Might and magic, Lords of the Contested Lands

Game Master Chyrone

Set in the Might & Magic ancients universe.

A group of strangers will grow into the lords of Harmondale, and get involved with more than they would have imagined.
Will their land stand the test of the years to come?
Date: February 11th


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Loot sheet No plunder, no pay Battle map--Misc info slides
Strom Thistlebeard wrote:
** spoiler omitted **

Strom:

The elder druid seems not inclined to continue the topic of prior further than that.

"Sorry for your loss.", he does say with a genuine tone. "My only child died in that same war, as well. Deyja's deathmages are a disgusting lot."

The walk continues in silence, mostly. The two druids having their own thoughts about this day's awkward way of meeting, but at least there seems to be some form of a professional air between them, if any.

The day's activities involve some checks. As the assisting caster to this, your checks are at the Aid Other difficulty. DC 10.
1st, a DC 10 CL check. This serves to start a trance through which you can ask a spirit for aid. (DC 15 as primary caster)

2nd, a DC 10 Kn. Nature. (DC 30 as primary caster)
3rd, 2 Diplomacy DC 10. (DC 30 as primary caster) One serves to draw the attention of, and convince of your cause, a spirit you ask for guardianship.[/ooc]

- The crafting of a vessel isn't that hard. The object to make is a smooth wooden orb, with a shallow engraving of the spirit of flora's symbol.
- The commune requires the checks mentioned above, and takes most of the time.
- The 2nd time consuming part, and 3rd step, requires investing magical energy. A DC 10 CL check. (DC 15 as primary caster)

Meanwhile with the rest of the party....

Strom has left with the elder druid further into town, into the direction of a distant large tree. The redhead, who introduces herself as Hannah, and Mac, the hotheaded dwarf, along with a male cleric of Zephyr, walk you towards the tavern. The tavern, named the Hollowed Oak, is one of the buildings not ravaged by the night raid. It's cozy, a mixture between a hunting lodge and a regular tavern. A couple of trophies decorate the wall, alongside decorative carvings.

You all get seated at a large central circular table, at which Hannah takes word first.
"First, thank you for offering your help. Our own idea, which the elder already made mention of, was to provoke an attack. With our lessened numbers, i believe they might send a little less men next time, to 'finish the job'. However, this time the defenders will have prepared."

Mac: "Of course, since our walls are breached in a few places, getting up some basic barricades could help. The wrecked houses should be searched for suitable pieces."

Cleric: "Any injured could be taken to the chapel for safety and immediate aid."

Hannah: "But that is our take on it. Might you have some additional suggestions?"


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 9/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

We're sorry for your losses, and are happy to help... that's why we came this way. .... I like the barricades idea. Make the place look less inviting and they might just move on next time. And definitely train and be ready for another attack. This area seems to have a big goblin problem. Not sure if genocide is the answer, or if there is a way for all of us in the surrounding areas to pitch in and do patrols and scouting so that we can stay on top of the threat. Definitely interested in your thoughts and ideas, because we face a similar problem. I wonder if they can be reasoned with and a treaty made, or if it is hopeless.


Loot sheet No plunder, no pay Battle map--Misc info slides
Astella wrote:
We're sorry for your losses, and are happy to help... that's why we came this way. .... I like the barricades idea. Make the place look less inviting and they might just move on next time. And definitely train and be ready for another attack. This area seems to have a big goblin problem. Not sure if genocide is the answer, or if there is a way for all of us in the surrounding areas to pitch in and do patrols and scouting so that we can stay on top of the threat. Definitely interested in your thoughts and ideas, because we face a similar problem. I wonder if they can be reasoned with and a treaty made, or if it is hopeless.

Hannah: "Faster communications would certainly aid, if there is news. Right now, our rider has gone out to notify of the raid. I couldn't say how Fairhaven's leadership will act on hearing. It will be devided i suppose. I am guessing they'll be devided over setting up to fend off, and sending armed aid. After all, while both Fairbrooke and Fairhaven have trained defenders, only part of those are seasoned. How are things then over at Welnin's side?"

Mac: "A treaty with those raiders? How can you even consider that? Those tattooed greenskin mercenaries must be put in their place. Come to think of it, we hadn't buried those yet."

