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Post by Southpaw Hare on Oct 5, 2016 0:46:45 GMT 1
[ Out of character, this is not a complex decision. Willa is the only character with a below-0 WIS modifier, and Lezard is the only character with an above-0 one.] [It is still a decision nonetheless. Who you choose determines who has the potential to gain XP and/or get blamed for screwing up if failure happens. Which job you want the +1 in is also at least nominally important.]
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Post by banewlf on Oct 5, 2016 0:48:33 GMT 1
[So, Lezard for Scout. Hadrian and Willa for the other two roles? Ahmvvar already has an XP and Garm has a negative modifier
Looking through the character sheets, I realized our team is a bunch of dumb dumbs. This should be exciting.]
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bbobjs
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Post by bbobjs on Oct 5, 2016 5:32:37 GMT 1
~COMPLETELY OUT OF CHARACTER POST~ If we're allowed to use Aid actions on this, then:- Willa Aid Lezard, Roll+Bond(1)
- Garm Aid Ahmvvar, Roll+Bond (1)
- Lezard Scout, Roll+WIS(1) + 0/1
- Ahmvvar QM, Roll+WIS(0) + 0/1
- Hardrian TB, Roll+WIS(0)
...otherwise ignore the aid rolls. If we're gaming the system for XP (IMO we shouldn't): - Lezard Interfere Garm, Roll+Bond(0)
- Ahmvvar Interfere Willa, Roll+Bond(0)
- Hardrian Scout, Roll+WIS(0)
- Willa QM, Roll+WIS(0) + 0/-2
- Garm TB, Roll+WIS(-1) + 0/-2
If we're going for MAXIMUM RP: Uh... Hardrian would probably be Scout, Ahmvvar would be TB and Lezard would be QM. Willa would Aid I guess Lezard and Garm would Aid Ahmvvar. I say we do the first thing.
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Post by banewlf on Oct 5, 2016 5:50:16 GMT 1
[I'm in favor of maximum RP, since I think that's the whole point of DW to begin with. That said, it's not clear to me that your order is correct from an rp perspective. Either way, that can be bore out through actual roleplay!
I think I'm against clear abuse of Aid. Seems like Aid should be a pretty uncommon thing, not a thing to stick onto every roll? I also don't think it really makes sense to Aid certain things, like these rolls or spout lore or discern realities. How do you even help someone discern realities better?]
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bbobjs
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Post by bbobjs on Oct 5, 2016 7:37:51 GMT 1
[ banewlf The reason I like Aid in this case is that it gives everyone's character a thing to do which is good IMO because it explains what everyone is actually doing instead of having 3 character actually doing something and 2 characters doing?... no idea, twiddling their thumbs? For discerning realities, I presented a solid case for it earlier when I suggested your character aid my investigation of the bear corpse. Since discerning realities is about noticing things and making judgement calls based on those observations, if someone is able to aid you by increasing the number of observations, that's valid help IMO. As for this case, Lezard actually has an EXTREMELY valid mechanical/RP reason to either Aid or be Aided in Scouting, and that reason is the Spell Invisibility. I don't think I have to explain why such a spell would be a huge boon to Scouting, but it's important to realize that Wizards can't self cast this spell, meaning that mechanically and RP wise, it's worthless without Aid. I don't think it's hard to imagine how a 2nd set of eyes would help other characters Scout. I think TB interaction with Aid is also somewhat obvious. Basically they're clearing the path or otherwise simplifying the route. Is there overgrowth that needs to be cut away? Maybe we need to climb something or wade across some water? Well Lezard and Willa being slightly less strong than average humans would probably complicate that slightly. Maybe they need to clear some rocks or cut down a tree to make a simple bridge across a gap or lay some climbing rope or assist with carrying things for slower party members or keep track or direction or deal with