Rorrim points out the clearly made path. "Probably a well-traveled one. I suspect a trap. And-...
"Hold on, forgot something back up."
Return to the Circular Room!
Get yon stone!
Head back, hoping to get a LIT TORCH on the way! If not: Inspect trees, inspect present of sunlight. Inspect ground flora and possibility of fauna.
Inspect Zalgus.
Baradine shall: Do whatever Zalgus says.
You jog back up to get your rock back. Good old rock. Slayer of axes. The most important object in the tower secured, you head back down into the garden, where in the meanwhile, Zalgus and Baradine have wandered off.
Examine surroundings. (1d6+1=3)You examine the flora. Well, yes, they're green plants. And they seem to be getting light from somewhere.
Attempt to wake up from this horrible mess.
Wake up? (1d6=5)You poke yourself. You try to have your body jolt up. You move your feet, your hands, your head. You try to force your eyes open. Damnation, this is no dream. You'll have to find another way out of this.
Baradine and Zalgus shall poke around the areas without a clear trail, attempting to discern if there's anything of note out there a little ways in.
((Obvious path? Poke around elsewhere for shinies! ))
Poke around. (1d6=2)Baradine wanders about in the uncut jungle a bit, then somehow gets back to the entry point. Looks like Rorrim is back already.
Poke around. (1d6=6)You delve deep into jungle, eventually finding yourself at a staircase that leads up to a balcony. Unfortunately, you have no idea just which direction the entrance was.
((FFFFUUUU--))
>Open the door, ready to attack anything hostile beyond.
As for a trait, perhaps some sort of 'ancient warrior' kinda thing? Or perhaps Trael has held this blade so long, in life, death and undeath, it's become bonded to him and a more effective weapon?
Open the door. (1d6=1)You push against the door. It doesn't budge. You pull on it. Nothing appears to happen.
Did you really think I'd have recalled the gildengleam if it were that easy?"I've just had it with disembodied voices."
----
Potential traits for Trael, choose one -
Bonded Blade,
Ancient Warrior----
Hit points: 16/20 (1/3 to heal)
Action points: 12/15 (3/6 to recover)
TraitsSageNecromancerArcane VampireEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionSpells:Draining GazeConsult DeadCall ShadeDraining weapon - 2 to learn
Hit points: 18/20 (2/3 to heal)
Action points: 10
TraitsUsing everything as a weaponStaying eternally calmEquipmentA rope/
Well-crafted knifeWarhammerHalf a brick. Hit points: 16/25 (2/3 to recover)
Action points: 10
TraitsUnfeelingDrivenEquipment:Ancient, battered steel greatswordHeavy green wool cloakLarry Hit points: 25
Action points: 10
TraitsVigilantWarriorNoticed by TiamatEquipment:Dulled, chipped, Tempered Steel Lochaber AxeLeather armorWoad body paintA rock Hit points: 19/20 (0/3 to recover)
Action points: 12/15 (0/6 to recover)
TraitsSkilled SwordsmanFire magicShield ExpertEquipment:Bronze ShieldBook of Fire MagicBronze LongswordSpells:FireboltFiery CylinderHeat ShieldFiery Weapon - 2 to learn