"YOU (TRAEL) MIND SMASHING THE FLASHER?"
Spend 3AP attacking the closest Golem's leg with the warhammer.
Attack golem/Defense (1d6=1, 1d6=4)You try to swing your hammer against the golem's leg, but all your swinging the half-brick seems to have left you unaccustomed to swinging with it, and you stumble into the room.
Rorrim blinked. He didn't expect this kind of attack so early.
Or was everyone else adhering to a charging tactic?
Rorrim: Charge ye Golem! Sacrifice 5AP for more Damage [and that hp]
Baradine: Move into the room, locate lightning Orb. Try to sense if it has any kind of defense protecting it. Try to see how far away we all are from it. Examine room.
Charge! (1d6=5, 1d6=1)You charge at the golem, your fiery polearm viciously cutting into the construct (7 damage).
The warrior trait might have been misleading? The sacrifice of ap for hp was something figured into your stats already, and as I'm typing this, you're at full health anyway. Also, you don't have traits to increase weapon damage.
Examine (1d6=5)Baradine slinks into the room and takes a good look at the crackling sphere. "Well, bother. That's pretty much an eternal mana construct. Short of a massive spell, which would be beyond our capacity most likely, I don't think we can do anything to it. No wonder the munuruk want a way past it even with the golem gone."
((Weird, I remember typing up a turn. Guess the internet ate it.))
The skeleton whirled, rotting tendons creaking as he raised his sword and closed the gap between himself and the lightning trap.
Lightning wouldn't do a whole lot to a dead fellow, right? He hoped so, anyway. Then again, his own wellbeing was hardly important. He just had to reach his destination, whatever that may be...
>Destroy lightning trap with a stroke of my sword!
You decide to put Baradine's words to the test and swing your sword at the thing. Nothing appears to happen. Not even a tingle running through your bones. "That could have went worse."
Smash munuruk 1/Defense (1d6=6, 1d6=3)The golem eyes one of the spear-wielding munuruks and brings its fist down upon it, leaving a mess of brown on the floor and its hand.
Blast? (1d4=2)The lightning orb simply hums.
The second munuruk, seeing the grisly end of the other, withdraws to the ice room where the other eight wait.
Enemies
Flesh golem (24/40) melee to Trael, Rorgrin, Rorrim, 2 munuruks, close to Baradine, 8 munuruks,
Lightning TrapNeutrals/Enemies?: 9
Munuruk (all spear-wielders)
[Rorrim - Fiery Weapon: 1]
----
Zerus sighed. Maybe he could... well it wasn't so... it made sense if...
Look, all he had to do was not say it out loud and walking towards the fire this time made perfect sense. Sort of.
Explore towards the fire, avoiding the obvious.
Explore (1d6=5)You manage to get to the fire. It's getting pretty hot around it, and you're kind of surprised you can still breathe.
----
Hit points: 20
Action points: 15
TraitsSageNecromancerArcane VampireEquipmentSkull StaffGrim RobeManhide GrimoireUnmarked potionThin bookSpells:Draining GazeConsult DeadCall ShadeDraining weapon - 1 to learn
Hit points: 25
Action points: 10
TraitsUsing everything as a weaponStaying eternally calmHard HitterEquipmentA rope/
Well-crafted knifeWarhammerHalf a brick. Hit points: 22/25 (1/3 to recover)
Action points: 10
TraitsUnfeelingDrivenBonded BladeEquipment:Ancient, battered steel greatswordHeavy green wool cloakLarry Hit points: 25
Action points: 10
TraitsVigilantWarriorNoticed by TiamatEquipment:Dulled, chipped, Tempered Steel Lochaber AxeLeather armorWoad body paintA rock Hit points: 20
Action points: 12/15 (5/6 to recover)
TraitsSkilled SwordsmanFire magicShield ExpertEquipment:Bronze ShieldBook of Fire MagicBronze Longsword2 *
Green dryadfruitBlue dryadfruitThe seedSpells:FireboltFiery CylinderHeat ShieldFiery Weapon