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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9349516" data-attributes="member: 20323"><p>GM POST</p><p></p><p>Lumrolur, creeps forward with his crossbow, to attack one of the zombies while hidden. Regardless whether this hits or misses, the twang of the string and clatter of the bolt is sure to attract their attention!</p><p></p><p>As soon as he retreats back, Aric's bonfire springs to life in the center of the stairs between you and the zombies.</p><p></p><p></p><p>[ATTACH=full]363013[/ATTACH]</p><p></p><p></p><p>[GM]First is [USER=24380]@Neurotic[/USER] (Lumrolur) with the instigating attack kicking off surprise, then everyone who also rolled Stealth – [USER=6669245]@Necropolitan[/USER] (Zeth) and [USER=7041631]@happylace[/USER] (Alma). You can assume the zombies move to the middle of the stairs.</p><p></p><p>Then we'll start back at the top of the initiative count, which is when Aric will lay down his bonfire on the zombies. Because the zombies are end of initiative, after Lumrolur, Zeth, and Alma resolve their surprise, you can go in any order that's convenient. The NPC dwarves & Russet will advance to the frontline to stop the zombies advance and trap them in Aric's bonfire.</p><p></p><p>INITIATIVE</p><p></p><p><strong>3. The Fast Group</strong></p><p>Aric</p><p>Russet (GM-controlled)</p><p>Zeth</p><p>Lumrolur</p><p><strong>2. The Middle Group</strong></p><p>Alma</p><p>Logrim (& Ludo)</p><p><strong>1. The Slow Group</strong></p><p>Jack</p><p>NPC Dwarves – Brydum, Rorm, Angrom</p><p><strong>0. Zombies (AC 8)</strong>[/GM]</p><p><strong>Dwarf Warrior: </strong></p><p>[SPOILER]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.[/SPOILER]</p><p></p><p><strong>Holy Water (4/4): </strong></p><p>[SPOILER]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.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9349516, member: 20323"] GM POST Lumrolur, creeps forward with his crossbow, to attack one of the zombies while hidden. Regardless whether this hits or misses, the twang of the string and clatter of the bolt is sure to attract their attention! As soon as he retreats back, Aric's bonfire springs to life in the center of the stairs between you and the zombies. [ATTACH type="full" alt="Screen Shot 2024-05-14 at 9.26.30 AM.png"]363013[/ATTACH] [GM]First is [USER=24380]@Neurotic[/USER] (Lumrolur) with the instigating attack kicking off surprise, then everyone who also rolled Stealth – [USER=6669245]@Necropolitan[/USER] (Zeth) and [USER=7041631]@happylace[/USER] (Alma). You can assume the zombies move to the middle of the stairs. Then we'll start back at the top of the initiative count, which is when Aric will lay down his bonfire on the zombies. Because the zombies are end of initiative, after Lumrolur, Zeth, and Alma resolve their surprise, you can go in any order that's convenient. The NPC dwarves & Russet will advance to the frontline to stop the zombies advance and trap them in Aric's bonfire. INITIATIVE [B]3. The Fast Group[/B] Aric Russet (GM-controlled) Zeth Lumrolur [B]2. The Middle Group[/B] Alma Logrim (& Ludo) [B]1. The Slow Group[/B] Jack NPC Dwarves – Brydum, Rorm, Angrom [B]0. Zombies (AC 8)[/B][/GM] [B]Dwarf Warrior: [/B] [SPOILER]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.[/SPOILER] [B]Holy Water (4/4): [/B] [SPOILER]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.[/SPOILER] [/QUOTE]
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