Oh, it occurs to me that we should do a single Long Rest before the skill challenge begins. If it's not enough, you can take a second one (and do the getting-the-rod on the third day).
Death Curse: You now must spend Hit Dice to regain HP in a Long Rest (as well as a Short one) and you only regain 1 HD at the end of a Long Rest. Additionally, Short Rests take 2 Hours. Everything else about resting follows the usual book-rules.
... So we need some HD rolls. This will primarily effect Dellrak and Kasqa, and Rodrigo to a lesser extent. If the above seems a bit unclear, it's basically that you get one hit die "for free" (in that you'll get it back at the end of the long rest) but those of you who are beat up will probably net-loose hit dice, even when long resting (unless you get lots of rests in a row).
Now that you're feeding them the crew will regain a level of exhaustion too. Here's how they are doing (still pretty rough, which is why they're getting you to do the skill challenge):
GM:
(Crew) Thas Bravewing (Captain) HP 20/29 HD 1/4 EX3 Falx (Man-at-arms) AC13 HP 17/38 HD 1/5 EX3 Ra-nas (Navigator) AC13 HP 11/18 HD 0/3 EX3 (Diseased) Nhar (Crew2) AC11 HP 12/16 EX3 HD 0/2 EX3 Veliod (Crew3) AC11 HP 11/16 EX3 HD 0/2 EX3
You shouldn't forget healing spells the casters could use and song of rest should save some dice too. Do you have maybe short-stats from combat? I seem to recall one of the hunters was hit...in two days everyone should be close to full and gain at least one HD
You shouldn't forget healing spells the casters could use and song of rest should save some dice too. Do you have maybe short-stats from combat? I seem to recall one of the hunters was hit...in two days everyone should be close to full and gain at least one HD
Right. Just point out what benefit you can offer and we will see how it goes. It's two long tests, but if you want to leave with full resources, you can't use the second day's spells and features. Let's do one day at a time just to see. How much does Myrral's song do?
Sorry - I said "two rolls" when I meant "two rounds". ONE skill roll per character that is involved (the crew will sit this one out as they rest and work on the bow-ship.)
2 x 1st level cures = 2 x (1d8+4) and 2 x 2nd level = 2 x (2d8+4) cures on the day we arrived (used dissonant whispers in the fight).
After the first long rest, 3 x1st level = 3 x (1d8+4) and 2 x 2nd level = 2 x (2d8+4)
Plus each short rest +1d6 per rest per person (NOT per HD)
This is just Myrrals effect - assuming no new injuries happen, we should be fine with Crysagon LoH, Harbs healing and goodberries without resorting to HD and short rest bonus...Harb could probably save some healing 'charges' too.