Turn Twelve, Part Two: Yet again, I suggest
music"Okay, fine. The time for talk is over, I got you. If you would excuse me now, this incantation is going to be wordy one last time..."As if by magic, the room calms down. The focus is now on one girl muttering words in forgotten languages.
"Hedo Ladam, Kretu Yorit, Caenones Jilt, Vy Vrymer. Ex orbibus terrarum dimissimi ac saecula de scolastici oblito te verbis sanctis invoco, ut hostes ante oculi..." She pauses shortly, as if trying to correct the incantation.
"... vincamus. Animus meum te parendi est, voluntatis meum te iussus est. Per his verbis congierei, te obligo ad aeternum." Dramatic pause.
"Appear now... Terran Golem!" "Well, then." Her grin is obvious.
"Bring it!"It's a huge - easily three times the size of a grown man, and about as wide - golem thingy, powered by ancient technology, ancient magic or ancient magitek. Scholars are unsure. Either way, as a construct, it does not actually have free will, but summoners who chose this summon like to take the safe option still. They're a bit like lawyers, really.
Either way, the summoner has to take place in the golem's cockpit and manually steer the thing. Because a summoner is rather immobile while in it, the golem employs top-notch shields to protect the one inside, even if its energy goes down fully from sustaining the shield against heavy attacks - but this is unlikely to happen, as the golem has high magic power in the first place, focused in magic cores, usually.
A golem's primary methods of attack are its heavy arms that crush anything not fast enough to roll out of the way. Additionally, a golem may focus its magic power into different attacks, giving it considerable range. Finally, their legs are surprisingly strong for such a lumbering creature/construct, allowing for fast runs (that are difficult to control) or far jumps. It still primarily is the mighty glacier type of summon, and primarily employed by wizards who like to show off, as it has several glaring design flaws.
By the way, zombie girl won't be participating, even though Apollo asked her nicely - "Once I begin fighting... it's very difficult for me to stop..." being the explanation. The paladin is obviously out too. You'll be on your own!
--
Also, I know my latin is mistake-riddled - but probably better than yours. Still, the first who points out two mistakes - or one, if there aren't more - gets a free crappy illustration request.
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: Normal.
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:
Only sane man.
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: Normal.
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: Normal.
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
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.
Remy Maelle (Remaelle)
Status: Good enough to go.
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