Nocturne of Sorrow, Orsal J

(OOC: Really? I think he was at full when you comaed, but then he took friendly fire from people attacking the kite, then falling damage from the fall (you may not have been paying attention for that, which isn't your fault since your character was in a coma). It shouldn't matter in the end, since everyone will be at full HP shortly)
 

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(OOC: Just to save time, we'll say that Valan heals himself once and, having rolled for him, he recovers 7. After the rest, people will gain 1 or 2 HP depending on level, so most everyone will be either full or close to it)

*The night is extremely creepy, and many times, the person on watch is made to start in fright by unexpected strange noises, though thankfully none of the doughty adventurers scream like little girls. The trouble is, in order for people to get any sleep, the people on watch need to learn not to wake everyone up when one of those sounds happens, but one of these times it might actually be an attack...Still, this night, the party remains safe. There is an attack relatively early on by several mindless skeletons, but Valan, awake at the moment, destroys them immediately.*

(OOC: Okay, next morning happens, everyone has all their spells and turn attempts back, etc. The HP are recovered as mentioned above. Do you want to top off the few missing HP of the last people with orisons before you set off, or just go?)
 



*The group continues onward, and thankfully, there are no attacks that day, though Jace notices an ominous winged shadow in the air above. Thankfully, whatever it is either doesn't notice them, or doesn't care. By the next day, everyone is at full health, though charisma is still hard to be found. A strange tree near what seems to be a safe source of fresh water lashes out hungrily and murderously at anyone who tries to drink, so the group avoids it. Thus, they make it through another day without being attacked.*

(OOC: That's the fourth day, so coma people have a total of four Charisma now, meaning the dwarves are almost back to normal. Non-coma are, of course, at +4 from wherever they ended)

*The next day, Dorrin, as point man, spots a small group of three gibbering ghouls. Though he has enough speed to easily run back to the party without being caught, the dwarves are too slow to escape the ghouls. As Dorrin runs back and warns everyone, they must prepare for the oncoming ghoul attack.*

(OOC: Everyone has 1 round before the ghouls get here. The initiative order matters not for this round, but it is--

Quozen
Jace
Hasin
Valan
Gloria
Droggle
Dorrin)
 





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