whatever mundane hiking issue that might slow the party. Having a buddy helps off load the work. QM is slightly harder to justify since they're basically rationing. Like basically they're anticipating hunger, perhaps foraging to mitigate the need for ration or maybe even simple cooking to spice things up and make meals more satisfying. I think there's a special case for Willa being extremely helpful as an Aid here. Basically her music and stories can be used to entertain us and keep our spirits high or distract us from stress/boredom eating. It's also important to realize that Aiding someone isn't completely free. So like on 7-9 the Aiding character is supposed to incur a cost or open themselves to danger for providing aid. In a case like this perhaps it means excess stress or minor scrapes or perhaps loss of a mundane item or something. So mechanically this could mean slipping and taking 1-2 damage or dropping a ration or maybe fatigue makes someone Weak or exposure to elements makes them Shaky or maybe you tested some berries for the QM and became Sick? There's lots of cool stuff this allows SPH to splash in RP wise! (again, RAW, I'm not sure if Aid is even allowed on this, but if it is, it spices up the game and we should go for it!) OK now for RP justifications! Hadrian is a defender and has already demonstrated his willingness to expose himself to danger for the sake of the party. His character probably also hates just about everything in this forest and is likely noticeably on edge. It makes sense for him to Scout. Ahmvvar comes from a group of nomads or something. Trailblazing is basically what they do. Seems like an obvious choice. For Quartermastering, no one really has solid RP reasons for doing so, but it makes the most sense for either Willa or Lezard because they're physically weaker and it's the less physically stressful job. I say we go with Lezard here for multiple reasons. Mechanically he has +1 to his roll. He's noticeably the most intelligent and probably has book learning that would be relevant to scavenging. Willa can be RPed to be playing music or telling stories, bringing everyone's spirits up, which is probably what a Bard would be doing just kinda by default. As for Garm, he's almost completely fight focused. It doesn't really make sense to me for him to be doing any of these things, which is why I'd assume he channels his strength into aiding his sparing partner Ahmvvar, who's strong in his own rite, primarily a Dex based fighter and not as strong as Garm. ^TL;DR Out of character and possibly in character too, I'd prefer going with the optimal mechanical layout because it gives us the best chance of avoiding and/or trivializing another encounter, and I'd strongly prefer not dealing with another mook encounter before getting to the meat of this segment of the adventure. Additionally, I'd prefer not waiting around for everyone to splash their RP for an event that functionally seeks to handwave past all the boring stuff. It also just really doesn't make much sense for our party to have much of a discussion about this since we probably outlined our party structure before embarking or our characters naturally fall into/uptake the obvious roles because we're not buffoons. OTOH, I'd also prefer not taking multiple, literal days to come to a decision, so if you REALLY wanta RP it out, write the RP for what your character is doing and probably also an outline of what you think the other characters are doing and if there are any major conflicts, whoever has an issue can correct them and/or fill in the gaps.]
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Post by snoc on Oct 5, 2016 22:52:20 GMT 1
"Yes, let's make some forward progress indeed. I have spent many an hour studying the geography and lore of lands both well known and unexplored; I am happy to direct our journeying. Ahmvvar, you have much experience of keeping a weather eye out for danger, so I trust you to do the same here. And Lezard, your skills of managing the various ingredients for your arcane ways should see us well in terms of supplies. Any disagreements?"
