Recovery
After the pair of explosions rock the room the group occupies, a new battle of sorts is underway as shards of ice fight to survive against the intense heat of the steam released after the destruction of the mephit of those forms.
The ice is far more effective in causing harm as as only
Sky is spared from being pelted by a variety of ice shards being shot in all directions. Thankfully, the steam is far more effective against the ice than it is any of the party members, as no one suffers any additional scalding damage... and the tabaxi openly comments about how the steam is doing wonders to her fur, and ponders the possibility of obtaining a portal device that could have the same effect... but safely. Maybe
Kerowyn Hucrele, owner of the
General Store back in Oakhurst might have something she could use? A kettle, perhaps.
Once the dust settles,
Sky stands as the only member of the party still at full health.
Kelben and
Hargrem find themselves at roughly half-strength, and
Klilxuac is left nursing
heavy wounds after barely winning the battle to remain conscious.
The punctured keg, which now has additional holes set into it from the flying fragments of ice, remains the only object of potential interest in the room.
"I fear that I do not have enough magic in me to heal us all completely,".
Hargrem volunteers.
"Should we take a short rest before moving forward?
While the room across the hall is more roomy, and could prove to be easily defensible,
Sky, responsible for opening that door previously, notes that it did not have a lock. Meanwhile, the door to the current room, with the relief of a dragon-like fish carved into it, does have a fairly elaborate keyhole lock that took
Kelben two attempts to pick successfully... and the lock is on the inside of the door, that the group now has access to.
---
Regardless of the room choosen,
Hargrem, after laying down his bedroll, initially sits with his legs crossed and his shield still strapped to his arm. He begins speaking in his celestial voice causing a slight glimmer appears on the crest of his shield, which results in some of
Klilxuac's wounds starting to close.
"Tymora is good to all, but she can also be bad, depending on your luck," the cleric says.
"Today, you have her favor," he says to the dragonborn before settling down and spending some quiet time meditating.
Sky plays some perfect resting music -- softly -- during the hour of downtime.
Aside from a few hints of whimpering sounds coming from the unexplored area beyond the wooden door outside, and one brief scurrying sound, they are able to rest successfully for the next hour.
At the end of the hour,
Klilxuac recasts his purple light cantrip.
---
No map update.
Okay, here is where things stand.
- Kelben and Klilxuac each have 7 damage, and Hargrem has 8.
- Since you are able to successfully complete a Short Rest, per the following rule, you can spend a hit die (or hit dice) to recover hit points:
- Note, if you do spend any hit dice to recover hit points, Sky also performed his 'Song of Rest' which, according to the following, will allow you to regain an extra 1d6 hit points.
- It takes a Long Rest to recover spell slots, but both Sky and Hargrem still have all 3 of their spells, and Klilxuac still has 1 of his 3 remaining.
- Hargrem recovers his Channel Divinity feature.
I will let you guys go ahead and spend any hit dice as desired. In the meantime, does anyone have any questions or have other actions they'd like to take before moving on?
---
Date: 13 Flamerule 1489
Time: 14:47 (Sunrise: 05:54, Sunset: 20:09)
Temp: 62°F
Conditions: Cool.
Light Sources:
- Klilxuac: 'Light' spell (purple; 20' radius + 20' dim) on small pebble (Extinguished: 13 Flamerule @ 15:48)
Known Conditions/Spells in Effect:
- Klilxuac: 'Light' spell (Cantrip) (Detailed in 'Light Sources' section, above.) (Detailed in 'Light Sources' section, above.)
- Klilxuac: 'Mage Armor' spell (1st-level) (Ends: 13 Flamerule @ 21:33)
Character Status
- GreyWolfVT | Kelben | Rock Gnome | Rogue ( 2) | NG | HD (1d8): 2 | HP: 17-7 = 10 | AC: 13 | SP: 25' | Initiative: +2 | Perception: 11 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Gnomish, Thieves’ Cant
Spell Slots: None
Features:
---
- Monsieur Rose | Sky | Tabaxi | Bard (2) | CN | HD (1d8): 2 | HP: 15 | AC: 14 | SP: 30' | Initiative: +3 | Perception: 13 | Darkvision: Yes | Inspiration: Yes
- Languages: Common, Infernal
Spell Slots: 0, 1st: 3
Features:
---
- Scott308 | Klilxuac | Dragonborn (Red) | Sorcerer (2) | CG | HD (1d6): 2, 1 | HP: 14-5 = 9-4 = 5-4 = 1+6 = 7+4 = 11 | AC: (15) 12 | SP: 30' | Initiative: +2 | Perception: 12 | Darkvision: No | Inspiration: Yes
- Languages: Common, Draconic, Elvish, Abyssal
Spell Slots: 0: 4, 1st: 3, 2, 1
Breath Weapon: 1 (DC: 11 | Damage 2d6; save for half)
Features:
---
- Shaede | Hargrem | Human (Variant) | Cleric (2) | NG | HD (1d8): 2, 1 | HP: 17 | AC: 17 | SP: 30' | Initiative: +1 | Perception: 15 | Darkvision: No | Inspiration: Yes
- Languages: Gnomish, Common, Celestial
Spell Slots: 0, 1st: 3
Features:
---
Marching Orders
Scout
5-foot
- Hargrem
Kelben
Sky
Klilxuac
10-foot
- Kelben | Hargrem
Klilxuac | Sky
Rolls