The early morning hours are, thankfully, easier to navigate than the night-time hours the day before... but it's by no means "easy," per se. In fact, you almost get turned around two separate times... but in the end, you're able to keep yourself pointed north, traveling through areas where the underbrush is less dense as much as possible.<br/><br/>As you go, you analyze the Wand... and realize that it holds a spell you've never actually encountered before, perhaps of the imps' own design. It seems simple enough... a basic energy transfer, designed to arc electrical energy from the tip of the wand into the target's body, meant to neutralize threats without killing them. Probably so the imps can take their victims back to camp alive... but for you, it should prove useful indeed.<br/><br/>While you're moving slower to examine the device, you hear... something... in the distance. At first you're not sure what it is... but pretty quickly you discern small voices, rapidly closing in on you from the South...<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> OOC</div><div class="spoiler_body">Technical Details: <br/>Yep, it's the "Don't Taze me, Bro" wand. This is treated as a 1st level spell, being cast at your current caster level. Target must make a fortitude save, or be Nauseated for 1 round, +1 round / level (Max 4 Rounds). </div></div>