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bwatford

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Posts posted by bwatford

  1. 1 minute ago, Ayeba said:

    Regarding familiar initiative; I'm used to having them act on the same turn as the caster. That is technically a house rule. @bwatford, do you want us to roll initiative separately for them?

    They will roll initiative separately, but I will calculate an average for each side, and the winning side will go first. So you guys will act together whenever you do go. I process actions in the order they are posted.

  2. 3 minutes ago, Ayeba said:

    @bwatford, I'd like to know how you prefer to handle things like the perception check in the room.

    • One perception check for the entire room and the doors?
    • One perception check for the room, another for the doors?
    • One perception check for the room, one for each door?

    There's also an interesting (kind of) interaction with Guidance and a skill specialization. Alyria has 1d20+5+1d4 on Perception (with Guidance), but 1d20+5+1d6 regarding scent. So, do I roll the d20 once, and the d4 and d6 separately?

    Unless I have put instructions for rolling checks in the Scene Information you usually don't need to roll any checks, just explain in your post what you are doing and if I need a roll I can make one for you offscreen as you really shouldn't know how well you roll on things like perception or investigation anyway.

    I would rather keep the immersion without a bunch of dice rolls constantly having to be placed into a post.

  3. The 13 Constellations
    One representing every member of the conclave are as follows:

    The Thrush
    As the first constellation of the year, the Thrush is seen as a herald of the other signs, welcoming them with open wings.

    The Lantern Bearer
    The serpentine angel known as the Lantern Bearer guides the other signs, protecting them from danger and monotony.

    The Newlyweds
    The Newlyweds are represented as an intertwined couple or scarves that slip away for privacy. They are symbols of devotion and new life.

    The Bridge
    The constellation of the Bridge carries the travelers of the Steller Pilgrim's Conclave over danger and toward new adventure, and symbolizes the separation between the dark of winter and the light of spring.

    The Daughter
    The Daughter is a light-hearted dancer and the first to cross the Bridge into the warmth and sunshine of spring.

    The Rider
    The Rider is the guardian of the Steller Pilgrim's Conclave who watches over his companions mounted on his painted steed. He is seen as either a stern barbarian or a boisterous reveler.

    The Patriarch
    Seen as the father of the Steller Pilgrim's Conclave, the Patriarch guides the Wagon through danger.

    The Wagon
    The Wagon carries the other signs across the sky, and is seen as either a wheel with seven spokes or a seven-pointed star.

    The Pack
    The beasts of the Pack follow the Wagon and are seen as either loyal hounds or scavenging wolves.

    The Mother
    Seen as a cauldron over a warm fire, the Mother provides comfort and sustenance against the coming chill of winter and is the spiritual heart of the Cosmic Caravan.

    The Stargazer
    The Stargazer, sometimes written "Star Gazer", is thought of as either a fool or a prophet who watches the heavens, searching for lost treasures or new wonders.

    The Stranger
    The Stranger travels his own path that occasionally intersects with that of the Steller Pilgrim's Conclave, and is depicted as a single staring eye.

    The Follower
    The Follower travels behind the Conclave and can only be seen on the darkest nights. He is a veiled figure that represents what awaits all at the end of our journeys: Death.

  4. spacer.png

    LEVEL UP Advanced 5th Edition with DM BWatford

    opening.webp.164cb36b5c3c22fc18d9e7a3907eb365.webp

    spacer.png

    BOOK 1: RUINS OF GAUNTLIGHT
    WRIN'S WONDERS

    OTARI, STARSTONE ISLES
    12:00 am
    Day 1

    spacer.png


    Tucked away in a seaside hollow, Otari lies cradled by two towering cliffs. The western ascent is adorned with a meticulously maintained cemetery, while to the east, a marvel of craftsmanship captivates onlookers—a wooden chute supported by a trestle stretches from the cliff’s peak to a harbor-side platform. This clever device efficiently transports timber from the inland mill to the awaiting vessels below.

    Otari’s inhabitants are generally warm and hospitable, though they exhibit a cautious demeanor towards those they suspect come from Absalom. While commerce with Absalom is valued, the locals carry a sense of pride, feeling no obligation to bend over backwards for the “city folk.” The diet in Otari is predominantly fish, supplemented by vegetables from nearby farms, with potatoes, carrots, and other root crops being staples. However, acquiring more exotic provisions from Absalom is not a challenge. Coffee, in particular, is a staple beverage, cherished by the industrious, dawn-greeting populace.

