MadScientistWorking |
Default exploration: Search for clues
" I'm going to be honest. I hit things hard. I might be able to tell you want it is but mainly I keep you safe from any harm. It's a simple job but I appreciate it ," she says while brandishing her weapons.
Kurnek Ruinmaker |
As the Pathfinders head down the stairs, Kurnek takes a place near the middle of the group , behind Dreadfang! and next to Marcus (to avoid leaving an open space and not get behind Zoresk). Like Marcus, he casts light on the end of his staff, then pulls a flask from a hip pocket and swallows the contents with a satisfied gulp.
"Eagle-eye elixir, just the thing for hunting monsters in the dark. I brewed an extra batch, if anyone is interested."
Eagle-eye elixir, lesser: +1 bonus to perception for 1 hour, +2 vs secret doors and traps
"My usual practice in these circumstances is to search for magical energy, when on a mission with others who are more talented at ferreting out mundane threats." He casts another minor spell, and his eyes shine with a faint purple glow before fading back to their usual brown.
Exploration activity: Detect Magic.
_Zoresk_ |
Zoresk defaults to scout
"Big green and a lot of teeth..sounds fun"
Zoresk breathes a sigh of relief as some one casts light, heading down into the sewers. He pulls his crossbow off his shoulder and keeps it at the low ready.
Valdris |
Valdris defaults to Detect Magic.
Smiling and pulling out his dagger, the wizard casts Light on the hilt before sheathing the blade at his belt and following his group into the underbelly of the theater.
"Let me know if you get any nicks or cuts. I'll take care of them before they get infected."
Casting another spell, the humans eyes also seem to change to a purple sheen.
Marcus Vultulus Fantailler |
Since I see nobody searching for traps, I'll do that instead of search for clues.
Marcus looks at Kurnek's offer and realizes that nobody else is taking it. "Well, I suppose that shall be my task today then."
Kurnek Ruinmaker |
“Excellent!” Kurnek happily hands Marcus the elixir. “I think you’ll enjoy it - I used elderberries for the flavor.”
DM Deevor |
Twisted and bloated, the wooden stairs connecting the main floor and basement are slick and saturated with water. The walls are covered in algae and the ceiling is coated with black mold, while old furniture and props from the theater are piled in the corners in soggy, crumbling heaps.
Small crustaceans and numerous insects occasionally peek from the detritus or scramble into cracks or the shallow pools on the floor. The smell of rot and salt water hangs damply in the air. To the west, a section of the brick wall has crumbled into a heap, creating an opening into a larger area beyond.
Ran out of time, getting map and tokens in correctly, will continue tomorrow, apologies for not finishing this bit today.
DM Deevor |
1d20 + 13 ⇒ (8) + 13 = 21
1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Dreadfang: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 Avoid Detection
Kurnek: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 Detect Magic
Marcus: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25 Search
Valdris: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 Detect Magic
Zoresk: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 Scout
Talia: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 Search
Marcus Recall Knowledge Nature: 1d20 ⇒ 10
Valdris Recall Knowledge Nature: 1d20 ⇒ 11
You move slowly down into the basement of the playhouse passing bits of waterlogged and rotten props, a rickshaw bent and broken, a flag from Taldor the colour almost totally drained, a clown's costume turning green with mold, other props, costumes and other assorted tools, most of which are unusable and worthless. Despite the poor state of the room, as you look into the room, you see some rusted tools including a sledgehammer hanging on a rack in the northeast corner.
Valdris and Kudrek feel the atmosphere of the dusky moldy smelling room, a tingling sensation is present, that unmistakable presence of magic, an aura of illusion.
As Marcus and Valdris look into the corner, they notice what looks like a large green log across that part of this room, however the log has eyes, and it seems to have noticed you, readying to move towards you.
Marcus and Valdris are up .....
Marcus Vultulus Fantailler |
Marcus points out the log to his allies. "Hold... Something appears to be lying in ambush..."
He pauses to consider... What is that thing?
Point out, Recall knowledge (+6 Bardic). Last action will either be too inspire Courage if it's a monster, or to try to speak with it if it's identified as intelligent.
Valdris |
"You can look at it all you want, I dont think that whatever it is, is friendly."
Energy crackling at his fingertips for a moment, the wizard rethinks his plan while staring at the log for a moment and begins fingering his Healer's Kit on his belt.
