"Alchemist's fire? can you describe it for me? it's not something I am familiar with."
after the man gave his answer, he would check back on the Edhassian knight.
"you feeling alright, aside from the leg?"
"Alchemists fire, you know. Kind of a dark green sticky sludge that explodes when you put fire to it. Those eyebrowless dudes are always causing trouble trying to use it in their expirements."
You head into the church, where the priest is looking after the wounded, including the knight. You go to the knight, but he doesn't open his eyes. The priest walks up to you.
"It won't do you any good, young man. He refuses to talk, he refuses to eat, he refuses to drink. He's a stubborn lout."
"The Empire is to the north? That should be enough."
Get traveling supplies and head North! To the Empire!
So, North over the mountains instead of east through the swamps? Gotcha.
Well, some of the townsfolk give you supplies for the road. Nuts, dried jerky and fruit and the like. You Start heading north, following the main road and the signs along the way. After it has become dark, you arrive in Thuryn, the city of the lord that governs this part of the kingdom. You can elect to rest/explore/stock up this city or be on your way to the next city north, the capital of Amandine. You'll have to rest and stock up once you're there though, but from there you can go straight to the mountains. Your choice.
Split up and store some of the plants - both healing and edible, as I guess I may need to eat at some point.
"Thanks, Lana, it is always nice to be shown new places by someone who knows them well. Now I shall see if any of the wounded need any further attention, and then find somewhere to rest. Tomorrow I'd like to wander into the forest myself, and listen to it."
Also - check any wounded need any more attention, then sleep until the next morning, whereupon I'd like to travel deeper into the forest i.e. farther than Lana thought reasonable to go.
You split up the plants and bind each kind together in small bushels. Lana doesn't seem thrilled when you tell her that you plan to go deeper.
"I realize I can't stop you, and I'm fairly sure that you could handle whatever happens. Just be careful in there, okay?"
You then go and see about the wounded, but now that the priest and his monks have gotten organized, it seems like they've got things well in hand. You see that guy dressed in camouflage clothing trying to talk to the surviving knight, but to no avail. The priest offers you a bed in the chapel next door.
When you wake up the next morning, the pirest hands you a package. It is from Lana with a little note attached. The note says "I have prepared you some food for along the road. If you should come upon the shrine in the woods, please offer the contents of the small envelope to it." How nice of her.
You head into the woods, retracing your steps from the day before, and then you keep going. Before you well know it, something feels off. The trees are larger and their leaves form a near solid roof over the forest now. From what you saw when you flew above the town, you should be well past the halfway point to the other side of the forest, but instead you cannot see the end of it in any direction you look. It's as if you've somehow wandered into a much larger forest. In the distance, you hear the flowing of water and a soft snoring sound. From a different direction, you feel an acute sense of unease.
Question the knight until I learn all of the stuff at the bottom of your previous post.
"Alright, I think that's about it. You can keep this guy, if you want."
"Say, you don't happen to have any experience with divinations, do you? Somethings trying to monitor me when I cast them, and it worries me a little bit."
"Anyway, thank you for your help. Here's one of my Cards, break it when you want me to return the favor later."
Conjure a Card, a card that, when broken, gives me a detailed description of the area the card was broken so that I can teleport there. Head towards the center of the forest to investigate the magic there.
You do so. Also, just in case this ever comes up during battle, I'll explain teleportation a bit. You're basically opening a portal, stepping in, coming out the other end, and then need to close it. Both opening a portal and closing it takes a few seconds, and it also takes a few seconds you to go from one end to the other. This is to keep it from being a "Lol, this fight is too hard, I'm outta here" kind of deal.
"Thanks, I'll use his skeleton in the dungeon somewhere. We can always use another candle dribbler. You'd best watch out with all that divining though. Every time you do it, you're basically peeking over the shoulder of the Weavess. She might not notice you right away, but you know who keeps an eye on the tapestry, to see when people's time has come. "You [2+1] summon a business card. You hand it to him. He takes it and looks at it, though you can't read his facial expression. Because, skeleton.
"Thanks. Don't worry, I'll find you. Count on it."With that, he grabs at thin air and tears open a dark portal, pushes the zombie through and then steps in himself. It closes with a tiny lightning strike, followed by a small thunderclap.
You then head over the forest, slowly decending into it towards the place where you saw the magic. You touch down on the ground and notice something is wrong. Looking back up, the trees look larger than they were coming down. In front of you is what looks like a burial mound of some sort. The opening is blocked by a large stone. Engraved on the stone is a snake, coiled and ready to strike. It seems there used to be two statues one either side of the entrance, but they have long since crumbled to bits.