He will remain in the front line of the party, using sword and shield to defend the second and rear ranks as best he can. While forming the front shield wall, he'll move aside as needed to allow fleeing scouts to duck back behind him if they need to.
If he takes half damage or more (3+ HP), he will announce that he is dropping back to the second rank and request that someone there step forward into his place.
Eindri is willing to act as a rear guard if the party as a whole decides to retreat, though he's not suicidal. Eindri is willing to buy the fleeing party some time, but preferably not with his life.
Bosco is in second rank, typically wielding his spear and carrying the lantern. He can shutter the lantern when required. If things get hairy he'll throw the spear, and maybe the lantern too, and wade in with his hand axe. He's unlikely to leave his rank unless it makes sense to pull a wounded comrade to safety.
Ursus the Weak will generally try and stay out of the first rank of fighting.
He'll start out firing his his pre-loaded h. crossbow. Once the baddies close with the first rank, he'll switch to his spear/shield. If he does get caught in one-on-one fighting, he'll switch to scimitar/shield.
He'll flee the combat if the party is clearly outmatched.
Frere Reynauld will guard the rear of the party, watching for flanking foes or ambushes, for which his experience guarding pilgrim caravans has prepared him.
If the fight develops to the fore in a large room or cavern, he will wade into the fray with mace and shield.
If it is in a narrow passage, then he will remain guarding the rear.
With but a single prayer of healing each day, he will need to wisely think before using it. Since there are twelve in our party, any severely wounded can retire to safety rather than risk death. (A course of action the Frere himself will adopt once half or more of his body is wounded.)
<edits> Hmm .. make that no prayer. (Swords and Wizardry invented a rule for bonus prayers for wisdom, but Greyhawk, which I received yesterday, explicity denies this possibility.)
« Last Edit: Sept 14, 2009, 4:06pm by deanflemming »
Frere Reynauld will guard the rear of the party, watching for flanking foes or ambushes, for which his experience guarding pilgrim caravans has prepared him.
If the fight develops to the fore in a large room or cavern, he will wade into the fray with mace and shield.
If it is in a narrow passage, then he will remain guarding the rear.
With but a single prayer of healing each day, he will need to wisely think before using it. Since there are twelve in our party, any severely wounded can retire to safety rather than risk death. (A course of action the Frere himself will adopt once half or more of his body is wounded.)
Dean, are you aware that OD&D clerics do not begin spell casting until Level 2? Unless I missed the memo and James has bumped up the progression . . .
He will remain in the front line of the party, using sword and shield to defend the second and rear ranks as best he can. While forming the front shield wall, he'll move aside as needed to allow fleeing scouts to duck back behind him if they need to.
If he takes half damage or more (3+ HP), he will announce that he is dropping back to the second rank and request that someone there step forward into his place.
Eindri is willing to act as a rear guard if the party as a whole decides to retreat, though he's not suicidal. Eindri is willing to buy the fleeing party some time, but preferably not with his life.
Thirsty is kind of going to "go with the flow" and pretty much allow himself to be jostled anywhere but in the direct line of combat. Typically, if in a safe spot in the midst of the group, he will hold his light aloft so others can do their thing and be able to see.
Ready with a shield spell for himself if there is a good chance he can be attacked. Sleep spell will also be ready, but will probably not cast unless called upon or things look grim (don't want to take the fighting glory away from our fighting men if they are still in good shape).
He will remain in the front line of the party, using sword and shield to defend the second and rear ranks as best he can. While forming the front shield wall, he'll move aside as needed to allow fleeing scouts to duck back behind him if they need to.
If he takes half damage or more (3+ HP), he will announce that he is dropping back to the second rank and request that someone there step forward into his place.
Eindri is willing to act as a rear guard if the party as a whole decides to retreat, though he's not suicidal. Eindri is willing to buy the fleeing party some time, but preferably not with his life.
Good man! I think that Eindri and Brom are going to get along very well!
* Xhul is a rear guard of Group 1. * He stands at the ready with shield in hand, morning star by his side. * When combat occurs he spins around to see if the party is being flanked. * He chants a prayer/war song of Mavros. * In a large enough room, he will circle around to fight with his comrades (delayed by 1 - 3 rounds as the referee sees fit). * In a passage he will bide his time, waiting for missile fire to cease, waiting for an opportunity to join the battle. * When undead are faced, he holds high his silver holy symbol and chants incantations of banishment, pushing aside his comrades and demanding they allow him to stand at the fore. The undead have no choice but to submit to Xhul's will. Against a non-turned, potent undead sort (something greater than a zombie or skeleton) he will hurl his holy water.
When combat happens If Enlarge has a range he is going to cast that on one of the lead fighters. If it doesn't have a range he will cast it on one of Kroth's dogs. Then he will throw darts at targets of opportunity. All the while staying away from sharp and pointy thing and smashing things.
If Enlarge proves ineffective he will use either Magic Missile or Sleep depending on what his fellow caster has memorized for the day.
James, you had best look at my character sheet again. I had to make a few changes as I learned the proper rules for OD & D and Greyhawk.
Only d6 hit points for clerics, not d6+1. No 1st level spell for clerics, not even for high wisdom. More severe encumbrance rules, so that I move at 6, not 9. No dexterity bonus for armour class for clerics.
Frere Reynauld will guard the rear of the party, watching for flanking foes or ambushes, for which his experience guarding pilgrim caravans has prepared him.
If the fight develops to the fore in a large room or cavern, he will wade into the fray with mace and shield.
If it is in a narrow passage, then he will remain guarding the rear.
Always ready to turn back the undead.
With but a single prayer of healing each day, he will need to wisely think before using it. Since there are twelve in our party, any severely wounded can retire to safety rather than risk death. (A course of action the Frere himself will adopt once half or more of his body is wounded.)
<edits> Hmm .. make that no prayer. (Swords and Wizardry invented a rule for bonus prayers for wisdom, but Greyhawk, which I received yesterday, explicity denies this possibility.)
ady with a shield spell for himself if there is a good chance he can be attacked. Sleep spell will also be ready, but will probably not cast unless called upon or things look grim<
OK, to update a bit, I guess I just have Shield. I will cast it on self when: 1) there aremore than a couple of humanoids attacking 2)if we are under missile attack from a distance 3) if there are multiple obviously poisonous creatures (spiders, centipedes, Thirsty's aunt Sally, etc.) in our area.
Otherwise, if Thirsty still has the spell and a fighter, cleric, or thief with less than satisfactory AC is about to wade into combat, they can let him know it will be useful and he will cast it upon that person.