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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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

AoO: 1d20 + 7 + 2 + 1 - 1 ⇒ (12) + 7 + 2 + 1 - 1 = 21
damage: 1d8 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

Daniel stabs out at the goblins thighs.


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 moves up a little more and throws a bit more acid. "This is not precisely my forte but I will do what I can."

Ranged touch attack: 1d20 + 4 - 4 + 1 ⇒ (12) + 4 - 4 + 1 = 13
Dam: 1d3 + 1 ⇒ (3) + 1 = 4


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

Attacks of opportunity were made, acid and arrows fly.
But the only one landing a hit was Estelle, still she dealt a solid blow on the red goblin.

On their turn, purple and violet leg it away from the combat.

Daniel
========================

Strom can post ahead.


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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 goblins in full retreat, Strom summons Sage back to his side.

"One more dead goblin won't make a difference except to spread the word that this town will not fall to the likes of them. Let them run."

Considering the relatively poor performance he demonstrated during the fight, he has very little on which to hang his hat. Good for the town. A good result, anyway, which should buy time to investigate the source and cause of these attacks.


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 sigh as the goblins retreat, glancing towards Strom.

That one being dead or captured could potentially end the attacks on the town. Now, they might just return later.

wait, are map positions accurate or are the two goblins off the map?


Loot sheet No plunder, no pay Battle map--Misc info slides
Daniel Cedric wrote:

Daniel will sigh as the goblins retreat, glancing towards Strom.

That one being dead or captured could potentially end the attacks on the town. Now, they might just return later.

wait, are map positions accurate or are the two goblins off the map?

Current placings are correct.

If the goblins are left to retreat, on to the loot.
I believe you've killed 2 goblins, and had incapacitated 2 through NL, courtesy of Daniel.

x4 shortsword
x4 chain shirts
x4 buckler
120 gold pieces between the four.
x4 base red potions
x4 saps

4d5 ⇒ (2, 3, 3, 5) = 13
One bears a tattoo of a wolf, two of a scorpion, the 5th of a ram.
Depictions on slide #8.


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

thats my bad, Daniel would have, at least, thrown a parting javelin. I thought they had taken the run action off the map. At red.

jav: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5

=====================

Daniel would quickly move to tie up the two goblins they incapacitated, before moving to check on the rest of the towns folk. Bringing the bound goblins with him.


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

Daniel hurls a javelin at the red goblin, who is just in time to block it with his shield.

Tying up the goblins doesn't take too long, but they are still KO. But Estelle has some channels left, which will also bring back the dwarven defender up again.
3d6 ⇒ (5, 3, 6) = 14, he opens his eyes and grabs a hand she extends to him to pull him up.
"Much obliged, lass."

As the sounds of combat have gone silent, the team checks each other route. The town being better prepared shows, you count about 1 & 1/2 dozen goblins on the ground, devided among the two other paths.

Some dwarves and elves are among the fallen too, but they seem to have given the goblins a run for their money. Still, there are other townsfolk who are checking for vital signs.
2d18 ⇒ (18, 6) = 24Wow, just wow.

Miraculously, despite seemingly heavy wounds, no town defenders needed a funeral today. Though it's evident they will need medical attention and rest.

The town defenders who had withdrawn to the center of town, are gradually coming to meet up with you and the other townsfolk. Some are directed to relieve the fallen goblins of their equipment, which forms an improvement for some of their own armor.

The druid elder, the ranger, and the hotheaded dwarf are already discussing things as you come across them.
Elder: "Ah, i am glad to see you all in good health. I heard word of a goblin squad fleeing the path you were guarding. Thank you very much."


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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 around, pleasantly surprised at the town's performance. "Well done. I am glad there will be no funerals today, except perhaps by the goblins. That will make them think twice before their next attack."


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 gives Sage a health check and grooms his animal companion. "There now, lass, you'll have an extra helping from the table tonight, even if it has to come from mah plate."

He then checks on the goblins that have been tied up and fends off anyone who might try to execute the prisoners. "For now, they should be kept alive. They have information and Ah intend to get that out of them, but roughing them up more now doesn't help us."

He'll attempt to revive one that looks like it's not too bad off, but he stops short of using magic to speed up the process.

