Malgun crouched and looked over the edge of the cliff. I don't know. It's pretty far down. Would it be riskier to trust in Sareesa's athleticism or her magic? He wasn't sure what the consequences for injury or death in this - illusion, he supposed he would call it - would be, but that was one thing he wasn't eager to find out. Hmm... tough decision. I don't really want to sacrifice one of these guys just to test my powers, though. "I'll go first. If it's safe I'll bring the rest of you down," he said, poking through what the woman knew and trying to figure out how a levitation spell would work, or at least one to slow his fall. If he could get it to work on himself then he would use it on the rest too.
[1] You find what you think is the proper combination of words and symbols to make a levitation spell. After using it you take a death-defying leap and... [6] manage to slide down taking very little damage along the way despite utterly botching the enchantment. You'd like to think you used success, but really it was more blind luck.
Oh, this is just excellent. Yet ANOTHER thing that is breaking down. Might as well deactivate it and move on.
"You there, just shut the damn magic golem down, I don't have time for this. I have things to do." you say as you head back down to the first level. Why did they need to interrupt your day for something as trivial as a rogue golem. You are doing important things here like. . . what were you going to do again?
[3] 2 Sanity Restored, Sanity Cap reached.
Lets make our stand here, and show these demons the force of the gods.
[2] You try to look intimidating, but the fear of facing all the demons here starts to show. [6] You try to strike out at one of the stone constructs but it surprisingly side-steps your blow and looks at you... angrily. [6] Kerrigan has no better luck with hers as she also misses her thrust to a perfectly timed side-step.
Explore the hq of the cult to find the captured mages
[4] You manage to get inside without causing any more of a ruckus and just start to wonder about how to find these mages when, [4] semi-surprisingly nothing happens. There is a large set of double doors at the end of the hallway dug into the stone. There are two doors to your left and one door to your right.
...Keep waiting?
There is no roll to do nothing silly, you auto-success your way into victory.
Enemy TurnsStone Construct 1: [4] [3-4=No Damage] The stone construct manages to hit Doan but does no damage due to the plate protecting him.
Stone Construct 2: [3] [No Damage possible] This stone construct fares little better than the first in attacking Doan.
Lesser Demon 1: [6] The Lesser Demon sets it's sights on Kerrigan, but is soon on the ground as she dodges his wild lunge.
Enemy StatusStone Construct 1:
Health: 1 of 1
Stone Construct 2:
Health: 1 of 1
Lesser Demon 1:
Health: 5 of 5
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: 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: Gardens (Bar)
Health: 16 out of 16
Mana: 13 out of 14
Location: Outside the Magic Hating Cult's HQ
Fighter:
Health: 15 of 20
Location: Outside the Magic Hating Cult's HQ
Health: 35 out of 35
24 Throwing Daggers left