[ic]
Hearing something and unable to see, Tyro turns toward the movement sounds as they approach. Using his ears he does his best to judge the distance. Only if they got close enough could he would act.

Fighting in the dark was proving to be too difficult. So he had come to a decisions.

He'd leave his shield behind and instead draw his Everburning Torch from his back back and charge toward where ever the enemy stood. His heavy armor would have to be enough. Could he take the brunt of the enemy's force? He would soon find out.

[ooc]
If the approaching force seems to come to a stop at any location out of hand-to-hand range, Tyro will make his move towards them. He will run, only if you say that he can, or just taking long but normal strides. As he goes, he will pull his EB torch from his backpack,, then, once in hand-tohand range, he will Quick Draw his Long Sword for combat.

That will be LS in Primary and EB torch in what is normally his shield hand.

In hand-to-hand, for the first round at least, it will be all about avoiding as much damage as possible, so he will use every defensive Feat he has to lessen the likelyhood of his getting hit and hence damage. You know what I meant Dodge, Expertise (+5), Mobility to avoid AoO, and Improved Initiative to, hopefully get to all of this before the bad guys do. ;)

Tyro's main goal will be to be the main target of the badguys since he's got the best AC, or at least mostly so, he's the best choice. Meanwhile the archers should be shooting at the "targets" around Tyro. All at the nearest "target" each round until it drops or runs. Repeat until victory.

This strategy comes from the Baldur's Gate computer game. There it nearly always works there. Let's see if it will works on CORE. GM Crow's own genius not with standing, the "gnoll's" might fall for it.

< fingers crossed >

Tyro GuildMaster - Greyhawk Adventurers Guild - "Adventure IS our Business!" - (also known as) - the Kendall Expeditionary Guild