• The VOIDRUNNER'S CODEX is LIVE! 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

Aethmud

Explorer
As the unsettling groans intensify, Jack takes to the air with a flutter of urgency, his wings beating a rapid tempo. Hovering slightly above his companion's heads, he scans the dimly lit corridors with keen eyes, darting back and forth in a nervous ballet in an attempt to see whether the horde of zombies is approaching from the front or the back. "If only these zombies announced their dinner reservations!" he quips with an uncharacteristically shrill and nervous tinge.

With every shadow that flickers and every echo that bounces off the ancient stone walls, Jack's grip tightens on the magic swirling at his fingertips, ready to unleash a frosty blast of ice magic. "I do hope they appreciate a chilly reception, because it's all I've got on the menu tonight!" Jack attempts to maintain a semblance of bravado as he prepares his Icy Touch spell, aiming for the first undead figure that dares to stagger into his line of sight.

Jack likely hits (16 to attack) but does only minimal damage (2 HP). Icy Touch is a reskinned variant of the Chill Touch spell, which does cold damage instead of necrotic.
Not sure how high the ceilings are here. Assuming it's just 10 feet or so, Jack is flying up just to peer over everyone's heads. If there's a lot more clearance, Jack would fly up high enough that he could reasonably be out of reach from zombies grasping below, but far enough from the ceiling to stay agile. Maybe 15' up from the floor to his feet, maximum, and ready to go higher if the zombies look like they could reach him. Jack is not considering any possibility that there may be unknown dangers lurking above.
 

log in or register to remove this ad

Quickleaf

Legend
GM POST


Screen Shot 2024-05-26 at 3.41.57 PM.png

Despite the tension – shields, blades, spells at the ready – Rurm Doraghaen quips back to Lumrolur and Jack casually, trying to mask the nerves, “Oh aye, no wizards on the menu here! Well, once we had a wizard, a dwarf no less. Belleris Stornsharp. Magic never ends well for dwarves, but lightning and earth did her bidding something fierce… right up until the Temple was overr–”

Before he can finish his words, the dwarf gasps as zombies assail you, reflexively pulling the trigger on his crossbow too early. Two zombies – one derro, one drow – clamber up the stairs from 6-feet below, the derro emerging through the very wall itself as if peeling out of the lower part of the bas relief. You catch glimpse of a third zombie at the base of the stairs but it is behind substantial cover.

The flames of Aric’s bonfire lick at the drow zombie, only burning away its frozen shirt without harming it. A faded runic tattoo is revealed on the zombie’s chest.

As Jack flutters aloft, his nimble magic ices over the rotting beard and ears of the derro zombie as it shambles toward Brydum Blackaxe, only to be hewn through the shoulder by the dwarf’s axe.

Grasping undead hands emerge through the eastern wall at about gnomish-head level, clutching at Ludo and Brydum! The wall slightly shimmers where the hands emerge. While Ludo weaves and bats them back, the hands slip under Brydum’s raised shield, gripping his belt and long beard. With a sudden yank, he is pulled into the graven wall, his horrified face replaced by that of an engraved jubilant dwarf receiving Dumathoin’s gifts. From the other side of the wall there is the thud of bodies and clatter of metal. Then you hear Brydum groaning in pain and cursing, “Blood and beard! I’m surrounded! Eight of them!”

As the wounded derro zombie shambles slowly up the stairs, Angrom raises his shield against the zombies’ blows to bury his axe in its chest – a stroke that should have killed the creature, yet the zombie lurches upward, barely held together by sinew and dark magic. “Hold fast Blackaxe! We’re coming!” Angrom hollers desperately.

GM: @Aethmud The ceiling where you are is about 9 feet, but the ceiling height on this level of the temple remains constant – so at the base of the stairs (six feet down) the ceiling height becomes 15 feet. Also! While your chill touch technically doesn't stop the zombie – since its undead fortitude doesn't regain hit points, but rather keeps it from reaching 0 – your frost magic is coursing through it now, which might allow you to perform some combination / creative magic on it.

@VLAD the Destroyer – the zombies attacking Ludo cannot be seen, and the one attacking Angrom within Ludo’s reach missed anyhow (for Ludo’s Deflect Attack). Also, Ludo must make a DC 14 Athletics check or be grappled and (so long as Ludo is <390 lbs) pulled through the wall! If you think Ludo is heavier, then on failed Athletics check it is only grappled.

Top of the initiative! Go in any order you like.

