You enter and find a highland field. On the opposing mountain lays the town of Greyfeather and within it, the mansion of Goldbeak, member of House Isin.
It seems to be current time.
You look behind you and notice that the door you're coming out of is a small abandoned hovel, yet the door leads to the Labyrinth.
You remember the warning to not close the door.
Let's hope no one comes here while you deliver the package.>>481517>>481520>>481523
While you're down the thing hits you again with a firebolt. But you feel your wounds heal as Ambers magic works and Warren helps you up.>>481524
Indy seems to be overwhelmed by the enormity of the threat and gets shot down.
Indy is helpless.
You hit the legs again with a slam that could fell an ox.
There are tiny cracks in the leg.>>481528
You shoot it straight in the head. But it doesn't seem to feel pain.
Soil 10/6>Indy 0/3
Mwadishi 5/4Everyone read this.
The statue lifts its enormous sword, ready to strike the ground.
One amongst you is capable of stopping the sword temporarily by parrying it.
To do this, one of you must explicitely roll to parry.
There are different modifiers for this roll.
Snacks, Soil and Amber get a +1 if one of them tries.
All others except Warren get no bonus.
Warren gets a -1 should he try.
The person who parries must roll a DC6 first turn to succeed (in which case no counterdamage is possible for the others) and may choose to keep this parry up for another turn (up to a max of 3 turns)
The moment the parry fails during those 3 turns, the one who blocks will receive massive damage and shockwaves will possibly hit the other party members (the DC to dodge that will go lower the longer the Parry guy parries)
If the parry guy manages to hold for 3 turns he will do massive damage against the Statue instead.