    Yet, this night is marked for festivity, as the entire hamlet celebrates. Longnight, the holiday observed on the full moon of the year’s first month, sees the townspeople staying awake until daybreak, a collective act of defiance against the prolonged winter darkness. Despite the gusty evening, magical lights, impervious to the wind, are draped across the town.

    image.png.88025773f3115cffa36094efeda0e759.pngOn this auspicious night, you have been summoned by your benefactor to convene at her establishment when the clock strikes twelve. Known to the townspeople as Wrin’s Wonders, her signless curio shop is a trove of oddities and novelties, curated by its equally eccentric proprietor. The shop is encircled by a ring of structures resembling standing stones, which upon closer inspection, are revealed to be wooden frames shrouded in canvas, artfully painted to mimic stone. These encircle a central dome, a 15-foot-high structure of wooden beams and canvas triangles. The space between the dome and the ring houses additional tent-like domes, where the shop’s treasures are stored. This evening, their coverings are retracted, allowing the moon’s glow to illuminate the wares within, for Wrin’s Wonders never closes its doors.

    Wrin Sivinxi, your patron, has a peculiar rationale for the shop’s unique design—she finds solace in rounded forms and perceives threat in sharp angles, a sentiment compounded by her mild claustrophobia. The dome serves as her abode, its interior painted to mirror the celestial dome, adorned with constellations from the Steller Pilgrim’s Conclave, ensuring she can always slumber beneath the stars, regardless of the weather.

    Tonight, however, sleep eludes everyone—it is a night unlike any other.

    Wrin’s heritage as a tiefling is unmistakable and something she has learned to embrace. Her pupil-less eyes, diminutive ram horns twining around her elven ears, a slender tail, and fingertips that dance with tiny, shimmering lights are a testament to her otherworldly lineage. Nevertheless, her ready smile and open arms have consistently earned her friendships throughout her journeys.

    Upon your arrival at Wrin’s Wonders, you find her engrossed in a star chart, comparing celestial patterns to those in the heavens. The evening’s brisk winds challenge her, threatening to snatch the scroll from her grasp or tear it apart.

    She notices you and calls out, her voice a soft yet piercing contrast to the wind’s roar, “Don’t just stand there, lend a woman a hand… or two,” as she wrestles with the chart. “How can one conduct an astrological consultation on such a pivotal night if one’s hands are preoccupied with a star map?”

    It’s evident that the star chart in her possession depicts the thirteen prominent constellations of the Steller Pilgrim’s Conclave, the foundation of all astrological study and prognostication.
     

    RUINS OF GAUNTLIGHT

    Wrin's Wonders
    12:00 am
    Day 1

     

    OOC Scene Information: Astrological predictions based on these constellations, particularly the Steller Pilgrim's Conclave constellations, are a traditional practice that seeks to interpret humanoid characteristics and forecast future events. These predictions are made by analyzing the positions of the Sun, Moons, and planets relative to the Steller Pilgrim's Conclave constellations at the time of a person’s birth. Each constellation is associated with specific member of the conclave and are attributed to traits and symbolism, believed to influence an individual’s life and destiny.

    Astrologers use these celestial patterns to provide insights into personality, relationships, and potential life events.

    Active Maps

    Not in Use!!

    Bookkeeping

    PASSIVE SKILLS

    Perception -

    Insight -

    INITIATIVE

    Not in Use!!

    MECHANICS

    Not in Use!!

    CONDITIONS

    Not in Use!!

    DESCRIPTIONS

    Not in Use!!

    CHARACTER 1

    Not in Use!!

    CHARACTER 2

    Not in Use!!

    CHARACTER 3

    Not in Use!!

    CHARACTER 4

    Not in Use!!

    CHARACTER 5

    Not in Use!!

     

     

  5. image.png.99c3469d2cc4ed80564002c25563361a.png

    LEVEL UP Advanced 5th Edition with DM BWatford


    Nulia’s hands gently rested the warhammer, with its distinctive curvature, atop the chest of the fallen warrior. She paused, her eyes tracing the intricate details etched into the metal—a testament to the weapon’s exceptional artisanship, a silent homage to its previous wielder.

    The group, bound by a shared resolve, meticulously inspected their gear, ensuring every strap and buckle was secure, every potion and provision accounted for. With a collective nod, they agreed to brave the ascent, the spiraling staircase before them promising only shadows and uncertainty. Two torches, their flames dancing like fiery sprites, offered a beacon of warmth and light for those who wished to claim them.

    Alyria, assuming the role of the vanguard, led the way. Though her fey lineage did not grant her vision in the pitch-black veil of the stairwell, she possessed the arcane gift to summon a flickering flame into the cradle of her palm. The small orb of light bobbed ahead as she soared, guiding the party through the coiling ascent. At the summit, they encountered a opening, and it was Alyria, the dreamborn, who first dared to gaze into the mystery beyond.
     

    Dead Sanctuary

    The chamber unfolds as a perfect square, each side stretching out to 25 feet, its space dominated by rows of pews whose splendor has long since faded. They stand in silent congregation, facing what remains of an altar—its sanctity marred by time and neglect. The dais, once immovable, now rests askew to the left, betraying the stairwell from which Alyria has just ascended. Upon the altar’s facade, enigmatic runes pulse with an otherworldly luminescence, remnants of an arcane riddle recently unraveled to unveil the hidden passage.

