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 nods to Ziyad. "Oh, a little of this and a little of that. I would be a poor bard if I didn't seek out the strange and usual. But your explanation of the planes is quite excellent. Were you perhaps a teacher at one point? I'm sure I will have to ask about the finer points later."

Tarandil listens to the constable when he enters and speaks after he finishes. "We have indeed heard of increased banditry on the roads. Do you or your men have more specifics about their numbers? Or perhaps be able to point us to someone in town that may have encountered them?"


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

Slipping back inside at hearing the constable, Dasim folds his arms and leans against the back wall while the constable lays out the situation.

"Cairn Road seems as good a place to start lookin' as any." He says. "There any gold involved if we bring back prisoners, scalps, fingers or other proof of our lawfully sanctioned dispensation of justice? Or is it just favors and steaks?"


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 back in to hear the big human speak. He stands with arms crossed, and he nods at the tales of bandits.


| SA

"I'm afraid just favors and steaks from me. You all can keep whatever you find of course. Now I'm not saying you'll actually find any bandits but something is going on but my men and I can't leave town for as long as it would take to investigate."


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

"Aye. No sense letting the dust settle on our shoes more than it already has." Looking at Rrath he adds with a sly grin. "It's not caravan duty, but I'll wager you'll get a good bit of exercise knocking a few bandits back onto the right side of the law."

Taking a deep breath, he slaps his hands together and walks back to open the door.
"So, I'm game and ready if you good folk....and the Thayan...are."


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

Aye, let's have at it!


Ziyad recalls "The Cairn? Ah yes, indeed it was that easterly path I took to reach here. How far along do you expect the bandit activity to occur? All the way to the Dessarin River? Perhaps you could assist me with annotating this map...mark the locations of reports and suspected activity?"


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 stumbles back as the party begins to exit the room. She had heard what the butcher had to say and was initially worried that no one would be investigating the strange happenings in the area. She skips to catch up with the human she spoke with before.

"So you are going to look at what is happening in the valley? Do you mind if I join you all? I know a bit about the wilderness and can provide food and water for the group..."

She trails off as she realized that maybe her contributions will not be enough for this lot of experienced adventurers.


| SA

Harburk takes a look and lets out a slow whistle. "You've got quite the relic here. Let's see if the mountains are here and the river is there... that means we're here. The places the bandits may be are around this area." he points to an area about ten miles down the Cairn Road.

Anything to do before we head out of town? It will take about 3 hours to get to the area pointed out on the map. From the it will take time depending on survival checks to find a trail.


"That close? No sense in not setting off at once. Shall we make sense of these woodlands together then? I can promise you I have knack for staying on course, despite its difficulty. And do not worry, Rashman, you follow my map but I will not yet call you slave." he smirks.

Ziyad has a compass built into his brain and remembers everything with perfect detail for up to a month...feat.


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 scowls at the Thayan, as he looks to Dasim.

So, he's a funny guy, huh?

He looks to Magmoira.

You're welcome to join us. Always good to have someone doin' the gatherin' and cookin' out on the road.

He th ed n focuses briefly on Tarandil.

Who knows, bard, ya might have a story or two to tell of of us killin' the bandits?


At Rrath's scowl "An honest jest. The winds are changing in the east, friend. I may not truly be what you think you see. Now, unless the constable considers loaning the use of horses as a favor, we set off on foot." he looks to the constable to confirm, then leaves.


| SA

"Sorry friend. I'd rather not offer horses to get stolen. Let me know what you find when you get back and we'll talk."

Leaving the butcher shop, our intrepid heroes (and/or villains depending on your point of view) set out eastward on the Cairn Road. Tended fields quickly give way to more wild terrain. It might be pleasant journey if the possible dangers of the area weren't weighing on you thoughts. After a few hours of walking you arrive at the general area indicated by Harburk. Magmoira quickly finds some signs that people trekked off the road dragging a wagon heading further south. You follow the trail and about ten minutes later you hear what sounds like people sharpening swords and talking but they ste not in sight yet.