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Post by snoc on Oct 5, 2016 22:58:35 GMT 1
(haha oops, I failed to press the next page button and missed all this. but ok, consider my thing a max rp take on it)
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Post by Southpaw Hare on Oct 6, 2016 17:35:42 GMT 1
[ banewlf The reason I like Aid in this case is that it gives everyone's character a thing to do which is good IMO because it explains what everyone is actually doing instead of having 3 character actually doing something and 2 characters doing?... no idea, twiddling their thumbs? For discerning realities, I presented a solid case for it earlier when I suggested your character aid my investigation of the bear corpse. Since discerning realities is about noticing things and making judgement calls based on those observations, if someone is able to aid you by increasing the number of observations, that's valid help IMO. As for this case, Lezard actually has an EXTREMELY valid mechanical/RP reason to either Aid or be Aided in Scouting, and that reason is the Spell Invisibility. I don't think I have to explain why such a spell would be a huge boon to Scouting, but it's important to realize that Wizards can't self cast this spell, meaning that mechanically and RP wise, it's worthless without Aid. I don't think it's hard to imagine how a 2nd set of eyes would help other characters Scout. I think TB interaction with Aid is also somewhat obvious. Basically they're clearing the path or otherwise simplifying the route. Is there overgrowth that needs to be cut away? Maybe we need to climb something or wade across some water? Well Lezard and Willa being slightly less strong than average humans would probably complicate that slightly. Maybe they need to clear some rocks or cut down a tree to make a simple bridge across a gap or lay some climbing rope or assist with carrying things for slower party members or keep track or direction or deal with whatever mundane hiking issue that might slow the party. Having a buddy helps off load the work. QM is slightly harder to justify since they're basically rationing. Like basically they're anticipating hunger, perhaps foraging to mitigate the need for ration or maybe even simple cooking to spice things up and make meals more satisfying. I think there's a special case for Willa being extremely helpful as an Aid here. Basically her music and stories can be used to entertain us and keep our spirits high or distract us from stress/boredom eating. It's also important to realize that Aiding someone isn't completely free. So like on 7-9 the Aiding character is supposed to incur a cost or open themselves to danger for providing aid. In a case like this perhaps it means excess stress or minor scrapes or perhaps loss of a mundane item or something. So mechanically this could mean slipping and taking 1-2 damage or dropping a ration or maybe fatigue makes someone Weak or exposure to elements makes them Shaky or maybe you tested some berries for the QM and became Sick? There's lots of cool stuff this allows SPH to splash in RP wise! (again, RAW, I'm not sure if Aid is even allowed on this, but if it is, it spices up the game and we should go for it!) OK now for RP justifications! Hadrian is a defender and has already demonstrated his willingness to expose himself to danger for the sake of the party. His character probably also hates just about everything in this forest and is likely noticeably on edge. It makes sense for him to Scout. Ahmvvar comes from a group of nomads or something. Trailblazing is basically what they do. Seems like an obvious choice. For Quartermastering, no one really has solid RP reasons for doing so, but it makes the most sense for either Willa or Lezard because they're physically weaker and it's the less physically stressful job. I say we go with Lezard here for multiple reasons. Mechanically he has +1 to his roll. He's noticeably the most intelligent and probably has book learning that would be relevant to scavenging. Willa can be RPed to be playing music or telling stories, bringing everyone's spirits up, which is probably what a Bard would be doing just kinda by default. As for Garm, he's almost completely fight focused. It doesn't really make sense to me for him to be doing any of these things, which is why I'd assume he channels his strength into aiding his sparing partner Ahmvvar, who's strong in his own rite, primarily a Dex based fighter and not as strong as Garm. ^TL;DR Out of character and possibly in character too, I'd prefer going with the optimal mechanical layout because it gives us the best chance of avoiding and/or trivializing another encounter, and I'd strongly prefer not dealing with another mook encounter before getting to the meat of this segment of the adventure. Additionally, I'd prefer not waiting around for everyone to splash their RP for an event that functionally seeks to handwave past all the boring stuff. It also just really doesn't make much sense for our party to have much of a discussion about this since we probably outlined our party structure before embarking or our characters naturally fall into/uptake the obvious roles because we're not buffoons. OTOH, I'd also prefer not taking multiple, literal days to come to a decision, so if you REALLY wanta RP it out, write the RP for what your character is doing and probably also an outline of what you think the other characters are doing and if there are any major conflicts, whoever has an issue can correct them and/or fill in the gaps.] [ bbobjs It sounds like the team has elected you Temporary Leader for the purposes of this decision in order to expedite the process. Feel free to restate your discussion into a Final Answer under the assumption that everyone will be okay with whatever you decide.]
