Dallid examines Galqarin’s wounds from a distance and starts walking over to help at a leisurely pace, while gesturing to Ferelyon to finish off the vampire
Dallid leisurely saunters over the Galqarin. As he gets closer he sees that the bugbear has been heavily wounded and is desperately clinging on to life. Spotting Dallid's gestures, Ferelyon instantly springs into action, bounding over and proceeding to snap at the vampire spawn with both heads.
Ferelyon's first attack breaks the spawn's defences and tears a chunk of her flesh from her thigh.
Attempt to avoid going prone: 15
She manages to pry Ferelyon's mouth from her thigh just in time to avoid his follow-up attack.
A sense of finality washes over the area. No matter how much of a fight the lone vampire spawn puts up her demise seems inevitable as the battle turns against her. She sways a little on the spot, partially from loss of blood as well as the large bite-sized chunk of flesh missing from her thigh. Nonetheless, her eyes remain manic as though daring on the next attacker, her anger not subsiding.
Cerio - The woman stands in front of you, more pitiful than before. Had it not been for the series of vicious, merciless attacks she had unleashed on Galqarin, you may feel sorry for her. Her hair is patchy, matted and crusty with blood, she has a number of large gashes and bite-marks on her body that have yet to heal. You get the sense that now is the time to strike, it is your turn.
Battlemap:
Initiative:
Cerio - 24 - Light Blue Dagger
Sandu - 22 - Purple Wizard's Hat
Vampire Spawn (Right; Woman) - 21 - Light Orange Bat
Dadeveth - 20 -Light Green Horse
Galqarin - 19 - Dark Blue 'Raven'
Dormark - 19 -Dark Grey 'Robot'
Valerie - 19 - Pink Holy Shield
Dallid - 18 - Dark Green Bow & Ferelyon - Small Dark Green Shield
This post has potentially manipulated dice roll results.
Cerio might have considered. Sure the woman was acting evil, but she's still human after all? Isn't she? His blade raised in the air, there is a moment of hesitation.
But the blade decides for him. Almost against his will, the khopesh cuts the air as it swings toward the woman, nearly yanking his arm with it. Instinctively, he follows up with another jab with his side sword.
khopesh: Attack: 13 Damage: 5 plus 3 sneak attack dmg plus 2 necrotic damage
two-weapon fighting (shortsword): Attack: 17 Damage: 1 (if first attack missed but this one lands, add sneak attack dmg here).
Caught in two minds, Cerio's first attack sailed wide of its mark. However, the follow-up is precise and the jab penetrates the woman's defences, sinking into her side. The vampire spawn faces Cerio then, her face a picture of pure malice.
Sandu - From your vantage point, you watch as Cerio unleashes a number of attacks against the vampire spawn. Galqarin has dropped to the ground and has yet to get back up, it is clear he requires immediate medical intervention. The vampire spawn is still standing but looks unstable on her feet. It is your turn.
Sandu was about to lose his mind. How was the vampiress still standing? How was she managing to put up this much of a fight against the entire group? What did she have to gain from prolonging this fight? Just to buy time for the other vampires to leave? They were already gone so that did not make any sense. If she was anything like the others, she would have vanished into a black mist by now. The only thing he could think of was that she was suicidal. Or a masochist. And a sadist. Whatever the case, he once more lined up his arm to shoot a blast of energy.
'Plea-'The word got stuck in Sandu's throat when he spotted something. Or rather someone: Galqarin. He was not moving and even in the dim light of the evening Sandu could see the blood seeping out of the bugbear's wounds into the dry earth. A cold knot formed in his stomach. His feet felt like lead yet miraculously they moved: one step, then two, then three until Sandu was in a leap and a bound next to Galqarin, skidding halfway onto one knee and knelt near the bugbear's hip.
