GM Natloz's Princes of the Apocalypse (Inactive)

Game Master natloz

PotA Slides


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

Tarandil moves forward past Magmoira for a slightly better position to attack the incoming skeletons with magic. He continues his barrage of insults, making arcane gestures at the skeleton closing in on Dasim.

Not sure what the target ID is, but I'll call it skeleton A.
Vicious Mockery: 1d4 ⇒ 2
Wisdom save DC 13 or have disadvantage on their next attack.


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, Rage 3/10 Rds, Damage Resistance

Rrath rushes forward and attacks the front left skeleton.

Aaaaaaarrrrrrrgh!

GA Att: 1d20 + 6 ⇒ (5) + 6 = 11
GA Dam: 1d12 + 4 + 2 ⇒ (10) + 4 + 2 = 16


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

Crap...my turn did not post! I had cast Thunderwave at the advancing skeletons...I had hoped to do it before everyone ran out in front. Can I have it go off before Rrath and Tarandil move??

Thunderwave: 2d8 ⇒ (3, 4) = 7

Failed save pushed back 10' and full damage...save only take 1/2 damage and not pushed back. DC-15


Do the skeletons have metal armor or weapons that might respond to shocking grasp?


| SA

Yours wasn't the only post that got eaten. I had a big long thing but it's nowhere to be seen. I'll update for real when I get back to my laptop.


| SA

That's fine Mags. I'm assuming you run up casting your spell and with a flourish you try to throw them back. Which skeletons are you trying to hit with it? As some skeletons have already been targeted, from left to right we'll go with A, B, C, and D. In this case, Rrath would be wanting to target B but I'm not sure he could reach him. Here are three rolls as that's the maximum you could hit at once. The top one is for the highest alphabetically and proceeding from there.

Con vs Mags: 1d20 + 2 ⇒ (17) + 2 = 19

Con vs Mags: 1d20 + 2 ⇒ (4) + 2 = 6

Con vs Mags: 1d20 + 2 ⇒ (9) + 2 = 11

A Wis vs Tarandil: 1d20 - 1 ⇒ (15) - 1 = 14

Ziyad, they have metal short swords that will trigger the adv from shocking grasp.


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

I thought I could reach B when I counted the map squares, before they were moved back. If I could not, then I would move as close as I could and chuck a hand axe at them.


Ziyads hands crackle with white hot tendrils of electrical fire, shortly they arc through the air, transmitted to the tiny advancing crab...

Going to hold the spell and have Clax move forward and dodge. His reaction will release the charge when/if a skeleton gets close enough.

Shocking: 1d20 + 6 ⇒ (11) + 6 = 17
Shocking: 1d20 + 6 ⇒ (12) + 6 = 18
Dmg: 1d8 ⇒ 6 +lose reactions


| SA

The skeleton is not impressed by Tarandil's insults. Magmoira's spell has more effect though as the skeleton in front of her is pushed back. Rrath's hand axe only barely misses. The skeletons keep marching forward though. The first two encounter Mags after she just finished her spell. One goes marching past only to find a crab with sparking claws zapping him. The last comes around the tables to attack Rrath.

Three attack. The last one double moved.

Green attack vs Mags: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d6 + 2 ⇒ (5) + 2 = 7

Orange attack vs Mags: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 2d6 + 2 ⇒ (3, 2) + 2 = 7

Red attack vs crab: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 + 2 ⇒ (5) + 2 = 7


The crab used dodge as its action (shocking as reaction) so the skeleton should have disadvantage


| SA

disadvantage attack vs crab: 1d20 + 4 ⇒ (16) + 4 = 20

My bad, it didn't register when I read it.


Clax bursts into bits of strange meat before disappearing in a loud flash of flame...those watching notice Ziyad breathe a sigh of relief, actually.


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

Dasim steps up into a flanking position on the skeleton engaged with Rrath and whirls the flat of spear head against the undead creatures bones followed by a spinning kick to sweep its legs.

