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bwatford

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Posts posted by bwatford

  1. 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.

  2. 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.

  3. FINAL SELECTION

    Thanks to everyone that applied, it is all of you that make Myth-Weavers truly great.

    Here are our final selectees ......

    1. @Nebula playing Nulia Lorathil the Umbran, Champion of Mordos

    2. @Neopopulas playing Athelia Karatch the Planetouched Wizard

    3. @Leonidas1789 playing Aewyn Naetoris the Elf Sun Priest

    4. @Ayeba playing Alyria the Dreamborn Druid

    5. @Trigun playing playing Lawrence Daunam the Human Bard

    Congratulations to all five of you.

    Please report to the OOC Thread to get ready for play.

    OOC Chat: Chapter 1 - Memories of Holdenshire - Game Threads - Myth-Weavers

    Again, thank all of you for applying.

  4. LURKERS' AND WATCHERS' DISCUSSIONS

    This forum is for readers, lurkers and watchers who are following the game but who are not participating to offer input and discussion without interfering with the gaming or player discussion forums.

    If you would like to add this game to your Followed Games listing, then just 'Follow' the overview tab.

     

  5. image.png.04aa7f94b0b5dee69995db088834e1c0.png

    Dungeons & Dragons 5e with DM BWatford


    "A riddle to unlock the door, then? Entrusting its opening to the wit of any passerby hardly seems secure, like handing out the key to anyone who happens by" Willowveil mused aloud, her tone tinged with skepticism.

    Her words were still dancing in the air when a profound tremor emanated from behind the threshold. The dormant cogs of yore awakened with a groan, setting the massive doors in motion. They creaked open with deliberate slowness, shedding years of accumulated dust and rubble from their weathered facade.
     

    Dungeons of Rultmoork

    What lay beyond was a short span that led into the spire and toward a rand staircase of venerable stone, each step a twenty-foot wide span leading into an abyss shrouded in ghostly vapors. A descent into the veiled depths, where the mists were so dense, they defied the keenest sight of elvenkind. The stair’s edges, cloaked in the undisturbed dust of eons, bore no trace of recent passage, as if time itself had forgotten this place.

    Until now....

     

    Stairs.webp.93e886c7ee60a977fa5b50cd6bd8a7ca.webp

     

    AS ABOVE SO BELOW

    spacer.pngspacer.pngRultmoork
    Unknown distance from the Badlands
    8:59 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.

    Scene Information: The image above depicts what it is like beyond the doors. You will need light sources (if you don't have darkvision) and vision will be limited to ten feet even with. The stairs are twenty feet wide so you can walk four abreast if you like. I will need a formation if the group plans to descend.

    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: (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: 8
    Portent Roll 2: 14
    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

     

  6. image.png.34bff1148e6a64eaf2c077db501c874d.png

    Dungeons & Dragons 5e with DM BWatford


    Riffraff meandered toward the grate, his mind set on the belief that the “Architect” had surely ensnared the area with hidden traps, likely integrated within the lever mechanism. Yet, despite a thorough search, the ordinary refused to unveil any secrets.

    While the rest of the party engaged in talks of respite, Armando delved into the remnants of the bedroom’s built-in furnishings. Time had claimed the contents, leaving behind only the promise of decay, yet hope lingered for hidden treasures. Alas, fortune did not favor the gnome on this occasion.

    With preparations complete, Sunny engaged the lever, confirming the dwarf’s suspicions as the central column ascended from the ground, sparing only the walls to the north and south. Beneath the rising structure lay a human skeleton, its form crushed yet adorned in lustrous silver chainmail that withstood time’s assault. Equally enduring was a peculiar set of crystal lenses, mounted on a curious headpiece, still perched atop the skeletal remains.

    goggles.webp.2949af912338b30e52d65da1ceb59b04.webp

    THE WHISPERING CAIRN

    The Cairn Hills
    (Two hours E of Diamond Lake)
    8:39 pm
    Moonday the 9th of Reaping, 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


     

    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 (7 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 (33 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

     

     

  7. image.jpeg.6e2c0e136f0df5812ee99688a3dc909b.jpeg

    Dungeons & Dragons 5e with DM BWatford


    Baldur hastened down the ancient stone staircase, descending into the depths of the venerable windmill. As he entered its shadowy undercroft, he was met with a vision so startling that it rooted him to the spot in sheer astonishment.
     

    Basement

    Enormous slabs of stone form the walls and foundation of this spherical chamber. Along its perimeter, a collection of decrepit chests and tattered sacks—relics of a time when they brimmed with grain—stand in decay. Commanding the room’s heart is an incandescent arcane sigil, its profound runes etched into the stone floor. Encircling this mystical emblem, dark crimson candles cast a somber glow, their wax sculptures dwindling from past vigils, though a few continue to flicker with stubborn flames.


    HellishDagger.webp.d79ef3c9da9a60997c5ddbb267572a34.webpFour acolytes of the witchservant order, including the unexpected presence of Countess Maritayl herself, were observed against the chamber’s walls, deeply engrossed in a subdued colloquy. The revelation of the countess, garbed identically to the other acolytes they had previously encountered, was startling—her involvement extended beyond her dominion over the Royal Stud Farm.

