If Le'gal is on the side with Talon, Talon will gladly help him out of the water and help him examine the new item of interest. Otherwise he will jump in and swim to the doorway side across from where Graxx is. He will attempt to climb out near the door (OOC: Is there a door here?)
This post has potentially manipulated dice roll results.
Charles will just sigh as he is picked up by Graxximus. "You know, I miss being a Kenku that couldn't say a word. I was never grabbed and halfling-handled." Upon setting his feet on the ground he will inspect what Graxximus was talking about (the dice and the writing on the wall).
After inspecting the dice and the writing he will look over to Le'gal, "I would like to carry that, if no one minds! Whenever we have some spare time I could cast a spell to figure out what that is. It'd only take about ten minutes."
Le'gal brings her prize back to dry land, offering both a short explanation and the burden to carry the jewel. From afar, Charles volunteers. The halfling then turns to examine the dice and sculpture:
The dice are laced with a mixture of illusion and transmutation magic. Whatever it is designed to do, it is currently out of charges.
The wall-relief art seems to have changed permanently to the scene where the goblins are about to rush the eight adventurers. There is no trace, magical or otherwise, of the originally depicted scene (which I assume Graxximus described in detail to Charles.)
Talon then goes for a quick swim and arrives at the other door {DN,-13}. It is a simple, thin, wooden door. It is shut but not locked. Of note, the knob is the only portion of the door that is adorned. Golden speckles dot it only milometers apart.
As Charles is looking over the dice he mutters, "Laced with mixture of illusion and transmutation magics. It looks like it out of charges." He turns his attention to the wall art. His hand brushes against it, "Whatever you saw Graxx, I highly doubt we will see again. Keep the images in your mind, they may be a clue as to what we will face in this labyrinth."
Charles looks around the room, "If you'd like to, I couldIdentifythese dice. It'd take me at least ten minutes of a ritual I found in my spellbook."
Nox summons a small warm spirit healing the rest of the party for 1 minute. (Healing spirit) Healing: 29 (din't apply life cleric since i am unsure if the "use a spell" of life cleric description means healing over time spell like Healing spirit or regenerate benefit from it. If it does it add another +40 healing making it total of 69 Healing)
Whoever wants to have at the pyramid, Le'gal offers no further complaints or advice. Rather, she was content to bask in the glow of the spirit with an almost blissful smile lightning up her face. Once the underlying bruises and minor breaks no longer ached half as bad as the once did, she took up proper guard near the door to keep watch while the others examined their prize.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
"I'm thinking we should rest a bit. Then we can decide what is next." He points at the cube "We could try this thing again or we can open this here door. What think ye friends. How do we proceed?"
Charles looks at the door and back at the dice. "A quick rest doesn't sound like a bad idea. I'm just curious as to what these are. Give me ten minutes please." He will cast What The **** Is This? focused on the dice.
(@All: Regarding @Palfatreos' question above, I'm not going to lie; this Healing Spirit + Disciple of Life trick seems way too overpowered for a 2nd level spell + a 1st level class feature. I mean, a single Heal, a 6th level spell heals one person for 70 HP.... So, despite the interwebs mostly defending the "it works" side of the argument, I'll settle for something in the middle and say that each of you being healed by the spell counts as an "use.")
Nox produces a gentle spirit that heals each companion in turn. (Each party member may heal for 29 + 4 = 33 HP. If you had already added 69 HP back to your character sheet, please make sure to deduct the difference, i.e. 36.)
The group agrees to hurdle up near the entrance they took, as it is the drier part of the room, and take a quick breather (short rest). Charles takes the opportunity to examine the dice more closely. He does not find out much more than he did before. These dice are linked with the magic of the labyrinth and may not work outside this place. They are imbued with illusion and transmutation magic, and are currently out of charges. They do not seem to be able to regain charges as other more well-known magic items are able to (e.g. every dawn).
Charles also takes the pyramid jewel from Le'gal.
(@All: Go ahead and roll hit dice and go through your short rest mechanics. I'll also need two volunteers to each roll a d100 luck die followed by a perception check.)
(@All: If you wish to benefit from my healer's healing feat PRIOR to the short rest, let it be known. I've got plenty of healer's kit charges.)
Hit Dice Spent/Song of Rest:
12.
(@Lerus: Goodberry with life cleric gets decently crazy too. Though not quite as bad.)
Though more an orator than a proper singer, a song unexpectedly to her lips with a spontaneity seen only by Jury. She reasserts some control over time to keep proper watch, but never enough for her song to stay a hum for more than a minute or two. Once everyone has rested again she looks over to the far off door, sighs, and looks almost pleadingly to Graxximus. Or as much as the usually stone-faced bugbear woman could at any moment.
Luck result: The water in here makes the room seemingly work like the perfect echo chamber (like singing in a bathroom). Le'gal's SongofRest die is doubled for this short rest (so, 8 instead of 4).