Heal: 1d20 + 6 ⇒ (20) + 6 = 26


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

@Strom, if you want to restore enough hitpoints for one to wake up, you'll spend an hour as per Treat Deadly wounds. That is assuming Estelle will retrospectively have excluded the two captives from the 1st channel. If she did include them, you guys can decide, then they are awake and being kept firmly by you guys. They won't be in a situation to run off for sure.


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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

unless there is something else that demands Stroms attention that's what he'll do


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

She included them in the channel.


Loot sheet No plunder, no pay Battle map--Misc info slides
Astella wrote:
She included them in the channel.

That was a liberty taken on my part. It's plausible to say she accidentally missed one, and Strom wakes up the other. 2 people talking instead of the one.


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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

As the goblin prisoners come to, Strom stands above them and addresses them in their native tongue.

"See there?" he points to the pile of dead goblins. "Eighteen dead. And now look around. This town lost not a man today. You were beaten, and badly. Now Ah'll tell you a secret, Ah'm not from here. Ah come from Avlee by way of Stone City, and Ah'm not alone. Many have come in the defense of this town and of this country, and many more will follow. The town will not fall to you, not today or any other day. Do you understand?"

Strom paces slowly in front of the goblins. "You are prisoners here, but so long as you cooperate and answer our questions, you will be cared for, and if you answer all of our questions fully and truthfully your lives will be spared. You may be able to return to your tribe and move on. But you will not attack this town again, or any other in this country."

Strom begins his interrogation, rewarding responses that seem truthful and cooperative with food and water. For starters asks the following questions:

"Where do you come from, and where do you assemble?"
"How many is your number?"
"Why are you attacking this village, and why now, in broad daylight?"
"What is the name of your leader?"

Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18


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

As the goblin prisoners come to, Strom stands above them and addresses them in their native tongue.

"See there?" he points to the pile of dead goblins. "Eighteen dead. And now look around. This town lost not a man today. You were beaten, and badly. Now Ah'll tell you a secret, Ah'm not from here. Ah come from Avlee by way of Stone City, and Ah'm not alone. Many have come in the defense of this town and of this country, and many more will follow. The town will not fall to you, not today or any other day. Do you understand?"

Strom paces slowly in front of the goblins. "You are prisoners here, but so long as you cooperate and answer our questions, you will be cared for, and if you answer all of our questions fully and truthfully your lives will be spared. You may be able to return to your tribe and move on. But you will not attack this town again, or any other in this country."

Strom begins his interrogation, rewarding responses that seem truthful and cooperative with food and water. For starters asks the following questions:

"Where do you come from, and where do you assemble?"
"How many is your number?"
"Why are you attacking this village, and why now, in broad daylight?"
"What is the name of your leader?"

[dice=Diplomacy]1d20+9

Mentioned in the guide prior, goblins appearance, build, civility and intelligence, vary by continent and country.

Descriptions are in the guide. I mention this in relation to Strom mentioning 'tribes'. Tribes are only a thing in the barbarian nation of Krewlod. That would be general knowledge. Freeborn goblins are medium sized, and resemble green skinned humans with slightly rougher features if men, of green skinned elves with sharp features if women. Severa can confirm such civilized goblin townfolk also live in Deyja, having gone undercover there.

@ Everyone, every question you ask is an additional diplomacy check.
Base DC increases by +3 (instead of +5, since circumstances) with every additional piece of information you are trying to get out of them. Those questions are all good ones, though before DC rises too high, some questions are worth more answered.

1st question answered in flawless common: "Various places. And try the large fort central in these lands."


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

Now I'm not sure if it's more advantageous to role one check at a time. I think the order of my questions is still good. Fwiw, Strom has the Stoic Negotiator racial trait.

Strom grasps his beard and tugs it lightly in a thoughtful manner. He expected the answer to his first question to be vague, and the information about the fort was something the locals here likely know already. He would confirm later.

Strom continues speaking goblin. "How many is your number?" He takes a stick of jerky from his pouch and breaks it, then waits for them to answer.

Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17


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

The ranger translates Strom's questions quickly, not wanting to let out on information crucial for the town.

From the crowd comes a some hushed conversation between themselves.
"The greenskin obviously knows normal speech, why even bother using their tongue?"

Would people like to assist the diplomacy check?


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

"Silence!" Strom directs toward the peanut gallery. "Show your enemy respect and they may show it to you. Now be quiet or be gone."