'Get up.' Sandu's throat was dry. 'Get up, you bastard,' he croaked. His hand reached out to grab one of Galqarin's treelike arms. 'You don't get to die.' He tugged and tried to get the bugbear back to his feet. 'Not here.' Exhaustion, adrenaline and fear made his hand shake. 'Not before I-'
Suddenly Sandu's hand grasped Galqarin's bearlike paw in a tight grip. His eyes shot full of inky darkness and a melodious voice solemnly rung out from his mouth that belied the feeling of cotton in his throat. 'Fiți în largul vostru.' A warmness welled up in his hand and he felt a stream of heat leaving his fingers and flow into Galqarin. The bugbear's wounds stopped bleeding and the minor cuts knitted themselves together. The warmth also dissipated the cold pit in his stomach. With a strength Sandu knew he did not possess, he lifted the bugbear onto his shoulder and half dragged, half carried him away from where he had fallen.
Movement: 4 squares down. Action: cast Spare the Dying on Galqarin. Proceed to grab him. Movement: considering Sandu is carrying/dragging Galqarin, that means his movement is halved and he only has 1 square left to move which he will do so 1 square back up. This puts Galqarin above Valerie and left from Dallid with Sandu above Galqarin.
For the DM:
I checked in the rules and on the web and grabbing or grappling an unconscious ally is a bit of a grey area. There is no definitive RAW and there are multiple arguments that frequently return: A. an unconscious body is treated like an object so grabbing it would fall under the one free object interaction. B. Grappling initiates a contest under the default assumption that the one being grappled doesn't want to be grappled. Considering an unconscious creature is unaware of its surroundings, such a contest of rolling skill vs skill cannot be done so grappling rules do not apply. (moves into A or D) C. Grappling rules do apply but the grapple automatically succeeds. D. No grapple check but have to succeed against a DC (this seems to be the most recurring homebrew ruling)
I ask because both Spare the Dying and Grappling require an action and it is ultimately your ruling that is final.
Sandu heaves the hulking bugbear away from the vampire spawn. Galqarin's bleeding has stanched and his condition stabilises. Thankfully, the woman seems far too preoccupied with Cerio to notice.
I'd agree with A. or D.
As mentioned, I wouldn't class it as a grapple check/action as Galqarin is unable to contest even if he wanted to. Free action sounds fine, it makes sense for Sandu to not only stabilise Galqarin but attempt to haul him out of harm's way.
I think that I'll go with A. and rule that Sandu can drag Galqarin 5ft back without a check. Maybe asking for an athletics check if he was carrying him over larger distances.
Vampire Spawn's Turn
As before, parts of the woman's skin begin to knit back together, wounds that were once there are replaced with scarred skin. She stretches out her clawed fingers towards Cerio, attempting to grapple him.
Cerio - Please make a Strength (Athletics) or Dexterity (Acrobatics) check in order to avoid becoming grappled.
The creature grabs Cerio by the shoulders with a howl of triumph. Pulling him in close, she goes to bite down on his neck; baring her fangs the smell of decay and blood is momentarily intoxicating.
Bite: Attack: 21 Damage: 8
She sinks her teeth into Cerio's neck, draining his lifeforce (8 necrotic damage). As she does so it seems to revitalise her.
Dadeveth - You watch in horror as the vampire spawn seizes Cerio and bites into his neck. It seems like the effect of the attack is instantaneous, Cerio begins to turn a pallid colour whilst the woman draws vitality from her victim. It falls on you to stop the woman, it is your turn.
Dadeveth grimaces, gripping her rapier once more. She strikes out again, not really expecting to hit home. As her blade slides deep into the vampire's side though she simply stares at it for a long moment in surprise...
Rolled in game log. To hit is a 22, damage is 9 magical piercing.
Siege of St. Andral's - Round #8 - Dadeveth's Turn
As Dadeveth hits the vampire spawn she can sense unmitigated joy seemingly emanating from the blade. It courses in her hand, pulsating, eager to taste the creature's flesh once more. Looking at the vampire spawn's wound, it briefly burns with a resplendent radiance, branding it.
She screams out in pain and anguish, "what foul trickery is this!"
Dadeveth - You have unlocked a hidden property within your rapier; "Vampire Bane.when attacking vampires, or vampire spawn, the rapier deals an additional 1d4 radiant damage." This was revealed when you performed a successful attack with the rapier against a vampire or vampire spawn. You may roll the additional damage now.
Siege of St. Andral's - Round #8 - Dadeveth's Turn, Continued...
