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Kulan: Knightfall's Crisis in Bluffside Game [IC]
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<blockquote data-quote="Neurotic" data-source="post: 8082181" data-attributes="member: 24380"><p><em><span style="color: rgb(84, 172, 210)">"No time to waste, but I cannot leave my friends to that assassin either. Where could this boy go? Temple? Which one is close? But I cannot carry him, he will have to do it himself. Lets see..."</span></em></p><p></p><p>Akos thinks quickly about the optimal way to do this. First, wake the boy. At his command, his wide belt pulses and golden glow settles over the boy even as the blessing of his queen flows into him. That should wake even those almost dead.</p><p></p><p>[spoiler=If the boy wakes up]</p><p><span style="color: rgb(84, 172, 210)">"Come on, boy, you need to get yourself to the temple! I'll help you through the fog, but we must go immediately. My friends are in danger."</span></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=241210" target="_blank">Local knowledge (find the closest temple on the way back): 1D20+11 = [5]+11 = 16</a></p><p>[/spoiler]</p><p></p><p>[spoiler="If the boy doesn't wake up"]</p><p>Akos sighs and checks the wound - his healing may have made things worse since there is no cut for the poison to go out of. At least he has a small sample at where the edges of the wound were since blood is no longer washing it away.</p><p></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=241211" target="_blank">Heal check - against poison: 1D20+10 = [12]+10 = 22</a></p><p>[/spoiler]</p><p></p><p></p><p>Actions:</p><p>1. <a href="http://roll.coyotecode.net/lookup.php?rollid=241178" target="_blank">Healing belt: 2D8 = [3, 8] = 11</a></p><p>2. Vernal touch - removes dazed, nauseated, fatigued and exhausted from the living creatures</p><p>3 (assuming the boy wakes up) - push him as fast as he can go to the nearest temple that is in general direction of the fight. Unless there is one quite close the opposite way (so Akos can make up the time lost by running back)</p><p>3 (boy does NOT wake up) - heal against the poison - roll extras if there is something that would help identify it (arcana et al)</p></blockquote><p></p>
[QUOTE="Neurotic, post: 8082181, member: 24380"] [I][COLOR=rgb(84, 172, 210)]"No time to waste, but I cannot leave my friends to that assassin either. Where could this boy go? Temple? Which one is close? But I cannot carry him, he will have to do it himself. Lets see..."[/COLOR][/I] Akos thinks quickly about the optimal way to do this. First, wake the boy. At his command, his wide belt pulses and golden glow settles over the boy even as the blessing of his queen flows into him. That should wake even those almost dead. [spoiler=If the boy wakes up] [COLOR=rgb(84, 172, 210)]"Come on, boy, you need to get yourself to the temple! I'll help you through the fog, but we must go immediately. My friends are in danger."[/COLOR] [URL='http://roll.coyotecode.net/lookup.php?rollid=241210']Local knowledge (find the closest temple on the way back): 1D20+11 = [5]+11 = 16[/URL] [/spoiler] [spoiler="If the boy doesn't wake up"] Akos sighs and checks the wound - his healing may have made things worse since there is no cut for the poison to go out of. At least he has a small sample at where the edges of the wound were since blood is no longer washing it away. [URL='http://roll.coyotecode.net/lookup.php?rollid=241211']Heal check - against poison: 1D20+10 = [12]+10 = 22[/URL] [/spoiler] Actions: 1. [URL='http://roll.coyotecode.net/lookup.php?rollid=241178']Healing belt: 2D8 = [3, 8] = 11[/URL] 2. Vernal touch - removes dazed, nauseated, fatigued and exhausted from the living creatures 3 (assuming the boy wakes up) - push him as fast as he can go to the nearest temple that is in general direction of the fight. Unless there is one quite close the opposite way (so Akos can make up the time lost by running back) 3 (boy does NOT wake up) - heal against the poison - roll extras if there is something that would help identify it (arcana et al) [/QUOTE]
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