| Brom Wolven |
The barbarian gives Will a strange look as the healing washes over him, one which slowly transforms into a smile as he realizes what Will did.
Brom turns and moves swiftly towards the remaining bandit, realizes he's not going to get close enough to bring Krasa to bear. The area is dark, and Brom can just make out some shadowy shapes, including a small form bleeding on the ground, "NOOO!!" Seeing Cappi down Brom drops Krasa as he closes the last few feet, yanking a throwing axe from its leather strap and hurling it at the shadowy form of the bandit.
Throwing Axe, Range Attack & Damage: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 9 ⇒ (5) + 9 = 14
HP 9/17, AC14/16 T10/12 F12/14, F+6 R+2 W+2, Conditions: Inspired, Raging 4/6, Blind??
Will Thatcher
|
It's at times like this I notice Will has a 0 heal skill and I wonder why I put all my skill points into things like two different performs, 3 knowledges, and the ability to use non-existent magical items.
Will's song ends abruptly as the sickening sound of axe meeting bone echoes through the small campsite. "Oh hells!" the bard exclaims, rushing to Cappi's side. Think damn you think! What did those combat medics do. Pressure! That will help keep the blood in! Adjusting Cappi's arm to close the wound as best he can, Will uses a bit of Cappi's torn sleeve to keep pressure on the wound and limit the amount of crimson blood flowing from the wound.
Heal: 1d20 ⇒ 16
| GM Captain Trips |
Will rushes forward, dropping his weapon and shield and attempting to stop the flow of blood from Cappi's wounded arm. With some effort and a lot of luck he manages to slow the blood loss and chase away the specter of death for another day.
Just so you know, had the positioning been different you might be in more trouble than you are. Heal is a standard action which provokes. You also have to kneel to assist a prone target so you are at a -2 to AC during the action.
Brom comes charging through the trees, tossing an axe at the woman which sails widely and misses the agile bandit.
Will Thatcher
|
Yep, it's all good. It's part of why I went with a Heal attempt instead of my final CLW. I could get to a safe spot, and I have faith in my damage dealers to deal some damage! With my luck I'd roll a 1, so Cappi would be stable, but at -2 still. I figure he'll wake up after combat, and I'll cure him then so he has more than 1 HP for the night's rest.
| Dendarial the Ken Hunter |
Den is shooting into melee here and does not have precise shot, plus he lost the bard song. Not a likely hit.(
Seeing the little one down he fires into melee before moving away from the bandit.
Longbow: 1d20 + 5 + 2 - 4 ⇒ (9) + 5 + 2 - 4 = 121d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
| Brom Wolven |
Karse is there too.
Sir Karse
|
Oh, yes, she is most assuredly still in melee.
Karse takes up his flail and tries again. "I had thought to let you live, being as you are a woman, but now..."
Flail Attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Flail Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Now, I'm going to give you just one more chance.
| GM Captain Trips |
She actually did take a five foot step, but it wasn't enough to get her completely away from Karse. Now that there is a human in range her tactics have to shift.
Dendarial fires an arrow at the woman as he pulls back into the shadows, but the projectile narrowly misses the female bandit, careening off into the trees. Sir Karse takes another swing at the woman, but she deftly moves away from the blow at the last moment, and the weapon connects with only air.
The woman, noting the appearance of a severely wounded human, grits her teeth and growls at Brom, seemingly not at all intimidated by the man's size, especially since he appears to be unarmed. She makes an agile move to her right, hopping slightly as she moves out of the reach of the paladin's flail, and opens up a series of attacks against the tiring barbarian...
Attack #1: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Attack #2: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
...her hatred of the human race in general fuels her attacks as she drives the blade of her first axe deep into Brom's shoulder, following the attack with a tremendously powerful forward chop of the second axe which buries itself deeply into the barbarian's chest, creating a terrifying looking wound. Brom's arms sag to his sides and his body loses the ability to remain upright. His crashes to the hard earth with a loud thud.
That would take Brom to -6hp, but also cancels his rage, which immediately sends him to -8hp.
The woman screeches in a display of triumph, her success and dropping two of the party members only fuels her resolve as she prepares to circle around the downed halfling to get at the other human.
Cappi and Brom down, three to go. The party is up!
| Brom Wolven |
.....gurgle.....
Stabilize DC10: 1d20 + 2 - 8 ⇒ (4) + 2 - 8 = -2
HP -9/15 Dying. Dead at -14hp. She's not in melee for the moment! :).
| Dendarial the Ken Hunter |
What is her race?