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 assists Strom.

Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9

but fails.


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, having taken time to organize the equipment taken from the fallen, as well as directing any potential needed defensive reconstruction, makes it back to the group as Strom started his questioning.

You catch more flies with honey, than vinegar strom. Both from prisoners and onlookers. He says with a slight grin, moving to give the goblin prisoners some water before sitting down in front of them. There is a gentle kindness in his eyes masking hardness underneath as he speaks.

If you would answer him, please.

diploaid: 1d20 + 4 ⇒ (18) + 4 = 22 Whether or not they respond, he will continue.

But what I most curious of, is why you attacked this village. Perhaps therein lies an end to the fighting.

diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21


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 nods affirmatively to Daniel. The young man is quite a mystery to the dwarf; not an hour ago he was hurling javelins at fleeing foes, now he offers them water. A conversation for another time.

Anyway, at the moment the dwarf has more respect for these goblins than the local townsfolk, but to admit that would be bad form. He holds the jerky reward, waiting for the goblin's response.


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

Aid Estelle question 2,3: 2d20 + 5 ⇒ (7, 15) + 5 = 27
#2 result 21. Daniel starting question 3, good roll. Base DC 3rd is 20.

Some frowns come from some of the gathered defenders, at Strom's sudden comment, but they decide to just wait this conversation out quietly.

Estelle, for this effort's sake, puts guidance, discretely, on Astella and herself.
Astella you pass, and DC is met.

The freeborn goblin will continue to speak in common.
"Enough to still be a problem. 6-7 dozen or so. Weren't all here."

Question 3, aid others for Daniel?


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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 assists Daniel.

Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26


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 also tries to assist Daniel's line of questioning and displays more social skills than usual. "Answering his questions is the best path toward peace and survival, both for you individually and for your people collectively."

Diplomacy aid: 1d20 - 2 ⇒ (17) - 2 = 15


Loot sheet No plunder, no pay Battle map--Misc info slides
Daniel wrote:
But what I most curious of, is why you attacked this village. Perhaps therein lies an end to the fighting.

The two look sideways at each other, but seem to hesitate in answering.

Severa wrote:
Answering his questions is the best path toward peace and survival, both for you individually and for your people collectively."

A look of strong scepticism lies on their faces.

"You assume much, "people collectively"."

Still, combined effort gets them to open up to this question, looking at Daniel.

#1: "Orders from the big man, whether we like them or not. Some of ours don't have reasons or grievances to fight against the towns of these lands, but are not in a position to do otherwise."

#2: "And how can you coerce people into doing things they don't want to? Taking hostages. About a little under 3 dozen are kept under thumb this way. Freeing the hostages would certainly give us cause to turn on the ones keeping us in check. Not all of us are lower trained infantry. There are some seasoned ones among the coerced, who'd gladly turn their swords and axes the other way."


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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

The talk of freeing prisoners causes Strom to raise an eyebrow in the direction of the town leaders. This was news, if true, and represented an unusual bargaining chip. Alas, it is not his chip to play.

"Tell us about your leader. How did he take power and what motivates him to menace these lands? Is it simple greed and bloodlust, or does he crave something greater?"

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26


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

The goblins consider this question, and think it not a risk answering this one.
1) "He already had a large group of Rams with him. Those are the ones he didn't coerce. Gradually took family captive, even executed some with the more stubborn of ours. He got some magical trinket with him, with which he gave order for execution on a large distance. You don't want to see your wife fall to her death, or a brother's throat open."

2) "Rides a fearsome skybeast. Can pick up a guy and drop them from great heights with ease. Dark green, reptilian, long neck. He relishes in combat and cruelty. Plundering gets him both. The ones coerced are easy expendables to him, those of us married, he has our wives hostage, if not worse.", the two have a hateful look on their faces at the thought.

Kn. Nature check 21 for the skybeast.

"The women are very likely kept in the fort's main building. Getting in is another matter entirely."

1) "Ironically, they made a mistake by keeping both us and our wives in the same place. The women aren't all helpless if they have means. Huntresses, light town watch, physicians, to name some. Provided they get their hands on some means, the Rams and the big man will have a humble three dozen husbands and wives who have bones to pick."

2) "But that is only the ideal situation we can imagine."


