Turn Sixteen: AoE, learn to dodge it.
Since the golem is slow, it always goes last in the initiative roll... assuming Elizabeth isn't enraged. Which, well, is the case.
Taren: 4
Elenor: 1
Hel: 2
Apollo: 4
Rath: 2
Remy: 2
Liz: 1
Taren:Restore own magic/Unlock White Magic by adsorbing the raw magic!
(5) Magic, as a whole, is calling upon supernatural forces to do things. The deciding factor is the source. So, for example, you cannot call upon the power of a Celestial to make things explode in fireballs. Similarily, you cannot use the magic stored in those crystals for anything but Alchemic Magic, which draws upon the power innate in the things themselves. However, there could be a way to punch a hole in the Disjunction's aftereffects with this magic...
Every mage knows at least a few cantrips. And cantrips are usually of Alchemic nature. The spell that should help here, embedded in Taren's memory...
Vi Vanita.
You've got the spell. You have the ambient magic that was seeping out. All you need is an opportunity and a bit of luck.
Apollo:Apollo fired at the left crystal, seeing an opportunity to do something.
(6) Ready. Aim. Fire.
Was the crystal really supposed to explode with such force that Taren, who was trying to get some force for himself, went off flying into... (6) the wall... oh God, did he just ricochet off it? (1) Ouch, that looks -really- painful. But he's going to have a -real- problem once gravity tries to reclaim him from the ceiling... hopefully he can hold on for long enough...
Helskaya:Run up and lever off right crystal with axe.
(2) You run up. A crystal explodes. The shockwave throws you back.
That didn't do anything of note.
Remy:...free myself.
"I am beginning to dislike these things."
Run up to the golem, dodging anything it can throw at me. Climb up to the cockpit and shoot Elizabeth at close range.
(1) That's nice and all, but first, it might be wise to get out of the chain. OK, it starts at that gun, so you need to pull... waaaaaait a second... is that Ratherio coming at you with a creepy grin on his face? Forget about the chains, you need to get the fuck out here!
Naturally, you stumble.
Ratherio:Ask Remy to pass his gunchucks and shoot at the left crystal! Once I am done, pass it back!
(3) Guuuuuuunchuuuckssss....... giiiiiveeee meeeee thee guuuuuunchuuuuuuuuuuucks!!!
*creepy grin*
*failure at removing gunchucks from prone, struggling remy (they are merely loosened)*
Elenor:Elenor just crouches and keeps shooting at the same crystal.
(5) Er, um... that crystal is out of the question. Time to try the other one.
As with the first, the bolt penetrates the crystal, and cracks form. Looks like this might be over fast.
Golem/Elizabeth(4) "Argh. Danger mode. Golem, AFTERSHOCK!"
The golem slams the ground, causing a shockwave to ripple through said ground.
Taren evades, because he is on the ceiling.
Elenor (1) has no time to recover from shooting. He is thrown in the air and slams back into the ground rather ungracefully. His everything hurts.
Apollo (1) is just that clumsy. He, too, is thrown up and lands on the zombie girl. Thankfully, she is already dead... still, he can feel the pain. Not enough padding...
Hel (4) sees the attack coming and manages to avoid most of it, he is merely thrown off balance, but recovers quickly.
Remy (2), umm... he can't really dodge, either. The impact is not merciful but thankfully not too harsh.
Ratherio (6)'s uncanny reflexes shine through, however, and he leverages the force to untangle the gunchucks, equip them and strike a badass pose, beckoning Elizabeth to come at him. Remy is now dizzy.
The right shoulder crystal is cracked. Residue magic of the left crystal is everywhere.
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, 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: IT HURTS.
Injuries: Pain, pain, pain, but nothing too serious.
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. Great amount of pain, gash all across the midsection.
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: If the scene was real, they might be lethal. Thankfully, the violence was comical. Still has punctures and a large concussion.
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 but AWESOME.
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. Dizzy. Some magic exhaustion.
Injuries: One broken rib or two. Could be worse. Could be better.
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