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(IC) Quickleaf's Rime of the Frostmaiden
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<blockquote data-quote="Quickleaf" data-source="post: 9330161" data-attributes="member: 20323"><p>GM POST</p><p></p><p>Lumrolur's bolt through its gullet drops the de-jawed zombie, which sloughs off Russet's spear with a horrible squelching sound.</p><p></p><p>There are no more signs immediate threats.</p><p></p><p>Rurm Doraghaen hefts his axe over his shoulder with an exhalation of relief, gives a well-done nod to your party, and then furrows his brows toward Brydum.</p><p></p><p>Brydum scratches his beard awkwardly, <strong>"I could have swore that was the one. But, ah, no matter, the second secret door on the <em>eastern </em>passage opens with this one..." </strong>He points to the button (C) hidden in the southeastern wall's carving as a gem being offered to a fountain from which a black axe rises.</p><p></p><p>Just as he steps toward that button, the other dwarves Rorm and Angrom hem and haw and throw up their hands, <strong>"Well, ah, let's not be too hasty, Brydum...it <em>has </em>been a long time since we ventured these halls after all..."</strong></p><p></p><p>[GM]We're going to run this whole dungeon in initiative sequence – it just fades into the background when we're not in combat – which will help spread around who gets to start first a little more. So the next scene Alma & Logrim will get to go first (probably).</p><p></p><p>INITIATIVE</p><p></p><p><strong>3. The Fast Group</strong></p><p>Aric</p><p>Russet (GM-controlled)</p><p>Zeth</p><p>Lumrolur</p><p><strong><strong>➡</strong>2. The Middle Group</strong></p><p>Alma</p><p>Logrim (& Ludo)</p><p><strong>1. The Slow Group</strong></p><p>Jack</p><p>NPC Dwarves – Brydum, Rorm, Angrom</p><p></p><p><strong>Dwarf Warrior: </strong>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.</p><p></p><p><strong>Holy Water (4/4): </strong>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.[/GM]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9330161, member: 20323"] GM POST Lumrolur's bolt through its gullet drops the de-jawed zombie, which sloughs off Russet's spear with a horrible squelching sound. There are no more signs immediate threats. Rurm Doraghaen hefts his axe over his shoulder with an exhalation of relief, gives a well-done nod to your party, and then furrows his brows toward Brydum. Brydum scratches his beard awkwardly, [B]"I could have swore that was the one. But, ah, no matter, the second secret door on the [I]eastern [/I]passage opens with this one..." [/B]He points to the button (C) hidden in the southeastern wall's carving as a gem being offered to a fountain from which a black axe rises. Just as he steps toward that button, the other dwarves Rorm and Angrom hem and haw and throw up their hands, [B]"Well, ah, let's not be too hasty, Brydum...it [I]has [/I]been a long time since we ventured these halls after all..."[/B] [GM]We're going to run this whole dungeon in initiative sequence – it just fades into the background when we're not in combat – which will help spread around who gets to start first a little more. So the next scene Alma & Logrim will get to go first (probably). INITIATIVE [B]3. The Fast Group[/B] Aric Russet (GM-controlled) Zeth Lumrolur [B][B]➡[/B]2. The Middle Group[/B] Alma Logrim (& Ludo) [B]1. The Slow Group[/B] Jack NPC Dwarves – Brydum, Rorm, Angrom [B]Dwarf Warrior: [/B]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. [B]Holy Water (4/4): [/B]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.[/GM] [/QUOTE]
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