Kn. Local 12:

While true that goblins of any kind can find themselves working as hired arms, mercenary armies might not all have the tattoos. Goblins born unaffiliated with a nation, or 'born free' as it were, often bear no tattoos based on role/profession.

Tattoos so far have been a reappearing thing with the goblins in the Contested Lands, as far as Astella, Daniel, and Estelle have seen.

Cleric: "I'm much in favor the least amount of bloodshed, but i agree with Mac, on that i do not see why raiding goblins would sign a treaty."

Still...a small chance is better than no chance...even if seemingly unlikely at first.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

K local: 1d20 + 8 ⇒ (12) + 8 = 20

GM, I'm a little confused about the contents of the spoiler. Is the idea that these goblins probably aren't mercenaries since they all have tattoos?

Severa nods thoughtfully. "I can help mostly with illusions or blinding crowds of them. But it is possible that we can negotiate with them, particularly if we can convince them that it would be too risky to fight us."


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Loot sheet No plunder, no pay Battle map--Misc info slides
Severa Elanariel wrote:

[dice=K local]1d20+8

1)GM, I'm a little confused about the contents of the spoiler. Is the idea that these goblins probably aren't mercenaries since they all have tattoos?

Severa nods thoughtfully. "I can help mostly with illusions or blinding crowds of them. But it is possible that we can negotiate with them, particularly if we can convince them that it would be too risky to fight us."

1) While a mercenary company made of goblins could all have tattoos from previous backgrounds, there'd likely be the occassional ones without. Thus far, though, the ones the others have encountered, all bore tribal style tattoos. Make of it as you like. ;)

The cleric looks at Severa in some doubt,
"Right....if their number were much smaller than that of the raid, you may be on to something. I wouldn't walk up to the occupied fort saying that, though. I reckon there'd be a volley of arrows, and maybe a horde of goblins swarming you into submission."

Hannah bumps her fist modestly against the cleric's shoulder.
"Which is why we can lure some here, and fight on our own terms. No surprise attack, none of ours getting cut down opening their front door.", she looks back at the party.
"And hopefully send back the message we can fight. But there is still the matter of effectively luring them here."

I'll get a rough setup map of Fairbrooke one of the next few days.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Strom:

CL: 1d20 + 3 ⇒ (5) + 3 = 8
K N: 1d20 + 5 ⇒ (20) + 5 = 25
Dip: 1d20 + 9 ⇒ (7) + 9 = 16
CL: 1d20 + 3 ⇒ (20) + 3 = 23

STrom works in silence with the elder druid, learning what he can of the ritual while lending his magic when appropriate. Sage spends the afternoon hunting and cleaning herself and lounging in the sun.


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 9/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Astella nods her head. The goblins that were at the castle at least pretended to negotiate, but she admitted there was a low likelihood of peace at this point. She wondered if they now had a centralized government, or if they were all just scattered.

As she tried to think it through, she made sure she was ready for battle, and helped build barricades.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Should we commence longer term activities like building barricades, scouting, etc at this point?


Loot sheet No plunder, no pay Battle map--Misc info slides

GM rolls:

1d2 ⇒ 21d4 ⇒ 34d12 + 12 ⇒ (10, 12, 12, 5) + 12 = 51

While Strom spends the day with the druid, the others help the current defenders, and the remaining townsfolk who hadn't left, scavenge for materials for makeshift barricades. From broken doors, damaged, furniture, old carts, 3 out of 4 weak spots in the pallisade walls were covered. Leaving 1 spot and the front entrance of Fairbrooke in need of a bigger presence in case of an attack.

Luckily, that did not happen today.

More tonight.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa asks around "Does anyone have any materials to help fortify the gaps? Caltrops, bear traps, or even simple marbles?"


Loot sheet No plunder, no pay Battle map--Misc info slides

Strom:

Getting into the communion trance was a bit trickier than expected, though doing it for the first time, many people would find it like that their first time. A tip from the elder druid gets you more steadily started afterwards.

Nonetheless, once going, Strom's effort prove strong, and between the two, a spirit answers the plea for temporary guardianship.

In the oddly lit surroundings, a foggy reflection of your actual surroundings, the sphere of light enters the wooden vessel. The trance then ends.