    Enclosed by walls of unyielding stone, the chamber hosts two stone doors, one to the west and another to the east, their purposes inscrutable, their secrets held tight. To the south, a pair of stone double doors looms, their formidable presence diminished by their open state, leading all who dare into the corridor that stretches further into the unknown.

     

    MEMORIES OF HOLDENSHIRE

    Northminster Catacombs
    8:01 pm
    Day 1

     

    Scene Information: Within the confines of the chamber, three distinct pathways beckon. To the east and west, stone doors stand firm, guardians of the paths they conceal. Meanwhile, the southward passage is marked by open double doors, an invitation to traverse the corridor that extends into the veiled distance.

    Active Maps

    Not in Use!!

    Bookkeeping

    PASSIVE SKILLS

    Perception - Alyria 15 | Aewyn 14 | Nulia 12 | Athelia 11 | Lawrence 10

    Insight - Aewyn 16 | Alyria 15 | Athelia 13 | Nulia 11 | Lawrence 10

    INITIATIVE

    Not in Use!!

    MECHANICS

    Not in Use!!

    CONDITIONS

    Not in Use!!

    DESCRIPTIONS

    Not in Use!!

    AEWYN NAETORIS

    Hit Points: 11/11 (fey ancestry)
    Hit Dice: 1/1
    Maneuver DC: 13
    Flash Fight: 4/4 *L
    Nature's Ally: 1/1 *L
    Prescient Vision: 1/1 *S
    Spell Slots: (+6, DC 14) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    ALYRIA

    Hit Points: 10/10
    Hit Dice: 1/1
    Maneuver DC: 12
    Knack for the Unexpected.: 1/1 *S
    Nature Provides: 1/1 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    ATHELIA KARATCH

    Hit Points: 8/8 (immortal blessing)
    Hit Dice: 1/1
    Maneuver DC: 12
    Arcane Recovery: 1/1 *L
    Immortal Blessing: 1/1 *L
    Light on Your Feet: 1/1 *L
    Roll With the Punches: 1/1 *S
    Unreliable Intelligence: 1/1 *L
    Spell Slots: (+6, DC 14) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    LAWRENCE DAUNAM

    Hit Points: 9/9
    Hit Dice: 1/1
    Maneuver DC: 11
    Bardic Inspiration: 3/3 *L
    Intrepid: 1/1 *S
    Inexorable Concentration: 2/2 *L
    Philosophic Mind: 1/1 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    NULIA LORATHIL

    Hit Points: 11/11 (fey ancestry)
    Hit Dice: 1/1
    Maneuver DC: 13
    Divine Sense: 3/3 *L
    Lay on Hands: 5/5 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

     

     

  6. 47 minutes ago, Nebula said:

    In dnd beyond they say the elf age is the following. What about the elves in your world please?


    Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

    Elf children mature at the same rate as human children, but elvish cultures do not consider them to be fully mentally developed (nor matured) until they acquire a century of life experience. Elves today can live to be 700 or older, and legends speak of elves who simply never die. 

  7. 38 minutes ago, Ayeba said:

    I'll be very busy tomorrow (Norwegian national celebration, it's pretty crazy), will probably have to delay posting until Saturday. Just some quick questions:

    1. Is it possible to throw down a Web without hitting any allies?
    2. If yes, how many of the creatures can I get within the area of one Web?

    1. Yes, if you act before anyone moves up to them and if they don't win initiative.

    2. All four of them. You will need to move up to the short-range position to be able to see to place the web correctly.

    Because of the limited vision currently (10 feet) and the area of the web (20 foot cube) it will cover the stairs from one side to the other and up to the short ranged position. So, if you cast it and catch them before they get to move then no one will be able to engage them in melee without entering the webs.

     

    * Note: All the above is a best case scenario if the group wins initiative (as I do side initiative) and you have posted first in the posting order as I process turns in the order they are posted.

     

    Side Initiative: I take the average initiative from each side and compare them. Whichever side has the highest average will act first.


  8. THODIN EVERSHARP


    spacer.pngConcealing Chain Mail
    Masterwork Armor (heavy)
    Common

    The bearer may spend one action assembling components of this armor into a dagger. A person searching the bearer for weapons must make a DC 20 Intelligence (Investigation) check to discover this property.

    Weight: 55 lbs.
    Value: 175 gp

     

  9. image.png.34bff1148e6a64eaf2c077db501c874d.png

    Dungeons & Dragons 5e with DM BWatford


    Allera’s gaze grew wide with intrigue at the enigmatic half-mask before her—its nature uncertain, yet given the chainmail that had defied the ravages of time, it surely bore an enchantment. Her detection spell confirmed her suspicions, revealing the object bathed in a uncommon glow of transmutation magic, while the chainmail itself was devoid of such mystical energies.

