GM Natloz's Princes of the Apocalypse (Inactive)

Game Master natloz

PotA Slides


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| SA

You recognize him as the person managing some of the younger carpenters. You've also seen him in the tavern chatting with some of the more influential members of the town.


His eyes narrow and whispers to the others "That's the Red Larch wright...something of an instructor for budding carpenters. Not wholly out of earshot of the council as I understand..."


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

"Are you hurt grandfather? Do you need help getting back to the surface?"

The Goliath continues to question the old man.


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 approaches the man.

Quit yet blubberin', or I'll give ya somethin' to cry about.

Intimidate: 1d20 + 2 ⇒ (17) + 2 = 19


| SA

He immediately stops begging at Rrath's warning. "Hurt? No. I would like to get away from here though. Just please don't provoke the wrath of the Believers! Through the door is a room with great stones that move around on occasion. That's how they talk to us."


Incredulous "...and what do the stones say, exactly?"


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

"Moving stones! I would very much like to see this phenomenon. Is it safe to enter?"

Would Know: Nature give Magmoria any further insight about these moving stones?

Know: Nature: 1d20 + 2 ⇒ (18) + 2 = 20


| SA

"The stones warn us of coming danger and warn us when we make bad choices. I've never seen the stones move though. We come in and the stones are in new positions and the earth priests help us understand what the stones are saying. It's safe enough to enter I guess but please don't disturb the Delvers."

Magmoira, you don't know of anything in nature that would move stones in such a way.


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

"Well did they warn you about collapsing half the blasted village?" Dasim says to the old man. "Seems like a dangerously bad choice if I ever heard of one. Maybe your Delvers aren't as all powerful bright as you seem to give 'em credit for." He adds pushing past the old man and into the room beyond.


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 follows behind Dasim, intrigued as she has never heard of such a thing as these stones before.


"Give me that." he grabs the stick the old man was whittling and immolates it in a quick bonfire "So you were sitting here...waiting for one called Grund? Guess what? I don't forget a face. If you are allied with those that would harm Red Larch everyone will know it soon. Why not denounce these people and turn back to peaceful commerce and education? The young carpenters still need your wisdom...the wisdom of your real life experience, not this elemental cult...come with us."

He conjures forth a large shield, offering it to the old man.


| SA

"What? Me go in there? I don't think so. I'll wait right here for you."

The man looks more frightened of going through the door than anything he thinks you all will do.


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 say we tie 'im up. I do not need anyone comin' at my back when we head in.


| SA

Tie him up and go inside? I was hoping for accent from others in the group.


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

Yep, that sounds good. Dasim actually just pushed past him and went through, so he has no objections to tying him up.


| SA

Good enough for me, for some reason I thought posing passed meant you didn't enter the room yet...

The next room is an enormous chamber with 20 ft ceilings. A lighted lantern sits in the middle of the room. An odd array of stone monoliths - some upright standing stones, and others arrayed in three stone arches - stand around the chamber. Six low stone slabs sit around the perimeter of the room. Each holds humanoid bones, dressed in scraps of tattered cloth and rusted iron. You deduce these must be "the Delvers" the old man was talking about.

Slide 1 map has been updated


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 is very interested in the stones and walks over to the closest one, trying to 'feel' if they have any connection to the natural world..or if they are something altogether different.

possible Nature skill roll??


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

Seeing the bodies, Dasim shakes his head. "No wonder the Delvers didn't warn the old guy about our arrival. They appear to be quite dead unless we've another 'Lord of Lance Rock' on our hands." He says walking over to the first set of bones wary of any sign of movement or other undead machinations.

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


| SA

As you begin looking around the room, you notice out of tha corner of your eye a man peeking from behind a stone making very precise gestures.

Initiative!

Dasim: 1d20 + 3 ⇒ (9) + 3 = 12
Magmoira: 1d20 + 1 ⇒ (4) + 1 = 5
Ziyad: 1d20 + 3 ⇒ (10) + 3 = 13
Rrath: 1d20 ⇒ 5
Tarandil: 1d20 + 2 ⇒ (19) + 2 = 21
Enemy: 1d20 ⇒ 2

The party goes, then him. He is placed on the map. Mags, the stones appear to be completely normal, no roll needed.


