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Dungeon Raiders: The Wolf's Den

[OOC: Rejik will of course help with this if there are no non-magical means to bring the hobgoblin around. He certainly doesn't want to use a healing potion on it.]

[OOC: [pace-falm] Methinks I have done all the "Instigating" I ought to do with regards to the bound hobgoblin. More to the point, I certainly dare not write Aeiyan as saying to Rejik, "I see by careful scrutiny of your character sheet that you know the 'Spare the Dying' cantrip, which raises a creature from 0 HP to 1 HP at no cost beyond six seconds of your time."

I mean, that would be metagaming, so it would be wrong for me to have him say anything like that to Rejik -- because, in character, Aeiyan has never seen Rejik's character sheet. Rejik knows well which spells and cantrips he has available, while Aeiyan has only the most rudimentary grasp of that list.]
 

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[OOC: [pace-falm] Methinks I have done all the "Instigating" I ought to do with regards to the bound hobgoblin. More to the point, I certainly dare not write Aeiyan as saying to Rejik, "I see by careful scrutiny of your character sheet that you know the 'Spare the Dying' cantrip, which raises a creature from 0 HP to 1 HP at no cost beyond six seconds of your time."

I mean, that would be metagaming, so it would be wrong for me to have him say anything like that to Rejik -- because, in character, Aeiyan has never seen Rejik's character sheet. Rejik knows well which spells and cantrips he has available, while Aeiyan has only the most rudimentary grasp of that list.]
[OOC: For some reason I thought was allies only, sorry.]

Rejik frowns as if given a prod by some unseen source. Grimacing, he reaches out towards the hobgoblin. "Eh, this might do the trick I suppose."

He looks on as the magic leaps from his fingertip to the prisoner, as interested as anyone else about whether it's going to work.
 

While Bartleby is waiting for another person to help with the rock, he examines the stonework as best he can.

(OOC 1d20(adv) --> 13
I rolled this a few days ago, but was waiting for someone else to help before posting it. I think I did something wrong with the advantage, since it only shows one roll, but that's fine -- I later rolled a single d20 and got an 8. Sorry for messing this up.)
 

[OOC: Yes, the "takehighest(1)" coding appears to only show the highest 1 roll. I have gotten InvisibleCastle to show both rolls by specifying two rolls thus: "1d20;1d20" and then simply stating which one of them is higher.]

[OOC2: As long as we're waiting for other things to happen in character, let me insert an bit of additional nonsense here: When I wrote "pace-falm" a couple of posts ago, I referred of course to a dance move -- to pace is to take a step, while a "falm" is an abbreviation of the not-at-all-famous "Falmouth Turn," a regional dance move from Cornwall, which is almost but not quite entirely unlike the world-famous "Bristol Stomp."*]

*I kid.
 

Gradually, unwillingly, Sulannus realized that something was amiss with her mercenaries. No one seemed to know what to do, which was outrageous! What was she paying them...well...agreeing to share her spoils...for?! They were supposed to know what to do in these kinds of situations!

She herself had no idea. The whole endeavor was frankly starting to feel like a mistake. What was so awful that hobgoblins would seal it up and call it 'death'?

They could just go. But then...what? Would she go back to estate and admit it had all been stupid? That she didn't belong out here? Was she going to take her perch on the lofty heights of the Solarium, and gaze down at the world she'd never again get to see up close? Learn about the things she'd never get to experience?

Her fists clenched at her sides, and Sunbolt shifted uneasily, picking up her sudden spike of anger but not understanding it.

No. Not that. Not yet.

"Nevermind the hobgoblin," she said. "We don't have time to tend its injuries and then try to pry information from it. More could arrive any moment. If we're going to do this, we have to keep moving and take our chances with whatever lies beyond. Lets get this rock out of the way. Rejik, come help Tock and the others."
 

While Bartleby is waiting for another person to help with the rock, he examines the stonework as best he can.

The rock is natural, not manufactured, but your stonecunning (you're also a Druid, so you know natural terrains quite well) does reveal to you that something about it is not how it should be... The mineral veins you can see on the boulder, are many times larger compared to what they normally would be in this type of rock. You can see this rock is not completely natural, or at least its current form isn't. (Otherwise, it looks and feels completely harmless).
 

Tock nods to Aeyian and Bartleby and takes up a position next to them to help shift the boulder. There is an unmistakable mechanical whirring noise as the mechanisms in his arms prepare to exert themselves.

"On three then. One... two... three...!"

[OOC: Not sure how 'aid another' works in Next - couldn't seem to find anything in the How to Play document. I recall the 3rd ed version was something like +2 on the roll for each 'helper'. There seems to be precedent under 'Resolving the Interaction' on page 15 for a character making a CHA check, and gaining advantage/disadvantage depending on their allies' actions. Maybe a single STR check with advantage for the three of us pushing the boulder?]

I've rolled a STR check with advantage:

2d20 take highest +3 = 20

http://invisiblecastle.com/roller/view/4406453/

Feel free to ignore this if there's another method for resolving this I've overlooked :-)
 

[OOC: Not sure how 'aid another' works in Next - couldn't seem to find anything in the How to Play document. I recall the 3rd ed version was something like +2 on the roll for each 'helper'. There seems to be precedent under 'Resolving the Interaction' on page 15 for a character making a CHA check, and gaining advantage/disadvantage depending on their allies' actions. Maybe a single STR check with advantage for the three of us pushing the boulder?]

I've rolled a STR check with advantage:

2d20 take highest +3 = 20

http://invisiblecastle.com/roller/view/4406453/

Feel free to ignore this if there's another method for resolving this I've overlooked :-)

Yes, there's another method:

"Push, Drag, or Lift Weight.
Your Strength score tells you how much weight you can push, drag, or lift. To determine this weight, multiply your unencumbered carrying capacity* by 5. While pushing or dragging weight in ess of your maximum weight, you are encumbered and can move no more than 5 feet on your turn."

*that's your Strength score x 10

Note that being encumbered is basically irrelevant out of combat.

The fact is, if something is large enough that multiple characters can push it at once, IMHO you simply combine your Strength scores to see if you can move it. I don't think we need to specify more details, and you don't need to even roll.
 

[OOC: So, Bartleby and Aeiyan and Tock have successfully moved the rock out of the opening? Fine.
Moving right along here, as though days hadn't passed: ]

Aeiyan looks at Bartleby and says, "Now or never. Want to try to learn anything from the captive? If not, let's finish him and go on, as the lady said."
 

"I wanted to learn from the last captive. Look where that got me. I say we leave it -- I have no interest in it. It will be found when the next shift comes."
 

Into the Woods

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