The druid takes from his beltpouch a peculiar looking seed, and crumbles it into the engraving.

"The spirit's chosen form is connected to whatever animals live in the lands, they choose this form at random, with a small chance of taking a larger form. These seeds are the final component. Much like the dendroid guardians grow from the arches in Avlee, this ritual does the same principle on a small scale."

He pulls up his sleeve, showing that arm to resemble bark instead of skin. A few stumps show where one could normally get seeds or acorns.
"Except i serve as the point of origin instead."

The sphere turns bark color, and grows into what looks like a muscular sort of shephard dog. Not as big as the dire wolf, but obviously stronger than a normal one.

"Finally, and this is most important, to show the guardian who is friendly. Any casters participating in the ritual, are seen as non targets. Any others, must be shown and designated as such by the main caster. This can be done upon summons, or afterwards at a later time.
A guardian always defends a limited area, but will do so even if facing overwhelming odds."

This ritual summons a random land based creature from the summon nature ally 2, that would be native to the environment.
Such a guardian has the following qualities.
A single natural attack (bite, gore) carries the entanglement effect. Reflex = 1/2 HD + con modifier.
DR magic slashing 2 (4 if dire), fire vulnerability, resist cold 2. (Resist 4 if dire)
+2 bonus to Str, Dex, and Con.
10% chance it is a dire/large version, but those do not hold the physical boosts, as that is already a better version with more dmg.
Its creature type becomes plant.


Loot sheet No plunder, no pay Battle map--Misc info slides
Severa Elanariel wrote:
Severa asks around "Does anyone have any materials to help fortify the gaps? Caltrops, bear traps, or even simple marbles?"

1d3 ⇒ 21d3 + 1 ⇒ (2) + 1 = 3

The redhead nods.
"Cruel a method bear traps are, we have a few. 3, i think. I suspect marbles will have been taken with the children when they left."

Fairbrooke is, after your current preparations, accessible at 2 points instead of potentially 5. The gate, and a breach in the north wall.
Previously, the goblins had hit the block that makes up 8,9,10,12,13, and some non displayed housing to the north. They had not hit the center of Fairbrooke yet. On the map, i've marked three estimated routes by which the goblins would make their way to the center.

You can choose which route to defend, and that area will be made into a combat map. (N, S, SE) The other routes would be defended by devided Fairbrooke forces. If 1/2 of the number of goblins on a route is defeated, and at least 1/2 defender forces remain, they withdraw. If rolls go bad for the defenders, they withdraw to the school (#11) to regroup, but the goblins will pillage buildings on that route and leave with the plundered spoils.
Your group won't need to be alone on a route, unless you want to. If not, you can choose between some defenders with bows, making ranged attacks against random goblins. Or perhaps you'd like some bodyguards to defend the more squishy among you.

Ranged defenders: x4 lvl 2 elven warriors with the regular ranged NPC stat array.
Bodyguards: x3 lvl 2 dwarven warriors with toughness and bodyguard feat. Regular melee NPC stat array.

Strom:

A summoned guardian also has +1 Natural armor, +2 if dire.
They remain for 24 hours.


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 9/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

I vote the ranged defenders. They can hopefully help pick off goblins before they get to us, but I don't feel strongly about it if you all want melee help instead.

Also, is the school climbable with a good roof? Looks like a good place to shoot from for any of the routes, but especially the north one with a long diagonal path that looks like a good sightline the whole way. ... Any other buildings that are tall enough to use for sniping?


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

I assume us having defenders weakens the other areas? If so, I'm ok with us trying to do it without any NPC defenders.

Severa shrugs regarding the comment. "Cruel it may be but I am not concerned about that when they come to threaten your lives and livelihood..."

I will put bear traps in some places on the map depending on where we choose.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Strom listens to the old druid and helps with the ceremony to create a new guardian. His first action is to introduce Sage as a friend, although he wonders if other creatures of kind need to have this step performed. Better to be safe when magic is involved.

He does not say it, but he wonders if this was an effective use of spells, given the relative ease with which his own party defeated the previous guardian. The wooden wall trap seems like a solid idea although it appears to only serve when the invaders have already penetrated the town proper, and only if some number of them congregate in the square. Perhaps the wall could be used to seal the invaders inside the town and then it could be torched by archers and burn the invaders within. The town could be rebuilt but lives are much more expensive to bring back from the dead.