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 considers what he might know about the flying beast.

K Nature: 1d20 + 5 ⇒ (16) + 5 = 21


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

To Strom, the description could describe a dragon, but almost anyone would say dragon if it were in fact a dragon.
So pondering on, the description also matches that of a wyvern. Flying savage beasts native to the swampland kingdom of Tatalia.
And most likely the regular ones.

Large animals. Aerial predators.


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

This information shared by the goblins, sentiment is mixed.
Some still feel grudges for the deaths from the night raid.

Others are more sympathetic to the situation, grim though as the consequences of the hostage pressed goblins are.
The main three keep level headed, and exchange glances.

Elder: "Well, can't say i was expecting that to be the answer and situation."

Hotheaded dwarf: "Then what, ye two expect us te attack a fort filled with goblins? We don' exactly have the numbers."

Redhead ranger: "No, but perhaps if Fairhaven can be persuaded to join the effort, something can be done with a fair chance of success.", she looks over at the group.

"Would you be willing to participate? If so, i'd propose a divert & infiltrate."

Elder: "Though any plan plausible of success may do."


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 nods. "Divert and infiltrate seems appropriate. My skillset can aid with a covert infiltration."


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

The ranger: "Oh, a little compensation for your help would be in order. Seek out our general store owner, Dexter, and tell him you're picking up the parcel for hired expenses, tell him Ellen sent you.
Economy still has to get up and running again, what with these goblins roaming. But there still is some several hundred you can devide amongst yourselves."


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's not following this conversation. He doesn't know why they would divert and infiltrate Fairhaven. His time on the front lines defending Stone City was less subtle than whatever was just proposed by the ranger. At least she has the good sense to compensate them for the morning's exercise.

"Very good. Ah could use a meal too. Sage and Ah will head to the store and then over to the tavern."


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

Strom's not following this conversation. He doesn't know why they would divert and infiltrate Fairhaven. His time on the front lines defending Stone City was less subtle than whatever was just proposed by the ranger. At least she has the good sense to compensate them for the morning's exercise.

"Very good. Ah could use a meal too. Sage and Ah will head to the store and then over to the tavern."

No, divert & infiltrate the fort, that the goblins use as a base. She is suggesting combining forces with Fairhaven, and infiltrate the fort.


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

Okay Severa, sounds like you know the most about this situation. I'll back you on whatever decision you make here. Just tell us how we can help.


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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 starts at the talk of compensation, before giving his input.
Ah, a true gift would be future cooperation, though I thank you for the compensation. he says giving a small, respectful bow before listening in again.

As the discussion goes on, Daniel thinks back to his adventures in Stone City and sighs with a half grin.

Infiltration is certainly not a strong suit of mine... But, I like to think I can make quite the distraction. Assuming that is what you mean by Divert.


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

@ Astella,
Redhead ranger: "Assuming the goblins take a break from attacking again, and patching their wounds, i propose we fool them during a night activity ourselves.", she looks at everyone.

"The fort sees much of the roads, but the past nights have been clouded, shedding practically no moonlight on the land. If we can fabricate decoys in certain positions, to draw attention, a small number could plausibly sneak into the fort. We don't need to do much actual fighting ourselves. If what the goblins say holds truth, infighting could be the fort's downfall. By word, there also lives someone in Fairhaven, who supposedly is knowledgeable about the lands. Fairhaven, among the two of us, also has the most varied kinds of materials suited for convincing decoys. Plus working together on crafting them will speed it up tremendously."

Kn. Local 12:

This knowledgeable person goes by the name of Neas, a young half-elf woman. She seems to know trivia, or so is assumed by the townsfolk, not easily found except for at a historical archive.

@Daniel, Dwarf: "If ye have additional ideas, or a plausible alternative that won' get 7 dozen goblins on yer neck, let's hear it. Oy don' think they're easily goaded inte coming out if they're nice an cozy in a supplied fort."

@ Daniel,
Druid elder: "Cooperation? What do you speak of, then?"
Dwarf: "Hmp," as he leans on his axe, "Let's hear your proposal, fer when the goblins are done with."


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

Okay, that sounds like a good idea in general... but not all of us are stealthy. Do you mean we could draw them off and all go in, or are you proposing a group of experts in stealth?