Spear Attack Dark Red Skeleton with Flanking: 1d20 + 5 ⇒ (11) + 5 = 16
Adv. Spear Attack Dark Red Skeleton with Flanking: 1d20 + 5 ⇒ (10) + 5 = 15
Spear Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Martial Attack Dark Red Skeleton with Flanking: 1d20 + 5 ⇒ (6) + 5 = 11
Adv. Martial Attack Dark Red Skeleton with Flanking: 1d20 + 5 ⇒ (4) + 5 = 9
Martial Damage: 1d4 + 3 ⇒ (3) + 3 = 6


| SA

Dasim hits with his spear but misses with the follow up attack.

Everyone else gets a turn too. Technically the flanking rule is optional and it will probably hurt you all more than it will help. I'll use it if you all want to.


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

Yeah...I would rather do without.

Round 4, Rage 4/10 Rds, Damage Resistance

Rrath attacks the skeleton between him and Dasim.

GA Att: 1d20 + 6 ⇒ (10) + 6 = 16
GA Dam: 1d12 + 4 + 2 ⇒ (2) + 4 + 2 = 8


I'm also not a fan of the optional flanking rule, but not a big deal and willing to go with consensus.

Ziyad conjures up his flames under one of the skeletons assailing Mags...red

Bonfire: 1d8 ⇒ 3


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:7/9

Mags is rocked by the vicious blow from the skeleton, but quickly rallies and strikes back at the animated bones.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 5 ⇒ (4) + 5 = 9


| SA

Rrath cuts down the skeleton between himself and Dasim.

Reflex vs Ziyad: 1d20 + 2 ⇒ (2) + 2 = 4

The bones char from Ziyad's magical fire.

Magmoira strikes true and smashes one of the skeletons attacking her.


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

ok...who is up?


| SA

I believe it's Tarandil. It's been a while so let's assume he casts vicious mockery at green.

will vs Tarandil: 1d20 - 1 ⇒ (6) - 1 = 5
vm damage: 1d4 ⇒ 2

The magic takes hold of the skeleton as it slashes at Magmoira again. Meanwhile, the other steps up to challenge Rrath.

g attack vs mags: 1d20 + 4 ⇒ (17) + 4 = 21
g dis attack vs mags: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 2 ⇒ (6) + 2 = 8

r attack vs Rrath: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 2 ⇒ (5) + 2 = 7

Ouch... death saves for mags?
Party is up again


Seeing Mags timber over and fall Ziyad quickly unstoppers the enchanted flask on his belt and hurtles it towards the bloodthirsty skeleton...

Holy Water toss, green: 1d20 + 5 ⇒ (3) + 5 = 8
Radiant: 2d6 ⇒ (5, 1) = 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

I only see a green one left on the map. How did red attack me last turn?


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 5, Rage 5/10 Rds, Damage Resistance

Rrath returns the favor on the red one, but not be fore shouting,

I need healing!

GA Att: 1d20 + 6 ⇒ (15) + 6 = 21
GA Dam: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9


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 drops like a poleaxed steer, blood slowly oozing from the deep scratches made by the skeleton's jagged claws.

Death Save: 1d20 ⇒ 19


| SA

Ziyad's flask goes sailing past the skeleton. Rrath has greater success at his greataxe tears the skeleton to pieces.

Dasim and Terandil has a go.


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

Spear Attack vs. Green: 1d20 + 5 ⇒ (17) + 5 = 22
Spear Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Martial Attack vs Green: 1d20 + 5 ⇒ (12) + 5 = 17
Martial Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Seeing Magmoira fall, Dasim rushes over to try and draw the skeleton's attention. Using the flat of his spear blade and his own fist, he attempts to shatter bones and crush the joints of the undead menace.


| SA

Though Magmoira lies bleeding on the ground, Dasim smashes the remaining skeleton.


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 looks around the room.

Perception: 1d20 + 2 ⇒ (17) + 2 = 19

Does anyone have any healing for Mags?


"...I may be able to halt the flow of blood..." he says, quickly kneeling over the huge body and applying pressure...

Medicine: 1d20 + 3 ⇒ (16) + 3 = 19


| SA

Mags is still unconscious but is not in danger of bleeding out.

Regain Conciousness in: 1d4 ⇒ 4 Hours unless magical healing is administered.


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

Notice anything further about the room with my perception roll?


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

Tarandil rushes over to Magmoira and begins casting a healing spell.

