Valeros

Bor Bersk's page

160 posts. Alias of Ian RVA.


RSS

1 to 50 of 160 << first < prev | 1 | 2 | 3 | 4 | next > last >>

HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

ACK... I had to reread a bit to figure out where the heck we were.

Treggor Mynth wrote:
I admit I am unfamiliar with swarm mechanics in 5e.

Swarms have resistances to some stuff and immunity to more stuff... Fight and find out! Mechanically, they can occupy the space of another creature and vice versa. So don't worry about not being able to move about.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I played 4e but have no idea what the backstory for it is. The only experience I have with FR is what I've read by Salvatore.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor cinches his shield to his forearm and draws his warhammer. Smaller weapons will work better in a hallway when it comes down to it. He lines up towards the front knowing some of his more shadowy companions will better scout than he. His duty is shield and muscle at the forefront. Lead from the front his father taught him as a youth. Though they were simpler folk, he would never forget such lessons.

"I'll carry a torch if needed. But my hammer if not."

I'm ok with that order. Maybe even let Vano run ahead since he'll have darkvision.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor gathers his things along with the spyglass and hurries to catch up with the group. Escobert in the lead, Bor steps up to follow him and asks, "Will this exit put us near the mill?"


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Vanoe'adae wrote:

I thought Bor was my full-speed-ahead-damn-the-torpedoes guy.

But we should probably see what we can learn before we start roaming the streets again.

Unless, I get the opportunity to be the torpedo, dropped from a glider.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

We can talk tactics here all we want. I think we should wait to see if while on top the keep we can survey the town and what's in it. Maybe there is a commander base camp on the outskirts? Maybe, there are armed guards standing outside a doorway of a manor house? Maybe a cultist flag has been raised outside the tavern?

It would be easier to see such from up top probably. Then we can decide the best means of approach. My vote is for gnomish hang gliders.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

im just waiting to see if I see anything of use so we can have at least a general direction of where to head. As far as healing, I've got my second wind back.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

At the mention of purple robes, Bor begins to look between the parapets to the town below in hopes of finding a commander to kidnap.

perception: 1d20 + 4 ⇒ (12) + 4 = 16


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Tycandus: as a fighter you only get Action Surge at 2nd level.

Eiryn: if your intention isn't evil then I don't think you have anything to worry about


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Sacred Flame is not a concentration spell so she could cast it while maintaining Bless...

1d10 ⇒ 7
1d10 ⇒ 8

ACTION SURGE! now more misses per short rest!


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor shakes his fist at the dragon and realizes he was using his bow one handed the entire time... Forgot to add proficiency not that it really mattered


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor remains in the center of the tower and looses another arrow as the dragon returns.

attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 + 3 ⇒ (1) + 3 = 4

But is ineffective once again...


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

save vs dragon fear: 1d20 + 2 ⇒ (19) + 2 = 21

A bit of lightning breath, fly away... volley, retreat. What tactics were these? Why toy with them so?

Bor stood as the dragon turned to fly away. He looked about as men wailed in pain, crippled and burnt by lightning. He watched others rush to their sides and others retreat to safer areas. He was no longer scared. He was blind with rage.

Zennor's face flashed before his eyes. Who would remember her?
Zennor and Bor cheers tankards for nothing in particular. Had his friend died for nothing?

[larger]"LENNNNITHOOOOOOOOON,"[/larger]he roars after the dragon.

longbow attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 3 ⇒ (4) + 3 = 7


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Is it a hit is the real question


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Round 1: frightened, but attacking

Bor drops his handaxe, unslings his bow and frees an arrow towards the dragon. The fear has got him though and his aim is wild.

1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (16) + 3 = 19

1d8 + 3 ⇒ (1) + 3 = 4


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I could run and take cover and that would be better than getting electrocuted at level 1... but that's not Bor, he'll stand and suck it up.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Eiryn Dirandul wrote:

Bor, you are frightened, not panicked. You only can't approach the beast, you don't have to run and hide from it.

Just saying. From a roleplaying standpoint, it seems OK, though I would have just hunkered down or froze.
Just saying.

-Posted with Wayfinder

We're typing at the same time! I was waiting for my pdf to load so I could read the condition details... I had already posted before it did. I think I was remembering how Turn Undead works...


