[002] The Fort

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KevinRune
Scout
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Joined: Fri Oct 12, 2018 4:57 pm
Location: Fresno, CA

Re: [002] The Fort

#21 Post by KevinRune »

At least with the sun behind me at sunset the trollkin will be blind. Take 2 shots.

if the first falls shoot the second one.
184009 Greenleaf Fir none Attack Roll [1d100] = 9 Location [1d20] = 6 Damage [1d8+1] = 2+1 = 3 8/18/2019 9:17:38 PM
183947 Greenleaf Fir none Attack Roll [1d100] = 62 Location [1d20] = 19 Damage [1d8+1] = 3+1 = 4 8/16/2019 6:55:21 PM

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Starbeard
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Re: [002] The Fort

#22 Post by Starbeard »

Mudbill attempts to sneak a bit closer, using ground cover and the distraction of the others' shooting, to see if he can get a clearer shot from the far side that may have crumbling wall.

Move Silently (20%): [1d100] = 18 // Hide in Cover (20%): [1d100] = 35

If he makes it, or if he's spotted, he'll start attacking with his sling, delaying as many strike ranks* as possible to avoid hitting the battlements:

Sling (10%): [1d100] = 77 // Loc: [1d20] = 14 // Damage: [1d8] = 2


*(I figure it would be helpful for those new to the system to explain, since it took me a while to figure out: RQ divides the turn into 12 strike ranks, which basically acts like initiative order. Quick characters with quick weapons go earlier than slow characters with cumbersome weapons. However, you can choose to make your strike rank number higher, thus going later in the turn, in exchange for being able to fudge your Hit Location roll up or down by that amount. So if you would go on SR 7, but delay to 12, then if you hit you can alter the location roll up or down up by up to 5 points.)

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