Aura
Explorer
[sblock=Initial Actions]Giving Wahyu a chance to get his initial action in.
In the meantime, I thought I'd mention the scenario rules of getting yourselves up the hill.
1) As mentioned in the description, it's over 100 yards, and it's uphill. The distance will be treated as 320 feet to the position where the first goblin was seen, so all distances will be relative to that point.
2) Movement will be measured in feet and added or subtracted, depending on whether you are closing or opening the distance with your move. (Closing seems to be the initial preference of Hawk, at least.)
3) It is not a hard climb, but enough of one that, overall, movement uphill (closing) will be multiplied by 3/4. Fractions of a 5' square will be retained until you find yourself on a formal map.
4) Obviously, at some point (based on enemy movement and other factors) you'll hit a local battle map, either in part, or as a group, depending on what you all do. However, it's possible for aggressive actions to resolve even before you're on said map, such as archery attacks.
5) Riding checks may be required of any mounted movement. It doesn't look terribly challenging, but it's definitely harder than a flat plain.
6) You may RUN. See page 188 of Core. Short form: FULL ROUND action, x4 move on your base, may run a number of rounds equal to your Con before having to roll a check. There is scattered shrubs, rocks, etc, that are far enough apart you can navigate them, the slope is gentle and doesn't, unto itself, interrupt running.
7) We have a spell in play (Bless, 20r) and apparent enemies seem aware of your approach. So you are on the clock.
Combining 3 and 6, you can potentially run 3x your normal move score per round. That would be 60' for Dunkel, 90' for Jonas, etc.
Now is a good time for questions for anything not mentioned above.[/sblock]
In the meantime, I thought I'd mention the scenario rules of getting yourselves up the hill.
1) As mentioned in the description, it's over 100 yards, and it's uphill. The distance will be treated as 320 feet to the position where the first goblin was seen, so all distances will be relative to that point.
2) Movement will be measured in feet and added or subtracted, depending on whether you are closing or opening the distance with your move. (Closing seems to be the initial preference of Hawk, at least.)
3) It is not a hard climb, but enough of one that, overall, movement uphill (closing) will be multiplied by 3/4. Fractions of a 5' square will be retained until you find yourself on a formal map.
4) Obviously, at some point (based on enemy movement and other factors) you'll hit a local battle map, either in part, or as a group, depending on what you all do. However, it's possible for aggressive actions to resolve even before you're on said map, such as archery attacks.
5) Riding checks may be required of any mounted movement. It doesn't look terribly challenging, but it's definitely harder than a flat plain.
6) You may RUN. See page 188 of Core. Short form: FULL ROUND action, x4 move on your base, may run a number of rounds equal to your Con before having to roll a check. There is scattered shrubs, rocks, etc, that are far enough apart you can navigate them, the slope is gentle and doesn't, unto itself, interrupt running.
7) We have a spell in play (Bless, 20r) and apparent enemies seem aware of your approach. So you are on the clock.
Combining 3 and 6, you can potentially run 3x your normal move score per round. That would be 60' for Dunkel, 90' for Jonas, etc.
Now is a good time for questions for anything not mentioned above.[/sblock]