I imagine counting out all that money would take a while as well. Can we say Paravrax, Korvat and Luan all attune the three items, while I counted out the money, then? (assuming they want to)
Can Ger'Cath's Detect Magic discern what the functionality of each of the items is?
Also, how do you feel about encumbrance? I forget your stance on this but it is relevant.
I'm fine with jammin' some booties, unless Ger'Cath can detect if the cloak is more appropriate for a caster and the boots for a rogue. Note that the boots may be shining in the light of my staff because my staff is glowing, not because the boots are spellcaster boots.
Parvrax eyes the boots with interest, but is unsure if the leather boots will fit his clawed feet. "Perhaps we should give the bootssss to someone else? The cloak will fit me much better than the boots, unless I can refit them to my feet. If the boots end up being something I'm unable to use, I won't be able to make them usable by someone else again."
"Surely a great boon," Emeryn says, still standing at the door of the secret room. "But coins and trinkets are nothing to the dead, which will surely include us if this cult succeeds in their aims, and may include Lady Dieknuh already. Unless these items offer some incredible advantage, I think we should press on."
"A good point, Lady Emeryn. If it were just coin, I would say we could pass it on. But these artifacts are clearly millenia old and could be a great aide in coming battles. Besides which," Reed holds up the key labelled Inquisitorium, "I'm fairly certain Dieknuh is fine, if a little hungry. Paravrax's map showed us where this location is. We'll go get her next, then check to see the other locations the map revealed to us."
Sorry, I just realized I didn't mention it. We've got the key to this room, the one from when we killed the female cultist who said we'd never find her. Well, the map shows where the place on the label is, so I figure she's probably there. There are a few more marked rooms, and it'll probably be worth our time to gear up before the fight. Let's go see if Dieknuhs there, and then work our way back and see what else the Gods have left for us.
I also think that Magic items adjust themselves to the user's dimensions when attuned. I could be mistaken though
This is true--they automagically adjust to fit the attuned bearer.
I'm fine with counting the time you take to count the loot as a short rest for attunement purposes.
Studying the magic items, you determine they are:
Cloak of Elvenkind--While wearing this hooded cloak, if you pull the hood to cover your head, the cloak's magic will cause the color to shift and change, camouflaging you. With the hood up, Perception checks made to see you will be at disadvantage, and you have advantage on Stealth checks. Pulling the hood up or down is an action for the purposes of combat.
Boots of Striding and Springing--While wearing these boots, if your walking speed is less than 30 feet, it becomes 30 feet. Your speed is not affected by being encumbered or wearing heavy armor. Also, your jump distance is increased to three times the normal jump distance (though you still can't jump farther than your remaining movement would allow).
Caomhnoir, Greataxe--Bearing the name Caomhnoir (which means "guardian"), this is a +1 magical weapon, so the wielder gets +1 to hit and +1 damage when using this greataxe. (It still has the stats of a regular greataxe, so it's Heavy and Two-Handed. It has a base 1d12 damage, so damage will be 1d12 +1 (because magical) +your STR mod.)
"Ah, Luan. I think this Cloak will fit you nicely, what with your... reverence for your own kind. Although it might be a little hard to hold on to that greatsword underneath it..." Reed smiles. "Maybe Emeryn would agree to hold on to it?"
He then looks at the boots. "Hmmm. These boots seem useful, but not for me. I'm happy with my share of the coin."
Reed gets up, leaving the others to decide the final disposition of the loot.
"Shall we head to the Inquisitorium?"
Consider yourself as having the Blessings of the Trickster permanently (assuming we aren't separated for more than an hour), if Iso has a cloak that provides Stealth advantage. You have advantage of stealth rolls.
Do those boots work for you? I know you're a Dwarf and in Armor, so I think they might suit you well.
I'm fine giving them to Dieknuh if she could use them. In the mean time, I'll wear them so they don't slow down Pack Mule Paravrax, unless anyone else wants them for the time being.
Paravrax turns to the others. "Once we track down Dieknuh, these may be best suited for her, but in the mean time, do you mind if I use them. I've been feeling a bit sluggish, so I could use them in the interim, unless maybe Emeryn could use them for now instead? This matter aside, let's get going."
They certainly wouldn't hurt for Dieknuh to have, especially if nobody else is planning on wearing heavy armour. She does have teleportation though, so they might be more efficient on an encumbered warrior-type.
Reed borrows Paravrax's map and points out the room labelled Inquisitorium [Room 20].
"We need to make our way down here. The key we took off that cultist was labelled for this room. However," Reed points at three more rooms [8, 23, 26], "These three rooms were marked with the same symbol for rooms where we've discovered secret passages. There is one on the way to our destination. Once we've found Dieknuh, we should return and gather what we can before venturing any deeper."
This is what the map looks like when I touch it. Minus the deeper sections of the dungeon.
This ONLY happens if everyone is following me. I figure we should move things along and anyone who hasn't chimed in about the loot can do so later as a retcon. I'm going straight for Dieknuh now so that Talore can start playing again. Please don't wander off to check one of the spots I revealed yet - we'll all get to it eventually and I'm ONLY doing so so that we can get into the swing of things again. I wouldn't have otherwise.
Reed heads south from Room 24, then west to Room 3. He heads into Room 4 and then begins to move towards Room 13.