    Thodin, with resourceful hands, crafted a lasso and deftly ensnared the skeletal remains, drawing them closer by the enduring armor they adorned. Remarkably, the brittle bones maintained their cohesion, allowing him to retrieve the majority of the skeletal fragments. Once within reach, the goggles were delicately lifted from the skull and entrusted to Allera, while Thodin appraised the chainmail’s exceptional make. The armor, a testament to masterful artisanship, bore a hidden utility: it could be disassembled to form a dagger-like weapon—a clever and lethal innovation concealed within its segments. The creator’s intent remained a mystery, yet the craftsmanship was undeniably exquisite.

    Meanwhile, Armando and Riffraff chanced upon a leather pouch, ancient and fragile, disintegrating at their touch. Within its tattered confines lay the remnants of three shattered statuettes and three others preserved in pristine condition—a majestic palace, a slender spire flanked by eight varied turrets, and what appeared to be a stately stadium. These miniature marvels, untouched by time, surely held value, perhaps as coveted relics for a connoisseur of such rare artifacts.
     

    THE WHISPERING CAIRN

    The Cairn Hills
    (Two hours E of Diamond Lake)
    8:44 pm
    Moonday the 9th of Reaping, 595 CY

     

    Scene Information: I will be adding all of the items to the "party loot" thread shortly.

    During a short rest someone can attempt to identify the goggles by examining them for the full hour and then making a DC 15 Arcana check (disadvantage if not proficient). Only one person can attempt it but someone else can assist if they are proficient in Arcana.

    During a short rest someone can attempt to appraise the statuettes for value by studying them for the full hour and making a DC 11 Intelligent check, plus proficiency bonus if proficient in jeweler's tools. Only one person can attempt it but someone else can assist if they are proficient in Jewler's Tools.

    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


     

    Lair of the Architect

     

    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.
    Is concentrating on detect magic (2 minutes remaining)

    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.
    Has a torch lit (28 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

     

     

  10. image.png.99c3469d2cc4ed80564002c25563361a.png

    LEVEL UP Advanced 5th Edition with DM BWatford


    Bewilderment danced in Aewyn’s mind as he rose unsteadily, encumbered by the alien attire draping his frame. With wary steps, he neared the woman, her visage serene in death’s eternal slumber. Was she guardian or gaoler? Her identity eluded him, as did any tales of such a woman. Her armor, though wrought of cold iron and marred by a gaping wound where a wasp’s stinger had found its mark, remained intact.

    In the ensuing silence, a shadow elf, an adversary to the remnants of the elven dominion, approached the lifeless woman. She intoned a somber litany to the Lord of Shadows, her presence near the corpse a riddle to Aewyn. Why would she dare draw close to an elf, given the enmity between their kin?

    The deceased’s fate, though tragic, was now inconsequential. Athelia bent to examine the peculiar being instead. The wasp-like entity donned robes of deep crimson, akin to those of a mage or ascetic. Its demise was evident, dealt by the warhammer with its unique, curved silhouette lying nearby, its head smeared with the creature’s viscous ichor. The being was an enigma, undoubtedly.

    Alyria, too, scrutinized the wasp-like figure, discerning swiftly it was no fey. Its origin was foreign to their world—had it emerged from the Bleak Gate, or someplace more distant? Memories of an ancient tome surfaced, penned by a voyager from another reality, warning of the khalkos—a cunning, wasp-like predator of celestials and demons alike, a bane to beings from alternate realities. The tome spoke of their ability to emit a maddening pheromone mist and to implant lethal larvae within skulls. Had they fallen victim to such a fate?

    Lawrence, emerging from the shadows, studied the emblem on his robe, a symbol unrecorded in any annal yet seemingly linked to the interdimensional carcass before them. The wasp-shaped insignia mirrored the creature’s form. He concurred with Alyria, recalling a bard’s tale of such a mythical being. The mystery deepened, the symbol a clue to the creature’s otherworldly origins.

    Khalkoi.webp.8b96efd463376cd37fd12a1d1f8e0958.webp

    MEMORIES OF HOLDENSHIRE

    Northminster Catacombs
    7:53 pm
    Day 1

     

    Scene Information: Once you have introduced yourselves to each other, please submit a marching order to me in the OOC, along with a watch order for camping so I have that info on file for future use.

    Active Maps

    Not in Use!!

    Bookkeeping

    PASSIVE SKILLS

    Perception - Alyria 15 | Aewyn 14 | Nulia 12 | Athelia 11 | Lawrence 10

    Insight - Aewyn 16 | Alyria 15 | Athelia 13 | Nulia 11 | Lawrence 10

    INITIATIVE

    Not in Use!!

    MECHANICS

    Not in Use!!

    CONDITIONS

    Not in Use!!

    DESCRIPTIONS

    Not in Use!!

