Chapter the twentieth first; Way over our heads.
As we rejoin our heroes they have taken a little rest in the Deep Hall's hexagonal room. After a little debate our heroine decided to try and finish clearing the Deep Halls first not because of this and that but because after adventuring with Dwarves for so long she starts getting panic attacks when she isn't being, like, totally systematic in her exploration of underground complexes. Which is to say she may be the very first OCDing Elven Sorceress ever. While our heroes fear the Deep Halls may prove too much to clear the first after the Main Halls they decide to keep at it up until they were to find uncontroversible evidence it is best to leave it for later.
So they leave the hexagonal room to the south and then try to get around it by following it's wall sunwise. As they do so, though, they come across an Orog patrol around the point marked as
1 in the map. But it isn't your run of the mill Orog patrol, no. It is beyond anything they have fought so far.
This may be a good time to use that wand of fireball you have in your bag.
I second the motion.
Don't be wasteful! Like, what will we do if we need it later?
Let me see... We will be happy we got to live long enough to see it?
Alright, alright. Cowards.
Of those five Orog in the back only the Healer and one of the fighters survive, and both do so just barely. Doggy then charges against the closest orog of those other two orogs who were outside the explosions range, striking at it for 11 damage and being then struck by it for some small damage too. The wounded fighter then charges Aislinn, but the walk is so long it can't fight against her on this round, during what's left of which both Ramon and Glorfin miss their attacks against it while the other fighter from those two who weren't hurt advances against them and the healer heals itself from most of the damage.
Aislinn then begins the next round by getting into a defensive stance, followed by Doggy disengaging the Orog he was fighting against and, after suffering another slight wound from an attack of opportunity, charged the Healer, and even if he missed the attack the creature will be unable to cast from now on so everything's well.
The Orog who was fighting against Doggy, however, then charges Ramon, and strikes at him for 6 damage, followed by the Orog that had advanced against Aislinn turning around and striking the roguish sorcerer for another 6. Both Glorfin and Ramon miss their attacks against this last one, and then...
... things start looking grim for our favorite arcane trickster, which shows how fragile the party is when we have no time to cast before getting rushed. The Healer, meanwhile, tries to attack Doggy, but to no effect, which is nice.
Aislinn then switches her staff thingie for her wand of
magic missile and releases its power: Two projectiles hit the back of the Orog between her and Ramon, killing it, while the remaining one strikes the orog north from both Ramon and Glorfin, leaving it badly wounded. Doggy then strikes the Healer for 8 damage, and this is followed by...
... Ramon getting totally murdered, Doggy getting hit for 10 damage by the healer, and Glorfin taking revenge for Ramon by slaying the one who killed him. The remaining orog then attacks Glorfin but misses, and, as the next round begins, Aislinn notices Ramon is just one or two hitpoints away from final death and casts
cure moderate wounds on him, making him stand back up and ready to fight. The healer, meanwhile, evades Doggy's next attack, and then Ramon casts
shield on himself, given his placement after getting back on his feet allowed that without fearing an attack of opportunity.
Nothing much happens next: The healer fails to strike Doggy, Glorfin misses the remaining orog fighter with his Smite Evil, and then his enemy strikes him for some damage. Given thingies aren't going well Aislinn just runs slightly west, suffering a small wound from a slight attack of opportunity, and heals the paladin for some damage. The attack of opportunity happened because the game doesn't always revives fallen characters in the same place they were standing when they died, and this is even more common when the character healing the spot where they died, and thus the fallen character, is kind of standing on the part of the model outside the fallen character's footprint. Thus, in this case, Ramon was raised southwest of Aislinn instead of northeast, where he originally was.
Doggy keeps fighting against the healer, wounding it for 15 damage. Then Ramon runs around where Glorfin and the remaining melee orog are fighting and backstabs the creature for 17 damage, yet it still stands. Finally, the orog healer manages to flee from Doggy, evading the attack of opportunity it did provoke by disengaging, and Glorfin slays the remaining enemy. Victory is ours.