Move and Ready to use Battle Medicine on the first ally harmed. Assurance has it at 16 for autosuccess Treat Wounds.
DM Deevor |
Marcus shouts a warning as his magical words bolster the resolve and strength of his companions to face up to the deadly creature. "Crocodile!! at least its not in water. Beware if they grab you, in water and on land they can roll and twist, breaking the bones of their prey"
As the large green creature surges towards you, hungry and angry at being imprisoned in this small enclosure by the rubble that blocks it's exit to the west. It opens it's jaws showing rows of small sharp dagger like teeth. It's hide green and tough, a dangerous creature, a very dangerous creature.
The movement of the large croc, disturbs another that lurked hidden under costumes and props, more green jaws of death.
The first creature's beady eyes look first at Talia, before it sees in the flickering light of the torches a small shadowy creature, it attacks 1d2 ⇒ 2 the small lizard in the shadows, easy prey!! It opens it's deadly jaw, snapping them into the kobold's body with no armour to protect him. The strike ripping at the young kobold, striking at kobold's vital organs and tearing them to shreds. The kobold falls, Dreadfang's body goes limp and the crocodile drops him, Dreadfang's blood seeping into the costumes on the floor, gore and blood clings to the crocs teeth.
Action: Move
Action: Move
Action: Strike Dreadfang 1d20 ⇒ 18 Critical hit 32 HPs damage.
Round 1: still have actions: Valdris(Ready Action) Talia, Kurnek, Zoresk
Round 2: Marcus, Valdris, Dreadfang
Marcus - identified crocodile and cast Inspire Courage, you and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Valdris - moves and readies to heal with medicine. (given circumstances you can use stabilize but need to roll DC=17).
Crocs - round 1 complete
Talia - +1 attacks and damage
Kurnek - +1 attacks and damage
Zoresk - +1 attacks and damage
Dreadfang - 0 HPs, unconscious, prone, dropped weapons, Dying 2
1d20 + 9 ⇒ (5) + 9 = 14
1d10 + 6 ⇒ (10) + 6 = 16
Talia the Pirate |
Power attack
attack: 1d20 + 11 ⇒ (4) + 11 = 15
Hero point
attack: 1d20 + 11 ⇒ (11) + 11 = 22
dmg: 2d10 + 5 ⇒ (4, 5) + 5 = 14 Piercing
attack: 1d20 + 1 ⇒ (19) + 1 = 20
dmg: 1d10 + 5 ⇒ (10) + 5 = 15
Talia angrily swipes at the crocodile yelling," I'm going to give you a massive case of indigestion if you try to eat my allies."
DM Deevor |
Talia's powerful attacks, pierce through the crocodile's tough hide, making the creature wince and trash it's tail in pain.
_Zoresk_ |
Zoresk designates yellow as his prey and fires a bolt from his crossbow.
crossbow: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
will go ahead and spend a hero point to reroll that
cross bow: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
piercing damage: 1d10 + 2 ⇒ (8) + 2 = 10
if hit
precision damage: 1d8 ⇒ 8
Draw these beast to us. Let's deal with the one at a time." He yells as he steps behind the wall.
Hunt prey (which triggers bolt ace), fire, and step behind wall
Also, as part of hunt prey, i get to make a recall knowledge check as part of the action. On a critical, myself and allies get a +1 circumstance bonus to the next attack against that prey. Nature is +5
Kurnek Ruinmaker |
Kurnek concentrates for a moment, and a shimmering field forms around him, stretching out to cover Marcus, Valdris, and Zoresk.
◆: Cast focus spell, protective ward (Talia and Dreadfang!, it will cover you next round.)
"Let's see if we can drive this monsters back!"
A bolt of lightning streaks from his outstretched hand to the nearest crocodile, then ricochets into the other.
◆◆: Cast a spell, electric arc
Electrical damage + inspire courage (DC 18 basic Reflex save): 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Marcus Vultulus Fantailler |
Marcus's usual wry eloquence evaporates as Dreadfang hits the ground.
"Awwe buggrit..."
He quickly taps himself on the neck, flank, and chest mirroring the positions of Dreadfang's most grievous wounds and mutters a few gutteral words in aklo. As the last echoes of the words dissipate, so to do his wounds.
◆◆: Casting Soothe on Dreadfang.