Galqarin - Your condition has stabilised thanks to Sandu. However, you still lie unconscious. Images enter in and out of your mind; places and people that you have interacted with, some of which you hold dear.
You see a flock of ravens heading toward a battlefield; bloodied bodies litter the ground, among them are dead ravens, friends. Your vision zooms in on the face of one of the dead... Danika Martikov, blood pools around her head and her eyes are vacant. Urwin kneels beside his wife's body, he is inconsolable. You could swear that, in your mind's eye, you can see a number of the ravens land on the ground all around the scene and assume human forms; growing in size, their feathers retracting into their bodies, and their beaks replaced with human mouths. Your mind fades to black.
Dormark - In front of you, Sandu appears to have pulled Galqarin from harm's way. The lone vampire spawn howls and curses in pain, her eyes manic. Whatever Dadeveth just done seems like it is working. The vampire spawn seems highly wounded and, furthermore, does not seem to be regenerating. It's time to put the fiend out of its misery, it is your turn.
This post has potentially manipulated dice roll results.
Dormark is looking towards the vampire, his power spent. He had left his mace back in the church. Dormark trying to summon his hammer yells, "Moradin please give me the power to smite this evil from this land." After a small pause an orange glow appears in Dor mark's hand. A gift from his god.
Using Harness Divine power to give Dormark one more lvl 1 slot. To cast guiding bolt. This is the last spell slot for Dormark.
This post has potentially manipulated dice roll results.
Siege of St. Andral's - Round #8 - Dormark's Turn
Moradin's blessing falls upon Dormark once more. As the holy, radiant bolt leaves the warforged hands it lights up the church grounds; blood spatter and mangled bats litter the floor, the vampire spawn herself is heavily scarred and wounded. The bolt impacts the woman's face on the left side, burning away her features and blackening her eye.
The vampire spawn's hand trembles as she touches her face. "What have you done?!"she hisses through the pain.
Valerie's Turn
Stepping forth, the paladin of Tyr levels her longsword at the vampire spawn. "Nowt more than your kind deserve, wench," she says venomously. Valerie proceeds to cut down with her longsword, targeting the vampire spawn's more injured side.
Attack: 20 Damage: 15
Dallid - At this point, the vampire spawn is barely able to hold herself upright. The left-hand side of her face is horribly scarred and she is sporting a number of wounds that even her vampiric regeneration has not been able to heal. You get the sense that she may not be able to withstand another attack, it is your turn.
The end is vicious. As the vampire spawn's focus is elsewhere, Ferelyon's jaws crunch down on her, tearing through flesh and bone. A frozen look of terror is plastered on her face as her broken, lifeless body lies upon the cobblestones outside the church.
There is a chill in the air in the aftermath of battle. The party appears mostly intact, save Galqarin who remains unconscious but stable. As the night sets in they are left to contemplate the reason for such a brazen attack having been attempted. There was also the matter of what happened to Izek and the rest of the Vallakians ambushed outside of the town's gates.
Inside the church, Father Lucian seems shaken yet alive and well. He sits, head in hands, at the front of the church.
All - End of initiative. The pressing threat to the church of St. Andrals and Father Lucian has been dealt with. It is currently approaching midnight, it is pitch black outside.
Dallid approaches Galqarin and casts cure wounds on him.
"Now I know it's tempting to attempt to prevent this fine fellow from changing, but... It could be quite informative to just let it happen. I won't force it, but it just sounds so interesting. The soul leaves, and the body strengthens, finding new weaknesses."
Galqarin coughs, dribbling blood. Without murmur, he forces himself laboriously onto his hands and knees like a wounded animal. Showing remarkable powers of recuperation, he ponderously regains his feet, swaying just a little. He shakes his head, as if to clear it, sending small droplets of blood and spittle flying. His hand drifts subconsciously to the noose-scar upon his neck. Once again, it is not his time.
After a moment surveying the battleground, he announces flatly, "So we won."