This should count as undisputable evidence we may be better returning here after exploring the upper levels.
Of course not. Like, we totally won, right? Right.
And so our elves return to the hexagonal room and camp for a little while, restoring their strenght and stuffies, and then advance to the north until they find the door into the room marked as
2 in the map. Shocking is what lies ahead. Like, totally so.
I'm done with this!
Sowwy, sowwy. I'll remember from now on, pinky promise.
Inside there are several chests, most of them already looted. One contains a ring, Milla's Blessing, which gives protection +3 and DEX +1. The remaining still unlooted chests only contain some coins.
From this room there are two other doors, one leading southeast and the other northwest. We try the one at the southeast but it is impossible to open. Right outside the room we are, and a bit to the southeast, there's another entrance going in the same direction, so we move there instead. The place is marked as
3 in the map.
Aha, so what we need here is another word of power. We could go and try to explore through the other door leaving the room we just looted but, instead, our heroes return to the room marked as
4, a room they had explored previously but whose second door, leading northeast, they had left untouched to explore, instead, the room containing the well of the earthbound wind, and this time go through. Beyond there's a little corridor that can only be followed to the northwest, and before long they come across a battle between orog and undead, in the place marked as
5.
While the orog are occupied with the undead Aislinn goes and casts
shield of faith on Doggy, Ramon casts
shield on himself and advances as much as he is able towards the enemy healer and his hunter companion, and Doggy charges the Healer, though both his own attack and the healer's response miss their marks. One of the orog fighters, a guardian, leave the front to move towards Aislinn. Glorfin intercepts and corners it, but his attack misses.
As the next round begins something weird happens: Aislinn positions herself and casts
bless, but the spell doesn't just affect the party but also all those orog we haven't yet attack, maybe because they are considered neutral or allied for as long as neither side initiates combat or something. I guess they had not seen us yet but the game got into combat mode because they were fighting the undead, or somethingie like that.
Ramon and Doggy both fail to wound the orog healer, and in turn the barbarian is hurt by it. Glorfin, meanwhile, dodges his own opponent's attack and in turn strikes it for 12 damage. During the next round Ramon manages to hurt the healer but Doggy misses, and then Glorfin is wounded by the guardian he's fighting against and, in turn, misses with his smite evil thingie. Aislinn, meanwhile, does nothing but pass her turns.
During the next round Ramon kills the healer, Doggy turns against the hunter next to him, who had ignored them until now, and strikes it for 12 damage. Both Glorfin and his opponent miss their attacks. The following round comes around and the battle between orog and undead is practically over, with just one undead, almost defeated, remaining. The hunter, in any case, slightly wounds Doggy, and in turn he strikes at it for 13 damage, leaving it badly hurt. Ramon misses his own attack, though, and the same does the guardian orog against whom Glorfin fights. The paladin, however, manages to strike at it for 11 damage.
Aislinn had delayed her action but given one zombie still remained she passes her turn. As the next one begins Ramon fails to kill the hunter, but Doggy fixes that.
Glorfin and his opponent keep missing, and Aislinn keeps waiting for the remaining foes take an action against the elves, but they are just searching a nearby room for more undead and stuffies. Then they retreat back to where our heroes are but just kind of ignore the fact they killed several of their friends and are killing another one right now.
With the three guys focused on the guardian orog he should be dead, but all our attacks miss and then, after one or two rounds of no one getting hurt, Glorfin strikes at it for 14 damage or so, and in response it slashes at Ramon for half his HP. Aislinn runs behind the group and heals the rogue, and another two rounds are needed before Glorfin finishes our opponent, but not before it has sent Ramon straight to final death with a ridiculously powerful critical strike which also caused Doggy to rage to try and finish this stupid battle at once, but even then he missed all his attacks.