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 Rds 1/10, Resitance

Rrath advances and flies into a rage. He throws a handaxe at the hidden man.

Hand Axe Att: 1d20 + 6 ⇒ (2) + 6 = 8
Hand Axe Dam: 1d6 + 4 ⇒ (6) + 4 = 10


| SA

Rrath dagger clangs off the standing stone the man is hiding behind and falls to the floor.

Reminder: the squares are 10f each. I'll put a reminder on the map as well.


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 moves forward, calling upon her nature powers to enchant her staff.

Move 30' and cast shillelagh


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

Dasim centers himself for a heartbeat and then rushes forward using the various rocks for cover and dodging back and forth in a chaotic, yet graceful manner that makes it hard to follow the monks movement.

Dash and then spending a Ki point to add a bonus Dodge action.


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

Tarandil makes arcane gestures trying to cast a spell faster than the mysterious stranger and hoping to subdue him for questioning.

Sleep: 5d8 ⇒ (7, 3, 3, 4, 8) = 25


| SA

The party cautiously approaches the man as Tarandil's spell washes over the man. He grins at your attempt "You call that a spell? Hahaha!"

Now that you are closer you can see that man wears splint armor and has a glaive strapped to his back.

Ziyad then him.


Ziyad's eyes narrow at the gross lack of magic appreciation. Under his breath he mutters "Perhaps this will be more to your liking..."

Magic Missile Wand, 6 charges: 8d4 + 8 ⇒ (3, 3, 2, 1, 3, 4, 4, 3) + 8 = 31

If I can control the appearance of the missiles in wand form, Id like them to appear like magical thrown daggers.


| SA

As the magical daggers fly towards him, the man waves across their path as a shield shimmers to life. The magical daggers explode in a shower of sparks. "Perhaps so" he grins in response.

He scampers from his hiding place and cast a spell on the run."Holy earth bind you and hold you! he exclaims as the dust in the air begins to coalesce around you. As her goes he takes his glaive to hand.

Everyone but Dasim needs to make a DC 13 Wisdom save or be affected by slow.
Party is up again.


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

Slow Save: 1d20 + 7 ⇒ (14) + 7 = 21

Reaching into the pouch at her waist, Magmoria withdraws three smooth river pebbles. She mutters a few mystic words over the rocks and then throws one of them at the unknown spellcaster.

Magic Stone: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 5 ⇒ (6) + 5 = 11


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

Slow Save: 1d20 + 1 ⇒ (20) + 1 = 21

Tarandil shrugs off the spell. "I guess your magic isn't much better. But let's see how you fare against this!" Tarandil continues casting.

Dissonant Whispers: 3d6 ⇒ (2, 4, 5) = 11

Wis save 13 or be forced to move away


Wis Save: 1d20 + 5 ⇒ (20) + 5 = 25

Ziyad feels the grasp of earth but focuses on elemental air, its counter. The spell erodes within his mind.

"Boastful. But even the largest of mountains reduce with time..." Grasping at the strands of the Weave, Ziyad retrieves his fear box...a small bundle of energy tubes where he has been storing his primal fright. He opens the box, letting it take over him briefly as he attempts to swap psyche with the enemy caster...

Cause Fear. Wisdom DC 14 or frightened and cant move closer to Ziyad.


| SA

Wis save vs Tarandil: 1d20 ⇒ 9
Wis vs Ziyad: 1d20 ⇒ 10

Womp womp. Moves as a reaction to Tarandil.

The snarl on the man's face turns to a look of terror as he turns to run from the pair of casters. The opening lets Magmoira land a magic stone square on the back of the man's head.


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

Whoa, don't forget about little old me.

Slow Save: 1d20 ⇒ 11

What is the effect.


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

Dasim moves forward, flips the grip on his spear and launches it at the fleeing spell slinger.