    In the sanctum’s nucleus, encircled by a luminescent sigil, stood a figure of menacing mien: ears tapered to wicked points, hide chiseled with scales, a sinuous tail, and talons that betrayed a lineage wrought in hellfire. Its chin bore serpentine tendrils, and its eyes, a baleful crimson, pierced the gloom. Clutched in its hand was a dagger, ornate and sinister. Just in front of this fiendish sentinel were two bound figures—the youthful Lord Kiryn Rumlyn and his mother, Lady Finia Rumlyn—both secured to their seats, held sightless by blindfolds, silenced with rags, and emitting faint, despondent sounds. Adjacent to them, the floor cradled the lifeless forms of Lord Zakar Rumlyn and Lord Wedras Rumlyn, their existence snuffed out in a crimson tide.

    Alerted to the interlopers’ presence, the diabolic entity seized the young lord, brandishing the 0hellish blade at his throat as a dire ultimatum: any further advance or heroics would seal the boy’s fate. Amidst this grim tableau, Lady Rumlyn’s muffled cries of terror sliced through the tension, echoing her son’s peril.



    EldonLobo.webp.975b1e41c02d34c78f707fb129e6f822.webp

     

    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

     

    WE ARE IN COMBAT!!

    Scene Information: Please roll initiative with your first actions. I have placed your tokens on both levels of the map so you can see where you are from both perspectives as two of you are still in the upper room waiting on space to come down the stairs.

    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 1

     

    MECHANICS

    SAARA
    Has 5 temporary hit points..

    TOBRON
    Is prone.
    Is unconscious.

    CONDITIONS

    Not in Use!!

    DESCRIPTIONS

    Not in Use!!

    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

     

     

  8. image.png.04aa7f94b0b5dee69995db088834e1c0.png

    Dungeons & Dragons 5e with DM BWatford


    Having devoted their available hours to deciphering the archaic tongue inscribed upon the portals, they arrayed their findings openly before them, presenting the fruits of their labor for all to behold with clarity.
     

    Double Doors Translation

    Axes and swords
    Will not help you through
    ___ it and a little push will do
    Some in the ____ would have ______ and soon died
    Were it not _____ at hand to let them inside

     

    Arch Translation

    ______ ___ ____
    sheltered by ___ stride
    ______ the thirst
    She __ the guide.

    Our Mistress __ ___ _____
    _________ ___ ___ _____
    ________ __ ______ ___ _____
    ____ ___ ______ __ ___ ______.

    We obey your will sublime
    throughout all ___ _____ __ ____.

     


    After the assembly had exhausted their efforts in deciphering the cryptic script for the night, the concluding ritual involved Deidre drizzling water upon the ancient doors and nudging them gently. Yet, when this act bore no fruit, the collective resigned themselves to the embrace of the evening, anticipating the dawn’s early illumination.

    However, the awaited dawn tarried unusually, with the sun’s ascent over the horizon delayed until nearly nine o’clock, a full three hours past its customary rise. It begged the question—did the very flow of time falter in this strange realm?

    Moreover, the disturbance in the ley lines surged to an extraordinary zenith, so potent that one might glimpse the spectral dance of colors across the heavens, as if the firmament itself was under siege by arcane forces. With such a surge, they were reminded to tread lightly with their enchantments on this day.
     

    AS ABOVE SO BELOW

    spacer.pngspacer.pngRultmoork
    Unknown distance from the Badlands
    8:57 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.

    Scene Information: We are starting the 3rd day at sunrise.

    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: (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: 8
    Portent Roll 2: 14
    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

     

  9. 18 minutes ago, Ayeba said:

    Before we delve too deeply into other possibilities, I hope someone can pour some water on the door and try to push it.

    I am about to update and I am going to assume someone did try that.

  10. 45 minutes ago, Wizard of the Coat said:

    Thanks!

    So if you are dual wielding and both weapons have the Parrying quality (e.g. short sword and dueling dagger), can you parry two attacks (e.g. add a d4 to your AC) instead of one?

    If you need to think about the answer before you make a decision, take your time. My PC is taking short sword and dueling dagger regardless of the answer.

    The parrying property is only usable once per turn. So it's not once per each weapon.

  11. 1 hour ago, Wizard of the Coat said:

    I'm making weapon purchase choices for my Application, and I'm seeing weapon qualities that are not part of standard 5e--and I can't seem to find where these weapon qualities are explained on the 5eLevelUp site. Can you point me to the place where new weapon qualities are explained?

    If the info is behind a paywall, can you provide a brief explanation of the following weapon qualities?

    Deal Wielding

    Parrying

    Defensive (light)

    Here you go...

    https://a5e.tools/rules/weapon-properties

  12. No athletics required if using a rope and out of combat. But feel free to make it as hard or easy as you need it to be for your narrative.

    As far as RP goes here are some key points you can use while I'm gone.

    1. The language has no known relationship to any language. Most known languages usually share some aspect.

    2. No check you make, can decipher it. This actually is a player facing task that needs to be done during the game. So take notes as soon as you find hints to different letter solutions.

    3. Comprehend languages fails to assist. A language beyond the ability for magic to decipher? Interesting.

    4. The doors are impenetrable, no matter what damage is done to them they seem impervious to it.

    I will have more OOC info for you this week, but that should be sufficient to keep you busy for the moment.

  13. 9 minutes ago, Wizard of the Coat said:

    @bwatford The campaign specific Backgrounds (e.g. Ruin Delver, Starwatcher...) don't come with any equipment. Was that intentional or did the designers of the adventure omit it by accident? If an accident, can we offer suggestions as to starting gear or do you want to determine the starting gear yourself?

    I did the backgrounds for A5e. They are designed for you to use the characters starting wealth (based on class) as per the rules and buy any equipment you like.

    https://a5e.tools/rules/equipment

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