He hopes the rest of the team are making headway and allowed their ideas to improve the fortification.


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Male human Here is an image for Daniel Fighter 2 |HP: 21/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

Daniel will try to give a speech to improve morale. I'll try to post one in a bit, but its hard to type a lot here using a phone. I vote no defenders with us. Let em guard other entrance and have a scout to keep watch for sneaky tricks. At most, 1 body guard for both Severa and Astella. 1 total I mean


Loot sheet No plunder, no pay Battle map--Misc info slides

N, S, SE: 1d3 ⇒ 3
The route near the town park. Map coming tomorrow.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa looks forward to trying to help deal with the goblin army, even if traditional warfare was far from her strong suit.


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Loot sheet No plunder, no pay Battle map--Misc info slides

Map is up, slide #12. Could you all position yourselves within the marked area, and we'll start from there. Thanks for the patience.


Loot sheet No plunder, no pay Battle map--Misc info slides

I'll position all tonight and we can get this fight started.


Loot sheet No plunder, no pay Battle map--Misc info slides

OK, everyone is in the marked area.
1d4 ⇒ 2

Init:

Astella: 1d20 + 2 ⇒ (10) + 2 = 12
Daniel: 1d20 + 2 ⇒ (3) + 2 = 5
Estelle: 1d20 + 1 ⇒ (13) + 1 = 14
Severa: 1d20 + 3 ⇒ (7) + 3 = 10
Strom: 1d20 + 5 ⇒ (16) + 5 = 21

1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 2 ⇒ (17) + 2 = 19

The following day further preparations are completed. Furniture to barricade the doors to the school are on the ready, a couple of archers have moved to the 2nd floor windows. The druid has a combination of elven archers and dwarven warriors to hold the north route.

The redhead and the hotheaded dwarf have a number of those along to defend the south route, and your team, along with a dwarf to get between goblins and the ranged support, bar the way on the south east route.

You start hearing noises, doors getting shoved or kicked open. Voices speaking in goblin, sounding a mix of boastful, caution, surprise...and forceful.

Goblin:

"Quick check the houses, but do not slack off. You know what happens if your heart isn't into it."

1 "Clear!"
2 "Clear!"
3 "Clear! Still some left over items here."

"Stash it. Now move on!"


The sound of a lot of boots walking the path comes ever closer. They reduce in pace, but they are still there.

Defending Fairbrooke, round 1

Blue & Cyan
--------------
Strom
--------------
Green & Dark Green
Orange & Yellow
--------------
Estelle & Astella
Severa
Daniel


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

"Here we go," says Strom confidently. He moves forward, hearing the goblins speaking hastily opposite the row of buildings in the area of the attack. His short legs move him enough so that he has an angle around the corner of the southern house to cast a spell, entangling the goblins within. Sage moves with him to catch any of the goblins that can move with more agility through the mess of vines.

Cast Entangle (yellow area on map). Duration 3 minutes.

"Archers! Take them down!"


Loot sheet No plunder, no pay Battle map--Misc info slides

The archers are at the school. Voting had NPC defenders stay with the other Fairbrooke defenders.

Reflex: 2d20 + 2 ⇒ (13, 6) + 2 = 21
1 goblin's got his legs tangled up by a sudden burst of vines sprouting from the ground. The other one is still fine.

The other goblins, of which Strom sees 1 clearly, move out of sight, and take a cautious unseen detour behind the houses in the west.

Estelle & Astella
Severa
Daniel

All 4 can post, but it will resolve in initiative order.


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 9/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Astella moves and casts Gravity Bow.

Estelle moves and prepares an attack if any goblins come in melee range.


Male human Here is an image for Daniel Fighter 2 |HP: 21/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

Daniel Runs forward, drawing a javelin as he moves before using his momentum to add further strength to the throw.

javelin: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Which would have pierced the hide of a dire boar, if he hadn't completely overthrew the target.

assuming a 10 doesn't hit even an entangled gobo.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa prepares to slow down the goblins when they re-appear from their detour.

Readied action to glitterdust to blind if I see 3 more goblins within the 20 ft diameter circle of a glitterdust with no allies who would be blinded. DC 16 will.


