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Ch. 16: The Tasloi fight in the Smithy Chamber Continues!

Jack J.: Hi   Dungeon Master (GM): Hello Folks!   Balen: Welcome to Sunday night!   Maevis Silverleaf: Hi   Dungeon Master (GM): It will be Round 3 of Combat when we start here.   Balen: Got it.   Maevis Silverleaf: Alright so free of netting now   Dungeon Master (GM): yea Hello Devin! Ok, let's get started! Start of Round 3 Start of Turn 3 for Balen (10)   Dungeon Master (GM): any action from the jester? ok, we'll have him stay put for now. Start of Turn 3 for Tasloi #12 -A7 (9)   Dungeon Master (GM): 15% Chance of suffocating:  33   Balen: I was trying to move behind the bellows-workers and scanning for any more baddies from above   Dungeon Master (GM): Ok, Balen You, notice the current one coming down on a vine. #12   Start of Turn 3 for Tasloi #06 -A7 (8)   Dungeon Master (GM): oh yea, he wasn't stuck in the web so not suffocating ok that is is however so: 15% Chance of suffocating:  78   Start of Turn 3 for Tasloi #09 -A7 (7) Start of Turn 3 for Tasloi #10 -A7 (7) Start of Turn 3 for Tasloi #03 -A7 (7)   Dungeon Master (GM): that one is on the ground now   Start of Turn 3 for Cassandra (7)   Dungeon Master (GM): I think Phoenix had Cass last week, have her go invisible and stay put?   Jack J.: ok Start of Turn 3 for Xilicien (7)   Devin M.: Hello. I bought a 2e AD&D book yesterday, a Sahuagin ecology type book.   Xilicien: Where are we?   Dungeon Master (GM): interesting, didn't know one existed!   Xilicien: It was tucked away in a corner at Double Midnight comics in Manchester along with a few other old d&d books & products.   Dungeon Master (GM): nice find   Xilicien: Should I keep the web up for now guys?   Dungeon Master (GM): well, since you don't know how many more are up there, the DM would advise you to keep it up.   Xilicien: I'll pass, then Start of Turn 3 for Tasloi #08 -A7 (6)   Jack J.: one more round for web and see how we do with the ones on the ground   Start of Turn 3 for Tasloi #11 -A7 (6) Start of Turn 3 for Tasloi #05 -A7 (5) Start of Turn 3 for Tasloi #02 -A7 (5)   Start of Turn 3 for Camlin (4)   Dungeon Master (GM): Jack are you still going to pick Camlin up?   Camlin the Ranger, Fires a FLIGHT ARROW (18") with the LONG BOW (6ft) at Tasloi #03 -A7 enemy! Point Blank Range 6-30 ft Strike Hits an AC of  4  For  4  S/M/L HP Damage! Specialized Weapon: +2 'To Hit' & Damage 3 arrow attacks per round Make note of # of arrows fired in round!   Dungeon Master (GM): ok   Jack J.: yes   Dungeon Master (GM): a hit for 4   Jack J.: point blank double?   Dungeon Master (GM): he's on the ground or so will be this round   Start of Turn 3 for Tasloi #04 -A7 (3)   Devin M.: It's called The Sea Devils, by Skip William.   Dungeon Master (GM): he is now also on the ground #03, #04 and #12 are on the ground looking to engage the party   Start of Turn 3 for Grax (2)   Dungeon Master (GM): he can attack Tasloi #12 anyone want to pick him up, if not i'll roll   Grax the Fighter / Thief, using his magical GAUNTLETS of FENCING, attacks with the Magical Merthúvial +1 LONG SWORD (3.5 ft) at Tasloi #12 -A7 enemy!   Strike Hits an AC of  -9  For 10  S/M or  7  L HP Damage!   Maevis Silverleaf: I will pick him up   Dungeon Master (GM): ok, we'll just use that roll though It seems that Tasloi #12 -A7 is defeated!   Dungeon Master (GM): hmm, didn't see the blood squirt on my end   Start of Turn 3 for Maevis (0)   Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Tasloi #04 -A7 enemy! Short Range 6 to 60 ft Strike Hits: AC  4 For  4  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): a hit for 4!
