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The Kalarian Precipice - Chapter Three
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<blockquote data-quote="97mg" data-source="post: 7388497" data-attributes="member: 6799460"><p><strong>Dreams of a Long Slumber</strong></p><p></p><p>Darkness has stolen from you all sense of passing time, ever since your first anxious steps into the old mines. Weariness is clutching onto you, a result of both physical exertion and keeping those sharp minds honed. This is no place to proceed in a wounded slumberous state or without adequate concentration, the precursor to the use of your gifts, now substantially weakened.</p><p></p><p>With two narrow entry points, a soft floor, and enough space for all to acquire some personal space, perhaps the lair is to become your own… if only for one night within a cave’s constant shadow.</p><p></p><p>With a special stone in each hand, the dwarf sucks in a long and wheezy breath. There is the merest hint of a sparkle in his eyes, if only for a moment, before his mind retreats back into unknown empty spaces. He is stable at least, and Carthum is wise to assume the little soul needs rest, and perhaps a good deal of divine intervention.</p><p></p><p>Metea’s internal musings go quiet for a while as her patron contemplates, though eventually speaking again. <em>A minor boon is in your reach, and should you touch upon it there is something you may bring to me… later.</em> </p><p></p><p>Annit smiles, reassured as the group reunites and settles to rest. She kneels next to Dain a moment, worried about his grim injuries yet also relieved to see great spirit and strength still within him.</p><p></p><p><span style="color: #0000FF">“I am sorry my friend, that a land’s needs has brought suffering so. Rest, I will take watch.”</span> She reaches for his hand and gives it a light squeeze. <span style="color: #0000FF">“We do not bleed in vain.”</span></p><p></p><p>With Carthum on dwarf-care duty for now, the young rogue begins to look around the mossy space. A simple interior of sorts, but the contents of the mound are most interesting. Her able colleagues are welcome to assist, as she begins to poke through the critter’s collectables.</p><p></p><p>Moss, gravel, bones of course, as they have seen already. Within a mass previously dislodged by Dain however, are several items of note.</p><p></p><p>Another gem. A tiny red cube barely larger than a fingernail. Two ceramic vials, both with rough decorative carvings upon them and simple timber stoppers. A quick shake, and it becomes clear that they both contain liquid. </p><p></p><p>All three, the gifted in the party will sense, are magical in some way.</p><p></p><p><<strong>Resting:</strong> 8 hours required for a long rest, with a max of 1 hour of strenuous activity allowed before making it void. At the end of it all hit points and 1 hit dice are restored. This can be done once every 24 hours. 2 hours of being on watch are allowed also. Metea need only take a short rest to regain Warlock spell slots.</p><p></p><p>Please advise who is taking watch during which hours. You may or may not be interrupted.</p><p></p><p>If someone wants to make a Survival (Wis) check for the group, this will influence the probability of your camp being disrupted or your choice of camp site having "complications".</p><p></p><p><strong>Items:</strong> Each magic user can cuddle up to an unidentified magic item as they rest, and ponder on it. At the end of the rest I’ll ask for an Arcane / Religion check. You will know what it does on any result other than a roll of 1. The quality of your knowledge will be influenced by the roll. The other option is pure experimentation, which requires role play but will be faster IC than 8 hours... usually.</p><p></p><p>Feel free to roleplay out the first section of setting up camp and beginning to rest, then once everyone is happy, I’ll fast forward you to the next notable event.</p><p></p><p>Everyone can have 300 XP at this point for cleansing the lair!></p></blockquote><p></p>
[QUOTE="97mg, post: 7388497, member: 6799460"] [b]Dreams of a Long Slumber[/b] Darkness has stolen from you all sense of passing time, ever since your first anxious steps into the old mines. Weariness is clutching onto you, a result of both physical exertion and keeping those sharp minds honed. This is no place to proceed in a wounded slumberous state or without adequate concentration, the precursor to the use of your gifts, now substantially weakened. With two narrow entry points, a soft floor, and enough space for all to acquire some personal space, perhaps the lair is to become your own… if only for one night within a cave’s constant shadow. With a special stone in each hand, the dwarf sucks in a long and wheezy breath. There is the merest hint of a sparkle in his eyes, if only for a moment, before his mind retreats back into unknown empty spaces. He is stable at least, and Carthum is wise to assume the little soul needs rest, and perhaps a good deal of divine intervention. Metea’s internal musings go quiet for a while as her patron contemplates, though eventually speaking again. [I]A minor boon is in your reach, and should you touch upon it there is something you may bring to me… later.[/I] Annit smiles, reassured as the group reunites and settles to rest. She kneels next to Dain a moment, worried about his grim injuries yet also relieved to see great spirit and strength still within him. [COLOR="#0000FF"]“I am sorry my friend, that a land’s needs has brought suffering so. Rest, I will take watch.”[/COLOR] She reaches for his hand and gives it a light squeeze. [COLOR="#0000FF"]“We do not bleed in vain.”[/COLOR] With Carthum on dwarf-care duty for now, the young rogue begins to look around the mossy space. A simple interior of sorts, but the contents of the mound are most interesting. Her able colleagues are welcome to assist, as she begins to poke through the critter’s collectables. Moss, gravel, bones of course, as they have seen already. Within a mass previously dislodged by Dain however, are several items of note. Another gem. A tiny red cube barely larger than a fingernail. Two ceramic vials, both with rough decorative carvings upon them and simple timber stoppers. A quick shake, and it becomes clear that they both contain liquid. All three, the gifted in the party will sense, are magical in some way. <[B]Resting:[/B] 8 hours required for a long rest, with a max of 1 hour of strenuous activity allowed before making it void. At the end of it all hit points and 1 hit dice are restored. This can be done once every 24 hours. 2 hours of being on watch are allowed also. Metea need only take a short rest to regain Warlock spell slots. Please advise who is taking watch during which hours. You may or may not be interrupted. If someone wants to make a Survival (Wis) check for the group, this will influence the probability of your camp being disrupted or your choice of camp site having "complications". [B]Items:[/B] Each magic user can cuddle up to an unidentified magic item as they rest, and ponder on it. At the end of the rest I’ll ask for an Arcane / Religion check. You will know what it does on any result other than a roll of 1. The quality of your knowledge will be influenced by the roll. The other option is pure experimentation, which requires role play but will be faster IC than 8 hours... usually. Feel free to roleplay out the first section of setting up camp and beginning to rest, then once everyone is happy, I’ll fast forward you to the next notable event. Everyone can have 300 XP at this point for cleansing the lair!> [/QUOTE]
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