    AEWYN NAETORIS

    Hit Points: 11/11 (fey ancestry)
    Hit Dice: 1/1
    Maneuver DC: 13
    Flash Fight: 4/4 *L
    Nature's Ally: 1/1 *L
    Prescient Vision: 1/1 *S
    Spell Slots: (+6, DC 14) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    ALYRIA

    Hit Points: 10/10
    Hit Dice: 1/1
    Maneuver DC: 12
    Knack for the Unexpected.: 1/1 *S
    Nature Provides: 1/1 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    ATHELIA KARATCH

    Hit Points: 8/8 (immortal blessing)
    Hit Dice: 1/1
    Maneuver DC: 12
    Arcane Recovery: 1/1 *L
    Immortal Blessing: 1/1 *L
    Light on Your Feet: 1/1 *L
    Roll With the Punches: 1/1 *S
    Unreliable Intelligence: 1/1 *L
    Spell Slots: (+6, DC 14) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    LAWRENCE DAUNAM

    Hit Points: 9/9
    Hit Dice: 1/1
    Maneuver DC: 11
    Bardic Inspiration: 3/3 *L
    Intrepid: 1/1 *S
    Inexorable Concentration: 2/2 *L
    Philosophic Mind: 1/1 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    NULIA LORATHIL

    Hit Points: 11/11 (fey ancestry)
    Hit Dice: 1/1
    Maneuver DC: 13
    Divine Sense: 3/3 *L
    Lay on Hands: 5/5 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

     

     

  11. 14 hours ago, Wizard of the Coat said:

    I think the second post is completed. (I'll probably create the posting template tomorrow)

    1. I created the NPC that comes with the Ruin Delver background. I hope he works.

    2. I also created an NPC in the Otari Guard. Let me know if that works?

    3. I also created a very minor location in the city--where Lys lives with her mentor and friend. I hope that works.

    4. I'm holding off on the part of Lys' backstory that takes place before she came to Otari. I wanted to focus on her as a local, rather than get too deep into her life in the Dreaming. I hope that works.

     

    1. Works for me.

    2. Works for me.

    3. Works for me.

    4. Works for me.

    Thanks for the application. I have marked Lystsya as completed.

    Good luck in final selection.

  12. image.png.04aa7f94b0b5dee69995db088834e1c0.png

    Dungeons & Dragons 5e with DM BWatford


    Anxious over the possibility of the doors crashing closed once more, the diminutive creature, akin to a blend of goblin and gnome, hastened the adventurers onward. With a melodic cadence, he chanted, “Forward, forward…into the depths…descend, descend…hurry, hurry,” his voice a blend of mirth and mischief. He led with a sprightly step, his laughter echoing in the murky shadows. His keen eyes darted about, swiftly adapting to the dimness, vigilant for any lurking peril. Willowveil, without hesitation, dispatched Thistlewing to accompany the scout, ensuring their vanguard was strong.

    Deidre, poised at the stair’s descent, felt a premonition of impending revelation. The allure of the uncharted propelled her, her spirit unshaken by uncertainty. She advanced, a cautious sentinel ahead of the group, trailing Noodles. Her gaze swept the surroundings, igniting torches to pierce the darkness for those whose vision faltered in the night. Taborlin, with a sense of urgency, aligned themself with the Artificer, ready for what lay ahead.

    Trailing not far behind, the remainder of the ensemble clustered, their proximity close despite the limited sight. Even with the aid of darkvision and the flickering torchlight, the spectral mists permitted a mere glimpse of ten feet ahead, shrouding their path in mystery and anticipation.
     

    Silence envelops you, broken only by the soft echo of your footsteps as they compress the dense layer of dust blanketing the ancient stone stairs. You’re descending into the heart of a forgotten realm, a path left untraveled through countless years. Shrouded in ghostly mists, the precarious staircase spirals downward into the abyss. Occasionally, a whisper of wind caresses the spire’s exterior—a faint reminder of the world above as you delve deeper. With each step, clouds of antiquated dust rise, revealing the web of fine fissures that mar the steps, testament to the relentless march of time.


    Moments later, a subtle undulation at the periphery of Noodles’ vision suggested the presence of concealed entities within the fleeting fog. Noodles’ voice pierced the silence, commanding an immediate cessation of their descent. It was then that four shambling skeletal figures emerged from the mist, their frames enshrouded in decayed and fungus-ridden funeral garments. A viscous sheen of noxious green mucus clung to their bones, binding them in a grotesque parody of life. Each of the skeletons heaved a massive battle aspergillum, its weight scraping against the stone, as they ominously barred the path ahead.

    StagnantDead.webp.07752f5eadee60415138040fac807c4a.webp

    DUNGEONS OF RULTMOORK

    spacer.pngspacer.pngMist Shrouded Stairs
    400 feet below the surface.
    9:03 am
    Day 3

    LEY LINE DISRUPTION 84%

    * 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 84% chance today of an unpredictable result.

    WE ARE IN COMBAT
    ROUND 1


    Theatre of the Mind Encounter:

    Please provide an initiative roll with your next post.

    Engaged (within 5 feet)
    No one.

    Short Range (10 feet)
    Only Thistlewing and Noodles can see the skeletons as vision for each person is limited to 10 feet.

