Back in town, Rab regails all who listen with greatly exaggerated tales of his comrades and his own bravery, more than once stopping at a pivotal moment due to his parched throat. Many free drinks and a liberated purse or two later, he retires to his room.
"Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest."
Just eight hours oughtta do it. DC is 15, and my aid 1d20 ⇒ 10narrowly provides a +2.
The halfling looks aghast. I would ne'er dream of it, good sir!
He may look a bit pale and wobbly on his feet, but he hops down from his chair after breakfast with gusto.
Let us off to find riches and glory! Mostly riches.
Rab whistles all the way to the cave, skipping some of the way. As the mouth of the cave comes into view, he grows deathly silent and alert. As the group enters the scorpion room, he lights his lantern and holds it aloft, his footsteps silent as his shadow.
perception:1d20 + 6 ⇒ (3) + 6 = 9
The group open a door on the back wall of the vermin's room to find a square room stacked with barrels, crates and kegs. Large sacks are piled almost everywhere.
Any searching you guys want to do here?
Other than that, there seems to be nothing of interest.
Sounds pretty clear, The halfling says, tugging at the door. His futile efforts, while comical, are interrupted as Samduc pulls it open.
perception:1d20 + 6 ⇒ (17) + 6 = 23