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bwatford

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Posts posted by bwatford

  1. WHO'S WHO IN OTARI


    In addition to the tiefling curio vendor and stargazer Wrin Sivinxi, the heroes are likely to encounter some of the following individuals during their adventures in and around Otari.

    Lardus Longsaddle
    The Otari Guard keeps the peace in town, and their leader is the gruff and stout Captain Lardus Longsaddle. Any heroes who get in trouble with the Otari Guard should hope to deal with anyone other than the captain—his curse-laden tirades are legendary, and he’s inclined to issue short jail sentences for minor infractions. Conversely, heroes who catch criminals earn a rare (though often short-lived) position on Captain Longsaddle’s good side.

    image.png.f3a7b8e07914529c984014433ac0a175.pngOseph Menhemes
    The current mayor of Otari is Oseph Menhemes, patriarch of one of three local lumber companies and owner of Otari’s massive Giant’s Wheel and Loading Flume. Though dedicated to his role as a public servant and a devoted family man with many children, Oseph is ambitious and wants to expand the town’s lumber-processing capacities.

    Vandy Banderdash
    The head priestess of Otari’s largest temple, the Dawnflower Library, is a chatty woman named Vandy Banderdash. Always eager to greet newcomers, regardless of their faith or vocation, Vandy has a surprising knack for recommending the perfect bit of reading to people she has only just met. Though open-minded on almost every subject, she has no patience for thievery, as her sister stole several valuable books from the temple and fled not long ago.

    Yinyasmera
    The shrewd Yinyasmera owns Crook’s Nook, making her one of the town’s most prominent business owners. The fact that she’s also the head of the Osprey Club, Otari’s thieves’ guild, only increases her influence. She’s loyal to her town and rarely permits her thieves to target locals, although outsiders are fair targets for con games or robberies. Heroes unafraid to step outside the law eventually come to Yinyasmera’s attention.

  2. image.png.e98824cc196584a9c785fd04fdeeabcd.png

     

    1. The Giant’s Wheel
      An enormous waterwheel that powers the lumber equipment in the Otari Mill.
    2. Loading Flume
      This long wooden chute takes lumber from the Giant’s Wheel down a flume into the harbor.
    3. Stone Ring Pond
      A mysteriously clear pool surrounded by ancient standing stones.
    4. Wrin’s Wonders
      A peculiar curio shop run by an eccentric woman who collects rumors.
    5. Gallentine Deliveries
      A delivery service always in need of fast, reliable help.
    6. Blades for Glades
      Otari’s primary smithy, which sells armor and weapons in addition to saws and axes.
    7. Odd Stories
      A bookstore run by a fiction-loving wizard.
    8. Otari Garrison
      A squat, bunker-like stone building that houses Otari’s civic guards.
    9. Crow’s Casks
      A brewery and tavern popular among local farmers and merchants.
    10. Crook’s Nook
      A sailors’ tavern built as a bridge across the Osprey River.
    11. Otari Market
      The one-stop shop for food, tools, and other everyday gear.
    12. Otari Fishery
      Fishery and shipyard by day, gathering place for games and entertainment by night.
    13. Ruins of the Thirsty Alpaca
      Once the largest tavern in town, until it suddenly collapsed in a recent disaster.
    14. The Rowdy Rockfish
      A surprisingly calm and quiet tavern.
    15. The Radiant Bastion of the Sunscribe
      A large library and temple to Solethius, with shrines to many other deities.
    16. Otari Graveyard
      A clifftop cemetery that’s mostly quiet but has a sinister atmosphere.
  3. OTARI GAZETTEER


    Otari is a thriving, diverse lumber town and trade port with a storied past and its fair share of sinister secrets. Founded by a group of adventurers over 400 years ago, the town has weathered attacks from kobolds and strange monsters, economic woes and windfalls, and cycles of prosperity and strife. Today, the town is a prosperous community and one of the largest settlements along the island’s southern coast.

