Chapter XI: Eric
In which not everything goes according to plans.
This should be interesting...
...but first, we stop for a small chat with lizardmen.
No time to waste on killing some ghosts. To the cave!
Such is a power of diplomacy.
Not very helpful.
No problem but, as you can see, there is another route leading south (I'm in the south east corner). Since I was asked to go east, south seems to be much more interesting direction.
And here we have...
...daemons!
And another ghost.
The daemons don't look too friendly but I'm sure I can get something from talking to ghost.
Annoying fucker! Now I have to hear his story from the beginning. Off course we'll skip to the end.
Well let's see. Balkazar is:
- powerful,
- dangerous,
- rich.
That's more than enough to kill him without any stupid excuses like justice.
To Balkazar.
Let's see what do we have here.
An island north to the entrance.
A single house by the abyss - the old wizard is probably Balkazar.
And the rooms on the south east. Sweet!
But first...
And he vanishes.
We're stopped again...
...and again.
After dealing with the last inconvenience we get to the house.
Fantastic, just fantastic. The unconscious cleric blocks the way to the house. Reload.
It's better to interfere because it leads to a fight with two babaus and one magera instead of three babaus. Daemons are much more difficult enemies because their attacks can destroy my armour (I can deal with it, I don't have any unusual yet) and weapons, including magical ones. So we not only have to win fight but also avoid being hit at least once. Fighting without weapons isn't a valid choice - it is guaranteed deat of all my men. Did I mentioned that babaus are one of the toughest regular enemies so far? And have some magical immunities? Summoned creatures helps a lot at preventing babaus from attacking me (but they're extremely weak in comparison to daemons and are destroyed within one turn without doing much harm) and so does charming magera but if it wasn't a tough fight then... the next fights here definitely are. Hooray!
No,thanks.
I guess you forgot about daemonic laughter.
The Unnamed One? Sounds interesting. I'd like to see it.
What if something goes wrong and we'll have to fight against a huge raging daemon? Or against whole army of daemons?
:picard:
The summoned daemons aren't very fast - attack only once per turn - and miss a lot but when they hit... Let's say that the weakest of my men would be dead after two-three hits. If not the fact that this number goes to one attack because of damage taken in previous fights. And the enemies are too close at the start of combat while the room is too small to have any chance to pull the weaker men back. I can win one fight with big difficulties but then Balkazar tries again and...
BTW it wouldn't hurt if Balkazar fought the summoned daemons instead of just looking at my party being slaughtered.
Taking a little breath and go outside to have a rest seems a good idea. Going back we meet magera leaders again.
Hey, I didn't say I'd do this right after speaking with you. You should've waited for your turn. It's not like you're the only ones seeking help.
What if I kill ghosts after getting out of cave? It shouldn't be so hard with turn undead.
What? At least I took a magic ring from the spirits.
After having a nap, we can go back and face Balkazar. At first I tried to check if he'll be able to eventually summon the Unnamed One but five fails in row is an evidence he's too weak. Good, he shouldn't be difficult to kill.
Except I can't hit him but after every my attack he summons another daemon!
Think about it, Jim, what did ghost tell you?
Yes!
Hell yeah! You aren't so tough now, are you?
Let's collect our payment.
This means AC of my fighter is 6 points lower now. Not bad.
In the chapter XII, "Redding Is The Hard" we'll finish our busyness in the caves. See you on the next page! Feel free to spam the thread to get there.