It's still today.
Turn Fourteen: Initiative is meaningless, please tell that your dice
Since the golem is slow, it always goes last in the initiative roll. This leaves:
Taren: 5
Elenor: 4
Hel: 6
Apollo: 5
Rath: 5
Remy: 4
Helskaya:Command water elemental to slither up to the cockpit and fill it.
(4) Water's big advantage... steadiness. At some point, the golem will crack, at some point, the water flows through the cracks...
Keeping aside unneeded quasiphilosophical ramblings, your command worked. Elizabeth is visibly getting wet feet, although it's probably going to be a long time until she actually drowns. If she isn't protected against that or something.
Taren:White Magic-ify the field! Begin with making a magical base! Effect for later on.
(1) What with the what now... the golem's protection field? Meddling with that, huh. What could go AUUGH THE FEEDBACK, IT BURNS
Apollo:Apollo continues searching for anything he could exploit, magically or with a gun.
(2) Oh, yes, you could fill so many things in these comic's blanks... oh, sorry, wrong exploitable.
Ratherio:Wrestle the golem from Elizabeth's control!
"You picked the wrong person to fight! I am the master magician!
(3) After her initial surprise, you are unable to capitalize on your advantage! You can maintain your degree of control, but not expand it, and even so, the golem is not moving... wait a second... did she fix the joystick's position with duct tape...?
The golem still is in lockdown...
Remy:Magically reinforce Helskaya's water elemental. Pump more spirits into it, or something, to make it more powerful, enough for it to break through the golem.
(2) You cannot locate the magical signature of the elemental. That is, it's not your elemental. You don't have a connection. Even seeing it would help, but in the current situation you can't tell apart golem and elemental - it's like they are one or something. And reinforcing the golem is not on your list of things to do.
Elenor:Elenor keeps his disciplined position and fires a bolt at the crystal incrusted on the golem's right shoulder.
(2) The bolt... gets fried by the shield. That is illogical. Didn't Taren's bolts go through? What's the difference, is only the body unarmored against physical attacks? Is it about the bolts? Is it about Taren failing so hard the system thought he wasn't a danger? Or is Elizabeth just a troll?
Possibilities, possibilities...
Golem/Elizabeth(6) "Oh, screw this." Elizabeth, danger mode... activate. Perhaps she didn't like her feet getting wet? "Nolo videre facies vestris iam -- abscedite --"
Ratherio's facial expression undergoes some interesting changes once he realizes what kind of spell is incoming.
"VAL... DIIIISJUNCTION!!!"
Magic eraser. Crap--
The spell's spread is felt by every magically abled person in the room like the shockwave of an explosion. The world goes gray for a moment and everyone, from Taren to Ratherio, staggers. Even Elenor is visibly impacted. After the effect subsides, something, a part of the world seems to be... missing, still. Realization hits. Your connection with the astral has been torn, the wells that you draw your magic from are dry, temporarily. Val Disjunction is a reckless spell to cast. It tears through all magic indiscriminately...
The golem, as a summon, also is affected. It seems to be shutting down at first, but then slowly powers back up again. However, its movements look a fair bit more clunky, some of the underlying spells might be scrambled, and the shield also is visibly more flimsy. The water elemental is gone, the remaining water leaking out of the golem. Said golem - and thereby also Elizabeth - is still up for a fight, which is a shame, all things considered. But the disjunction definitely affected her as well.
((Yes, four guys got the exact same rolls in succession. Yes, I rolled. Yes, I did so properly.))
Apart from the way you came in, there is a locked door (now in substantially worse condition), and two other ways. It is to be assumed that the key is somewhere around in those two ways.
At the end of the right hallway, there is a now thoroughly plundered ratman bureau.
At the end of the left hallway, there is an Y intersection. A stench wafts in from the left way, the right one seems unremarkable.
At the end of that left arm of the Y, Apollo and Ratherio find... the bathroom. No wonder it stank to heavens!
Bathroom: Grafitti is everywhere and the entire thing is as disgusting and broke-down as the average public restroom, if a bit more disorderly - random books and comics are all over the place.
Whereas, at the end of the other arm, there is a T intersection.
