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<blockquote data-quote="IndyPendant" data-source="post: 2463490" data-attributes="member: 8738"><p>Jair cannot find a way to climb out himself, so Lehko has to brace a rope for him. Lehko manages to to brace the weight while Jair carefully uses the rope; as he does so, Calcryx lands on the same table he was crouched on at the start of the battle, calling in its rough voice <strong>"Heal the big one first and most, Jair Feyfriend. He showed me proper respect."</strong></p><p> </p><p><span style="font-size: 9px">((It was four rounds after the start of combat that you made your deal with Calcryx. I'm going to be nice and say it only took 2 rounds for Lehko to move back to the pit, ready a rope, and for Jair to climb out. He can then move and heal on rounds 7, 8, and 9 after the start of the battle. That having been said, I shall now make the stabilize rolls.))</span></p><p> <span style="font-size: 9px"></span></p><p><span style="font-size: 9px">((Kuma: 93, 65, 14, 21, 8. Jerek: 34, 83, 5. Heirmund: 44, 62, 37, 44, 3.))</span></p><p> </p><p>Jair uses his remaining powerful spell to heal Kuma at Calcryx's insistance, but he does not awaken. Nervous by their colour, and unwilling to risk the time it would take to examine them, Jair then uses two of his minor spells on each of Jerek and Heirmund. Knowing the magic has now made them stable, he examines them carefully, but not knowing very much about the healing arts, all he can tell is that the slightest of further traumas would cause their deaths--and they are unlikely to awaken any time soon. Meanwhile, Lehko searches for some of the tiny scales the dragon lost. He can still see where they are missing on the wyrmling's flank, but he can't find them in the debris of the room.</p><p> </p><p><span style="font-size: 9px">((Cure Light: 2+1=3. Lehko's search check: 5+1=6.))</span></p><p> </p><p>Calcryx watches for a few moments as Jair tends the wounded, and then comments <strong>"We really must leave. Durnn is waiting for you to attack him, but he will not wait long before he comes to investigate. You are hardly in a position to defeat his tribe."</strong></p></blockquote><p></p>
[QUOTE="IndyPendant, post: 2463490, member: 8738"] Jair cannot find a way to climb out himself, so Lehko has to brace a rope for him. Lehko manages to to brace the weight while Jair carefully uses the rope; as he does so, Calcryx lands on the same table he was crouched on at the start of the battle, calling in its rough voice [b]"Heal the big one first and most, Jair Feyfriend. He showed me proper respect."[/b] [size=1]((It was four rounds after the start of combat that you made your deal with Calcryx. I'm going to be nice and say it only took 2 rounds for Lehko to move back to the pit, ready a rope, and for Jair to climb out. He can then move and heal on rounds 7, 8, and 9 after the start of the battle. That having been said, I shall now make the stabilize rolls.)) ((Kuma: 93, 65, 14, 21, 8. Jerek: 34, 83, 5. Heirmund: 44, 62, 37, 44, 3.))[/size] Jair uses his remaining powerful spell to heal Kuma at Calcryx's insistance, but he does not awaken. Nervous by their colour, and unwilling to risk the time it would take to examine them, Jair then uses two of his minor spells on each of Jerek and Heirmund. Knowing the magic has now made them stable, he examines them carefully, but not knowing very much about the healing arts, all he can tell is that the slightest of further traumas would cause their deaths--and they are unlikely to awaken any time soon. Meanwhile, Lehko searches for some of the tiny scales the dragon lost. He can still see where they are missing on the wyrmling's flank, but he can't find them in the debris of the room. [size=1]((Cure Light: 2+1=3. Lehko's search check: 5+1=6.))[/size] Calcryx watches for a few moments as Jair tends the wounded, and then comments [b]"We really must leave. Durnn is waiting for you to attack him, but he will not wait long before he comes to investigate. You are hardly in a position to defeat his tribe."[/b] [/QUOTE]
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