Oh, right. I actually meant to add that in but I suppose I clicked submit before adding the dice. Sorry. Here it is now.
Replying to: Thomaslee, a long rest takes a full eight hours, by the time Geoffroy completes one, the rest of the group should be done with the north camp, have moved to a campsite of their own, and settled in for the night.
A short rest (One hour long) would be more appropriate for the situation. You won't get spell uses back doing that, but can use hit dice to recover health if you wish. You'll be getting a long rest overnight anyways.
I changed the post to saying it was a short rest, so as to not disrrupt the flow of the roleplay. I just mistakenly believed more time had past. I'll have to find a different moment for Geoffroy to do a long rest, I guess.
Edited: Thomaslee on 22nd Jan, 2017 - 3:27pm
Assuming your night is not interrupted, people regularly get long rests when they go to bed for the night, or for the elves in the group, while trancing.
Sleeping on your long rest isn't strictly necessary, but for some odd reason people tend to do it anyways .
Edit: As a magic item, the bracelet resizes itself to fit Geoffroy. You could make an arcana check yourself to figure it out, you might not be trained, but could get lucky. Alternatively, you can just attune to the item. Which basically just means wearing it for an hour in this case and will give you the information you need.
Note that attuning to an unknown magic item can be dangerous, as such will activate any curses placed on it. Since Miruvial was wearing this, it is probably safe, just mentioning it for future reference.
Edited: daishain on 22nd Jan, 2017 - 5:07pm
Ok, so how do you handle check failures like lock picking? Does Sar'ai believe that the lock is beyond her capabilities and thus wouldn't think to try again, or is it more like she fumbled with the lock and broke a pick before she got it, kind of like skyrim?
Personally in my own games, I have each set of theives tools come with 10 lock picks to start (1gp for each additional set of 10) and each failure a player gets "Breaks" the pick and if they run out of picks, they can't try to break into locks.
Even if there's a resource cost, I don't like letting checks be repeated ad nauseum. It pretty much guarantees success, because even the most unskilled individual in the world will roll that 20 eventually.
In cases like this, where you have a chance to make multiple attempts in peace, you get one chance to roll, and can 'take ten' after that. The take ten result is simply 10+ your modifier, so you can never do worse than a certain amount when not pressed for time.
So basically, Sar'ai can't quite figure out the trick to this particular lock at the moment. The chest isn't going anywhere at the moment, so she can sleep on it and try again in the morning, or she can resort to other methods to get past the thing.