Cure Wounds: 1d8 + 3 ⇒ (5) + 3 = 8

"That should get her back on her feet. We must be cautious here. I'd hate to see any of us join these undead."

Apologies for the missed posting. A combination of distractions and forgetfulness.


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

Seeing that Tarandil has Magmoira's injuries under control Dasim looks around the cavern with Rrath. "Where did that blasted necromancer get off to. I swore I saw him when we first entered?" He says looking for any other exits or hidden passages but having a hard time do to the stench coming from all of the dead in the chamber.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


| SA

Sorry Rrath, you don't notice anything else peculiar about the room. The ar end of the room is where you last saw the necromancer. He ran off down a passageway as the skeletons attacked.


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

"Are we ready to continue the hunt?" Dasim says to his companions. [b]"I believe the villain scurried down that far passage."[b] He adds moving toward where they last saw the necromancer.


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

Like I said, I could use some healin', Tarandil, if ya have any more?


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

Tarandil nods. "I have one more healing spell. We stand a better chance of stopping that necromancer if we're at our best."

Cure Wounds: 1d8 + 3 ⇒ (6) + 3 = 9


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

Thank you, Tarandil.

Rrath moves down the passage with Dasim in search of the necromancer.

Perception: 1d20 + 2 ⇒ (19) + 2 = 21


| SA

You follow the passage down as it opens into an oval chamber forty feet wide and sixty feet wide. Dark purple tapestries hang on the walls around the room. At the center stands a pedestal fashioned of severed arms arranged to clutch one another in a cone. Cradled in the uppermost hands is a glowing crystal sphere. A dark sigil with an eyelike slit floats above the sphere.

See slides for sigil

Rrath:
You notice a lump in one of the draperies at ther other end of the room.


Ziyad traces through the architecture of his mental memory palace, trying to locate any information about the sigil...

Arcana: 1d20 + 6 ⇒ (7) + 6 = 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 emphatically points to what appears to be a lump behind one of the drapes while making no sound. Then he puts a finger between his two tusks as he tiptoes towards the lump with his axe drawn.

Stealth: 1d20 + 2 ⇒ (8) + 2 = 10


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

Int Check: 1d20 + 1 ⇒ (7) + 1 = 8

Dasim pauses to look at the sigil but has no idea what it is or who it might represent. Instead he nods quietly at Rrath's signal and moves toward the curtain and whatever might be hiding behind it.

Stealth: 1d20 + 5 ⇒ (9) + 5 = 14


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

Dasim rips the curtain back to reveal whatever might be hiding underneath.


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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

And behind curtain number 1, we have....


| SA

Anticipation! Also, your arcana checks did not reveal any clues as to the symbol.

In an alcove behind the drapery stands a skeleton holding a short sword and shield guarding his master, a dark haired band that looks to be of noble birth but now looks very much insane judging by his wide grin. "Can't you see it? It's the eye! It sees your every move! Don't you fear it?"

Initiatives! He is in an alcove that has no other exit. Just a skeleton between you and him, Dasim is directly in front with Rrath next to him, both in striking range.

Skeli initiative: 1d20 + 2 ⇒ (7) + 2 = 9
oreioth init: 1d20 + 1 ⇒ (2) + 1 = 3

gm things:
1d4 + 1 ⇒ (3) + 1 = 4


Ziyad sets the ostensibly trapped necromancer on fire, spitefully "The lance rock is not yours anymore, shadow delver."

Bonfire: 1d8 ⇒ 2


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, Damage Resistence

Rrath swings at the skeleton.

GA Att: 1d20 + 6 ⇒ (8) + 6 = 14
GA Dam: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10


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: 8/9

Mags also slams the skeleton.

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


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

Spear Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Spear Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Martial Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Martial Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Seeing Rrath and Magmoira quickly dealing with the skeleton, Dasim uses his spear as a feint against the supposed Master of Lance Rock, and then follows up his wayward spear thrust with a solid punch to the man's jaw.


| SA

dex vs Ziyad: 1d20 + 1 ⇒ (12) + 1 = 13

Flames lick at the pants of the necromancer. His skeleton bodyguard is quickly dispatched and Dasim steps in to challenge the master directly. Seemingly oblivious to what's about to happen, he still grins though he is missing some teeth.

Tarandil

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