Starting positions for Turn 104 are displayed on the Combat Map.
Conditions:
Dargoth: Demon Fever - Effect 1d6 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves.
All: +1 from Inspire Courage Bardic Performance
Brood Swarm: On fire. D3+50% damage next round.
Initiative order for the round:
Initiative 23: Clint
Initiative 21: Web Mummy
Initiative 20: Dargoth
Initiative 14: Brood Swarm
Initiative 12: Kirlic
Initiative 9: Banjo
Initiative 9: Leera
Initiative 8: Thurstan
Initiative 7: Thurstan’s Wolf
Please submit your turn instructions using the Player Action Response - Turn Post Template
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Map Key:
Dark Gray is the floor.
Line filled squares are stairs going up.
Light Blue lines are web covered walls.
Blue star is a statue.
Light Gray rectangles are sarcophagi.
White rectangle is a door.
Female half elf image is Leera.
------------responce to GM turn post-----------#104
ReplyDeleteThurstan Howl - Initiative (+1) =8
move - if he has to...
action - throws another oil flask
continuing fire roll 1d3+50% - [1]=1.5?
Attack roll.....(+9) - [17]+9=+1=27
% to light another flask [4]=yes
fire roll 1d3+50% - [1]=1.5?
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T.H.Wolf - Initiative (+2) =7
move/action - 5'steps to I5 to flank-attacks mummy
Attack roll....(+2) - 2+2=+2+1=7
Damage roll..(d6+1) - x+1=missed
Special,trip...(+4) - x+4=
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..d20 rolls for Thurstan & wolf -
[9] [7] [3] [10] [7] [3] [9] [13] [6]
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Character Name – Uncle Banjo
ReplyDeletePlayer Action Response - UNLEASHING COSMIC POWAH... in teeny dribs and drabs
GM Turn Post #104
Move 1 – NA unless monster moves to melee, in which case I GTFO
Attack – Mummy w/RAYMOND unless mummy is dead. Then Magic Missile the swarm. If MM works on swarms...
Move 2 –
Cast a Spell – Scorching Ray or Magic Missile
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –19+6-4=21 ranged touch
Confirm Potential Crit –
Damage Roll(s) – 13 to mummy or 6 to swarm
Crit Damage –
Special Damage – FIRE or Force effect
Rolls for Saving Throws/Skill checks –
15, 1, 20, 20, 19
Bruce,
ReplyDeleteCan you roll damage for round 2 of you first flask of burning oil?
Dave,
Targeted spells do not work on swarms. Neither Scorching Ray or Magic Missile will be effective. AoE spells work fine as do splash attacks. Weapons work against swarms comprised of tiny creatures (which this one is) but some weapons are more effective than others.
Character Name – Dargoth
ReplyDeleteGM Turn Post #104
Move 1 – I7 - J6 - I5 to give Clint Flanking.
Attack – Swarm
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – [23] + 1 = 24
Confirm Potential Crit –[21] +1 = 22
Damage Roll(s) – [12]+1= 13
Crit Damage – [14] +1 = 15
Special Damage –
Rolls for Saving Throws/Skill checks –
Fortitude Saves (*2) D20+6 = [23]+1 = 24 [21]+1=22
Other Skill Checks: [10] [8] [4] [12] [8] [4] [10] [14] [7] [7]
Matt F,
ReplyDeleteYou only roll confimation for critical hits when your actual dice roll falls within the crit range of your weapon. i.e. Natural 20 for a longbow, 19-20 for a longsword, 18-20 for a scimitar. There is no need to include information for critical hits unless you roll in the crit range of your weapon. Please also note what weapon you are using when making your attack. I assume that you contine with your flail this turn but that is only an educated guess.
Kirlic
ReplyDeleteTurn #104 (I apparently forgot to hit 'post' on this last week)
Move 1 – 5 foot step towards the swarm action, switching to Elven Curve blade. (the purpose of this move is to make use of combat reflexes AoO as these guys move/if they move... and I assume arrows aren't effective against swarms)
Attack – whichever swarm seems most weakened so far
Attack Roll (s) – [18] (lousy rolls...)
Damage Roll(s) – [8]
Rolls for Saving Throws/Skill checks – 5,8,14,13,3,12,10,3,9,15
(oh my God, this dice roller *wants* me to cheat)
Clint attempts to move away, and then takes another shot with his bow back at the EEEvil Mummay!
ReplyDeleteAcrobatics roll [20] +12 = 32
Move to L5
Turn and Fire!
Attack Roll: [19] +10 = 29
Damage roll: [8] +1 +[2] = 9
Additional Skill rolls: I am including my first two rolls on here, in case I need to use them differently, you can re-use in the proper order...? Otherwise, start with the [4] for additional rolls.
[20] [19] [4] [14] [8] [16] [12] [1] [20] [9]
That is everyone. I will post tonight.
ReplyDeleteLIES! Lies lies lies!
ReplyDeleteJust small ones. Maybe lots of small ones ...
ReplyDelete