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bbobjs
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Post by bbobjs on Oct 6, 2016 20:58:27 GMT 1
It seems people would rather go with an RP focused answer, so:
Hadrian Scout Garm Aid Ahmvar Ahmvar TB Willa Aid Lezard Lezard QM
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Post by Southpaw Hare on Oct 7, 2016 6:24:20 GMT 1
It seems people would rather go with an RP focused answer, so: Hadrian Scout Garm Aid Ahmvar Ahmvar TB Willa Aid Lezard Lezard QM Garm Aids Ahmvvar: Roll + Bond = 1 + 5 + 1 = 7 Ahmvvar Trailblazes: Roll + WIS + Aid = 4 + 6 + 0 + 1 = 11Willa Aids Lezard: Roll + Bond = 1 + 6 + 0 = 7 Lezard Quartermasters: Roll + WIS = 6 + 3 + 1 = 10Hadrian Scouts: Roll + WIS = 3 + 6 + 0 = 9The journey goes better than expected by most measures. Thanks to the efforts of Ahmvvar and Garm, several shortcuts were taken successfully, reducing the travel time by about 25% - in the process, however, Garm did expend a few torches from his equipment in order to light the way through the supernaturally-dismal woods [Garm expends 1 use of Adventuring gear]. The group stopped for only a brief rest, during which food was prepared by Lezard and Willa. All were satisfied by the brief respite, although Willa used much from her own supplies in order to construct the meal [2 Rations in total are expended - 1 must be from Willa, while the other can be from any character as selected by Lezard]. Hadrian kept an ever-vigilant watch ahead for further danger. Despite plenty of sounds of wildlife and a few visually-confirmed close calls, all dangers were avoided and no enemies were encountered. Adventurers, you've arrived at edge of the forest, just outside the town of Redshore. Although the town is right before you, the gloom overhead continues even beyond the trees, limiting vision of the area and preventing an easy survey of the situation. Buildings of some nature are just ahead down a still well-worn dirt path. What do you do?
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bbobjs
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Post by bbobjs on Oct 7, 2016 8:17:06 GMT 1
Lezard grins.
"Such ominous brilliance! It's calling us forth, it'd be rude to linger..."
{Lezard insists on trekking forward}
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Post by Caphriel on Oct 7, 2016 17:58:47 GMT 1
Hadrian squints into the gloom. It doesn't help.
"I believe we should proceed cautiously, and with care to not become separated in this unnatural murk." He turns to his companions. "One of those buildings may provide a safe fallback point if necessary, and they are a good place to begin our investigation. Hopefully we will find some hint of what occurred here within."
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Post by hamvvar on Oct 8, 2016 1:39:16 GMT 1
Ahmvvar (nodding at his companions' comments): I recommend we stick together and sweep the village building by building.
(Discern realities a: Which building is safest? b: Which building will have an important clue? c: Where is there likely to be sweet loot?)
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Post by Southpaw Hare on Oct 9, 2016 7:20:03 GMT 1
Ahmvvar (nodding at his companions' comments): I recommend we stick together and sweep the village building by building. (Discern realities a: Which building is safest? b: Which building will have an important clue? c: Where is there likely to be sweet loot?) Roll + WIS = 6 + 4 + 0 = 10[You're only allowed to ask questions on the list, so I will select what I consider to be the closest matches based on context.] a: What should I be on the lookout for? The Guard PostDespite not being safe for its original intended reason, the military structures here are build primarily out of stone and brick. They are the least likely to have suffered structural decay and collapse in the past few years of disuse. b: What here is not what it appears to be? The TavernIf you want to know what happened to the people, you'll want to check the place where people most frequently gathered in a casual context. The most popular pub, where the miners ate, drank, and eased their weary bodies and spirits, would be most likely to contain clues relating to people. c: What here is useful or valuable to me? The Miner's GuildThe town had gotten relatively rich due to its mining operation, and it is likely that some significant amount of the valuable wealth it produced was stored at the time it was struck down. Providing that it wasn't looted by some enemy, the Miner's Guild would undoubtedly have vaults full of precious resources.
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bbobjs
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Post by bbobjs on Oct 9, 2016 17:53:19 GMT 1
"That building!" Lezard points to the Tavern "It hearkens to us, seems as good a place as any to start.