    Otari is nestled in a coastal valley between two looming cliffs. The Osprey River flows into the sea through the middle of this valley, and the sturdy stone to either side of this river supports hundreds of buildings and a deep harbor. Otari rarely floods, but the numerous caves, warrens, and channels dug beneath the town do so regularly.

    Though day-to-day life in Otari resembles that in any small town, its skyline stands out due to the enormous waterwheel at its eastern edge, the ingenious and enormous flume that brings lumber down the cliffside for easy transportation, and a stunning domed temple to Sarenrae to the west. The town’s location near a major highway and its long history as a home to various adventuring parties draw many visitors. Lively trade passing through means unusual wares (and even magic items) aren’t too difficult to find.

    Just over 1,200 people live in Otari. While most of its residents are humans, some dwarves, elves, and other ancestries also live here. The majority of its residents work in the local fishing and lumber industries. For the most part, people in Otari are friendly and welcoming, though they prefer its small-town feel and make lighthearted fun of visitors from big cities. Coffee is a mainstay, a favorite drink among the hardworking and early-rising townsfolk.

    Oseph Menhemes, a descendant of one of Otari’s founders, has served multiple terms as the town’s elected mayor thanks to his easygoing efficiency and the townspeople’s general deference to tradition. He also runs one of the town’s main lumber companies, making him wealthy as well as influential.

    OTARI
    Unaligned Town

    Diverse lumber town and trade port with a storied past and its fair share of sinister secrets.

    Government Mayor (elected leader)
    Population 1,240 (60% humans, 8% halflings, 7% half-elves, 6% elves, 5% dwarves, 5% gnomes, 3% half-orcs, 2% goblins, 4% other)
    Languages Common, Dwarven, Elven, Halfling


    Religions Bacarous (the Merry Wanderer), Aeliana (the Greenwood Sentinel), Erdan (the Verdant Heart), Solethius (the Radiant Beacon)
    Threats aberrant horrors, eerie hauntings, kobolds, smugglers


    Lardus Longsaddle (CN male human soldier) foul-mouthed and short-tempered captain of the town guard
    Oseph Menhemes (N male human mayor) current mayor and patriarch of one of three local lumber companies
    Vandy Banderdash (NG female halfling cleric of Solethius) chatty priestess of Solethius and unusually knowledgeable town historian
    Wrin Sivinxi (CG female tiefling elf oddities merchant) eccentric occult items dealer, artisan, and collector of stories and rumors

     

  4. image.jpeg.6e2c0e136f0df5812ee99688a3dc909b.jpeg

    Dungeons & Dragons 5e with DM BWatford


    With a triumphant roar, Saara released two more bolts of shuddering void through the destroyed hatchway, striking the remaining cultist. The force of the blast hurled the woman backward, fracturing her ribcage and leaving her lifeless on the ground.

    Ru hastened back inside, ready to ascend, but Saara stopped her, advising conservation of her magical energies now that the woman was no longer a threat.
     

    BLOOD ON THE CROWN

    Old Grinder
    On this Selik, the 35th day of Camua, In the 631st year of the Age of Kings
    10:36 am
    Day 6

     

    WE ARE OUT OF COMBAT

    Scene Information:

    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

    Not in Use!!

    MECHANICS

    SAARA
    Has 5 temporary hit points..

    TOBRON
    Is prone.
    Is unconscious.

    WITCHSERVANT CULTIST #1
    Takes 11 hit points of force damage from Saara's Eldritch Blast.
    Has taken a total of 16 hit points of damage total.
    IS DEAD!!!

    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

     

     

  5. image.png.34bff1148e6a64eaf2c077db501c874d.png

    Dungeons & Dragons 5e with DM BWatford


    Thodin approached the grates in the alcove, noting their prolonged dryness; not a trace of moisture was visible. Yet, there was a dark stain where some liquid had once trickled from beneath the central pillar into the grates. Upon closer inspection, he was unable to determine the nature of the liquid.

