Combat Map - Turn 57

Monday, November 7, 2011

In Service of Lore GM Turn Post 13

Begin combat round 5. Starting positions for Turn 13 are displayed on the Combat Map.
The initiative order is:
Initiative 15: Jerry
Initiative 15: Imp
Initiative 15: Korg
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 (1 round)
Imp – Grappled - cannot move and take a –4 penalty to Dexterity. Takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple.
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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

9 comments:

  1. Ronan,

    Response to Round #13.

    If I am still in Range of the imp do the following. If the imp has been defeated then don't.

    As a swift Action I would like to use one of my Arcane Pool Points (using the First of three for today) and Give my Weapon a +1 Enchantment.

    Attack Imp with Heavy Mace using both hands: 16,+4+1 = 21

    Damage: 5 + 6 + 1 = 12 points.

    Roll(10d20)+0:
    19,5,13,6,18,13,7,18,14,+0
    Total:129

    Roll(1d8)+0:
    ,+0
    Total:5

    ReplyDelete
  2. Character Name – Fergus
    Player Action Response - STABBIM! STABBIM! STABBIM!
    GM Turn Post #13

    Move 1 –na unless imp moves
    Attack – das imp
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –16
    Confirm Potential Crit –

    Damage Roll(s) –8
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    16, 1, 13, 5, 5

    ReplyDelete
  3. Noc
    It's a rodeo!

    Move: none, only as needed to maintain grapple.
    Attack: Maintain grapple on imp.
    BAB+STR+Size = 0+1+0
    [20] +1 = 21 (woooo 20!)

    Misc: 16,9,13,4,8,15,17,16,1

    ReplyDelete
  4. ------------responce to GM turn post-----------#13

    Move 1 – C7
    Attack – silver dagger in his head..
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill – silver dagger
    Search –
    Talk to X –

    Initiative Roll 11+4=15

    Attack Roll (s) 20+1=21
    Confirm Potential Crit 16+1=17

    Damage Roll(s) – 2+1=3
    Crit Damage – 1+1=2
    Special Damage – silver

    Rolls for Saving Throws/Skill checks –
    [3] [20] [16] [2] [6] [19] [19] [14]

    ReplyDelete
  5. ..and say, "Give it up, you little imps'tard!"

    ReplyDelete
  6. Item of interest: Can he resist the grapple without losing invisibility?

    ReplyDelete
  7. Bump. Looking for post from Matt H.

    ReplyDelete
  8. Brad,

    Trying to escape a grapple does not cause invisibility to go down.

    ReplyDelete
  9. Korg is going to maintain positive control of the door, and keep his spear at the ready...

    Rolls:
    17,14,16,5,1

    ReplyDelete