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Round 1: Frightened

save vs dragon fear: 1d20 + 2 ⇒ (12) + 2 = 14

Bor stands tall in the middle of the tower but as the dragon draws nearer it's aura overwhelms his sensibility. Never had he faced such a fearsome beast. He felt powerless, helpless... fragile. He staggers backward with every second the beast draws nearer.

Without a word, Bor turns and flees through the roof door.

Didn't realize I don't have to run.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Haha PERFECT ^^


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Eiryn Dirandul wrote:

[dice=Trinket]1d100

-Posted with Wayfinder

81 A purple handkerchief embroidered with the name of a powerful archmage


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor had been patient while waiting for the governor. More so while listening to him. They had taken two prisoners and saved as many hands worth of townspeople. Yet, he wanted more. And now he was offering the assistance of prisoners? How desperate was he?

"Take cover! We've got incoming!"

Bor straps his shield to his arm and pulls one of his handaxes free. He stands firm in the middle of the tower staring at the dragon bearing down on them.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor sits in front of the fire, head in hands. His heart is heavy with the loss of his friend. Inaction breeds impatience and weariness as he sits here contemplating what went wrong. Has he learned anything or not? Will he ever be strong enough to protect his friends? There was still a dragon out there yet they had hardly managed to survive against its smaller cousins.

"I swear by Chauntea and the Truesilver I'll become stronger for you Zennor Sanjust"


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

"Shame we couldn't have met under better circumstances Escobert. My name is Bor Bersk. I have traveled far and not to see my companion fall mysteriously at your door. Do your best for her care."

The blood of battle and escape is still rushing through his body as Bor follows the castellan. Nerves on edge he can't help but look at everything suspiciously.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

How are we tracking xp here?


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Treggor Mynth wrote:
This would be my (D-Kal's) alias, but it looks like you may have picked up another interested party as well.

D-Kal, I don't know that anyone has been chosen yet. Put your rogue up in recruitment and good luck.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Chauntea preserve her!! Take your time SB


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Hahaha I'm playing a. 5th level Moon Druid in another pbp right now. A ravenloft camp actually, he just got sapped to 17 hp by Strahd in our second encounter with him... metagamers and power gamers might "wreck shop" but I think this is a great class personally.

Also I welcome any newcomer! I have second wind so I can d10 heal per short rest but a cleric might be nice for additional skills too.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

This is all very reasonable... I'll spend 30seconds yanking coin purses. I will not tie up the cultist but search his body for other weapons and then shoulder him. How does unconscious work? I'm trying to avoid him waking up while I carry him.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor finishes tying up the cultist. He uses strong complicated farming hitches to bind the cultist's hands and feet. He swiftly moves to pick up his bow and assess the carnage. Two at a time, Bor begins dragging kobold bodies to where the Orc fell and piles them all up.

perception: search the bodies, useful or interesting items: 1d20 + 4 ⇒ (19) + 4 = 23

Bor sees the townspeople being ushered to the keep and knows it's time to go. He returns to the cultist and scoops him up onto a shoulder like a sack of grain. He turns and shouts, "Anyone in the house! Last chance to make for the keep! and then he begins double timing after Zennor and the others.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

If I'm reading this right and there are few attackers left, my plan was to tie up the cultist and throw him over my shoulder and take him to the keep for questioning. Not sure if that's what you meant by "the big'un" Vano


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor watches as his companions pour bodies out into the street with their attacks. With abandon he leaps at the cultist clouting him with the flat of his hammer.

1d20 + 5 ⇒ (18) + 5 = 23
nonlethal damage: 1d10 + 3 ⇒ (10) + 3 = 13

"Get all the townspeople to the keep! Anyone in the house, LET'S GO!"


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

"Don't thank me yet! Here they come!"


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor draws back his longbow and lets loose an arrow towards the kobolds surrounding Dorn.

attack on K3: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d8 + 3 ⇒ (5) + 3 = 8

As he releases the arrow into the kobold's skull he drops the bow and steps to engage. Hammer drawn, he stands resolute next to Dorn amid the fray.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

perception while he waits the attack: 1d20 + 4 ⇒ (6) + 4 = 10


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

"OK, sounds good. Vano and I will take point. The rest stay low and quiet and we'll get through this in no time."

stealth: 1d20 + 3 ⇒ (18) + 3 = 21
persuasion: 1d20 + 2 ⇒ (20) + 2 = 22

Bor pulls his bow and nocks an arrow.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I'm not offended by the attempt at resolving this scene. The communication is admirable when most pbps would have caved in frustration. NO MAPS got it! ;)


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor looks at the large group of people they've collected. He looks at his companions and sees how battle has worn on them already. How much more would they be able to withstand? They must reach the keep before anything else.