Thrown Spear Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Thrown Spear Attack - Range Disadvantage: 1d20 + 5 ⇒ (19) + 5 = 24
Spear Damage: 1d6 + 3 ⇒ (3) + 3 = 6


| SA

slow effects:
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.


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, 2/10 Rds of Rage

Rrath advances slowly, and he throws a handaxe at the man before he flees.

Hand Axe Att: 1d20 + 6 ⇒ (2) + 6 = 8
Hand Axe Dam: 1d6 + 4 ⇒ (2) + 4 = 6


| SA

concentration vs Magmoira DC 10: 1d20 + 2 ⇒ (12) + 2 = 14
concentration vs Tarandil DC 10: 1d20 + 2 ⇒ (18) + 2 = 20
concentration vs Dasim DC 10: 1d20 + 2 ⇒ (12) + 2 = 14

Dasim's spear sails through the air and finds it's mark. Rrath's slowed muscles, on the other hand, can barely throw the axe. It makes it only halfway to the man and rings off the floor with a loud clang. There is a low hum and all the large stones rise an inch off the floor.

The man turns and casts a spell at Dasim. A mote of dirt flies from his finger and explodes with a thunderous roar. He can't bring himself to move any closer so he stays where he is.

shatter damage, con save DC 13 for half: 4d8 ⇒ (3, 5, 7, 3) = 18

wisdom save vs fear: 1d20 ⇒ 16


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

Forgot my save at the end of my turn.

Slow Save: 1d20 ⇒ 16

Whoo Hoo!


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

Moving cautiously forward, Magmoria throws another of the stones at the mysterious man.

Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Crit. Damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11


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

Con Save: 1d20 + 1 ⇒ (8) + 1 = 9 Ouch!

Dasim tries to leap aside from the worst of the spells effects, but his forward momentum was just too strong and the monk faced the full force of the wizard's deadly magic. Bones crack and internal organs turn to mush under the spells onslaught and Dasim simply collapses to the ground, a trickle of blood oozing from his nose and mouth.

HP: -3/15


| SA

Dasim, 5th ed you just go to 0. You need to make a d20 roll vs DC 10 for death saves. Make 3 and you're stabilized. fail 3 and you die. Roll a 20 and regain 1 hp. Roll a 1 and it counts as 2 fails. Any kind of healing starts at 0 as opposed to -3 in this case.


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

Right, I always forget that 0 is the stopping point in 5E. Too many years of tracking negative HP under other rule sets. :)


Not sure who is up at the moment


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

Enemy I believe


| SA

Sorry for the absence, I've been working (at least) 10 hour days this week at a conference. It looks like Magmoira thew another rock and Dasim was 'knocked out' I don't think anyone else took a turn. Dasim still needs to make the death save. For his first round of being k.o.ed. The other three can also take a turn.


Ziyad decides to try and force the earth priest to kiss the ground he loves so much...

Grease, DC 14 dex save or prone


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

Death Check: 1d20 ⇒ 3


| SA

Magmoira's enchanted rock lodges itself between the man's ribs.

dex vs Ziyad: 1d20 ⇒ 7

The winces and coughs up blood, the force of which throws him off his feet as the grease appears beneath him.

Rrath and Tarandil.


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 rds 3/10[ooc]

Rrath rushes forward.

[ooc]Please double move me forward towards the enemy. I am unable to do so...on family vacation until Monday.

Save: 1d20 ⇒ 5


| SA

Botting Tarandil

Seeing Dasim coughing up blood, Tarandil says magical words of healing to stitch up some wounds.

Move, cast healing word, dodge action
Healing Word: 1d4 + 3 ⇒ (1) + 3 = 4

Dasim, you are not dying any more and can act normally on your turn.

The man stands on wobbly legs and shuffles out of Ziyad's grease. He presses a hidden button and the wall springs open. He is only able to take a couple staggering steps into the hallway before the adventurers can give chase.


Any AoO from Rrath?

Ziyad combusts the ground beneath the routing caster...

Bonfire: 1d8 ⇒ 3 or dex 14 save

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