Healing: 1d10 + 4 ⇒ (1) + 4 = 5 and +2 to saves vs mental effects
"Dreadfang, fall back! The rest of you, deal with the front croc first. Try to keep them from spreading out around us... We've all seen worse in training..."
◆: Inspire Courage +1
DM Deevor |
Zoresk watches as his bolts hit the crocodile, but are unable to penetrate the tough hide that protects the animal's vitals. "Remember to watch out for the tail as well." Zoresk reminds his companions with a smile.
With no warning that of the electric sparks flying from Kurnek's outstretched hand, the first crocodile is unable to react, however the second manages to squirm away from the full effects of the blast.
The bard manages to heal some of Dreadfangs wounds, with words of encouragement, which bolster his companions.
Round 1: still have actions: Valdris(Ready Action)
Round 2: Valdris, Dreadfang[/b]
Marcus - identified crocodile and cast Inspire Courage, you and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Valdris - moves and readies to heal with medicine, 2d8
Crocs - round 1 complete - 36 HP damage / 3 HP damage
Talia - +1 attacks and damage - strikes with boarding pike, hits 29HPs
[b]Kurnek - +1 attacks and damage - spells electric arc, fails/passes 7/3 HPs
[b]Zoresk - +1 attacks and damage - strikes with crossbow, misses
[b]Marcus Heals 5HPs on Dreadfang, continue Inspire Courage
Valdris +1 attacks and damage
Dreadfang - 5 HPs, prone, dropped weapons, Wounded 2, +1 attacks and damage
Dreadfang, yes 2nd round, to give your friends time to heal you..as your initiative is now just before the creature that struck you. Also Valdris can use Battle Medic on you. So either you or Valdris can roll the HP recovery, I was obviously not thinking straight when writing the synopsis for Valdris...
C1 1d20 ⇒ 6
C2 1d20 ⇒ 14
Valdris |
Dreading is out of reach for the ready to go off, but I'll still try to get him healed this round.
Cursing at himself, the wizard steps to his kobold ally, and begins to use gauze and small tinctures to help treat the wounds caused by the creature. Once finished, the wizard then casts shield to protect himself.
Battle Medicine: 2d8 ⇒ (5, 3) = 8
"Get behind me friend. I'll see if I can patch you up better after this."
Step, Battle Medicine, Shield.
Dreadfang! |
Dreadfang comes to with a yelp at Marcus’ words. He looks around, momentarily confused, until he hears Valdris’ call. With a high-pitched growl, he pulls himself to his feet, and scurries to the back of the party. One there, he turns and shakes his fist at the croc that downed him.
”I defy you, false dragon!”, he cries. ”You haven’t seen the last of Dreadfang! I’ll eat your heart, and destroy your village!”
Stand, Stride, Demoralize
Intimidate: 1d20 + 5 ⇒ (13) + 5 = 18
Kurnek Ruinmaker |
Don't forget +1 to AC for Kurnek and anyone adjacent to him (currently everybody but Talia) from his protective ward.
DM Deevor |
Don't forget +1 to AC for Kurnek and anyone adjacent to him (currently everybody but Talia) from his protective ward.
Thanks for the reminder.
DM Deevor |
Valdris goes to help Dreadfang, quickly binding some of the wounds. Dreadfang moves away and shouts abuse at the creature to no avail.
The croc, badly injured, continues his fight, turning his attention to the pirate. It snaps at the brave woman and bites deep into her waist and legs, the teeth sink in causing severe damage to her muscle and flesh. The crocodile doesn't let go and suddenly rolls with Talia in it's mouth. As Talia's head and body fly around with the crocodile, her head cracks on the floor as she too is unconscious and bleeding out in the crocodiles mouth, as it drops her on the floor.
The other crocodile roars.
Crocodile 1
Action: Strike Talia 1d20 ⇒ 16 16HPs damage
Action: Grab Talia
Action: Death Roll Talia 1d20 - 5 ⇒ (19) - 5 = 14 16HPs damage, Talia Dying 1
Crocodile 2
No actions
Round 2: still have actions: Kurnek, Zoresk
Round 3: Marcus, Valdris, Dreadfang, Talia
Marcus Heals 5HPs on Dreadfang, continue Inspire Courage
Valdris +1 attacks and damage, Heals 8HPs on Dreadfang
Dreadfang - 13 HPs, Wounded 2, +1 attacks and damage
Crocs - round 2 complete - 36 HP damage / 3 HP damage
Talia - 0HPs, unconscious, prone, dropped weapons, Dying 1, Initiative moved to before the crocodile.
