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Posts posted by bwatford
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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.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: 1/1SUNNY 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 -
37 minutes ago, Ayeba said:
I find the later so unbelievably powerful I think it honestly deserves a hit with the nerf bat, but that's may just be me.
Not just you, in Advanced 5th Edition Level Up, it got the nerf bat. It didn't change the spell but it did add a cost to it.
(piece of thatched roof woven into a dome and a sculpture of a protective deity worth 200 gold, consumed by the spell)
I will be moving to A5e fully going forward. I believe this one will be my final o5e campaign. lol
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Ley Line Effect
Each ally within 20' of you gains resistance to psychic damage type for the rest of the encounter. So basically, no effect here.
And the Dice tutorial is here:
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Here is a more rudimentary picture without all the fancy map lighting. Basically, two 10-foot patches of brown mold.
btw, you guys are on the list to get an update in the morning (Thursday).
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Bookkeeping
PASSIVE PERCEPTION Ru'ath 18 | Baldur 15 | Kythera 14 | Amelia 13 | Yaldiled 13 | Saara 10
INITIATIVE ROUND 4
PC's
Witchservant Cultist
MECHANICS AMELIA
Used one 2nd level spell slot. (2 of 3 remaining)SAARA
Has 5 temporary hit points.YALDILED
Takes 2 hit points of force damage from Witchcult Servant #1's Eldritch Blast
Has 21 of 38 hit points remaining.TOBRON
Is prone.
Is unconscious.TRAPDOOR
Takes 6 hit points of damage from Saara's Eldritch Blast.
Takes 11 hit points of damage from Amelia's Shatter.
Has taken a total of 17 hit points of damage.
Is critically damaged.WITCHSERVANT CULTIST #1
Takes 5 hit points of thunder damage from Amelia's Shatter.
Has taken a total of 5 hit points of damage total.
Is heavily wounded.WITCHSERVANT CULTIST #2
Takes 11 hit points of thunder damage from Amelia's Shatter.
Has taken a total of 11 hit points of damage total.
IS DEAD!!!CONDITIONS SAARA
Form of Dread (7 rounds remaining)
Is immune to the frightened condition.DESCRIPTIONS FORM OF DREAD
Once on each of your turns, if you hit a creature, you can force it to make a Wisdom saving throw (DC 15). On a failure, it is frightened of you until the end of your next turn.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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13 minutes ago, Newcomer said:
Oh, and I can also cast alarm as a ritual, which can help us with the watch-taking. I suppose I should establish my end-of-day procedures: cast goodberry, ritually cast alarm, and possibly cast create or destroy water. I'll use bonus actions to aid those castings.
How do ley line disruptions and ritual casting interact?
Ritual spells risk the same effects as if you used bonus action. So today they have a 46% chance of a mishap. You don't need create water today so if you are going to cast two spells, just roll the chance here, anything 46 and below will trigger, and I will determine what effects happen.
It is best to limit spellcasting on "stormy" days. -
@8w_gremlin you can not travel and rest at the same time. It is not a light activity. There is however about 12 hours of daylight each day and the group can only travel 8, so i am sure a few resr each day during travel is normal.
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15 minutes ago, Ayeba said:
Jokes aside, that sounds a lot more fun than what I thought the disruptions meant. I thought there was a 93% chance of the spell just not working. Thanks for letting us know.
It is the chaos causing weird effects.
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31 minutes ago, Dybrar said:
The title pretty much says it all. If you manually add the align="right" attribute to a fieldset legend element, the legend will be aligned correctly to the right in the preview window, but it'll be back in its default position on the left when the post is made or the edit saved (and the aforementioned attribute will have been entirely discarded from the HTML source).
Let me try floating it....
Won't float either. -
11 minutes ago, Ayeba said:
A question regarding the lay line disruptions: Does this effectively make reaction spells unusable? You can't exactly spend a bonus action as part of the reaction to stabilize a spell.
It does not, most of the time the spell will go off regardless, a ley line disruption causes wild effects, usually in conjunction with the spell.
Right now, it is extremely high at 93% chance, with a bonus action it reduces it to 46% chance. (I have already checked for Tiny Hut, and no weird phenomenon has occurred.) But the 93% chance is not every day. It is like the weather, tomorrow may have a much lower instability.
There are over 200 possible side effects, so it should be interesting when they occur. A bonus action always reduces the chance by half. Reaction spells like shield, counterspell, etc. have the full chance.
Instabilities can be anything from a bouquet of flowers appearing, or the spell effects being maximized, or the spell failing or a werewolf being portaled in. About 35% of the effects are good, 35% bad, and the other 30% are just effects that are neither good or bad.
