Try to open and enter the door.
You push the door open, and move into the empty doorway. The benches, shattered glass, and lingering stenches lead you to believe that you have entered the remains of an alchemical laboratory.
Step away from the sand and tie the half-brick to the top of the hammer, away from the smashing faces.
You get back onto the balcony, and start your handicraft.
Tie half-brick to hammer (1d6=3)With the dagger still dangling on the rope, and the half-brick not being quite the right shape, you doubt that it would remain fixed very long if you did it.
Rorrim: Be satisfied. Move up the nearest passage way and pull Baradine along when he's done. Move up to Zalgus.
Baradine: Purge the area with juggling fireballs! Them plants!
Is it your imagination, or did the cut flowers stop wilting when you stopped cutting? Eh, probably just your imagination. "Hey Baradine, do me a favor and burn down this crap? I'm off to find... Zalgus."
Find Zalgus (1d6=1)You wander into the jungle, and wander, and wonder if you are los... hang on!
What the? (1d6+1=5)Whew. A Lashwillow. Quite rare, and carnivorous, for that matter. You stopped just outside its attack radius, thankfully. You wonder what it might eat in here, though...? Perhaps that which is chittering somewhere farther away?
Baradine, meanwhile, sets the cut flowers on fire...
Fire! (1d6+1=6)The flowers burn away quickly. Oh dear, some of the undergrowth catches fire as well. Surely, soon much of the jungle will be ablaze. And is that chittering Baradine hears in the distance?
Trael released the door and stepped back, not wishing to test the strength of the magic binding him together.
"I suppose it is controlled from elsewhere, then. Hrm." He turned and looked around again, methodically searching the room. "Too much time has been wasted already."
>Look again for another path, opening the door I didn't come through and checking what's on the other side. If it looks promising, proceed.
"Or maybe you just require more muscle..."
Check for hidden paths (1d6=6)You go about tapping the walls of the room to no avail. You dig into the sand but quickly get to the solid ground...
"Huh? How'd that work, then?"
Larry's sudden question makes you forget what you were trying to achieve.
----
Also still waiting on level-up for Rorgrin.
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Hit points: 17/20 (0/3 to heal)
Action points: 12/15 (5/6 to recover)
TraitsSageNecromancerArcane VampireEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionSpells:Draining GazeConsult DeadCall ShadeDraining weapon - 2 to learn
Hit points: 19/20 (1/3 to heal)
Action points: 10
TraitsUsing everything as a weaponStaying eternally calmEquipmentA rope/
Well-crafted knifeWarhammerHalf a brick. Hit points: 17/25 (1/3 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: 19/20 (2/3 to recover)
Action points: 11/15 (2/6 to recover)
TraitsSkilled SwordsmanFire magicShield ExpertEquipment:Bronze ShieldBook of Fire MagicBronze LongswordSpells:FireboltFiery CylinderHeat ShieldFiery Weapon - 2 to learn