"Linan, is there a safer way to get these people to the keep? Shall we stick to the river bed?"


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I think layout confusion has been the cause of any issue here. I also don't think it's necessarily a problem. SB last said the riverbed is our best source of cover and it will lead to a span of openness before the keep. Al that means to me is there might be another possible encounter. It's our best chance at getting a large unstealthy group to safety though.

Let's talk to some NPCs too


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I like the idea of kiting, but we need to put the villagers somewhere else if that's the case so we don't have to worry about putting them in danger while taking fire (assuming the have ranged attacks; kobold slings)

They're also aware of us or at least of our strength potential, so kiting might not work to our advantage.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Plan of action: Vano recons for more info on the bad guys, numbers, armaments and such.
- Villagers stay put

Option 1: full frontal attack
Option 2: sneak and flank both sides
Option 3: sneak flank swim surprise

Anybody else got ideas? I don't think based on what SB is telling us that we can easily avoid this encounter based on our group size and heavy armor disadvantage.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I think I and maybe others misunderstood that we have to pass this group under the bridge to make progress towards the keep. That being the case I think it best to strategize in discussion again.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

I think the IC consensus is to get the villagers to the keep as stealthy and direct as possible."


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Bor claps Tycandus on the shoulder and gives him a stern look which dissolves into a smile. "Sound reasoning... Protect the people first," he nods and looks towards the keep. "We'll take care of the conspirators later. Vano find us a safe way to the keep."

stealth: 1d20 + 3 ⇒ (15) + 3 = 18
perception for danger: 1d20 + 4 ⇒ (10) + 4 = 14


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5
Supreme Being wrote:
You are all concealed now because your in the depression of the river. You can sneak around the bridge and come up behind it on either side, though there will be perception rolls to spot you.

I would hate to waste Dorn's stealth roll so let's try and sneak up and around either side. Leave the families with daggers and handaxes in the cattails actively hiding. Now knowing the bank of the river is only 6 feet wide on the left bank I assume that is where the enemy is. If they are arguing wouldn't stealth be against their passive perceptions? Are they actively looking for us or aware o... oh wait, the two kobolds that escaped.. got it.

How deep is the water...cuz I'm about to Rambo this. Longbow out the water and everything. Tycandus and Zennor are the best armored, also the loudest. They should stay together maybe draw attention to the near side so they don't have to stealth as far. Dorn and Vano should go the long way having the best chance at staying quiet.

I'll likely fail my con save to hold my breath long enough but this should be very amusing regardless.

EDIT: just looked up rules for suffocating and it's 1 minute + Con Mod which makes 6 minutes for Bor.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

"Tycandus, Zennor and I will move to the other side. We'll sneak as far as we can and then make ourselves known to distract them. Dorn and Vano can sneak in behind and surprise them." Bor looks around at the others for approval or ideas.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

"They've destroyed this town and the lives of these people. There is no sense in allowing them to escape. We won't be able to make the keep with such a large group without alerting them. I say we flank and attack," he whispers to the group.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

"Your cult won't see much longer!"

Bor's hammer spins in hand as he comes around Tycandus and smashes the cultist in the face.

1d20 + 5 ⇒ (10) + 5 = 15
1d8 + 3 ⇒ (6) + 3 = 9


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Round 2 starts now, have to wait and see if any of the cultists were killed and if the kobolds are scared.

• Cultists 3/3
• Kobolds 2/2
-----------------
• Vano
• Bor
• Dorn
• Zennor
• Tycandus


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

Initiative:

Cultists 3/3
Kobolds 2/2
Vano
Bor
• Dorn
Zennor
Tycandus

• = waiting on actions

Round 1 will be over with Dorn's action. We'll have to wait and see how many cultists fell though.


HP 24/24 INIT: +3 / AC: 14/16(shield) / PassPerc:14 / STR:+5, CON +5

His action hasn't resolved yet. So we aren't sure if he killed his assailant or not. If he killed the baddie then he moves behind me. If he didn't then there's three in front of us and I'll still use my Fight Style to protect him.
Also the adventuring party is all in the same initiative block so first come first serve actions.

1 to 50 of 160 << first < prev | 1 | 2 | 3 | 4 | next > last >>