Last Seen at Kerrigan's Keep


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I rolled 6 attacks on you for your journey across to Kraeg's side and 4 of them came up 1s. The other two missed.

When you get across, you find Kraeg is wounded but in relatively good spirits. "Saved one for me to kill, yer Lordship?" he asks.

When you announce your plan, he suggests at first that he drive the wagon across while you shoot but, as that is obviously the most dangerous option and he is the most wounded you talk him out of it.

It'll be tricky to steer the wagons from further back behind the boxes, but that would be the safer option.

Another 6 rolls for the trip back (2 for each bandit) and only 1 above 7. 4 points of damage for the one good shot they got in.


You have managed to pull the wagons across to the side of the gorge directly underneath the bandits. Attacking you from this position will be difficult for them and they would have to expose themselves to do so.

Lurret quite happily binds the three bandits and happily gags the conscious one.

"Are you good with that crossbow or do you want better tuh drive these mules?" ask Lurret. He picks up his bow as he says that, clearly indicating he wants to be taking some shots.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
4 points of damage for the one good shot they got in.

That should offset the 4 points of healing Orlan did earlier with his channeling roll. Kraeg and Lurret should benefit from that as well, but Orlan makes sure not to include the captured bandits yet.

Tarren the Dungeon Master wrote:
"Are you good with that crossbow or do you want better tuh drive these mules?" ask Lurret. He picks up his bow as he says that, clearly indicating he wants to be taking some shots.

"If'n I want ta be takin' long-range shots, that's why I have a crossbow," Orlan explains, "But I prefer ta be lettin' the power o' Torag or me forefather's axe do the talkin' in a fight."

He gestures toward Kraeg. "This one looks a might worse fer wear. Why don't we be havin' him ta drive the mules. You can keep an eye on the trussed chickens in the back and I'll offer a bolt or two where necessary from up front."

OOC: Orlan's plan is to have Kraeg drive. He'll ride shotgun with his crossbow. Lurret can stay in the back with the captured bandits and take shots with his bow if we run into more trouble.


It takes a while for Kraeg to get the wagon moving but after he does, two of the bandits from up to attempt to use the rope to quickly clamber down to below where they can get a bead on you. They aren't too fast though and you have first chance.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
It takes a while for Kraeg to get the wagon moving but after he does, two of the bandits from up to attempt to use the rope to quickly clamber down to below where they can get a bead on you. They aren't too fast though and you have first chance.

"Hunh! There be a coupla fools fer yuh, Lurret!" Orlan announces. He aims carefully and then picks one of them off on their climb down the rope.

Orlan's ranged attack with light crossbow and Deadly Aim feat... (1d20+2 = 18 to hit, 1d8+2 = 7 damage)


The arrow strikes true and the fool on the rope loses his grip and stumbles into the mud. Despite the obvious pain, he gets up and flies an arrow in your direction. The second bandit's aim is better. He manages to direct a shaft into Lurret's leg.

Lurret misses his attempt to return the favour.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
Lurret misses his attempt to return the favour.

"Hunh!" Orlan scoffs with humor in the midst of the firefight, "What good're yuh at safeguardin' me caravan if'n yuh can't hit a bandit at range?"

He then follows up his bravado by reloading his crossbow, drawing another bead on the same bandit and firing for effect...

Orlan's light crossbow attack with Deadly Aim feat... (1d20+2 = 22 to hit with natural 20, 1d8+2 = 8 damage)
Confirm critical threat... (1d20+2 = 3 to hit, no critical)


Orlan wrote:
Tarren the Dungeon Master wrote:
Lurret misses his attempt to return the favour.

"Hunh!" Orlan scoffs with humor in the midst of the firefight, "What good're yuh at safeguardin' me caravan if'n yuh can't hit a bandit at range?"

He then follows up his bravado by reloading his crossbow, drawing another bead on the same bandit and firing for effect...