Start of Turn 3 for Rowan & Hirelings (-1)   Dungeon Master (GM): have him stay put or move up to engage the other two on the ground?   Maevis Silverleaf: engage   Jack J.: agreed   Rowan & Hirelings the Guardian, Attacks with the Magical Geldered SHORT SWORD +2 (2ft) at Tasloi #04 -A7 enemy! Strike Hits an AC of  6  For  5  S/M or  11  L HP Damage! Note: Includes Guardian's +2 Bonuses a miss Start of Turn 3 for Coal (-3)   Dungeon Master (GM): that's shadowfax's character, so is Sheila   Coal the Ranger, Fires a FLIGHT ARROW (18") with the FOESEEKER LONG BOW +1 (6ft) at Tasloi #03 -A7 enemy! Point Blank Range 6 to 30 ft +2 'To Hit' and Damage Strike Hits: AC  14  For  6  S/M/L HP Damage! 3 arrow attacks / round Make sure to note # of arrows fired in round!   Maevis Silverleaf: attacks tasloi   Dungeon Master (GM): ok and missed Start of Turn 3 for Sheila (-6)   Jack J.: attack 4 with mace   Dungeon Master (GM): ok            Dungeon Master (GM): you want to roll her jack, i'll take camlin then since you'll have coal and sheila   Jack J.: ok   Dungeon Master (GM): i'll roll cam's and rowan and grax   Start of Turn 3 for Phicenta (-8)   Dungeon Master (GM): Anyone got him/her? i'll move her up to engage   Phicenta the Warlock, Attacks with the TWO-HANDED SWORD (6 ft) at Tasloi #04 -A7 enemy!   Strike Hits an AC of  5  For 1  S/M or  10  L HP Damage!   It seems that Tasloi #04 -A7 is defeated!   Dungeon Master (GM): oops no that's only 1 damage ok   Start of Round 4 Start of Turn 4 for Balen (10)   Dungeon Master (GM): oh hold on any 2nd attack for round 3?   Jack J.: i have 2 archers   Maevis the Bard, Fires FLIGHT ARROW (18") with the Magical +1 COMPOSITE LONG BOW (6ft) at Tasloi #04 -A7 enemy! Short Range 6 to 60 ft Strike Hits: AC  -2 For  1  S/M/L Damage! 2 attacks / round Make sure to note # of arrows fired in round!   Dungeon Master (GM): ok a critical roll of 20 for 2 double damage   It seems that Tasloi #04 -A7 is defeated!   Dungeon Master (GM): any 3rd attacks? ok then go ahead Balen for the start of round 4   Jack J.: 2   Balen: Sword draw, screaming like a banshee, he charges at #03   Balen the Bard , Attacks with the Magical +1 CALENYANDA LONG SWORD (3.5 ft) at Tasloi #03 -A7 enemy! Strike Hits an AC of  15  For  8  S/M or  4  L HP Damage! You gain an additional +1 to damage on each consecutive strike (up to +5) against the same target. Any miss resets the cumulative effect.   Dungeon Master (GM): ok ha! and missed the tasloi! Start of Turn 4 for Tasloi #12 -A7 (9) Start of Turn 4 for Tasloi #06 -A7 (8)   Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #03 -A7 enemy! Short Range 31 to 70 ft Strike Hits: AC  -5 For  5  S/M/L Damage! Specialized Weapon: +1 'To Hit' 3 arrow attacks per round Make sure to note # of arrows fired in round!   Dungeon Master (GM): 20% Chance of suffocating:  40   Start of Turn 4 for Tasloi #09 -A7 (7) Start of Turn 4 for Tasloi #10 -A7 (7)
Start of Turn 4 for Tasloi #03 -A7 (7)   Dungeon Master (GM): ok he attacks either coal, sheila, balen or phicenta:  7 Phicenta   Tasloi #03 -A7, Attacks with the SHORT SWORD at Phicenta enemy! Short Sword Strike Hits an AC of  16  For  3  S/M or  1  L Damage! a miss!   Jack J.: did i hit with shot?   Dungeon Master (GM): yes you did and that would drop him, was that for the previous round?   Jack J.: yes both rangers get 3 with bow   Dungeon Master (GM): ok then so we'll just say he was going down as balen tried to stab him.   Balen: Scared it to death, did I?   Dungeon Master (GM): this means that combat is currently ended then ha ha!   It seems that Tasloi #03 -A7 is defeated!   