Run towards the sound of combat, battle ready with hammer in hand!
You run into a large room with a huge bone wurm thing. Hey, there's Trael!
((Hm... not sure what I want for levelups. More draining, better minions, and defensive buffs are usually good...))
"Well then, I suppose that's the three parts to Prodith's plans for world domination. Off we go then?
Oh and book, what can you tell me about fire giants? I'd ask our friend here myself but I doubt he could say much of interest, having been dead so long and so far away."
Continue through doorway.
Well, I could tell you about fire giants... or I could tell you to take a gander at the Shield Swarm spell three pages in...You go through the doorway and down a corridor, the sounds of battle getting louder.
((Sorry.))
Baradine shall attempt to trace where the source of the illusion is coming from, while Rorrim shall begin prying off a use-able section from the Giant's skeleton as a...'tool'!
| Despite illusions not being Baradine's forte, he traces the illusion to the harp. In fact, Baradine thinks he catches a glimpse of a female dwarf, daring him to touch the harp. Surely it isn't trapped like that illusion painting...
| You decide to get the kneecap and a leg bone. One could make a buckler, and the other could do all sorts of work. Lever, emergency club, the possibilities are staggering. Uhm, of course, you've now disturbed the balance of that large skeleton... its probably collapsing soon.
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Be auto'd (1d6=3)Trael glares at Rorgrin, in a fashion that only a skeleton can glare, concentrating on defense from the wurm's bite. "About time."
| The wurm's countless eyess light up, and from its many mouths it spews forth a multitude of bone splinters at Trael and Rorgrin. Rorgrin jump back into the corridor, avoiding being hit, but Trael just stands there being pelted by the shrapnel.
|Enemies -
Wurm of Bones Melee to Trael, 7 damage dealt
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Level-up for Baradine (5 ap, Fire Initiate (+1 Fire damage with direct damage spells), Forge of Perfection spell available to learn (removes blemishes of a metal item, might improve the item))
Also, level-up for Zalgus (5 ap)
Potential traits for Zalgus:
Skilled Stavesman,
Resistant CreationsPotential spell improvements: targets of consult dead may answer with fragmentary sentences of up to five words rather than just yes/no; called shades deal +1 damage; or called shades block +1 death damage
Potential spells:
Dust Zombie,
Shield Swarm of the Ashen OneFinally, level-up for Trael after the battle... if he survives. :devil:
I'll probably change the workings of level-up in the future.
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Hit points: 20
Action points: 20
TraitsSageNecromancerArcane VampireEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionThin book1 *
Blue dryadfruit1 *
Green dryadfruitSpells:Draining GazeConsult DeadCall ShadeDraining weapon Hit points: 30
Action points: 10
TraitsUsing everything as a weaponStaying eternally calmHard HitterUnchosen trait
EquipmentA rope/
Well-crafted knifeWarhammerHalf a brickA painting Hit points: 19/25 (0/3 to heal)
Action points: 10
TraitsUnfeelingDrivenBonded BladeEquipment:Ancient, battered steel greatswordHeavy green wool cloakLarry Hit points: 24/30 (0/3 to heal)
Action points: 10
TraitsVigilantWarriorNoticed by TiamatBattlecry!Equipment:Tempered Steel Lochaber AxeLeather armorWoad body paint2 *
Green dryadfruitBones Hit points: 20
Action points: 11/20 (2/6 to recover)
TraitsSkilled SwordsmanFire magicShield ExpertFire InitiateEquipment:Bronze ShieldBook of Fire MagicBronze Longsword3 *
Green dryadfruit1 *
Blue dryadfruitSpells:FireboltFiery CylinderHeat ShieldFiery WeaponForge of Perfection - 2 to learn On the floor:
Lightning trap room:
A rock