Wait for the meeting to begin.
[6] You go inside and greet LeBlanc, then you wait for Dor'lek and Havor'e, LIKE A BOSS!
Hmm... The shame and yet pride of having one of these creatures in my collection is great indeed. Hmm, perhaps later. Time to check out the play.
You go in just as the play is being announced. It's one you've already seen before. You're not sure whether you can stand a repeat, when suddenly one of your aides comes up and tells you there is a matter that requires your urgent attention in the Library on the second floor of the tower. Ugggg, books, paperwork, repeats of plays, it's enough to drive a man insane. [-2 sanity]
I nod. "Thank you, Sentinel." I look down. "I don't want to be a burden... and I can't hide forever." Sareesa hardly could have changed the world if she had hid in a jungle her whole life. But... hmm.... It seems that the Zealots are so strongly anti-magic in this time period that they openly hunt those who use it. Trolls are powerful magicians in my time - Dor'lek and Havor'e, along with the fortune teller I met, are proof enough of that - so logically it follows that the Zealots are at odds with them... and Sareesa is hiding here because she too can use magic... and it feels strange. When I've been around magic in my time, when my allies use it that is, it seemed more focused. Not that I could really know since I've never been able to cast it, but if I had to hazard a guess I would bet that Sareesa is one of the first humans to ever use magic.
Hmm, but I wonder. Am I actually in the past? Will my actions change the future, or is it a sort of thing where what I do now is what will always have been what Sareesa did? Do I have any influence on events at all? Or is this an illusion produced by the dungeon, and I can only pass through by acting as closely as possible to how Sareesa did? Too many questions. If I kept this up I would bog myself down like I always did and never get anything accomplished. For now I should hold off on using the magic until I've fully acclimated to this, and maybe get some answers from Sentinel. "Do the Zealots know we're here?" I ask, turning to him.
[1] You begin trying to speak but the shock of speaking in such a feminine voice quickly quiets you, almost fast enough to not notice that you were also going to speak in the Troll language, BUT NOT QUITE. What's even stranger is Sareesa apparently has not even a trace of accent in Troll, which for a human is almost unheard of.
[3] You do manage to say something about the Zealots though. Sentinel looks at you strange for a moment before giving an almost unnoticeable shrug and then answering. "'Dat what ya be sayin'. 'Dem Zealots be huntin' down anybody 'dat uses magic not in their organization. 'Dey t'ink 'dat any other magic be from 'da demons. 'Dey be in for a shock when you turn 'deir holy magic against 'dem. 'Dose Zealots god 'deir heads so far up in 'da clouds 'dey not be t'inkin' 'dat anyone can challenge 'dem. Most Humans not be knowin' when to let nature grow, an' when to cull 'da wild, how to live off 'da land and let nature provide. D'ats why ya be special, we Trolls raised ya, ya not be tainted by 'da Humans notions of what we Trolls are. Wit'in ya heart, ya know 'dat Humans and Trolls are 'da same.
Another troll speaks up behind Sentinel. "Says 'da Troll 'dat loves 'da human whore. She be good at 'da magic, but she not worth the trouble. We should have returned her to 'da humans and let 'dem sacrifice her like 'dey wanted."
Enter, and be prepared for the onslaught.
[6] You burst open into the throne room and see Malthooth standing there. His polearm is no where near him. He is a giant demon with 2 huge arms and 4 legs supporting his massive frame. Green hellfire burns within his mouth visible behind his razor-sharp teeth. His skin is scaly and tough and he is wearing a huge steel breast plate to protect him from just about any blow any mortal could hope to land against his mighty form. [5] [1+2000 x 2 = 4002 damage] Then, just as soon as you enter you burst into a full sprint. He was clearly not expecting any treachery and is caught entirely off-guard when you toss the blade straight into his throat. Green hellfire begins to flow out of the wound and he begins to shrink. His screech pains your ears but you continue staring him down.
"Now all humanity is free from your tyranny, demon." You say before turning around. The blade was only good for one strike against him, thankfully that was all you needed. Kerrigan give you one of her short swords.
"Time for the dance macabre, eh?" she says almost looking eager to fight the countless stone constructs and lesser demons no doubt heading your way right now.
Lesser Demons left:25
Stone Constructs left: 100
Cast Breath of fire, then fighter wades in
[Friendly Fire: 6=Dodged] [3] [4] [4] [2] Damage Rolls: [6/2 = 3] [6] [3] Thinking quick you blast all the thugs with fire. One of the Thugs was on the ground and avoided the searing heat and Fighter managed to get out of the way, but the rest are all on fire and slightly crispy however
Go to meeting with Frelock and LeBlanc
[4] Dor'lek leaves and meets up with LeBlanc and Frelock at the bar in the Gardens district. You order yourself a nice mug of grog.
Careful, that stuff will eat right through the mug.Attack Brute number 1
[5] [(5+2)x2=14 damage] Fighter splits one of the Brutes in half straight down the middle with his sword. You're glad he's on your side, that's for sure.
Enemy TurnsBrute 2: [3] [2/2=1] This brute takes advantage for Fighter's momentary distraction to try and attack, it's not very effective as his flesh is on fire and he's in quite a bit of pain right now.
Thug 1: [1] Being new to the sensation of being on fire, this thug does little other than run around screaming about how his flesh is melting.
Thug 2: [2] The thug was in the process of getting up when you unleashed your Breath of Fire and he decided he wanted to lay on the ground some more.
Enemy StatusBrute 1:
*dead*
Brute 2:
Health: 9
Status: On fire, 3 damage for 2 turns
Thug 1:
Health: 7
Status: On Fire, 2 damage for 2 turns
Thug 2:
Health: 10
Status: On the Ground
Status Changes:
Health: 19 of 19
Mana: 5 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).
Inventory: Steel Plate: - 4 Physical Damage
Barbed Short Sword: +1 damage
Health: 24 of 24
Mana: 7 of 7
Location: Gardens (bar)
Health: 18 of 20
Location: Hall of Memories
Zhan's Memory:
Health: 20 of 20
Sanity: 18 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: Gardens (Bar)
Health: 16 out of 16
Mana: 12 out of 14
Location: Outside the Magic Hating Cult's HQ
Fighter:
Health: 15 of 20
Location: Outside the Magic Hating Cult's HQ