It isn't until the guardian's death that the remaining orog spring into action. One of the rushes Aislinn but doesn't get to attack her yet. Another advances against Glorfin and gives him an 11 damage wound, while the remaining one also closes upon him but does not attack yet. Doggy takes advantage of the situation to slip behind this one...
... killing it at once and wounding its friend for 12 damage. Glorfin then joins his attack, causing 14 more damage to the wounded orog, who still manages to stand against us. Aislinn defends, but she's still hit for 6 damage by the orog against her, and then the other one strikes at Glorfin for 4 more damage, leaving him almost dead. Doggy tries to help him but his attack misses the orog and, seeing how things are not looking good right now, the paladin equips The Winter Blade and...
... solves the problem with a single casting. Then we all gang up on the remaining orog and manage to, like, barely defeat it before long. Yay. Our loot is a Potion of Cure Serious Wounds (level 15).
We would do better returning later, I reckon.
Nah. We won, right? It's, like, totally alright.
Our heroes return outside for Beriand to revive their companion, but along the way they find a new danger, maybe spawned by the late hour of their traveling: A skeleton knight and a zombie lord ambush them!
Or, like, they try to, but we get the half a turn of advantage, Aislinn turns the Skeleton Knight, and then we slaughter them, weakened and everything. Then we get to enter the hideout, revive ramon, and rest. And while they are here Beriand informs them of a new development.
Friends - we are worried - Nottle seems to be missing.
This is truly terrible.
Indeed.
Do you know where could he be?
He did not say. But he had recently returned from the Deep Halls of the dungeon, and he said he had met some of the scarred mages there, and talked about trading.
Like, scarred mages on the Deep Halls? We haven't seen any of them down there.
Maybe they are based somewhere we haven't yet visited.
Our heroes rest for a little while in Beriand's hideout and then return to the dungeons. This time, however, they decide to explore elsewhere, given the orog are giving them a run for their money. Instead they start exploring a corridor to the northeast of the passage linking the Deep Halls with Beriand's place, the place marked as
6 on the second map of this update.
Once there the first thingie they notice is a pretty much destroyed door. Carefully they close to take a peek in the room beyond and, maybe, get a clue of what happened here.
Instead of this, however, they find their worst enemies yet. From down the corridor a strange shape comes to them, and several more block their retreat.
What the fuck is that shit?
That's an arracat.
Oh. That's, like, totally good to know. But, say, what the bloody bleeping fuck are them?
Think of it as a mixture of a hunting spider, a scorpion, and a great cat. They are very social, though. Live in communities, hunt in packs, etc.
... le fuck?
Drow creations.
That explains it, yes.
As you can see an arracat can suffer a wound for 14 damage and still be considered in perfect health. They are pretty though stuffies, with an AC of 21 and 7d10+7 hit dice. And we have to face against four of them, each of them being able to strike twice a turn.
In any case they surround us and Glorfin, as you say, did wound one of them. Doggy enters a barbarian rage and attacks the same one but misses, and then Aislinn decides they are probably all going to die if she doesn't gets over her panic to use limited resources. She can't cast spells without triggering an attack of opportunity, but she can instead equip and use a wand without doing so. After a second of doubt she pulls her
charm monster wand and unleashes its power against the Arracat just south of her. The spell works, turning the beast into a temporary ally, and then our heroine rushes eastward, triggering an attack of opportunity from the remaining hostile arracat but managing to dodge it all the same.
Ramon tries to attack the one Aislinn just escaped from but misses, and then the one Glorfin and Doggy attacked strikes against the barbarian, striking him once for some damage. The charmed one attacks that very same arracat but misses, and then the one south of Ramon kind of runs him through with its tail, killing him instantly.
Why... is it... always... me?
The last one attacks Glorfin but misses, and then he attacks the same one he was fighting before but finds no better result. Doggy then moves slightly to the east trying to line several creatures but he's hit by a massive attack of opportunity who leaves him almost dead, so instead of trying anything heroic he quaffs a potion of full healing, taking advantage from the fact he already triggered all the attacks of opportunity that would come for him on this round.