Loot sheet No plunder, no pay Battle map--Misc info slides

The two goblins standing in the area with moving vegetation shout out something in their own tongue.

Goblin:

"Beware, there is another nature mage over here!
Avoid walking through the center!"

Not a moment after, you hear the sound of a combat horn sounding from the streets in the distance. Shouting is followed by the distant sound of metal hitting metal, as the Fairbrooke defenders engage the goblins.

Defending Fairbrooke, round 2
Round 2

Blue goblin takes total defense and moves slightly forward.
Str check: 1d20 + 2 ⇒ (17) + 2 = 19
Cyan breaks free from the entanglement, and follows suit.
----------------------------
Strom
----------------------------
Green & Dark Green
Orange & Yellow
--------------
Estelle & Astella
Severa
Daniel

GM rolls:

Round 1.
North.
6d20 + 4 ⇒ (16, 9, 14, 18, 3, 4) + 4 = 684d20 + 4 ⇒ (7, 5, 8, 6) + 4 = 302d20 + 5 ⇒ (2, 18) + 5 = 25
3d6 + 2 ⇒ (5, 4, 6) + 2 = 171d6 + 1 ⇒ (1) + 1 = 2
3 hits, 1 hits.

South.
6d20 + 4 ⇒ (13, 10, 19, 7, 10, 20) + 4 = 834d20 + 4 ⇒ (4, 14, 14, 11) + 4 = 472d20 + 5 ⇒ (11, 15) + 5 = 311d20 + 4 ⇒ (8) + 4 = 12
3 hits, 3 hits.
3d6 + 2 ⇒ (1, 1, 1) + 2 = 52d8 + 2 ⇒ (2, 4) + 2 = 81d6 + 1 ⇒ (1) + 1 = 2


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Unfortunately, Strom had been sequestered away from the town to recreate the guardian, and his lack of knowledge of the streets has caused him to waste a significant opportunity to slow down the invaders. All he can do for the moment is double back to where he started.

2x move.


Loot sheet No plunder, no pay Battle map--Misc info slides

While Strom's entanglement spell area had been called an alarming prospect for the goblins, it did provide means to force the goblins to limit their number of paths to safely take to engage the team.
[spoiler=Gob rolls]
2d20 + 4 ⇒ (12, 13) + 4 = 292d6 + 1 ⇒ (4, 3) + 1 = 8
2d20 + 4 ⇒ (15, 10) + 4 = 291d6 + 1 ⇒ (5) + 1 = 6

Green and dark green come into view from behind a house, wielding bows.
The nearest clear mark is the dwarf defender near Astella.

They open fire upon him, scoring two hits on him.
After gritting his teeth, the third duo moves in, moving past the two archers. One of them slashes the dwarf in the shoulder, but he deflects the second attack aimed at him.
---------------------------
Estelle & Astella
Severa
Daniel


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Does my readied action glitterdust go off on the two who come into view around the house? It should do so before they fire or at least before the second fires, I would think? Might help the dwarf defender guy.


Loot sheet No plunder, no pay Battle map--Misc info slides
Severa Elanariel wrote:
Does my readied action glitterdust go off on the two who come into view around the house? It should do so before they fire or at least before the second fires, I would think? Might help the dwarf defender guy.

Right. Though, you wanted to catch at least 3 goblins you could see at once? Then the archers would get their shots off, and glitterdust happens once you see the 3rd appear behind the archers.

Will saves: 4d20 + 1 ⇒ (10, 15, 17, 2) + 1 = 45
Green is blinded, Dark Green passes, Orange passes, Yellow is blinded.
Yellow remains in the street behind the archers.

End of turn save yellow: 1d20 + 1 ⇒ (14) + 1 = 15Remains blinded.

Estelle & Astella
Severa
Daniel

The map has extended for better display of the area.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Agreed. I double-checked on the ready condition then edited but Paizo goblins ate the edit. Oh well.

Severa waves her hand and the sound of two goblins screaming in awful pain and fear erupts from the area where the two southern goblins are.

That probably just annoys the two southern goblins a little and the one at the corner can probably tell this is just an illusion. But maybe it will disrupt or confuse the eastern goblins a bit. DC 15 will save to disbelieve for anyone who hears it. Probably those who can see the area get the usual +4 or something for seeing there's nothing there.