Kurnek - +1 attack and damage, +1 AC
Zoresk - +1 attack and damage, +1 AC
damage 1d10 + 6 ⇒ (10) + 6 = 16
damage 1d10 + 6 ⇒ (10) + 6 = 16
_Zoresk_ |
Woof...these things are vicious.
Did not notice someone took my spot. If the GM allows, would you allow my character to lean out as an action to get rid of the benefits of cover. if not, he will be firing from behind the wall, and the croc would get standard cover. And will reload as his third action.
Zoresk reloads his crossbow, fires from around the corner.
crossbow: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
damage: 1d10 + 2 ⇒ (8) + 2 = 10
precision damage: 1d8 ⇒ 3
Kurnek Ruinmaker |
"Oh my goodness, now Talia!"
Kurnek concentrates to sustain his protective ward, extending radius of the effect another five feet so that it encompasses all of his allies, then once again calls forth a bolt of lightning that forks between the two crocodiles.
◆: Sustain a spell, protective ward
(+1 to AC for all of the Pathfinders until the start of Kurnek's next turn.)
◆◆: Cast a spell, electric arc
Electrical damage + inspire courage (DC 18 basic Reflex save): 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Dreadfang! |
Newly healed, Dreadfang scampers up to the front again.
”I have returned!”, he cries, baring his claws. ”Now you face your doom!”
He slashes at the great beast, looking for the heart he came to devour.
Stride, Tiger Stance, Flurry of Blows
Attack 1: 1d20 + 6 ⇒ (14) + 6 = 20
Damage 1: 1d8 + 2 ⇒ (1) + 2 = 3
Attack 2: 1d20 + 2 ⇒ (11) + 2 = 13
Damage 2: 1d8 + 2 ⇒ (2) + 2 = 4
ETA: OOPS, forgot the Inspiration bonuses
Valdris |
"Looks like my training is working!"
Valdris mutters as more gauze and tinctures fly about as he treats Talia's wounds before he looks at the creature.
Battle Medicine: 2d8 ⇒ (6, 2) = 8
Once finished with the quick treatment, the wizard turned medic forms electricity between his hands before sending it towards the two beasts.
"How about you don't eat us!"
Electric Arc + Inspire Courage DC 18 Reflex: 1d4 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Talia the Pirate |
Talia lying on the floor looks up and says," Not going to lie. Was hoping to remain unconscious for my imminent death."
Pick up pike
Stand up
If crocodile in front of me is dead shift in front of the monk
potential aoo: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
dmg: 1d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15
DM Deevor |
Zoresk's bolt flies straight and true, striking the crocodile between the eyes and burying itself into the crocodiles brain. With a final roar the crocodile sinks to the floor dead.
Watching the other crocodile die, the one behind tries to squirm away from a sudden bolt of electricity. It's not quick enough and his hides is burnt. As the pain wracks it's body another bolt of electricity hits its tail sending a shock through its body.
Given Dreadfang's post, I assume he is headed for battle
Dreadfang excited by the healing that has brought him to life, scampers back into the fray. He clambers over the body of the dead crocodile, before using his martial skills to pierce the new foes hide with his first strike. The second strike with his foot is less successful and doesn't penetrate the thick green hide.
Talia regains her feet and her weapon, stepping forward ready to strike when the moments right.
Round 3 Marcus to act, will he be able to take this crocodile down....
Marcus Heals 5HPs on Dreadfang, continue Inspire Courage
Valdris +1 attacks and damage, Heals 8HPs on Dreadfang
Dreadfang - 13 HPs, Wounded 2, +1 attacks and damage
Crocs - round 2 complete - xx HP damage / 3 HP damage
Talia - 0HPs, unconscious, prone, dropped weapons, Dying 1, Initiative moved to before the crocodile.
