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bwatford

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  1. Reminder: Less than 48 hours to finish up applications before the final selection. Good luck everyone.
  2. Reminder: Less than 48 hours to finish this up before final selection.
  3. Reminder: Less than 48 hours to finish this up before final selection.
  4. Reminder: Less than 48 hours to finish this up before final selection.
  5. Reminder: Less than 48 hours to finish this up before final selection.
  6. Reminder: Less than 48 hours to finish this up before final selection.
  7. Reminder: Less than 48 hours to finish this up before final selection.
  8. Reminder: Less than 48 hours to finish this up before final selection.
  9. Thanks for the application, I have marked her as completed. Good luck in final selection.
  10. I am currently in the process of working more on NPC dialog and accents. Both here and in my live games. Trying to write more descriptively with better word selection and emphasis, rather than just typing it out and hitting post where all the NPC dialog sounds the same. Of course I am working on my writing skills as a whole, it's one thing I feel needs improving. I do find for my live games if I write out a few lines of dialog the way the NPC should talk in my mind before the game it is easier to do it in person if you are looking at those lines/notes.
  11. Dungeons & Dragons 5e with DM BWatford "Zespara...would you know the routes of dwarves in the Underdark?" Hachilah asked as she reached out with her mind to the sword at her waist. "The Great Underground Highway is the path they would take," the sword responded. "By dwarven standards, it's vast and spacious, nearly 30 feet in height and width. Despite its age, its craftsmanship rivals or surpasses modern architectural wonders. It stretches about 300 miles eastward, leading to Mithral Hall. Dwarvish runes etched into the walls serve as mile markers, indicating the distance traveled." Zespara suddenly became aware of her rambling and ceased speaking abruptly. Then Hachilah cleared her throat and thought to Racine instead. "What makes you believe we are capable of succeeding where dwarven warriors may have failed?" Racine responded, "Frankly, and to be honest, you are our best—and indeed, our only—hope of recovering the gemstone. That makes you the prime candidate to at least attempt it." "We'd need a lot of detail on what this gemstone is," Andraste mentally telegraphed to Racine, "as well as details about how this envoy was supposed to make contact and navigate the Underdark. If we're to retrace his steps, we need to understand the steps." Racine replied, "The information within the resistance network is highly compartmentalized to prevent one cell's compromise from affecting another. As a result, most information is restricted. Therefore, I don't know the name of the contact; I only know he's a male dwarf. What I do know is that he was traveling on an abandoned underground highway connecting Mithral Hall to the Mirabar mines." “I can guide you to the mine’s threshold, situated roughly fifty miles to the northwest of Mirabar. The true challenge, however, is the sealed grand entrance to the mines. Yet, considering your ties to the Clockwork King, it’s whispered that he possesses a master key capable of unlocking those formidable doors. Given his prior cooperation in our mephit dilemma, he might be inclined to assist.” “Once you’ve gained entry to the mines, your path is straightforward: trace the forsaken highway leading to Mithral Hall, and there, amidst the echoes of ancient hammers on anvils, you’ll hopefully find the dwarf. That’s the extent of our knowledge.” Copper was fascinated by Lapiz' description of Zain. He sounded like her kind of of scapegrace. "So, wait a minute... this Zain fellow is part of the resistance? Or is he just a black marketeer?" "Zain is not a member of the resistance; his loyalty is to greed," Racine replied. "However, I don't believe he would betray his top customers. The resistance's existence has been quite profitable for him. Why would he bite the hand that feeds him?" The Copper added "Are you saying the envoy carrying this super important package was traveling alone through the underdark? And if he's been missing twelve days, does that mean he's overdue twelve days or are you in communication with someone at the other end, and this guy left them twelve days ago, but he's only a few days overdo? And while we're talking about travel time, how many days travel was the envoy's journey from underdark to here?" “The identity of the courier’s companions remains unknown to me, as does their exact starting point on the desolate highway. However, it’s certain they’re twelve days behind schedule. The highway stretches for 300 miles from here to Mithral Hall. Among all the dwarfholds along the Sword Coast, Mithral Hall has endured the greatest tribulations. With Tiamat’s resurgence, she commanded the resurrection of Shimmergloom as a dracolich. This malevolent shadow dragon, once the tyrant of the hold for ages, unleashed his vengeance without mercy, seeking retribution for his demise. Now, the Cult of the Dragon holds sway over the Hall. It’s likely, then, that the courier set out not too far from here, and not from Mithral Hall itself.” Racine concluded. MIRABAR On the 4th Day of ChessMarch in the 5th Year of Vecna's Reign 11:47 am Day 2 Scene Information: Active Maps Not in Use!!! Bookkeeping PASSIVE PERCEPTION Mara 15 | Cassandra 14 | Copper 13 | Hachilah 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!!! HACHILAH Hit Points: 30/35 (danger sense, resist: fire) Hit Dice: 3/3 Rage: 2/2 *L Reach the Blaze: 1/1 *L DM Inspiration: 1/1 Experience Points: 900 / 2,700 MARA Hit Points: 24/24 Hit Dice: 3/3 Ki Points: 1/3 *S/L DM Inspiration: 1/1 Experience Points: 900 / 2,700