Loot sheet No plunder, no pay Battle map--Misc info slides

I would add, while you mention the south goblins, Severa has no sight of them or of the layout of the street they are in.


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 9/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Estelle takes a step and then attacks Orange.

Attack (Lucerne Hammer): 1d20 + 4 ⇒ (19) + 4 = 23
Damage (bludgeoning): 1d12 + 4 ⇒ (12) + 4 = 16

Astella shoots at Turquoise.

Attack (Masterwork Darkwood Composite Longbow): 1d20 + 5 ⇒ (14) + 5 = 19
Damage (piercing): 1d8 + 2 ⇒ (2) + 2 = 4


Male human Here is an image for Daniel Fighter 2 |HP: 21/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

orange still there?


Loot sheet No plunder, no pay Battle map--Misc info slides

Estella swings her hammer, staggering the goblin by the sheer force of impact. Daniel sees him standing unsteadily on his legs, eyes not quite as focused as before.

The arrow Astella shoots is blocked by the goblin raising his shield in the nick of time.

The goblins in the middle hear some stuff that isn't physically there, around where Daniel and Estelle are.

Goblin:

"What trickery are they trying to pull?"

The other four goblins not seeing that street,
Will saves vs ghost sound, bonus from unconvinced goblins: 4d20 - 1 + 4 ⇒ (2, 5, 14, 17) - 1 + 4 = 41. The archers seem to get angered by the conjured sounds of agony of their fellow goblins, which they assume must be the duo near Daniel, while the melee goblins sound unconvinced.

Daniel
Dwarf defender


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Male human Here is an image for Daniel Fighter 2 |HP: 21/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

Daniel will take a swing at the staggered goblin. Drawing his sap to do so. Hoping to question them once the battle is over.

attack: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Loot sheet No plunder, no pay Battle map--Misc info slides

Daniel manages a knocking the goblin over the head, and he passes out.
1d4 ⇒ 1

The dwarf defender uncorks and drinks a red potion.
1d4 ⇒ 2 HP healed.
=============================

Defending fairbrooke, round 3

The duo of blue and cyan advance upon Daniel.
2d20 + 4 ⇒ (18, 17) + 4 = 39Dmg: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Two axes land upon Daniel, combined dealing no small amount of injury to him.
--------------
Strom
--------------
Green (blinded 3 rounds) & dark green
Orange (KO) & Yellow (blinded 3 rounds)
--------------
Estelle & Astella
Severa
Daniel


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

With the previously entangled goblins advancing to attack Daniel, Strom takes his chain flail and swings it at the adjacent foe. Sage bears her claws and launches at the same goblin.

Sage Bite: 1d20 + 9 ⇒ (3) + 9 = 12 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Trip: 1d20 + 8 ⇒ (12) + 8 = 20

Chain Flail: 1d20 + 5 ⇒ (2) + 5 = 7 Damage: 1d10 + 2 ⇒ (5) + 2 = 7

Unfortunately, both Strom and Sage miss badly, perhaps surprised by the ferocity of the enemy.


Male human Here is an image for Daniel Fighter 2 |HP: 21/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

IDK if the +4 was their to hit, if so the 17 is only a 21, which misses Daniel's 22 AC. I'll update hp once its clarified.


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Loot sheet No plunder, no pay Battle map--Misc info slides
Daniel Cedric wrote:
IDK if the +4 was their to hit, if so the 17 is only a 21, which misses Daniel's 22 AC. I'll update hp once its clarified.

HP refunded. Combat map had at AC 21.

Astella, your shot did hit. Breaking free from entanglement didn't leave the total defense after moving, so 4 dmg to the goblin.

Red (formerly green) (blinded) takes a wild shot at the dwarf defender.
1d20 + 4 ⇒ (7) + 4 = 111d6 ⇒ 11d100 ⇒ 9
End of round will vs blinded: 1d20 - 1 ⇒ (2) - 1 = 1 Blinded 2 rounds.

