• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Adventure: Into the Wild

[sblock=OOC]Of course Song of Rest works; it's specifically for that.

Companion spirit doesn't apply to spending healing surge at the end of the short rest. These are neither powers or second winds. I don't find the wording confusing at all on that subject.

That being said, if you have some remaining healing spirit, majestic word or second winds at the end of the encounter, you can spend them before the short rest and use whatever legal bonuses you have available.

Note that Song of rest does NOT apply to these power based healings. It specifically applies to the Healing Surge spent at the end of the short rest (Those spent without a healer, basically). In fact, by definition, it is impossible to gain both Song of Rest and Spirit companion bonuses on the same healing surge since their trigerring conditions are the exact opposite (Healing Surge at the end of short rest VS Shaman healing powers and second winds).

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As an aside, I have no tolerance for double or triple short rest with the intention of using healing powers over and over again... The metagaming it involves is too much for me.

As far as I am concerned, short rests have no specific duration. It's just the time between the end of the encounter and the time you get up on your feet and move on. 30 seconds? 30 minutes? Don't care. It's one short rest.

As a matter of fact, using this interpretation means that when one of my parties storms a lair in three encounter, it takes barely 3 minutes, explaining why the defenses are not more organised.
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[sblock=Revised healing]With song of rest, Dante spends 2 surges to heal 22 and top himself off instead of 3 to leave him 3hp down. 3/6 surges is a bit better.[/sblock]
 

I'm fine with one short rest regardless of duration. 5 minutes is arbitrary at best. Except you rob yourself of the chance to get into new encounter after say three minutes and claim we didn't recover encounter powers, only hit points :)

Rocco is at max hp. Does anyone have that ritual that enables us to share surges? I remember reading it, but I cannot recall the name
 

[sblock=OOC] Comrades Succor is the ritual I believe, takes a surge to cast it and then anyone can donate surges to the pool to dish out to whoever needs 'em. However this doesn't matter because I don't have the ritual :uhoh:. I'll spend a surge and gain 13 hp back, 9/11 surges I think are left? [/sblock]
 

"Well done comrades," Renquist nods to each adventurer in turn. He sits off by himself, but close enough to hear Ibram's playing, binding his wounds.

When finished, he walks back to the group. "The melody is very soothing bard. It reminds me of more pleasant times..."

[sblock=actions] I will also spend one healing surge, bringing me to full hp. surges 11/13 [/sblock]
 

Dante/IronSky, you may need to take care next combat instead of getting battered. You have too few surges while we're almost full. Also, if you need to spend them we'll need extended rest, so don't be skimpy with dailies and action points. All of you.
 



The party march into the wild, on guard and wary. It has already been made obvious that this no ordinary forest. Soon they can't see the sun anymore over the trees canopy and the more alert heroes feel as if they are observed.

[sblock=Skill Challenge]
Wee, can't miss the chance for a skill challenge

Ultimate Objective: Don't die. Find some sort of (fey) civilisation.

Immediate Objective: Move Safely through the forest.

Pay attention, the immediate objective will change during the skill challenge, and with it the most appropriate skill to use.

12 success before 6 failures, DC:15

Challenge Skills: Stealth, Nature, Perception (Subject to change)

I.E.

Nature (1d20+8=10)

After 3 successes using those skills, stop rolling and wait for an update.


Aid Another:

Declare which type of skill check you are trying to use before rolling (preferably, state it in the IC rolls).

I.E.
Aid Another (perception) rolling Nature (1d20+8=10)

DC 10 if you are level 1
DC 11 you are level 2.
Success: +2 to the next PC who tries the appropriate skill check.
Failure: -1 to the next PC who tries the relevant skill check.

Bonuses are cumulative! You may get +4 or more in aid anothers. You are not forced to accept a bonus; you may chose to leave it for someone else. But you can't ignore penalties! The penalty applies to the next skill check (not aid check) no matter what skill is used, unlike bonuses which must be focused on a skill.

You can always roll an Aid Another check by using the same skill (I.E. Aid a perception check by rolling your own perception), but here you can get creative and use a different skill (I.E. Aid a bluff check with an insight check). The worst that can happen if your justification is weak is that I will deny the use of the skill and will treat the roll as if it had been made with the same skill that your are trying to aid.

I.E. 'I use my Religion skill to pray for good luck in stealth!' and then roll a X. I will say 'Nope'. And use roll X with your stealth modifier. So if you rolled well, you'll suceed anyway, otherwise, you fail.
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[sblock=Proceedings]We work in rounds. Once you have made a check, you can't make any more until everyone has made one check.

Remember that challenge skills will change so don't despair if you are useless during one segment.

Obviously, if unskilled, you are better off making a aid another check this round. In fact, since only 6 failures lose you the challenge, it's only smart to limit coin toss skill check.

But be careful! The challenge will only last 6 rounds no matter what. That's a maximum of 30 check. You need 12 success and may accumulate as many as 5 failures (the 6th being fatal). So obviously, if you fall into a pattern where four people aid so one person gets a +8 bonus, you will have almost no failures but you will still fail because you will run out of time. You are supposed to rely on aid another to improve your odds, but balance it well.
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Renquist stands as Namentah gets ready.

"While I am certain that we wouldn't be the victim of another surprise attack.... with us marching into unfamiliar lands without a specific direction, knowledge of the missing's whereabouts, nor any idea of the location of any potential benefactors... might I suggest perhaps I walk to the fore and perhaps the sturdy dwarf to the rear?"

And with that, Renquist marches into the woods.

"I'll keep my eyes straight ahead, perhaps allowing someone to more of an eye to our surroundings."

[sblock=actions] Aid perception roll: 1d20+3 → [11,3] = (14) Roll Lookup . So someone can take the +2 perception aid this round. :) [/sblock]

[sblock=ministats]
Status:
Init: +1 Speed: 5 Perception:13 Insight: 18
AC: 18 NAD: F: 15 R:13 W:15
HP: 31/31 Surges: 11/13 Surge Value: 7 AP: 1
Languages: Allerian, Old Allerian
Str:16 Dex:12 Wis:16 Con:16 Int:8 Cha:12



Powers:
At-Will: Ardent Strike, Holy Strike, Divine Challenge, Lay on Hands
Encounter: Channel Divinity: Divine Mettle, Channel Divinity: Divine Strength, Second Wind, Divine Pursuit, Dark Reaping
Daily: Blood of the Mighty [/sblock]
 

Into the Woods

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