T-Intersection:
There is an indentation containing an angel statue in the wall opposite to where the party came in. The strange thing about the angel are the wings: The right wing is a normal angel wing, as you would expect it, but the left one is different, as if corrupted, coming apart and having some technology-ish things in it - piping, gears, wires... The angel's expression indicates sorrow. Around the indentation, there is yet more strange writing, indecipherable at a glance, as if part of a long-forgotten tongue.
Overall, the whole thing is totally misplaced in this ratman lair, down to the rock it is made of. Obviously, it is suspicious, as the faint tingle of adventurer senses throughout the party confirms.
Down the left arm of this one... well, this room feels as wrong here as the statue did. It clearly looks like a church, or at least a very sacral room. However, there is no wood, even the benches are made of stone - but polished stone, unlike the rough one you saw at other places. There's also an altar in front of a giant black rock statue at the other end of that room, and there's a secret passage to Zombie Goth's room.
Behind the no-longer locked door, there is a gaudy room. Behind that gaudy room, there's the BOSS ARENA
Character sheets.
Helskaya Arkut (lawastooshort)
Status: Magic locked.
Injuries: None.
Equipment: Pair of knives (one large, one small),
northern white bear jawbone on necklace, northern white bearskin.
Inventory: Wet stone, firestone, pot, spoon, three leather pouches varying in size, pestle and mortar, dried meat rations for several plus more days, filled waterskin, flour, Lesser Herbal Medicine, Lesser Blade Poison, Rusty Axe x2, random precious metal baubles, 0 cp.
Skills: Herbal Medicine; Shamanic Magic; Knowledge (Legends of the North)
Spells:
Shining Shamanic Healing Finger!, Transform: Raging North Bear
Elenor Warsen (Caellath)
Status: Normal.
Injuries: None.
Equipment:
Masterwork Armor, Longsword, Crossbow,
Dragon Crest Shield, small well-crafted crossbow.
Inventory: Medical kit, small supplies bag, 5 cp, Potion of Lesser Healing, Painkiller Potion, Gibberish Paper, Map Shred, Rations Listing, some longbolt ammo.
Skills: Swordsmanship, Dodging, Marksmanship, Medical care.
Spells: None. He's notoriously unmagical.
Apollo Anderson
(Spinal_Taper)Status: Magic locked.
Injuries: Bruise, right shoulder.
Equipment: Reinforced lab coat, cheap leather armor,
Dagger,
Rudimentary Rifle, Officer's Scimitar,
Inventory: Bullets, Gunpowder, various pouches and bags, Experimental Painkiller (?) Potion, 4 cp.
Skills: Alchemy: Chemistry, Alchemy: Potion brewing, Alchemic Magic: Rudimentary Enchantments (quantum amount +1), Metal Working (quantum amount +1).
Spells: Enchantment: Better wearability!
Taren Creyn (Tiruin)
Status: Fried and magic locked.
Injuries: None.
Equipment: Broadsword, Crossbow, Longbolt ammunition (quantum amount -4), white cloak, grey tunic, belt, solid holey leather boots, buckler.
Inventory: Whet stone, one filled waterskin, Cloth, lots of rations, ratman cloth, 3 cp.
Skills: White Magic: Healing, Anatomy, Swordsmanship, Marksmanship
Spells: Menscur, Fogili, Nonsens, Mendia, Leonic Cleanse.
Ratherio Houston (borno)
Status: The bestest wizard ever just nobody understands, now without spells
Injuries: Scratches on face. Cut on left leg.
Equipment: Purple robes of death!
TM, Wand of death!
TMStaff of death!
TMDagger of death!
TM Ring of death.
Inventory: 0 cp,
Debt notice, Scrolls of: Leaden, Monovolt, Lesser Silence, Flare Arrow.
Skills: Black Magic: Death Magic, Black Magic: Chaos Magic, Agility
Spells: Kortuch, Leaden, Costrus.
Remy Maelle (Remaelle)
Status: Magic locked.
Injuries: None.
Equipment: A spirit talisman, knife, leather armour, traveling clothes, a backpack, Vintage pair of Chain Revolvers, buckler, 14 cp.
Inventory: Bedroll, rope, tinderbox, enough food to last a few days,
Debt notice,
officer's helmet.
Skills: Shamanistic Magic: Elementalism, Agility, Quick Reflexes, Hand-to-Hand Combat.
Spells: MEGA BRAND