Dungeon Master (GM): ok, searching the bodies? (To GM)rolling  5   11   Jack J.: yes but making sire to watch higher up where the vines are   Dungeon Master (GM): coal and balen, noticed that the vine hanging down from the north wall of the chamber is moving upwards you noticed no new movement straight overhead   Jack J.: can we get to the vine before it is out of reach?   Dungeon Master (GM): ok nothing of value is upon the tasloi unless you want the netting, or their short swords and javelins   Jack J.: vine?   Dungeon Master (GM): they are wearing scale mail yes there was one thick sturdy vine that was going up along the north wall of the cave, which has now gone up and disappeared in the canopy.   Balen: Balen will take one javelin (Bards can use!!)   Dungeon Master (GM): ok   Jack J.: no other vines up? did we check chest and tables?   Dungeon Master (GM): ok javelin added to your weapons macros let me repost the description of the room   Maevis Silverleaf: Checked chest already   Dungeon Master (GM): Area Description: This chamber is evidently a blacksmith's workshop. In the center of the room is a circular forge about 3 feet high. Connected to this is a large bellows apparatus. Stacked about the edges of the room are wooden shafts, crude iron bars, short swords, 3 tubs of liquids, a table of tools, a large stack of cordwood, a smaller mound of charcoal, and a large chest. Chained to the bellows are two young men, listless and exhausted looking. The ceiling is open to the sky, but is shrouded by many vines that form a network overhead. It is apparent that this chamber is actually some sort of shaft. Jack J.: release chained guys?   Maevis Silverleaf: sre   Dungeon Master (GM): the chest just has mundane blacksmithing equipment   Jack J.: we give them a few days food and direct them out   Dungeon Master (GM): ok, i assume you do that with the tools available.   Jack J.: looking for any othr exits but going up the vines?   Dungeon Master (GM): Ok, you give them the food and they thank you. You noticed that they both seem to be out of it, like they are drugged. They jibber and ramble meaninglessly. the chamber opens to the east.   Maevis Silverleaf: Go East?   Jack J.: should we check vines, to see if there are more up there? ill have camlin climb up vine with coal and sheila providing covering fire if needed   Dungeon Master (GM): no one else votes for climbing a vine? one is in the area with the webbing the other two are not.   Balen The Human Bard Says, "This passage leads to the city, according to our bellows-tenders"   Dungeon Master (GM): ok, i will need a dexterity check for each 10 ft so 3 checks to make it to the top.   Jack J.: rolling d20( 1 ) = 1 rolling d20( 16 ) = 16   Dungeon Master (GM): first 10 ft is cleared   Jack J.: rolling d20( 12 ) = 12 dex 17 Dungeon Master (GM): ok he makes it to the top into the canopy   Jack J.: what do i see?   Dungeon Master (GM): he can see the webbed area to the south and spots a few of the tasloi, all appear motionless. to the north appears to be a cave opening with some foliage hanging over it.   Jack J.: i tell the others there is a cave entrance up here sheila and cole climb up   Dungeon Master (GM): ok if you wish to move through the canopy, it's dexterity checks ever 10 ft to get to the cave opening if that where you wish to go.   Jack J.: ok coal first rolling d20( 8 ) = 8 rolling d20( 1 ) = 1 rolling d20( 5 ) = 5