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


visible
  • drow in bonfire hp 13
  • iced & axed derro hp 13 11 5 1
  • edge of stairs (3/4 cover=AC 13) hp 13
not currently visible
  • near Ludo (you know position but can’t see=disadvantage attacks vs zombie) hp 13
  • near Ludo (you know position but can’t see=disadvantage attacks vs zombie) hp 13
  • zomb-pyramid hp 13
  • zomb-pyramid hp 13
  • prone hp 13
  • grappling Brydum hp 13
  • 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 /

Zombie DC 12 Dex save vs Aric’s bonfire, succeeds
Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [19]-2 = 17

Rurm readied crossbow attack vs zombie (AC 8), misses
Rurm readied crossbow vs zombie AC 8: 1D20+2 = [3]+2 = 5

Brydum readied attack vs zombie (AC 8), hits for 6 damage
Brydum readied attack vs zombie AC 8: 1D20+4 = [16]+4 = 20

Angrom readied attack vs zombie (AC 8), hits for 6 damage
Angrom readied attack vs zombie DC 8: 1D20+4 = [6]+4 = 10

2 zombies attack Angrom (AC 18), both miss
2 zombies attack Angrom AC 18: 1D20+1 = [16]+1 = 17 1D20+1 = [5]+1 = 6

2 zombies grapple Ludo (they have disadvantage due to not being able to see Ludo), must make Athletics check (DC 4 and DC 14)
Zombie grapples Ludo with disadvantage: 2D20.LOW(1)+1 = [19, 3]+1 = 4
Another zombies grapples Ludo with disadvantage: 2D20.LOW(1)+1 = [13, 18]+1 = 14

2 zombies grapple Brydum (they have disadvantage due to not being able to see him), must make Athletics check (DC 17 and DC 10)
Zombie grapples Brydum with disadvantage: 2D20.LOW(1)+1 = [16, 16]+1 = 17
Another zombie grapples Brydum with disadvantage: 2D20.LOW(1)+1 = [15, 9]+1 = 10

Brydum fails his Athletics check and is grappled!
Brydum Athletics check vs grapples DC 17 and 10: 1D20+2 = [11]+2 = 13

2 zombies attack Brydum (out of sight), one hits for 4 damage
2 zombies attack Brydum AC 18: 1D20+1 = [8]+1 = 9 1D20+1 = [19]+1 = 20

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:

Aethmud

Explorer
Jack's eyes open wide with concern, as he prepares to launch another icy blast. "Who ordered the frost-bitten special?" Jack shouts. With a swift, precise flick of his hands, he conjures a gleaming icicle, directing it with deadly accuracy toward the derro zombie. The icy spear sails through the air and impales the creature straight through the heart.

Despite the direct hit, Jack's triumph turns to horror as the zombie, seemingly unfazed, continues to lurch forward, the icicle jutting from its chest like a macabre ornament. Jack watches, aghast, as the undead's relentless advance challenges everything he thought he knew about dispatching such creatures. He grimaces, "I guess 'heart-stopping' doesn't quite cover it with this crowd. Might be a good time to follow up our shots with some holy water chasers!"

Jack rolls 22 to hit, for max damage of 8 HP. Unfortunately still not enough to down the zombie, if I'm reading the zombie's pre-rolled saves correctly?
 

Necropolitan

Adventurer
Having seen the weakness to radiant damage zombies have Zeth casts Sacred Flame on the already-damaged zombie.

Radiant energy comes into being around the zombie, trying to sear away the negative energy animating it.

"If you can deal enough damage I can use my magic to ensure they stay down!"

OOC
: Zeth casts Sacred Flame on the already-damaged zombie. DC 14 Dexterity save or it takes 1d8 Radiant damage.
 

Quickleaf

Legend
GM POST

Struggling under the weight of the massive icicle piercing its chest, the chopped up derro zombie effervesces with pale cinders that climb along the ice. The zombie dissolves before your very eyes into motes of light dancing towards Zeth, causing a shower of dust and ice to shatter on the stairs below where it stood.

Screen Shot 2024-05-26 at 6.02.59 PM.png

GM: Zombie fails save vs. Sacred Flame, and is destroyed
Zombie DC 14 Dex save vs Sacred Flame: 1D20-2 = [8]-2 = 6

Reminder: In this case, go in any order you like. Also remember in my house rules, opportunity attacks are not universal!

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


visible
  • drow in bonfire hp 13
  • iced & axed derro hp 13 11 5 1 DEAD
  • edge of stairs (3/4 cover=AC 13) hp 13
not currently visible
  • near Ludo (you know position but can’t see=disadvantage attacks vs zombie) hp 13
  • near Ludo (you know position but can’t see=disadvantage attacks vs zombie) hp 13
  • zomb-pyramid hp 13
  • zomb-pyramid hp 13
  • prone hp 13
  • grappling Brydum hp 13
  • 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 /
 
Last edited:

happylace

Explorer
Alma spots the wavering illusion just as the group is debating whether any magic would be present in a dwarven structure like this at all. She starts to call out, to alert them to move away, when suddenly more undead are on them. In the next moment, Brydum is pulled through the relief by grasping, rotting hands and disappears from view.

In the ensuing chaos, she presses against the wall and takes quick stock. Brydum is surrounded. The threat is unseen. Positioning is critical. They need to bring down that wall.

"It's an illusion! There must be a hidden chamber there. Hold, let me try to clear our view!"

