Jump to content
Sheet Folders in Testing ×

bwatford

Members
  • Posts

    2,558
  • Joined

  • Last visited

Everything posted by bwatford

  1. Ok, I finished writing up the info on the handful of powerful Valya that are worshipped in the area. You can find them in the Worshipped Valya section of the Cosmos of Elissar tab.
  2. Thanks for the application. I don't see the "Possible Talent" ability listed for him? Other than that, everything looks good. I have marked them as completed. Good luck in final selection.
  3. I have extended the application deadline until May 14th, as I will be out of town on vacation from May 5th - 13th, so that will give everyone an extra week to get their applications in.
  4. Thanks for the application. I have marked him as completed. Good luck in final selection.
  5. so first task. Give me the default marching order for the group and watch order (if any).
  6. Thanks for the application, I have marked Seyeth as completed. One thing of note is, be careful how you throw around the words divinity and celestial in this particular setting. While there are no direct gods per say, what most refer to as angels, or demons are all the same race of beings known as the Valya (of course most would not know that). Some say angels and demons live amongst men and your heritage may bring this blessing/fear to life in some NPC's, especially those claiming worship of certain Valya. Most people believe that "heaven" is across the ocean, and "hell" is deep in the earth and have a very superstitious nature about them when it comes to those things. While true "gifts" like spellcasting clerics and priest are very rare. Most are nothing more than fanatics to a being that doesn't care or are con men and charlatans. Seyeth would be of Valya blood, at least somewhere in his recent past lineage a Valya mated with a distant relative. That bloodline has manifested in Seyeth for whatever reason. Good luck on final selection.
  7. I do believe for it to work correctly, that each die roll needs to have a different name. i.e Knowledge Nature Check 1, Knowledge Nature Check 2, etc.
  8. You have plenty length of rope to get to the egg, the issue was that an unseen servant would set the mold off, and it only has 1 hit point and because of the item being small boulder size and egg shaped it would need a complex cross tie that a single mage hand could not pull off. Now you might be able to do it with two mage hands, but you would still have to get pretty close to be within 60 feet (every other diagonal is 10 feet). It was also mentioned that if it is an egg, pulling it off the stand may break it. The only reason it was answered on discord is because that is where the question was asked. I thought everyone was on there. Sorry if that was not the case.
  9. We probably should nominate a group captain as well, to simplify group discussion and final decisions, it is just easier that way. That way when discussions are over the captain can submit a list of what has been decided to me.
  10. Thanks for the application, Aewyn is an interesting fellow. I have marked him as completed. Good luck in final selection.
  11. Based on my experience, maintaining a full sandbox game in play-by-post (pbp) is challenging due to decision paralysis. When presented with numerous options, players often engage less and take more time to act. A pseudo-sandbox approach, offering limited choices such as A, B, or C, tends to be more effective than an open-world format. In many cases, the mere illusion of choice is just as effective. For instance, whether players choose option X or Y, both lead to event 2. This approach also simplifies game planning. I tend to prefer AP's with DM modifications to suit the party build or to incorporate character elements.