I figure a +7 survival was well into the realm of auto success. Give me a bit to get the map set up. If you've played in Infinity's games it will be a familiar system. If I've done this correctly you should be able to move your token as needed. Let me know if you cannot. For the initial set up you can place your token anywhere south of that first tree without being spotted.

EDIT: Map is up. Link is the PotA by pic.


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

Tarandil tells stories of battles with bandits and them being brought to justice to Rrath while they travel until they get close to their destination.

I couldn't move my token earlier but the forums have been difficult to access today.


| SA

Oops, didn't realize I had to adjust permissions. It should be fixed now.

As you creep towards the sounds you see a handful of bandits and a bear that is trapped in a cage on a wagon. Behind the bandits is a shallow cave.

brown squares on map are tents. Brown with the bear is a wagon. Grey is the cave. Darker grey is the mouth of the cave. Dark green are trees.


Is there a lock on the cage or can I tell from this distance

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


| SA

With that you can...

You see that there is a place for a lock but it is instead jammed closed with a climbing pitton.


Ziyad whispers to the others "I may be able to free the bear, we could use the chaos to our advantage. I would send in an invisible force to open the cage."


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

"Do you know how to handle wild animals? I have had some experience with such beasts. I could go and talk to him and see if he would join us."

Magmoria waits to see what the rest of the group thinks.


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

"So you are versed in the arts of the Wychlaran?" Dasim says to Magmoira, eyebrows raised in surprise as he ducks behind the trees for cover. "Likely won't be hard to convince the poor creature to attack it's captors, but the trick will be getting close enough without being noticed. Might be easier to convince him to not go after us once he's free and had a bit of revenge." He gives the caged bear another look and anger flares through his eyes. "It's not right keeping a grand beast like that caged. By The Three, I'll see these fools caged or worse for their blasphemy against nature."

He turns to Ziyad, all evidence of animosity toward the Thayan gone with the immediate threat of the bandits. "How close do you need to be to work your magic on the cage?"

He leans out to get a slightly better look at the camp and the rough looking band of bandits.

"Perhaps Wrath, Tarandil, and I can act as a distraction..." He says before turning back to Ziyad and Magmoira. "...while you two slip around and get close enough to free and enlist the aid of the bear?"


"I could do it from here, but I cant be certain the invisible force would be strong enough to open the cage. If Magmoira, or more, wishes to approach, I could create a blanket of fog to conceal the approach..."


| SA

Would you all rather I roll initiative for everyone at once or you roll it individually? Just so you know Magmoira, your disguise self spell would have run out on the way here. Ziad, jammed was a strong word. The cage is held closed by the pitton and mage hand/ unseen servant could probably pull it out. It isn't at some weird angle implying it is being held in place. Let me know when you all are acting instead of planning and we'll proceed. Feel free to keep planning though.


Cool, slight retcon then, simply saying he could open the cage from current location. So distraction, pull pin, calm bear?


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

"I can also try to use a sleep spell on the guards if there any stragglers from the bear. Assuming we wish to capture one to interrogate. But I think the plan is a good one."


Oops, I was totally misreading the spell range...big apologies. I will need to advance somewhat to get within 60 ft. Assuming the distraction goes off, I could move in during that first round and open it during the second.


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

Once everyone is in place, Dasim nods his head to Rrath and starts walking up the trail toward the bandit camp.

He starts singing in a loud voice, the words echoing through the open forest similar to the sound a drunken moose might make if it had caught its leg in a trap.

"I’ll drink from dusk till dawn
I’ll drink a toast to day’s end.
Yes, I’ll drink from dusk till dawn
And I’ll drink to the health of me friends."

Approaching the small camp, he calls out. "Hellloooo! Helllooo! the camp." He holds his hands out wide, one empty, one holding a reasonably full wineskin. "I've good, strong Jhuild for trade. Brewed myself and strong enough to curl a witch's chest hairs."


