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Post by zipp on Feb 21, 2009 20:16:04 GMT
Logistically, if Owain and Bonnie fire this round, they can't mount this round. Next round, the Kraan would reach them. With a dodge, they could mount and ride away. If they forgoe firing now, they can both mount and be riding. In that case, they would be far enough away that, if Gregor succeeds his dodge, you'll all have escaped. Or at least, you'll reach the gates before the Kraan can attack again.
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Post by zipp on Feb 21, 2009 20:26:06 GMT
Concerning dodges... so far I've been letting people roll their full combat score with equipped weapon +1 die. I'm changing this to avoid "munchkiny" switching of weapons during dodges. From now on, a dodge is your current combat score +2 free dice.
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Post by Bonnie Sommer on Feb 21, 2009 20:34:05 GMT
With a dodge, they could mount and ride away. What would we be dodging from this round? The Kraan is elsewhere. Or is the dodge automatically successful?
Bonnie is all for escaping without firing if that is doable and it looks like Gregor will be able to escape.
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Post by zipp on Feb 21, 2009 20:40:44 GMT
Sorry, I meant that next round you would have to dodge, if you fire this round. If you don't fire this round, and Gregor succeeds in his dodge, then everyone escapes to the gates. If Gregor fails in his dodge, the Kraan stays on him, and he'll have to dodge next round, too.
Regardless, if you fire this round, someone is dodging next round.
Except... hm... I suppose if you can describe it well, I would let either you or Owain fire while the other steers the horse. Kind've a "riding shotgun" scenario.
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Post by Brother Owain on Feb 21, 2009 20:45:21 GMT
If Owain is controlling the horse while Bonnie sits on it facing the opposite direction to our travel, she can be the "tail gunner".
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Post by Dirac Sil on Feb 21, 2009 20:57:43 GMT
Meldorac holds on to the knight with one hand, pressing the other to his chest and mumbling a prayer.
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Post by Bonnie Sommer on Feb 21, 2009 21:04:06 GMT
Noticing Gregor's predicament Bonnie somewhat reluctantly let go off safe grip around Owain.
It was a bumpy ride and Bonnie was forced to use her legs with full strength to keep herself on the horse.
She drew an arrow and prepared to fire. The horse lifted and landed with a bump. The arrow went astray and punctured a tomato by the road. The red juice spread across the ruined vegetable.
"By Ishir! I need a more steady ride to shoot," she said.
She tried to repeat the process, but again when she was ready to fire the horse made another small jump and the arrow went slightly to the left. Bonnie concluded it would never hit unless the Kraan changed direction in mid-air.
She did not have time to look more closely at the arrow's flight.
"Hold on," Owain shouted.
She abandonded her bow fire and held on to Owain with one hand and to her bow with the other.
I believe Bonnie's skill rolls were all insufficient to get any hit so mission to shoot failed.
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Post by zipp on Feb 21, 2009 22:50:59 GMT
So I'm just waiting for Gregor to post his dodge rolls (to re-iterate, this is your current combat score+2, Gregor). Or, if you want to attack, you can roll that instead, using either spear or magical attack.
You've already got three numbers rolled, so just roll one more. Then arrange them as per the usual combat rules. The only difference in a dodge is that you can't do damage if you win. Thus the extra dice. It's an "escape" roll.
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Post by Gregor on Feb 22, 2009 11:39:09 GMT
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Post by zipp on Feb 23, 2009 21:09:08 GMT
Round ResultsGregor could hear the beating of wings behind him. He didn't look back, but he visualized the kraan getting closer, spreading its talons for a killing swipe. He even pictured Sherri getting lifted away from him while he was allowed to go free. He briefly clasped a hand around her arm, as if to reassure himself she was still there. The plunge never came, though. Finally risking a glance back, he saw the Kraan left far behind, and veering away from him and the companions back towards the large army. Whether by fate or speed, the companions had escaped. They were free, and in another few moments, they would be at the gates of Oasis. Which were still shut tightly. Up close, the true size of the wall and the gates was unavoidably impressive. The wall rose some hundred feet into the air, and the entire thing was carved beautifully with scenes of travel and tribulation. Some of the details were so intricate that they seemed almost pointless. The whole thing was simultaneously gaudy and artistic. The gates themselves also rose a hundred feet into the air, and were designed as two massive swinging doors. "They look like they open, but that's actually part of the wall," Sherri said, her voice betraying her pride at her city's artistic zealousness. "The real doors are those circular gates there, see?" She pointed to two huge circles set near the bottom of the carved door. "They roll out of the way, and then there's a long tunnel. These walls are a good forty feet thick. Funny, though... usually the guard would've hailed us by now." Good choice of rolls for that dodge, Gregor. Here's what I had.
Kraan 2: 1, 20 (2 and 7 saved)
I've been getting really good rolls that have just been SHUT DOWN by you guys this scene.
invisiblecastle.com/roller/view/1947679/
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Post by Brother Owain on Feb 24, 2009 1:02:32 GMT
"Either we try to move those things or we look for Gregor's sewer entrance," says Owain. "Any ideas?"
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Feb 24, 2009 2:43:33 GMT
"Perhaps there's some sort of mechanism that will allow us to open the gates from outside," suggests Aram. "Otherwise, finding a way into the sewers may be our best chance of getting inside. It would take a battering ram to breach these gates, and that would also let the enemy in after us. I would not want to have to climb all the way up these walls." He pounds loudly on the real doors with his gauntleted fist. "I am Sir Aram, Knight of the Realm!" he calls out. "Quickly, grant me and my companions entry! It's an emergency!" Not bothering to wait for a response, he tries the doors to see if they're unlocked. Presuming they're not, he examines the area around the doors for some way to open them from this side or, failing that, an alternate entrance, but he cannot find much of anything. SKILL roll (2 dice) trying to find a way into Oasis (1d20=2, 1d20=9)
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Post by zipp on Feb 24, 2009 3:41:00 GMT
Following Aram's outburst, there is a grinding sound, and one of the doors rolls back, revealing a long tunnel lit by flaming torches.
No other response is given.
In the distance, the companions hear the shrieking of kraan. No doubt news of their escape has now reached the army.
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Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
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Post by Sir Aram on Feb 24, 2009 4:07:21 GMT
Sir Aram mounts up quickly. "Everyone inside, hurry!" he calls to the others. He leads the way into the tunnel.
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Post by Dirac Sil on Feb 24, 2009 6:40:05 GMT
"If anyone is listening, we are envoys of the king!" yells Meldorac, feeling his voice echo unnaturraly in the tunnel. The oppressive mass of stone all around is stiffling.
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