Fighting the bridge Goblins - Round 4
[/OOC Initiative rolls: Almaric (10+1=11), Goblin #1 (3), Goblin #2 (10)]
Almaric weighs up the odds and decides he might need to get out of here in a hurry if things continue to go badly - assuming he can make it back to Osgar. Knowing that to turn and try and outrun them will probably see him meet a most untimely end, he elects to back away slowly whilst warding against any further melee attacks from his two green-skinned antagonists.
[/OOC Almaric opts to do a Fighting Withdrawal and moves backwards 15’ (1/2 of his combat movement). He is now 195’ away from the bridge and roughly 60’ from where Osgar is.]
Seeing their wounded prey attempting to flee, the two Goblins press their attacks. The second one is quicker off the mark and moves up to Almaric, his spear ready to strike. Luckily, Almaric was expecting just such a manoeuvre and launches his own pre-emptive strike…
[/OOC Because he did a Fighting Withdrawal, Almaric is entitled to attack any pursuer that moves in to engage him, and do so before the attacker can try to hit him. Goblin #2 no longer has an AC penalty for charging since it is now his next initiative phase.
Almaric needs an 8+, he rolls a (15)-**(Goblin #2’s AC) = HIT!
Damage from Battleaxe = (4)+STR Mod(2)+Ftr Mod(1)=7… KILL SHOT!]
/RULES
CLEAVING
Whenever a combatant kills or incapacitates an opponent with a melee or missile attack, he may immediately make another attack throw against another opponent within 5’ of the target he has just dropped. The additional attack throw must be with the same weapon as the attack that killed the previous opponent. If engaged in melee, the attacker may move 5’ between each attack, subject to his maximum combat movement per round. Attackers may not perform special manoeuvres or actions other than attacking when cleaving.
Monsters, fighters, and other characters that use the fighter attack throw progression may make a maximum number of cleave attacks per round equal to their Hit Dice. Clerics, thieves, and other characters that use the cleric/thief attack throw progression may make a maximum number of cleave attacks per round equal to half their Hit Dice (rounded down). Mages and characters that use the mage attack throw progression may not make cleave attacks.
When making cleave attacks with missile weapons, combatants are limited to a maximum of 2 with arbalest or crossbow, 3 with longbow, and 4 with composite bow, shortbow, sling, or thrown darts, daggers, or javelins.
[/OOC Sadly, Goblin #1 is more than 5’ away so Almaric is unable to cleave him.]
…and splits his attacker from shoulder to hip! The Goblin dies with a pitiful yelp, leaving his companion to face the human alone.
[/OOC Goblin #1 has to make a morale check at the death of his compatriot.
Rolls 2d6(8)-1(Goblin morale mod.)=7 – He fights on.]
Rather than turn tail and run, the remaining Goblin seems to take umbrage at the death of his friend and comes after Almaric. He lunges in with his spear…
[/OOC Because Almaric has already used his attack for this round, he cannot make another attack at the engaging Goblin. However, the Goblin can certainly try and stab him!
Goblin #1 rolls (12)-7(Almaric’s AC)=5… MISS!]
… and stabs wide.
Catching a quick breath, Almaric again considers his options.
[/OOC You are engaged in combat with a single, uninjured Goblin. You are 195’ from the bridge and around 60’ from where you have Osgar tethered.
You are down to 3 HP.]