    Medium Range (20 feet)
    Deidre and Taborlin (can't see the skeletons without moving closer to either short range or melee)

    Long Range (30 feet)
    Zelda, Willowveil, and Question (can't see the skeletons without moving closer to either short range or melee)
     

    Active Maps

    Not in Use!!

    Bookkeeping

    PASSIVE PERCEPTION

    Noodles: 17 | Zelda 16 | Deidre 13 | Taborlin 12 | Willowveil 11 | Question 10

    INITIATIVE

    ROUND 1

    PC's

    Stagnant Skeletons

    MECHANICS

    Not in Use!!

    CONDITIONS

    DEIDRE
    Has a torch lit (60 minutes remaining)

    QUESTION
    Has a torch lit (60 minutes remaining)

    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: (20) 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: 6
    Portent Roll 2: 10
    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

     

  13. 4 hours ago, Neopopulas said:

    Whats your opinions on the best course of action?

    I am fine with granting proficiency in "that scimitar" since it is an heirloom weapon. You wouldn't be proficient with other scimitars other than the heirloom one.

    That way we stay within the confines of the characters weapon proficiencies given and still allow for the scimitar to be the heirloom weapon. Maybe flavor the heirloom weapon a bit different, as a custom weapon, for instance, call it a sabre, or saber. That way it is not confused with the scimitar other than its mechanics.

  14. And....

    Greetings, everyone. I'll be guiding you through the World of Elissar as your DM. At 53, I've been immersed in gaming for over four decades, starting at the age of 8 when my little league coach introduced me to the original AD&D Basic set. Since then, I've played and DM'ed countless games and campaigns. My experience spans 1st and 2nd Ed AD&D, 3.5, 5e, Pathfinder, Pathfinder 2e, among others. I host games on Myth-Weavers for pbp and run multiple campaigns both in person and on Fantasy Grounds VTT.

    I have worn many hats, having been involved in sales for most of my life. In addition, I am a web developer by trade and currently manage several e-commerce websites. My primary venture is www.Officialnorthpolemail.com, which is my seasonal business for Christmas.

    I am a professional game master, currently running ten paid D&D 5e campaigns through Fantasy Grounds. You can view them on my Discord channel or through StartPlaying.Games. Additionally, I manage approximately four free-to-play games on Myth-Weavers, where I also oversee all the theme design.

    I am looking forward to seeing how this group of characters develop as they learn more about each other and begin to explore the World of Elissar.

  15. image.jpeg.6e2c0e136f0df5812ee99688a3dc909b.jpeg

    Dungeons & Dragons 5e with DM BWatford


    The witchservants, disturbed from their arcane communion, dispersed like shadows across the chamber, each conjuring a sinister sphere of energy that crackled menacingly in their palms, poised to unleash destruction at the slightest provocation. Meanwhile, the demonic entity within the summoning circle poised its wicked blade, eager to extinguish young Lord Rumlyn’s flame of life.

    Baldur’s voice echoed with authority as he descended the steps, his presence commanding the room. In response, Saara shattered a blood seal, her body contorting in a grotesque dance of power, her shield raised like a defiant standard against the dark congregation. Her laughter, a chilling harbinger of the battle to come, resonated as she summoned the wrathful might of hemmocraft, a serpent lying in wait to deliver its venomous kiss.

    Ru, hesitant to disrupt Baldur’s parley, descended the staircase with a measured calm, retreating with a cautious grace to the south. Her gaze darted between the malevolent fiend and the witches’ assembly. Yet fate conspired against her stealth, as a cultist’s path brought them perilously close, the air thick with impending conflict.

    Above, their two companions lingered, suspended in the silence of anticipation, awaiting the outcome of the confrontation below—a wait that would not be long.

    The fiend, center of the unfolding maelstrom, sneered at Baldur’s challenge. “You shall be chastised for your trespass, as the Matrons chastised the meddlesome Lord Rumlyn,” it hissed.

    “Extinguish their lives,” it commanded the coven, its blade singing a fatal arc across the boy’s throat, snuffing out his existence. The act ignited the crimson r
    unes etched into the stone, which blazed to life with the boy’s spilled essence.

    In a tempest of dark magic, the witchservants, led by the countess, unleashed their pent-up fury. Three orbs of destruction sought Saara, while another sought Baldur. He evaded his intended doom, but Saara bore the brunt of the assault, two orbs striking her with relentless force.Yet Saara, undaunted, retaliated with her own shadowy barrage, targeting the diabolical executioner. One of her blasts found its mark, eliciting from the creature a sinister grin of perverse admiration for her form and ferocity—a sight that did not intimidate but rather seemed to delight in the horror it beheld.
     

    BLOOD ON THE CROWN

    Old Grinder
    On this Selik, the 35th day of Camua, In the 631st year of the Age of Kings
    10:45 am
    Day 6

     

    ROUND 2!!

    Scene Information: Everyone is up.

