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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9364124" 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]365760[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>Two more zombies (the ones that were toppled over before) close in on the dwarves and Russet as an all out melee ensues. Rurm sustains a blow, but grits his teeth and keeps fighting. Many of the zombies are damaged – that one missing a hand, unnatural cold having eaten away skin at that one's feet, another with a gaping spear wound, and yet another with a silver mace lodged in its head! Blocking an attack, Russet calls up to Jack, <strong>“What can you see from up there, Jack?”</strong></p><p></p><p>From his vantage point and the strange way your party’s light is diminished by the illusory wall, Jack can see faint traces of an arcane runic circle around the edges of the circular room's floor. They ever so faintly flicker in the dim light, like distant lightning. Either it wasn’t there before and you just noticed it…or it was activated by the zombies’ movement.</p><p></p><p>Alma can sense abjuration magic growing in intensity from beyond the illusory wall; it feels like a high-pitched prickle on the back of her skull.</p><p></p><p>Suddenly, the dwarves’ shield wall is broken, and one of the zombies grapples Brydum, dragging him deeper into the circular room. <strong>"Aargh! Wait! That's the Dain's Horn! We need that to reach the temple's last level!" </strong>He cries out, gesturing to the war horn (for blowing) slung over the zombie's shoulder.</p><p></p><p>[GM]Top of initiative - go in any order you like!</p><p></p><p>From <em>current</em> positions, everyone (besides [USER=6746292]@Aethmud[/USER] , Russet, and dwarven NPCs) can only see zombie at base of stairs – the one whose hand Ludo tore off – which has 3/4 cover (from your <em>current </em>positions), i.e. +5 AC and +5 DEX saves.</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, light</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> <s>9</s> 5, Angrom hp 13</p><p><strong>0. Zombies (AC 8)</strong>[/GM]</p><p></p><p>[SPOILER=Dice Rolls]Zombie fails to grapple Rurm</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290080" target="_blank">Zombie tries to grapple Rurm (DC 12): 1D20+1 = [6]+1 = 7</a></p><p></p><p>2 zombies attack Rurm, one misses but the other hits for 4 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290083" target="_blank">zombie attacks Rurm Doraghen AC 18 with disadvantage from Defender: 2D20.LOW(1)+1 = [3, 15]+1 = 4</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290084" target="_blank">zombie attacks Rurm Doraghen AC 18 : 1D20+1 = [18]+1 = 19</a></p><p></p><p>Zombie misses Russet</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290085" target="_blank">zombie attacks Russet AC 17: 1D20+1 = [5]+1 = 6</a></p><p></p><p>A zombie grapples Brydum and drags him!</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290082" target="_blank">Zombie tries to grapple Brydum (DC 12): 1D20+1 = [12]+1 = 13</a>[/SPOILER]</p><p></p><p>[SPOILER=Zombie hit points]</p><p><strong>visible</strong></p><ul> <li data-xf-list-type="ul">missing hand (3/4 cover) hp <s>13</s> <s>8</s> 1</li> </ul><p><strong>circular room (currently visible only to Jack and NPCs)</strong></p><ul> <li data-xf-list-type="ul">cold-damaged hp 10</li> <li data-xf-list-type="ul">grappling Brydum (horn over shoulder) hp 13</li> <li data-xf-list-type="ul">speared hp <s>13</s> 4</li> <li data-xf-list-type="ul">silver mace in head 13 hp</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> <s>9</s> 5, 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: 9364124, member: 20323"] GM POST [SPOILER=Map][URL='https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay']Owlbear Rodeo link[/URL] [ATTACH type="full" alt="Screen Shot 2024-06-01 at 10.00.22 AM.png"]365760[/ATTACH] [/SPOILER] Two more zombies (the ones that were toppled over before) close in on the dwarves and Russet as an all out melee ensues. Rurm sustains a blow, but grits his teeth and keeps fighting. Many of the zombies are damaged – that one missing a hand, unnatural cold having eaten away skin at that one's feet, another with a gaping spear wound, and yet another with a silver mace lodged in its head! Blocking an attack, Russet calls up to Jack, [B]“What can you see from up there, Jack?”[/B] From his vantage point and the strange way your party’s light is diminished by the illusory wall, Jack can see faint traces of an arcane runic circle around the edges of the circular room's floor. They ever so faintly flicker in the dim light, like distant lightning. Either it wasn’t there before and you just noticed it…or it was activated by the zombies’ movement. Alma can sense abjuration magic growing in intensity from beyond the illusory wall; it feels like a high-pitched prickle on the back of her skull. Suddenly, the dwarves’ shield wall is broken, and one of the zombies grapples Brydum, dragging him deeper into the circular room. [B]"Aargh! Wait! That's the Dain's Horn! We need that to reach the temple's last level!" [/B]He cries out, gesturing to the war horn (for blowing) slung over the zombie's shoulder. [GM]Top of initiative - go in any order you like! From [I]current[/I] positions, everyone (besides [USER=6746292]@Aethmud[/USER] , Russet, and dwarven NPCs) can only see zombie at base of stairs – the one whose hand Ludo tore off – which has 3/4 cover (from your [I]current [/I]positions), i.e. +5 AC and +5 DEX saves. 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, light[/I] Logrim & Ludo [B]1. The Slow Group[/B] Jack NPC Dwarves – Brydum hp [S]13[/S] 9, Rurm hp [S]13[/S] [S]9[/S] 5, Angrom hp 13 [B]0. Zombies (AC 8)[/B][/GM] [SPOILER=Dice Rolls]Zombie fails to grapple Rurm [URL='http://roll.coyotecode.net/lookup.php?rollid=290080']Zombie tries to grapple Rurm (DC 12): 1D20+1 = [6]+1 = 7[/URL] 2 zombies attack Rurm, one misses but the other hits for 4 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=290083']zombie attacks Rurm Doraghen AC 18 with disadvantage from Defender: 2D20.LOW(1)+1 = [3, 15]+1 = 4[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290084']zombie attacks Rurm Doraghen AC 18 : 1D20+1 = [18]+1 = 19[/URL] Zombie misses Russet [URL='http://roll.coyotecode.net/lookup.php?rollid=290085']zombie attacks Russet AC 17: 1D20+1 = [5]+1 = 6[/URL] A zombie grapples Brydum and drags him! [URL='http://roll.coyotecode.net/lookup.php?rollid=290082']Zombie tries to grapple Brydum (DC 12): 1D20+1 = [12]+1 = 13[/URL][/SPOILER] [SPOILER=Zombie hit points] [B]visible[/B] [LIST] [*]missing hand (3/4 cover) hp [S]13[/S] [S]8[/S] 1 [/LIST] [B]circular room (currently visible only to Jack and NPCs)[/B] [LIST] [*]cold-damaged hp 10 [*]grappling Brydum (horn over shoulder) hp 13 [*]speared hp [S]13[/S] 4 [*]silver mace in head 13 hp [/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] [S]9[/S] 5, 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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