"I was wondering when something nasty was going to jump out at us... Any idea what that is, Larry?"
Trael spoke quietly to his ever-present companion, the exposed bone of his jaw moving just slightly as he brought his sword around to a ready stance, his 'eyes' fixed on his attacker. Creaking, dessicated legs moved in the half-remembered rythm of combat as the skeleton stepped to one side, gauging and assessing this new threat just as he would have in life.
>Sidestep whilst bringing my sword up to defend myself. Don't attack this thing yet, instead keep my distance and watch it, see how it fights.
All-out defense (1d6=2)You don't quite manage to keep your distance, but thankfully the brute hasn't reached you yet. "Flesh golem. A big one at that. Big, strong, and clumsy. Hard to damage whether by magic or weapons. Healed and temporarily empowered by lightning, too, and bad news, that orb is some sort of lightning trap."
Enemies
Flesh golem close to Trael, far to Rorgrin,
Lightning Trap"Eeeeeaayyeaaaaah. No."
PULL THE ROPE AND GET OUT OF REACH OF THAT THING
You count yourself lucky that you're nowhere near that thing.
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Rorrim: Ask
Baradine: Try to enchant weapons to emit searing flame when in contact with any enemy.
"So that's our test, huh? A construct out of meat, and a lightning orb?"
"Most likely, yes. That's what she said."
"And I- Are you implying something?"
"Yes. Death."
"...You've no humor at all. Dryad, do you have anything made of metal that I could use? Something that could divert this 'lightning' spewn from yon Orb? One wonders as to how it makes lightning...Why doesn't the flesh golem conduct it, and do you know anything else of their description?"
"While you chat, I'll borrow your polearm there..."
"
Flesh golems are healed by lightning, are hard to damage, and hit quite hard, harder if charged with lightning. They can be clumsy, but don't count on it. The lightning from the orb isn't easily diverted, either. If that will be all, you should make any last preparations now, then leave. Here are some things for your help."
One of the dryad's branches bends down slowly, sporting four objects - two green fruit, a blue fruit, and something looking like a pine cone. "
The green can restore health, the blue magic energy, and the last is the seed. Apart from the seed, which the pyromancer must take, you are free to distribute them to your liking. And I can monitor you through the seed."
2 *
Green dryadfruitBlue dryadfruitThe seedLearn (1d6+1=4)Baradine learns Fiery Weapon.
Neutrals/Enemies?: ??
Munuruk (3 spear-wielders); Dryad
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Be Auto'd (1d6=3)It's light enough to read a bit, and the fire's far. Let's see if I can master that new spell.
Learn (1d6+1=6)You're so close to learn Draining weapon, you can taste it on your tongue!
Hit points: 19/20 (2/3 to heal)
Action points: 14/15 (4/6 to recover)
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: 21/25 (0/3 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: 13/15 (1/6 to recover)
TraitsSkilled SwordsmanFire magicShield ExpertEquipment:Bronze ShieldBook of Fire MagicBronze LongswordSpells:FireboltFiery CylinderHeat ShieldFiery Weapon