Aislinn then uses her wand to charm the Arracat who just now had killed Ramon, and Glorfin switches his axe for the winter blade and...
The monsters then move, some against Glorfin and some against the ones going against Glorfin. The paladin suffers a 16 damage strike from the very same Arracat he just wounded, followed by Doggy running to the back of it for a massive sneak attack that leaves the creature almost dead. Aislinn now switches to her magic missile wand and uses it against the already weakened beast, slaying it with the first attack. The two remaining ones go to the other hostile one, who as you may remember had been already hurt by the others before and thus is left moderately wounded. Glorfin then tries to hit it but misses.
As the next round begins the Arracat once again attacks Glorfin, but he manages to dodge it. Then both of the charmed arracats attack the hostile one but also miss. It's kind of obvious right now we are not going to survive this without going overboard, and thus our heroine has to improvise a plan: Doggy delays his action to leave her move south of the battle, and after moving there she uses her wand of magic missile to soften a bit more the hostile arracat. Then both Glorfin, first, and Doggy, second, do their part, the former by using the last charge of the winter blade...
... and the later one by using one of the charges from the winter ring thingie he had.
The battle thus ends. Aislinn tries to use her healing magic to stabilize Ramon but the very instant before she clicks on Ramon's dying body his wounds send him in a quick guided tour through Mandos' Halls.
I... hate... you... all...
Our heroes thus take him back to Beriand's, and once there another talk is had with both him and his assistant, Faeril.
Beriand! Tell them what I saw.
Oh no, Faeril, if they want to hear it they must hear it from you.
*sigh*
Tell us about what you saw, please.
I do not know what to think! I was outside, near Nottle's wagon, and I saw... I saw... I do not know what I saw.
Describe it.
She was a serpent, a great serpent, all shimmery in silver, gold and green. She smelled of flowers! She looked right at me - how her eyes flashed! But then she was gone, into a cleft in the rocks. I wonder who she was.
Interesting. Maybe we should investigate.
Indeed. It's becoming obvious we need all the allies we can get.
Like, shouldn't we totally leave this for after we have finished clearing the Deep Ha...
No.
We are not going back there for a long while.
Hmpf, whatever. Cowards.
And thus comes this update to an end. What will they find as they start exploring the upper floors of the dungeon? Who was that nice smelling serpent Faeril saw? Will Nottle be saved of whatever stupid shit his greed got him into? Will our heroine recover from the trauma of using so many magical item charges in a single update?
Will I manage to survive a fight?
This, and more, will be seen in the next couple of chapters, so stay tuned for more elven awesomeness as our heroes explore Myth Drannor and, hopefully, face some weaker enemies than they did just now.
'til next time!
@ Crooked Bee
Indeed, it does. I'm slightly scared, though, given the lack of previous mention of such place probably means it's actually not a part of the dungeon but a separate building or area, and thus I fear worse monsters will inhabit it. If Aislinn was a Wizardess we would probably just try our luck in the hope of getting many scrolls to add to our spellbooks, but given we are sorcerers instead it may be better to wait.
@ Kz3r0
That girl is one hundred percent Sluagh! She even has the eyes! I'm so
envious. Was that random chance? Or are you actually a Changeling: The Dreaming player?
In any case,
@ Mrowak
I have to accept the awesomeness of control spells.
Charm Monster is the full reason those arracats didn't wipe us. And yes, I was thinking about focusing first on the cleric side of her multiclass, but I can't find a spell list anywhere for me to check what Arcane spells can she get at each level, to balance how much of one and how much of the other to get.
And I'm not burned out at all. It's just, like, my mood is kind of chaotic now that everything is kind of sinking in. so right now I'm cool, and half an hour later I'm utterly depressed, and then I recover, and then I'm back feeling totally bad and go get a lethal overdose of black eyeliner, black nail polish, and black lipstick.
@ Ronery V.
Getting some sleep fixed it, it seems, so here you go.