Roscoe enjoyed a mug of beer from the keg taken from the room with the smashed-up stage. The beer was old and slightly skunky, but the Halfling didn't mind; he quaffed the thick dark brown porter, wiping his chops and enjoying the smush of alcohol that pleasantly muddled his mind. It felt good to take a drink again after so long away from the hooch.
Fulgrim sat quietly, the scritch of his quill the only sound in the ossuary for long minutes. Satisfied with his arcane musings, the dwarf picked up the 100' of coiled rope. The rope's fibers were silk. Fulgrim instantly detected the sticky quality described by Spec; the blasted rope stuck nearly irritatingly to his fingers. The last hour of his watch, Fulgrim puzzled over the rope, testing its tensile strength (good quality, very strong despite the rope's thin diameter and comparatively light weight), and magical properties. At the end of the hour, Fulgrim could, if he wished, call himself the rightful owner of a 100' length of Rope of Arachnea.
OOC:
ROPE OF ARACHNEA: Uncommon, requires attunement. This 100' length of silk rope weights ten (10) pounds and is found in the lair of a giant spider where the webbing has had time sufficient enough to imbue sticky qualities in the weave of the rope. The rope grants a bearer attuned to it: 1) proficiency in Athletics checks made when using the rope is determinative of outcome, to a maximum proficiency bonus of +2; and 2) proficiency in wielding the rope as a whip weapon (1d4 slashing damage with the finesse and reach properties). Additionally, the rope is sticky; knots tied with the rope adhere better than normal, and the rope may be used in myriad ways (e.g., to create patterned drawings on walls, to fasten the rope in place along a path, and other creative methods as dictated by the rope's bearer and agreed to by the DM) where common rope would fail. Finally, the webbing contained within the rope's weave make it particularly susceptible to fire damage; the rope is Vulnerable to fire damage (double damage if lit on fire, no saving throw (if applicable)). The rope has an aura of the transmutation school of magic.
Does Fulgrim wish to also attune the gold ring he is wearing that the group retrieved from the mouth of the rat? One other item discovered but not investigated is the 2" diameter brass tube picked up by Spec from table inside the barricaded room.
My mistake, I was posting on the fly between day 1 and day 2 of trial and didn't read carefully. I see now that the beer is from the barrel not from the fountain, so no Con check required.
Sorry, I wasn't planning on attuning to the rope, just to identify its properties. I guess I should have given the ring to someone else to check out, since I believe you can only ID one thing at a time.
"Well, this is interesting."Fulgrim said, relaying the rope's properties to the rest of the party.
Yes, yes, when I typed out "At the end of the hour, Fulgrim could, if he wished, call himself the rightful owner . . . ." that was me trying (but evidently failing) to clarify that Fulgrim ID'd the rope but hadn't yet attuned to it. Attunement and unattunement both take a short rest. (I think...AFB at the moment), so someone could attune to the rope at the next rest. I agree that a character can ID only one item at a time.
Frankly, I'd like to get the ball rolling full-time again on this game, so if someone wants to have examined (and/or attuned to?) the gold ring during this past long rest, let me know and I'll make that happen. As it stands, though, Fulgrim is currently the only character who spoke up about IDing the rope. , so he alone may claim the right to attune to it after this particular long rest. He can share with the others what he learned about the rope. , but if he isn't going to attune to it, then the rope'll have to wait for full functionality until someone else attunes to it.
EDIT: Just checked my DMG and posted a note in the OOC. ID is one item per short rest. Attunement also costs one short rest, as does unattunement. A character can't ID and attune during the same short rest--it's gotta be one or the other at a time. You can attune to an item without having previously ID'd it (but you'd be running the risk of having attuned to a cursed item!). I feel comfortable, however, saying that a character can ID and attune during the same long rest, which is the case here.
Sorry, I missed the hint. I'm not exactly sure if the person who IDs it is the only one capable of attuning to it. Up to you. It would sort of make Identify even less good than it is now, but I can't use the spell anyway since I don't have a pearl. I also think, not sure, but think that you can only ID or attune during a given Short (and I assume Long) Rest.
If you want to hand-wave that stuff, totally up to you. It would certainly move things along. If not, no big deal. Fulgrim will keep wearing the ring until he gets a chance to ID it and then try to attune to it. I mean, we could just take an extended period and take a few back-to-back short rests. Technically, if everyone took a 2 hour watch, we would have rested for two hours longer than required by a long rest, so that would work too.
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Fulgrim twisted the strange ring around his finger. Now I wonder what you do...
The group rested, prayed, studied, and examined items during their long rest, which went entirely undisturbed.
OOC:
Let me know where you're headed, and who ID'd and/or attuned which items (see my note in the OOC HERE and HERE).
Upon completion of this long rest, each of you is now 4th level. [MENTION=24609]Strahd_Von_Zarovich[/MENTION], you need to update your character sheet in the RG to reflect Roscoe being 4th level. Unless you just want me to use 3rd-level stats for him during the next combat, in which case I'm cool with that.
RING OF SATIETY: Rare, requires attunement and Constitution 13 or higher. This plain gold band with beveled edge grants the bearer attuned to it the ability to function normally without needing to eat or drink more frequently than once every third day. In bestowing this ability, the ring feeds off the living flesh and tissue of its bearer. The ring has an aura of the necromancy school of magic.