"Nope. Can't do a thing about the Orb."
"Baradine! What are you, hold on-" Rorrim said as he attacked the Golem again! "Speak quick! And help!"
"The Orb. Can't hurt it or destroy it, though it conducts electricity if 'conduct' is a right word. I believe it thrives on positive and negative energy. Not karma, but-"
"Speak Common!"
"Divert it!"
Seeing this idea, Rorrim shall try to lure the golem to the lightning orb!
Baradine shall muse on why the golem couldn't just leave the room - and by that idea - the orb. While standing in a safer location and looking contemplative.
Attack golem/Defense (1d6=5, 1d6=4)You slash at the golem once more, cutting away some flesh (4 damage), then your polearm's fire flickers away leaving the weapon unharmed.
Baradine ponders for a few valuable seconds why the creature he has been told is guarding the room is here, guarding the room. Apparently golems are just that singleminded. Then he wonders what this Common is that Rorrim wants him to speak in. Layman's terms, perhaps?
Spend 2 AP smashing the Golem in the head with the half-brick!
Attempt to lure the golem away from the lightning trap!
(Mad, absolutely mad!)
Attack golem/Defense (1d6=4, 1d6=3)You bonk the golem in the head, denting it (2 damage).
Lure the golem where? (1d6=5, 1d6=3)In the struggle of luring and pushing the golem, it ends up closer to the lightning trap. Perhaps it is now more likely to be hit by the trap... healing the golem. Maybe that wasn't the best of ideas.
"Well, that did not work." Trael spun back towards the golem, blade flashing towards the foul thing's legs.
"Enough time has been wasted here."
>Remove golem's legs! Hit with sword til golem no move no more!
Attack the golem (1d6=6, 1d6=5)You swing your sword at the monstrosity's legs, feeling that you hit bone... and that your blade is stuck in the leg. (3 damage)
Attack Rorrim/Defense (1d6-2=4, 1d6=1)The golem clumsily turns towards Rorrim, clumsily raises its fist... and not so clumsily smashes it into Rorrim's frame, who did not even think of defending from the obviously clumsy attack. He is thrown of his feet, slides into the empty room, and groans in pain (5 damage, pain (-1 to physical rolls until you recover; recovery through automatic rolls each turn, requires a 4+.))
Blast? (1d4=2)The lightning orb sort of crackles about.
Enemies
Flesh golem (15/40) melee to Trael, Rorgrin, close to Baradine, Rorrim,
Lightning TrapNeutrals/Enemies?: 9
Munuruk (all spear-wielders)
----
"Yes, yes, definitely a fire," Zalgus muttered, wondering why this was a good idea.
Retreat from fire. Try to find interesting not-on-fire things.
Retreat (1d6=5)You retreat from the fire. Oh. Another balcony. Does that count as interesting? You decide it does. You quickly go up, finding an open door leading into a corridor curving left and right.
----
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: 7/10 (0/6 to recover)
TraitsUsing everything as a weaponStaying eternally calmHard HitterEquipmentA rope/
Well-crafted knifeWarhammerHalf a brick. Hit points: 22/25 (2/3 to recover)
Action points: 10
TraitsUnfeelingDrivenBonded BladeEquipment:Ancient, battered steel greatswordHeavy green wool cloakLarry Hit points: 20/25 (0/3 to heal)
Action points: 10
TraitsVigilantWarriorNoticed by TiamatEquipment:Dulled, chipped, Tempered Steel Lochaber AxeLeather armorWoad body paintA rock Hit points: 20
Action points: 13/15 (0/6 to recover)
TraitsSkilled SwordsmanFire magicShield ExpertEquipment:Bronze ShieldBook of Fire MagicBronze Longsword2 *
Green dryadfruitBlue dryadfruitThe seedSpells:FireboltFiery CylinderHeat ShieldFiery Weapon