  12. Dungeons & Dragons 5e with DM BWatford As Thodin alerted the group to the danger, Allera was preoccupied with devising a solution to their predicament, one that was currently just beyond their grasp, both literally and physically. Simultaneously, Riffraff edged just enough to peer down the opposite way, with Armando closely following. The vast area to the east remained devoid of anything, yet the northern part of the chamber was still out of sight. However, Riffraff noticed an alcove on the eastern side of the central pillar. The east face of the central pillar featured a niche running from the floor to the ceiling. The niche's walls are fitted with pegs, some vacant, others holding ancient architectural tools. On the niche's floor rest two large drain grates, their purpose as yet unclear. THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of ) 8:17 pm MoondayMonday the 9th of ReapingJuly, 595 CY Lingering Poison Effects: Everyone except for Thodin and Allatia has -2 on strength-based attacks, damage, saves, and ability checks. Allatia has disadvantage on strength-based attacks, damage, saves, and ability checks. Map Information: Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps WHISPERING CAIRN Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. Has a Everburnig Yellow Lantern. ALLERA Has -2 on strength-based attacks, damage, checks, and saves. ARMANDO Has -2 on strength-based attacks, damage, checks, and saves. RIFFRAFF Has -2 on strength-based attacks, damage, checks, and saves. SUNNY Has -2 on strength-based attacks, damage, checks, and saves. THODIN Has a torch lit (55 minutes remaining) DESCRIPTIONS Not in Use!! ALATIA CARNWHEAT Hit Points: 10/10 Hit Dice: 1/1 Warding Flare: 3/3 *L Spell Slots: (+5, DC 13) *L 1st Level: 0/2 DM Inspiration: 1/1 ALLERA LORABELIS Hit Points: 8/8 Hit Dice: 1/1 Arcane Recovery: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 1/2 DM Inspiration: 1/1 ARMANDO RAILWALKER Hit Points: 9/9 (gnome cunning) Hit Dice: 1/1 Pact Magic: (+4, DC 12) *L 1st Level: 1/1 DM Inspiration: 1/1 RIFFRAFF Hit Points: 5/9 Hit Dice: 1/1 DM Inspiration: 1/1 SUNNY Hit Points: 15/15 Hit Dice: 1/1 Rage: 1/2 *L DM Inspiration: 1/1 THODIN EVERSHARP Hit Points: 13/13 (RESIST: poison SAVADV: poisoned) Hit Dice: 1/1 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L DM Inspiration: 1/1
  13. Not just you, in Advanced 5th Edition Level Up, it got the nerf bat. It didn't change the spell but it did add a cost to it. (piece of thatched roof woven into a dome and a sculpture of a protective deity worth 200 gold, consumed by the spell) I will be moving to A5e fully going forward. I believe this one will be my final o5e campaign. lol
  14. Ley Line Effect Each ally within 20' of you gains resistance to psychic damage type for the rest of the encounter. So basically, no effect here. And the Dice tutorial is here:
  15. Here is a more rudimentary picture without all the fancy map lighting. Basically, two 10-foot patches of brown mold. btw, you guys are on the list to get an update in the morning (Thursday).
  16. Dungeons & Dragons 5e with DM BWatford Baldur busied himself by stowing his morningstar and drawing his crossbow, positioning the bolt case and loading a bolt into the weapon in case he needed it shortly. Saara spun around, and with another hissing whisper and a pointed gesture from the bloodstained rod, she unleashed more power at the hatch. The force of her throw stirred the dust and shook the hatch upon impact, chipping away at the sturdy wood, but it would require more than that to breach the portal. Yaldiled approached the hatch, hooking her mace onto her belt before placing both hands on the hatch's underside. The woman didn't seem particularly heavy, and if this attempt failed, they could consider climbing the tower. She secured her warhammer and exerted herself, pushing against the hatch, but despite her efforts, it remained immovable. Amelia started to prepare her weave of the magical energies that surrounded everything, gathering them as she awaited her companions to clear the vicinity of the trapdoor. Ru emerged from the tower to assess the old mill's walls, gauging the difficulty of climbing to a window. Protruding stone blocks jutted from the slightly tilting structure, suggesting the climb would be a moderately easy challenging to