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1 hour ago, Ayeba said:
The difficulty levels don't tell me a whole lot, so I went with Hard based on one reason: If a GM does his best to kill a player character, it's really easy to do so. Even a moderately challenging encounter can quickly turn lethal if all the monsters focus their damage on a single target rather than spreading it around. Maybe not the tough, heavily armored paladin, but there are other party members that are plenty squishy -- myself included. It is possible to make a tough as nails wizard (starting with a level of artificer will do wonders), but I've not built Question to be particularly tough.
Looks like the hards have it, the module itself has the two modes so just wanted to let the group decide which way they wanted to go.
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Please make sure that your name or picture in your posting template links back to your character thread. Thanks.
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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 -
I have put up a very important poll for all six of you.
Difficulty Level - Game Threads - Myth-Weavers
I am going to move us forward shortly by a day of travel, should not change the current narrative too much but will move us closer to our objective.
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A WORD OF WARNING
Rultmoork is a challenging and deadly adventure intended for veteran players. Only the truly skilled and fearless should dare venture into this place. Rultmoork’s challenges are complex and lethal.
Some groups enjoy the constant looming threat of character death, of genuinely hard and brutal challenges. For these groups, the Hardcore Mode option will increase the individual challenges of Rultmoork even further.
Make your selection.
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8 minutes ago, scootloops said:
I have extra water skins on Taborlin and I did plan on using Sanaa to help carry supplies. She can hold about 540 lbs if no one is riding, so we could get away with a barrel of water. Sanaa is thankfully a spirit creature, so we don’t need to feed/water her.
I’ve got about 60g left to spend on supplies. I’ll probably up my ration count a bit
Probably need to grab it some saddlebags
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Each person needs two full waterskins a day in your location. Foraging has not been an issue as of yet as you are on the edge of the waste.
But it might become an issue.
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29 minutes ago, Newcomer said:
@bwatford For this campaign, is there an assumption that we are strictly delving into the dungeon as far as we can, or are we free to travel back to civilization in between things? I recognize that traveling to civilization would be quite a trek, either way, so I'm not suggesting frequent pit stops.
On a related note, may I retroactively adjust my equipment, spending most of my remaining gold on the rare inks needed to scribe new spells into my spellbook? Or would you rather hand-wave that and just spend the gold when we add the spells?
Traveling back is up to the group.
You need the inks, so you can adjust your equipment if needed. Plenty early.
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3 hours ago, Basil_Bottletop said:
How widespread is the brown mold? It kind of looks like it's at the 'doorway' of the map, but that could also be a fun lighting effect.
That's the mold
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55 minutes ago, saithor said:
Yaldiled will spend her next round moving away from the trapdoor, sorry for the inconvenience
You'll be able to post it as soon as the bad guys go. I just need to know what Amelia is doing if she isn't casting the spell yet so i can process the round.
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2 hours ago, Neopopulas said:
Its only a 10ft radius, so we don't have to move too far away, i was hoping Yaldiled would be prepared to move, do you want me to add a post to warn her?
The problem is he climbed the ladder which requires 20 feet of movement to climb 10 ft. Then used his action so doesn't have the movement left to clear the space. The ceiling is only 10 feet high and the room only 15 or so feet in diameter. So 10 foot radius in every direction from the trap door is basically most of the room. As a 10 foot radius is 20 feet across total.
Just trying to keep the action economy right.
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1 hour ago, Ayeba said:
@bwatford Can I use the header right above instead? Trying to avoid the apparent problem with quotes inside fieldsets.
Sure, my template is just a suggestion.
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16 minutes ago, Wizard of the Coat said:
I think I'm good with the briefing scene with Racine. I don't have any more questions. Does anyone else have any questions for her?
Moving forward, it looks like we need to purchase supplies from the black marketeer guy, and get advice from the Clockwork King. If the rest of you are ready to move on, let's let Billy know.
I didn't move us forward because only a couple players posted, so wasn't sure if we were done with the scene.
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With Yaldiled spending her turn to climb the ladder and try the door, you guys are aware she will be within the range of the Shatter spell this round, correct?
Just wanted to make sure you guys are aware before I process the turn.
It is a 10-foot radius sphere, so that is 10 feet out from the trapdoor in all directions, so will reach from ceiling to floor likely shattering the ladder, hurting Yaldiled, and probably killing the unconscious farmhand. Also leaves just about everyone in the chamber within its bubble as well.
OOC Chat: Chapter 1 - As Above, So Below
in Game Threads
Posted
No, its fine for use here. You may need it. lol