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bwatford

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Posts posted by bwatford

  1. 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!!!

     

     

  2. 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.

     

  3. 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

  4. 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

     

     

  5. image.png.04aa7f94b0b5dee69995db088834e1c0.png

    Dungeons & Dragons 5e with DM BWatford


    After a rather quiet night among the stones, the group awoke to a much more stable environment. The arcane storm had passed, and the disruption was significantly lessened today. Following a quick meal, they packed their gear with purpose as they prepared to embark on the narrow trail leading into the heart of the mountains.

    The trail, much narrower than the pass, often wound around large boulders rather than over them, limiting visibility to just around the next bend, while at other times, one could see for miles. As Noodle once again assumed the lead, he pondered the origins of the trail; it seemed to have been carved by a stream or creek bed, now long dried up, which made sense. He also wondered if Question, the automaton, was arriving at the same conclusions.

    After collecting a few soil samples, it was Deidre who trailed the scout, who confirmed the hypothesis to be correct. They were indeed tracing the path of an ancient creek bed.

    Over the next few hours, they trekked across the rugged terrain, eventually rounding a bend to pause for lunch and a brief rest. The terrain proved to be much more challenging than the pass, with the uphill climb taxing their legs, while at other times, it was a downhill journey, one could say.

    During the break, Noodle and Deidre quickly noticed the slender, towering rock formation in the distance. It seemed to be their destination, still about half a day's journey away. If it was indeed the lost outpost depicted in the cave drawings, it promised to be a remarkable discovery.

    The sight of it invigorated the group, adding a briskness to their pace as they drew nearer to the distant structure. A few hours later, the old creek bed opened into a vast valley flanked by steep cliffs, a landscape that might have once been a gorge. Here, they beheld the spire, a daunting pillar stretching into the clouds. Question swiftly calculated and informed the group that the spire stood at an astounding height of 3000 feet. Give or take a few for agreed upon variances.

    Noodle swiftly noted the structure's flat top and the weathered stone bridge appearing to link it with the eastern cliffside. As the group approached, they realized daylight would fade within hours, yet they continued as close as possible.

    The structure was a marvel; its enduring stance, remarkable height, and sheer presence raised numerous questions.

    Noodle halted the group roughly a quarter mile from the base of the spire, observing that they were exposed in the valley and darkness would soon fall.

    The most straightforward route involved scaling the eastern mountain to cross the weathered stone bridge leading to the summit of the spire. Question promptly contributed her usual data analysis. The ascent from the valley to the bridge via the narrow, zigzagging path up the mountain would require two days, posing a significant challenge due to the steep incline and reduced oxygen levels. However, if they opted for a slower pace, extending the journey to four days, the climb would be considerably less demanding. Nonetheless, the automaton expressed skepticism about finding any sustenance during their hike. She also warned that they would probably reach the snowline before arriving at the bridge. 

    At that moment, Noodle noticed a mysterious gleam at the base of the spire. The setting sun cast the perfect light on it, but the gleam vanished as the sun dipped below the horizon, likely from something metallic.

    The group needed to set up camp in the open. They faced a decision: begin the mountain climb at dawn or investigate the shiny object at the spire's base that caught the sunlight.

    Choices lay before them...

    spire.webp.04ca58e487901d1b89bdf7e50f7dc841.webp

     

    AS ABOVE SO BELOW

    spacer.pngspacer.pngRultmoork
    Unknown distance from the Badlands
    5:00 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 one hour of daylight remaining.

    Active Maps

    Not in Use!!

    Bookkeeping

    PASSIVE PERCEPTION

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

    INITIATIVE

    Not in Use!!

    MECHANICS

    Not in Use!!

    CONDITIONS

    Not in Use!!

    DESCRIPTIONS

    Not in Use!!

    DEIDRE O'CEALLAIGH

    Hit Points: 47/47
    Hit Dice: 5/5
    Hex: 1/1 *L
    Misty Step: 1/1 *L
    Spell Slots: (+7, DC 15) *L

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

    DM Inspiration: 1/1

    LYNESTRA "ZELDA" VORAMMAS

    Hit Points: 29/29 (fey ancestry)
    Hit Dice: 5/5
    Arcane Recovery: 1/1 *L
    Natural Recovery: 1/1 *L
    Wildshape: 2/2 *S
    Spell Slots: (+7, DC 14) *L

    • 1st Level: 4/4
    • 2nd Level: 3/3
    • 3rd Level: 2/2

    DM Inspiration: 1/1

    "NOODLES" GOBLINFRIEND

    Hit Points: 38/38 (gnomish cunning)
    Hit Dice: 5/5
    Psionic Power: 6/6 (d8)
    Prescience Roll: (5) 1/1
    Spell Slots: (+4, DC 12) *L

    • Feather Fall: 1/1
    • Augury: 1/1

    DM Inspiration: 1/1

    QUESTION

    Hit Points: 32/32 (automation)
    Hit Dice: 5/5
    Accelerated Healing: 1/1 *L
    Arcane Recovery: 1/1 *L
    Portent Roll 1:
    Portent Roll 2:

    Spell Slots: (+8, DC 16) *L

    • 1st Level: 4/4
    • 2nd Level: 3/3
    • 3rd Level: 2/2

    DM Inspiration: 1/1

    TABORLIN SOOTHSONG

    Hit Points: 44/44 (divine health)
    Hit Dice: 5/5
    Channel Divinity: 2/2 *L
    Divine Sense: 4/4 *L
    Lay on Hands: 25/25 *L
    Spell Slots: (+7, DC 15) *L

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

    DM Inspiration: 1/1

    WILLOWVEIL

    Hit Points: 38/38
    Hit Dice: 5/5
    Spell Slots: (+7, DC 16) *L

    • 3rd Level: 2/2

    DM Inspiration: 1/1

    CHILD OF THE BRIAR
    Hit Points: 50/50 (Vulnerable fire
    Hit Dice: 20/20

     

  6. 11 hours ago, Neopopulas said:

    And i think we're done. Always dread level 1 characters lol

    At least you have a few more choices in A5e than o5e. lol

    Thanks for the application.

