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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9357861" data-attributes="member: 20323"><p>GM POST</p><p></p><p></p><p>[SPOILER="Map"]</p><p>[ATTACH=full]364983[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>Despite the tension – shields, blades, spells at the ready – Rurm Doraghaen quips back to Lumrolur and Jack casually, trying to mask the nerves, <strong>“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–”</strong></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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, <strong>“Blood and beard! I’m surrounded! Eight of them!”</strong></p><p></p><p>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. <strong>“Hold fast Blackaxe! We’re coming!” </strong>Angrom hollers desperately.</p><p></p><p>[GM][USER=6746292]@Aethmud[/USER] 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 <em>chill touch </em>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.</p><p></p><p>[USER=6803188]@VLAD the Destroyer[/USER] – 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 <em>(so long as Ludo is <390 lbs)</em> pulled through the wall! <em>If you think Ludo is heavier, then on failed Athletics check it is only grappled.</em></p><p></p><p>Top of the initiative! Go in any order you like.</p><p></p><p>INITIATIVE</p><p><strong>3. The Fast Group</strong></p><p>Aric – <em>create bonfire</em></p><p>Russet (GM-controlled)</p><p>Zeth</p><p>Lumrolur</p><p><strong>2. The Middle Group</strong></p><p>Alma – <em>detecting magic</em></p><p>Logrim (& Ludo)</p><p><strong>1. The Slow Group</strong></p><p>Jack</p><p>NPC Dwarves – Brydum hp <s>13</s> 9, Rorm hp 13, Angrom hp 13</p><p><strong>0. Zombies (AC 8) </strong></p><p>[/GM]</p><p></p><p>[SPOILER=Zombie hit points]</p><p><strong>visible</strong></p><ul> <li data-xf-list-type="ul">drow in bonfire hp 13</li> <li data-xf-list-type="ul">iced & axed derro hp <s>13 11 5</s> 1</li> <li data-xf-list-type="ul">edge of stairs (3/4 cover=AC 13) hp 13</li> </ul><p><strong>not currently visible</strong></p><ul> <li data-xf-list-type="ul">near Ludo (you know position but can’t see=disadvantage attacks vs zombie) hp 13</li> <li data-xf-list-type="ul">near Ludo (you know position but can’t see=disadvantage attacks vs zombie) hp 13</li> <li data-xf-list-type="ul">zomb-pyramid hp 13</li> <li data-xf-list-type="ul">zomb-pyramid hp 13</li> <li data-xf-list-type="ul">prone hp 13</li> <li data-xf-list-type="ul">grappling Brydum hp 13</li> <li data-xf-list-type="ul">hp 13</li> </ul><p>[/SPOILER]</p><p>[SPOILER=Zombies (alternate PbP rule)]</p><p>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:</p><p><s>7, 5, 2, 1, 20 /</s></p><p>20, 15, 17, 9, 11 /</p><p>15, 12, 13, 11, 7 /</p><p>13, 16, 15, 15, 8 /</p><p>18, 9, 8, 18, 11 /[/SPOILER]</p><p></p><p>[SPOILER=Lots of Dice Rolls]</p><p>Zombie DC 12 Dex save vs Aric’s bonfire, succeeds</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289952" target="_blank">Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [19]-2 = 17</a></p><p></p><p>Rurm readied crossbow attack vs zombie (AC 8), misses</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289955" target="_blank">Rurm readied crossbow vs zombie AC 8: 1D20+2 = [3]+2 = 5</a></p><p></p><p>Brydum readied attack vs zombie (AC 8), hits for 6 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289953" target="_blank">Brydum readied attack vs zombie AC 8: 1D20+4 = [16]+4 = 20</a></p><p></p><p>Angrom readied attack vs zombie (AC 8), hits for 6 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289951" target="_blank">Angrom readied attack vs zombie DC 8: 1D20+4 = [6]+4 = 10</a></p><p></p><p>2 zombies attack Angrom (AC 18), both miss</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289949" target="_blank">2 zombies attack Angrom AC 18: 1D20+1 = [16]+1 = 17 1D20+1 = [5]+1 = 6</a></p><p></p><p>2 zombies grapple Ludo (they have disadvantage due to not being able to see Ludo), must make Athletics check (DC 4 and DC 14)</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289945" target="_blank">Zombie grapples Ludo with disadvantage: 2D20.LOW(1)+1 = [19, 3]+1 = 4</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289946" target="_blank">Another zombies grapples Ludo with disadvantage: 2D20.LOW(1)+1 = [13, 18]+1 = 14</a></p><p></p><p>2 zombies grapple Brydum (they have disadvantage due to not being able to see him), must make Athletics check (DC 17 and DC 10)</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289947" target="_blank">Zombie grapples Brydum with disadvantage: 2D20.LOW(1)+1 = [16, 16]+1 = 17</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289948" target="_blank">Another zombie grapples Brydum with disadvantage: 2D20.LOW(1)+1 = [15, 9]+1 = 10</a></p><p></p><p>Brydum fails his Athletics check and is grappled!