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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9364095" data-attributes="member: 20323"><p>GM POST</p><p></p><p>[SPOILER=Map]</p><p>[ATTACH=full]365752[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>Logrim's wrench slamming on the zombie's knuckles is enough distraction to allow Ludo to tear one of its hands clean off with a swoop of its sharp claws – the hand is tossed through the illusory wall and flops around on the ground where Jack can see it.</p><p></p><p>The zombie-in-the-wall had been standing atop another zombie. Logrim and Ludo's combines assault is enough to imbalance the zombies, sending them toppling backward through the illusory wall with a momentary shimmer. Beyond, the sound of thudding bodies.</p><p></p><p>For a moment, Alma contacts the tattered remnants of the burning zombie's mind. Envy. Broken promises. Loyalty only as far as vengeance fulfilled. Its skin crackles like burning vellum – and it should die, just like the zombie Logrim faces should have died – yet instead it turns to Alma and mutters, <strong>"Ak..rrrr....ksss...sssll..."</strong></p><p></p><p>[GM][USER=6803188]@VLAD the Destroyer[/USER] Ludo is freed from grapple in case you wanted "him" to move.</p><p></p><p>Zombie fails its save vs Mind Sliver</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290079" target="_blank">zombie DC 13 Int save vs Mind Sliver: 1D20-4 = [6]-4 = 2</a></p><p></p><p>Zombie "pyramid" topples over!</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290081" target="_blank">Zombie DC 5 Acrobatics to support a damaged zombie on its shoulders: 1D20-2 = [2]-2 = 0</a></p><p></p><p>[USER=6669245]@Necropolitan[/USER] It's your turn!</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</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> <s>11</s> <s>3</s> 1 <em>Mind Slivered -3 next save</em></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> <s>8</s> 1</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, 11 /</s></p><p><s>15, 12</s>, 13, 11, 7 /</p><p>13, 16, 15, 15, 8 /</p><p>18, 9, 8, 18, 11 /[/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: 9364095, member: 20323"] GM POST [SPOILER=Map] [ATTACH type="full"]365752[/ATTACH] [/SPOILER] Logrim's wrench slamming on the zombie's knuckles is enough distraction to allow Ludo to tear one of its hands clean off with a swoop of its sharp claws – the hand is tossed through the illusory wall and flops around on the ground where Jack can see it. The zombie-in-the-wall had been standing atop another zombie. Logrim and Ludo's combines assault is enough to imbalance the zombies, sending them toppling backward through the illusory wall with a momentary shimmer. Beyond, the sound of thudding bodies. For a moment, Alma contacts the tattered remnants of the burning zombie's mind. Envy. Broken promises. Loyalty only as far as vengeance fulfilled. Its skin crackles like burning vellum – and it should die, just like the zombie Logrim faces should have died – yet instead it turns to Alma and mutters, [B]"Ak..rrrr....ksss...sssll..."[/B] [GM][USER=6803188]@VLAD the Destroyer[/USER] Ludo is freed from grapple in case you wanted "him" to move. Zombie fails its save vs Mind Sliver [URL='http://roll.coyotecode.net/lookup.php?rollid=290079']zombie DC 13 Int save vs Mind Sliver: 1D20-4 = [6]-4 = 2[/URL] Zombie "pyramid" topples over! [URL='http://roll.coyotecode.net/lookup.php?rollid=290081']Zombie DC 5 Acrobatics to support a damaged zombie on its shoulders: 1D20-2 = [2]-2 = 0[/URL] [USER=6669245]@Necropolitan[/USER] It's your turn! 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, 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] [S]11[/S] [S]3[/S] 1 [I]Mind Slivered -3 next save[/I] [*]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] [S]8[/S] 1 [*]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, 11 / 15, 12[/S], 13, 11, 7 / 13, 16, 15, 15, 8 / 18, 9, 8, 18, 11 /[/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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