Kurnek - +1 attack and damage, +1 AC, send electric arc damage 8, protective ward +1 AC to allies within 10ft
Zoresk - +1 attack and damage, +1 AC, shoots and kills crocodile 1
Marcus still to act in round 3
Valdris +1 attacks and damage, +1 AC, Heals 8HPs on Talia
Dreadfang - 13 HPs, Wounded 2, +1 attacks and damage, attacks crocodile 4 damage
Talia - 8HPs Wounded 1, +1 attacks and damage, gets up, picks up weapon, step forward
Crocs - round 3 to act - xx HP damage / 23 HP damage
1d20 ⇒ 3
1d20 ⇒ 5
Marcus Vultulus Fantailler |
Marcus grits his teeth. "I suppose those with the most flesh left to give should join the front ranks... and I'm on that list."
He quickly ◆strides forward and shouts, "One last barrage and we can bandage up!"
◆Inspire, ◆Strike
Rapier, Inspired: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage, Inspired: 1d8 + 1 ⇒ (1) + 1 = 2
Edit: Since that might be a critical...
Deadly: 1d8 ⇒ 2
Possible total of 6 damage if that crit
Dreadfang! |
Dreadfang presses the attack, following the creature into the corner.
”You will taste my wrath, impostor!”, he cries. He makes a couple of false swipes, before laying into it.
Feint, Tiger Stance, Flurry of Blows
Deception: 1d20 + 5 ⇒ (18) + 5 = 23
Attack 1: 1d20 + 7 ⇒ (2) + 7 = 9
Damage 1: 1d8 + 3 ⇒ (4) + 3 = 7
Attack 2: 1d20 + 3 ⇒ (1) + 3 = 4
Damage 2: 1d8 + 3 ⇒ (8) + 3 = 11
DM Deevor |
Marcus is inspired and his rapier pierces the tough hide, but rather than pierce a vital organ, the blade is deflected away by the creature's muscular tail, the blow doing just minor damage. However the crocodile looks really hurt, surely it won't last long.
The crocodile turns towards Marcus, it's jaws opening and snapping. Unable to hit the bard with his jaws, the croc swings it's tail round catching Marcus by surprise and slamming into him.
Action Strike 1d20 ⇒ 4
Action Strike 1d20 - 5 ⇒ (8) - 5 = 3
Action Strike 1d20 - 9 ⇒ (20) - 9 = 11 (critical) Marcus takes 20 HPs damage.
Dreadfang then mesmerises the crocodile with his swift hand movements, unfortunately for the monk his hands become tangled up and he misses his target with his strikes.
All to act for the next round with the exception of Dreadfang.
Inspire Courage up - +1 attack and damage
1d6 + 6 ⇒ (4) + 6 = 10
Valdris |
Raising a hand, Valdris snarls as he mutters two simple words of power. Three bolts of energy fly towards the beast as the human's fingers finish the motions of his spell.
"Magic Missile"
Magic Missile: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12
Kurnek Ruinmaker |
Kurnek steps forward to keep all of the Pathfinders into his range and concentrates to sustain his protective ward, extending radius of the effect to 15', then casts a minor abjuration spell to provide himself with a bit of extra protection now that he is closer to the wounded beast.
◆: Sustain a spell, protective ward
(+1 to AC for all of the Pathfinders within green border until the start of Kurnek's next turn.)
◆: Stride
◆: Cast a spell: shield
(+1 shield bonus to AC for Kurnek until the start of his next turn.)
DM Deevor |
Valdris contains his anger, sending his missiles of death at the animal's body, the force hits and the body is crushed and contorted by the missiles, leaving the crocodile in a heap, dead!!!
Combat over ... more to come later today ...
DM Deevor |
Searching through the body remains of the crocodile in the north east, tangled up with a myriad of colourful costumes, Valdris and Kurnek discover a hat giving off an aura of illusion.
Talia and Zoresk go and find a sledgehammer in the north-western corner of the room, useful to make the hole in the west easy to get through.
Dreadfang searches through the props and costumes bloodstained and strewn on the floor. Looking under a green and gold princes costume, he finds hiding there a small ivory jewelry box worth something in the region of 4 gold pieces.
You find 2 Treasure Bundles.
Hat of Disguise
Illusion Invested Magical
Usage worn headwear
This ordinary-looking hat allows you to cloak yourself in illusions.
Activate 1 minute (Interact); Frequency once per day; Effect The hat casts a 1st-level illusory disguise spell on you. While setting up the disguise, you can magically alter the hat to appear as a comb, ribbon, helm, or other piece of headwear.