reach the window. Moments later, the door above swung open again, unleashing two more blasts of energy towards Yaldiled. The first blast grazed her face, leaving a sharp sting as it passed, but she swiftly raised her shield to intercept the second one, which threatened to hurl her down the ladder with its formidable impact. The moment the hatch swung open, Amelis recalibrated the distance for her incantation. If she positioned it just beyond the portal, ensuring the upper floor fell within the blast radius, it would be perfect. Above the trap door, a point in space began to warp and shift, colors swirling and bending, interlaced with strands of purple and black. Then, a sudden keening sound, reminiscent of a large, discordant bell, filled the air as a shockwave burst forth from that point, engulfing everyone on the upper floor near the trap door. The building trembled, teetering on the brink of collapse as the energy surged through it. The two women at the top bore the full force of the explosion; one was hurled against the wall and perished immediately, while the other sustained severe injuries. Additionally, the blast significantly compromised the trapdoor, and although it wasn't entirely destroyed, it would no longer serve effectively to cover the opening. BLOOD ON THE CROWN Old Grinder On this SelikWednesday, the 35th day of CamuaAutumn, In the 631st year of the Age of Kings 10:35 am Day 6 WE ARE IN COMBAT Scene Information: Everyone is up. Round 4. Map Information: Map is active. Please use directions (N,S,E,W,NE,SE, etc) when moving. (i.e. I move 2 squares N and 4 E). Active Maps OLD GRINDER Bookkeeping PASSIVE PERCEPTION Ru'ath 18 | Baldur 15 | Kythera 14 | Amelia 13 | Yaldiled 13 | Saara 10 INITIATIVE ROUND 4 PC's Witchservant Cultist MECHANICS AMELIA Used one 2nd level spell slot. (2 of 3 remaining) SAARA Has 5 temporary hit points. YALDILED Takes 2 hit points of force damage from Witchcult Servant #1's Eldritch Blast Has 21 of 38 hit points remaining. TOBRON Is prone. Is unconscious. TRAPDOOR Takes 6 hit points of damage from Saara's Eldritch Blast. Takes 11 hit points of damage from Amelia's Shatter. Has taken a total of 17 hit points of damage. Is critically damaged. WITCHSERVANT CULTIST #1 Takes 5 hit points of thunder damage from Amelia's Shatter. Has taken a total of 5 hit points of damage total. Is heavily wounded. WITCHSERVANT CULTIST #2 Takes 11 hit points of thunder damage from Amelia's Shatter. Has taken a total of 11 hit points of damage total. IS DEAD!!! CONDITIONS SAARA Form of Dread (7 rounds remaining) Is immune to the frightened condition. DESCRIPTIONS FORM OF DREAD Once on each of your turns, if you hit a creature, you can force it to make a Wisdom saving throw (DC 15). On a failure, it is frightened of you until the end of your next turn. AMEILA KASSICAR Hit Points: 32/32 Hit Dice: 5/5 Sorcery Points: 5/5 *L Spell Slots (+7, DC 15) *L 1st Level: 4/4 2nd Level: 2/3 3rd Level: 2/2 DM Inspiration: 1/1 BALDUR STONEBOW Hit Points: 27/49 (RESIST:poison; ADVSAVTYPE: poisoned) Hit Dice: 5/5 Spell Slots (+5, DC 13) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 CHARACTER #3 Not in Use!! RU'ATH FIRVANNA Hit Points: 28/28 (fey ancestry; RESIST: necrotic; uncanny dodge) Hit Dice: 5/5 Blessings of the Raven Queen: 3/3 *L Shadow Touched Invisibility: 1/1 *L Disguise Self: 1/1 *L DM Inspiration: 1/1 SAARA RENALISH Hit Points: 43/43 (IMMUNE: disease; RESIST: poison; MAGIC RESISTANCE) Hit Dice: 5/5 Channel Divinity: 1/1 *S/L Divine Sense: 5/5 *L Form of Dread: 2/3 *L Lay On Hands: 20/20 *L Serpentine Spellcasting: 0/1 *L Spell Slots Paladin (+6, DC 14), Warlock (+7, DC 15) 1st Level: 4/4 *L Pact Slots (1st): 1/1 *S/L DM Inspiration: 1/1 YALDILED GURVYS Hit Points: 23/38 (RESIST:cold; IMMUNE: disease) Hit Dice: 5/5 Bardic Inspiration: 2/3 (d8) *L Breath Weapon: 1/1 *S Channel Divinity: 1/1 *S/L Divine Sense: 4/4 *L Lay on Hands: 20/20 *L Spell Slots (+6, DC 14) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1
  17. Ritual spells risk the same effects as if you used bonus action. So today they have a 46% chance of a mishap. You don't need create water today so if you are going to cast two spells, just roll the chance here, anything 46 and below will trigger, and I will determine what effects happen. It is best to limit spellcasting on "stormy" days.