    Armando edged past the dwarf, his curiosity reaching its peak as he moved just enough to glimpse what was around the corner, and it was unexpected. A dry fountain rested against the south face of the central pillar. This fountain, with its low basin and a wall spigot standing about 8 feet tall, resembled a shower and was clearly designed for beings much taller than a gnome. Opposite the dry fountain, a door was set into the southern wall of the chamber. Shortly after, Riffraff joined the gnome, looking towards the fountain.

    Allera courageously entered the chamber and seated herself on the stone bed. Although it was not the epitome of comfort, it sufficed for her needs as she commenced her ritual to sense any magical auras. After completing the ritual, she informed her companions that she detected no magical auras nearby.
     

    THE WHISPERING CAIRN

    The Cairn Hills
    (Two hours E of Diamond Lake)
    8:30 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 (10 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 (42 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

     

     

  6. image.png.04aa7f94b0b5dee69995db088834e1c0.png

    Dungeons & Dragons 5e with DM BWatford


    In the verdant realm of Midgard, where magic intertwines with the tendrils of nature, the sprightly child of the briar named Thistlewing did as its master commanded. With wings delicate as lace and eyes gleaming with youthful curiosity, Thistlewing was no ordinary child of the briar. His heart thrummed with the ancient rhythms of the forest, and his spirit was as untamed as the wind.

    With a flutter of excitement, he soared a quarter mile, as he approached, an incredibly tall spire loomed before him, piercing the sky like a sentinel of stone. It was there, at the base of this monolith, that the source of the metallic glimmer awaited. Yet, it was not upon the ground that Thistlewing's discovery lay, but rather, nestled within a rocky and narrow nook, concealed 25 feet above the base of the spire.

    This secret nook, impossible to see from the earth below, cradled a curious artifact—a relic of times long past, perhaps, or a token left by a traveler of the arcane paths. Thistlewig, with the deftness of his kind, navigated the jagged edges of the spire and alighted upon the ledge.
     

    Tucked away in the embrace of rugged stone, a hidden alcove reveals an awe-inspiring tableau: A chamber carved by human hands emerges, its sturdy rock walls bearing the scars of a partial collapse under the burden of time-worn boulders. The chamber's walls are adorned with a mosaic, its tiles slightly chipped yet still resplendent, reflecting the light off their bronze-infused wave designs.

    Dominating the scene is a majestic bronze arch, its surface aglow with the sheen of ancient metal. It frames a formidable pair of double doors, also crafted from bronze, sealed shut. Both the arch and the doors are etched with enigmatic runes, their meanings lost to time, yet miraculously spared from the ruin that surrounds them.


    Following its master's command, the child of the briar swiftly flew back from the ledge, returning from whence it came. Eager to report its findings.
     

    AS ABOVE SO BELOW

    spacer.pngspacer.pngRultmoork
    Unknown distance from the Badlands
    5:10 pm
    Day 2

    LEY LINE DISRUPTION 29%

    * 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 29% chance today of an unpredictable result.

    Scene Information: The group is a quarter mile from the spire, there is fifty minutes of daylight remaining. Please make sure something in your posting template (usually picture or name) links back to your character thread).

    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

     

  7. 55 minutes ago, Wizard of the Coat said:

    Oh, what a bummer. Both that some of the players have real life stuff pulling them away from the game (that doesn't sound good), and that this game is over. I loved this game! I agree that the momentum never really happened they way I'd hoped. But I greatly enjoyed the plot, the combats, and the PC-PC interactions. And I had a blast playing Copper. Wish we could have found our momentum and made it last.

    @bwatford I know you run several games. Next time you have a dropout in a game and find yourself needing to recruit (and you think I'm worth recruiting), please shoot me an PM to give me a heads up.

    Will do, and the World of Elissar is recruiting now.

    https://www.myth-weavers.com/index.php?/clubs/821-the-world-of-elissar/

  8. 13 minutes ago, Ayeba said:

    Is there a limit to how far she can send her familiar? I'm reading the description, and the only limitation seems to be his far away it can be and share its senses or communicate telepathically. From what I see, it seems that I can send it on a trip far away, use an action to recall it to a pocket dimension regardless of range, and another action to call it back again to a square within 30 feet.

