| Daedeloth |
I will try to bind wounds on Variel, Jalriel, and myself, in that order.
[dice=bind]1d20+8{/dice]
[dice=bind]1d20+8{/dice]
[dice=bind]1d20+8{/dice]
Do we say bind is for 1d4? If any of above was a 15 or higher, following damage healed.
[dice=bind]1d4{/dice]
[dice=bind]1d4{/dice]
[dice=bind]1d4{/dice]
| Daedeloth |
Let's try that again
I will try to bind wounds on Variel, Jalriel, and myself, in that order.
bind: 1d20 + 8 ⇒ (15) + 8 = 23
bind: 1d20 + 8 ⇒ (15) + 8 = 23
bind: 1d20 + 8 ⇒ (12) + 8 = 20
Do we say bind is for 1d4? If any of above was a 15 or higher, following damage healed.
bind: 1d4 ⇒ 4
bind: 1d4 ⇒ 4
bind: 1d4 ⇒ 4
| Chris Welch DM |
Very sweet! But have you read the rules for healing? "When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You take a –2 penalty on your check for each use from a healer's kit that you lack." It's a DC 20 check and takes 1 hour per.
| Chris Welch DM |
I thought we always used some house rule concerning binding wounds after combat for 1d4 on a heal check -first aid.
That's the old soft 3.5 stuff! With all this free pulse nonsense you still need an easy heal? No way! :D Time to invest in some healer's kits!
| Chris Welch DM |
It was dusk when you entered the glade, so night is fast approaching. You figure you should probably camp here, heal up, harvest any moss, and set out early the next morning.
Variel=11/16HP after that last channel; he'll definitely take a bind.
Let me know any other activities besides healing and moss gathering before you set off the next day.
| Chris Welch DM |
Daedeloth wanted to search the beast we killed. And didn't Azz spot some bodies or something up in the tree? Can we tell anything else about them?
Variel Nature: 1d20 + 10 ⇒ (13) + 10 = 23
You know if you had time you could take the skin of the beast to make a fine set of hide or leather armour. In addition, you imagine someone would pay a fair amount of money for the skeleton.
The group is able to quickly identify (based on Laurel's description) and harvest a reasonable amount of elderwood moss from the trunk of the tree.
Finally, examining the bodies shows that they have been stripped of almost all of their flesh but some of their equipment still dangles from their half-devoured carcasses. You find in still useable condition: 8 days of trail rations, 2 light crossbows, 2 short swords, a suit of hide armour, a short bow, a signet ring with the image of a flaming hawk (5GP), and loose coin: 9GP; 12SP.
Anything else before the next day's travel
| Chris Welch DM |
Assuming no other actions, the party rises early the next day and heads east towards the spot marked as Ulizmila's hut on their sketched map.
| Chris Welch DM |
Jalriel stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Jalriel perception: 1d20 + 8 ⇒ (5) + 8 = 13
Jalriel nature: 1d20 + 7 ⇒ (18) + 7 = 25
The rest of the party stops as Jalriel suddenly pulls up short, head tilted as if he's listening to something up ahead. Everyone cringes as he tromps through the bursh making his way towards a small clearing.
| Chris Welch DM |
Jalriel stealth: 1d20 + 8 ⇒ (11) + 8 = 19
Azzakan stealth: 1d20 + 4 ⇒ (7) + 4 = 11
Daedeloth stealth: 1d20 - 4 ⇒ (2) - 4 = -2
Variel stealth: 1d20 - 1 ⇒ (17) - 1 = 16
Once again the party's attempts at stealth are ruined as Daedeloth stumbles and makes quite a clatter. You hear a low moan as the zombie kobold shuffles towards the sound. As it comes towards you a volley of missile weapons launches at the foe!
Jalriel bow: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d8 + 5 ⇒ (1) + 5 = 6
Azzakan bomb: 1d20 + 4 ⇒ (9) + 4 = 13
splash miss: 1d8 ⇒ 5 6 splash damage
Daedeloth crossbow: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d6 ⇒ 3
Variel bow: 1d20 + 4 ⇒ (6) + 4 = 10
Two of the three shots strike true and although the flung bomb sails long, the back blast of flame is enough to knock the zombie to the ground and finish it off.
***end of combat***
| Chris Welch DM |
Making sure that no flames are left to spread you once more set out toward's the witch's hut.
After a couple more hours of travel (around mid-day) you believe you reach your destination:
The sounds of the forest become suddenly distant as the trees part, opeining into a small, almost perfectly circular glade. The nearest stands of pine, eyln, and darkwood-all typically sturdy woods-twist away from the clearing, as if bent by some impossibly strong wind or seemingly in an attempt to flee despite their paralyzed roots. At the glade's center squats an ugly cottage, little more than a pile of twigs, shoots, and ivy stacked upon mud walls. From the thatched roof dangle bundles of gnarled roots, old dried beast carcasses, and knucklebone bangles, all clattering together like gruesome wind chimes. A dozen small thatched fetishes-each shaped like a tiny man, imp, or rearing serpent-stand propped in the yard, keeping guard before a rickety plank door.