The goblin cautiously stumbles away from the line of fire.
White (formerly dark Green) takes a shot at Estelle.
1d20 + 4 ⇒ (9) + 4 = 131d6 ⇒ 4, he misses, and it lodges itself in a tree outside of the map. He makes a hushed curse in goblin, and puts some distance.

Yellow stumbles backwards down the street.
End of round will vs blinded: 1d20 - 1 ⇒ (14) - 1 = 13 But he too doesn't get rid of the blindness yet.
------------------------
Estelle & Astella
Severa
Daniel


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 9/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Estelle walks forward and then attacks Red.

Attack (Lucerne Hammer): 1d20 + 4 ⇒ (2) + 4 = 6
Damage (bludgeoning): 1d12 + 4 ⇒ (5) + 4 = 9

Astella moves and then starts singing (inspire courage)


Male human Here is an image for Daniel Fighter 2 |HP: 21/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

and to be fair, I purchased a buckler earlier, but haven't started using it yet.

Daniel takes a retaliatory swing at the goblin that managed to get past his shield.

sap: 1d20 + 7 + 1 - 1 ⇒ (16) + 7 + 1 - 1 = 23
damage: 1d6 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8


Loot sheet No plunder, no pay Battle map--Misc info slides

Estelle misses her swing against the goblin, his wobbling condition interfering with landing the hit.
Speaking of landing a hit, Daniel smacks his sap over the goblin's head.

Severa


Loot sheet No plunder, no pay Battle map--Misc info slides

Botting.

Severa takes a casual walk west, and makes the image of a vicious guard dog appear behind blue, and it growls menacingly.

Goblin:

"What the, summoning guard dogs? Sh1t!"

The dwarven defender gets between Astella and line of sight for the archer in the back.
==============================================

Defending fairbrooke, round 4

The duo of blue and cyan attack Daniel, seeing a bigger threat in him than the dog right now.
Axes: 2d20 + 4 ⇒ (3, 1) + 4 = 8Dmg: 2d6 + 2 ⇒ (6, 6) + 2 = 14
With combatants closing in on them, and not having the element of surprise, the goblins' aim is faltering.
--------------
Strom
--------------
Red (blinded 2 rounds) & White
Orange (KO) & Yellow (blinded 2 rounds)
--------------
Estelle & Astella
Severa
Daniel


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Traveling for work again this week. If you ever need to bot me seeing at the closest enemy.

Strom swings again and Sage bites.

Sage: 1d20 + 9 ⇒ (20) + 9 = 29
bite: 1d4 + 1 ⇒ (3) + 1 = 4

Strom: 1d20 + 5 ⇒ (19) + 5 = 24
flail: 1d10 + 2 ⇒ (9) + 2 = 11


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Illusory guard dog sounds great, thanks GM.


Loot sheet No plunder, no pay Battle map--Misc info slides

Crit Sage?: 1d20 + 9 ⇒ (17) + 9 = 26Extra dmg: 1d4 + 1 ⇒ (4) + 1 = 5Confirmed.

Under the hits from Strom and Sage, cyan goblin goes to the ground.
------------------
Red (blinded) withdraws, stumbling blindly.
End of turn will: 1d20 - 1 ⇒ (17) - 1 = 16Pass.
When he stops, his sight returns to him.

White takes a shot at the dwarven defender, who is playing shield for Astella.
1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 2, the dwarf raises his shield as he sees this, and the arrow is now sticking out of his shield, instead of himself.
White then disappears behind the house, walking some distance south.
Yellow stumbles blinded away from the sounds of combat.
End of turn will: 1d20 - 1 ⇒ (12) - 1 = 11Fail.

He stays blind the next turn still.
----------------------
Estelle & Astella
Severa
Daniel


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 9/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Estelle pursues Red, and then hits him, hard.

Attack (Lucerne Hammer): 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 (inspire courage)
Damage (bludgeoning): 1d12 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (inspire courage)

Astella continues to sing as she follows Estelle, giving her ranged back up as she also targets Red. (If Red is dead, she targets Yellow, who is past Red but still easily within longbow range.)

Attack (Masterwork Darkwood Composite Longbow): 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 (inspire courage)
Damage (piercing): 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9 (inspire courage)


Loot sheet No plunder, no pay Battle map--Misc info slides

Estelle will require a double move to get there, since her banded mail restricts her to 20ft movement speed.

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