    The problem is that it's not particularly smart, but it should be capable of telling if whatever is gleaming is moving or stationary.

    There is not a limit, you give it instructions and it goes and completes the task to the best of its ability and will return if it is able. But will describe things back to you based on its intelligence.

    Considering the item/person/object only caught the gleam of the sun for a few minutes it's doubtful that it could go directly to what caused it, but you certainly could send it scouting if you like.

  9. image.jpeg.484c15e70d0ed8cfd9df3939e8272d5c.jpeg

    Dungeons & Dragons 5e with DM BWatford


    As the group left the confines of the Goblet & Gems they wandered out into the market, the market stands as a stark reminder of a world that once was. Amidst the icy winds and the snow-covered stalls, a few resilient souls wander, their breaths visible in the frigid air. The market, once a bustling center of trade, now lies in quiet desolation.

    The stalls are sparse and scattered, with goods that speak to the necessity of survival in this new age. Here, a vendor displays a collection of furs and woolen garments, essential for warding off the relentless cold. There, a blacksmith offers a few hand-forged tools and weapons, their craftsmanship harking back to a time of knights and castles, now repurposed for the needs of a harsh and unforgiving world.

    The few people who roam the market do so with purpose, their eyes scanning for anything that might make life a little more bearable. Bartering is the norm, as currency has lost its value in the face of survival. A hunter exchanges a fresh catch for a sturdy pair of boots, while a mother trades heirloom seeds for a warm cloak for her child.

    In the distance, the remnants of grand structures loom, their once-majestic forms now serving as a backdrop to this small pocket of human resilience. The air is filled with a quiet murmur, a mix of haggling voices and the occasional clang of metal, a haunting echo of the vibrant life that once filled these streets.

    This market in Mirabar is not just a place of trade, but a symbol of hope—a testament to the enduring spirit of humanity, even as the world around them has fallen into ruin. It’s a place where the past and the present merge, and where life, against all odds, continues. 

    Among the sparse stalls, one encounters Zain, whose greed is such that he can procure almost anything for the right price. It is in this place that the group engages in transactions for the necessary goods.

    After concluding their business, the group faces a tough choice. Andraste, Cassandra, and Copper decide to venture north to the domain of the Clockwork King to obtain the key to the great doors of the Underground Highway. Meanwhile, Hachilah and Mara Jade plan to regroup with Drift, aiming to discover the most discreet and safe route for the group's departure from the city.

    Upon their return to the realm of the Clockwork King, the three souls encountered the dwarf, who was astonished by their swift return. He pondered whether an observer might spot them traversing the same path and decide to search for whatever they had unearthed. Paranoia, perhaps, but it was a necessary trait for survival.

    When the group brought up the key, the Clockwork King revealed that the clockwork key was among his initial creations. Due to its sentimental value, he is not interested in selling it for money. However, after some negotiation, it became clear that he is open to a trade, especially since the group performed admirably on their last task. He is prepared to exchange the clockwork key for a complete set of gears, also known as a gear train, which is essential for one of his current projects. He tells the group that a large well in the town's central garden was once operated by such a gear train. The gardens, now overgrown with weeds and rumored to be haunted, still house the well. Lastly, he gives the group directions to the Boulevard of Religious Freedom and instructions on how to find the garden's entrance.
     

    MIRABAR

    On the 4th Day of Chess
    in the 5th Year of Vecna's Reign
    1:50 pm
    Day 2

     


    Scene Information: We can handle any transactions from the market in the OOC thread as not to take up anymore of game time. I also summarized the scene with the Clockwork King for the same reason.

    Active Maps

    Not in Use!!!

    Bookkeeping

    PASSIVE PERCEPTION

    Cassandra 14 | Copper 13 | Andraste 9

    INITIATIVE

    Not in Use!!

    MECHANICS

    Not in Use!!

