Give me a roll vs Vision (14); no darkness penalty for Thwip.
The guards havenāt moved from their initial position. Their halberds have a four-yard reach (the halberds themselves are three yards long, thereās just barely enough room in the tunnel to wield them; a full swing is out of the question).
Thwip: you realise that, despite their imposing appearance, the guardsā armour is constructed of quite thin metal. It appears to be Light Plate at most.
Why would one of their royal majesties come here to have a poke around? Even if it is a secret military vault with a possible super weapon in it, it seems like something most royalty would leave to their people. Perhaps we should be looking at naming one of the known military heroes from that era instead of someone with a crown.
Or, better yet, the name of one of famous magicians from that era. It might be our fellow who magicked up the sentinels to begin with. Surely heād allow himself a back door.
I am worried that theyāre not looking for a name so much as they looking for a voice that has been recorded into whatever they have as memories. So even if āSheik Yerboutiā is correct, not sounding like him means it wonāt work.
I guess this all depends upon how they were built. They may not even have a password and are built solely to drive snoopers away.
Q1: Is Lord Aronn the only one in the party with knowledge of history?
Q2: Are any of us skilled at mimicking the voice that came out of the sentinels?
1: Jibril would be the party member with the best knowledge of the area, but even that is very vague. Heās not a historian, the last action on this border was hundreds of years ago, and there have been plenty of other wars since then. The crusader-killing action these days is on the opposite side of the country.
2: Not that Iām aware of. Morton couldāve done itā¦
You can cancel that out with manoeuvres that trade off defence for attack bonuses (is that a thing in Gurps?), telegraphic attacks, evaluating/aiming and the like, right?
I also thought we were on a slope when I originally wrote it; didnāt edit it out in the end because I thought it may still be worth the risk if Thwip is confident enough in his sharpshooting.
You can block the halberds with your cloak, but if you only make the defence roll by 2 or less it means that theyāve caught it square and will punch straight through (the cloak has DR 2).
Making the role by 3 or better means you deflected it safely.
BTW: if this goes fighty, Iām planning on running it similarly to before; Iāll keep asking for responses from you lot until everyone is commits to the fight and gives me an idea of their tactics, then Iāll run the rest of the fight myself.
One consequence of this is that your PCs may get chopped up while under GM control. I donāt see a way around that without making fights totally non-threatening.
eh, thatās the nature of the game. Although if a PC bites the dust, an offer for the player to narrate their demise may be appreciated.
With a retreat, would it count against both attacks if theyāre at the same distance, and roughly the same time like they were with Hawk? And can you āretreatā forward/past an attacker?
A retreat applies against one attacker only, although if multiple attacks come from a single opponent itāll work on all of 'em.
A normal retreat, away from the attack, gives +1 to Blocks and normal Parries, +3 to Dodges and fencing Parries. A sidestep retreat reduces that by one; no bonus to Block and normal Parries, +2 for Dodges and fencing Parries.
A slip (āretreatingā towards the opponent) reduces the bonus by two, so -1/+1.
To actually get past someone, you just move through them and roll to Evade as you do so (assuming that theyāre trying to stop you).
To Evade:
The corridor is three yards wide, though; you may be able to get past them without moving through their hexes.