"I'm going for a higher vantage, my scaled friend. Are you one of those aquatic lizards? If you are, it might behoove thee to check the water out in greater detail."
Climb the Tower. Seek the Neon Throne.
"I do have some aquatic experience in the marshes as a lizard, though I doubt these waters will be too murky even for my visual acuity."
Explore the submerged areas of the Towers. Start with the shrine
Dwyn ascends the staircase. A cloud obscures the sun as he goes up the ruined tower. He clambers over piles of rubble, and reaches the top of the tower. From there, he can see a large fortress in the distance to the North. Meanwhile, Vingar dives into the lake. (11) Its crystal waters offer no problem to his eyesight, although he lacks the necessary physiology to be able to submerge himself without air. He swims over to the pedestal in the center of the lake, and inspects the box. Inside are two strange medallions made out of black metal.
Everything goes silent as something from the very bottom of the lake starts moving. The two of you watch in a mixture of awe and fear as a giant sea serpent-like creature, with stony scales and a tooth-filled maw, swims up from out of the deep. The stairs leading to the tower Dwyn is in retract, meaning that the only exit leads into the lake. The pedestal is far enough out of the water that Vingar seems safe...
Shaking his head in refusal, He would get up and try to reach for the guard's keys. If he could avoid a death, he would. Even if it took time.
You reach for the sleeping guard's keys. (6) You grab them easily, but the key ring is so large that it can't fit through the narrow bars of your cell no matter how you rotate it. Cursing your foul luck, you try unlocking the door to your cell at an angle, but it doesn't work. Deikos takes a crack at it as well, but to no avail. That's when you hear very heavy footsteps from nearby. Your guard wakes up with a start, and you silently put the key ring on the ground. Two soldiers in extremely heavy armor, each wielding a halberd, step into the room. The guard reaches for his key ring, but finds nothing. The two soldiers wait without a word as the guard fumbles in vain for the key to your cell. After what seems to be an eternity, he notices the key ring on the floor, and quickly opens your cell door. The two soldiers come and roughly pull you to your feet before leading you down a series of corridors. You don't know where you're headed, but you don't really want to know.
Pretend to lower my guard, bait a strike in, then stab the guy in the chest.
You fall to your knees, coughing and sputtering. Much to your surprise, all of the bandits rush you at the same time. Just as they're almost upon you, you jump to your feet and (21 vs. 4, 11, 4) strike all three of them down in a single fluid motion. You stand to your feet just as your companion runs out of the building, carrying an armful of scrolls and the like.
"Ah, wonderful! We'd better get going."
The two of you start bolting as you hear a large bellow from the doorway. You look over your shoulder to see a veritable giant of man, practically all muscle, charging at you with a pike. You decide to leg it, and (13) leave the large but slow man in the dust. Once you're a safe distance away, your compatriot grins.
+67 EXP!
"That went quite well, but you seem a bit dinged up. Here, take this - it'll help."
Your companion hands you a scroll from the bundle under his arm.
Spell: Nature's Gift - Heals all wounds when not in combat and in exposure to the sun. 5 turn cooldown. Can only be used with a talisman or orb. Biomancy.
Wood talisman (1-handed talisman) - +1 to all biomancies and photomancies. -1 to all necromancies and pyromancies.
"Anyways, I have a promise to uphold, do I not? Yes, I can show you the Blacksteel Amulets. Two are in a secluded lake shrine, built by a long gone civilization, and three are in the Drake Fields, guarded by a fierce wyrm. Which do you intend to seek first?"