Turn 25: More Shrine Sheneinghans
Back away from the golem that is melded into the floor and and hit it with a continuous stream of fire until it melts.
[6+2] Since the one that is melded to the floor isn't actually threatening you, you target the one that is threatening you; The power that you built up and released is so massive, that you unleash the magical equivalent of a rocket taking off. You're lucky enough that it didn't propel you like a rocket. In targeting the golem, you aim straight down the hallway, incinerating your target and anything unlucky to be in its path. The four golems that had gotten trapped and entangled, disintegrate into piles of rubble, the hallway is now radiating so much heat that anything that isn't heat resistant will take heat damage for every turn they are in there. You have ignited small fires here and there near the entrance.
[golem1 dodge:1][BP check:4]((is it me or does the combat system I have set up seem to favor the left leg a bit much? I'll treat it as overall because of the overshoot.))[damage:2+1 and +2 from mega overshoot]
The golem doesn't even try to dodge and moves straight into the blast. Reeling from the force and heat of the blast, the golem tries to shield itself with no effect. When the smoke clears, the golem is partially down, its stone is cracked and crumbling in many places, however it's still structurally intact despite now bieng little more than a walking pile of rubble. Also, due to the heat of the blast, the golem itself is faintly glowing red, this is one golem that you do NOT want to get ahold of you. (radiating heat, +3 to heat damage on contact for 3 turns)
[golem6 dodge:3-2][all body parts targeted][damage:3+2+1][near death check=1]
Getting hit by the amplification effect due to being in what is now a blast furnace, it disintegrates into rubble.
Explore the ruins furthur
[4][luck:5] Deciding that there isn't anything else of interest to you in this structure, you leave the others and head out. On your way out, you notice a wierd carving with 4 jewels embedded deep inside various points. The jewels are red, white, blue, and amber, they also seem to be embedded in a circular depression, wierd. The carving itself looks like a really fancy diagram or motif of some sort that you don't recognize.
Yell at Arngrim.
What the hell did you do that for? That was a sacred monument you just desecrated! Do you think just because something isn't Norse it's worthless and you're free to walk all over it?
[4] Angry about Arngrims desecration of the shrine, you yell at him, "
What the hell did you do that for? That was a sacred monument you just desecrated! Do you think just because something isn't Norse it's worthless and you're free to walk all over it? "
Desecrate Odin's new shrine and consecrate it to Apate
Look for anything valuable in the dome
[2]You attempt to redesecrate and reconsecrate the shrine, but not before Arngrim spots you "Hey, what the heck are you doing? I just set that up!"
The most you can summon is 1, 2 if you get lucky and roll a 6. Thats the way I have it set up.
summon imp until all worms are dead.
[3][luck:2] You are initially able to get the summon started, but get distracted by Torcs massive blast hitting the hallway. The blast itself doesn't reach you since you're pretty far in.
detect prey
[1]They have completely lost the preys scent, for now.
"Look, doest you see any worshippers here? This shrine is empty. Of what use is a empty shrine? I intend to put it to good use."
Place my sword on the altar, hold a ritual and ask Odin to bless it.
[6]You so eagerly place the sword on the altar that you [luck:2]almost break the altar and scattering a few of the offerings. [6]After quickly cleaning up the mess, you hold a ritual and ask Odin to bless it. Moments later, there is a bright aura of light around the shrine and the sword. Odin then speaks to you, "My son, I thank thee for the altar, sortof, however, I feel that its about time that you had some additional battle capability. The sword will amplify your martial trance, I warn you of one thing, beware if you go into overdrive with martial trance." The voice and glow dissapears, leaving your sword physically unchanged, but when you hold it, you feel the enchantment flow through you.
(your sword gains +2 to martial trance roll, meaning you will never fail, however, watch out if you overshoot or epic overshoot)
(outside)Golem1
Damage: Severe damage everywhere, badly shattered, just barely structurally intact.
Status: radiating heat, +3 to heat damage on contact for 3 turns
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