Dungeon Master (GM): you are basically just hoping and climbing to one vine or branch to the next   Jack J.: rolling d20( 19 ) = 19   sheila fails first 10 feet   Dungeon Master (GM): ok so 1d6 damage you are moving about 20 feet to get to the cave opening so that's two rolls to get over to it. for camlin and Coal 6  damage for sheila ouch ok   Jack J.: ok so are coal and camlin up yet?   Dungeon Master (GM): ok, if they intend to move to the cave mouth i need two dexterity rolls from each one to get to it yes just need 3 rolls to get into the canopy   Jack J.: rolling d20( 8 ) = 8   Dungeon Master (GM): now it's just a matter where you are moving to   Jack J.: rolling d20( 10 ) = 10   Dungeon Master (GM): ok so he is at the cave mouth.   Jack J.: we ait for others to decide what they do while guarding cave opening.   Dungeon Master (GM): I need another 2 rolls for coal   Jack J.: rolling d20( 4 ) = 4 rolling d20( 11 ) = 11   Dungeon Master (GM): ok he's at the cave mouth   Jack J.: waiting for others   Dungeon Master (GM): you see a vine bunched up just inside the cave opening. yea, what are the others doing? any more climbing up?   Jack J.: Sheila is going to try again   Dungeon Master (GM): ok   Jack J.: rolling d20( 10 ) = 10 rolling d20( 19 ) = 19   Xilicien: Yes, I think I will   Jack J.: failed at 20 feet   Dungeon Master (GM): ok so  9  damage   Balen The Human Bard Says, "How many more of you monkey-wannabe's are going to try climbing those slippery vines? I suppose I could try to help out, if there are more."   Maevis Silverleaf The Half Elf Bard Says, "Not me"   Jack J.: Sheila stops trying and cast cure light wounds on herself   Sheila, praying to Ra, and laying a hand upon the injured Sheila, casts a CURE LIGHT WOUNDS Spell! Level 1 Cleric * Necromatic (reversible)   Components V,S Casting Time 5  Segments Range Touch Duration Permanent Area of Effect Creature Touched Saving Throw None Healing:   5  Hit Points   (To GM):  +3 HP for Life Battle Cleric   Balen: (OOC, are these checks considered "saving throws" that Rally Allies poetry (limericks) for +1 on Saving Throws would help?)   Dungeon Master (GM): she has one CLW spell left   Jack J.: the rest of the group is doing?   Dungeon Master (GM): just dexterity checks to climb up and over the canopy   Balen The Human Bard Balen helps guard the eastern passage   Dungeon Master (GM): devin is Xilicien staying on the ground or going up?   Maevis Silverleaf: Maevis and Grax are waiting on the ground for everyone to come down   Xilicien: He'll go up. Dex you say?   Dungeon Master (GM): yes 3 of them then 2 more   DEXTERITY CHECK For Xilicien the Magic-User Rolls:  4  Needs ≤  16   Dungeon Master (GM): ok up 10 ft now   DEXTERITY CHECK For Xilicien the Magic-User Rolls:  1  Needs ≤  16   Dungeon Master (GM): up 20 ft
DEXTERITY CHECK For Xilicien the Magic-User Rolls:  18  Needs ≤  16   Dungeon Master (GM): falls down 30 ft for  11  damage!   Xilicien: Oof! I'm done with that.   Dungeon Master (GM): ok looks like it is just camlin and Coal up there. will they attempt to go inside the cave? or just come back down?   Jack J.: can we use ropes to help others up?   Dungeon Master (GM): you could do that yes   Jack J.: Camlin will use rope to help sheila up   Dungeon Master (GM): ok, you guys pull her up. any other character going up that way folks?   Jack J.: Anyone else? the other way goes to surface.   Maevis Silverleaf: Maevis and Grax will try   Balen The Human Bard Says, "Isn't "the surface" where we are TRYING to go?"   Dungeon Master (GM): ha ha   Maevis Silverleaf:   Jack J.: I am sorry didnt know, amnesia   DEXTERITY CHECK For Maevis Silverleaf the Bard Rolls:  17  Needs ≤  12   Dungeon Master (GM): who is first in line in the cave entrance?   Jack J.: if surface is gaol we will climb down if surface is goal then we will climb down and go east   Dungeon Master (GM): oh wait, maevis, the others up there are just hoisting the others up via rope   Jack J.: coal   DEXTERITY CHECK For Grax Ironcloak the Fighter / Thief Rolls:  17  Needs ≤  13   Dungeon Master (GM): the cave opening is just like the rest of the complex has been so far.   