Dallid examines Galqarin’s wounds from a distance and starts walking over to help at a leisurely pace, while gesturing to Ferelyon to finish off the vampire
Attack: 24 Damage: 11
Attack: 13 Damage: 9
Paladin - warforged - orange
Siege of St. Andral's - Round #7 - Dallid's Turn
Dallid leisurely saunters over the Galqarin. As he gets closer he sees that the bugbear has been heavily wounded and is desperately clinging on to life. Spotting Dallid's gestures, Ferelyon instantly springs into action, bounding over and proceeding to snap at the vampire spawn with both heads.
Ferelyon's first attack breaks the spawn's defences and tears a chunk of her flesh from her thigh.
She manages to pry Ferelyon's mouth from her thigh just in time to avoid his follow-up attack.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Siege of St. Andral's - Round #8 - Initiative
A sense of finality washes over the area. No matter how much of a fight the lone vampire spawn puts up her demise seems inevitable as the battle turns against her. She sways a little on the spot, partially from loss of blood as well as the large bite-sized chunk of flesh missing from her thigh. Nonetheless, her eyes remain manic as though daring on the next attacker, her anger not subsiding.
Cerio - The woman stands in front of you, more pitiful than before. Had it not been for the series of vicious, merciless attacks she had unleashed on Galqarin, you may feel sorry for her. Her hair is patchy, matted and crusty with blood, she has a number of large gashes and bite-marks on her body that have yet to heal. You get the sense that now is the time to strike, it is your turn.
Battlemap:
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Cerio might have considered. Sure the woman was acting evil, but she's still human after all? Isn't she? His blade raised in the air, there is a moment of hesitation.
But the blade decides for him. Almost against his will, the khopesh cuts the air as it swings toward the woman, nearly yanking his arm with it. Instinctively, he follows up with another jab with his side sword.
khopesh: Attack: 13 Damage: 5 plus 3 sneak attack dmg plus 2 necrotic damage
two-weapon fighting (shortsword): Attack: 17 Damage: 1 (if first attack missed but this one lands, add sneak attack dmg here).
Siege of St. Andral's - Round #8 - Cerio's Turn
Caught in two minds, Cerio's first attack sailed wide of its mark. However, the follow-up is precise and the jab penetrates the woman's defences, sinking into her side. The vampire spawn faces Cerio then, her face a picture of pure malice.
Sandu - From your vantage point, you watch as Cerio unleashes a number of attacks against the vampire spawn. Galqarin has dropped to the ground and has yet to get back up, it is clear he requires immediate medical intervention. The vampire spawn is still standing but looks unstable on her feet. It is your turn.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu was about to lose his mind. How was the vampiress still standing? How was she managing to put up this much of a fight against the entire group? What did she have to gain from prolonging this fight? Just to buy time for the other vampires to leave? They were already gone so that did not make any sense. If she was anything like the others, she would have vanished into a black mist by now. The only thing he could think of was that she was suicidal. Or a masochist. And a sadist. Whatever the case, he once more lined up his arm to shoot a blast of energy.
'Plea-' The word got stuck in Sandu's throat when he spotted something. Or rather someone: Galqarin. He was not moving and even in the dim light of the evening Sandu could see the blood seeping out of the bugbear's wounds into the dry earth. A cold knot formed in his stomach. His feet felt like lead yet miraculously they moved: one step, then two, then three until Sandu was in a leap and a bound next to Galqarin, skidding halfway onto one knee and knelt near the bugbear's hip.
'Get up.' Sandu's throat was dry. 'Get up, you bastard,' he croaked. His hand reached out to grab one of Galqarin's treelike arms. 'You don't get to die.' He tugged and tried to get the bugbear back to his feet. 'Not here.' Exhaustion, adrenaline and fear made his hand shake. 'Not before I-'
Suddenly Sandu's hand grasped Galqarin's bearlike paw in a tight grip. His eyes shot full of inky darkness and a melodious voice solemnly rung out from his mouth that belied the feeling of cotton in his throat. 'Fiți în largul vostru.' A warmness welled up in his hand and he felt a stream of heat leaving his fingers and flow into Galqarin. The bugbear's wounds stopped bleeding and the minor cuts knitted themselves together. The warmth also dissipated the cold pit in his stomach. With a strength Sandu knew he did not possess, he lifted the bugbear onto his shoulder and half dragged, half carried him away from where he had fallen.
