"Hey, Rorrim."
"What again? Going to snark off my-"
"Listen, your axe."
"Polearm. What of it?"
"I fixed it."
Rorrim: Resist feinting due to pure joy. Then, wonder about any reward from the Munuruk//Dryad nonchalantly. Caress polearm.
Baradine: Enchant self with shield of flame!
Don't faint (1d6=5)You manage not to faint at the sight of the newly sharpened polearm, and caress the much-abused instrument of war. In between you ask the departing munuruk about a reward. One of them points at the dryadfruit Baradine is carrying, and reminds you that you'll get some more beyond the gate.
Fiery Shield (1d6=3)Baradine casts fiery weapon on his shield.
{Fiery weapon Baradine - 3}
Slowly close the door leading to the jungle, leaving enough room to peer out with. Begin sneaking, spying at the Munruruk. And the tree.
Especially the tree.
You spy at the munuruk and the tree. The insectoids walk into the tree and vanish as if it were the most natural. Then Trael does, too. The tree itself is as inactive as can be expected.
"Now that just doesn't look safe at all."
>Step into 'tree'. See if it actually takes me somewhere useful. If not, cleave a few of the stupid bug-people for wasting my time as I move on.
((Dangit, sorry, again. ))
You step into the tree, getting back out in a nondescript chamber, with a similar tree behind you, a withered tree beside you, and several of those munuruk moving about. You're relatively certain that you're deeper in the tower, but...
stairs further down to left, then right...maybe you can spare these things your wrath if they are telling the truth.
----
"Fascinating. Well, I suppose I should be off to find my comrades, good luck God Prodith. Plans that involve too much waiting around tend not to work right from my experience, but maybe you'll be different."
Examine that... tar? Whatever it is on the sand. Then continue searching for allies.
Of course they don't work right... for mortal scum.Examine (1d6+1=2)You have absolutely no idea what that stuff is, and you know better than to do a taste test... or a touch test, for that matter. You go back into the corridor that seems to wind down for some time...
----
Hit points: 20
Action points: 15
TraitsSageNecromancerArcane VampireEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionThin bookSpells:Draining GazeConsult DeadCall ShadeDraining weapon - 1 to learn
Hit points: 30
Action points: 8/10 (5/6 to recover)
TraitsUsing everything as a weaponStaying eternally calmHard HitterUnchosen trait
EquipmentA rope/
Well-crafted knifeWarhammerHalf a brick. Hit points: 25
Action points: 10
TraitsUnfeelingDrivenBonded BladeEquipment:Ancient, battered steel greatswordHeavy green wool cloakLarry Hit points: 27/30 (2/3 to heal)
Action points: 10
TraitsVigilantWarriorNoticed by TiamatBattlecry!Equipment:Tempered Steel Lochaber AxeLeather armorWoad body paint Hit points: 20
Action points: 11/15 (5/6 to recover)
TraitsSkilled SwordsmanFire magicShield ExpertEquipment:Bronze ShieldBook of Fire MagicBronze Longsword2 *
Green dryadfruitBlue dryadfruitSpells:FireboltFiery CylinderHeat ShieldFiery Weapon On the floor:
Lightning trap room:
A rock