Become tree, photosynthesize.
A tree is you!
Keep hat, inspect where bell came from.
Your inquiries lead you to the barracks. An architect comes out of a new secret passage grumbling.
The other dwarf speaks to you: "So, you heard the bell? It was the signs for all the morons who keep staring on their decorated caps instead of doing anything useful."
Seems you are too late for something...
>_
Take a position in the middle of the column, somewhere.
Re-fasten threshing iron.
Watch my step...
The iron firmly hangs in your hair. You successfully cross the bridge.
Suddenly Libash gives the sign to stop.
"Caution, I heard something..."
You didn't.
>_
>Jump down into the trench and pull the lever already!
You jump down, pull the lever and the bridge is lowered, opening the way downwards into the dark.
One of the trees is moving strangely, despite the fact that there is no wind...
Surprise! You are trapped in the moat!
>_
Status:
HP: 10/10Skills: Adequate Thresher (+1)
Novice Teacher (+0.5)
Novice Dodger (+0.5)
Novice Speardwarf (+0.5)
Inventory pig tail robe
branch: hit+0, 1d12 dmg
threshed iron (equipped)
rock: hit-1, 1d8+2 dmg (equipped)
empty leather bag
leather armor (equipped)
wooden spear: hit+1, 1d12+3 dmg (equipped)
HP: 8/10Skills: Competent Fish Cleaner (+1.5)
Novice Striker (+0.5)
Inventory pig tail robe (equipped)
bronze knive: hit+0, dmg: 1d8+4 (equipped)
Ikudmeng Dodók Nďng: armor+2 (equipped)
muddy cave fish
pear
marble figurine of something
HP: 10/10Skills: Proficient Soap Maker (+2.5)
Inventory pig tail robe of the soapmakers' guild (equipped)
2 pieces of soap