She digs deep, struggling to harness the chaotic magic that flows through her veins. Tries to reach out, grab hold of the Weave, and yank its intricately tangled threads until they snap.

Alma attempts to Overchannel Cast: Dispel Magic (at 3rd level) to dispel the illusory image of the wall.
(using 1 sorcery point to negate 1 level of Exhaustion)


Just as she feels she's about to grasp it, the magic erupts. Her skin ripples with arcane recoil and for just a blink, the pale flesh flickers red. She reels back, and while she tries to regain control of herself, another spell goes off instead.

Miscast: Cast random spell instead: 1D9 = [2] = 2
(The Miscast table says to randomly cast a spell I already know. @Quickleaf I don't know if that counts Cantrips or just Leveled Spells. If just leveled, the spell cast is Charm Person (on who????). If cantrips count, then I guess Light again?)
 

Quickleaf

Legend
GM POST

For a heartbeat, the magical red light flickers before shifting just a few feet to emanate from the illusory wall. The wall shimmers but the illusion holds.

With the light streaming from the bas reliefs, Ludo and Aric clearly see the zombie arms clawing through the wall.

Screen Shot 2024-05-26 at 9.29.26 PM.png

GM: @happylace Whew! Had to think a moment there 😅 The intent of that miscast result is that a different leveled spell is cast, but I agree charm person doesn't make sense in this scenario, and light fits better.

This will allow anyone adjacent to the illusory wall – Ludo and Aric – to effectively "see" the zombie arms (i.e. no disadvantage on attacks & can use spells that say "a target you can see"), but instead the zombie arms have half-cover (i.e. AC 10).
 
Last edited:

Steve Gorak

Adventurer
Undead in walls, I don’t like this! Aric thinks to himself, as he summons the elemental magic in front of him.

OOC: cast create bond fire directly in front of him where he sees hands in the wall dex save dc 12 or 1d8 fire damage. Also hoping this counts as an interaction with the illusion and maybe more light will help
 

Quickleaf

Legend
GM POST

Screen Shot 2024-05-28 at 8.04.31 AM.png

While the flames of Aric's bonfire don't yet lick at the zombie fingers, they do cause the illusory wall to shimmer and waver like a flame. It's just for a moment, blink and you'll miss it, but it might be long enough for one of you to exploit a window of opportunity.

GM: Zombie succeeds save vs bonfire
Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [17]-2 = 15

The wavering of the wall allows the next PC (or Ludo) to attack or target the zombies reaching through the wall, ignoring even half cover (i.e. AC 8 and you can see them, though this is fleeting).


Rurm Doraghaen reequips his shield, shouting to Angrom and Russet, "Hold the line! I hope you can manage one zombie!" Then he barrels down the stairs to Brydum's aid, huffing and puffing. Without wasting a moment, your harengon companion Russet leaps clear over the drow zombie to the base of the stairs, and sprints around the corner to engage the zombies around Brydum, before the dwarf Rurm has finished strapping his shield on. "Hare trigger indeed!"

Clang of metal and dwarvish shouts emanate from behind the illusory wall. A hurled body. Axe meeting flesh and stone. Then panicked glimpses of Rurm hauling Brydum away from the groaning zombies.

"Hold the line, they say," grumbles Angrom, cleaving his axe into the drow zombie's side. "Just getting them ready for watering, Mr. Frosty Jack!"


GM: INITIATIVE
3. The Fast Group
✓Aric – create bonfire
✓Russet (GM-controlled)
✓Zeth
Lumrolur
2. The Middle Group
✓Alma – detecting magic
Logrim (& Ludo)
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
  • edge of stairs (3/4 cover=AC 13) hp 13 8
  • near Ludo (temporarily visible) hp 13
  • near Ludo (temporarily visible) hp 13
not currently visible
  • 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:

Logrim is shocked as the hands reach through the wall and grab the dwarves and Ludo. The Artificer shouts a command to Ludo and takes aim with his crossbow at the drow zombie just ahead. The shot was much better than his last and strikes the drow. Logrim then drops his crossbow and draws his wrench. The gnome knows that the crossbow would be a hindrance if they get overrun.

At the same time the zombies in the wall grab onto Ludo and begin to attempt to pull him into the illusion. The steel defender does not go easily and claws at the zombie grappling him. Logrim can't tell through the illusory wall but thinks Ludo hit the creature.


OOC: Sorry with the holiday weekend did not have much time to post.

Ludo athletics check: 1d20+4 9
I'm not sure of his weight. He is only medium size but he is built mostly from steel, bronze and brass. I will leave it to you if he weighs more than 390 lbs but I would lean toward yes.

Action: Crossbow attack against zombie: 1d20+4 10 1d8+2 9
Move: staying still
Bonus: Command Ludo to attack.
Ludo attack on zombie: 1d20+5 14 1d8+2 5[/OC}
 

Voidrunner's Codex

Remove ads

Top