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Many points have already been made in the other answers on how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on in-game reasons your character does not run away from the plot.

*You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffin would be over the top but a ray of light in the next morning maybe.

  • You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffin would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. It's not so uncommon to survive something as long as your enemy does not try to make sure you're dead. You can bleed without having the condition bleeding defined by the rules. Depending how evil you think your opponents are (or maybe not so evil) you can assume that they maybe don't want a priest to die on them. Most people do know for a fact that the gods exist, and that you should not make them angry. Unless they are on the demon team of course.

  • Prophecy is a liturgy of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a liturgy "on the fly" without a teacher.

  • Again you're a priest and you're are on a celestial mission if I understood that correctly. Maybe leaving the city is just not an option. Even if your character dislikes fights doesn't mean he turns around. There are priests that demand stuff in the name of their god from their opponents without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because you're sent by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have priests in our round we often use omens to prevent the group from running in the opposite plot direction. Especially if it happesn through very bad luck. Though this does not happen often. While you could argue it's just meta information used it does make sense ingame, as long as there is something going on in or against the interests of a god.

Many points have already been made in the other answers on how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on in-game reasons your character does not run away from the plot.

*You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffin would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. It's not so uncommon to survive something as long as your enemy does not try to make sure you're dead. You can bleed without having the condition bleeding defined by the rules. Depending how evil you think your opponents are (or maybe not so evil) you can assume that they maybe don't want a priest to die on them. Most people do know for a fact that the gods exist, and that you should not make them angry. Unless they are on the demon team of course.

  • Prophecy is a liturgy of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a liturgy "on the fly" without a teacher.

  • Again you're a priest and you're are on a celestial mission if I understood that correctly. Maybe leaving the city is just not an option. Even if your character dislikes fights doesn't mean he turns around. There are priests that demand stuff in the name of their god from their opponents without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because you're sent by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have priests in our round we often use omens to prevent the group from running in the opposite plot direction. Especially if it happesn through very bad luck. Though this does not happen often. While you could argue it's just meta information used it does make sense ingame, as long as there is something going on in or against the interests of a god.

Many points have already been made in the other answers on how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on in-game reasons your character does not run away from the plot.

  • You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffin would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. It's not so uncommon to survive something as long as your enemy does not try to make sure you're dead. You can bleed without having the condition bleeding defined by the rules. Depending how evil you think your opponents are (or maybe not so evil) you can assume that they maybe don't want a priest to die on them. Most people do know for a fact that the gods exist, and that you should not make them angry. Unless they are on the demon team of course.

  • Prophecy is a liturgy of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a liturgy "on the fly" without a teacher.

  • Again you're a priest and you're are on a celestial mission if I understood that correctly. Maybe leaving the city is just not an option. Even if your character dislikes fights doesn't mean he turns around. There are priests that demand stuff in the name of their god from their opponents without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because you're sent by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have priests in our round we often use omens to prevent the group from running in the opposite plot direction. Especially if it happesn through very bad luck. Though this does not happen often. While you could argue it's just meta information used it does make sense ingame, as long as there is something going on in or against the interests of a god.

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Many points have already been made in the other answers on how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on ingamein-game reasons your character does not run away from the plot.

*You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffengriffin would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. It's not so uncommon to surviesurvive something as long as your enemy does not try to make sure youryou're dead. You can bleed without having the condition bleeding defined by the rules. Depending how evil you think your opponents are (or maybe not so evil) you can asumeassume that they maybe notdon't want a priest to die on them. Most people do know for a fact that the gods exist, and that you should not make them angry. Unless they are on the demon team of course.

  • Prophecy is a liturgiliturgy of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a liturgy "on the fly" without a teacher.

  • Again you're a priest and youryou're are on a celestial mission if I understood that correctly. Maybe leaving the city is just not an option. Even if your character dislikes fights doesn't mean he turns around. There are priests that demand stuff in the name of their god from their opponents without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because you're sent by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have priests in our round we often use omens to prevent the group from running in the opposite plot direction. Especially if it happesn through very bad luck. Though this does not happen often. While you could argue it's just meta information used it does make sense ingame, as long as there is something going on in or against the interests of a god.

Many points have already been made in the other answers on how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on ingame reasons your character does not run away from the plot.

*You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffen would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. It's not so uncommon to survie something as long as your enemy does not try to make sure your dead. You can bleed without having the condition bleeding defined by the rules. Depending how evil you think your opponents are (or maybe not so evil) you can asume that they maybe not want a priest to die on them. Most people do know for a fact that the gods exist, and that you should not make them angry. Unless they are on the demon team of course.

  • Prophecy is a liturgi of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a liturgy "on the fly" without a teacher.

  • Again you're a priest and your are on a celestial mission if I understood that correctly. Maybe leaving the city is just not an option. Even if your character dislikes fights doesn't mean he turns around. There are priests that demand stuff in the name of their god from their opponents without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because you're sent by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have priests in our round we often use omens to prevent the group from running in the opposite plot direction. Especially if it happesn through very bad luck. Though this does not happen often. While you could argue it's just meta information used it does make sense ingame, as long as there is something going on in or against the interests of a god.

Many points have already been made in the other answers on how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on in-game reasons your character does not run away from the plot.