What next ... 15 minutes since you started out from the goblins.
Hero Point awarded to Talia for considerable damage done to Croc 1 and then taking a hit.
Kurnek Ruinmaker |
Arcana: 1d20 + 8 ⇒ (4) + 8 = 12
Kurnek shrugs and offers the hat to Valdris for inspection.
"If there is time for us to pause for a few minutes, I can refocus some of my arcane energies. But if not, I am ready to continue."
If we wait 10 minutes, Kurnek can regain his focus point and will be able to cast protective ward again in the next combat, but it might be wise to keep moving. I'd be fine either way.
Dreadfang! |
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While others refocus and recover from their wounds, Zoresk will scout ahead and see what else might be lurking in the dungeon.
”What do you mean, ‘scout ahead’?”, Dreadfang asks incredulously. ”We killed the big green monster with the teeth! We’re done here! No? Fine, I will come too!”
Stealth +6
DM Deevor |
The intrepid duo look through the hole in the wall, out into the dark unlit space. Dreadfang steps through, "Bah, dirty unclean sewers!" Zoresk can only see a small portion of walkway and a deeper channel of water!?! The light shining out of the hole only illuminates a short distance.
Both smell the strong scent of saltwater, that hints at the daily flooding that washes through these sewers from the nearby sea. The walkway outside the hole looks slick and damp, although relatively clear of the normal waste found in a sewer. Down the centre of the sewer is a deeper channel of dark green water, how deep it is or how filthy is a question to be answered. But what is known is that the water level comes up to the lip of the walkway.
Dreadfang looks up the sewer, "Can't see anything dangerous up there."
Does Zoresk light a torch or lamp and continue to explore with Dreadfang, even if it means giving up any hope they will keep hidden from the denizens of the dark? Or does the battle weary kobold continue to explore on his own, knowing he has a much better chance to stay hidden? Do their companions call them back, so they can make better plans together? Do they wait to heal the injured?
As the Pathfinders decide there is more to explore.
You should have plenty of time to heal if you want.
Kurnek, if you heal up, then you can get your spell back.
Battle Medic used on...Talia, Dreadfang.
Marcus 6HPs
Talia 8HPs Wounded 1
Dreadfang 13HPs Wounded 2
Valdris Spells Used - Magic Missile
Dreadfang! |
Dreadfang dithers in the entryway, looking from the sewer to the group, and back again. He takes a step into the tunnel, when Talia mentions healing up, and he remembers the monster that took him down. With a dissatisfied grunt, he steps back into the chamber, and waits for everyone to be ready.
Marcus Vultulus Fantailler |
Occult to ID Item: 1d20 + 6 ⇒ (8) + 6 = 14 Nope!
Marcus pulls out his healers kit and begins to tend to his wounds.
"Dreadfang? Would you prefer that your wounds be bandages before poking on ahead? I would certainly prefer so at least for myself, and I suspect Talia would as well." He winces as he speaks.
Looks like Treat Wounds doesn't prevent you from using Battle Medicine, so I'll go ahead and try to patch myself up. Valdris is better than I am at Medicine so I suggest he look at the others... i.e. those with the wounded condition.
Medicine (Treat Wounds): 1d20 + 5 ⇒ (13) + 5 = 18
Healing: 2d8 ⇒ (5, 3) = 8
He looks at his stichwork with a degree of satisfaction, then pulls out a minor healing potion. "I suppose a needle and gauze can only do so much."
Healing Potion: 1d8 ⇒ 2
Brings me to 16/26. That'll have to do.
As for the darkness issue, I'd vote to conjure light.
Valdris |
Arcana: 1d20 + 8 ⇒ (4) + 8 = 12
We dumb!
Valdris begins going over everyone's wounds, and starts treating with expertise.
"Those nasty creatures do pack one heck of a bite. Let me look at everyone, as I don't want things to get infected."
Looking about, the mage then casts Light on his dagger, hoping that it helps with everyone's sight.
It'll take an hour to treat everyone's wounds, but I auto succeed on the DC 15. So roll your 2d8s folks! As for Battle Medicine, it's once per day per target when fighting, so I can still treat wounds normally, and with my feat, I can heal the most grievously wounded every ten minutes, rather than every hour.
Marcus Vultulus Fantailler |
Only Talia and Dreadfang are left for healing, so just 20 minutes.