Part 12: Island Fort, Swamp Town













We head back to Cotra for a recharge, looting the half of the warehouse we couldn't get last time (and picking up six sacks of mushroom meal and an Oozing Wand, which douses an area with acid) and talking to Konig the alchemist, who still doesn't think highly enough of us to teach us whatever spell he knows. Then it's back out to the waters.








The swamps are a warren of tunnels, with the occasional wandering band of low-level sliths and/or hostile wildlife.







Picking that fight would be an awful idea. Like, this awful:

Where are Kane, One-Eye, and Byff? They're all dead, before they even got a turn. There's five Frozen Worms, five Searing Crawlers (similar, but with an even higher-damage attack that also puts a damage-over-time debuff on the target), and an Eyebeast, which is Jeff Vogel's copyright-dodging version of a Beholder. And they completely wrecked us. Even if we had a stronger offense, we're nowhere near durable enough to survive and actually bring that offense to bear.






This is a rough fight: four slith warriors, a priest, a mage, and a bunch of lesser sliths. The warriors, priest, and mage all go before we do; if we aren't lucky, they can kill characters rather easily -- especially since we start out bunched up and the casters have several AoE attack spells.
It takes several attempts before we have a turn where the casters don't screw us over -- this more or less requires them both to decide to cast summoning spells. Kane uses our Steelward scroll to reduce incoming melee damage (because the warriors are almost killing him all on their own), One-Eye uses a Speed Burst scroll, and Byff breaks out that acid wand we found in the Cotra warehouses:



Too bad mages and priests are inexplicably resistance to acid. You guys should have lousy acid resistance! That's based on the Endurance stat!

Then Kane and One-Eye get hit by a fear spell, and there goes our ability to survive, because Elly and Byff are eating the melee attacks now.


This universe cancelled on account of enemy mental attack spells being ridiculously overpowered.

This time the priest tries to charm Kane, and miraculously misses. We scramble to heal the damage from the first set of attacks, and Elly blows the warriors back a bit with Call Storm. The basic sliths then attack and nicely get in the way of the warriors, who have to run the long way around and don't get any attacks in in turn 2.
Then in turn 3, everyone takes gobs of damage, and the mage casts a Daze spell that succeeds against the entire party.

And we all got cut down in our sleep.

This attempt starts similarly. Getting the basic sliths in as a body wall is invaluable to buy us a turn. Unfortunately, one turn simply isn't enough to deal with either of the casters, especially since they're out of reach of both Kane and One-Eye. We instead focus our efforts on the melee units, and Elly singlehandedly manages to kill most of the basic sliths. If only Byff had some AoE attack spells! The acid wand is a poor substitute.

Kane and One-Eye have both drunk shielding potions, which give them regeneration and better defense. But we just ate an AoE cold spell. Kane spends his turn on healing Elly (One-Eye is also dazed and loses his turn; great). Byff empties out the wand, leaving us facing two warriors (one almost dead), the priest, the mage, and a summoned revenant. Elly heals Byff from near-death, and kills the warrior.

Byff got nailed by a fear spell; he's out of the fight. Too bad One-Eye is still dazed and will be for the next several turns as the enemy is conscientiously avoiding hurting him (which would break the daze effect). Worse, our Speed Burst scroll ran out, and Byff has the only other one. Kane makes it out of the melee zone to go attack the casters...who proceed to summon an ogre and then run away from melee range. At least they're too far away to cast at anyone but Kane now.

Byff finally recovers his wits -- One-Eye will as well on his next turn. Kane lands a solid blow on the mage, and everyone else scrambles to heal. On the next turn, Kane kills the mage!


Several turns pass without much happening. Slith priests, as it turns out, are massively more durable than slith mages. Kane gets both dazed and terrified, and Byff and Elly are spending most of their turns healing the damage they're taking from the warrior, revenant, and ogre. That doesn't leave much for our offense. Eventually, however, the revenant's summon timer runs out and it despawns, relieving a lot of the pressure we're under.

One-Eye snipes down the priest, and like that the fight is all but over.



Total resources used: four healing potions (almost the entirety of our reserve), a Speed Burst scroll, a Steelward scroll, six charges from an Oozing Wand, and two Shielding Potions. Our resources are now much depleted.








There's another slith village right here, by the way, with identical encounter text and an identical fight if we choose to attack. I don't think that was the right village.






