Stab things, like a boss.
[2] You attempt to slash out at one of your attackers, but there are just so many you don't manage to do anything effective against any of them. [2] Neither does Kerrigan.
6 more Stone Constructs Arrive.
Lesser Demons left: 19 (7 present)
Stone Constructs left: 78 (12 present)
WHAT?! HOW DARE SHE!! It's time to teach her some damn RESPECT for her betters!
You attempt to throttle the wench for her impudence, but a couple of your servants manage to drag you off of her before she dies. Good thing too, it'd be a public relations disaster in what is already a disaster by it's very existence.
[-2 Sanity]
Dor'lek turns once again to Frelock. "I think we be needin' two objects to get this workin' right. Why don't'cha hand me over an object you'd want with tha' enchantment." He picks up a smooth, roundish rock. "I'll be usin' dis on my end."
[4+1=5 out of 4] You take up the two objects and bind the spell to them, now all you have to do to communicate to the other is speak the holder's name.
Go to the others
[5] You head to the Gardens and find Dor'lek and Frelock in the bar, apparently doing some enchanting. You think about announcing your presence but you quickly think better of it since enchanting is such a delicate process.
Malgun read the message. I should go there and meet up. I hope he hasn't been waiting on us too long. ...I hope Zack and Ochita are OK. He didn't see them anywhere, but that didn't necessarily mean anything. Maybe they hadn't finished their trials yet, or maybe they already had and were on their way. He adjusted his hat, checked hang of his rifle on his right shoulder and the sword across his back, made sure the artifact knife on his belt was secured, and set down his trapbox. Before I go, there's something I want to try.
He sat down and started disassembling the box, carefully setting aside all the springs, wood, and spikes to make sure he didn't damage any of the components. From the parts, he would make a pair of forearm-mounted spikes that could be concealed in the sleeves of his jacket. That way he was never truly unarmed; he just had to twist his wrist a certain way to get the spikes to come out for added punching power. Once he was done with that he would meet up with the others, putting the leftovers in his pack for later use.
((It was a verbal message ))
Feat Activated: You quickly dismantle your entire trap box and begin building something new. In a matter of minutes it is finished, your greatest work yet you think. Easily snapped to your arm with just a flick of your wrist you can launch 2 small spikes into the target. Of course, it'd be better if those spikes were poisoned... preferably with something that causes paralysis or maybe even death. After getting the spikes coated you might even be able to have somebody enchant them so that the poison perpetually renews it self. Upon arriving at the bar in the Gardens your head is already swimming with ideas to perfect your new weapon.
Trap Box: Destroyed
Wrist-Mounted Spike Launcher: 2d4 damage.
Frelock pulls out a coin, and makes a small nick in it with his sword to mark it. Here, this should be sufficient, I think.
[auto-success] Frelock gives Dor'lek said nicked coin and watches the amazing process of enchanting.
Enemy TurnsStone Constructs: 1, 3(no dmg), 1, 4(no dmg), 6, 6, 6, 4(no dmg), 1, 3(no dmg), 3(no dmg), 5(no dmg)
Lesser Demons 1-5: 2, 2, 5(4 dmg), 2, 5(no dmg)
Lesser Demons 6-9: 6, 1, 4(2 dmg), 5(2 dmg)
Enemy StatusStone Constructs 1-12:
Health: 1
Lesser Demons 1-5:
Health: 1
Lesser Demons 6-7:
Health: 5
Status Changes:
Health: 19 of 19
Mana: 5 of 5
Location: Hall of Memories (Doan's)
Doan's Memory
Health: 24 of 50
Mana: 13 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 (Zahn's)
Zhan's Memory:
Health: 20 of 20
Sanity: 10 of 20
Items: Flask filled with sanity restoring alcohol, 1 drink left.
Health: 26 out of 26
Location: Gardens (bar)
Health: 19 out of 19
Mana: 4 out of 12
Location: Gardens (bar)
Health: 16 out of 16
Mana: 11 out of 14
Location: Gardens (bar)
Health: 35 out of 35
22 Throwing Daggers left