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(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.
 
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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
 

Quickleaf

Legend
GM POST


Grasping hands pry on the steel and bronze plates of Ludo’s frame, as the zombie lunges through the wall to bite ineffectually on Ludo’s neck. Slumping back into the illusory wall, the zombie clutches the armored plates in a death grip, maintaining its grapple with blackened fingertips.

Spilling through the graven wall which shimmers momentarily, a zombie missing an eye steps into Aric’s bonfire, its frozen boots sizzling and crackling as it lurches at Logrim…but misses.

The tattooed drow zombie should have died several strokes ago. It staggers forward despite Angrom’s axe wedged under its arm. Lumrolur’s bolt cripples its leg, and yet the coursing dark magic propels it unnaturally forward. It twists until the squelching of sinew causes its arm to tear away entirely. Limping up the stairs, it is intercepted by Lumrolur – Now that the drow zombie is at the top of the stairs, there’s nowhere for Lumrolur to hide from it, and it flails at him with its single arm, just missing.

From beyond the illusory wall, there are echoes of groaning zombies battering dwarven shields, a sharp cry of pain from Rurm, and the whirling sound of Russet’s spear whipping through the air. “There’s a harengon saying: Some hug you in hello or farewell, but a zombie’s embrace lasts forever,” quips Russet.

Brydum grunts dourly, “Let’s not put that gem of wisdom to the test.”

GM: Top of 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 (Ludo=grappled DC14)
1. The Slow Group
Jack
NPC Dwarves – Brydum hp 13 9, Rurm hp 13 9, Angrom hp 13
0. Zombies (AC 8)


visible
  • drow, one-arm, limping hp 13 9 1 1
  • edge of stairs (3/4 cover=AC 13) hp 13 8
  • bonfire one-eyed hp 13
not currently visible
  • grappling Ludo (can't be seen but you know its position, disadvantage to attack it) hp 13 8
  • zomb-pyramid hp 13
  • axed hp 13 9
  • speared hp 13 4
  • 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 (supporting the zombie that Ludo damaged on its shoulders) succeeds Acrobatics check to keep stable
Zombie DC 5 Acrobatics to support a damaged zombie on its shoulders: 1D20-2 = [10]-2 = 8

Zombie attacks Ludo, misses
Zombie attacks Ludo AC 15: 1D20+1 = [11]+1 = 12

Zombie succeeds save vs Create Bonfire
Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [14]-2 = 12

Zombie attacks Lumrolur, misses
Zombie attack Lumrolur AC 14: 1D20+1 = [12]+1 = 13

Zombie attacks Logrim, misses
Zombie attacks Logrim AC 17: 1D20+1 = [10]+1 = 11

Zombie attacks Brydum AC 18, disadvantage from Rurm’s Defender reaction, misses
Zombie attacks Brydum AC 18 disadvantage: 2D20.LOW(1)+1 = [20, 1]+1 = 2

Zombie attacks Rurm AC 18, disadvantage from Brydum’s Defender reaction, hits for 4 damage
Zombie attacks Rurm AC 18 disadvantage: 2D20.LOW(1)+1 = [17, 19]+1 = 18

Zombie attacks Rurm AC 18, misses
Zombie attacks Rurm AC 18: 1D20+1 = [3]+1 = 4

2 Zombies attack Russet AC 17, one gets a critical hit for 6 damage! But Russet parries the blow entirely!
2 zombies attack Russet AC 17: 1D20+1 = [10]+1 = 11 1D20+1 = [20]+1 = 21
Zombie critical damage: 1D6+4 = [2]+4 = 6
Russet uses Parry to reduce damage by: 1D10+2 = [9]+2 = 11

Brydum hp 13 9, Rurm hp 13 9, 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.
 
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Aethmud

Explorer
Jack focuses his Icy Touch spell on the one-eyed zombie. "Time to frost your vision, you ghastly gourmet!" The spell lands a hit, but does only minimal damage.


Then, Jack flutters through the chaos, his wings shimmering with a mix of urgency and determination as he notices his harengon friend has run ahead, and he chases to catch up. "Russet!" he calls out, as he barrels across and around his companions.

While moving, Jack begins the incantations for a shield spell, should he need it, as a flurry of snowflakes begins to swirl protectively around him. "Ice to meet you, you overdone entrée!" Jack quips at the limping drow zombie as he approaches. Then, as Jack flies past, he turns to taunt it while continuing to fly, now hurtling backward toward Russet, "Hey there, limpy! Why don’t you shuffle this way and try your luck with me? See if you can keep up!"

Jack is moving diagonally down the corridor. He's trying to distract the zombies along the way, especially the drow zombie, which he intends to draw toward him and away from the party. Fly speed of 30 feet. I think this would put him on the square directly N of the 3/4-cover zombie next to Russet. Jack could cast a Shield spell as a reaction before his next turn, but only if doing so would prevent an attack that would otherwise land a hit.
 
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Neurotic

I plan on living forever. Or die trying.
"This is getting tiresome!" Lumrolur growls behind his shawl, voice deepening.

He uses his rapier instead of his little crossbow since the monster is now in reach. Using the bulk of the dwarven guard as cover, he slashes through the other knee of the drow zombie finally severing its fell magic.