  12. I have a pretty standard process. I first look at the mechanics of the class chosen and sort each character into a category (front line martial, secondary martial, arcane, divine, skill monkey, or general support) as this is the ideal spread for a group, even though we might not always get it. It also gives me the ability to work on chunks of applications at a time. After that I evaluate the following using a point system. 1. Art (I evaluate the character portrait chosen, does it fit the character, does it fit the setting, etc.) I score art for 1-5 points. 2. Layout (I evaluate the application layout, since most use my template now, this is usually a non-factor) 3. I read, then reread, then evaluate the backstory of the character. Looking for writing style, how well it fits together, how it fits the character, is it cohesive and within the limitations of a 1st level character? I do hate backstories that say the character has accomplished great things but yet have 6 hit points and no skills as of yet. The backstory earns anywhere from 1-30 points. 4. Flourishes (I look for anything extra that might have been added that went beyond what was asked, extra art, npc's, etc. 1-5 points added for that. 5. I then look at the character overall, as a whole and how well they are tied into the setting and makes sense to be where the story starts. 1-5 points added for that. 6. Then I look at the player, posting history, how long they have been on MW, other games they are in, writing style in other games. etc. 1-5 points is awarded for that. After I have everyone scored, I look at applications in the different categories for the highest scored apps. Pull one each from each category if available. Then I put them side by side and ask myself how they feel as a team, can they work together? Conflict areas? RP potential, etc. I then might need to swap out the highest score in a category for another applicant that scored below them for team cohesion. There is also the times where I have several extremely good applications within the same category that I might grab two out of it and drop one of the others. It is a juggling act, but one I have done many times now. So its a pretty quick process overall. Takes a couple hours to do depending on the number of apps and how close the scores are.
  13. Dungeons & Dragons 5e with DM BWatford Despite the darkness, Riffraff could still discern the creature and hurled a stone, sidestepping to avoid the trajectory of Alatia's spells and Armando's erratic crossbow bolts. Thodin alerts his companions to the creature's location for them to target, as he swings his warhammer back towards the beast. The hammer strikes the creature's rubbery flesh, producing a dull thud. Temporarily blinded, Sunny clenched her eyes shut, focusing inward. A tingling sensation crept up her spine, heightening her senses to an extraordinary level. The indomitable warrior advanced, her arm swinging with might… only to awkwardly pat one of the statues spewing forth storms. Clearing her mind, she peered into the gloom. Allera’s eyes could discern the form of the beast, yet the tome had deemed it untouchable. Undeterred, she engaged in a mental duel with the beast’s hive mind. Her consciousness brushed against several within the collective, failing to inflict harm but succeeding in sowing seeds of confusion. Armando clenched his hand, thumb jutting out towards the shadowy figure. Even shrouded in darkness, his assurance was palpable. With a swift gesture, his fingers splayed, releasing a stream of cobalt flames from his hand, accompanied by a sound reminiscent of water forced through clenched teeth. The surge of power struck the entity, severing a writhing appendage that thudded to the earth, its movements stilled. For now, the danger had passed. THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of ) 8:07 pm MoondayMonday the 9th of ReapingJuly, 595 CY WE ARE OUT OF COMBAT 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 Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE Not in Use!! MECHANICS MINOR MALLEABLE Takes 7 hit points of bludgeoning damage from Riffraff's sling. Takes 5 hit points of bludgeoning damage from Thodin's warhammer. Takes 4 hit points of psychic damage from Allera's Mind Sliver. (reduced to 0 immune) Takes 2 hit points of force damage from Armando's Eldritch Blast. Has taken a total of 34 hit points of damage. IS DEAD CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. 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. 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
  14. Good catch, bookkeeping updated. Not sure where the 32 came from.
  15. Just create a private thread for just you, then others can not see it. Controls are at the bottom of the first post in the thread.
