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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9367086" 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]366255[/ATTACH]</p><p>[/SPOILER]</p><p></p><p>Jack’s illusory war horn distracts one of the zombies that shambles over to it slack-jawed. However, the burning zombie slams against Rurm’s attempt to recreate a shield wall, knocking the dwarf unconscious and sending his shield clattering with traces of fire clinging to it! The bonfire sears away the zombie’s hair and skin, melting its eyes, and still it lurches forward.</p><p></p><p>The electrical charge in the room is so intense that a high-pitched whine torments your ears. At the last moment, Lumrolur scrambles quickly back the way he came – ever alert to having his escaped route planned in the Deep below.</p><p></p><p>Ludo, however, is not as swift as the rogue, and the fractional delay between gnome and construct is enough to keep it from having time to escape. However, Ludo pivots its head upon hearing Lumrolur’s voice, only for one of the zombies to land a heavy double-fisted blow, denting Ludo’s nose plate (4 damage).</p><p></p><p>Flaring to life, whitish blue light hisses from the perimeter of the circular room. The silver mace – dislodged from the zombie – clatters across the floor as arcs of lightning strike at it, the entire room brightening with warding magic and crackling with lightning.</p><p></p><p>[GM]At initiative 20, the dwarven runic glyph activates. Anyone can attempt an initiative check to try and take your turn before the glyph activates; if you get 20+ you take your turn before the glyph.</p><p></p><p>The lightning will annihilate the remaining zombies. However, some of you are at risk too and will need to make a DC 14 Dexterity saving throw (assuming you don't act before the glyph):</p><p></p><p>Russet and Ludo ([USER=6803188]@VLAD the Destroyer[/USER] ) are at great risk, being fully in the room. On a failed save they take 25 lightning damage, or on a successful save just 12 lightning damage.</p><p></p><p>Rurm, Lumrolur ([USER=24380]@Neurotic[/USER] ) and Aric ([USER=15132]@Steve Gorak[/USER] ) are at a lesser risk – Lumrolur scrambling to escape the room and Aric leaning through the illusory wall to overlook the room. On a failed save they take 9 lightning damage, or no damage on a successful save.[/GM]</p><p></p><p>[SPOILER=Dice Rolls]</p><p>Zombie fooled by Jack’s illusion</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290157" target="_blank">zombie DC 15 Investigation vs Jack illusion: 1D20-4 = [17]-4 = 13</a></p><p></p><p>Zombie critically hits Rurm for 8 damage! Rurm is knocked unconscious!</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290156" target="_blank">zombie attacks Rurm Doraghen AC 18: 1D20+1 = [20]+1 = 21</a></p><p></p><p>Zombie fails save vs Create Bonfire, 5 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290158" target="_blank">Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [3]-2 = 1</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290159" target="_blank">Create Bonfire damage: 1D8 = [5] = 5</a></p><p></p><p>Zombie hits Ludo for 4 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290155" target="_blank">zombie attacks Ludo AC 15: 1D20+1 = [18]+1 = 19</a></p><p></p><p><strong>Initiative checks for NPCs</strong></p><p>Russet gets 18 fails & Dwarves get 1 also failing</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290132" target="_blank">Russet initiative check: 1D20+3 = [15]+3 = 18</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290133" target="_blank">Rurm initiative check: 1D20 = [1] = 1</a></p><p></p><p><strong>Dex Saves for NPC</strong></p><p>Russet fails, takes 25 damage</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290134" target="_blank">Russet DC 14 Dex save vs glyph: 1D20+1 = [5]+1 = 6</a></p><p>Rurm is unconscious and automatically fails, failing one Death Saving Throw</p><p></p><p><strong>Damage roll for the Glyph</strong></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=290136" target="_blank">lightning damage: 5D8 = [4, 5, 5, 8, 3] = 25</a></p><p>[/SPOILER]</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 (distracted by illusion)</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, 