Movement: 4 squares down.
Action: cast Spare the Dying on Galqarin. Proceed to grab him.
Movement: considering Sandu is carrying/dragging Galqarin, that means his movement is halved and he only has 1 square left to move which he will do so 1 square back up. This puts Galqarin above Valerie and left from Dallid with Sandu above Galqarin.
For the DM:
I checked in the rules and on the web and grabbing or grappling an unconscious ally is a bit of a grey area. There is no definitive RAW and there are multiple arguments that frequently return:
A. an unconscious body is treated like an object so grabbing it would fall under the one free object interaction.
B. Grappling initiates a contest under the default assumption that the one being grappled doesn't want to be grappled. Considering an unconscious creature is unaware of its surroundings, such a contest of rolling skill vs skill cannot be done so grappling rules do not apply. (moves into A or D)
C. Grappling rules do apply but the grapple automatically succeeds.
D. No grapple check but have to succeed against a DC (this seems to be the most recurring homebrew ruling)
I ask because both Spare the Dying and Grappling require an action and it is ultimately your ruling that is final.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Siege of St. Andral's - Round #8 - Sandu's Turn
Sandu heaves the hulking bugbear away from the vampire spawn. Galqarin's bleeding has stanched and his condition stabilises. Thankfully, the woman seems far too preoccupied with Cerio to notice.
I'd agree with A. or D.
As mentioned, I wouldn't class it as a grapple check/action as Galqarin is unable to contest even if he wanted to. Free action sounds fine, it makes sense for Sandu to not only stabilise Galqarin but attempt to haul him out of harm's way.
I think that I'll go with A. and rule that Sandu can drag Galqarin 5ft back without a check. Maybe asking for an athletics check if he was carrying him over larger distances.
Vampire Spawn's Turn
As before, parts of the woman's skin begin to knit back together, wounds that were once there are replaced with scarred skin. She stretches out her clawed fingers towards Cerio, attempting to grapple him.
Cerio - Please make a Strength (Athletics) or Dexterity (Acrobatics) check in order to avoid becoming grappled.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Cerio's acrobatics: 5
With a gasp of fear, Cerio tries to twist away from the creature.
Vampire Spawn's Turn, continue...
The creature grabs Cerio by the shoulders with a howl of triumph. Pulling him in close, she goes to bite down on his neck; baring her fangs the smell of decay and blood is momentarily intoxicating.
She sinks her teeth into Cerio's neck, draining his lifeforce (8 necrotic damage). As she does so it seems to revitalise her.
Dadeveth - You watch in horror as the vampire spawn seizes Cerio and bites into his neck. It seems like the effect of the attack is instantaneous, Cerio begins to turn a pallid colour whilst the woman draws vitality from her victim. It falls on you to stop the woman, it is your turn.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dadeveth grimaces, gripping her rapier once more. She strikes out again, not really expecting to hit home. As her blade slides deep into the vampire's side though she simply stares at it for a long moment in surprise...
Rolled in game log. To hit is a 22, damage is 9 magical piercing.
Siege of St. Andral's - Round #8 - Dadeveth's Turn
As Dadeveth hits the vampire spawn she can sense unmitigated joy seemingly emanating from the blade. It courses in her hand, pulsating, eager to taste the creature's flesh once more. Looking at the vampire spawn's wound, it briefly burns with a resplendent radiance, branding it.
She screams out in pain and anguish, "what foul trickery is this!"
Dadeveth - You have unlocked a hidden property within your rapier; "Vampire Bane. when attacking vampires, or vampire spawn, the rapier deals an additional 1d4 radiant damage." This was revealed when you performed a successful attack with the rapier against a vampire or vampire spawn. You may roll the additional damage now.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dadeveth flushes with joy as her blade bursts into radiant power.
Radiant damage: 4
Siege of St. Andral's - Round #8 - Dadeveth's Turn, Continued...
Galqarin - Your condition has stabilised thanks to Sandu. However, you still lie unconscious. Images enter in and out of your mind; places and people that you have interacted with, some of which you hold dear.