  16. About four days to go on this one... lets get those applications finished up.
  17. Dungeons & Dragons 5e with DM BWatford Sunny charged ahead, clutching her lute by the neck and striking the creature senseless with a grim chord. For a moment, it seemed as though the writhing anomaly was ensnared in the strings, yet she was unable to extricate the stricken mouse-man. Three darts of magical force, glowing with energy, whizzed past Thodin and struck the creature, sinking into the massive flesh. Allera acted on instinct, launching the attack even before her mind fully grasped the situation. The darts tore through the flesh, ripping and shredding as they burrowed in. Alatia pushed off the wall, steadying herself before lifting her shield, emblazoned with Pelor's symbol, towards the creature and Riffraff. She began her prayer, and as she uttered the final incantation, she placed her hand on her companion's back, transferring her healing energy into him. With a squeal, Riffraff came to, conscious of the fleshy maw that had seized him. He squirmed free and retreated, the creature lashing out again in an attempt to reclaim its catch. As Riffraff moved beyond its reach, he shook the slime from his ears and drew his sling, preparing to retaliate. Armando scrambled to ready his crossbow, his hands trembling and vision blurred. He aimed but couldn't find a clear shot due to the throng of people surrounding both the ratfolk and the beast. It was at that moment he understood that not seeing the creature in full clarity was more terrifying than its initial emergence. The fleshy mass moved across the floor, its segments tumbling and turning over each other, leaving a trail of marred flesh in its wake. Upon reaching the hallway, it directed its attention towards the cleric—was it her frailty it sensed, or her restorative aura? Regardless, it lashed out with a fleshy appendage, but Alatia was prepared, deftly stepping aside and evading the tendril's strike entirely. Its next act was as impressive as it was swift; the creature scooped up the yellow lantern at Alatia's feet and absorbed it into its mass, extinguishing the light. Darkness enveloped everything and everyone. The entity was more intelligent than they had anticipated. Then, a chorus of voices resonated within their minds, voices that was unmistakably non-human, gravelly in tone, declaring, "Resistance is futile. You will be assimilated into our superior form." THE WHISPERING CAIRN The Cairn HillsThe Cairn Hills refers to the rolling hills and valleys surrounding Diamond Lake, and they are rife with hundreds of burial sites and ruins, the remnants of a civilization long forgotten. Local youth like to dare each other to explore various cairns as a rite of passage, though they have to evade the roving patrols of soldiers from the Garrison and The Bronzewood Lodge to do it. Every decade or so, someone comes across an undisturbed cairn and lives to tell the tale. (Two hours E of ) 8:07 pm MoondayMonday the 9th of ReapingJuly, 595 CY WE ARE In COMBAT Combat. Everyone is up. 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 Bookkeeping PASSIVE PERCEPTION Alatia 18 | Riffraff 15 | Armando 13 | Sunny 12 | Thodin 12 | Allera 11 INITIATIVE ROUND 2 Unidentified Creature PC's MECHANICS ALATIA Used one first level spell slot (0 of 2 remaining) ALLERA Used one first level spell slot (1 of 2 remaining) RIFFRAFF Gains 5 hit points from Alatia's Cure Wounds. Has 5 of 9 hit points remaining. MINOR MALLEABLE Takes 8 hit points of bludgeoning damage from Thodin's warhammer. Takes 3 hit points of bludgeoning damage from Sunny's lute. Takes 10 hit points of force damage from Allera's Magic Missile Has taken a total of 21 hit points of damage. Is heavily wounded. CONDITIONS ALATIA Has disadvantage on strength-based attacks, damage, checks, and saves. 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. 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
  18. Cassandra is not a good candidate for the mind-sharpened (chain shirt) Her current AC 19 (16 Chain mail +2 Shield +1 Defense fighting style) Her new AC with the Mind Sharpened chain shirt. 15 (13 Chain shirt -1 dexterity +2 Shield +1 Defense fighting style) Not sure that would want that sort of drop in AC.
  19. Riffraff doesn't have bonus action disengage.... yet. Cross your fingers it doesn't reacquire you on the AoO.
  20. We can fast track the purchases. Just let me know a final list of what you are buying and who is getting what.
  21. In combat it is 6 seconds per round (Combat Mode), outside of combat it is 1 minute per post (Exploration Mode) unless the group agrees to wait for x amount of time, traveling it is based on 20 minutes per mile. It isn't perfect but in general it works.
  22. And to be clear about the Detect Magic, it had not yet gone off as the ritual was not completed, you were four minutes into it when the creature struck.
  23. PC Alatia Carnwheat Human Cleric 1 AC: 15 (scale mail and shield) | HP: 10/10 | Initiative: -1 | Passive Perception: 18 Spell Slots: 1st 1/2 | Spell Attack: +5 | Spell DC: 13 Warding Flare: 3/3 | DM Inspiration: 0/1 Alatia sprang into action, her training had prepared her for this moment. Yet, in her weakened state, she moved hesitantly, lumbering forward with the lantern held aloft. She maneuvered past the fray, positioning herself just beyond and behind the skirmish flanking Riffraff. With a firm brace of her shield against the wall, she stooped to place the glowing yellow lantern on the ground at her feet. Pushing off the wall, she braced herself as best as possible and raised the shield high with Pelor's symbol facing the creature and Riffraff as she started her prayer.... "O Radiant Pelor, whose light heals all, Bless this soul with your warmth and call. Mend the flesh and soothe the pain, With your touch, let health regain." ... as she recited the final words, she extended her hand to rest upon her companion's back, channeling the healing energy from herself into him. Once completed, she stumbled backward, leaning once more against the wall for support. Mechanics Main Hand: Empty Off Hand: Shield Conditions: Disadvantage on strength based checks, saves, and attacks. Action: Cast Cure Wounds. Bonus Action: Your bonus action goes here. Move: SW, S, S (15 feet) Manipulate: Set lantern down at her feet. Reaction: Will use warding flare if attacked.
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