  18. you can not travel and rest at the same time. It is not a light activity. There is however about 12 hours of daylight each day and the group can only travel 8, so i am sure a few resr each day during travel is normal.
  19. Let me try floating it.... Titbbbble ContentTest Won't float either.
  20. It does not, most of the time the spell will go off regardless, a ley line disruption causes wild effects, usually in conjunction with the spell. Right now, it is extremely high at 93% chance, with a bonus action it reduces it to 46% chance. (I have already checked for Tiny Hut, and no weird phenomenon has occurred.) But the 93% chance is not every day. It is like the weather, tomorrow may have a much lower instability. There are over 200 possible side effects, so it should be interesting when they occur. A bonus action always reduces the chance by half. Reaction spells like shield, counterspell, etc. have the full chance. Instabilities can be anything from a bouquet of flowers appearing, or the spell effects being maximized, or the spell failing or a werewolf being portaled in. About 35% of the effects are good, 35% bad, and the other 30% are just effects that are neither good or bad.
  21. Looks like the hards have it, the module itself has the two modes so just wanted to let the group decide which way they wanted to go.
  22. Please make sure that your name or picture in your posting template links back to your character thread. Thanks.
  23. Dungeons & Dragons 5e with DM BWatford As they ventured deeper into the pass, Question scoured her database for additional information on the Balvonians, but her search yielded no results. In fact, this mountain range wasn't recorded on any map in her database. Scanning the area, the range stretched as far as the eye could see in both directions, which was incongruent when she attempted to overlay the data onto a known map. By all accounts, a mountain range of this magnitude shouldn't exist without representation on the map. She dedicated the better part of the day to rationalizing this anomaly. Perhaps the disruption in the ley lines also caused spatial distortions, and possibly temporal ones as well. She would require more data before she could formulate a further hypothesis on the matter. To be frank, many of her systems were struggling to operate amidst the intense disruptions of the magical forces permeating Midgard today. She sensed the ley lines shifting frequently and erratically, as they did in the Waste, yet they shouldn't be this volatile so soon. The path appeared safe and stretched onward as far as she could ascertain. For how long, she couldn't determine, as her navigational instruments were no longer reliable. The absence of rockslide indicators was the sole positive detail her computations had confirmed. Meanwhile, Zelda's experience was quite different. Each morning, she dedicated the first moments to focus and concentrate on erecting her protective ward for the day. She was no stranger to the disruptions caused by the Waste, but todays were exceptionally potent, and it took her more than just a few minutes to complete her spell without the chaotic energies present altering her magical weave. Her concern grew; even with intense focus, she wondered how long it would be until chaos ensued. She had witnessed the consequences firsthand: once, when casting a simple detection spell, she inadvertently blasted her teammates with a color spray, a spell she had never learned. On another occasion, while casting her daily protection spell, she unexpectedly burst into an inspiring song for a brief moment. She shrugged it off in front of her companions, but it was indeed, unintended. Without a standardized marching order, Noodle frequently ended up nearly a hundred feet ahead of the group in a forward scouting role, while Willowveil often stayed closer to Noodle than the others, searching for any rare plants or herbs that might be growing in the area and could be influenced by the surrounding chaos. This left the other companions free to roam within the formation; the Pass had been sufficiently wide up to that point. However, as daylight began to wane, they discovered their sought-after landmark, courtesy