• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

(IC) Quickleaf's Rime of the Frostmaiden

Quickleaf

Legend
GM POST

Screen Shot 2024-05-28 at 1.20.36 PM.png

A bolt through the eye should have stopped the drow zombie dead, but instead it sways back and forth, then glares right at Logrim with malign purpose. There's no doubt that if it makes its way past Angrom - last dwarf holding the line - the zombie will go after the gnome.

As Ludo's sleek metal frame swats and claws at the grasping undead hands, it keeps the zombies on their side of the illusory wall...for now.

GM: @VLAD the Destroyer No worries, a lot of folks posted over weekend, faster than usual.

@Neurotic Lumrolur's turn!

INITIATIVE
3. The Fast Group
✓Aric – create bonfire
✓Russet (GM-controlled)
✓Zeth
Lumrolur
2. The Middle Group
✓Alma – detecting magic
✓Logrim & Ludo (Ludo=grappled)
1. The Slow Group
✓Jack
✓NPC Dwarves – Brydum hp 13 9, Rorm hp 13, Angrom hp 13
0. Zombies (AC 8)


visible
  • drow hp 13 9 1
  • edge of stairs (3/4 cover=AC 13) hp 13 8
not currently visible
  • grappling Ludo (can't be seen but you know its position, disadvantage to attack it) hp 13 8
  • near Ludo (can't be seen but you know its position, disadvantage to attack it) hp 13
  • zomb-pyramid hp 13
  • zomb-pyramid hp 13
  • prone hp 13 9
  • speared (no longer grappling Brydum) hp 13 4
  • hp 13
Destroyed on critical, radiant reducing to 0 hp, or 20+ damage from one attack. If you deal ≤19 damage, compare to sequence of pre-rolled “saves”, if “save” ≥ damage dealt, zombie remains a threat:
7, 5, 2, 1, 20 /
20, 15
, 17, 9, 11 /
15, 12, 13, 11, 7 /
13, 16, 15, 15, 8 /
18, 9, 8, 18, 11 /

Brydum hp 13 9, Rorm hp 13, Angrom hp 13; AC 18 (chain mail, shield), speed 25; Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +0; advantage save vs. poison / resistance to poison; darkvision 60 ft, passive perception 10; Battleaxe +4 hit, 6 (1d8+2) dmg; Light Crossbow +2 hit, 80/320 ft, 4 (1d8) dmg; Defender (reaction): if a creature attacks the dwarf or a creature within 5 feet of the dwarf while it is wielding a shield, the dwarf can use a reaction to give the attacking creature disadvantage on the attack roll.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
 
Last edited:

log in or register to remove this ad

Neurotic

I plan on living forever. Or die trying.
Lumrolur is surprised by the wall illusion, but that is what you get in a temple of the Keeper of Secrets. It was an illusion after all, just not of the sound.

Shrugging his shoulders, he positions so he can target the knee of the drow zombie up front, moving forward behind the dwarf guard. He easily hits the slow moving target, expecting the bolt to shatter it and make it fall, permanently or not, depending.

He loses himself in the forest of legs and shadows afterwards.

Move: in the partial square behind Angrom through Zeth
Action (two rolls in case advantage applies): hits ac 21 for 7 (add +1d6 if sneak attack applies)
neurotic: D20 + 5;D20 + 5;D6 + 3#lumrolurattackvsdrowzombie → 21; 18; 7(16 + 5);(13 + 5);(4 + 3)#Lumrolur attack vs drow zombie
Bonus: neurotic: D20 + 7#lumrolurstealth → 13(6 + 7)#Lumrolur stealth
 

Remove ads

Top