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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9360926" data-attributes="member: 20323"><p>GM POST</p><p></p><p>[SPOILER=Map]<a href="https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay" target="_blank">Owlbear rodeo link</a></p><p>[ATTACH=full]365405[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. <strong>“There’s a harengon saying: Some hug you in hello or farewell, but a zombie’s embrace lasts forever,” </strong>quips Russet.</p><p></p><p>Brydum grunts dourly, <strong>“Let’s not put that gem of wisdom to the test.”</strong></p><p></p><p>[GM]Top of initiative! Go in any order you like</p><p></p><p>INITIATIVE</p><p></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 (Ludo=grappled DC14)</p><p><strong>1. The Slow Group</strong></p><p>Jack</p><p>NPC Dwarves – Brydum hp <s>13</s> 9, Rurm hp <s>13</s> 9, Angrom hp 13</p><p><strong>0. Zombies (AC 8)</strong>[/GM]</p><p></p><p>[SPOILER=Zombie hit points]</p><p><strong>visible</strong></p><ul> <li data-xf-list-type="ul">drow, one-arm, limping hp <s>13 9 1</s> 1</li> <li data-xf-list-type="ul">edge of stairs (3/4 cover=AC 13) hp <s>13</s> 8</li> <li data-xf-list-type="ul">bonfire one-eyed hp 13</li> </ul><p><strong>not currently visible</strong></p><ul> <li data-xf-list-type="ul">grappling Ludo (can't be seen but you know its position, disadvantage to attack it) hp <s>13</s> 8</li> <li data-xf-list-type="ul">zomb-pyramid hp 13</li> <li data-xf-list-type="ul">axed hp <s>13</s> 9</li> <li data-xf-list-type="ul">speared hp <s>13</s> 4</li> <li data-xf-list-type="ul">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><s>20, 15, 17</s>, 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=Dice Rolls]</p><p>Zombie (supporting the zombie that Ludo damaged on its shoulders) succeeds Acrobatics check to keep stable</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290018" target="_blank">Zombie DC 5 Acrobatics to support a damaged zombie on its shoulders: 1D20-2 = [10]-2 = 8</a></p><p></p><p>Zombie attacks Ludo, misses</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290020" target="_blank">Zombie attacks Ludo AC 15: 1D20+1 = [11]+1 = 12</a></p><p></p><p>Zombie succeeds save vs Create Bonfire</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290019" target="_blank">Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [14]-2 = 12</a></p><p></p><p>Zombie attacks Lumrolur, misses</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290027" target="_blank">Zombie attack Lumrolur AC 14: 1D20+1 = [12]+1 = 13</a></p><p></p><p>Zombie attacks Logrim, misses</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290022" target="_blank">Zombie attacks Logrim AC 17: 1D20+1 = [10]+1 = 11</a></p><p></p><p>Zombie attacks Brydum AC 18, disadvantage from Rurm’s Defender reaction, misses</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290012" target="_blank">Zombie attacks Brydum AC 18 disadvantage: 2D20.LOW(1)+1 = [20, 1]+1 = 2</a></p><p></p><p>Zombie attacks Rurm AC 18, disadvantage from Brydum’s Defender reaction, hits for 4 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290013" target="_blank">Zombie attacks Rurm AC 18 disadvantage: 2D20.LOW(1)+1 = [17, 19]+1 = 18</a></p><p></p><p>Zombie attacks Rurm AC 18, misses</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290014" target="_blank">Zombie attacks Rurm AC 18: 1D20+1 = [3]+1 = 4</a></p><p></p><p>2 Zombies attack Russet AC 17, one gets a critical hit for 6 damage! But Russet parries the blow entirely!