Almaric’s Tale: Fighting the bridge Goblins - Round 3
[/OOC The initiative rolls are: Almaric (3+1=4), Goblin #1 (1), Goblin #2 (15)]
Almaric finds himself on the receiving end of the second Goblins wild charge along the road.
[/OOC Goblin #2 CHARGES at Almaric, closes the final 60’ and attempts to spear him, 2-handed.
Rolls 16+2(charge mod.)-7(Almaric’s AC)=11… HIT!
Damage: Rolls d8(spear, used 2-handed) gets (2) x2(charge mod.)=4
However, Goblin #2 will be at -2 to his AC until his next attack]
A searing pain momentarily erupts from Almaric’s right side as the short spear finds a way through his defences. A gout of blood follows the spear tip as the nasty creature wrenches it free and menaces him further. Gritting his teeth, Almaric stands his ground and, turning his attention back to his initial target, swings his battleaxe…
[/OOC Almaric melee attacks Goblin #1. Needs an 8+, rolls (1)-**(Goblin’s AC)=BIG-ASS MISS!]
…and almost loses his hold on it as the blood-soaked grip slips in his hand.
[/OOC Goblin #1 attacks with his spear (2-handed). Rolls (19)-7(Almaric’s AC)=12 HIT!
Damage: Rolls d8(spear, used 2-handed) gets (2)]
With a cackle of glee, the first Goblin stabs Almaric, also drawing blood. Things are looking grim for the young fighter. He faces two spear-wielding foes, both of which are unharmed, whilst he himself is badly wounded.
[/OOC As it stands:
Almaric has lost a total of 6 HP, he has 3 remaining.
Both Goblins are on full health.
He is engaged in combat, 180’ away from the bridge and some 75’+ away from the bushes where Osgar is.]
[/RULES
MOVEMENT
When its initiative number comes up, each combatant may move up to its combat movement distance, and then attack any opponent in range. After attacking, a combatant may not move again until the next round. Opponents more than 5’ apart may move freely, but once two opposing combatants are within 5’ of each other, they are engaged and must abide by the rules under Defensive Movement, below.
DEFENSIVE MOVEMENT
Once two opposing combatants are within 5’ of each other, they are engaged in melee. Engaged combatants may not move except to perform defensive movement. These types of defensive movement may be used by both characters and monsters. Combatants who want to use one of these forms of movement must declare their intention to do so before they roll initiative for the round, and may not change their mind during the round.
A fighting withdrawal allows a combatant to move backwards at 1/2 combat movement. However, there must be a clear path for this movement. If an opponent follows the withdrawing combatant, the withdrawing combatant may attack the opponent on the opponent’s initiative, when he enters reach.
A full retreat occurs when a combatant moves backwards at a faster rate than 1/2 of combat movement. The combatant making the movement forfeits his attack this round, and all his opponent attacks with a +2 bonus that round. In addition, if the retreating combatant is carrying a shield, it does not apply to their Armour Class during the retreat. Thieves may backstab retreating opponents.
RULE CHANGE/HOUSE RULES
MOVEMENT
A combatant may move at any time during their own initiative phase - either before or after they have attacked (melee or missile) or cast a spell - however, the defensive movement rules for ‘engaged’ combatants still apply.
A combatant may split their movement allowance during a round so long as their initial ‘move’ was at least 10’.]