Combat Map - Turn 57

Wednesday, October 26, 2011

In Service of Lore GM Turn Post 12

Begin combat round 4. Starting positions for Turn 12 are displayed on the Combat Map.
The initiative order is:
Initiative 16: Korg [Ready-Guard exit]Initiative 15: Jerry
Initiative 15: Imp
Initiative 12: Ronan
Initiative 11: Noc
Initiative 3: Fergus
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Fergus – Divine Favor - +1 on attack and weapon damage rolls (1 minute)
Imp – Invisible – Total Concealment, +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC
Imp – Shaken – –2 penalty on attack rolls, saving throws, skill checks, and ability checks (2 rounds)
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Party Health:
Fergus 9/9, Jerry 14/14, Noc Stonepriest 11/12, Ronan Hex 9/9, Korg the Mighty 8/8

8 comments:

  1. Fergus maintains Detect. Can he pinpoint a square? If so he will call it out and move towards it.

    15, 2, 10, 3, 9

    ReplyDelete
  2. Noc
    GM Turn Post #12

    Move 1 – none, unless needed to get in range
    Attack – Make a best judgement, listening for clues, then try to grapple it.

    Search for Imp– 14 +8 = 22

    Attack Roll (s) – 17 +1 = 18

    Rolls for Saving Throws/Skill checks –
    16,2,11,10,2,18,3,15,20

    ReplyDelete
  3. Bump. Looking for input from Matt H, Matt F and Bruce.

    ReplyDelete
  4. Korg maintains his position, and waits for a chance to strike... "Does anyone have a better idea of how to do this, besides slowly squeezing the room down to size and strangling the damned imp?"

    Rolls:
    15,8,13,13,17

    ReplyDelete
  5. jerry maintains his position, and waits for a chance to strike... "Does anyone have a better idea of how to do this, besides slowly squeezing the room down to size and strangling the damned invisibility rule?"

    ReplyDelete
  6. It is mostly guesswork. As long as it remains invisible it will be hit and miss on attacking it. Ranged attacks will always miss as will spell requiring sight. Even the detect magic will only tell you the square to attack not the exact position.

    Tricking the Imp to become visible (forcing an attack, etc.) would also be helpful.

    I can think of a few clever solutions which may not be strictly by the rules but I think will work. I suggest thinking outside the box. There may be things in the room that could be helpful. I am not going to say every idea will work but somethings might.

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  7. Ok I am not sure if the imp is small. Butterfly net?

    Can we use Chalk dust and make him visible. Toss some oil or flaming oil into the square he is in hoping he will become visible due to pain?

    ReplyDelete
  8. jerry grabs a bed sheet and starts waving it around the room matador style, trying to cover the imp, to know its where-abouts.

    ReplyDelete