GM Natloz's Princes of the Apocalypse (Inactive)

Game Master natloz

PotA Slides


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Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Round 2, Target b

Rrath continues to swing his axe in an exchange of blows with the undead that attacked him.

GA Att: 1d20 + 6 ⇒ (10) + 6 = 16
GA Dam: 1d12 + 4 ⇒ (5) + 4 = 9


| SA

A undead vigor DC 10: 1d20 + 3 ⇒ (11) + 3 = 14
A undead vigor DC 9: 1d20 + 3 ⇒ (6) + 3 = 9

B undead vigor DC 14: 1d20 + 3 ⇒ (18) + 3 = 21

Even though they've taken a massive beating, the zombies still stand.

Forgot the zombie didn't move on its turn to get out of the flames.
dex vs bonfire DC 14: 1d20 - 2 ⇒ (16) - 2 = 14

Are these zombies lucky or what? Top of the order again.


Male Half-Elf Bard 2 | 19/19 HP | AC 13 | Init +2 | SV Dex +4, Cha +5 | Passive Perception 13

Tarandil continues his string of insults against the zombie focusing on Rrath.

Target B
Vicious Mockery: 1d4 ⇒ 4
Wisdom save DC 13 or have disadvantage on their next attack.


From the roaring flame comes a flash of bright blue light, reaching through the ash and enveloping the undead...

Shocking Grasp: 1d20 + 4 ⇒ (5) + 4 = 9
Shocking Grasp, adv if metal armor: 1d20 + 4 ⇒ (16) + 4 = 20
Dmg: 1d8 ⇒ 4 +lose reaction

If the zombie is still in the flames, I will maintain concentration on that and cast shocking grasp through Clax as its reaction. If the shocking grasp hit, Clax will move away. If not, it will dodge.


| SA

B Will vs Tarandil: 1d20 ⇒ 10

B UV DC 9: 1d20 + 3 ⇒ (11) + 3 = 14

C UV DC 9: 1d20 + 3 ⇒ (8) + 3 = 11

Electricity crackles along the zombie but it stays standing. Tarandil's target also succumbs to his magic but it stays standing.

zombie A Attack vs Dasim: 1d20 + 3 ⇒ (9) + 3 = 12
zombie A damage: 1d6 + 1 ⇒ (5) + 1 = 6

zombie B Attack vs Magmoira: 1d20 + 3 ⇒ (19) + 3 = 22
zombie B damage: 1d6 + 1 ⇒ (6) + 1 = 7

zombie C Attack vs Rrath: 1d20 + 3 ⇒ (10) + 3 = 13
zombie C damage: 1d6 + 1 ⇒ (4) + 1 = 5

The zombies strike back at their assailants, one landing a nasty blow to the firbolg.

Dex vs Bonfire: 1d20 - 2 ⇒ (1) - 2 = -1
bonfire damage: 1d8 ⇒ 7

C UF DC 12: 1d20 + 3 ⇒ (1) + 3 = 4

The zombie standing in the fire finally collapses.

Dasim, Rrath, and Mags are up


Male Human (Rashimi) Monk 2 | HP:15/15 | AC:15 | Init: +3 | Per: 12 | PB: +2

"Blasted foul creature, give up and go to the gods!" Dasim says as he stabs his spear and fist into the zombie again.

Spear Attack Zombie A: 1d20 + 5 ⇒ (4) + 5 = 9
Spear Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Martial Attack Zombie A: 1d20 + 5 ⇒ (19) + 5 = 24
Martial Damage: 1d4 + 3 ⇒ (1) + 3 = 4


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Round 3, Target C

Rrath swings at the creature that attacked him.

GA Att: 1d20 + 6 ⇒ (17) + 6 = 23
GA Dam: 1d12 + 4 ⇒ (9) + 4 = 13


| SA

A UF dc 14: 1d20 + 3 ⇒ (19) + 3 = 22
A UF dc 9: 1d20 + 3 ⇒ (18) + 3 = 21

C UF dc 18: 1d20 + 3 ⇒ (4) + 3 = 7

Rrath finally cuts down the zombie but Dasim's target stays standing despite multiple broken bones stabbing from it's rotting flesh.


Female Firbolg Druid 2 ★ 14.13.12.11.20.08 ★ 15/15 hp ★ 13 AC ★ Int(+2), Wis(+7), ★Passive Per 15 ★ Spells: 3/3, DC-15 +7 Spell Att,★ Insp. 1

Current HP: 2/9

Shaking slightly from the brutal attack, Magmoria still swings at the undead beast with her staff.

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Crit: 1d8 ⇒ 6


| SA

Crit you say?

