Blazeguard wrote:The mangled leg and blood loss tell a different story though as Filibert appears to have passed out.
OOC: I didn't realize the extent of Filibert's injuries until now. He is down to only 2 hp.
You don't necessarily have to be passed out from blood loss, you have an average CON score (not that the rules-as-written take this into account). However, if you want to do that for dramatic effect, have at it

Just letting you know that it isn't necessary to do that to align with the C&C rules. Here are the specifics about HP, recovery and death from the PHB:
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In general, hit points heal at a rate of one point per day and only if the character is resting, well fed, kept warm and the wounds being tended to. After seven days, the rate of healing increases to include the constitution bonus, if any. After 14 days, the rate of healing doubles and after thirty days, it triples. Rates of healing can be adjusted by magical healing, herbs, diet, level of care or other factors the Castle Keeper deems applicable.
In general, when 0 hit points is reached, the character or monster passes out. They are not dead, but rather incapable of acting while passed out due to blood loss and physical or mental damage. The character or monster is unable to act and is unconscious or gravely wounded. Those so wounded, if still conscious, can do little more than crawl from the battlefield or call out for help. Those with 0 hit points recover consciousness in 1d6 hours, after which they can move at 1/2 their normal move rate, but still cannot participate in combat, cast spells, turn undead or any strenuous or demanding action. The full effects of magical healing of characters reduced to 0 hit points is immediate.
At –1 to –6 hit points, the character or monster is unconscious and grievously wounded. They require bed rest to recover, unless magically healed. A character so wounded must rest 24 hours before the process of healing begins, unless magically healed. With magical healing, the character’s hit points can only be returned to 0, after which healing proceeds normally.
For example, a knight is struck by a club from an ettin and reduced to -1 hit points. Before healing begins, the knight must wait 24 hours. However, a cleric of goodly intent decides to share the grace of their deity with the knight and cast a cure light wounds on the knight. The cure is for 8 hit points, but the knight is only brought back up to 0 hit points. However, healing can proceed as normal thereafter.
At –7 to –9 hit points, the character or monster is mortally wounded and loses one hit point per round after reaching -7 hit points. Aid administered to the wounds stops the hit point loss. This takes at least one full round, during which no hit point is lost. After 24 hours have passed, the normal healing process as described for -1 to -6 hit points begins.
At –10 hit points death occurs immediately. Only resurrection, reincarnation or bribes to the Castle Keeper can remedy death.