As the woman drops Brom Den takes advantage of her not being in melee and fires a arrow. At the same time he calls out Swoop! to his owl and moves a little farther to the East.
Longbow: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 2 ⇒ (2) + 2 = 4 Not adding in the +2 to hit and damage for her being human, but if she is please add it.
Sir Karse
|
Karse takes another step forward in pursuit of the woman, and swings his flail in a wide arc, hoping to finally connect.
Flail Attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Flail Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Will Thatcher
|
Having just finished stabilizing Cappi to see the mighty barbarian succumb to his wounds, Will takes on a slightly panicked look. They keep falling! We must stop her or we’ll all die. Look up to the woman a few paces away, Will recognizes the hate fueling the woman as being akin to the same that drives Dendarial. An idea forming, Will hops back onto his feet and takes a few paces back, deeper into the darkness. ”Come now wench, you can attack children and people barely standing. Try me on for size!”
Crazy idea, since he has no weapons out, but I’m hoping the dim light/darkness might hurt her ability to hit me while our lowlight/darkvision PC’s can take her out. If not, I can pull out my bow and shoot her next turn. Stay strong Brom!
| GM Captain Trips |
The woman snarls at Will, her eyes showing a deep and loathing hate for the man. Unexpectedly though she takes a step away from Sir Karse, putting her at the outer edge of the firelight, she reaches into a pouch on her belt and produces a flask which she quickly drinks from. Immediately her wounds begin to close and her blood loss stops.
1d8 + 1 ⇒ (1) + 1 = 2
The party is up again! Well, some of them!
| Dendarial the Ken Hunter |
Love it how the game is moving so fast. :)
Seeing the woman step away from Karse makes Den smile. Another clear shot. he thinks as he thanks Desna for the opportunity, and takes the shot.
1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 241d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Almost immediately after the shot, plummeting from the air, a large owl (Well, small, but large for an owl) crashed forth into the woman claws tearing into her flesh.
Swooping Dive: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 262d4 ⇒ (1, 1) = 2 And Staggered!
To confirm: Swooping Dive: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 122d4 ⇒ (4, 2) = 6
Will Thatcher
|
When the woman heals, Will curses under his breath as he pulls out his bow. Nocking an arrow he lets it fly, aiming for the shadow of the woman’s throat.
Shot: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 5
Miss chance if it’s needed, high is good: 1d100 ⇒ 56
Sir Karse
|
And for the finisher, if the blasted dice will cooperate...
Flail Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Flail Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Not sure if the effects of Will's singing are lingering. If so, then add 1 to each roll above.
Karse follows the woman's flight, continuing to attack with the flail.
| GM Captain Trips |
I'm assuming since Will didn't add the bonuses to hit attack roll that the song ceased on the round he gave aid to Cappi.
Two arrows streak into the woman, one from the bard and the other from the ranger, both finding their marks and sending her spinning towards the ground. Karse takes a final swing at the woman, clobbering her with his flail. As she falls she is raked by the sharp talons of Acio as he flies into her, the claws doing their work.
Her form shudders for a brief moment before her lungs empty and her grip on life slips away.
End Combat
| Brom Wolven |
Nice job team!
....gurglegurgleblurgle.....
Stabilize DC10: 1d20 + 2 - 9 ⇒ (8) + 2 - 9 = 1
Sir Karse
|
Karse immediately turns his attention to Brom, attempting to stabilize him.
Gods! What was it they taught? Pressure... raise the wound... How? How can I get his chest above his heart?
Wisdom check for stabilization: 1d20 + 3 ⇒ (14) + 3 = 17
Karse applies pressure to the wounds to slow the bleeding.
"Erastil, if it be your will, do not let this bold man die!"
Unfortunately, I gave up my mercies (i.e., healing touch) in order to take the Shining Knight template.)
Will Thatcher
|
Seeing the woman spiraling downward, Will doesn’t hesitate and rushes to Brom’s side, dropping his bow near his shield and sword. ”Oh this is much worse than Cappi was. Can anyone else help with this? I’m not very skilled at trying to patch up combat wounds.”
Aid Another Heal: 1d20 ⇒ 4
Man I miss playing a Cleric right about now.