</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289950" target="_blank">Brydum Athletics check vs grapples DC 17 and 10: 1D20+2 = [11]+2 = 13</a></p><p></p><p>2 zombies attack Brydum (out of sight), one hits for 4 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=289954" target="_blank">2 zombies attack Brydum AC 18: 1D20+1 = [8]+1 = 9 1D20+1 = [19]+1 = 20</a></p><p>[/SPOILER]</p><p></p><p>[SPOILER=Dwarf Warriors (3)]Brydum hp <s>13</s> 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.[/SPOILER]</p><p>[SPOILER=Holy Water (4/4)]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: 9357861, member: 20323"] GM POST [SPOILER="Map"] [ATTACH type="full" alt="Screen Shot 2024-05-26 at 3.41.57 PM.png"]364983[/ATTACH] [/SPOILER] Despite the tension – shields, blades, spells at the ready – Rurm Doraghaen quips back to Lumrolur and Jack casually, trying to mask the nerves, [B]“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–”[/B] 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, [B]“Blood and beard! I’m surrounded! Eight of them!”[/B] 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. [B]“Hold fast Blackaxe! We’re coming!” [/B]Angrom hollers desperately. [GM][USER=6746292]@Aethmud[/USER] 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 [I]chill touch [/I]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. [USER=6803188]@VLAD the Destroyer[/USER] – 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 [I](so long as Ludo is <390 lbs)[/I] pulled through the wall! [I]If you think Ludo is heavier, then on failed Athletics check it is only grappled.[/I] Top of the initiative! Go in any order you like. INITIATIVE [B]3. The Fast Group[/B] Aric – [I]create bonfire[/I] Russet (GM-controlled) Zeth Lumrolur [B]2. The Middle Group[/B] Alma – [I]detecting magic[/I] Logrim (& Ludo) [B]1. The Slow Group[/B] Jack NPC Dwarves – Brydum hp [S]13[/S] 9, Rorm hp 13, Angrom hp 13 [B]0. Zombies (AC 8) [/B] [/GM] [SPOILER=Zombie hit points] [B]visible[/B] [LIST] [*]drow in bonfire hp 13 [*]iced & axed derro hp [S]13 11 5[/S] 1 [*]edge of stairs (3/4 cover=AC 13) hp 13 [/LIST] [B]not currently visible[/B] [LIST] [*]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 [/LIST] [/SPOILER] [SPOILER=Zombies (alternate PbP rule)] 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: [S]7, 5, 2, 1, 20 /[/S] 20, 15, 17, 9, 11 / 15, 12, 13, 11, 7 / 13, 16, 15, 15, 8 / 18, 9, 8, 18, 11 /[/SPOILER] [SPOILER=Lots of Dice Rolls] Zombie DC 12 Dex save vs Aric’s bonfire, succeeds [URL='http://roll.coyotecode.net/lookup.php?rollid=289952']Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [19]-2 = 17[/URL] Rurm readied crossbow attack vs zombie (AC 8), misses [URL='http://roll.coyotecode.net/lookup.php?rollid=289955']Rurm readied crossbow vs zombie AC 8: 1D20+2 = [3]+2 = 5[/URL] Brydum readied attack vs zombie (AC 8), hits for 6 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=289953']Brydum readied attack vs zombie AC 8: 1D20+4 = [16]+4 = 20[/URL] Angrom readied attack vs zombie (AC 8), hits for 6 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=289951']Angrom readied attack vs zombie DC 8: 1D20+4 = [6]+4 = 10[/URL] 2 zombies attack Angrom (AC 18), both miss [URL='http://roll.coyotecode.net/lookup.php?rollid=289949']2 zombies attack Angrom AC 18: 1D20+1 = [16]+1 = 17 1D20+1 = [5]+1 = 6[/URL] 2 zombies grapple Ludo (they have disadvantage due to not being able to see Ludo), must make Athletics check (DC 4 and DC 14) [URL='http://roll.coyotecode.net/lookup.php?rollid=289945']Zombie grapples Ludo with disadvantage: 2D20.LOW(1)+1 = [19, 3]+1 = 4[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=289946']Another zombies grapples Ludo with disadvantage: 2D20.LOW(1)+1 = [13, 18]+1 = 14[/URL] 2 zombies grapple Brydum (they have disadvantage due to not being able to see him), must make Athletics check (DC 17 and DC 10) [URL='http://roll.coyotecode.net/lookup.php?rollid=289947']Zombie grapples Brydum with disadvantage: 2D20.LOW(1)+1 = [16, 16]+1 = 17[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=289948']Another zombie grapples Brydum with disadvantage: 2D20.LOW(1)+1 = [15, 9]+1 = 10[/URL] Brydum fails his Athletics check and is grappled! [URL='http://roll.coyotecode.net/lookup.php?rollid=289950']Brydum Athletics check vs grapples DC 17 and 10: 1D20+2 = [11]+2 = 13[/URL] 2 zombies attack Brydum (out of sight), one hits for 4 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=289954']2 zombies attack Brydum AC 18: 1D20+1 = [8]+1 = 9 1D20+1 = [19]+1 = 20[/URL] [/SPOILER] [SPOILER=Dwarf Warriors (3)]Brydum hp [S]13[/S] 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.[/SPOILER] [SPOILER=Holy Water (4/4)]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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