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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Q & A Oaks Heart
Parent thread: Oaks Heart
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Darque
Veteran Visitor
Karma: 4/1
121 Posts


Wait

Wait until I get an answer about the Sleep spell. If it functions the way I think it does (against monsters, not friendlies) then I can at the very least knock those out in the cart.

The cast time is only 3 segments too, so it goes off pretty quick.


Posted on 2008-10-09 at 23:14:17.

Consortium
Resident
Karma: 3/4
202 Posts


Sleep???

We non-magic users hope you got it, and we will say hallelujah.


Posted on 2008-10-10 at 13:52:34.

ShadowDragon
Veteran Visitor
Karma: 3/2
173 Posts


sleep spell

looking at the spell you could make an arguement for either way so i will go with my players and it will only effect the orcs.


Posted on 2008-10-14 at 13:43:22.

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Hammer was ...

..... waiting on a ruling about the Spell before deciding what to do!

Need a little more time to decide!



Posted on 2008-10-14 at 15:24:39.

Darque
Veteran Visitor
Karma: 4/1
121 Posts


Casting

With that ruling, I'm casting sleep, centered on the orcs in the wagon with T'Sal.

2d4 = 3 + 3


Posted on 2008-10-14 at 16:02:39.

DeGotti
Veteran Visitor
Karma: 2/0
115 Posts


Well then...

I shall get up...keep an eye out for the head orc so as to keep away from being a clear shot for him...then swing me staff with horrific power

1d20 = 10
1d6 = 3


Posted on 2008-10-14 at 18:33:57.

Consortium
Resident
Karma: 3/4
202 Posts


work sleep work

with that said, and Rat feeling better about T taking care of herself, we will sling at the orcs near the rear of the wagon




rolls already posted


Posted on 2008-10-14 at 19:22:01.
Edited on 2008-10-15 at 09:16:22 by Consortium

Hammer
Extreme Exclaimator!
Karma: 93/24
4361 Posts


Hingatuli will ...

..... position himself as best he can to provide cover against the Commander Orc taking aim at him ... while plunging his Battle Axe into the nearest fallen Orc to extinguish its miserable life!


Posted on 2008-10-15 at 09:22:59.

ShadowDragon
Veteran Visitor
Karma: 3/2
173 Posts


rnd 3

post up.


Posted on 2008-10-21 at 15:35:33.

DeGotti
Veteran Visitor
Karma: 2/0
115 Posts


Sounds like...

We all have a red tint to our clothes now! Nice job all. I wonder which spellcaster the head orc was referring to?


Posted on 2008-10-21 at 19:19:16.

Darque
Veteran Visitor
Karma: 4/1
121 Posts


Probably me

I'm guessing big, bad and ugly was talking to me. This means for any future orc encounters I'm likely going to be the first target, especially if he is present.

I got a few more tricks up my sleeve though, but I do need to tread carefully from here on out and watch my back!


Posted on 2008-10-21 at 19:35:05.

Nomad D2
RDI Fixture
Karma: 55/6
3141 Posts


The plan of action?

Yeah, I'm guessing it is the sleep speel that caught his attention. I do love mages when they are on my side.

We do need to agree on a plan of attack. Carus is back so it seems we have everyone together - I'm guessing the best plan is to get the heck out of Dodge and head back towards town. Before suggesting this to Carus I would think we have few things we should decide:

1. What to do about the wounded? I would think we cast a few healing spells if we can. We also have some minor healing potions. Anvil has a gash in his leg and would like it taken care of. I would always use spells before potions as they can be relearned. But do we take the time to do it now?
2. Do we heal the woodsmen? Are there woodsmen who are unconscious and dying, but who can be saved? Anvil would be inclined to offer up his healing potion to such if needed. Do the rest agree?
3. I'm guessing we take the time to pile dead bodies onto the wagons before we go. Agreed?
4. Do we take time to search the dead orcs?
5. Eventually we as a group need to decide how long we stick with the wagons - I'm guessing at least we get them out of the smoke. We also need to get clear and share our earlier findings with Carus.
6. How do we protect our spellcasters?

Carus is in charge of the woodsmen, of course, but I'm guessing they are heading home.

SD - how many woodsmen are dead or injured? Are there any who will die if they are not healed?


Posted on 2008-10-21 at 19:55:06.

Darque
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121 Posts


To the injured

I would let me and Hammer bind their wounds as best we can first. If there is someone that is about to die, then we can use a spell or potion if that is our only option.

I have herbalism, but not healing, so all I'm suggesting at the moment is conjecture because I don't know how SD plays it.


Posted on 2008-10-21 at 20:00:23.

ShadowDragon
Veteran Visitor
Karma: 3/2
173 Posts


wounded

there are 3 woodsman up front that are wounded and moving the others are all dead or unconscious and you will have to check to know for sure. binding the wounds and using the herbalism prof. will keep the wounded from losing anymore HP's and bring dying characters back to 0 HP and holding for a limited time this will slow down the rate of travel for the wagons and the wounded will need to be attended during the voyage. over time this method will heal most of the wounds with stiches and splints etc. but several weeks will have to pass to regain lost HP's


Posted on 2008-10-21 at 20:07:44.

Nomad D2
RDI Fixture
Karma: 55/6
3141 Posts


Injuries

So, if someone is below 0 in hp we will need to magically heal them for them to survive long term, correct? In that case binding is a temporary way of buying time, right?


Posted on 2008-10-21 at 20:35:38.

   


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