The bugbear is also quite sure they are not in any danger for now, as revealed by the sounds traveling the air of this chamber (i.e. no threatening noises.)
(I need one more volunteer for a d100 luck die followed by a perception check. Also, LEVEL UP FOLKS!)
This post has potentially manipulated dice roll results.
Nox put up the Hearth of Moonlight and Shadow during short rest (+5 perception/stealth). While leaning around the wall she eat some kale.
Luck: 26 Perception: 24 (Hearth of Moonlight included)
When finishing short rest she goes to try spy on Uguay with scrying (Using Druids Walker in Dreams). Uguay WIS DC 18, if he fails a invisble sensor follow him for 10 min 10 feet away from him (can hear or see trough it).
Walker in Dreams
Walker in Dreams At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying , or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.
Charles will hand the dice back to whoever wants them, "They're out of charges, for now. Usually magical items that have a charge gain them back every dawn. This seems like it isn't the case."
He will let Sigil look over the pyramid.
He will use his Pearl of Power to regain a 3rd-level spell slot.
He will use his Arcane Recovery feature to regain a 5th-level and a 1st-level spell slot.
This post has potentially manipulated dice roll results.
Luck result: When trying to scry on Ooguay, Nox gets a very brief peek into a chamber where nine undead wights seem to roam freely. She has a feeling it is not very far from where you are now resting. The spell then attempts to refocus on its intended target:
-> Ooguay WIS saving throw {DC 18} vs. Scrying: 18 - Nox fails to locate her target.
Charles and Sigil look over the pyramid. The blood hunter sees a similarity between this well-crafted jewel and the ones the group found in the Nagpa's altar.
Talon and Graxximus make sure to join to rest of the group for a quick rest being led by Charles.
Knowing that the wights are not far, Nox keeps a close ear to the ground. She feels safer in the knowledge that they are not close enough to be a threat whitin the next twenty or so minutes.
(You all complete your short rest successfully. You have now spent over one hour in this room, but should be ready to move forward.)
If Le'gal is on the side with Talon, Talon will gladly help him out of the water and help him examine the new item of interest. Otherwise he will jump in and swim to the doorway side across from where Graxx is. He will attempt to climb out near the door (OOC: Is there a door here?)
Lot's of stuff ...
Charles will just sigh as he is picked up by Graxximus. "You know, I miss being a Kenku that couldn't say a word. I was never grabbed and halfling-handled." Upon setting his feet on the ground he will inspect what Graxximus was talking about (the dice and the writing on the wall).
Here are the rolls you probably need:
Arcana: 21
Perception: 12
After inspecting the dice and the writing he will look over to Le'gal, "I would like to carry that, if no one minds! Whenever we have some spare time I could cast a spell to figure out what that is. It'd only take about ten minutes."
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
(Le'gal is on the side by the main entrance where most folk were; minus Graxx & Charles)
When you realize you're doing too much: Signature.
Le'gal brings her prize back to dry land, offering both a short explanation and the burden to carry the jewel. From afar, Charles volunteers. The halfling then turns to examine the dice and sculpture:
Talon then goes for a quick swim and arrives at the other door {DN,-13}. It is a simple, thin, wooden door. It is shut but not locked. Of note, the knob is the only portion of the door that is adorned. Golden speckles dot it only milometers apart.
As Charles is looking over the dice he mutters, "Laced with mixture of illusion and transmutation magics. It looks like it out of charges." He turns his attention to the wall art. His hand brushes against it, "Whatever you saw Graxx, I highly doubt we will see again. Keep the images in your mind, they may be a clue as to what we will face in this labyrinth."
Charles looks around the room, "If you'd like to, I could Identify these dice. It'd take me at least ten minutes of a ritual I found in my spellbook."
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Nox summons a small warm spirit healing the rest of the party for 1 minute. (Healing spirit) Healing: 29 (din't apply life cleric since i am unsure if the "use a spell" of life cleric description means healing over time spell like Healing spirit or regenerate benefit from it. If it does it add another +40 healing making it total of 69 Healing)
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Graxximus nods to Charles and taps his helmet, "Will do! This memory will not fail you!"
Whoever wants to have at the pyramid, Le'gal offers no further complaints or advice. Rather, she was content to bask in the glow of the spirit with an almost blissful smile lightning up her face. Once the underlying bruises and minor breaks no longer ached half as bad as the once did, she took up proper guard near the door to keep watch while the others examined their prize.
When you realize you're doing too much: Signature.
"I'm thinking we should rest a bit. Then we can decide what is next." He points at the cube "We could try this thing again or we can open this here door. What think ye friends. How do we proceed?"
Lot's of stuff ...
