Zalgus hastily pocketed the precious, precious tome. He wanted to read it right now, but he'd been separated from his allies for quite a while. He figured staying near them might be handy for various things, like moving heavy objects in a timely manner.
Oh, but first...
Scan laboratory/distillery for anything else of value. If nothing is found, exit and attempt to locate allies.
Scan the lab (1d6+1=2)You're quite sure that the distillery is now fully plundered of anything of value. You step out onto the balcony. Through the vegetation, you see a plume of smoke and an expanding fire in the garden. That looks bad...
----
"Hey Baradine, d'you know anything about Dryads?"
"Why do you think I should know?! I'm not that kind of p-"
"Err, mage."
"Oh, right. Yes. Yes, a mage. Right."
Baradine shall...remember whatever he knows on Dryads.
Rorrim compliments the scenery around him, and then examines the Insectoids while trying to ask for information.
"So...is this a sacrifice, an offer of peace or...what? I believe we've gotten on the wrong foot, me and that old flame there just want to get deeper into this Keep, not to harm you and such. Collateral damage and all."
"You know that Old Flame has another meaning, yes?"
"Hold it, I'm busy talking to this one."
Dryads? (1d6=6)Oh yes, dryads. Creatures of Faerie descent, they look like human women. Beautiful, shapely human women. They are bound to a tree, stronger ones to a forest, and if their bond dies, so do they. Baradine idly wonders if he accidentally killed her bond? Probably not, otherwise these creatures wouldn't lead him and you to the dryad, but this is a very strange place... anyway, dryads also have a number of strange abilities, and did he mention beautiful and shapely and often n....wha?
Converse/Observe (1d6=5, 1d6+1=3)You strike up some sort of conversation with the insectoids, though you cannot say much about examining them. Two legs, four arms, brown chitin, beetle-like...
"So, how did you get to live here, anyway?"
dimensional breach"You like it here?
no
cannot leave
but had good poison garden
until now"Poison garden?
Munuruk
poisoners"Oh. And the dryad...?"
Victim of this place
but still powerful
seeYou reach a new room, sporting a soil floor and a glowing sphere hovering at the ceiling. In the middle stands what must be the dryad - left half a blonde, hunched-over humanoid figure, right half a gnarled tree, with a hole in its trunk, evoking the image that the dryad uses part of it as a walking cane. "
What are you bringing to little old me? Is one of those the arsonist?"
Neutrals/Enemies?: ??
Munuruk (3 spear-wielders); Dryad
----
((Now we just need LW and I'll be forced to stop procrastinating.))
Can't a guy be comatose for a day without being auto'd?
Get up. Attach knife/rope to one of the walls for easy walking.
Attach dagger/rope (1d6=6)You get up and try to attach the combined dagger and rope to one of the walls. You do so by hammering the dagger into the ice, not stopping until the pommel is in the icy wall.
>Inspect those frozen-over doors, judging how easy it would be to break the ice.
If possible, shatter it with the pommel of my sword.
Inspect/Shatter (1d6=3, 1d6=6)You look at the ice covering one of the doors, and decide that you have to learn by doing.
You strike the ice cover with all your might, creating a noticeable crack, but lose your footing in the process, falling backwards.
Vs Trael/Defense (1d6=4, 1d6=3)Luckily, your cloak prevents any damage that might have occurred otherwise.
----
Hit points: 18/20 (2/3 to heal)
Action points: 14/15 (1/6 to recover)
TraitsSageNecromancerArcane VampireEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionThin bookSpells:Draining GazeConsult DeadCall ShadeDraining weapon - 2 to learn
Hit points: 25
Action points: 10
TraitsUsing everything as a weaponStaying eternally calmHard HitterEquipmentA rope/
Well-crafted knifeWarhammerHalf a brick. Hit points: 20/25 (0/3 to recover)
Action points: 10
TraitsUnfeelingDrivenBonded BladeEquipment: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: 20
Action points: 12/15 (4/6 to recover)
TraitsSkilled SwordsmanFire magicShield ExpertEquipment:Bronze ShieldBook of Fire MagicBronze LongswordSpells:FireboltFiery CylinderHeat ShieldFiery Weapon - 1 to learn