Aria aligned near the other two, chirping, "Nice rescue!" to Kass, and glad to be clear of the burning debris. She responded to the teasing with a smile and, "Most likely she'd insist on watching..." as she healed the badly burned Rana until her flesh knitted back from blackish red to its usual healthy copper, the earlier sunburn healed as well.<br/><br/>Mercifully, whatever had drugged the priestess into such a state seemed to numb her pain or at least her awareness of her own body. It'd also burned away the binding ropes and much of the rune-paint, leaving the priestess almost stark naked now, albeit dirtier and with messy hair. Aria healed Kass as well, and looking about at the debris said, "Still no magic auras...I hope the next time I have to fight a construct it's made of gold instead of wood!" She retrieved her throwing hammers from the smoking wicker debris (their crystals were helpful in a rather unexpected way - giving her magic auras to see amidst it all), and peeked at the dragon's compass again, remarking, "Huh, when I hold it level for a moment so the needle can settle, I think it points right at that mount Goldflail," she pointed. "In any case I suppose the rescue was a success, if a far more dramatic one that I'd anticipated, and I'm certainly ready to depart this deserted place when you are! Teleport, or retrieve the camel, or elsewise?"<br/><br/><br/><br/>Despite the 'extra turn' it works either way (in fact it would default to Aria destroying it before Kass DDed out since Aria's initiative was first) - first round is Aria using blink, Kass attacking, wicker man attacking Kass; second round is Aria attacking, Kass DDing, wicker man doing nothing; third round is Aria attacking again and/or Kass DDing out. So it's not like Kass is giving up a round if she doesn't DD out (it just seems that way b/c I usually have Kass go before Aria regardless of initiative - buff and area-attack effects before physical attacks is usually the preferable order), just delaying back and forth with Aria.<br/><br/>But the DD out is much more cinematic! (And although there are, mechanically, no damage or ill effects from being inside the wicker man when it collapses, in-character it does seem like they'd want to 'escape' that!)<br/><br/>Rana at 51 dmg; Aria heals her for 5x11 with 5 lesser vigors. We'll say Kass's 8d6 was also 30, for a total of what, 79 with its punches?<br/><br/>Hm I don't think you rolled reflex saves for the 2d6 fire damage for each punch and 4d6 for its grapple. Her mod's what, 21? I just rolled 10 19 18 for her so she avoids all that anyway,<br/><br/>Aria heals Kass for 7x11, leaving her 2 below full I think, and herself 1 below full.<br/><br/>(14/50 charges used on Aria's wand; 12 here and 2 from the blue dragon.)