    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


    spacer.png

    Bookkeeping

    PASSIVE PERCEPTION

    Ru'ath 18 | Baldur 15 | Kythera 14 | Amelia 13 | Yaldiled 13 | Saara 10

    INITIATIVE

    ROUND 2

    Enemies

    PC's

    MECHANICS

    SAARA
    Used Form of Dread (1 of 3 remaining)
    Takes 5 hit points of force damage from Witchservant Cultist #2's Eldritch Blast. (removed from temp hp)
    Takes 9 hit points of force damage from Witchservant Cultist #3's Eldritch Blast. (removed 3 from temp hp, 6 from regular hp)
    Has 37 of 43 hit points remaining.

    TOBRON
    Is prone.
    Is unconscious.

    CONDITIONS

    SAARA
    Form of Dread (9 rounds remaining)

    DESCRIPTIONS

    Form of Dread

    • You gain temp HP equal to 1d10+1.
    • 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 fail, it is frightened of you until the end of your next turn.
    • You are immune to the frightened condition.
    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: 37/43 (IMMUNE: disease; RESIST: poison; MAGIC RESISTANCE)
    Hit Dice: 5/5
    Channel Divinity: 1/1 *S/L
    Divine Sense: 5/5 *L
    Form of Dread: 1/3 *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

     

     

  16. image.png.99c3469d2cc4ed80564002c25563361a.png

    LEVEL UP Advanced 5th Edition with DM BWatford

    Memories.webp.d3965e9e2f962bc0456797961ddc9930.webp


    CHAPTER 1: MEMORIES OF HOLDENSHIRE
    ACT 1: THE CULT WHO KNEW TOO LITTLE

    NORTHMINSTER CATACOMBS
    7:48 pm
    Day 1


     

    The Holy Deep

    Consciousness grips you abruptly, wrenching you from the void into a jarring reality. Your body jerks upright, heart pounding—a primal instinct to identify your surroundings. The fog of confusion lifts slowly; thoughts once muddled now sharpen into focus. What is this place? How much time has slipped by in a haze? Questions swirl as you take stock of your attire: dark, ominous robes drape over your usual clothes, a stark contrast to the weapon you find clenched in your hand, ready for battle.

    Shadows dance across the walls, cast by the sporadic glow of torches that line the cavernous room. You’re not alone. Arrayed in a circle stand five others, adorned in similar dark vestments, their expressions mirroring your own—bewilderment tinged with fear.

    A guttural chuckle breaks the silence, emanating from a figure at your side. A human woman, her plate armor glistening with the crimson of fresh blood. Protruding grotesquely from her chest is the broken stinger of the creature she towers over. The carcass lies twisted and defeated, a grotesque parody of a man, its limbs and visage warped into the nightmarish form of a wasp. With a smirk that belies her fatal wound, she gasps a final, ragged breath, “You’re free,” and succumbs to the embrace of death.

    The clatter of her fall echoes, a haunting dirge that reverberates through the stone corridors before fading into the oppressive silence that follows. A myriad of questions vie for precedence in your mind, but one thought stands clear above the rest—what will your next move be?


    Enveloped in an aura of solemnity, the chamber before you stretches grandly to a height of 50 feet, its 30-foot breadth encased within walls that are a testament to reverence and time. Each alcove is a sacred niche, cradling the ceremonially enshrouded remains of ancient monks—figures once radiant with holiness, now resting in eternal quietude.

    The room is embraced by a staircase that spirals upward, disappearing into the unknown vastness above, its steps worn by the countless soles of the devout. This helical ascent graces the southern expanse of the chamber, where it descends to meet the stone floor in a graceful landing. Here, a pair of torches stand sentinel, their flames flickering with a steadfast glow that cuts through the dimness, casting elongated shadows that dance upon the walls.

    At the heart of this sanctified space lies a tableau of finality: the lifeless form of an armored human woman, her valorous end etched in the stillness of her repose. Beside her, the twisted corpse of an insectile abomination sprawls in defeat, a grotesque invader vanquished upon this hallowed ground. Together, they form a silent epicenter in the chamber’s center, a stark reminder of the fragile line between life and the hereafter.
     

    MEMORIES OF HOLDENSHIRE

    Northminster Catacombs
    7:48 pm
    Day 1

     

    Level Up and Skills

    Ability checks using skills function essentially the same way as in 5E but have a couple important changes.

    Firstly, Level Up introduces two new skills: Culture and Engineering.

    Culture can be used to determine an adventurer's familiarity with people of notoriety, or knowing customs, laws, or etiquette in social situations. Its most common ability score is Intelligence.

    Engineering can be used when building, inventing, applying mathematics, and all the clever things people get up to with ropes and pulleys. Its most common ability score is also Intelligence.

    Secondly, Level Up does not tie any skill check to a specific ability score. Creatures still gain proficiency with and bonuses from skills like in 5E, but now what ability is used with a skill depends on what the Narrator decides is best for the situation.