    CONDITIONS

    Not in Use!!

    DESCRIPTIONS

    Not in Use!!

    ANDRASTE

    Hit Points: 21/23 (fey ancestry)
    Hit Dice: 3/3
    Sorcery Points: 3/3 *L
    Spell Slots (+5, DC 13) *L

    • 1st Level: 4/4
    • 2nd Level: 0/2

    DM Inspiration: 1/1
    Experience Points: 900 / 2,700

    CASSANDRA

    Hit Points: 25/25 (divine health)
    Hit Dice: 3/3
    Channel Divinity: 1/1 *S/L
    Divine Sense: 2/3 *L
    Lay on Hands: 15/15 *L
    Lucky: 3/6 *L (6 times a day while in Mirabar.)
    Spell Slots (+4, DC 12) *L

    • 1st Level: 3/3

    DM Inspiration: 1/1
    Experience Points: 900 / 2,700

    COPPER

    Hit Points: 24/24
    Hit Dice: 3/3
    Spell Slots (+3, DC 11) *L

    • 1st Level: 1/2

    Attuned Magic Items: 1/3
    DM Inspiration: 0/1
    Experience Points: 900 / 2,700

    CHARACTER #4

    Not in Use!!!

    CHARACTER #5

    Not in Use!!!

    CHARACTER #6

    Not in Use!!!

     

     

  10. Just a heads up, I will be on vacation May 5th - 13th (Beach Trip) so there will be no updates during that time. Although I still will be available sporadically on the discord.


     

    That said, if you missed the conversation on the discord. Both Underleaf and Gralhruk are stepping away due to real life constraints that have affected their gaming time. That will leave us with 3 players. I do plan on recruiting to fill us back up during the vacation above.

    I just want to confirm that the remaining three are onboard still and wanting to push forward with new recruits.

    @Leonidas1789 @Aavarius @Wizard of the Coat

    In game wise, I am going to push us forward to the Clockwork King, so we can retrieve or negotiate the retrieval of the key and give a reason for the other two characters exiting. New players incoming would be sent as reinforcements by Racine as newly created AAO's.

    I will be working on this update after lunch today.

     

  11. Just a heads up, I will be on vacation May 5th - 13th (Beach Trip) so there will be no updates during that time. Although I still will be available sporadically on the discord.

     

    I also updated the game last Wednesday and no one has posted since. Is everyone ok here? lol

  12. image.png.34bff1148e6a64eaf2c077db501c874d.png

    Dungeons & Dragons 5e with DM BWatford


    Thodin advanced to the position near Riffraff, handing the torch to Sunny. Riffraff edged forward to peer around the corner, only to discover Sunny at his side, the torch's glow dispelling the shadows.

    The chamber to the east...

    Living Quarters

    The expansive chamber likely served as the living quarters for a figure of significance. A substantial stone slab, hinting at the form of a bed, lies against the north wall, beneath an immense bas-relief. This depicts a sturdy, bald humanoid with a pronounced nose and hands outstretched. The figure is adorned in a wind-swept robe, sculpted with care to convey the aura of a victorious deity. An amulet, bearing a glyph resembling a stylized arrow, hangs around the figure's neck. Wardrobes and dressers, which appear to be hewn directly from the chamber walls, show signs of having been plundered long ago.


    Alcove to the west....

    Sunny glanced into the western alcove, which housed grates on the floor and various architectural tools hanging above on pegs. Among these tools were rusted chisels, hammers, plumb bobs, squares, compasses for drawing circles, levels, mallets, and saws. Notably, a few pegs were conspicuously empty. The alcove seemed to serve dual purposes: a storage area and a showcase reflecting the owner's skill. It appeared that the alcove itself, an architectural feature, may have been embellished with the very tools that brought it into existence, representing the enduring cycle of creation and utility in ancient craftsmanship.
     

    THE WHISPERING CAIRN

    The Cairn Hills
    (Two hours E of Diamond Lake)
    8:20 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.

    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 (52 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

     

     

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