of Noodles' sharp vision. To the right, just beyond a cluster of boulders, lay a narrow trail veering away from the pass and into the mountains. According to the cave wall drawing, this concealed path would lead them to the ruins they sought. Yet, with the day's light exhausted, they would have to settle here to make camp. While the others were busy setting up camp, Zelda enlisted Willowveil's help to forage, a task made challenging by the mountainous terrain. She was grateful for the assistance; with scant wildlife around, mushrooms became their meal of choice. Willowveil identified the finest specimens, at least the ones that did not look to be tainted by the chaotic energy of the region. While Zelda busied herself gathering them. Before long, they returned to camp, where Willowveil prepared a batch of stew with their finds. They had sourced water from a nearby cold mountain stream, although it was noted that it had dwindled to a mere trickle. Anything other than a direct sourced spring would likely be tainted by the environment. With everyone fed, they prepared to settle down for the night, using the boulders around them as cover from the howling winds that whipped through the pass. AS ABOVE SO BELOW Balvonia Pass Unknown distance from the BadlandsSome peoples call it the Wasted West, others just call it the Wastes or the Mana Wastes, but the locals who live within or on its fringes just call it the Badlands. An appropriate name for what goes on within. The magical turmoil and strain has warped the terrain into supernatural badlands. Travelers report entire patches of dunes where all magic falls dead one day and is augmented the next. The absence of ley lines makes spellcasters nervous, and some spells perform at maximum capacity or sputter out for no discernible reason. Teleportation, shadow roads, and other magical forms of transportation are extremely risky, since without guiding ley lines, teleporting travelers can find themselves going nowhere, stranded in unintended locations, or even stranded between worlds. 7:00 pm Day 1 LEY LINE DISRUPTION 93% * Unless a spellcaster uses a bonus action to make a concentration check to manipulate the twisted magical energies resonating from the badlands when casting a spell other than a cantrip, there is a 93% chance today of an unpredictable result. Scene Information: Now is the time to set a standardized marching order as well as a watch order that allows everyone to get at least 8 hours of rest. Full light in the region is roughly from 6am - 6pm. Mana Waste: After a full day's march into the pass (24 miles) you technically should have crossed into the desert waste about 4 miles back but all you can see around you are the mountains still. So, your actual proximity to the Waste is technically unknown. Active Maps Not in Use!! Bookkeeping PASSIVE PERCEPTION Noodles: 17 | Zelda 16 | Deidre 13 | Taborlin 12 | Willowveil 11 | Question 10 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! DEIDRE O'CEALLAIGH Hit Points: 47/47 Hit Dice: 5/5 Hex: 1/1 *L Misty Step: 1/1 *L Spell Slots: (+7, DC 15) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 LYNESTRA "ZELDA" VORAMMAS Hit Points: 29/29 (fey ancestry) Hit Dice: 5/5 Arcane Recovery: 1/1 *L Natural Recovery: 1/1 *L Wildshape: 2/2 *S Spell Slots: (+7, DC 14) *L 1st Level: 4/4 2nd Level: 3/3 3rd Level: 2/2 DM Inspiration: 1/1 "NOODLES" GOBLINFRIEND Hit Points: 38/38 (gnomish cunning) Hit Dice: 5/5 Psionic Power: 6/6 (d8) Prescience Roll: (5) 1/1 Spell Slots: (+4, DC 12) *L Feather Fall: 1/1 Augury: 1/1 DM Inspiration: 1/1 QUESTION Hit Points: 32/32 (automation) Hit Dice: 5/5 Accelerated Healing: 1/1 *L Arcane Recovery: 1/1 *L Portent Roll 1: Portent Roll 2: Spell Slots: (+8, DC 16) *L 1st Level: 4/4 2nd Level: 3/3 3rd Level: 2/2 DM Inspiration: 1/1 TABORLIN SOOTHSONG Hit Points: 44/44 (divine health) Hit Dice: 5/5 Channel Divinity: 2/2 *L Divine Sense: 4/4 *L Lay on Hands: 25/25 *L Spell Slots: (+7, DC 15) *L 1st Level: 4/4 2nd Level: 2/2 DM Inspiration: 1/1 WILLOWVEIL Hit Points: 38/38 Hit Dice: 5/5 Spell Slots: (+7, DC 16) *L 3rd Level: 2/2 DM Inspiration: 1/1 CHILD OF THE BRIAR Hit Points: 50/50 (Vulnerable fire Hit Dice: 20/20
×
×
  • Create New...