First, an updated map:

- 01. Situation at the Falls II.jpg (52.06 KiB) Viewed 1276 times
Note the positioning on the map is relative and not necessarily to scale. At the beginning of the round, "
you suspect you're about 200-250 feet away." With outdoor movement rates being based in tens of yards, you are able to advance thirty times your movement rate in feet per round (e.g. MR: 12 = 120 yards or 360 feet (12*30 = 360)) so, unless formally charging (see 'Charging an Opponent,' below), prepare to engage in melee next round.
Charging an Opponent
A character can also charge a foe. A charge increases the character's movement rate by 50% and enables the character to make an attack at the end of his movement. A charging character also gains a +2 bonus to his attack roll, mainly from momentum. Certain weapons (such as a lance) inflict double the rolled damage in a charge.
However, charging gives the opponents several advantages. First, they gain a -2 bonus to their initiative rolls. Second, charging characters gain no Dexterity bonuses to Armor Class and they suffer an AC penalty of 1. Finally, if the defender is using a spear or polearm weapon and sets it against the charge (bracing the butt against a stone or his foot), he inflicts double damage on a successful hit.
***
The two humanoids which split off in a mad dash in a western direction, towards
Gwillt and
Shannigans are greeted with a rude surprise.
Gwillt, with near perfect execution, drops the leading humanoid
literally dead in its tracks with his first arrow (
+20xp for natural 20). His second arrow -- a message shot -- strikes the "boss" (
-2) whom, until this attack, was unaware of the pair of archers (
ooc: please mark off two arrows).
Shannigans does his best to duplicate the results of the ranger but his first shot falls short and his second sails wide (
ooc: please mark off two arrows).
The remaining humanoid in this western group stops short once his partner crumples to the turf. He raises a crossbow, draws a bead on
Gwillt, the taller human target, and sends a bolt whizzing past the ranger, narrowly missing.
---
Garth sets the tone for the foursome with his "charge!" call. He rapidly closes the distance between the two groups before slowing and readying the spell components for his prepared 'sleep' spell once he estimates he has closed to within the range (
90') of the spell.
Ewell and
Strom, the pair of noble warriors, steadily close the divide between the two groups; positioning themselves for decisive actions next round.
Strom still considers parleying with the opponents as an opportunity; his drawn sword indicates his readiness to take action if needed.
Kaltar, struggling with his heavy encumbrance, follows behind
Strom and, while it took more effort, he is prepared to attack next round as well.
---
The path taken by the eastern pair of humanoids begins to arc and they begin heading north, towards the river, in an apparent attempt to flank the approaching party. The first of the pair, armed with a short bow, is able to get off a single shot (see 'Movement and Missile Combat,' below).
Ewell feels a sting (
-3) as the humanoid archer is able to find an exposed area in his armor. The second humanoid, this one armed with a crossbow, sends a bolt flying in the general direction of
Ewell, but it lands harmlessly into the ground behind him.
Movement and Missile Combat
Rather than slug it out toe to toe with an opponent, a character can move up to one-half his normal movement rate and engage in missile fire at half his normal rate of fire. Thus a man capable of moving 120 feet and armed with a long bow (two shots per round, under normal circumstances) could move 60 feet and still fire one shot. The same man, armed with a heavy crossbow (one shot every other round) would be able to shoot only once every four rounds while on the move.
***
If any character wants to formally charge, please let me know. Otherwise, the above will stand and we will prepare for round two.
---
We will use 'group' initiative for this round (see:
01. Surprise and Initiative) with
Gwillt and Shannigans being one group,
the foursome being a second group and the collective lot of humanoids being a third.
Alethan, please roll 1d10 for your group and
onlyme, please roll 1d10 for your group.
Individual modifiers (e.g. weapon speed or casting time) will be added to this baseline roll to determine the order of activity.
Any comments questions, feel free to let me know.
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Otheriwse... actions?