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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9362075" 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]365539[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Stairs continue to descend around the perimeter of the central room, separated by bas relief walls.</p><p></p><p>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.</p><p></p><p><strong>"Sorry, Jack, I got caught up in the moment!" </strong>apologizes Russet for abandoning the line, thrusting forward with his spear, sinking it into the two zombies next to him.</p><p></p><p>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.</p><p></p><p>[GM]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 (depending)</strong></p><ul> <li data-xf-list-type="ul">bonfire one-eyed hp <s>13</s> 11</li> <li data-xf-list-type="ul">speared hp <s>13</s> 4</li> <li data-xf-list-type="ul">cold-damaged hp 10</li> <li data-xf-list-type="ul">dwarf horn over shoulder 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> </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, 9,</s> 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>Angrom tries to shove zombie grappling Ludo, fails</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290043" target="_blank">Angrom Shove zombie grappling Ludo: 2D20.LOW(1)+2 = [18, 2]+2 = 4</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290044" target="_blank">zombie resisting shove: 1D20+1 = [3]+1 = 4</a></p><p></p><p>Russet hits two zombies, dealing 7 damage & 6 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290041" target="_blank">Russet 2 spear attacks vs zombies AC 8: 1D20+5 = [16]+5 = 21</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290041" target="_blank">1D20+5 = [10]+5 = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290042" target="_blank">spear damage vs zombies: 1D6+3 = [4]+3 = 7 1D6+3 = [3]+3 = 6</a></p><p></p><p>Rurm throw holy water in zombie's face, hits, 8 damage, it is destroyed!</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290045" target="_blank">Rurm improvised Holy Water vs zombie AC 8: 1D20 = [16] = 16</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290046" target="_blank">radiant damage holy water: 2D6 = [5, 3] = 8</a></p><p></p><p>Brydum throws holy water at zombie, hits, 11 damage, it is destroyed!</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290047" target="_blank">Brydum improvised Holy Water vs zombie AC 8: 1D20 = [18] = 18</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290048" target="_blank">radiant damage holy water: 2D6 = [6, 5] = 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 (2/4)]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: 9362075, member: 20323"] GM POST [SPOILER=Map][URL='https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay']Owlbear Rodeo link[/URL] [ATTACH type="full" alt="Screen Shot 2024-05-30 at 9.22.51 AM.png"]365539[/ATTACH] [/SPOILER] 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. [B]"Sorry, Jack, I got caught up in the moment!" [/B]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 [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 (depending)[/B] [LIST] [*]bonfire one-eyed hp [S]13[/S] 11 [*]speared hp [S]13[/S] 4 [*]cold-damaged hp 10 [*]dwarf horn over shoulder 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 [/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, 9,[/S] 11 / 15, 12, 13, 11, 7 / 13, 16, 15, 15, 8 / 18, 9, 8, 18, 11 /[/SPOILER] [SPOILER=Dice Rolls] Angrom tries to shove zombie grappling Ludo, fails [URL='http://roll.coyotecode.net/lookup.php?rollid=290043']Angrom Shove zombie grappling Ludo: 2D20.LOW(1)+2 = [18, 2]+2 = 4[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290044']zombie resisting shove: 1D20+1 = [3]+1 = 4[/URL] Russet hits two zombies, dealing 7 damage & 6 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=290041']Russet 2 spear attacks vs zombies AC 8: 1D20+5 = [16]+5 = 21[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290041']1D20+5 = [10]+5 = 15[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290042']spear damage vs zombies: 1D6+3 = [4]+3 = 7 1D6+3 = [3]+3 = 6[/URL] Rurm throw holy water in zombie's face, hits, 8 damage, it is destroyed! [URL='http://roll.coyotecode.net/lookup.php?rollid=290045']Rurm improvised Holy Water vs zombie AC 8: 1D20 = [16] = 16[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290046']radiant damage holy water: 2D6 = [5, 3] = 8[/URL] Brydum throws holy water at zombie, hits, 11 damage, it is destroyed! [URL='http://roll.coyotecode.net/lookup.php?rollid=290047']Brydum improvised Holy Water vs zombie AC 8: 1D20 = [18] = 18[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290048']radiant damage holy water: 2D6 = [6, 5] = 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 (2/4)]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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