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Posts posted by bwatford
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The Giant’s Wheel
An enormous waterwheel that powers the lumber equipment in the Otari Mill. -
Loading Flume
This long wooden chute takes lumber from the Giant’s Wheel down a flume into the harbor. -
Stone Ring Pond
A mysteriously clear pool surrounded by ancient standing stones. -
Wrin’s Wonders
A peculiar curio shop run by an eccentric woman who collects rumors. -
Gallentine Deliveries
A delivery service always in need of fast, reliable help. -
Blades for Glades
Otari’s primary smithy, which sells armor and weapons in addition to saws and axes. -
Odd Stories
A bookstore run by a fiction-loving wizard. -
Otari Garrison
A squat, bunker-like stone building that houses Otari’s civic guards. -
Crow’s Casks
A brewery and tavern popular among local farmers and merchants. -
Crook’s Nook
A sailors’ tavern built as a bridge across the Osprey River. -
Otari Market
The one-stop shop for food, tools, and other everyday gear. -
Otari Fishery
Fishery and shipyard by day, gathering place for games and entertainment by night. -
Ruins of the Thirsty Alpaca
Once the largest tavern in town, until it suddenly collapsed in a recent disaster. -
The Rowdy Rockfish
A surprisingly calm and quiet tavern. -
The Radiant Bastion of the Sunscribe
A large library and temple to Solethius, with shrines to many other deities. -
Otari Graveyard
A clifftop cemetery that’s mostly quiet but has a sinister atmosphere.
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The Giant’s Wheel
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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.
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11 minutes ago, MysteriousMiller said:
@bwatford Noodles will climb, but if a roll is needed, I'd like to use my Prescience (a lucky roll of 20)...let's hope that I don't need it later
Note that for me in your mechanics spoiler.
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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
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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: 1/1SUNNY Hit Points: 15/15
Hit Dice: 1/1
Rage: 1/2 *L
DM Inspiration: 1/1THODIN 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 -
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 -
58 minutes ago, 8w_gremlin said:
1320 feet about 44 rounds to walk there (30ft movement), half that if you dash.
Or to simplify it, you walk a mile in 20 minutes (overland travel) so a quarter mile can be covered in 1/4 the time, so 5 minutes.
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1 hour ago, MysteriousMiller said:
@bwatford Ru is teleporting up and into combat...does that give her advantage or surprise? Don't wanna add unwanted rolls
Advantage
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The world lore continues to evolve at a very rapid pace…
New lore added for Silyōna (Heavens), Nülda (The Pit), The Dreaming (the Fey Mirror), and The Bleak Gate (the Wraith Mirror).
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Thanks for the application, I have marked them as completed.
Good luck in final selection.
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29 minutes ago, 8w_gremlin said:
The telepathy is 100 feet, but is the senses only that range or is it further?
100 ft for either.
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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/
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New lore has been posted about the Darklands (the Underdark of Elissar)
Lands of Elissar - Myth-Weavers
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With three players stepping away, I declare this game as finished as it only leaves two left.
I neither have the time or desire to fight for a game that players simply do not have the desire or time to play in.
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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. -
New lore added on The Sundering and the fall of the elven kingdom.
The Fall of the Elven Empire - Myth-Weavers -
Please post any purchases made in the market here.
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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 / 2,700CASSANDRA 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 / 2,700COPPER 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 / 2,700CHARACTER #4 Not in Use!!!
CHARACTER #5 Not in Use!!!
CHARACTER #6 Not in Use!!!
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6 minutes ago, Harding said:
March? You meant May, right?
yep, brainfart
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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.
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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
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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.
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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.
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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...
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 CYLingering 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).
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: 1/1SUNNY Hit Points: 15/15
Hit Dice: 1/1
Rage: 1/2 *L
DM Inspiration: 1/1THODIN 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
Otari Gazetteer
in Player's Guide
Posted
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.
Oseph 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.