    Good luck in final selection. Oh and her name isn't in the application, still says NAME.

  7. Thanks for the application. I adjusted the token size and position for you in the posting template (double click on a picture to bring up the editor to size and float it).

    It also looks like you might benefit from using the clone function to copy another post which keeps all the formatting.

    Application looks good, all the pieces are there. I have marked him as completed.

    Good luck in final selection.

  8. Thanks for the application, I have marked Seyeth as completed.

    One thing of note is, be careful how you throw around the words divinity and celestial in this particular setting.

    While there are no direct gods per say, what most refer to as angels, or demons are all the same race of beings known as the Valya (of course most would not know that). Some say angels and demons live amongst men and your heritage may bring this blessing/fear to life in some NPC's, especially those claiming worship of certain Valya.

    Most people believe that "heaven" is across the ocean, and "hell" is deep in the earth and have a very superstitious nature about them when it comes to those things. While true "gifts" like spellcasting clerics and priest are very rare. Most are nothing more than fanatics to a being that doesn't care or are con men and charlatans.

    Seyeth would be of Valya blood, at least somewhere in his recent past lineage a Valya mated with a distant relative. That bloodline has manifested in Seyeth for whatever reason.

    Good luck on final selection.

     

  9. 3 hours ago, Dixi said:

    Ah! So, Discord is officially part of the game.

    Ok, no ropes.

    You have plenty length of rope to get to the egg, the issue was that an unseen servant would set the mold off, and it only has 1 hit point and because of the item being small boulder size and egg shaped it would need a complex cross tie that a single mage hand could not pull off. Now you might be able to do it with two mage hands, but you would still have to get pretty close to be within 60 feet (every other diagonal is 10 feet). It was also mentioned that if it is an egg, pulling it off the stand may break it.

    The only reason it was answered on discord is because that is where the question was asked. I thought everyone was on there. Sorry if that was not the case.

  10. Based on my experience, maintaining a full sandbox game in play-by-post (pbp) is challenging due to decision paralysis. When presented with numerous options, players often engage less and take more time to act.

    A pseudo-sandbox approach, offering limited choices such as A, B, or C, tends to be more effective than an open-world format. In many cases, the mere illusion of choice is just as effective. For instance, whether players choose option X or Y, both lead to event 2. This approach also simplifies game planning.

    I tend to prefer AP's with DM modifications to suit the party build or to incorporate character elements.

  11. image.png.34bff1148e6a64eaf2c077db501c874d.png

    Dungeons & Dragons 5e with DM BWatford


    spacer.pngAs Thodin alerted the group to the danger, Allera was preoccupied with devising a solution to their predicament, one that was currently just beyond their grasp, both literally and physically.

    Simultaneously, Riffraff edged just enough to peer down the opposite way, with Armando closely following. The vast area to the east remained devoid of anything, yet the northern part of the chamber was still out of sight. However, Riffraff noticed an alcove on the eastern side of the central pillar.

    The east face of the central pillar featured a niche running from the floor to the ceiling. The niche's walls are fitted with pegs, some vacant, others holding ancient architectural tools. On the niche's floor rest two large drain grates, their purpose as yet unclear.
     

    THE WHISPERING CAIRN

    The Cairn Hills
    (Two hours E of Diamond Lake)
    8:17 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.

    THODIN
    Has a torch lit (55 minutes remaining)

    DESCRIPTIONS

    Not in Use!!

    ALATIA CARNWHEAT

    Hit Points: 10/10
    Hit Dice: 1/1
    Warding Flare: 3/3 *L
    Spell Slots: (+5, DC 13) *L

    • 1st Level: 0/2

    DM Inspiration: 1/1

    ALLERA LORABELIS

    Hit Points: 8/8
    Hit Dice: 1/1
    Arcane Recovery: 1/1 *L
    Spell Slots: (+6, DC 14) *L

    • 1st Level: 1/2

    DM Inspiration: 1/1

    ARMANDO RAILWALKER

    Hit Points: 9/9 (gnome cunning)
    Hit Dice: 1/1
    Pact Magic: (+4, DC 12) *L

    • 1st Level: 1/1

    DM Inspiration: 1/1

    RIFFRAFF

    Hit Points: 5/9
    Hit Dice: 1/1
    DM Inspiration: 1/1

    SUNNY

    Hit Points: 15/15
    Hit Dice: 1/1
    Rage: 1/2 *L
    DM Inspiration: 1/1

    THODIN EVERSHARP

    Hit Points: 13/13 (RESIST: poison SAVADV: poisoned)
    Hit Dice: 1/1
    Divine Sense: 3/3 *L
    Lay on Hands: 5/5 *L
    DM Inspiration: 1/1

     

     

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