You see a flock of ravens heading toward a battlefield; bloodied bodies litter the ground, among them are dead ravens, friends. Your vision zooms in on the face of one of the dead... Danika Martikov, blood pools around her head and her eyes are vacant. Urwin kneels beside his wife's body, he is inconsolable. You could swear that, in your mind's eye, you can see a number of the ravens land on the ground all around the scene and assume human forms; growing in size, their feathers retracting into their bodies, and their beaks replaced with human mouths. Your mind fades to black.
Dormark - In front of you, Sandu appears to have pulled Galqarin from harm's way. The lone vampire spawn howls and curses in pain, her eyes manic. Whatever Dadeveth just done seems like it is working. The vampire spawn seems highly wounded and, furthermore, does not seem to be regenerating. It's time to put the fiend out of its misery, it is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dormark is looking towards the vampire, his power spent. He had left his mace back in the church. Dormark trying to summon his hammer yells, "Moradin please give me the power to smite this evil from this land." After a small pause an orange glow appears in Dor mark's hand. A gift from his god.
Using Harness Divine power to give Dormark one more lvl 1 slot. To cast guiding bolt. This is the last spell slot for Dormark.
Attack: 15 Damage: 13
Dormark Calling of Strahd (warforged cleric) 4
Siege of St. Andral's - Round #8 - Dormark's Turn
Moradin's blessing falls upon Dormark once more. As the holy, radiant bolt leaves the warforged hands it lights up the church grounds; blood spatter and mangled bats litter the floor, the vampire spawn herself is heavily scarred and wounded. The bolt impacts the woman's face on the left side, burning away her features and blackening her eye.
The vampire spawn's hand trembles as she touches her face. "What have you done?!" she hisses through the pain.
Valerie's Turn
Stepping forth, the paladin of Tyr levels her longsword at the vampire spawn. "Nowt more than your kind deserve, wench," she says venomously. Valerie proceeds to cut down with her longsword, targeting the vampire spawn's more injured side.
Dallid - At this point, the vampire spawn is barely able to hold herself upright. The left-hand side of her face is horribly scarred and she is sporting a number of wounds that even her vampiric regeneration has not been able to heal. You get the sense that she may not be able to withstand another attack, it is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid gestures to Ferelyon who starts snapping with both enormous heads at the vampire spawn
Attack: 23 Damage: 10
Attack: 24 Damage: 9
Paladin - warforged - orange
Siege of St. Andral's - Round #8 - Dallid's Turn
The end is vicious. As the vampire spawn's focus is elsewhere, Ferelyon's jaws crunch down on her, tearing through flesh and bone. A frozen look of terror is plastered on her face as her broken, lifeless body lies upon the cobblestones outside the church.
There is a chill in the air in the aftermath of battle. The party appears mostly intact, save Galqarin who remains unconscious but stable. As the night sets in they are left to contemplate the reason for such a brazen attack having been attempted. There was also the matter of what happened to Izek and the rest of the Vallakians ambushed outside of the town's gates.
Inside the church, Father Lucian seems shaken yet alive and well. He sits, head in hands, at the front of the church.
All - End of initiative. The pressing threat to the church of St. Andrals and Father Lucian has been dealt with. It is currently approaching midnight, it is pitch black outside.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid approaches Galqarin and casts cure wounds on him.
"Now I know it's tempting to attempt to prevent this fine fellow from changing, but... It could be quite informative to just let it happen. I won't force it, but it just sounds so interesting. The soul leaves, and the body strengthens, finding new weaknesses."
Paladin - warforged - orange
Forgot to roll dice for that. Cute wounds 5
Paladin - warforged - orange
Galqarin coughs, dribbling blood. Without murmur, he forces himself laboriously onto his hands and knees like a wounded animal. Showing remarkable powers of recuperation, he ponderously regains his feet, swaying just a little. He shakes his head, as if to clear it, sending small droplets of blood and spittle flying. His hand drifts subconsciously to the noose-scar upon his neck. Once again, it is not his time.
After a moment surveying the battleground, he announces flatly, "So we won."
I get knocked down
But I get up again
You're never going to keep me down