"That's how you do it, pal!" It is not fully clear to whom the svirfneblin is talking, but the eyes flash dangerously red when turned away from the light. Shadows seem to deepen around him for a moment, as if he's standing away from the light of the spell. Lasts for but a moment before dispersing.

 

Quickleaf

Legend
GM POST


Craning its head to follow taunting Jack, the drow zombie's guard slips and Lumrolur is there to pierce its leg, causing the bolted, one-armed tattooed drow zombie to slump down to its knees then keel over face first.

Angrom advances, attempting to shove back the zombie clutching onto Ludo, but the zombie slumps back into the illusory wall out of shield's reach, only its fingers relentlessly clutching the steel defender.

From Jack's vantage point fluttering as close to the 15-foot-high ceiling of the room as he can, a quintet of zombies assails Russet and the dwarves Rurm and Brydum who both look a little scraped up. The zombies – speared and axed to varying degrees – also include one that has a dwarven horn slung over its shoulder and another lacking pants whose feet look to have been severely damaged by unnatural cold exposing the bones beneath.

Stairs continue to descend around the perimeter of the central room, separated by bas relief walls.

A nine-foot-tall statue of an axe wielding dwarvish dain rests in the alcove behind Jack, with the skeletal corpse of a dwarf collapsed at the base.

"Sorry, Jack, I got caught up in the moment!" apologizes Russet for abandoning the line, thrusting forward with his spear, sinking it into the two zombies next to him.

Rurm and Brydum are quick to follow up with thrown vials of holy water, vapors hissing from the two zombies' faces as they dissolve into lifeless corpses once more.

GM: INITIATIVE

3. The Fast Group
Aric – create bonfire
✓Russet (GM-controlled)
Zeth
✓Lumrolur
2. The Middle Group
Alma – detecting magic
Logrim & Ludo (Ludo=grappled DC14)
1. The Slow Group
✓Jack
✓NPC Dwarves – Brydum hp 13 9, Rurm hp 13 9, Angrom hp 13
0. Zombies (AC 8)


visible (depending)
  • bonfire one-eyed hp 13 11
  • speared hp 13 4
  • cold-damaged hp 10
  • dwarf horn over shoulder hp 13
not currently visible
  • grappling Ludo (can't be seen but you know its position, disadvantage to attack it) hp 13 8
  • zomb-pyramid 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, Rurm hp 13 9, 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.
 
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Steve Gorak

Adventurer
Aric keeps focusing on the elemental fire burning in front of him. He then extends his hands and thorny vines lash out at the zombie close to him, before nimbly getting out of its reach

OOC: concentrating on create bond fire. Ennemies entering AND ending their turns in the bond fire must dc 12 dex save or take 1d8 fire damage.

Action: cast thorn whip on the Zombie in front of him attack 20 damage 6 piercing, zombie already in front of him so no pull

Bonus action disengage (nimble escape racial) moves back next to Alma
 

Quickleaf

Legend
GM POST

The smoldering one-eyed zombie snaps and crackles as the flames burn away its desiccated skin. Lashing across its face and shoulder, the thorn whip tears its jerkin and leaves its jaw a dislocated lacerated mess. It should have dropped to the sheer fury of Aric's magic, yet some fell force lends its burning body unnatural vigor.

Zombie fails DC 12 Dex save vs Create Bonfire, for 8 fire damage (I forgot the and/or proviso)
Zombie DC12 save vs bonfire: 1D20-2 = [5]-2 = 3
fire damage to zombie: 1D8 = [8] = 8

visible (depending)
  • bonfire one-eyed hp 13 11 3 1
  • speared hp 13 4
  • cold-damaged hp 10
  • dwarf horn over shoulder hp 13
not currently visible
  • grappling Ludo (can't be seen but you know its position, disadvantage to attack it) hp 13 8
  • zomb-pyramid 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 /
 

Logrim strikes out with his wrench to help Ludo and hopefully knock the zombie off of his construct. It wasn't a pretty swing but he was able to connect.

"Get off my friend."

He then barks a command at Ludo to attack the same zombie.

Ludo claws at the zombie still pulling on him. The slash lands even with the zombie hiding in the illusion.

OOC: Action: Mace attack on grappling zombie: 2d20l1+3 9 1d6+1 3
Bonus: Command Ludo

Ludo attack on zombie: 2d20l1+5 12 1d8+2 5
 

happylace

Explorer
Alma spits out a noise of frustration as the magic fails. In the seconds it's taken her to regain composure, her allies have done some fair damage. But they still can't see much and half the party is split between the wall. Her attention catches on Zeth, how his flames seem to do what their normal attacks can't and put the creatures down for good. His own words all but confirm that. If she can't dispel the magic and she can't do enough damage to destroy these things, she may as well help him do it.

As Aric hurries over towards her, she locks eyes on the zombie lit up with his bonfire magic. Once again, she reaches out towards its decaying brain. "Zeth, I'll try to weaken this one!" she calls over, "It should make things easier for you."

Alma casts Mind Sliver, DC 13 INT Save.

On a fail, it takes:

and subtracts 1d4 from it's next save:
 

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