*You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffin would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. It's not so uncommon to survive something as long as your enemy does not try to make sure you're dead. You can bleed without having the condition bleeding defined by the rules. Depending how evil you think your opponents are (or maybe not so evil) you can assume that they maybe don't want a priest to die on them. Most people do know for a fact that the gods exist, and that you should not make them angry. Unless they are on the demon team of course.

  • Prophecy is a liturgy of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a liturgy "on the fly" without a teacher.

  • Again you're a priest and you're are on a celestial mission if I understood that correctly. Maybe leaving the city is just not an option. Even if your character dislikes fights doesn't mean he turns around. There are priests that demand stuff in the name of their god from their opponents without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because you're sent by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have priests in our round we often use omens to prevent the group from running in the opposite plot direction. Especially if it happesn through very bad luck. Though this does not happen often. While you could argue it's just meta information used it does make sense ingame, as long as there is something going on in or against the interests of a god.

Many points have already been pointed outmade in the other answers on how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on ingame reasons your character does not run away from the plot.

*You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffen would be over the top but a ray of light in the next morning maybe.

  • Your a prist, and the wounded person is also Prist too. Goods and Miracles exists. You can get a sign of your God or Praios. E.g. holy animals or other wether. Maybe Stokrs or ibises. A griffen would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. ItsIt's not so uncommon to survie something as long thatas your enemy does not try to make sure your dead. youYou can bleed without having the condition bleeding defined by the rules. Depending how evil you think your openentsopponents are (or maybe not so evil) you can asume that they maybe not want an prista priest to die on them. Most people do know for a fact that the gods existsexist, and that you should not make them angry. Unless they are on the deamondemon team of course.

  • ProhecyProphecy is a liturgi of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a lioturgyliturgy "on the fly" without a teacher.

  • Agin yourAgain you're a pristpriest and your are on a celestrialcelestial mission if I understood that correctcorrectly. Maybe leaving the city is just not an option. Even if your character disliksdislikes fights doesn't mean he turns araundaround. There are pristspriests that demand stuff in the name of there goodtheir god from there oponendstheir opponents without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because your sendyou're sent by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have pristspriests in our round we often use omens to prevent the group from running in the opositeopposite plot direction. Especially if it happesn through very bad luck. ThroughThough this does not happen often. While you could argue itsit's just meta information used it does make sense ingame, as long as there is something going on in or against the interrestsinterests of a god.

Many points have already been pointed out in the other answers how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on ingame reasons your character does not run away from the plot.

  • Your a prist, and the wounded person is also Prist too. Goods and Miracles exists. You can get a sign of your God or Praios. E.g. holy animals or other wether. Maybe Stokrs or ibises. A griffen would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. Its not so uncommon to survie something as long that your enemy does not try to make sure your dead. you can bleed without having the condition bleeding defined by the rules. Depending how evil you think your openents are (or maybe not so evil) you can asume that they maybe not want an prist to die on them. Most people do know for fact that the gods exists, and that you should not make them angry. Unless they are on the deamon team of course.

  • Prohecy is a liturgi of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a lioturgy "on the fly" without a teacher.

  • Agin your a prist and your are on a celestrial mission if I understood that correct. Maybe leaving the city is just not an option. Even if your character disliks fights doesn't mean he turns araund. There are prists that demand stuff in the name of there good from there oponends without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because your send by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have prists in our round we often use omens to prevent the group from running in the oposite plot direction. Especially if it happesn through very bad luck. Through this does not happen often. While you could argue its just meta information used it does make sense ingame, as long there is something going on in or against the interrests of a god.

Many points have already been made in the other answers on how you can resolve such problems in general, and I find them all very good and important. So I will concentrate on ingame reasons your character does not run away from the plot.

*You're a priest, and the wounded person is also one. Gods and miracles exist. You can get a sign of your God or Praios. E.g. holy animals. Maybe Storks or ibises. A griffen would be over the top but a ray of light in the next morning maybe.

  • Also Aventuria has very good air. It's not so uncommon to survie something as long as your enemy does not try to make sure your dead. You can bleed without having the condition bleeding defined by the rules. Depending how evil you think your opponents are (or maybe not so evil) you can asume that they maybe not want a priest to die on them. Most people do know for a fact that the gods exist, and that you should not make them angry. Unless they are on the demon team of course.

  • Prophecy is a liturgi of peraine. That can give you some information you could need. But that depends how flexible your group is. Because I don't know if your character can normally (by the rules) just learn a liturgy "on the fly" without a teacher.

  • Again you're a priest and your are on a celestial mission if I understood that correctly. Maybe leaving the city is just not an option. Even if your character dislikes fights doesn't mean he turns around. There are priests that demand stuff in the name of their god from their opponents without thinking it through. Like going in the middle of the enemy camp and demand the release of the cleric because you're sent by the gods. Or just go in the middle of the camp and then start to think about a plan. you maybe want to discuss this solution with your DM first


If we have priests in our round we often use omens to prevent the group from running in the opposite plot direction. Especially if it happesn through very bad luck. Though this does not happen often. While you could argue it's just meta information used it does make sense ingame, as long as there is something going on in or against the interests of a god.

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