Virro: (10) Looking through the scrolls in the chest, you find a battered old scroll that, despite its state, absolutely reeks of necromantic power (if such a thing could smell that is). Picking it up, you read it (silently of course, you don't want to accidentally do something with it whilst you're not prepared), and you realise you have stumbled across an artifact long thought a myth by most necromancers. The Scroll of Black Death, is an artifact with a mind of its own, only letting its finder have a certain number of uses of it before it disappears to be found by the next necromantic prodigy. You instinctively know you have 7 uses of this scroll before it leaves your hands forever, an you can use these uses to either: Raise a loyal Zombie Lord from a dead corpse in the same room as you, Deal 1D20 damage to every living thing in a room other than yourself, and heal undead and yourself by the same amount, Or Control every undead creature in the room and keep them under your command indefinitely.
Uriel: (7) You manage to work out that there are absolutely zero secret passages or hidden traps of any kind in this room at all. You also manage to sneak a quick look at the map https://s7.postimg.org/ymlalaky3/SWATCOTHAfullmap.png
Keegra: (9) You find some bracers that have the same styling as your belt. Sure enough they are Bracers of Monk Training and give you a bonus to fighting unarmed.
Xiv'riit: (11) You find what would look to most like a simple robe, however you are able to see through the illusion and know it is a Robe of the Elements, a rare set of Cleric robes given to exceptional Shardmind Clerics. Praying your Gods won't mind you wearing it, you put it on, and feeling no damnation coming for you, you think they do not mind. Now you are not worried about your Gods, you feel the benefits of the Robe. Besides being padded enough to provide some armour, it also gives you four Blessings that are always effective, Blessings of the Earth gives you the ability to withstand blow you simply could not before, Blessings of the Air gives you acrobatic skills beyond what you have ever learnt, Blessings of the Flame gives your weapons an extra touch of damage in combat, and Blessings of the Water makes you resistant to other Elemental attacks.
Bellas: (10) You find a nice composite longbow on one of the weapon racks, whilst your short bow is currently better, it is enchanted whereas this one is not and you feel it would be better once the enchantments are laid upon it. In addition, this longbow feels like it would be better at piercing armour than normal bows. Gained Composite Longbow (+4, Ignores half of targets Armour in combat)
Centorea: (5) You fail to find any armour on the weapon racks unsurprisingly, however you do find a semi-decent Axe, which if not for use in combat could always be used to break down any light obstacles in your way. Gained Axe (+2)
Davug: (10) You find a nice looking set of Heavy Armour that you quickly put on. Gained Banded Armour (Heavy, +5 Arm)
Shaban: () You wait in the Room 4 for Virro's next orders
Room 5: There are five male warriors standing a little bit back from the door in a line. The outer two are Lizardmen, whilst the other three are all dwarves The dwarves are clad in plate mail, and wield a shield and an axe each, the two Lizardmen are wearing some kind of Heavy Armour and are wielding Greatswords. Each of the Lizardmen are also holding the collars of a Guard Dog and seem ready to release them at a moments notice. Further back there is a female elf wearing Leather armour, wielding a Longbow with a full quiver of arrows on her back, Next to her is a female Centaur wearing Mail Armour with some Javelins strapped to her back. Finally, almost out of sight is a small Kobold in Light armour with a sling. The room itself is another long rectangle, although this one is thinner than room 4. There do not appear to be any other doors in this room, although a lone painting seems to stand out almost at the far end of the North Wall and two lighter shades of stone are almost opposite each other on the North and South Walls about a third of the way down. The rest of the room looks well used, a temporary smithy/kitchen seems to have been set up alongside some benches and desks with things going on on them and a small sleeping area. Noticing you are not Undead, the Warriors seem to relax slightly, and bid you welcome to, as they call it, "The Last Bastion."
Room 6: The room is relatively small, probably the smallest room you've been in so far, although the contents of the room may make it feel smaller than it actually is. In one of the corners there is a massive amount of weaponry, in another a massive collection of armours, a third has rings, belts and amulets galore, whilst the fourth corner holds a single chest. Directly opposite you is a map that looks different to the ones you have seen previously. The door that lead into this room has mysteriously disappeared, and in front of the now vacant doorway is a small rectangular welcome mat. This must be one of the treasure rooms scattered around the dungeon that you have heard about.
Rudig: () Arms full on new armour you take it back to The Last Bastion to begin Improving and fixing so that it'll fit who it needs to.
Gikur: () With Rudig's arms full of armour you go and search through the weapons in case anything is better than what you, and the rest of The Last Bastion currently have.
Urouk: () You stand guard, looking out of the known entrance to The Last Bastion.
Trijask: () You continue to guard the door to The Last Bastion and watch for enemies to kill.
Gantuxuz: () You stand in room 6 watching out for any traps, and offering a hand to Gikur to help him carry the weapons back.
Guard Dogs: () you wait for Trijask to give you an order and attack.
Renna: () You move over to where Rudig has put the armours down and help him go through them.
Prilanos: () You move back to The Last Bastion and move to help Rudig.
Blearm: () you giggle quietly, the normal people in The Last Bastion ignore you as they always do, you know you're not right in the head, if you were you wouldn't be where you are.
