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bwatford

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Posts posted by bwatford

  1. 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

     

     

  2. 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

  3. image.jpeg.6e2c0e136f0df5812ee99688a3dc909b.jpeg

    Dungeons & Dragons 5e with DM BWatford


    Baldur busied himself by stowing his morningstar and drawing his crossbow, positioning the bolt case and loading a bolt into the weapon in case he needed it shortly.

    Saara spun around, and with another hissing whisper and a pointed gesture from the bloodstained rod, she unleashed more power at the hatch. The force of her throw stirred the dust and shook the hatch upon impact, chipping away at the sturdy wood, but it would require more than that to breach the portal.

    Yaldiled approached the hatch, hooking her mace onto her belt before placing both hands on the hatch's underside. The woman didn't seem particularly heavy, and if this attempt failed, they could consider climbing the tower. She secured her warhammer and exerted herself, pushing against the hatch, but despite her efforts, it remained immovable.

    Amelia started to prepare her weave of the magical energies that surrounded everything, gathering them as she awaited her companions to clear the vicinity of the trapdoor.

    Ru emerged from the tower to assess the old mill's walls, gauging the difficulty of climbing to a window. Protruding stone blocks jutted from the slightly tilting structure, suggesting the climb would be a moderately easy challenging to reach the window.

    Moments later, the door above swung open again, unleashing two more blasts of energy towards Yaldiled. The first blast grazed her face, leaving a sharp sting as it passed, but she swiftly raised her shield to intercept the second one, which threatened to hurl her down the ladder with its formidable impact.

    The moment the hatch swung open, Amelis recalibrated the distance for her incantation. If she positioned it just beyond the portal, ensuring the upper floor fell within the blast radius, it would be perfect. Above the trap door, a point in space began to warp and shift, colors swirling and bending, interlaced with strands of purple and black. Then, a sudden keening sound, reminiscent of a large, discordant bell, filled the air as a shockwave burst forth from that point, engulfing everyone on the upper floor near the trap door.

    The building trembled, teetering on the brink of collapse as the energy surged through it. The two women at the top bore the full force of the explosion; one was hurled against the wall and perished immediately, while the other sustained severe injuries. Additionally, the blast significantly compromised the trapdoor, and although it wasn't entirely destroyed, it would no longer serve effectively to cover the opening.
     

    BLOOD ON THE CROWN

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

     

    WE ARE IN COMBAT

    Scene Information: Everyone is up. Round 4.

    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 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

     

     

  4. 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.

  5. 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....

    Titbbbble

    ContentTest


    Won't float either.

  6. 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.

  7. 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.

  8. image.png.04aa7f94b0b5dee69995db088834e1c0.png

    Dungeons & Dragons 5e with DM BWatford


    As they ventured deeper into the pass, Question scoured her database for additional information on the Balvonians, but her search yielded no results. In fact, this mountain range wasn't recorded on any map in her database. Scanning the area, the range stretched as far as the eye could see in both directions, which was incongruent when she attempted to overlay the data onto a known map. By all accounts, a mountain range of this magnitude shouldn't exist without representation on the map. She dedicated the better part of the day to rationalizing this anomaly. Perhaps the disruption in the ley lines also caused spatial distortions, and possibly temporal ones as well. She would require more data before she could formulate a further hypothesis on the matter. To be frank, many of her systems were struggling to operate amidst the intense disruptions of the magical forces permeating Midgard today. She sensed the ley lines shifting frequently and erratically, as they did in the Waste, yet they shouldn't be this volatile so soon.

    The path appeared safe and stretched onward as far as she could ascertain. For how long, she couldn't determine, as her navigational instruments were no longer reliable. The absence of rockslide indicators was the sole positive detail her computations had confirmed.

    Meanwhile, Zelda's experience was quite different. Each morning, she dedicated the first moments to focus and concentrate on erecting her protective ward for the day. She was no stranger to the disruptions caused by the Waste, but todays were exceptionally potent, and it took her more than just a few minutes to complete her spell without the chaotic energies present altering her magical weave. Her concern grew; even with intense focus, she wondered how long it would be until chaos ensued. She had witnessed the consequences firsthand: once, when casting a simple detection spell, she inadvertently blasted her teammates with a color spray, a spell she had never learned. On another occasion, while casting her daily protection spell, she unexpectedly burst into an inspiring song for a brief moment. She shrugged it off in front of her companions, but it was indeed, unintended.

    Without a standardized marching order, Noodle frequently ended up nearly a hundred feet ahead of the group in a forward scouting role, while Willowveil often stayed closer to Noodle than the others, searching for any rare plants or herbs that might be growing in the area and could be influenced by the surrounding chaos.

    pngtree-autumn-forest-mushrooms-png-image_13321623.pngThis left the other companions free to roam within the formation; the Pass had been sufficiently wide up to that point. However, as daylight began to wane, they discovered their sought-after landmark, courtesy of Noodles' sharp vision. To the right, just beyond a cluster of boulders, lay a narrow trail veering away from the pass and into the mountains. According to the cave wall drawing, this concealed path would lead them to the ruins they sought. Yet, with the day's light exhausted, they would have to settle here to make camp.

    While the others were busy setting up camp, Zelda enlisted Willowveil's help to forage, a task made challenging by the mountainous terrain. She was grateful for the assistance; with scant wildlife around, mushrooms became their meal of choice. Willowveil identified the finest specimens, at least the ones that did not look to be tainted by the chaotic energy of the region. While Zelda busied herself gathering them. Before long, they returned to camp, where Willowveil prepared a batch of stew with their finds. They had sourced water from a nearby cold mountain stream, although it was noted that it had dwindled to a mere trickle. Anything other than a direct sourced spring would likely be tainted by the environment.

    With everyone fed, they prepared to settle down for the night, using the boulders around them as cover from the howling winds that whipped through the pass.

     

    AS ABOVE SO BELOW

    spacer.pngspacer.pngBalvonia Pass
    Unknown distance from the Badlands
    7:00 pm
    Day 1

    LEY LINE DISRUPTION 93%

    * 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 93% chance today of an unpredictable result.

    Scene Information: Now is the time to set a standardized marching order as well as a watch order that allows everyone to get at least 8 hours of rest. Full light in the region is roughly from 6am - 6pm.

    Mana Waste: After a full day's march into the pass (24 miles) you technically should have crossed into the desert waste about 4 miles back but all you can see around you are the mountains still. So, your actual proximity to the Waste is technically unknown.

    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

     


  9. 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.

  10. 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

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. @Neopopulas @saithor

    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.

     

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