Maevis Silverleaf: They tried going tohead for the surface   Dungeon Master (GM): Maevis what are you doing?! plus is it coal or camlin that entered the cave first?   Jack J.: coal, camlin was helping sheila since he had rope   Dungeon Master (GM): yes ok who entered the cave mouth first?   Jack J.: Camlin   Tasloi #02 -A7b, Attacks with the JAVELIN at Camlin enemy! Javelin Strike Hits an AC of  12  For  1  S/M/L Damage! a javelin comes flying at him!   Jack J.: If i can see him i send an arrow at him   (To GM): #C1-CAUSEFEAR-35E yes he is just beyond the light reach you can fire you bow   Camlin the Ranger, Fires FLIGHT ARROW with the LONG BOW (6ft) at Tasloi #02 -A7b enemy! Medium Range 71 to 140 ft ; -2 To Hit Strike Hits: AC  14 For  1  S/M/L Damage! Specialized Weapon 3 arrow attacks / round Make note of # of arrows fired in round!   Dungeon Master (GM): you fumbled so roll the RollFumbleCritHitResults button   CRITICAL FUMBLE ROLL OF 1 For Camlin the Half-Elf Ranger results in: Fumble Roll 43 Result Off-Balance Effect Your terrible attack has left you off-balance. No attack next round unless you roll your Dexterity or less. Save DC DEX   Dungeon Master (GM): a dexterity check roll   DEXTERITY CHECK For Camlin the Ranger Rolls:  14  Needs ≤  17   Dungeon Master (GM): ok you stay on your feet you now need to make a saving throw vs spells camlin  
SAVE VS. SPELL For Camlin the Half-Elf Ranger Rolls:  6  Needs ≥  13                                 Dungeon Master (GM): ok you are suddenly filled with Fear!   Jack J.: If Shneila notices, she cast remove fear   Yuan-Ti Half-Blood -A7, using unholy water, casts a CAUSE FEAR Spell upon Camlin! Level 1 Cleric * (Abjuration) Reversible Components V,S Casting Time 4 segments Range Touch or  5 ft per level starting at 5th;  40 ft; Up to a max of  30 ft Duration Special Area of Effect Creature Touched (levels 1-4) or 1 creature every 4 levels from 5th+, Within Range Saving Throw Special Effects:  This spell causes the victim to flee in panic at maximum movement speed away from the caster for  3  rounds at levels 1-4 or 1 round per level of the cleric causing such fear, levels 5+:  8  rounds. A successful saving throw against the effect negates it, and any Wisdom adjustment also applies. Of course, cause fear can be automatically countered by remove fear and vice versa. The spell has no effect on undead of any sort.   (To Sheila): CLERIC SPELLS CASTING LIST: For Sheila the Human Lama Cleric 0 Level: 4 Per Day:  Detect Magic PURIFY FOOD AND WATER READ MAGIC Cleric 1st Level: 5 Per Day:  CURE LIGHT WOUNDS   DETECT MAGIC   LIGHT   SANCTUARY Cleric 2nd Level: 5 Per Day:  HOLD PERSON   RESIST FIRE   SILENCE 15' Radius   Snake Charm   Spiritual Hammer Cleric 3rd Level: 3 Per Day:  CONTINUAL LIGHT   DISPEL MAGIC Cleric 4th Level: 2 Per Day:  CURE SERIOUS WOUNDS   NEUTRALIZE POISON   Dungeon Master (GM): Sheila does not have remove fear so he shoves past her and coal, grabs the vine at the entrance tosses it down and climbs down what will Sheila and Coal do now?!   Jack J.: someone follow him if they can   Dungeon Master (GM): they can all follow him down the vine yes   Jack J.: move forward to engage yuanti   Xilicien: What if we yank the vine down, or otherwise cut it?   Jack J.: yell to thers there are foes up here   Dungeon Master (GM): who will? note you have him and at least tasloi   Jack J.: coal and sheila   Balen The Human Bard Says, "There aren't any foes down here. Maybe it makes more sense to be down here? Maybe?"  
