Combat Map - Turn 57

Thursday, June 27, 2013

A Vision of Betrayal GM Turn Post 16

Begin Combat Round 3. Starting positions for Turn 16 are displayed on the Combat Map.

The initiative order is:

 Initiative 18: Korg
 Initiative 17: Jerry
 Initiative 17: Bog Mother
 Initiative 16: Snap Jaw
 Initiative 10: Ronan
 Initiative 10: Nester
 Initiative 10: Holytrauma
 Initiative 6: Fergus

 Please submit your turn instructions using the Player Action Response - Turn Post Template.
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        Conditions

 Fergus – Longstrider: +10 foot enhancement bonus to base speed (1 hour)
 Holytrauma – Entangled: move at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity.
 Ronan – 1 WIS damage
 Ronan – Entangled: move at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. Attempts to cast a spell require a concentration check (DC 15 + spell level) or lose the spell.
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        Party Health:

Fergus 8/9, Jerry 13/13, Holytrauma 11/12, Ronan Hex 9/9, Korg the Mighty 7/8

10 comments:

  1. Ronan, will continue to move to the fight. If I can move to attack the alligator if it is possible. However, since I am entangled I don't think I will make it this round either.

    Roll(5d20)+0:
    14,7,4,11,14,+0
    Total:50

    ReplyDelete
    Replies
    1. As a move action, you can attempt an Escape Artist roll or a Strength check to try to break free. (If successful, you would move as far as you would have expending the full round action.)

      The terrain is considerd difficult even without the entangled condition. If you break free, you would still need to make a saving throw to remain free the next time the kobold acts. If you leave the area and re-enter, you must make the save again immediately.

      Delete
  2. Character Name – Fergus
    Player Action Response - stab
    GM Turn Post # 16

    Move 1 – With a move of 50 and Agile Feet activated, I should be able to zoom up over the log without entering threatened squares, to flank SnapJaw with Jerry. If not, I will move as far as I can with that goal in mind, but adjacent to Snap so I can STAB hims.
    Attack – Snap Jaw
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill – Agile Feet (ignore difficult terrain)
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – 3+3=miss
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    19 13 11 12 19

    ReplyDelete
  3. Looking for posts from Bruce, Matt H and Steve.

    ReplyDelete
  4. -------Jerry's responce to GM turn post------#16

    Initiative Roll ~ 5+4=9

    Move 1 ~
    Attack ~ snap jaw twice
    Move 2 ~
    Cast a Spell ~ na
    Use Ability/Item/Skill ~
    Search ~
    Talk to X ~

    [duel weild]

    Attack Rolls:

    Att w/MW KATANA ~ 18+0=18
    Dam w/MW katana ~ 8+1=9
    Crit roll ~ 12+0=12
    Crit Damage[d8] ~ 1+1=2
    Precise damage +1d6 ~ x=
    Drty fghtr w/flnkng =1
    TOTAL KATANA ~ =9

    AND

    Att w/WAKIZASHI ~ 11-1=10
    Dam w/wakizashi(d6+1)~ x+1=
    Crit roll ~ x-1=
    Crit Damage ~ (d6+1) ~ x+1=
    Precise damage +1d6 ~ =
    Dirty fighter~ =
    TOTAL WAKIZASHI ~ =

    TOTAL FOR BOTH ATTACKS =9

    d20 rolls: 1-19-14
    d8 rolls: 1-8-3-8-8
    d6 rolls: 1-5-2-1-1-6

    ReplyDelete
  5. Need posts from Matt H and Steve.

    ReplyDelete
  6. Acid Splash the Gator... Move as quickly as possible to get out of the entangled area...

    to hit: 18

    Dmg: 3

    Other Rolls: 4,11,8,8,19

    ReplyDelete
  7. I keep moving forward to attack 17-14-10-18-4

    ReplyDelete