Kahan begins casting healing spells. Kahan also will do a healing check on all who are wounded. (See below for description of these spells. Please add them to your characters accordingly, as I have not done so.)
While recovering from this battle, you remember the words of the Llamasu:
"This labyrinth is a test used anciently by priests. They would send their subjects down here and then observe them get slaughtered by Manjab or the traps set up for their demise. The evil priests watched some deaths from above, using the Onyx Gem to travel back to the entrance after viewing the violent deaths. As previously told to you, there are 15 large rooms in this labyrinth. Five of them contain viewing platforms used by the priests. You must climb to a ledge where the viewing platforms are. There you will find a secret door leading to a room with a dragon pedestal. Touch the Onyx Gem to the dragon pedestal, and you will be sent back to the entrance. The rooms you seek have domed ceilings marked with the symbol of the priests where the secret door is hid. The rooms are dangerous, as my previous warning informed you, because they are all meant to kill unsuspecting acolytes."
Looking up, you can see that the three foot wide ledge leads around the domed area 20 feet above you. It would be possible to walk around that ledge. Indeed, on the dome wall directly above the door you entered, you can see a strange symbol carved on the door, clearly marking something.
OOC: For newcomers, here is the healing check rule:
From Message 18 at link to a message in this game :
Healing Checks:
I use a 1d4 for a healing check proficiency (once per day max or as permitted by DM after major battles), if done within an hour of the wound, and 1d3 if done within the day.
If the healing check fails, I still allow 1 hp of healing from the check. If it succeeds, it is as stated above. So it allows at least 1 hp gain regardless.
Used as a combination with herbalism, herbalism adds another 1 hp, and herbalism succeeds automatically, even if the healing check fails (so you always heal at least 2 hp).
Healing Check 2:
I am adding a new healing check proficiency. A character can add a healing check 2 into a slot if that character already has healing check 1. Healing check 2 gives the healing checks double the effects above (including a +2 if the herbalism skill is acquired).
This is not available to characters under Level 5.
RULE: I think the healing check should bring the person to 0 hp from -1 to -10 unconsciousness. They are still unconscious but are at the cusp of consciousness. So Bernard is at 0 hit points. We'll see how that rule works. I never liked the "Cure" rule either, but I don't know how I'd apply it if it ever became relevant here. We'll see.
And here are the priest healing spells:
<purple>Healing Spells:
The Cure Light Wounds will heal 25% of recipient's original hit points (minimum 4, rounded down), the Cure Serious will heal 50% of Original (minimum 9, rounded down), and the Cure Critical heals 75% (minimum 18, rounded UP). The Heal spell stays the same, including all the disease and blindness healing, because it is basically a heal 100%.
The reverse of these spells, as you can see, also just became more powerful.
One of the reasons the beholder did so much damage on Tahldar was because of this house rule as it applies to cure serious wounds, which was one of the eyestalk attacks.