Malgun tucked his hair back behind his ears; in lieu of his hat, it was the best he could do. "You're all OK?" he asked, making sure the trolls weren't hurt before he decided what to do next. After getting their assurances, he pointed towards the road they had seen from the cliff. "We should set an ambush. We need to capture the Zealots and see what they're planning to do, or at least how much they know. Sentinel, you're with me; we'll take this side here." He started looking for a good sniping spot before remembering: no rifle. He probed Sareesa's memories but it seemed like the only thign she had for fighting was a spell to create claws on her fingers. He didn't want to have to kill anyone, but it would have to do.
"Can you two take the other side of the road?" he asked the trolls, gesturing to some rocks across the way they could hide behind. Once all four of them were in place, they would wait for the Zealots... and when they showed up, they would attack from both sides, trying to catch them off-guard and hopefully subdue them before the fighting got too intense. He filled all three trolls in on the plan, then went to find a good hiding spot...
[3] As you probe Sareesa's memories you suddenly find a cache of spell components that can be thrown together to create a variety of effects. Component casting... that's definitely not seen a lot in the modern era. You also remember that it takes a lot of skill with enchanting. Just how good is she at enchanting you wonder? Either way though, most of them seem like they will kill or maim rather than capture.
[1] Without distance being on your side however, you are completely unsure of how to set up a good ambush. You sort of just stand there taking in your surroundings.
Get the mages out and back home, we can deal with the cult after they are safe
[1] You start to free the mages but one of them accidentally knocks over a very large pile of metal objects which is very very loud.
You can hear several people rushing to your location right now. None of the mages are well enough to fight right now. You and Fighter take up positions by the door ready to kill whoever came through that door first.
Well, just keep on attacking.
[3] [auto-kill] You keep on keepin' on destroying another Stone Construct. [1] Kerrigan still can manage to land a hit against that Lesser Demon though.
do it
Somehow through the magical powers of a lenient DM you end up back where you were a few turns ago. The man is done talking however and turns his back on you. His guards following behind him as he heads to another door.
Make a game of the current situation. Everytime a servant gets a broken bone of some type, take a sip of wine. For every death take a swig of stronger stuff. Hopefully, this will both get me drunk AND provide entertainment!
Several hours later, the game is finally over. You try to count how much you drank, but by now you're pretty sure you're seeing double. You kind of feel guilty about that many people dying for your entertainment but you just pass it off as bad alcohol.
[-5 Sanity]
Enemy Turns1 Stone Construct attacks and hits Doan for no damage.
1 Lesser Demon attacks and hits Doan for 2 damage
1 Lesser Demon attacks and hits Kerrigan for 3 damage
Enemy StatusStone Constructs 1-4:
Health: 1
Lesser Demons 1-4:
Health: 5
Status Changes:
Health: 19 of 19
Mana: 5 of 5
Location: Hall of Memories (Doan's)
Doan's Memory
Health: 48 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: 15 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.
Components: All Components cost 3 mana each. Up to 3 can be combined. ((You can also combine the same component 3 times for a much more powerful and predictable effect))
Ravage
Blast
Bind
Reveal
Imperial
Holy
Tame
Time
First
Lift
Break
Blood
Health: 19 out of 19
Mana: 12 out of 12
Location: Warehouse (Docks)
Health: 16 out of 16
Mana: 14 out of 14
Location: Basement of Magic Hating Cult's HQ
Fighter:
Health: 15 of 20
Location: Basement of Magic Hating Cult's HQ
Health: 35 out of 35
24 Throwing Daggers left
The reference in this title is to The Fifth Element when Corbin Dallas wins a trip to Floston Paradise ((I can't find the sound effect unfortunately, but it is truly one of the most memorable sound effects of all history, for me at least)). It is also a reference to slot machines as we currently have 3 in a row ((1-1-1 in case you didn't check))
Last turns reference was to The Angry Video Game Nerd, in the Superman episode when he's explaining how none of the NPCs have anything useful to say. He approaches one and then reads from the screen at about 6:45. ((
Here's the link if you want to check me.))
Damn, I make too many references.