    For example, trying to charm the debutante of the masquerade ball is likely a Charisma (Persuasion) check, which adds an adventurer's Charisma modifier to their check (in addition to proficiency bonus and other bonuses). However, should the adventurer instead be convincing a fellow alchemist that their ratios on the formula will produce a superior result, an Intelligence (Persuasion) check is more appropriate, adding their Intelligence modifier instead.

    Where Am I?
    The party has no recollection of this place.

    Who Are All of You?
    This is an excellent opportunity for all of you to introduce yourselves. None of your long-term memories have been affected and you are encouraged to share information.

    How Did I Get Here?
    Your last firm and concrete memories should each be of your time in or near Hengistbury. Use your recollections as an opportunity for each of you to describe their character and what they were doing before all this. Make it up, it will become cannon. You are as much a storyteller in this as I. However, none of you remember anything about how you arrived here.

    What Am I Wearing?
    Each character is wearing a long black robe and cowl over whatever starting gear you selected. Each robe has a strange symbol sewn into the front that resembles a stylized insect wing.

    Who's This Lady?
    To determine if you are familiar with her, include a Culture skill check with your next post as you try and identify her. Culture can be used to determine an adventurer's familiarity with people of notoriety, or knowing customs, laws, or etiquette in social situations. Its most common ability score is Intelligence.

    What Possessions Does the Lady Have?
    To search anything, be it a body, a desk, a crate, a wall, floor, etc. it is done along with an Investigation skill check. This single check accounts for rifling through pockets, taking note of equipment as well as for looking for hidden things that might be concealed. If you are searching the body, then please include an Investigation check with your next post.

    What's This Wasp Thing?
    If you inspect the corpse of the creature, you can include an Arcana or Nature check with your next post. (Whichever is higher for you, please note if you have proficiency or not.)

    Can We Save This Lady?
    Any ability checks to determine if she can be helped reveal that she is irrevocably dead.

    How Do We Get Out of Here?
    The only apparent exit is a set of stairs along the southern wall that lead upwards into pitch darkness.

    Active Maps

    Not in Use!!

    Bookkeeping

    PASSIVE SKILLS

    Perception - Alyria 15 | Aewyn 14 | Nulia 12 | Athelia 11 | Lawrence 10

    Insight - Aewyn 16 | Alyria 15 | Athelia 13 | Nulia 11 | Lawrence 10

    INITIATIVE

    Not in Use!!

    MECHANICS

    Not in Use!!

    CONDITIONS

    Not in Use!!

    DESCRIPTIONS

    Not in Use!!

    AEWYN NAETORIS

    Hit Points: 11/11 (fey ancestry)
    Hit Dice: 1/1
    Maneuver DC: 13
    Flash Fight: 4/4 *L
    Nature's Ally: 1/1 *L
    Prescient Vision: 1/1 *S
    Spell Slots: (+6, DC 14) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    ALYRIA

    Hit Points: 10/10
    Hit Dice: 1/1
    Maneuver DC: 12
    Knack for the Unexpected.: 1/1 *S
    Nature Provides: 1/1 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    ATHELIA KARATCH

    Hit Points: 8/8 (immortal blessing)
    Hit Dice: 1/1
    Maneuver DC: 12
    Arcane Recovery: 1/1 *L
    Immortal Blessing: 1/1 *L
    Light on Your Feet: 1/1 *L
    Roll With the Punches: 1/1 *S
    Unreliable Intelligence: 1/1 *L
    Spell Slots: (+6, DC 14) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    LAWRENCE DAUNAM

    Hit Points: 9/9
    Hit Dice: 1/1
    Maneuver DC: 11
    Bardic Inspiration: 3/3 *L
    Intrepid: 1/1 *S
    Inexorable Concentration: 2/2 *L
    Philosophic Mind: 1/1 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

    NULIA LORATHIL

    Hit Points: 11/11 (fey ancestry)
    Hit Dice: 1/1
    Maneuver DC: 13
    Divine Sense: 3/3 *L
    Lay on Hands: 5/5 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 2/2

    Inspiration: 1/1

     

     

  17. 46 minutes ago, Nebula said:

    I thought she had 4 spells prepared. I choose, for now. :) Is it proper?

    Or you saying it's 3 total, and she should remove one cure? Thanks.

    Bless x1
    Cure Wounds x3
     

    Yes, it should be 4.

    You can prepare a number of spells equal to your Charisma modifier + half your herald level, rounded down (minimum 1 spell). 

    In 5e you don't have to prepare spells like you did above. You have 2 first level spell slots with which you can cast any prepared spell. So you prepare 4 different spells but you can only cast 2 of them. But each time you use a spell slot you can choose from any of the four prepared spells.

  18. Congratulations to all five of you. At this time, please complete your posting template if you have not done so.

    Also take your time and look over the applications of the other selectees to make sure everything looks correct, and we are ready to begin.

    I will post an opening thread sometime on Wednesday.

    Please introduce yourselves to each other.

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