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

Using her innate ability, Magmoria disappears and quickly moves across the clearing to an area behind the bear's cage. Once there she uses her races affinity with wild animals to speak to the bear and try to get it to understand the plan, as she knows it. When the time is right, she will release the bear and the two of them will join the battle. She also makes sure the bear knows who to attack and does not go after any of her party.


| SA

Magmoira:
As you approach the bear it sniffs around trying to find the new scent. As you speak it calms down and listens to your soothing voice. When you are done it stares at the bandits. Looking at the bear you can tell it has not been fed in quite some time. Give me a charisma(persuasion) check with advantage to convince the bear to not attack your party once the bandits are defeated. On your turn you can use your object interaction to release the bear.

The bandits put away their swords and pick up their crossbows as Dasim approaches the camp. One of the men speaks up, "Looky here boys, someone wants to trade. What say were relieve him of his burdens! The men raise their crossbows at the foolish man to come upon a bandit camp alone.

Initiatives:

Dasim: 1d20 + 3 ⇒ (1) + 3 = 4
Ziyad: 1d20 + 3 ⇒ (16) + 3 = 19
Rrath: 1d20 ⇒ 5
Magmoira: 1d20 + 1 ⇒ (16) + 1 = 17
Tarandil: 1d20 + 2 ⇒ (1) + 2 = 3
bandits: 1d20 + 1 ⇒ (15) + 1 = 16
bear: 1d20 ⇒ 1

Dasim and Magmoira, I've placed you. Dasim, you can move 10 ft in any direction but you have to be out in the open at first. The rest can place yourselves below the line of the bottom most tree.

Round 1:
Ziyad,Magmoira
Bandits
Rrath, Dasim, Tarandil
Bear


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

Dasim reaches for the sky at the sight of the crossbows. "Whoa there fellas!" He shouts while stepping a little closer. "No need to get all trigger happy with those widowmakers. It could be I'm worth more to you alive then as a pincushion, given what I heard back in town earlier."

Lowering his voice a little, he leans in toward the nearest bandit. "I've a bit of news about a big take heading your way....course I couldn't say more with all those pointy objects distracting my memory."

The former smuggler leans back and starts to whistle casually, but his muscles remain tense and ready to spring at moments notice.


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

DM:

Persuasion: 1d20 - 1 ⇒ (6) - 1 = 5
Persuasion: 1d20 - 1 ⇒ (18) - 1 = 17

Also wondering if I gave the bear a goodberry if it would help me to talk it into leaving my friends alone?


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 walked up with Dasim.


Ziyad startles as Mags vanishes, but he sticks to the plan and tries to make his way into position to open the cage, using the trees as cover.

Attempting stealth from blocked line of sight to blocked line of sight.

Stealth: 1d20 + 3 ⇒ (10) + 3 = 13


| SA

Rrath, you can walk up with him if you wish. Start next to him with the same 10ft leeway to start.

Mags:
The goodberry would do away with the charisma check if you wanted to use the spell slot. Your roll did the job anyway.

darned pcs trying to make a combat into a social encounter.

"You can leave whatever it is you are trying to "trade" and be happy ro leave with your life. You little muscle there doesn't scare us"

Zlyad, is that your turn? You are successful either way.


Yes, I think I needed to dash and move to make it. Will cast next round.


| SA

cool, just making sure.
Round 1:
Ziyad,Magmoira
Bandits
Rrath, Dasim, Tarandil
Bear


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

Dm:

I guess I will hold onto my spell then and wait for the party to start before I release the bear. I will cast Shillelagh on my staff as well


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

It looks like bandits go before me so I will check back for my action.


| SA

Doing this while i can. I moved you Rrath, hope that is ok.

The bandits move into firing position with their crossbows and shoot at the trader and his half-orc bodyguard.

Aqua and yellow vs Dasim. Brown, pink, and blue vs Rrath.

Aqua: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d8 + 1 ⇒ (4) + 1 = 5

Yellow: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d8 + 1 ⇒ (4) + 1 = 5

brown: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d8 + 1 ⇒ (8) + 1 = 9

Pink: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d8 + 1 ⇒ (1) + 1 = 2

Blue: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d8 + 1 ⇒ (7) + 1 = 8

And I was worried I was going to drown someone in round 1..

