Level 3 COMPLETE
Well then there we go. Brogg, healed and hasted you pummel the clay golem into dust. Out of his head falls a little scroll and a tiny blue-silver key. The golem does some damage to you, but you'll regenerate it just fine, and then everyone probably wants to go downstairs and get that training started.
The key allows you to open up the doorway to the Botanical Gardens, level 4. You can also return to the Library or head up to the Solarium via the dumbwaiter if you prefer.
The scroll contains a drawing of a rose with the word "
ORBACH" written in fancy script. Hmm.
Anyway, you head downstairs to mini-Greyhelm, rest up, and train. Here's the training to be done:
Brogg, 6th level fighter
Moth, 3rd level fighter, 3rd level magic-user, and 4th level thief
Renwick, 6th level magic-user
Schmektor, 5th level fighter
Tut, 4th and 5th level bushi
Go ahead and special train for free. The alchemists will give you EACH 3 Potions of Healing (1d8+2) and one Potion of Extra-Healing (3d8+3), and that expires all their ingredients and all of your credit in their town.
Here's what some magic items do:
The Golden Jug has been defiled in the High Priest's madness, it's cursed to spew unholy water.
The Silver Spectacles are Tinker's Specs and give +1 to Tinker type skills.
The Simple Robe is a Robe of Defense AC:7.
The Golden Mace is a +2 Mace, pretty badass.
The colored incense and colored potions seem to work in conjunction to open something, but you're not sure what just exactly...
Silver-blue key radiates magic but is also un-identifiable.
Plus there's a +1 Buzzsaw and a +1 Khopesh sword.