Sir Karse
|
Once he is certain that Brom is in no immediate danger, Karse turns his attention back to the woman. He rolls the corpse over with his foot and begins a thorough search of the body.
| GM Captain Trips |
The corpse of Kressle was butchered rather well. Multiple arrows stick out from the body along with several deep cuts as well as the bash suffered from the flail. Amazingly enough her masterwork studded leather armor appears to be in good shape, having only taken minor damage from the combat. She wielded a pair of masterwork handaxes as well, which are coated in blood. She had four daggers on her person as well as a pouch with 85gp inside.
Will Thatcher
|
After an hour, will Brom and Cappi awake at 1, or will it be 10 and 4 days of 1 per day before they awake? I couldn’t find clarification in the CRB, and I usually play they awake at 1, but wasn’t sure if that was RAW.
| GM Captain Trips |
After an hour, will Brom and Cappi awake at 1, or will it be 10 and 4 days of 1 per day before they awake? I couldn’t find clarification in the CRB, and I usually play they awake at 1, but wasn’t sure if that was RAW.
They will only regain health through rest, long term care, deadly wounds treatment, or magical healing. You might be thinking of an old school rule with the awaken at 1hp. They are both severely wounded, even though they are not dying. It will be an effort to get them back into shape. I do rule that characters get back CON bonus + level in hp per day of rest, rather than 1hp/level per day.
| Brom Wolven |
Brom's breathing becomes less labored, and the bleeding finally stops.
Brom floats on a sea of red and black clouds, flashes of violence and battle his only dreams.
Sir Karse
|
"Blast!" Karse mutters. "I was hoping she might have another healing potion or two hidden on her person. We should check the others, as well. They might have something of use. Her armor looks to be in pretty good condition, and these axes might sell for a good price, if no one wants them."
| Brom Wolven |
Brom might have snored a desire for one or both axes... but it was likely just a regular snore.
| GM Captain Trips |
Hah!
Assuming the group is taking their time to check the campsite thoroughly, with the combined perception checks you won't have a problem with Dendarial acting as the lead and others who are still standing aiding him.
The group leaves Brom and Cappi once they are confirmed to be ok for the time being and begin to search through the camp. Besides the obvious mundane and worthless items the party does discover a cache hidden beneath the closest watch tower. The spoils include 321 sp and 90 gp secured in a small unlocked coffer, a pair of silver earrings, a wooden music box, three crates of furs and hides, and a polished wooden case of potent greenish herbal liquor. There are still eight bottles with liquor left in them.
Sir Karse
|
I am assuming that we search the watchtowers as well? If not, I would recommend that we do so.
"I that that we should gather what we have found together and if one of you has the ability to detect magical aura, then do so. If not... we should bring it back with us to have it checked at the trading post. Our big problem now is how to move Cappi and Brom. I suggest a sledge."
Will Thatcher
|
”I can see magical auras if you give me a moment.” replies Will as he focuses on the items found, humming a little tune causing any magics to glow before him. After explaining his findings to the group, he adds ”We have Bob and two horses, assuming they are still out there. We could just lash each of them to a horse and the rest of us walk. Actually, I think I have a bit of curative magic left in me, I can try and wake Cappi up now, which would just leave the big man.”
Bending low over the Halfling, Will sings a reverent song of renewal, causing his hands to glow and the illumination to permeate the diminutive warrior.
Cure: 1d8 + 1 ⇒ (4) + 1 = 5
| Brom Wolven |
He will heal a bit (3hp) over 8 hours, so that should help some. His HP in the morning will be -7. When the morning comes.
| Dendarial the Ken Hunter |
Seeing that both wounded are in no danger of dying Den first gathers what arrows are not broken from those shot and those on the bodies replacing his "currency" in his quiver. After he asks Will Help me carry the wounded to be near the fire. I will tend to them through the night and perhaps aid the healing of their wounds. After the wounded are comfortable and warm he will help search the camp, making a pile of the valuable and useful items.
Will, can you go and retrieve the pack animals. he says as he begins to wash and clean Brom's wounds. Karse, you seem to have a good hand for healing. Would you give me a hand with this? Assist Please?
Heal check, Brom: 1d20 + 6 ⇒ (8) + 6 = 14
Heal check, Cappi: 1d20 + 6 ⇒ (2) + 6 = 8
Well I'd rather have the good rolls for combat but something above a 10 here would have been nice...