7</s> /</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> <s>5</s> 0 (dying), 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: 9367086, member: 20323"] GM POST [SPOILER=Map][URL='https://www.owlbear.rodeo/room/6zKLF9hykZRT/TheSewedWay']Owlbear Rodeo link[/URL] [ATTACH type="full"]366255[/ATTACH] [/SPOILER] Jack’s illusory war horn distracts one of the zombies that shambles over to it slack-jawed. However, the burning zombie slams against Rurm’s attempt to recreate a shield wall, knocking the dwarf unconscious and sending his shield clattering with traces of fire clinging to it! The bonfire sears away the zombie’s hair and skin, melting its eyes, and still it lurches forward. The electrical charge in the room is so intense that a high-pitched whine torments your ears. At the last moment, Lumrolur scrambles quickly back the way he came – ever alert to having his escaped route planned in the Deep below. Ludo, however, is not as swift as the rogue, and the fractional delay between gnome and construct is enough to keep it from having time to escape. However, Ludo pivots its head upon hearing Lumrolur’s voice, only for one of the zombies to land a heavy double-fisted blow, denting Ludo’s nose plate (4 damage). Flaring to life, whitish blue light hisses from the perimeter of the circular room. The silver mace – dislodged from the zombie – clatters across the floor as arcs of lightning strike at it, the entire room brightening with warding magic and crackling with lightning. [GM]At initiative 20, the dwarven runic glyph activates. Anyone can attempt an initiative check to try and take your turn before the glyph activates; if you get 20+ you take your turn before the glyph. The lightning will annihilate the remaining zombies. However, some of you are at risk too and will need to make a DC 14 Dexterity saving throw (assuming you don't act before the glyph): Russet and Ludo ([USER=6803188]@VLAD the Destroyer[/USER] ) are at great risk, being fully in the room. On a failed save they take 25 lightning damage, or on a successful save just 12 lightning damage. Rurm, Lumrolur ([USER=24380]@Neurotic[/USER] ) and Aric ([USER=15132]@Steve Gorak[/USER] ) are at a lesser risk – Lumrolur scrambling to escape the room and Aric leaning through the illusory wall to overlook the room. On a failed save they take 9 lightning damage, or no damage on a successful save.[/GM] [SPOILER=Dice Rolls] Zombie fooled by Jack’s illusion [URL='http://roll.coyotecode.net/lookup.php?rollid=290157']zombie DC 15 Investigation vs Jack illusion: 1D20-4 = [17]-4 = 13[/URL] Zombie critically hits Rurm for 8 damage! Rurm is knocked unconscious! [URL='http://roll.coyotecode.net/lookup.php?rollid=290156']zombie attacks Rurm Doraghen AC 18: 1D20+1 = [20]+1 = 21[/URL] Zombie fails save vs Create Bonfire, 5 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=290158']Zombie DC 12 Dex save vs Create Bonfire: 1D20-2 = [3]-2 = 1[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290159']Create Bonfire damage: 1D8 = [5] = 5[/URL] Zombie hits Ludo for 4 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=290155']zombie attacks Ludo AC 15: 1D20+1 = [18]+1 = 19[/URL] [B]Initiative checks for NPCs[/B] Russet gets 18 fails & Dwarves get 1 also failing [URL='http://roll.coyotecode.net/lookup.php?rollid=290132']Russet initiative check: 1D20+3 = [15]+3 = 18[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=290133']Rurm initiative check: 1D20 = [1] = 1[/URL] [B]Dex Saves for NPC[/B] Russet fails, takes 25 damage [URL='http://roll.coyotecode.net/lookup.php?rollid=290134']Russet DC 14 Dex save vs glyph: 1D20+1 = [5]+1 = 6[/URL] Rurm is unconscious and automatically fails, failing one Death Saving Throw [B]Damage roll for the Glyph[/B] [URL='http://roll.coyotecode.net/lookup.php?rollid=290136']lightning damage: 5D8 = [4, 5, 5, 8, 3] = 25[/URL] [/SPOILER] [SPOILER=Zombie hit points] [LIST] [*]burning hp 1 [*]cold-damaged hp 10 [*]speared hp 2 (distracted by illusion) [/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, 7[/S] / 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] [S]5[/S] 0 (dying), 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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