Orlan's light crossbow attack with Deadly Aim feat... (1d20+2 = 22 to hit with natural 20, 1d8+2 = 8 damage)
Confirm critical threat... (1d20+2 = 3 to hit, no critical)

Lurret's arrow follows swiftly behind Orlan's bolt and finishes the job. The remaining bandit at mud level misses when he attempts to shoot the departing wagon. If the number of arrows firing at Kraeg earlier were any indication (and it was), one bandit should still be up above.

Out of the last 12 or so rolls for these guys, I've rolled about six 1s. These guys are weirdly bad.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
Out of the last 12 or so rolls for these guys, I've rolled about six 1s. These guys are weirdly bad.

Yet more proof that crime doesn't pay. ;-)

"Now there be a good shot! Well done!" Orlan congratulates Lurret. He looks next to him at Kraeg. "Let's drive the mules a bit further. As slow as our wagon goes, they'll have a hard time keepin' up with us in rugged terrain like these mountains."

He squints up at the cliff top. "By my count, there probably be one more above. And one now one trailin' us behind. Not an awful lot ta be worryin' over less'n they're fool enough ta try takin' us at night. I guess it depends on how how much they be wantin' ta save their friends. I plan on havin' a word with 'em all when we make camp...just ta find out who be sendin' 'em our way."

"The rest o' yuh alright? I can be takin' a look at yer wounds later tonight..." he offers.


You're quite right about the mountains. They descended at the point where they had pretty much given up going any further, so you are out of trouble unless they sneak up on foot.

You can make it to the bridge before the end of the day. You can camp in the caves, the old deadhead's camp, the stair of kings, the gorge level ...


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
You can make it to the bridge before the end of the day. You can camp in the caves, the old deadhead's camp, the stair of kings, the gorge level ...

Orlan vastly prefers the Stair of Kings. Far too many bad memories in those other locations... ;-)


Orlan wrote:
Tarren the Dungeon Master wrote:
You can make it to the bridge before the end of the day. You can camp in the caves, the old deadhead's camp, the stair of kings, the gorge level ...
Orlan vastly prefers the Stair of Kings. Far too many bad memories in those other locations... ;-)

The guards turn out to be interesting company. Kraeg seems to respect the older Lurret but mostly for things Lurret would rather forget. Lurret, it seems had quite a reputation as an enforcer. Kraeg keeps asking him about rumours of the nasty things he did to convince gamblers to pay their debts and Lurret keeps making friendly inquiries about the spires.

Orlan can head up to the spire thread at any point. They have retracted the bridge to the thronespire side, so you will have to shout once you get up there.

Lurret and Kraeg will carry goods up there with you if you want.

You do not see Rellios, who should have passed you on the river. That is because he was kidnapped. The bandits you encountered were part of the group that arranged that. His strange disappearance makes sense but need not be a larger part of the story.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
Orlan can head up to the spire thread at any point. They have retracted the bridge to the thronespire side, so you will have to shout once you get up there.

Understood. Give me a bit of time to catch-up on the Foray thread and I'll look for an appropriate moment. Or post something to give me an opening and I'll take advantage of it.

Tarren the Dungeon Master wrote:
Lurret and Kraeg will carry goods up there with you if you want.

Not necessary at this point. Orlan is too guarded, greedy, and secretive as a result of his dwarven nature to trust any of Kerrigan's folks to get too close to the Spires. He wants to preserve their mystique. And he also doesn't want Kerrigan or anyone else to realize the dwarves haven't finished clearing them out yet.

Tarren the Dungeon Master wrote:
You do not see Rellios, who should have passed you on the river. That is because he was kidnapped. The bandits you encountered were part of the group that arranged that. His strange disappearance makes sense but need not be a larger part of the story.

That's not something Orlan is privy too, though, right? He never knew about the letter to Klyndak. So he doesn't know Rellios ever intended to depart. He'll be expecting to see him when he arrives...and quite surprised to find a new guy there instead.


Orlan wrote:
Tarren the Dungeon Master wrote:


That's not something Orlan is privy too, though, right? He never knew about the letter to Klyndak. So he doesn't know Rellios ever intended to depart. He'll be expecting to see him when he arrives...and quite surprised to find a new guy there instead.