Dungeon Master (GM): what will the others on the ground do when they see camlin set foot (if he doesn't fall) on the ground and starts running south?   Jack J.: coal and sheila see the sense in that remwrk and reverse to climb down vines   Dungeon Master (GM): so yea 3 dex checks for camlin on the vine   Jack J.: rolling d20( 16 ) = 16   Maevis Silverleaf: Grax will chase after amlin   Dungeon Master (GM): ok he's good   DEXTERITY CHECK For Camlin the Ranger Rolls:  7  Needs ≤  17   DEXTERITY CHECK For Camlin the Ranger   Rolls:  4  Needs ≤  17   Dungeon Master (GM): ok good and good, he's on the ground now running south! so you have one following Camlin down and one staying up there to engage numerous foes?   Jack J.: no both retreating   Dungeon Master (GM): ok as sheila starts climbing down   DEXTERITY CHECK For Sheila the Cleric Rolls:  20  Needs ≤  14   Dungeon Master (GM): Cassandra, decides to fly up to meet her, she just needs one dex check now, to get onto her broom   Jack J.: ok   Dungeon Master (GM): but falls 30ft feet anyways for  13  damage!   Jack J.: ouch   Dungeon Master (GM): one roll for coal now   Jack J.: Sheila states i could use some healing   DEXTERITY CHECK For Coal Blackstone the Ranger Rolls:  15  Needs ≤  17   Dungeon Master (GM): she has 1 CLW spell left remember   Jack J.: she casts it   Dungeon Master (GM): ok he gets onto her broom and gets back on the ground ok, now what does the party do? any other healings available??   Xilicien: I'm not really in a condition to take a hit ether.   Balen: Is Camlin still running? Is Grax actually closing the gap, or not?   Dungeon Master (GM): with sheila being the worst off, she could cast that one last spell on herself heck yes Camlin is still running for 8 rounds (minutes) he will continue to do so   Jack J.: sheila yells someone follow Camlin   Maevis Silverleaf: Grax goes with Camlin Maevis watches for trouble   Dungeon Master (GM): he'll pretty much get to the boats and try to row back when the spell wears off   Jack J.: we need to rest and heal. shal we fall back and rest?   Xilicien: My staff of healing, has it any charges?   Dungeon Master (GM): you will find out when you attempt to use it of course   Jack J.: we need healing should we fall back and rest   Dungeon Master (GM): you all can do that as well.   Xilicien: I shall attempt to heal myself with it, then.   Dungeon Master (GM): ok   Maevis Silverleaf: Rest here just as safe as any other place   Jack J.: there was enemys in the cave above, we need to move back   Dungeon Master (GM): the staff heals 1d6+1 you have an umbrella of falling xilicien just so you know   Maevis Silverleaf: Maybe fall back to the boats then?   Xilicien: Do I roll that?   Jack J.: sounds good to me   Dungeon Master (GM): yes you can   Xilicien: rolling d6( 4 ) = 4   Dungeon Master (GM): ok 4   Xilicien: +1   Dungeon Master (GM): ok yea ok so you all fall back to the boats?   Jack J.: yes   Balen The Human Bard Says, "I'm all for resting and healing, but remember, Mike and Ike, the bellow-master brothers were let loose and heading into the city. Who knows who may be coming to find out who let them loose from their chains."   Dungeon Master (GM): ok so i assume you prevent camlin from rowing away?   Jack J.: yes   Maevis Silverleaf: Yes Grax will stop him  
