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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9365685" 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]365975[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>Lumrolur's deft stroke dislodges the silver mace from the zombie just in time for Arik to ignite the ground beneath its feet. Even as the zombie's desiccated flesh burns away like a bonfire, it continues to flail about, fueled by dark magic. Fire may prevent the corpses from being twice-animated, but the zombie persists even through flames that would kill a man.</p><p></p><p>Anyone wearing metal armor can feel a palpable hum. Russet's snowy fur and the dwarves beards are starting to stand on end.</p><p></p><p>[SPOILER=Alma and Jack]From aloft, Jack can barely spot the runic circle – the bright light of the bonfire makes the runes harder to see (They faintly glow in dim light). The runes are fluctuating faster and faster with light, like moonlit reflections playing on the surface of water.</p><p>Alma can sense the prickling abjuration magic building to a fever pitch – whatever latent magic is held within the circular room will unleash soon (initiative count 20 next turn...acting before it requires rolling initiative and meeting or beating 20).[/SPOILER]</p><p></p><p>Tearing into the zombie dragging Brydum, Ludo gives the dwarf the moment he needs to wrest the Dain's Horn from the zombie. Its putrid teeth gnash, dripping saliva onto his beard.</p><p></p><p>Suddenly, Russet drops his shield and leaps behind Brydum with a battle cry, <strong>"Eullllllyaaa!" </strong>Thrusting with a long grip, he spears the zombie with such force that it's knocked clear across the room, freeing Brydum. Gripping Brydum's shoulder, Russet pulls him back outside the circular room, adopting a defensive posture.</p><p></p><p><strong>"Thanks, long ears," </strong>grunts Brydum, the highest of praise coming from the surly dwarf. <strong>"I have the horn!" </strong>he exclaims triumphantly to Jack, Logrim, and Alma.</p><p></p><p>Rurm douses another zombie in holy water, its corpse melting before your eyes into dust as searing light emanates from its many wounds. He too falls back, trying to form a shield wall at the entrance to the circular room.</p><p></p><p>Angrom is unable to convince himself to leap blindly through the illusory wall. <strong>"Rothe's dung! Dumathoin can keep his secrets," </strong>he pants, huffing and puffing down the stairs, re-equipping his crossbow and taking aim from behind his fellow dwarf.</p><p></p><p>Three zombies remain.</p><p></p><p>[GM]INITIATIVE</p><p>[USER=6746292]@Aethmud[/USER] It's your turn! Then the zombies will go.</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=Zombie hit points]</p><ul> <li data-xf-list-type="ul">burning hp 1</li> <li data-xf-list-type="ul">cold-damaged hp 10</li> <li data-xf-list-type="ul">speared hp 2</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, 13, 11</s>, 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 fails save vs. Create Bonfire, takes 7 dmg</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290125" target="_blank">Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [7]-2 = 5</a></p><p></p><p>Russet hits zombie grappling Brydum, using spear in long grip, deals 5 dmg, zombie fails its save and its pushed 15 feet</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290126" target="_blank">Russet attacks zombie grappling Brydum AC 8: 1D20+5 = [12]+5 = 17</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290127" target="_blank">damage to zombie grappling Brydum, superiority die: 1D4+1D8+3 = [1]+[1]+3 = 5</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290128" target="_blank">Zombie DC 13 Str save vs push: 1D20+1 = [3]+1 = 4</a></p><p></p><p>Rurm hits a zombie with holy water, dealing 4 damage and destroying it</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290129" target="_blank">Rurm improvised Holy Water vs zombie AC 8: 1D20 = [14] = 14</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290130" target="_blank">radiant damage holy water: 2D6 = [1, 3] = 4</a></p><p>[/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 (1/4)]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: 9365685, member: 20323"] GM POST [SPOILER=Map][URL='https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay']Owlbear Rodeo link[/URL] [ATTACH type="full" alt="Screen Shot 2024-06-03 at 3.18.27 PM.png"]365975[/ATTACH] [/SPOILER] Lumrolur's deft stroke dislodges the silver mace from the zombie just in time for Arik to ignite the ground beneath its feet. Even as the zombie's desiccated flesh burns away like a bonfire, it continues to flail about, fueled by dark magic. Fire may prevent the corpses from being twice-animated, but the zombie persists even through flames that would kill a man. Anyone wearing metal armor can feel a palpable hum. Russet's snowy fur and the dwarves beards are starting to stand on end. [SPOILER=Alma and Jack]From aloft, Jack can barely spot the runic circle – the bright light of the bonfire makes the runes harder to see (They faintly glow in dim light). The runes are fluctuating faster and faster with light, like moonlit reflections playing on the surface of water. Alma can sense the prickling abjuration magic building to a fever pitch – whatever latent magic is held within the circular room will unleash soon (initiative count 20 next turn...acting before it requires rolling initiative and meeting or beating 20).[/SPOILER] Tearing into the zombie dragging Brydum, Ludo gives the dwarf the moment he needs to wrest the Dain's Horn from the zombie. Its putrid teeth gnash, dripping saliva onto his beard. Suddenly, Russet drops his shield and leaps behind Brydum with a battle cry, [B]"Eullllllyaaa!" [/B]Thrusting with a long grip, he spears the zombie with such force that it's knocked clear across the room, freeing Brydum. Gripping Brydum's shoulder, Russet pulls him back outside the circular room, adopting a defensive posture. [B]"Thanks, long ears," [/B]grunts Brydum, the highest of praise coming from the surly dwarf. [B]"I have the horn!" [/B]he exclaims triumphantly to Jack, Logrim, and Alma. Rurm douses another zombie in holy water, its corpse melting before your eyes into dust as searing light emanates from its many wounds. He too falls back, trying to form a shield wall at the entrance to the circular room. Angrom is unable to convince himself to leap blindly through the illusory wall. [B]"Rothe's dung! Dumathoin can keep his secrets," [/B]he pants, huffing and puffing down the stairs, re-equipping his crossbow and taking aim from behind his fellow dwarf. Three zombies remain. [GM]INITIATIVE [USER=6746292]@Aethmud[/USER] It's your turn! Then the zombies will go. [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=Zombie hit points] [LIST] [*]burning hp 1 [*]cold-damaged hp 10 [*]speared hp 2 [/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, 13, 11[/S], 7 / 13, 16, 15, 15, 8 / 18, 9, 8, 18, 11 /[/SPOILER] [SPOILER=Dice Rolls] Zombie fails save vs. Create Bonfire, takes 7 dmg [URL='http://roll.coyotecode.net/lookup.php?rollid=290125']Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [7]-2 = 5[/URL] Russet hits zombie grappling Brydum, using spear in long grip, deals 5 dmg, zombie fails its save and its pushed 15 feet [URL='http://roll.coyotecode.net/lookup.php?rollid=290126']Russet attacks zombie grappling Brydum AC 8: 1D20+5 = [12]+5 = 17[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290127']damage to zombie grappling Brydum, superiority die: 1D4+1D8+3 = [1]+[1]+3 = 5[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290128']Zombie DC 13 Str save vs push: 1D20+1 = [3]+1 = 4[/URL] Rurm hits a zombie with holy water, dealing 4 damage and destroying it [URL='http://roll.coyotecode.net/lookup.php?rollid=290129']Rurm improvised Holy Water vs zombie AC 8: 1D20 = [14] = 14[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290130']radiant damage holy water: 2D6 = [1, 3] = 4[/URL] [/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 (1/4)]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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