{Out of character, I understand that Lezard has no mechanical reason for picking that, but it's my vote for where we should go}
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Post by Caphriel on Oct 10, 2016 18:06:29 GMT 1
"I believe we should secure the Guard Post before we begin our investigation. And the Miner's Guild may be a better place to start..."
Something about the Miner's Guild here tickles Hadrian's memory. It could be something from a conversation about trade routes with his family, or maybe something he encountered through his own work. If only he could remember!
(Hadrian is attempting to Spout Lore.)
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Post by snoc on Oct 10, 2016 22:12:05 GMT 1
"Yes, Hadrian, I agree a first priority should be to establish a safe camp of sorts, and the guard post is definitely the natural place for that. We should go and investigate it to see how secure we can make it before we explore the rest of this cursed town."
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Post by Southpaw Hare on Oct 11, 2016 0:17:11 GMT 1
"I believe we should secure the Guard Post before we begin our investigation. And the Miner's Guild may be a better place to start..." Something about the Miner's Guild here tickles Hadrian's memory. It could be something from a conversation about trade routes with his family, or maybe something he encountered through his own work. If only he could remember! (Hadrian is attempting to Spout Lore.) ROLL + INT = 5 + 5 + 0 = 10Hadrian, you indeed remember some tidbits about the Miner's Guild of Redshore that came up during a discussion you once had with a healer of your faith. The city is famed most for its gold, though it also produced substantial amounts of silver, both elements often being found together. The Guild had at one point begun some sort of research project on medicinal and psuedo-magical healing properties of silver. Several prominent alchemists - not capable of true arcane spellcraft like Lezard, but intellectual scholars nonetheless - were hired by the town for this research. The project was not especially high-profile, and you never heard of the results of the experiments, if any.
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Post by Southpaw Hare on Oct 11, 2016 12:44:47 GMT 1
Adventurers: You make your way down the murk-concealed paths that wind through the ruins of the town. Passing many buildings - old homes and small stores of a variety of purposes - the level of deterioration and decay becomes apparent. Structures of wood maintain a vague ghost of their original shape, being rotted and half-collapsed. More mushrooms along with other types of unidentifiable plants grow out of their surfaces, making the buildings now a more natural feature of this unnatural landscape. An unquestionable stillness hangs over the area, as if not a soul has disturbed it for some time - it has simply been left to wither in its current, dismal state.
The sight of the large, imposing guard house stands out among the decaying rubble of its neighbors. A symbol of strength and mostly constructed of stone, its exterior continues to give off an appearance of order and hope. And yet, certain details seem to catch your eyes as suspicious. The stout, hardwood front door seems solid and well-maintained. Near this entrance, a number of especially strange mushrooms catch your eye which radiate a soft aquamarine light. Through the windows and the crack in the door, you can tell that additional fungal-based light is being shed inside. You can not immediately detect any presence, but something about the scene seems deliberate, as if it was meant to be welcoming and inviting, in its own disturbing sort of way.
Adventurers, what do you do?
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Post by Caphriel on Oct 11, 2016 19:17:00 GMT 1
Hadrian touches the worn symbol of his faith. "Ethar, is there evil present?" He supplements divine guidance with his own inspection of the scene.
[ I swear to Ethar if you tell me "the mushrooms" ...] [Hadrian will Discern Realities. Questions: What here is not what it appears to be? What should I be on the lookout for? What here is useful or valuable to me?]