Charles looks at the door and back at the dice. "A quick rest doesn't sound like a bad idea. I'm just curious as to what these are. Give me ten minutes please." He will cast What The **** Is This? focused on the dice.
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
(@All: Regarding @Palfatreos' question above, I'm not going to lie; this Healing Spirit + Disciple of Life trick seems way too overpowered for a 2nd level spell + a 1st level class feature. I mean, a single Heal, a 6th level spell heals one person for 70 HP.... So, despite the interwebs mostly defending the "it works" side of the argument, I'll settle for something in the middle and say that each of you being healed by the spell counts as an "use.")
Nox produces a gentle spirit that heals each companion in turn. (Each party member may heal for 29 + 4 = 33 HP. If you had already added 69 HP back to your character sheet, please make sure to deduct the difference, i.e. 36.)
The group agrees to hurdle up near the entrance they took, as it is the drier part of the room, and take a quick breather (short rest). Charles takes the opportunity to examine the dice more closely. He does not find out much more than he did before. These dice are linked with the magic of the labyrinth and may not work outside this place. They are imbued with illusion and transmutation magic, and are currently out of charges. They do not seem to be able to regain charges as other more well-known magic items are able to (e.g. every dawn).
Charles also takes the pyramid jewel from Le'gal.
(@All: Go ahead and roll hit dice and go through your short rest mechanics. I'll also need two volunteers to each roll a d100 luck die followed by a perception check.)
Le'gal volunteers as tribute!
Luck: 70.
Perception: 30.
(@Lerus: If able to add Guidance: 3.)
Song of Rest(for those that spend hit die): 4.
(@All: If you wish to benefit from my healer's healing feat PRIOR to the short rest, let it be known. I've got plenty of healer's kit charges.)
Hit Dice Spent/Song of Rest:
12.
(@Lerus: Goodberry with life cleric gets decently crazy too. Though not quite as bad.)
Though more an orator than a proper singer, a song unexpectedly to her lips with a spontaneity seen only by Jury. She reasserts some control over time to keep proper watch, but never enough for her song to stay a hum for more than a minute or two. Once everyone has rested again she looks over to the far off door, sighs, and looks almost pleadingly to Graxximus. Or as much as the usually stone-faced bugbear woman could at any moment.
When you realize you're doing too much: Signature.
Luck result: The water in here makes the room seemingly work like the perfect echo chamber (like singing in a bathroom). Le'gal's Song of Rest die is doubled for this short rest (so, 8 instead of 4).
The bugbear is also quite sure they are not in any danger for now, as revealed by the sounds traveling the air of this chamber (i.e. no threatening noises.)
(I need one more volunteer for a d100 luck die followed by a perception check. Also, LEVEL UP FOLKS!)
Nox put up the Hearth of Moonlight and Shadow during short rest (+5 perception/stealth). While leaning around the wall she eat some kale.
Luck: 26
Perception: 24 (Hearth of Moonlight included)
When finishing short rest she goes to try spy on Uguay with scrying (Using Druids Walker in Dreams). Uguay WIS DC 18, if he fails a invisble sensor follow him for 10 min 10 feet away from him (can hear or see trough it).
Walker in Dreams
Walker in Dreams At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying , or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted. Once you use this feature, you can’t use it again until you finish a long rest.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Sigil spends his rest examining the pyramid, making sure to keep one hand on his sword at all times (maintaining blood rite).
Investigation: 2
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Talon swims back to the original edge and appreciates the song and heal energy. He settles down to rest.
Lot's of stuff ...
Graxximus will sit down for a short rest enjoying the song.
Hit Die: 15
Charles will hand the dice back to whoever wants them, "They're out of charges, for now. Usually magical items that have a charge gain them back every dawn. This seems like it isn't the case."
He will let Sigil look over the pyramid.
He will use his Pearl of Power to regain a 3rd-level spell slot.
He will use his Arcane Recovery feature to regain a 5th-level and a 1st-level spell slot.
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Talon looks quizzically at Charles. "How do you know they wont recharge after a day? We've only had them for a few moments."
Lot's of stuff ...
Luck result: When trying to scry on Ooguay, Nox gets a very brief peek into a chamber where nine undead wights seem to roam freely. She has a feeling it is not very far from where you are now resting. The spell then attempts to refocus on its intended target:
-> Ooguay WIS saving throw {DC 18} vs. Scrying: 18 - Nox fails to locate her target.
Charles and Sigil look over the pyramid. The blood hunter sees a similarity between this well-crafted jewel and the ones the group found in the Nagpa's altar.
Talon and Graxximus make sure to join to rest of the group for a quick rest being led by Charles.
Knowing that the wights are not far, Nox keeps a close ear to the ground. She feels safer in the knowledge that they are not close enough to be a threat whitin the next twenty or so minutes.
(You all complete your short rest successfully. You have now spent over one hour in this room, but should be ready to move forward.)