The creature crumples from Magmoira's well placed strike. The gore and the costumes make for a grisly sight.

Combat (finally) over. 30 xp each.


Somewhat out of breath "How many more 'subjects' does this 'Lord' possess I wonder...here is his 'jester' and his 'queen' perhaps. I worry to think of his 'knight'..."


Male Human (Rashimi) Monk 2 | HP:15/15 | AC:15 | Init: +3 | Per: 12 | PB: +2

Similar to Ziyad, Dasim also needs to catch his breath after the exertion of the fight.

"I'll be glad...to put this foul cavern...and it's master behind us, that's for sure. But not before this so called Lord of Death is a Lord no more." He says grimly cleaning his spear while he tries to ease his breathing.

He then looks to Magmoira with concern. "I saw you take a wicked blow. Are you able to go on, or should we retreat and find a place to rest and recover?"


Male Half-Elf Bard 2 | 19/19 HP | AC 13 | Init +2 | SV Dex +4, Cha +5 | Passive Perception 13

Tarandil looks at Magmoira. "I saw the zombie hit you pretty hard. Would you like me to use a healing spell on the wound or do you have healing magic you'd prefer to rely upon?"

Assuming Magmoira prefers Tarandil heal her (as opposed to using one of her own slots), here is the dice roll if Tarandil casts.
Cure Light Wounds: 1d8 + 3 ⇒ (2) + 3 = 5


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Rrath gets his axe and looks around the room, before saying,

Let's find their master.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4


| SA

You have two choices of paths to take. One to the southwest, one to the southeast.


Male Human (Rashimi) Monk 2 | HP:15/15 | AC:15 | Init: +3 | Per: 12 | PB: +2

Dasim will walk to the entrance of the southeast passage and look and listen for a few seconds.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Rrath follows Dasim and peers down the hallway. Awaiting the ok to move forward.


Female Firbolg Druid 2 ★ 14.13.12.11.20.08 ★ 15/15 hp ★ 13 AC ★ Int(+2), Wis(+7), ★Passive Per 15 ★ Spells: 3/3, DC-15 +7 Spell Att,★ Insp. 1

Mags thanks Tarandil for the healing.

"That was an unlucky strike for me. Thank you for the healing. Let's go and put an end to this Lord of the Dead's plans!"


Male Half-Elf Bard 2 | 19/19 HP | AC 13 | Init +2 | SV Dex +4, Cha +5 | Passive Perception 13

Tarandil nods to Magmoira. "My pleasure." He then joins Rrath and Dasim to help peer down the hallway.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Ziyad follows after the others, his dagger of light bleeding through his red robes like a colored lantern. Necromancers had been his enemies from a very young age, he was in fact trained to hate them as a rival school through offensive brainwashing education. These days however, his hatred was evolved and he instead had a more practical bent, thinking of the Harpers and how this event might alter his standing with the faction.


| SA

As you travel down the passageway you start to see light flickering around a corner. The passage opens into an enormous cavern illuminated by several guttering torches set in sconces on the walls. The floor is uneven, and the ceiling is forty feet up. Three flat boulders near the passage serve as tables for human corpses. Severed body parts sit in baskets by the corpses, covered in dry gore. A figure in a dark hood stands by the third table, its back to you. Matted hair juts from the hood, and the figure holds a bone needle threaded with dark cord in it's hand.
Farther to the west, a stone stair climbs the north wall, ending near the ceiling. A stone slab like a counter juts from the wall across the room from the base of the stairs. It holds saws, knives, and other tools. Four skeletons stand beyond this tool bench, guarding a wide passage that exits to the west.


Intrepid, in his thickest Thayan accent "So, you would be the Lord of Lance Rock, is that it? This...squalor...your 'kingdom'? We are not impressed, and owe you no fealty I think."


Male Human (Rashimi) Monk 2 | HP:15/15 | AC:15 | Init: +3 | Per: 12 | PB: +2

"Yes...it is time to bring your experiments and foul deeds to an end." Dasim says following Ziyad's opening words. "There will be no mercy for one such as you." He adds rushing in with spear and fist whirling for a swift series of strikes.

Spear Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Spear Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Martial Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Martial Damage: 1d4 + 3 ⇒ (3) + 3 = 6


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Do we need Initiative Rolls?


| SA

The figure offers no response to Ziyad. Things come in motion as Dasim charges into the room though. Initiatives! That can be your first action Dasim.

Hooded figure: 1d20 - 2 ⇒ (2) - 2 = 0
something else: 1d20 + 2 ⇒ (19) + 2 = 21

Looks like i took to long to hit submit. You are correct Rrath, you got your question in as I was typing mine. And work people needed some computer help too.