This puts us into a similar fight as before, except that there's one fewer slith warrior, and the mage has been replaced by two fire lizards (giant lizards with a firebreath attack). We get two friendly mages on our side to act as distractions. Unfortunately they're lousy spellcasters -- the sliths resist basically everything they can do.

Fortunately, the warriors don't do much damage, and one of the friendly mages hastes us! This gives us a chance for our attacks and spells to not charge us the full AP cost, which potentially means double attacks. Elly indeed gets a double turn, casting Call Storm to weaken the sliths and then Smite on the remaining fire lizard (after One-Eye sniped the first one down).

Unfortunately, the remaining sliths get preposterously high-damage attacks on Kane, and he dies. Fortunately, Elly gets a lucky string of hasted actions, but it's not enough to make up for losing our primary damage sponge; One-Eye dies to a summoned Greater Spirit a few turns later, and Byff and Elly are on their own while there's still far too many enemies on the field.

This just doesn't work without the massive pile of consumable items we've been leaning on in our prior fights. There's no way to limit the number of sliths we have to face at a time, the slith warriors can chop down our melee units faster than we can heal them (without using potions that we don't have any more), the priest is free to run around in the background pelting us with spells (and healing his allies!), and while we're far more durable than we used to be, it's still not enough to stand against this kind of force.



























Some much-needed healing items are in these chests, along with a bunch of vendor trash.

















Sure enough, this fort is nowhere near as deadly as the open battlefields from earlier. Being able to hide behind walls and draw out enemies a few at a time does amazing things for our survivability.
Which isn't to say we don't get into a few scrapes.

The big green one in back is Shaman Kel'Voss, a supercharged slith shaman. Fortunately his escorts are few in number. We pull them back to the bridge behind us and chew them up while Kel'Voss mostly just casts Smite and Call Storm. Once he's alone, he dies quickly -- far, far faster than Priestess Puruass did.










Apparently "Stonecarver" means "Mage". He drops a Terror Wand which can be used to cast the same fear spell that enemy casters have been using so effectively on us. Too bad enemy mental resistances are already sky-high.
















Handy...assuming Kane survives the first turn to chug the thing, anyway. Ahem.































Tassik-Schai is accompanied by three Consorts and one Scribe. The Consorts appear to be just basic sliths (I guess the slith sex life isn't very good combat training), while the scribe has mage spells.





Three Searing Slimes. That's unpleasant. They aren't very durable, but they have a poisonous melee attack which can add up. Tassik-Schai can do this many times during the fight (once per vat), but fortunately only when his HP hits certain thresholds. By avoiding attacking him, we can take down his escorts first and limit the amount of pain we have to subject ourselves to. And fortunately, Tassik's only other option is a basic melee attack, so we can afford to let him be.









We got a Draining Slime this time too; they're much more durable, their melee causes slowness instead of poison (potentially robbing you of 9 AP at the start of your turn, which is usually your entire budget), and most importantly they have an incredibly punishing AoE attack that hits everything close to them.


Tassik-Schai takes damage very quickly for a level boss. It's tempting to try to blitz him down, but if you do that you'll end up swarmed by slimes. Best to just tolerate his attacks and clear the area after each time he breaks a vat open.










Tassik-Schai's drop is a pair of special gloves:

Ehh, One-Eye can have them. Perhaps of more interest, each of his consorts had a platinum ring (nominal value 500 gold), and his scribe had a Return Life scroll and an Acid Shower scroll (same effect as that wand we spent on a subsistence-life slith fishing village.




The basin in the room gives everyone a bit under 100 experience when used.


Back in Fort Dranlon...









A nice upgrade for Elly, who's our primary source of magical damage right now.













This is a nice upgrade for Kane. Maybe he'll stop getting frightened, dazed, and charmed so often now.

We have Efram's delivery of mining supplies -- 3 picks and 3 shovels.




Sure enough, the job board has added a new item.



And then some.



Just a bronze broadsword; we have better.




We have three pincers, but only one set of tongs. Alas.
Oh, since everyone has Negotiator now, we can sell our loot. We have 319 items in our loot bag right now.


We get 5687 gold for the lot, nearly tripling our money. And, while we're in the area, we picked up some Almarian Wine, didn't we? Let's go see if the gremlins like it.






It's a replenishing supply of Healing Herbs. I guess it's worth stopping by from time to time to see if there's any more. Two such herbs equals one basic Healing Potion, and there's a few other recipes that alchemists (like Walner at Fort Duvno) can use them for.

Continued next post