That's right. I guess I was just mentioning it because there are no loose threads in my head and I wanted to keep them that way. ;-)


I just remembered. You have prisoners. What are you going to do with them?


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
I just remembered. You have prisoners. What are you going to do with them?

Drown'em in the river rapids? Hang'em off the bridge? Push'em into the canyon? ;-)

Nah. They go with Orlan for judgement by King Klyndak. This will represent the first legal authority the newly returned dwarves of the Foehammer Spires will exercise. So, in Orlan's mind, it's important to get it right. Therefore, he defers to his King rather than pass judgement himself.

DM Only:

Spoiler:
Secretly, I'm kind of wondering if Klyndak might not simply turn them loose, but force them to fight their way through one of the remaining unclaimed Spires...both as punishment, opportunity to survive, and a means for putting someone else up against the remaining monstrous denizens camping out in our Spires.


Orlan wrote:
Tarren the Dungeon Master wrote:
I just remembered. You have prisoners. What are you going to do with them?

Drown'em in the river rapids? Hang'em off the bridge? Push'em into the canyon? ;-)

Nah. They go with Orlan for judgement by King Klyndak. This will represent the first legal authority the newly returned dwarves of the Foehammer Spires will exercise. So, in Orlan's mind, it's important to get it right. Therefore, he defers to his King rather than pass judgement himself.

DM Only:
** spoiler omitted **

I was thinking that stinking hole in the first spire where the creep kept his spare coffin might make a good prison but that would probably be too cruel.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
I was thinking that stinking hole in the first spire where the creep kept his spare coffin might make a good prison but that would probably be too cruel.

Oooh...now there's a thought! Stuff'em through the open-mouth bat statue and into the stinkhole. A few days in there ought to teach them a lesson. ;-)


You could start your way into the Foray thread about now, I think.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
You could start your way into the Foray thread about now, I think.

In the middle of their battle with the kobolds? How would that work with me escorting the bandit prisoners? I'm kind of looking for an opening where you indicate Orlan's arrival to the others...


Orlan wrote:
Tarren the Dungeon Master wrote:
You could start your way into the Foray thread about now, I think.
In the middle of their battle with the kobolds? How would that work with me escorting the bandit prisoners? I'm kind of looking for an opening where you indicate Orlan's arrival to the others...

I'll give you an opening. You'll have some problems to solve but I don't think the battle will last much longer. If they know you're waiting to get in they may decide to get you before they are coming. ... You guys bought a horn at the Keep, right? A signal horn? Sure you did.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
I'll give you an opening. You'll have some problems to solve but I don't think the battle will last much longer. If they know you're waiting to get in they may decide to get you before they are coming. ... You guys bought a horn at the Keep, right? A signal horn? Sure you did.

Ummm...why yeah...yeah, of course we did...


Joust rules, if anyone (including Kornelius) is looking to pass the day with a joust:

Spoiler:

My joust rules:
1. Both riders charge.
2. Attack role as normal for a charge (+2 attack role, with -2 to your AC. Lances do double damage on a charge). Lances break at 15 points of damage.
3. If hit, opponent must make a Ride Check (DC=5+Damage Dealt) to stay mounted. 5 ranks in handle animal = +2 on ride check.
4. If both are dismounted, melee combat follows.
5. If dismounted, Ride Check (DC15) or 1d6 damage.

Player Options (must be indicated in invisible castle roll):
a.) Aim at helm: -8 to attack but Ride Check (DC15+damage dealt).
b.) Crouch defensively: -4 attack +4 to ride check

Sparring rules:

Spoiler:

Combat is initiated and run as usual, but using muddied branches to avoid even non-lethal damage. Muddied branches do 0 damage, but demonstrate clearly when a hit has been achieved. First person to take 3 hits, 'falls'.

Note: These sparring rules provide no bonuses for maximizing damage and favour fighters trained in lighter weapons. No need to 'power attack' Kornelius, impressive though it might be.

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