of these giant creatures it must be quite easy to do so.


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

DM: do we feel there is a reasonable chance for the melee to get to the tree where the platform is?

So up to you now should aim to get the powerful artifact that might not even have a power that could help with war or should be try to ambush that Monn guy?


The platform is pretty close to the fort itself. If you think you can sneak to the platform without being seen or logs hurled at you, you can try :) If you'd rather want to stay alive than I'd suggest something else. Taking on a fort with hundreds of goblins with just the five of you doesn't sound like a really good idea.

Also is that question referring to Arvinth or the rest of the group?


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 no war planner I understand the decision to fortify and wait but I think they should ride out and even if it is to harass might create enough distraction for us to hit Monn while the main force is occupied. Trying to attack this Monn general with his entire army a few miles away seems a fool hardy plan. Perhaps if we waited for them to move we could strike Monn's location but that assumes he does not ride with his army."

Do I think the castle he is talking about is the one I read about earlier? Or is it a different one.


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

well if our order to stay in the field are done then it is up to us to do what ever we want (hence asking the group about the castle) Or we have new order form Lord Miday

DM / Arvinth:
Does lord Midway have things he wants us to do? Investigate the old castle ? try to get closer to that Monn fellow? scout the region more ?


Elenzar you think it might be the same castle, the one that is called Gateway, in other castles the vaults may have well been found already. As none have yet reported finding the artifact, it must be a ruined castle.

"The old ruins of Gateway are being scouted by his men as we speak. We hope the goblins haven't found it and that it's reasonably safe to house people in there. As Lord Midway said, you can't take on such an army alone, either retun home or try to find out more about our enemies. Scouting out the regions for any patrols might be a good idea, then we could dispatch larger patrols of our own and ambush them. That Monn fellow isn't someone I've heard of, he's probably not one of the main army leaders. He might be just a small captain or local leader of goblins, whatever his involvement is we don't know why he started the raids and incursions."

Grand Lodge

We aren't going to take on this whole outpost, I don't particularly want to throw my life away quite yet. So, where to now gents? Perhaps this artifact, if still out there, could give us a large enough edge to fight back Krewold and the rest of the goblin army?

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