Jehundik VanyikFirst Circle Apprentice of the Bronze Tower
Physical Traits:
Healthy
Well Fed
Well Rested
Fit
Uninjured
Skills:
Local Folklore: +5
Woodsmanship: +4
Herbalism: +4
Archery: +3
Gardening: +3
Spear Fighting: +3
First Aid: +2
Academic Research: +2
Magic
Fire Magic: +0
Learned Techniques:
Flame Manipulation/Generation
Heat Manipulation/Generation
Learned Spells:
-Heat Fingertips (Instant)
-Candlefire (concentration)
-Speedier Burning (concentration)
-Fan of Flames (instant)
-Fire Arrow (instant)
Light Magic: -4 (No Training or practice)
Learned Techniques:
None
Learned Spells:
-Handlight (concentration)
-Handlight Projectile (concentration)
Bio Magic -4 (No Training or practice)
Learned Techniques:
None
Learned Spells:
None
Possessions Kept on Person:
Sharp Well-Made Blade-Headed Shortspear (held)
Light Woodsman's Clothing (worn)
Stiff Leather Breastplate (slightly loose fitting worn)
Sturdy Hunting Bow (slung over back)
Aged Iron Cap (worn)
Chipped Magical Copper Armband (worn)
Bronze Necklace (worn)
Worn Boots (worn)
Leather Belt (worn)
-Sharp Steel Knife
-Belted waterskin (full, holding a litre and a half of water)
-Hip Quiver (Nearly Full)
--Twenty-three ash-tipped arrows.
A Satchel (Worn, half-full)
-Extra Bowstrings
-flint
-a whetstone
-Twenty five feet of straw rope.
-Coinpurse (mostly empty)
--5 silver coins (an eye on one side, a shattered spear on the other)
--2 copper coins(a pointing hand on one side, a shattered spear on the other)
-small pouch (full)
--Dried Crow's Bane
-small pouch(full)
--Raw Yellow-Chew
-Set of Herbalists Tools (Including mortar, pestle, and small blades capable of precisely hooking or cutting under good lighting.)
-Thick Fur Cloak (rolled up)
-five day's worth of bread and salted meat
Rat Sack (empty)
PartyAlafard
Healthy, well fed, uninjured, well rested.
-five day's worth of Oats and vegetables.
-Simple Cotton Clothing, wool cloak, haversack(mostly full), Simple wooden shield, sharp iron-tipped shortspear, simple club.
Clenat
Healthy, well fed, uninjured, well rested.
-five day's worth of Vegetables and bread.
-Long curved sharp steel knife, light woodsman's clothes, fine quality multi-pocketed backpack, various herbalism tools.
Selarch
Healthy, well fed, uninjured, well rested.
-five day's worth of Bread and Vegetables.
-Short Sharp Steel Dagger,Sharp Iron Woodcutting Axe, haversack, simple linen clothing.
Mule Drawn Cart
Mule is Healthy, well fed, uninjured, well rested.
-five and a half days worth of Oats and hay (for Mule)
-One and a half dozen clay pots of various sizes.
You attempt to get a closer look at the wound of the hunter, but he doesn't understand when you approach him and largely ignores you. Instead the Tuathé circle around the creature with sword and knife, attempting to avoid the thrashing of the still-dying beast and save their companion. Luckily the man has been released from it's grip, and they manage to haul him back onto dry ground. There the group watches the creature gasp it's last, dying with one last powerful shudder, and you are able to do what you can to tend to the group's wounds.
Mostly the wounds are superficial, but the man who had been snatched by
Nathuiage has the worst of it. From what you can tell several of his ribs have been badly broken, and his wrist has been mangled and bent to an unnatural angle. He is still coughing up swamp-water, a task made all the more difficult due to his broken ribs. When the Tuathé realize that you are examining the wounds of the group Gormflaith urges you to see to him as best you can, if you are a healer.
1d20+2(
first aid)= 16
The Tuathé have clean linen on hand, and they help and cooperate as best as they can with your bandaging and prodding. It's a simple matter to bandage the gash of the less wounded hunter, but for the worse off man it is all you can do to help him get the water up, bandage him as best you can, and set his wrist in a crude splint. When he begins to cough up blood however, you know that there is little mundane medicine can do for him, without magic he will likely die, drowned in his own blood.
Gormflaith suggests that she could seek out one of the witches from their village, but he would have to live for several hours more before help could be brought. She asks if there is truly nothing your own magic can do to help him, and you give the thought brief consideration. Your Bio-Magic is crude and untrained, and if your working of magic was imprecise you would likely only speed his coming death, but it is possible that with luck you might help him, and you are not certain whether he will survive long without help.