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<blockquote data-quote="jkason" data-source="post: 6448863" data-attributes="member: 2710"><p>The party members do the messy work of stabilizing all three of the goblins, shifting their enemies' bloody gear out of their way so that they might focus their energies on the wounds they themselves caused. </p><p></p><p>The blood red of the light as the sun begins to set thankfully does not prove an ill omen. The party manages to staunch the flow of blood from the two goblins who were bleeding out. Though the creatures remain unconscious, their armor rises and falls with more steady breath. </p><p></p><p>Aszar's magics help some of the rest of the party, though Erin and Siddhartha are far from unscathed, and Wilmorn and Erin still carry the burdon of the spiders' venom. </p><p></p><p>While the goblins clearly aren't going anywhere, the day's light is. From the intelligence in their paperwork, the party is fairly certain the camp they're after is another half-day's journey, at least. As twilight falls at the crossroads, the party is left to decide: what next? </p><p></p><p>[sblock=ooc]More info that may be relevant to decision making:</p><p></p><p>* Without further healing, the stablizied goblins still won't have a chance to wake up for another hour. The one who stabilized on his own will have to make a second check to see if it starts bleeding again around the same time.</p><p></p><p>* Use CMB rolls to determine how well you bind victims (assuming someone has rope. I've not checked sheets). </p><p></p><p>* Ability damage from poison naturally heals at a rate of 1 / day. </p><p></p><p>* HP heal at a rate of 1 / level / day with 8 hours' rest</p><p></p><p>* The Long Term Care option for Heal can increase recovery rates, but requires the healer to be awake for the 8 hours of care. Not sleeping can lead to fatigue (DC 15 Fort check), which has its own penalties.</p><p></p><p>* If you decide to camp for the night, please provide a watch rotation if you're setting a watch (or let me know you're not setting a watch <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /> ). Keep light sources in mind for those without darkvision. Keep spell recovery in mind (you need a continuous 8 hours' sleep or you can't prepare again) for prepared arcane casters (I think that only applies to Erin).</p><p></p><p>Feel free to discuss until you're ready. I'll check in periodically, but currently there are no immediate threats requiring you to rush any decisions. </p><p></p><p>Also, It's Thanksgiving weekend coming up here in the US. Personally, I'm going out of town Sunday - Monday. Posting from me may slow down between Thursday and next Tuesday. [/sblock]</p></blockquote><p></p>
[QUOTE="jkason, post: 6448863, member: 2710"] The party members do the messy work of stabilizing all three of the goblins, shifting their enemies' bloody gear out of their way so that they might focus their energies on the wounds they themselves caused. The blood red of the light as the sun begins to set thankfully does not prove an ill omen. The party manages to staunch the flow of blood from the two goblins who were bleeding out. Though the creatures remain unconscious, their armor rises and falls with more steady breath. Aszar's magics help some of the rest of the party, though Erin and Siddhartha are far from unscathed, and Wilmorn and Erin still carry the burdon of the spiders' venom. While the goblins clearly aren't going anywhere, the day's light is. From the intelligence in their paperwork, the party is fairly certain the camp they're after is another half-day's journey, at least. As twilight falls at the crossroads, the party is left to decide: what next? [sblock=ooc]More info that may be relevant to decision making: * Without further healing, the stablizied goblins still won't have a chance to wake up for another hour. The one who stabilized on his own will have to make a second check to see if it starts bleeding again around the same time. * Use CMB rolls to determine how well you bind victims (assuming someone has rope. I've not checked sheets). * Ability damage from poison naturally heals at a rate of 1 / day. * HP heal at a rate of 1 / level / day with 8 hours' rest * The Long Term Care option for Heal can increase recovery rates, but requires the healer to be awake for the 8 hours of care. Not sleeping can lead to fatigue (DC 15 Fort check), which has its own penalties. * If you decide to camp for the night, please provide a watch rotation if you're setting a watch (or let me know you're not setting a watch :devil: ). Keep light sources in mind for those without darkvision. Keep spell recovery in mind (you need a continuous 8 hours' sleep or you can't prepare again) for prepared arcane casters (I think that only applies to Erin). Feel free to discuss until you're ready. I'll check in periodically, but currently there are no immediate threats requiring you to rush any decisions. Also, It's Thanksgiving weekend coming up here in the US. Personally, I'm going out of town Sunday - Monday. Posting from me may slow down between Thursday and next Tuesday. [/sblock] [/QUOTE]
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