Z Init: 1d20 + 3 ⇒ (8) + 3 = 11
C Init: 1d20 ⇒ 11


Male Human (Rashimi) Monk 2 | HP:15/15 | AC:15 | Init: +3 | Per: 12 | PB: +2

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Initiative: 1d20 ⇒ 3


Male Half-Elf Bard 2 | 19/19 HP | AC 13 | Init +2 | SV Dex +4, Cha +5 | Passive Perception 13

Initiative: 1d20 + 2 ⇒ (16) + 2 = 18


Female Firbolg Druid 2 ★ 14.13.12.11.20.08 ★ 15/15 hp ★ 13 AC ★ Int(+2), Wis(+7), ★Passive Per 15 ★ Spells: 3/3, DC-15 +7 Spell Att,★ Insp. 1

Init: 1d20 + 1 ⇒ (17) + 1 = 18


| SA

Initiative: Crawling Claws
Dasim, Tarandil, Magmoira, Ziyad and crab, Rrath
Hooded Figure

As soon as Dasim crosses the threshold of the cave, the baskets start to shake and tip themselves over. From out of the baskets come disembodied hands crawling towards you with murderous intent. Two of the hands reach Dasim and launch themselves through the air, dirty nails outstretched. Meanwhile, from the other side of the tables, more hands advance towards Rrath.

aqua vs dasim: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d4 + 1 ⇒ (1) + 1 = 2

green vs dasim: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d4 + 1 ⇒ (3) + 1 = 4

yellow vs Rrath: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d4 + 1 ⇒ (3) + 1 = 4


Ziyad gets a sense of deja vu watching the hands like its some fragment of his nightmares. He focuses on the hooded figure, lighting him ablaze...

Bonfire: 1d8 ⇒ 7 DC 14 dex none

The crab moves to Dasim, assisting his attacks...

Help Dasim: 1d20 ⇒ 16


Male Human (Rashimi) Monk 2 | HP:15/15 | AC:15 | Init: +3 | Per: 12 | PB: +2

With two of the undead claws reaching for him, Dasim waits as Ziyad's crab scuttles by and pinches off a bit of the dead flesh from one of the claws and throws it off balance. Taking advantage of the crabs help, the Rashimi strikes out with his spear and then stomps on the claw hoping to put it out of action quickly.

Spear Attack Aqua: 1d20 + 5 ⇒ (13) + 5 = 18
Advantage Spear Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Spear Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Martial Attack Aqua: 1d20 + 5 ⇒ (17) + 5 = 22
Martial Damage: 1d4 + 3 ⇒ (3) + 3 = 6


| SA

dex vs Ziyad: 1d20 - 2 ⇒ (7) - 2 = 5
Flames lick at the robes on the creature as it stands in the conjured fire.

Dasim retaliates quickly against the claws, cutting the first claw in half with his spear. He turns quickly on the second stomping it with a wet squish.

First attack killed aqua so redirected the second attack to green.


Female Firbolg Druid 2 ★ 14.13.12.11.20.08 ★ 15/15 hp ★ 13 AC ★ Int(+2), Wis(+7), ★Passive Per 15 ★ Spells: 3/3, DC-15 +7 Spell Att,★ Insp. 1

Magmoria moves forward and strikes at one of the creepy hands (red)

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 5 ⇒ (5) + 5 = 10


Rrath and Tarandil up I think?


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Round 1, Rage 1/10 Rds, Damage Resistance

Rrath flies into a rage and counters against the crawling hand.

GA Att: 1d20 + 6 ⇒ (20) + 6 = 26
GA Crit Dam: 3d12 + 4 + 2 ⇒ (2, 9, 3) + 4 + 2 = 20


| SA

No kill like overkill...

Magmoira's enchanted staff releases a flash of magic as she strikes the hand leaving it smoking at her feet. There is little left of Rrath's target besides a wet spot on the ground where it once was.

Tarandil then hooded person


Male Half-Elf Bard 2 | 19/19 HP | AC 13 | Init +2 | SV Dex +4, Cha +5 | Passive Perception 13

Tarandil unleashes a string of insults and arcane gestures at the hooded figure.

Vicious Mockery: 1d4 ⇒ 1
Wisdom save DC 13 or have disadvantage on their next attack.


| SA

Will vs Tarandil: 1d20 ⇒ 11

The hooded figure begins to turn but seizes a little when Tarandil's magic hits him. When he finishes turning you see a rotted figure that is becoming unfortunately familiar. It shambles towards you all menacingly. Reaching Magmoira it swings a rotting arm.

attack: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 + 1 ⇒ (1) + 1 = 2

From the far side of the cavern come a cackling. "Hahahaha! Yes my minions! Kill them! Kill them all!