Will Thatcher
|
Will aids Dendarial with his requests, and summons multiple light spells on some surrounding stones so the area is well lit while they clean the wounds. Then, retrieving his weapons and shield, he fetches the animals from the darkness, seeing his way through the wilderness with a light spell on his sword.
Sir Karse
|
Karse joins Den by the side of the wounded men, offering what advice he can recall from his days among the clerics.
Aid Another Wisdom check (Cappi): 1d20 + 3 ⇒ (2) + 3 = 5
Aid Another Wisdom check (Brom): 1d20 + 3 ⇒ (9) + 3 = 12
| GM Captain Trips |
Long term care check succeeds on Brom, fails on Cappi. Brom regains 6hp from rest and the treatment putting him at -4hp, Cappi regains 2hp from rest, which brings him up to 1hp.
The party spends the evening in the woods, tending to the wounded party members and keeping an eye on them during the night. In the morning, the three members awake to find Brom's wounds on the mend, while Cappi is actually awake, although looking a bit rough. The rain has picked back up and it makes for a rather miserable morning.
On the remaining bandits the party discovers 7 suits of leather armor, 5 short swords, 2 short bows, a total of 38 arrows split between two quivers, and two daggers. They also find 48gp, 92sp, and 132cp in coins between the bodies.
Will Thatcher
|
In the morning, after refreshing himself for the day, Will uses his curative hymns to revive the mighty warrior and then put a bit more pep in the halfling's step. Then, he helps the group pack up the gear they are bringing back to Oleg.
Cure on Brom: 1d8 + 1 ⇒ (8) + 1 = 9
Cure on Cappi: 1d8 + 1 ⇒ (7) + 1 = 8
Sir Karse
|
Karse greets the morning in typical (for him) fashion, creating a makeshift altar with sticks, leaves, and bark on a nearby stump and offering praise to Erastil. After which he will join the others for breakfast.
| Dendarial the Ken Hunter |
Before bed Dendarial changes into the masterwork armor and tucks a masterwork axe into his belt. His only other melee weapon had been a dagger. I'll use these for now, if no one objects.
Dendarial and his owl hunt at first light, his thinking that fresh meat will help the injured men heal.
Survival: 1d20 + 6 ⇒ (15) + 6 = 21
Survival Assist: 1d20 + 2 ⇒ (7) + 2 = 9 You would think an owl would be better at hunting. :)
| Brom Wolven |
Brom wakes slowly and stiffly, his bandaged wounds red with blood, it does not appear to be a happy morning for him. "Vhat is zhis? You all are my spirit guides? Zhis is not vhat I expected zhe spirit-life to be..." Once the others bring him up to speed and he's given a bite, the massive man gingerly peels off the unneeded bandages, "Vell, I am in your debt Vill, all of you! My spirit should have departed last night, but here I sit, strong as horse! Aheagh!" his burst of excitement is interrupted by a loud cough and spitting up of reddish spittle, his lungs still clearing themselves of the blood he's swallowed.
He takes some time, still sitting to apologize to Krasa, for dropping her in his excitement and need to try and help Cappi, and promises to try and never do it again. After eating and stretching, he's feeling much more mobile, though far from completely healed, he seems much improved. "So vhen shall ve return vizh zhe spoils of var? I hope zhe ozhers have enjoyed as glorious a battle as ve did!" Lastly he takes some time to admire the pink new scars criss-crossing his large torso, muttering under his breath what sounds like prayers of gratitude to the spirits.
He takes a moment to lament their fallen foes, "Zhey fought vizh honor, and zhe voman vas... very special. I am sad she is gone. I vould have liked to have made great strong babies vizh vun as powerful as her..." and wipes away a single tear, seeming genuinely distraught.
Sir Karse
|
After breakfast, Karse digs a shallow grave for each of the bandits and lays them to rest within, offering a blessing to Erastil for each.
| GM Captain Trips |
Dendarial spends the morning hunting with the help of Acio, who decided breakfast was going to be a mouse and refused to share the tender morsel with the ranger, showing typical avian "stand-offishness" that morning. Dendarial does however manage to fell a wild turkey, which more than makes up for the lack of help from the bird. Roast turkey over the flame of the campfire fills the morning air and sets everyone's stomachs to rumbling.
As the rest of the party goes about their daily morning routine a few hours drag by and the weather begins to lessen in severity, turning to a very light misting of precipitation. The sun can be seen struggling to win a battle with the cloudy skies, and it brings the promise of sunshine at some point during the day.
Whats the plan now?