Dungeon Master (GM): ok it's pretty much like just holding the boat as he frantically tries rowing it away but doesn't succeed and the spell wears off and he just quits trying to row away so you guys want to just park it right there where the boats are and try to rest there then?   Maevis Silverleaf: Sure sounds good   Dungeon Master (GM): ok, i'll use the watch order here and see if anything comes by   Jack J.: pick best defensible position near boats and rest   Dungeon Master (GM): ok (To GM)rolling  4   3   5   4   Dungeon Master (GM): ok, no one comes by for the 8 hours you rest up here!   Balen: Suppose we use the boats to block the passageway, so we can't be surprised from that direction and have some cover to fight from behind if necessary? Not that I'm a Strategic General or anything. (or even generally strategic) See how well that worked? :)   Dungeon Master (GM): ok everyone healed back 1 hp now all spell slots restored   Maevis Silverleaf: BRB   Jack J.: sounds good. cast healing in those that need it and rest again with protection sheila has 2 cure serios who r the worst   Dungeon Master (GM): xilicien and sheila   Jack J.: Sheila cassts cure serious on coal and herself   Devin M.: Looks like a good stopping point after we heal. I shall likely depart then.   Sheila, praying to Ra, and laying a hand upon the injured Sheila, cast a CURE SERIOUS WOUNDS Spell! Level 4 Cleric * (Necromantic) Reversible   Components V,S Casting Time 7  segments Range Touch Duration Permanent Area of Effect Creature Touched Saving Throw None Healing:   12  Hit Points   Sheila, praying to Ra, and laying a hand upon the injured Xilicien, cast a CURE SERIOUS WOUNDS Spell! Level 4 Cleric * (Necromantic) Reversible   Components V,S Casting Time 7  segments Range Touch Duration Permanent Area of Effect Creature Touched Saving Throw None Healing:   6  Hit Points   Jack J.: then sure light wounds on coal   Dungeon Master (GM): ok yes we can stop here   Jack J.: lets finish healing   Sheila, praying to Ra, and laying a hand upon the injured Coal, casts a CURE LIGHT WOUNDS Spell! Level 1 Cleric * Necromatic (reversible) Components V,S Casting Time 5  Segments Range Touch Duration Permanent Area of Effect Creature Touched Saving Throw None Healing:   1  Hit Points   (To GM):  +3 HP for Life Battle Cleric   Jack J.: do you track the hp or do we?   Dungeon Master (GM): any more, well I just added back all the heals so you didn't have to if you do that before i can get to it just let me know ok any healing from Xilicien's staff?   Xilicien: Yes, I'll attempt to heal myself first, then Balen, then Rowan & co., & Phicenta.   Dungeon Master (GM): ok   Xilicien: And maybe Grax.   Dungeon Master (GM): 4 charges used and they work, that would be 5 charges you want me to roll the heals?   Xilicien: Sure.   Dungeon Master (GM): Xilicien:  5 Balen:  2 Rowan:  3 Phicenta:  5 Grax:  3 phicenta didn't need a heal   Dungeon Master (GM): ok unless someone added in her heal from the staff already   Xilicien: I just noticed that coal could use a touch up, otherwise, that is all. I did.   Jack J.: sheila has clw.   Dungeon Master (GM): she has 2 left   Maevis Silverleaf: Grax is still down 2 if any more coming?   Jack J.: cast on coal   Dungeon Master (GM): i see him as having 50 of 50 maevis
Maevis Silverleaf: Guess someone added to it   Dungeon Master (GM): coal could heal 6 more sheila 2 more   Jack J.: cast on mavis then   Sheila, praying to Ra, and laying a hand upon the injured Maevis, casts a CURE LIGHT WOUNDS Spell! Level 1 Cleric * Necromatic (reversible)   Components V,S Casting Time 5  Segments Range Touch Duration Permanent Area of Effect Creature Touched Saving Throw None Healing:   8  Hit Points   Maevis Silverleaf: Maevis is Full Coal needs more   Dungeon Master (GM): that's on coal then so he's fully healed   Devin M.: Goodbye & goodnight everybody!   Maevis Silverleaf: G night   Dungeon Master (GM): ok then, Thank you all for playing tonight! Have a great week!   Balen: Have a great week   Jack J.: good night   Devin M.: You're welcome & you too.