Meanwhile, the last remaining hand makes it to Rrath and claws at him.

attack: 1d20 + 3 ⇒ (6) + 3 = 9
damage: 1d4 + 1 ⇒ (3) + 1 = 4

The skeletons begin advancing from the end of the cavern.

Party then skeletons then hand if it survives.


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Round 2, Rage 2/10 Rds, Damage Resistance

Rrath again counters against the crawling hand.

GA Att: 1d20 + 6 ⇒ (9) + 6 = 15
GA Crit Dam: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10


| SA

Forgot that the zombie had disadvantage.

attack vs magmoira: 1d20 + 3 ⇒ (2) + 3 = 5

The hooded figure swings a rotting arm at Magmoira but it seizes again allowing her to dodge aside.

Rrath smashes the remaining hand easily.


Male Human (Rashimi) Monk 2 | HP:15/15 | AC:15 | Init: +3 | Per: 12 | PB: +2

Attempting to deal with the hooded figure before the skeletons make thier way across the cavern, Dasim steps forward, lunges with his spear and follows up with a quick kick to the enemy.

Spear Attack Hooded Figure: 1d20 + 5 ⇒ (19) + 5 = 24
Spear Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Martial Attack Hooded Figure: 1d20 + 5 ⇒ (6) + 5 = 11
Martial Damage: 1d4 + 3 ⇒ (2) + 3 = 5


Ziyad once more lights the strange figure on fire, coordinating with his crab to help Magmoria's next attack...

Bonfire: 1d8 ⇒ 4
Help Mag: 1d20 ⇒ 7


Female Firbolg Druid 2 ★ 14.13.12.11.20.08 ★ 15/15 hp ★ 13 AC ★ Int(+2), Wis(+7), ★Passive Per 15 ★ Spells: 3/3, DC-15 +7 Spell Att,★ Insp. 1

Mags swings her staff at the undead figure, also hoping to take it down before the skeleton's arrive. With the assistance of Ziyad and his crab, she is able to land a near perfect strike.

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Adv. : 1d20 + 7 ⇒ (9) + 7 = 16

Damage: 1d8 + 5 ⇒ (8) + 5 = 13


| SA

DeX vs Ziyad: 1d20 - 2 ⇒ (17) - 2 = 15

The creature somehow avoids the worst of the flames but takes a beating from both Dasim and Magmoira but remains standing.

UF DC 18: 1d20 + 3 ⇒ (16) + 3 = 19

Definitely thought this guy was done.
Tarandil then enemies.


Male Half-Elf Bard 2 | 19/19 HP | AC 13 | Init +2 | SV Dex +4, Cha +5 | Passive Perception 13

Tarandil continues his barrage of insults on the hooded figure.

Vicious Mockery: 1d4 ⇒ 3
Wisdom save DC 13 or have disadvantage on their next attack.


| SA

Wis vs Tarandil: 1d20 ⇒ 9

UF DC 8: 1d20 + 3 ⇒ (6) + 3 = 9

Tarandil's magic causes the creature to spasm even more at it tries to stike Magmoira again.

attack: 1d20 + 3 ⇒ (1) + 3 = 4
attack disadvantage: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d6 + 1 ⇒ (1) + 1 = 2

Unfortunately for the creature, it stays in Ziyads conjured fire.

Dex vs bonfire: 1d20 - 2 ⇒ (15) - 2 = 13
bonfire damage: 1d8 ⇒ 1

UF DC 6: 1d20 + 3 ⇒ (15) + 3 = 18

Though the flames start to catch on the rotting flesh, the creature remains standing.

Meanwhile, the skeletons continue marching forward. They will be upon you next turn. See slide 2 for positions.


Male Human (Rashimi) Monk 2 | HP:15/15 | AC:15 | Init: +3 | Per: 12 | PB: +2

Dasim steps up onto the stone platform and once again drives his spear deep into the zombie's undead flesh, then follows that with another fast punch to the head.

Spear Attack Hooded Figure: 1d20 + 5 ⇒ (18) + 5 = 23
Spear Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Martial Attack Hooded Figure: 1d20 + 5 ⇒ (4) + 5 = 9
Martial Damage: 1d4 + 3 ⇒ (4) + 3 = 7


| SA

uf DC 14: 1d20 + 3 ⇒ (1) + 3 = 4

Dasim skewers the zombie once more and the foul energies powering it finally dissipate.

Zombie finally down

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