Considering everything I've been through, the choice for me is easy. "I think we have to split up and choose a path. To the south is Sentinel; to the north is Sareesa. I believe the western figure is the founder of the Zealots, Grand Master Doan. Sorry, but I don't recognize the figure to our east." Perhaps it's the body Sentinel was inhabiting when we first met him? I can't be certain of that... I point to the north. "This is the way I'll be heading. With any luck I'll see you two on the other side." I tip my hat to them. "Ochita. Zack." With those simple words of parting, I head north to see what the labyrinth holds for me. This surely must be one of the trials I was warned of...
[3] You walk forward. Same as with the Western exit to the room it begins to light up. You take a look back and see the mosaic room has gone dark now that nobody is in there. "Only way to go is forward I suppose." you say moving forward. Without remembering exactly how you end up in a forest. After a very short moment you realize this makes no sense as you are underground. Looking at yourself, you immediately realize something is wrong! Somehow you've been turned into a female, and one that's probably only recently entered her teenage years.
"So, asu mei sul." says a Troll behind you. You look back at Sentinel, and give a silent nod. Sentinel is barely an adult himself, probably around twenty if you had to place a guess, though you've never been good at placing an age on trolls. You gather that So is the nick-name assigned to Sareesa by Sentinel in the troll language, and that they are protecting something but you don't know what.
After a few more seconds of acclimation you can feel magic pumping through your veins. Having never had any magical experience before it is an experience unlike any other. Knowledge begins to flow into your mind and suddenly some secrets of magic have opened them self up to you.
You are in a think jungle, you are the only female, there are 3 male trolls, all young, including Sentinel with you. You are dressed in a multi-layered robe with light scale mail underneath it. The robe is expertly dyed and crafted, though primitive by today's standards. It's primary hew is teal with accents of silver and brown. The scale is made of strengthened scorpion chitin.
Try again, this time being willing to threaten various forms of violence to shady types who dont give good answers, esspecialy ones with swords, gotta pay you're muscle
[5] You're not really sure if threatening people with swords is a good idea, but you do it anyhow. Surprisingly it works and you not only get a sword for your martially proficient friend but arrive at the compound of the anti-magic cult. You see a dead homeless guy off to the side. How did you miss that?
"R-Right then." Go west anyway, and keep an eye out.
[6] Pfft, fear is for the weak. You march onward fearlessly, barely even noticing when you strangely change into a pure human in steel plate. You are sure of your destination, the Lair of the foul demon Mathooth. With you is your trusted companion, the Sinister Assassin, Kerrigan. She is clad in black leather and is wielding two barbed short swords with man daggers strapped onto her for throwing into her enemies.
You can hear the foul machinations of of the stone constructs of Mathooth, you're nearly in his inner sanctum now. You stand beside Kerrigan.
"If we stop now then all life, all that we fight for is lost Kerrigan. I will fight until my last breath, and I hope you will do the same." you say in a voice just a shade deeper than your own.
"Don't get killed by anything." Examine the person above the east exit and then proceed that way.
[5] Examining the mosaic on the ground you recognize the figure as Zahn, the mad lord of Blue Blood Tower. You smirk "Decend into the madness and survive I suppose. My fate is sealed indeed." You enter through the east exit the lights in the mosaic hall shutting off behind you.
You are in the ball room on the base level of Blue Blood Tower. You feel no different, but you recognize that you are now Zahn. To the north a play will begin shortly. To the West are ladies of "virtue"
Go off to meet with LeBlanc, inform her of LeStronge's intentions.
[2] You agree silently to LeStronge's suggestion, but when you attempt to leave he stops you. "
One moment, here, this belongs to you." he says handing you a picture. You continue leaving after taking it. After leaving the office you look at the picture, it is of your wife and child. *sigh* heavy-handed politics indeed.
Dor'lek tenses up in the case he might need to cast. "I don't know what your motivation is for catching 'my friend', but I truly don't appreciate you hurting people to do so." As he thinks for a second, he becomes less tense. "Perhaps I could aid you in coming to a less-violent solution?"
[5] He thinks for a moment. "OK, we'll play your way. I'll keep my boys at bay for one day, twenty-four hours. In that time I want you to gather the tome that came with the crystal. That tome should not be read, by anyone, no matter how pure. You bring me that, and I disappear. If not, then I'll just have to hunt you down again. Deal?"
Status Changes:
Health: 19 of 19
Mana: 4 of 5
Location: Hall of Memories (Doan's)
Doan's Memory
Health: 50 of 50
Mana: 15 of 15
Spells Known:
Retribution: Each enemy that attacks you takes 4 damage. 1 cost per turn maintained, no passive regeneration while active.
Consecrate: Deals damage within a 10 yard (10 meter) range of yourself, 10 damage per turn located within the field. 5 mana cost.
Lay on Hands: Brings back an ally from death, or restores all health if not dead. Costs all current mana (can be used with 0 mana).
Health: 24 of 24
Mana: 7 of 7
Location: Abelcroft Fortress
Health: 18 of 20
Location: Hall of Memories
Zhan's Memory:
Health: 20 of 20
Sanity: 20 of 20
Items: Flask filled with sanity restoring alcohol, 1 drink left.
Health: 26 out of 26
Location: Halls of Memory (Sareesa's)
Sareesa's Memory:
Health: 18 of 18
Mana: 30 of 30
Location: Jungle
Spells Known:
Knit wound: A wound knits itself back together, 6 mana used, 6 health restored, all limbs restored.
Identify Demon: Identifies the location and strength of any demon in the area, 6 mana used.
Hand of Judgment: Magically strengthens your reflexes and creates magical claws at the tips of your fingers. Lasts for 10 turns. Can sacrifice the lasting effect to double your natural range. 6 mana used.
Health: 19 out of 19
Mana: 12 out of 12
Location:
Health: 16 out of 16
Mana: 14 out of 14
Location: Outside magic-hating cult (the underbelly)