Turn 9: Still Alive
Cromwell sets off following his stone (which appears to be leading him south-east as best he can determine), and is quickly joined by
Russ and
Bertram.
Meanwhile, after quite a bit of confused chatter on the part of
Ven and
Ren,
Ven grabs
Ren and bullies him into coming with along. On the way they run into
Joe, who is pressganed into joining as well.
Each of the two parties set off, and after about a week arrive at what appears to be their respective destinations.
Cromwell and Company find their destination in a forest that is rather unexceptional except for the intense humidity pervading everything. The forest is actually quite cold but sweat pours out of every crevice of the mages bodies.
Ven and
Ren (and
Joe) find their destination on an arid plane. There is nothing but dry flaking moss as far as the eye can see. Breathing is difficult, as waves of heat and dryness assail them.
Both of them find something in common. In the middle of both the forest and the plane lie nearly identical pagodas. Each is made out of some strange rubbery substance, and each has is a spiral staircase descending deep into the earth in its middle. Both parties shrug, and cautiously begin to descend them. As they go lower and lower, the both the temperature and humidity effects become more pronounced.
After hours spend descending, the staircases finally end, and each party finds themselves in vast nearly identical chambers made of the same rubbery substance the pagoda up above is.
In the center of each is a magical circle of some kind, and at its center is box. The color of the box and everything in the circle is … wrong somehow, the closest way to describe it would be purple, but it
isn’t purple. The box periodically pulses with the not-purple Surrounding the circle are eight small orbs encased in crystal. Seven of them appear to be broken. The eight orb is not.
Cromwell and Co’s orb is clearly radiating elemental Fire, while
Ven,
Ren and
Joe's radiates elemental Water.
As the groups move to approach the central circle, their Direction Stones suddenly start to talk.
Ah, before you awaken the orb guardian, note that they are completely immune to both their element, as well as its opposite.
Since apparently the six of you are too stupid to follow directions, I suppose I will have to clear out the other masking site myself.
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Made from Wood. Understands multiple languages if the caster understands them. Can follow complicated commands and solve basic puzzles, and can make noises (tree noises) to indicate 'yes' or 'no'. Livewood golems can command fellow (friendly) golems. If the golems are summoned from nothing or dead trees, they are deadwood golems, otherwise if they are summoned from living trees they are livewood golems.
Deadwood golems are much faster and lack a sense of pain and fear (while being much stupider).
Livewood golems are much stronger and resistant to damage at the expense of speed, they can also regenerate, but will be incapacitated (and quickly killed) by fire.
Livewood golems are capable of achieving sentience, and upon enlightenment will generally go find a safe place to plant itself, (after making reasonable efforts to ensure its creator doesn't follow).
Deadwood golems typically only last 4 turns (depending on what they are made of), but livewood golems last until destroyed.
((Re: Golem limits. Longterm combat golems have a global cap of 1 (Lifewood golems, Strong golems), other golems have a cap of one per type (eg. Magma, Faithful, Glass)))
((I was unsure if you wanted me to keep doing the golem spells, or go back to the non-golem spells. In the end I decided to keep doing the golem spells))
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Color:
PinkStatus: None
Items: Clothes, Staff,
Elemental SeedTraits:
Strength:Fire,
Weakness:OrderColor:
OrangeStatus: Bloodloss: trivial
Items: Clothes, Staff,
Magestone ,
Direction StoneTraits:
Strength:Air,
Weakness:FireColor:
GreyStatus: None
Items: Clothes, Staff,
Cloak of Shielding Traits:
Strength:Order,
Weakness:WaterColor:
BlueStatus: None
Items: Clothes, Staff,
Elemental Seed (ingested),
Direction Stone,
Traits:
Strength:Water,
Weakness:FireColor:
MaroonStatus: None
Items: Clothes, Staff,
Cloak of Shielding ,
Direction StoneTraits:
Strength:Chaos,
Weakness:LifeColor:
BlackStatus: None
Items: Clothes, Staff,
MagestoneTraits:
Strength:Earth,
Weakness:Air-----
Sorry on the huge delay on this turn.
Also, everyone gets to make two spells this turn (since it appears that there is a general lack of direct combat/protection spells among you).