Turn 24: Hieroglyphic sheneinghans
Encase the remaining golems in the ground using the power of Earth.
[4]Calling upon the essence of Gaia, you attempt to entomb the two remaining golems into the earth. At first, it looks like a complete success, but it quickly becomes apparent that both golems [5 and 6] have somehow dodged becoming fully encased. The one inside however, managed to get its feet melded into the stone floor, drastically decreasing its ability to dodge. The other one went into a prone position and so, easily removed itself from the soil, it is now angry.
[Golem1 attack:6][Torc dodge:4+1]
The golem tries to swing at Torc, who quickly dodges out of range.
Wondering what the hell is going on, Alethe decides to go on and poke the shrine
[5] You uh.. AWESOMELY poke the shrine wall and leave a fingerprint on it, which is made of rock....what did you expect?
Egyptian? I know i shouldn`t do this. No, i really shouldn`t. But.. Ah. Let`s have fun.
Desecrate the shrine and then consecrate the shrine to odin. If i find some relict or something i take it and offer it to Odin! (Unless, ofc, it`s something useable. In that case i ask Odin to bless it and take it myself.)
Unless Alethes probing causes something that might make me think twice.
[4]You desecrate the shrine and then consecrate it to Odin. The shrine seems to be that of some obscure Egyptian god of the moon, so there may or may not be consequences of desecrating it. If it were a powerful diety, then yes there would be. There aren't any relics to speak of, so you just smash the statue of the god in the shrine, like a true viking.
help the worms invent fire, if you know what i mean.
[1][luck:6]You try to immolate the crawling leeches and instead cause the fireball to whoosh up your arm. Since its magical fire, its not hurting you, but you now have a chance to be stylistic with your fireballs, or something. While you were trying to blast the worms with fire, you notice that they all have lamprey-like mouths, full of sharp teeth. You certainly wouldn't want these things attacking you en masse. At least they appear to be blind.
Awesome.
Read the heiroglyphs.
EDIT: Stop Arngrim from desecrating the shrine first. With force is necessary, but lets hope it doesn't come to that.
[5] Being the son of an Egyptain god, reading Heiroglyphs comes easy to you. Besides the usual stuff related to shrines, prayers, etc, you spot several references to a temple of Set being nearby. You wonder just what a shrine to Set would be doing this far from Egypt. If there are any signs of recent occupation, nobody has found them yet.
[2]You try to stop Arngrim from desecrating the shrine, but its too late to do anything about it.
try to decipher the hyroglyphs
[4]You attempt to decipher the heiroglyphs and with some help from Neberhar ((I guess....)), you learn how to read Egyptian hieroglyphs. What you see is pretty much the same as what Neberhar saw. However, upon seeing the references to Set, you try to look closer and can't make anything out of it.
detect prey
[3] Some of them sense that there is a creature nearby, but don't have a lock on any target.
(outside)Golem1
Damage: none
Status: none
(inside)Golem6
Damage: Right hand, wrist, lower arm: moderately cracked, structurally intact
Status: feet melted into the floor (-2 to dodge)
Health: totally fine.
Statuses: none
Equipped:2x throwing daggers and a deceptive baton type club (both belted), iron chainmail shirt.
Powers/Abilities: Mind Control, Illusions, Invisibility
Inventory: Greek style travelling clothes, a bag of 10 coins,
a deceptively nonlethal baton type club, two throwing daggers, and
a iron chainmail shirt, ancient map.
Health: fine
Statuses: None
Equipped: Dagger (belted), bow (on back)
Powers/Abilities: fireball,
bow and arrow, summon imp,
Resistance/invulnerability to fire +2 fire magic resistInventory: Belt, quiver, bow, dagger, 3 hot wings and a squirrel on a stick, crudely sketched treasure map, 100 coins, Jewelfire Bow (+2 to archery), 20 precious jewels, 15 various expensive trinkets.
Health: full health
Statuses: none
Equipped: Steel breastplate w/backplate, Bag of runes (belted), sword (in hand), shield (strapped to arm), javelin (strapped to back)
Powers/Abilities: Wisdom, Martial Trance, Rune Rituals
Inventory: Leather, Norse style clothing, has a big fur cloak,
a bag containing his whole set of runes, a Viking era style sword,
a ‘shield', and a javelin,
steel breastplate w/ backplate.Health: maximally healthy
Statuses: none
Equipped: Knife (belted), extradimensional satchel (belted)
Powers/Abilities: Shapechanging (Cosmetic and functional), Illusions, Minor Telekenesis
Inventory: Native american style leather trousers, leather vest, finely crafted knife, decorative headband, healing herb stash,
an extradimensional satchel , 40 coins.
Health:
Left Leg: Broken
Statuses: Pain
Equipped: Backpack, artifact hammer (in hand), steel chainmail shirt, gauntlets, iron buckler.
Powers/abilities: Godly forging, fire magic,
hitting things with hammersInventory: Travellers clothes,
fire-proof backpack filled with all the tools that a traveling Omni-smith needs,
a large, beautifully crafted hammer made for both battle and smithing that was a gift from Hephaestus himself,
heat-resistant steel chain-mail,
iron buckler,
pair of steel gauntlets, 30 coins, 88 units of metal,
chunk of scrap, alchemical documents, drawings of various machines, sketch of alchemical diagram.
Health: fine
Statuses: none
Equipped: Fighting staff (tied to back), steel shield.
Powers/abilities: Avatar Of Storms, Healing mist,
Control Weather,
Peace,
Void, can create lightning bolts, and fully flight capable.
Inventory: Thin silk and linen travelling clothes, and a long fighting staff,
steel shield