Loot sheet No plunder, no pay Battle map--Misc info slides
Astella wrote:
Okay, that sounds like a good idea in general... but not all of us are stealthy. Do you mean we could draw them off and all go in, or are you proposing a group of experts in stealth?

"I suspect they open fire, instead of coming out, pretty standard if you're fortified. I suspect there must be an alternative entrance or passage, it's not unheard of. Which is why perhaps that half-elf can provide some useful information."


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

Who is this contact in Fairhaven?


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Loot sheet No plunder, no pay Battle map--Misc info slides
Astella wrote:
Who is this contact in Fairhaven?

Redhead ranger: "Not so much a contact, more someone who passes by Fairbrooke, traveling between Fairhaven and Avlee a few times every year. But we reckon she lives there parts of the year. Particularly around the time of the memorial festival, which is one of these next few days, in fact. Used to be her mother, and grandmother before her mother, did too."

Druid elder: "Might well be a family tradition. If a family has a grave there, but no family in the village, then perhaps they bring their respects to the departed from time to time."


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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 ⇒ (19) + 8 = 27

"Ah you speak of Neas, who knows many things not easily found in an archive. They could be a useful contact indeed." She turns to the others. "Personally, I relish the idea of a night infiltration. We could take out a few of the goblin warriors in a secret then I could ensure others see an image of goblins running from the scene of the killings. Lack of stealth could be a problem. Perhaps I could cast silence over all of us, but that would require me to get a scroll or other source so I could learn the spell."


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

"Ah you speak of Neas, who knows many things not easily found, presumingly 'except for in an archive'. They could be a useful contact indeed."

"Ah, so you have heard of her before.

She's a bit of a reserved person, though, doesn't ever talk about her personal life. Other than that she works for multiple archives in Avlee."

Severa, with that knowledge result, you'd have heard mention of someone named Neas doing deliveries between archives, when it involves important developments of historical/national nature. Those aren't often, though, but post-war would involve such work.


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

Rephrase that to: she would speak of most things, except family, it seems to be a sensitive topic she is unwilling to speak about.


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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 give a slightly embarrassed grin at the Druid elder, Well, I meant like, a stronger cooperation between the towns here in the dale. Perhaps a joint effort on some way to easily signal the others if something like this were to happen again. he adds quickly But He is right, we should focus on the larger problem at hand.

Turning back to the main group, he speaks of his crazy idea.

Well, If there is a read door entrance, and we can keep their attention focused on shooting at us in the front, perhaps a team could sneak in and release the captives easier. Daniel gets a thoughtful look on his face.

I have a few ideas on how we could keep there attention, and their arrows, on us without, well, hopefully without harm. But it involves a lot of wood, hay, and well, labor. Basically, large, mobile platforms that would function as walls for us. But, we would need ways to combat fire arrows...


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

"Siege vehicles? And multiple? That will be time consuming. Not to mention we'd need a large quantity of lumber, and process those logs into sturdy planks. We need the lumbersite for that, and it lies currently empty since the goblin raids."

Dwarf: "Bu' the principle can be done all the same manually. Ye just be carrying thinner and smaller portable walls. Oy'm sure ye could get hands on appropriate materials for some of those. Fire arrows do indeed prove bothersome, still."


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

Well, it seems that we want to do an infiltration with a large distraction, but we need to construct some portable walls first... like tower shields, or bigger?

And we also should go see this Neas in the next few days? Can we get the portable walls started and then do that, or should we split up, with some of us going to see her while the others stay to organize the contstruction?


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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

well, no not vehicles, they'd be moved by people. Moreso a bunch of planks nailed together, or just sheets of wood, with thick mounds of straw or hay attached behind it. So if an arrow did pierce the, relatively, thin wall they would hopefully have lost enough momentum the straw would catch it. He responds nodding in agreement with the dwarf.

We could make sure to douse them in water before we start, which should help some. And I think them being bigger than tower shields would be better. Likely needing at least two people to move one at a time. More likely 3 to a segment. Perhaps with a handle on the back that lets them move it easier.

He turns to Astella.

Well, honestly, I have no idea how exactly to go about making these things practical, that I think would be better left to others. But, I don't particularly want to leave no one here... He pauses before turning to Estelle.

Estelle, would you like to hang back and oversee the project?

Just as a way to write Estelle out of the current group if so desired.

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