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Post by Southpaw Hare on Oct 12, 2016 0:57:54 GMT 1
Hadrian touches the worn symbol of his faith. "Ethar, is there evil present?" He supplements divine guidance with his own inspection of the scene. [ I swear to Ethar if you tell me "the mushrooms" ...] [Hadrian will Discern Realities. Questions: What here is not what it appears to be? What should I be on the lookout for? What here is useful or valuable to me?] ---
| ------------
| ------------
| ------------
| ------------
| ------------
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| Ahmvvar | Hadrian
| Garm
| Lezard
| Willa | HP
| 25/25
| 22/25
| 21/21
| 19/19
| 15/15
| XP
| 1/8
| 1/8
| 0/8
| 0/8
| 0/8
| Level
| 1
| 1
| 1
| 1
| 1
| Status
| -
| -
| -
| -
| -
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| Lezard Spells
| Lvl
| Spell | 0
| Light
| 0
| Prestidigitation
| 1
| Magic Missile
| 1
| Invisibility
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To your relief at the avoidance of absurdity, you find that these particular mushrooms are not nearly as evil as the others. However, you sense great evil from within the building; perhaps this is not the safest location in town after all... Roll + WIS = 2 + 2 + 0 = 4Before you have any opportunity to assess the situation further, you hear a stirring from within the guard house - voices of multiple individuals. You cannot make out their words, or even the general nature of their conversation, but it seems as though they are approaching the front of the building. And it just so happens that... *ROLL*... Lezard is standing right in front of the window! Better think fast, or you'll surely be spotted.
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bbobjs
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Post by bbobjs on Oct 12, 2016 8:15:16 GMT 1
Lezard will drop prone, if he's deemed to be in a situation where doing this is considered defying danger, then he's attempting to defy danger via dexterity in that way.
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Post by Southpaw Hare on Oct 12, 2016 17:56:52 GMT 1
Lezard will drop prone, if he's deemed to be in a situation where doing this is considered defying danger, then he's attempting to defy danger via dexterity in that way. Roll + DEX = 3 + 6 + 0 = 9Lezard, as the rest of the group hides flat against the walls of the building, you drop to the ground with a thud, once again with your face up against a patch of mushrooms (at least these ones aren't mind-controlling; hopefully you don't have allergies). Your concern that you may have been too loud in your flopping is confirmed when you notice the voices pause their discussion with a round of grunts and momentarily go silent. A figure approaches the window; no one in the group can make out much detail due to the positioning and darkness, but the individual is quite short, barely coming up to eye-level with the bottom of the windowsill. For a long moment, it stares, taking a disciplined survey of the area. Then, finally, it walks off, giving another grunt to its companions that undoubtedly signifies that the noise had only been the cursed wind. You all take your first breath in what feels like years. You are all leaned up against the side of the guard house. What do you do?
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Post by hamvvar on Oct 13, 2016 19:05:26 GMT 1
Ahmvvar (in a hushed tone, after the tower's inhabitants have moved along): What say you friends? Shall we try the door and see what schemes wait within, or do we make way to the old pub at the corner there? Truthtold, I'm half tempted to simply knock on the tower door and see who or what greets us.
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Post by Caphriel on Oct 13, 2016 20:42:24 GMT 1
Hadrian nods. "If there are still inhabitants alive in this town, it is our duty to see to their well-being. Perhaps their testimony could aid us in our investigation."
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bbobjs
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Post by bbobjs on Oct 13, 2016 21:46:03 GMT 1
Lezard lights up as the prospect of venturing to the tavern is mentioned, indicating his interest in going there.
[That's 3/5 for going there right? So we're doing it?]
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Post by Southpaw Hare on Oct 13, 2016 22:47:52 GMT 1
Lezard lights up as the prospect of venturing to the tavern is mentioned, indicating his interest in going there. [That's 3/5 for going there right? So we're doing it?] [It sounded to me like Hadrian was agreeing with the notion of talking to the people here, not going elsewhere. Maybe someone can clarify?]
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Post by Caphriel on Oct 13, 2016 23:27:31 GMT 1
[Hadrian is definitely in favor of talking to the people in the guardhouse... assuming that they're people. He was agreeing with "knock on the door."]
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Post by Southpaw Hare on Oct 14, 2016 0:36:49 GMT 1
[Hadrian is definitely in favor of talking to the people in the guardhouse... assuming that they're people. He was agreeing with "knock on the door."] [I thought so. Well, as I would consider that to be a bold move, I suggest that we get a majority vote on that, which means agreement from one more person.]
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bbobjs
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Post by bbobjs on Oct 14, 2016 3:55:40 GMT 1
[YOLO, DO IT]
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