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He gives you 5 healing kits for the village healer and sends you on your way. You arrive at the village without incident about dark. There are signs of a recent attack and while the people are wary of you, your coming with the ranger (name of Sergey) seems to calm them.
It is a she, but her gaunt form and light grey wisp of a mustache could fool anybody if she weren't in an offensive yellow dress. The seriously injured are kept in a small, clean room where there are three of them. One has a head injury, another a wrapped torso with a foot long line of soaked through blood on it. The third has a seriously injured arm in a sling, and it looks like he might lose it. When you ask about the other wounded she tells you that they are mostly flesh woulds that can be tended at their homes, but still need to be treated. They are who most of the supplies are for. The seriously hurt obviously need more than a poltice and time.
The head injury guy gives a groan and asks where he is. When the healer tells him he asks about the battle and after a couple minutes says he wants to go home. She insists that he stay one more night, just to make sure he is okay, which he grudgingly accepts. The other two you don't make as much progress with. They both get a little color back to their pale faces and the wounds close a little, but they won't be going home tonight.
They improve a little more, but are still down. The village healer sees your action and comes up to you.
It is no good. They have been hit with a necrotic blade somewhere in the battle. I have been able to stabilize them and you have helped a little. I saw this once before, in a sick madman who would cut his victims and let the wound itself finish them like a disease. The only one who survived was a visiting illiterate dwarf who could drink half a tavern under the table when they were teamed against him.
Make a wisdom check
14 or less
Spoiler
Figure it out yourself
15 or higher
Spoiler
The dwarf was a barbarian with a super high constitution.
20 or higher
Spoiler
The dwarf made a fortitude save which was why he lived and boosting these men's fortitude could save them.
Does anyone have a potion of bear's endurance, or anything that could help them increase their fortitude save? If not I can prepare that spell, but it will take several hours.
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Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
We have tried those, but they are not quite enough. There are some mushrooms that have been known to boost resilience to diseases and curses and magnify the effects of endurance potions. We may have some near here. One of the farms close to the village had a problem with rats coming out of the cave they used as their cellar and while they put all kinds of poisons out they were never able to kill a single one. Eventually they abandoned it and covered it with giant rocks. There might be some of the mushrooms in the cave.
These men are our highest priority but should keep for awhile with what you have done. The way this thing works it could take days to kill them. They will have more time, followed by a very rapid decline. Sergey will guide you. You can find him at what passes for our inn.
You find him at the inn. He is willing to guide you, but it is late and he is tired and will guide you there and even assist in the cave, but only after he has rested.
Alex sets his beer mug down and says, "Follow me if you are ready then." and sets out the door. The stars are shining and the night is warm. In about an hour you reach the farm, which seems to be a corn and beet farm in the hills above the village, which is itself in the lower foothills of the mountains.
The entrance to what was the cellar is covered with large rocks at least 150lbs a each. You are not surprised when you learn that it took both brothers to move each one.
Set down my pack and have Alex step to one side. Since Angus can lift 300 pounds over his head, there's no reason not to show off and toss some boulders around, clearing the entrance.
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Quote:
Originally Posted by The Giant
An entertaining defeat is better than a boring victory...
Alex is not impressed and after you have moved about half of them he says "I hope you plan on killing all of them, or putting the rocks back when you are done". You then start hearing some skittering.
I actually have darkvision, so I should see everything as I would normally except in black and white. I take a step away from the opening and call on the strength of Kord. (Cast Bull's Strength).
You hit the three rats to come out of the hole, the first two stick on your dagger while the third gets a massive blow that throws him into three more, killing all four of them. Two of them try to jump and attack you but a reflexive blow from your off hand takes them both out. Two of them manage to bite at you legs. (1d20+4)[11]
damage 1 (1d20+4)[5]
damage 1
Congratulations, you now have a pair of rat skin overshoes. Gross. Your next slash bisects 3 rats and your fist hits 4 more, killing all of them. They still keep coming. (1d20+4)[19]
damage 1 (1d20+4)[17]
damage 1 (1d20+4)[16]
damage 1 (1d20+4)[17]
damage 1