Bolts fly but only a few find their mark.


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

Rrath flies into a rage after being struck by an arrow. He rushes up to Brown and attempts to plant his greataxe in the enemy.

GA Att: 1d20 + 6 ⇒ (2) + 6 = 8
GA Dam: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9


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

As the arrows fly, Dasim ducks and dodges but one of the bolts pierces his robes sending pain shooting through his side.

"Well if that's the way you want to play it, then by the Three, prepare to meet your gods!" He shouts and charges toward the nearest bandit. Drawing a short spear on the way he quickly lashes out with the weapon and follows that up with a quick kick that lands with a satisfying crunch.

Move up and attack yellow with monk weapon and martial art follow up.

Spear Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Unarmed Strike Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Unarmed Damage: 1d4 + 3 ⇒ (3) + 3 = 6

HP: 4/9


| SA

Rrath swings wildly in his rage but fails to connect with the bandit. Dasim on the other hand thrusts his spear through the gut of his foe while his follow up kick turns the man's head in a sickening direction and he crumples to the ground.

Round 1:
Ziyad,Magmoira
Bandits
Rrath, Dasim
, Tarandil
Bear


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

Tarandil moves from behind the tree and sees several bandits engaged with Dasim and Rrath. He makes arcane gestures and begins to cast a spell...

Tarandil uses sleep on a point slightly behind the bandit with the pink outline to try and put the bandits engaged with Rrath to sleep with a 90 feet range, 20 feet out from the point chosen.

Sleep HD: 5d8 ⇒ (1, 7, 6, 6, 7) = 27

So 27 hp worth of creatures affected, should be based on their current hp of bandits in the area to make a saving throw or be unconscious for 1 minute. Spell DC appears to be 13.


| SA

No save for sleep.

The two bandits not engaged with Rrath drop their crossbows in the middle of reloading them as the arcane energies force them unconscious.

Thicker border indicates sleeping


| SA

Oops, forgot I had to have the bear go

The starved bear heaves itself into the cage door, getting impatient to repay his captors.

str check: 1d20 + 2 ⇒ (10) + 2 = 12

The cage groans but does not break. The bear gives an impatient roar.

Round 2:
Ziyad,Magmoira
Bandits
Rrath, Dasim, Tarandil
Bear


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 releases the catch on the cage and releases the bear. She also moves forward to strike at one of the bandits.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


Seeing his unseen servant no longer required Ziyad reassesses the battlefield from his hidden vantage.

His ancestors had once invaded the forests of Sembia, and as part of the settlement treaty Ziyad's line was given arcane access to its kindling until the sun no longer rose in the sky. He focuses now on the man engaged with Mag and brought forth this foreign wood into existence at the man's feet, setting it alight like a funeral pyre.

Create Bonfire: 1d8 ⇒ 4 Dex 14 for none.

At the same time, his fiendish crab slipped off his robes and scuttled forth...


| SA

The bear noses the cave open as Magmoira removes the pin. She moves to an unsuspecting bandit and caves in the back of his skull before he even has time to turn around. Meanwhile, Ziyad summons fire beneath another bandit.

Ziyad, you can rejig your turn of you want. Magmoira killed her bandit in one hit.


Alrighty then, I'll change it to the one engaged with Rath and move crab in same direction.


| SA

dex save: 1d20 + 1 ⇒ (3) + 1 = 4

The man engaged with Rrath can't react fast enough as flames come shooting up from beneath his feet. He drops his crossbow and draws his sword as he scuttles out of the fire. The intimidating figure in front of him obviously has him frightened as he can barely hold on to his weapon through his feeble swing.

Scimitar: 1d20 + 3 ⇒ (6) + 3 = 9

by the way, that crab icon is great


| SA

Round 2:
Ziyad,Magmoira
Bandits

Rrath, Dasim, Tarandil
Bear

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