Virro: Weapons - Pure Longbow (+8 (5 + 3), +1 Dam against Undead) Quiver(35 Arrows), Armour - , Other - (+1 Cir when guarding a door or doorway), Orc Bodyguard (You control what your Orc Bodyguard does each round), Undead Orc Bodyguard, Necromantic Genius (+2 Cir when trying to raise undead), Necklace of Poison Immunity, Scroll of Black Death (Raise a loyal Zombie Lord from a dead corpse in the same room as you, Deal 1D20 damage to every living thing in a room other than yourself, and heal undead and yourself by the same amount, Or Control every undead creature in the room and keep them under your command indefinitely. 10 uses) Health 26/26
Evard: Weapons - Dagger(+2), Dagger(+1), Armour - Studded Leather Armour(+4, Invisibility), Other - Invisibility (Can turn invisible for one round (counts as a passive action), Cannot be noticed or attacked by enemies whilst invisible, +1 Circumstance when attacking whilst invisible. Invisibility can be activated once every 4 Rounds (Rounds Remaining 0, Invs ready to activate)), Health 27/23
Uriel: Weapons - Club(+2), Armour - Sturdy Robes(+1), 2 Leather Armour(Light +2 Can't be Worn) Other - Belt of Advanced Monk Training (+3 Dam when unarmed.), Knife-Hand (+2 Dam when Unarmed, Can only hold items with one hand, Improved.), Club(+2, Not used), Tea, Ring of Hardened Skin (+2 Armour) Health 37/29
Keegra: Weapons - , Armour - , Other - Ring of Thur ('Rub thrice and drop it' and a mysterious stranger may arrive to help you for a turn, One use only), Belt of Monk Training(+1Dam when unarmed), Undead Bane (+3 Cir When fighting Undead), Rudig's Horn (Can be used twice to summon Rudig and a random number of others from the Last Bastion to help you until the end of the fight, can be used as a free action whilst in a fight), Bracers of Monk Training (+3 Dam when unarmed) Healing Potion (3 uses left), Elemental Resistance Potion (3 uses left), Mystery Potion(3 uses left). Health 26/22
Xiv'riit: Weapons – Spork(+3), Fatal Touch (+6, Lethal Touch, Return Policy), Armour - Robe of The Elements (+1 Arm), Other - , Ring of Thur ('Rub thrice and drop it' and a mysterious stranger may arrive to help you for a turn, One use only), Known Enemy (+2 Cir when interacting with Zombie Lords), Undead Bane (+2 Cir when fighting Undead), Lethal Touch (Once per room you can activate Lethal Touch to double the attack bonus you gained in the round you activated Lethal Touch and the damage dealt by Fatal Touch in that round, this is done before the dice roll for combat. However you lose 1D6 Health every time you activate Lethal Touch), Return Policy (If the item with this rule is not in your hand, or on your body it will automatically return to your hand (if one is free) or sheath itself to your side (otherwise), Blessings of the Elements (+5 Health, +2 Cir when defending, or doing something Acrobatically, +1D4 Damage, Take 1D6 less damage from elemental attacks) . Bag of Holding (Inside, spiked metal ball) Health 33/33
Kali: Weapons - Deer Shot(+3, Deer Fling), Armour - Leather Armour(+1), Other - Deer Fling (Once per room, you may fling a Deer instead of a stone at an enemy. This does +1D8 damage, and the difference between the offence and defence scores (either way) is taken as damage by the Deer. If it survives this it stays around as a permanent companion following your orders), Health 16/12
Yeleni: Weapons - Quarterstaff(+2), Armour - , Other - , Health 30/26
Priya: Weapons - Monk's Spade(+2), Armour - Banded Armour (Heavy, +4), Other - , Health 19/25
Bellas: Weapons - Shortbow (+5 (2 + 3)), Composite Longbow (+4, Ignores half of targets Armour in combat, Not Used) Quiver (99 Arrows), Short sword (+2), Short sword (+3), Short Sword(+2, Not Used) Armour - Sturdy Robes (+1), Other - , Health 16/12
Centorea: Weapons - Long sword (+4), Axe (+2, Not used)) Armour - Shield (+3) Studded Leather Armour (+3), Banded Armour(+1, Not Used) Other - , Health 24/20
Davug: Weapons - Mace(+2), Handaxe(+2) Armour - Banded Armour (Heavy, +5), Studded Leather Armour(+3, Not Used) Leather Armour(+2, Not Used), Other- Admirer(+2 Cir when fighting alongside Keegra), Health 22/26
Shaban: Weapons - , Armour - Leather Armour (Light +2), Other- , Health 3/7
Gikur Ironfeet: Weapons - Waraxe(+2, Improved), Armour - Full Plate(Plate, +7), Shield(+3) Other - , Health 25/21
Udouk Goldtank: Weapons - Waraxe(+2, Improved), Armour - Full Plate(Plate, +7), Shield(+3) Other - , Health 28/24
Rudig Stoneheart: Weapons - Waraxe(+2, Improved), Armour - Full Plate(Plate, +8), Shield (+4) Other - , Health 29/25
Trijask: Weapons - Greatsword(+3), Armour - Banded Armour(Heavy, +6), Other - , Health 33/29
Gantuxuz: Weapons - GreatSword(+4), Armour - Banded Armour (Heavy, +7), Other - , Health 22/18
Guard Dog 1: Weapons - Teeth(+2), Armour - , Other - , Health 10/6
Guard Dog 2: Weapons - Teeth(+3), Armour - , Other - , Health 8/4
Renna Liaran: Weapons - Longbow(+5 (2+3), 99 Arrows Remaining), Armour - Leather Armour(Light, +3), Other - , Health 29/25
Prilanos: Weapons - Javelins(+1, 22 Remaining), Armour - Holy Scale Armour(Mail, +4, +2 Cir When Healing/removing injuries, +4 Health given when restoring Health), Other - , Health 31/27
Blearm: Weapons - Sling(+2), Armour - Padded Armour(Light, +3, Can only be worn by Kobolds, Goblins and Halflings), Other - Hyperspace Market Stall (Can trade with people), Health 14/10
Loot in Room 4: 2 Leather Armour(Light +2), Mace(+1), Scale Mail(Mail. +3)