</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290015" target="_blank">2 zombies attack Russet AC 17: 1D20+1 = [10]+1 = 11 1D20+1 = [20]+1 = 21</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290016" target="_blank">Zombie critical damage: 1D6+4 = [2]+4 = 6</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290017" target="_blank">Russet uses Parry to reduce damage by: 1D10+2 = [9]+2 = 11</a></p><p>[/SPOILER]</p><p></p><p>[SPOILER=Dwarf Warriors (3)]Brydum hp <s>13</s> 9, Rurm hp <s>13</s> 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.[/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: 9360926, member: 20323"] GM POST [SPOILER=Map][URL='https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay']Owlbear rodeo link[/URL] [ATTACH type="full" alt="Screen Shot 2024-05-29 at 9.24.43 AM.png"]365405[/ATTACH] [/SPOILER] 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. [B]“There’s a harengon saying: Some hug you in hello or farewell, but a zombie’s embrace lasts forever,” [/B]quips Russet. Brydum grunts dourly, [B]“Let’s not put that gem of wisdom to the test.”[/B] [GM]Top of 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 (Ludo=grappled DC14) [B]1. The Slow Group[/B] Jack NPC Dwarves – Brydum hp [S]13[/S] 9, Rurm hp [S]13[/S] 9, Angrom hp 13 [B]0. Zombies (AC 8)[/B][/GM] [SPOILER=Zombie hit points] [B]visible[/B] [LIST] [*]drow, one-arm, limping hp [S]13 9 1[/S] 1 [*]edge of stairs (3/4 cover=AC 13) hp [S]13[/S] 8 [*]bonfire one-eyed hp 13 [/LIST] [B]not currently visible[/B] [LIST] [*]grappling Ludo (can't be seen but you know its position, disadvantage to attack it) hp [S]13[/S] 8 [*]zomb-pyramid hp 13 [*]axed hp [S]13[/S] 9 [*]speared hp [S]13[/S] 4 [*]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 / 20, 15, 17[/S], 9, 11 / 15, 12, 13, 11, 7 / 13, 16, 15, 15, 8 / 18, 9, 8, 18, 11 /[/SPOILER] [SPOILER=Dice Rolls] Zombie (supporting the zombie that Ludo damaged on its shoulders) succeeds Acrobatics check to keep stable [URL='http://roll.coyotecode.net/lookup.php?rollid=290018']Zombie DC 5 Acrobatics to support a damaged zombie on its shoulders: 1D20-2 = [10]-2 = 8[/URL] Zombie attacks Ludo, misses [URL='http://roll.coyotecode.net/lookup.php?rollid=290020']Zombie attacks Ludo AC 15: 1D20+1 = [11]+1 = 12[/URL] Zombie succeeds save vs Create Bonfire [URL='http://roll.coyotecode.net/lookup.php?rollid=290019']Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [14]-2 = 12[/URL] Zombie attacks Lumrolur, misses [URL='http://roll.coyotecode.net/lookup.php?rollid=290027']Zombie attack Lumrolur AC 14: 1D20+1 = [12]+1 = 13[/URL] Zombie attacks Logrim, misses [URL='http://roll.coyotecode.net/lookup.php?rollid=290022']Zombie attacks Logrim AC 17: 1D20+1 = [10]+1 = 11[/URL] Zombie attacks Brydum AC 18, disadvantage from Rurm’s Defender reaction, misses [URL='http://roll.coyotecode.net/lookup.php?rollid=290012']Zombie attacks Brydum AC 18 disadvantage: 2D20.LOW(1)+1 = [20, 1]+1 = 2[/URL] Zombie attacks Rurm AC 18, disadvantage from Brydum’s Defender reaction, hits for 4 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=290013']Zombie attacks Rurm AC 18 disadvantage: 2D20.LOW(1)+1 = [17, 19]+1 = 18[/URL] Zombie attacks Rurm AC 18, misses [URL='http://roll.coyotecode.net/lookup.php?rollid=290014']Zombie attacks Rurm AC 18: 1D20+1 = [3]+1 = 4[/URL] 2 Zombies attack Russet AC 17, one gets a critical hit for 6 damage! But Russet parries the blow entirely! [URL='http://roll.coyotecode.net/lookup.php?rollid=290015']2 zombies attack Russet AC 17: 1D20+1 = [10]+1 = 11 1D20+1 = [20]+1 = 21[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290016']Zombie critical damage: 1D6+4 = [2]+4 = 6[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290017']Russet uses Parry to reduce damage by: 1D10+2 = [9]+2 = 11[/URL] [/SPOILER] [SPOILER=Dwarf Warriors (3)]Brydum hp [S]13[/S] 9, Rurm hp [S]13[/S] 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.[/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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