Stop me if I run into anything along the way. Room 4 is where we stopped before, and I don't remember if there is door to head further south to room 13.
Reed fills Strathalmere in on the find, and hands him his share of the coin, plus an extra 10 platinum coins while consoling him about how all the gear has been claimed.
"I had intended to gift my lord with this sword, but I suppose the news I have for her will outweigh the offering. Take it." Lucial tossed the sword to Emeryn.
"When I was on my search, I found another lot of those-" Lucial gestured with his head towards the pile of desecrated corpses "-in room 23. If you say there appears to be something there, we should probably check again after we rescue Lady Dieknuh."
Lucial pocketed his coinage and swung his new cloak around his shoulders, smiling faintly at the familiar fit of fine Elven craftsmanship. He began his walk with the rest of the party.
2011: Best Mafia Performance (Individual) - Best Newcomer
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
Emeryn considers the large blade. "I have trained with these blades, although it is comforting to be able to wield a shield. Perhaps the time has come to sever the foulness from this place, though." She slings her shield to her back, raises and turns the blade, then lowers it and moves to the fore as the party heads to the yet unexplored passage to room 13.
Multiple People have entered Room 13 while I was on vacation.
In the past, this room was the Acolyte's Shrine, where the younger members of the temple's priesthood would gather to worship the gods. There are several benches facing an altar along the western wall. The altar would have featured representations of the gods, but the statues have been removed and the altar desecrated. Other than the altar and the benches, the room is empty. A wide hallway lit by several torches opens to the south. A narrow hallway leads to the east.
The eastern hallway is dim, lit only by the flickering torches in the Acolyte's Shrine. It extends ten feet, then connects to another dark corridor. You can hear a faint scratching sound echoing from the dark corridor.
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Also, how do you feel about encumbrance? I forget your stance on this but it is relevant.
Parvrax eyes the boots with interest, but is unsure if the leather boots will fit his clawed feet. "Perhaps we should give the bootssss to someone else? The cloak will fit me much better than the boots, unless I can refit them to my feet. If the boots end up being something I'm unable to use, I won't be able to make them usable by someone else again."
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"Great boon? Yes," he says, as he feels the energies coursing through him.
(I'm assuming we can treat this as a short rest attunment. Tell me if otherwise, and if I learn anything about it)
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Studying the magic items, you determine they are:
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He then looks at the boots. "Hmmm. These boots seem useful, but not for me. I'm happy with my share of the coin."
Reed gets up, leaving the others to decide the final disposition of the loot.
"Shall we head to the Inquisitorium?"
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Paravrax turns to the others. "Once we track down Dieknuh, these may be best suited for her, but in the mean time, do you mind if I use them. I've been feeling a bit sluggish, so I could use them in the interim, unless maybe Emeryn could use them for now instead? This matter aside, let's get going."
Draft my cube! (630 cards)
"We need to make our way down here. The key we took off that cultist was labelled for this room. However," Reed points at three more rooms [8, 23, 26], "These three rooms were marked with the same symbol for rooms where we've discovered secret passages. There is one on the way to our destination. Once we've found Dieknuh, we should return and gather what we can before venturing any deeper."
Reed heads south from Room 24, then west to Room 3. He heads into Room 4 and then begins to move towards Room 13.
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Paravrax puts on the boots and follows Reed.
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"Find anything interesting?"
- H.L Mencken
I Became insane with long Intervals of horrible Sanity
All Religion, my friend is simply evolved out of fraud, fear, greed, imagination and poetry.
- Edgar Allan Poe
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"Next time, my friend."
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"I had intended to gift my lord with this sword, but I suppose the news I have for her will outweigh the offering. Take it." Lucial tossed the sword to Emeryn.
"When I was on my search, I found another lot of those-" Lucial gestured with his head towards the pile of desecrated corpses "-in room 23. If you say there appears to be something there, we should probably check again after we rescue Lady Dieknuh."
Lucial pocketed his coinage and swung his new cloak around his shoulders, smiling faintly at the familiar fit of fine Elven craftsmanship. He began his walk with the rest of the party.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
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[Primer] Krenko | Azor | Kess | Zacama | Kumena | Sram | The Ur-Dragon | Edgar Markov | Daretti | Marath
In the past, this room was the Acolyte's Shrine, where the younger members of the temple's priesthood would gather to worship the gods. There are several benches facing an altar along the western wall. The altar would have featured representations of the gods, but the statues have been removed and the altar desecrated. Other than the altar and the benches, the room is empty. A wide hallway lit by several torches opens to the south. A narrow hallway leads to the east.
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Special thanks to Serrot_29 for Catbug'mrakul!
TerribleBad at Magic since 1998.A Vorthos Guide to Magic Story | Twitter | Tumblr
[Primer] Krenko | Azor | Kess | Zacama | Kumena | Sram | The Ur-Dragon | Edgar Markov | Daretti | Marath
Draft my cube! (630 cards)
@_kaburi_ on Twitter
Special thanks to Serrot_29 for Catbug'mrakul!
TerribleBad at Magic since 1998.A Vorthos Guide to Magic Story | Twitter | Tumblr
[Primer] Krenko | Azor | Kess | Zacama | Kumena | Sram | The Ur-Dragon | Edgar Markov | Daretti | Marath
Total Perception is 13
I created a new post because editing in a dice roll would change my original roll.
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