- Joined
- Jun 2, 2020
03 – Elder Wisdom
For two days now, the mutterings from those around you have held a different tone. Father was perhaps a tolerated presence, if not always welcomed for his wandering ways. His usefulness to Talestone saw the both of you left to your own devices more often than not.
But his deeds were never yours, and dedicating yourself to a goddess so disparaged by the Menders ensured you were kept at arm’s length by all but the most kind or pragmatic of the town’s populace.
Though not related by blood, the last scholar of Altima’s dwindling faith has long stood as the mother you never could recall. Mother Aurora taught you how to hear the Crimson Angel’s song in your sleep, and when combined with Father’s lessons, laid the foundation of your skill in the holy arts. As a child, you had hoped to receive more direct instruction of how to call on these forces, but having now grasped them yourself in battle, you understand that such turbulent energies cannot be directed by learned rote alone.
It’s all so… strange, Mother. I’ve gotten so used to all the sidelong glares and the sneering, I… I feel as if something’s prepared to go terribly wrong.
Let it vex you not, my child. Talestone is a wounded and frightened thing, and its people hunger for material relief. They clamor for a savior, caring not from whence it comes.
Then you think their kind ignorance is a mask?
I think it a delicate thing, born of desperation than of kindness. Your motley are not the heroes they wished, but you are what they have received, and so they force a crooked smile for their own sakes. Put it from your mind, and stay your path. They know not if motives align with their desires.
My motives are as they ever have been. I just want to find Father.
And in doing so, you may yet prove the Crimson Angel’s kindness. Let these ephemeral beings learn such from the actions of Her hand.
Walk with pride, my child. And should you and yours ever need remedy or direction, I shall hear you with open arms.
Near the road that leads to the gilded quarter, you spy Ofone looking up at the statues of the Jawson brothers with an expression you cannot fully comprehend.
Founders?
Noble sons, generals in all but name. They won fame and glory in the old wars with Wyrmrest nearly a century ago, or so the story goes. The Evershields, they called them.
Mmm. Knew how to fight, at least.
Quite likely. Though, I doubt they would have given us the time of day were they here now.
Eh, noble’s lot. S’what advisors are for. Preachers preach. Menders mend. Warriors war.
So, then… what, nobles nob, I suppose?
Heh!
That shouldn’t mean they ought focus on nothing else but blood.
World rots, need war to set it right. Monsters and bastards only speak in steel. Yell louder or die.
Ready to go, soon as the others quit pissing around. Be waiting.
As you come near the apothecary’s storefront, a familiar argument reaches your ears.
… don’t care, Jon. How many times have you done this?
Tyra-
Jon and his family have long since had a vehement disagreement with the elven population of Talestone, regarding who could truly claim the lands by birthright. Nevermind that the question was settled almost two centuries past when the city was founded in the wake of a bitter war of survival, where both of their peoples were too diminished to save themselves alone.
But like everything else around you in the recent days, what was once familiar has changed. This is not the usual low-simmering argument, and is quickly becoming bitter and vehement.
How many? I’m not asking a rhetorical question, I’ve forgotten! Because you do this at least once a season! Always carrying on and on and bloody on about it.
I don’t-
You humans aren’t the only ones who suffered! For some reason I must keep beating this into that misshapen skull of yours. Is the malt rotting your brain, tribal, or have you finally taken a blow to the head you’ve been running from for years?
… Tribal?
Oh, not again. Altima preserve me…
Listen here, you cloven-eared trollop-
She’s right there, Jon. No need to shout.
Gods, then the heathen shows up. What fine timing. Do Talestone a favor and get your drunken bird out of here, before he does something you’ll both regret!
You-
Gladly. I dare say he’ll be more help outside than you would.
Get. Out!
To your relief, Jon does not struggle against your gentle hand as you usher him away, fuming and muttering venom under his breath.
Ungrateful, smarmy little harridan. Should have just-
Jon. Get your damned head on straight. We don’t need to be antagonizing the same people we need for supplies.
Don’t you lecture me, dandilion!
… Excuse me?
… I… That…
This is not some hunting trip or a tour in a lord’s army! No backup, no supply trains, nothing. All we have to depend on are the ones around us, our own skill, and the gods if we’re fortunate. We need to be able to come back and find food in our bellies, potions in our packs, and somewhere to sleep that won’t string us from the rafters!
So you just expect me to stand there like a sop and take what abuse these “people” hurl at me?
Yes, because I won’t hold you to a lower standard than I do of myself!
…
… It was about the First Nation again, wasn’t it?
What else? I still can’t believe how she could think tha-
Jon, please. We’ve worn furrows at the walls for how often you’ve gone around about it. Yes, I know, a simple title means much more than we could possibly fathom, but right now we have more pressing issues to worry ourselves over.
Such as?
Such as not dying in a ditch while wolves and bears gnaw off our limbs. I still have yet to learn how to reattach a leg.
… Well, I’d rather you not need to figure out on us, thank you. … We should send Chardler to get a few more salves, if we need them.
We should, yes. Meet him at the gate and find out?
Sure.
With pinched eyes, you take several deep breaths to try and calm yourself. There is a small victory, however; more than once you have had to wrest Jon from such quarrels before, sober or not. That he relented without much of a fight or turning the worst of his ire upon you is a mercy, perhaps even a sign of some welcome change.
Once you have settled your nerves, you make your way to the gate, intent on meeting your group and setting forth.
And yet, the gods see fit to halt you in your tracks again. The sight of Adolf standing at the notice board within arm’s reach of another citizen is strange enough, but that they have not yet come to blows is nothing short of baffling. You can barely hear the words passing between them, but the way the older man’s hands keep balling into white-knuckled fists speaks volumes as you approach.
… nothing wrong with the observations, of course. It’s quite easy to tell one from the other, even from the bones.
I see. Remind me not to die anywhere near you.
Oh, you need not worry about that unless something breaches the walls. Even so, I would wager that a creature strong enough to do so would end up eating everyone it fell upon in any case, so you-
Ahem. Good morrow, Adolf. Are you still planning to come with us?
Ah, lady Valkyrie! Yes, yes, I was just looking through the obituaries. I assume the others are already gathered?
It seems so. I have a few trifling matters to attend, as well, but I will join you shortly.
Wonderful. I have been developing new techniques that I cannot wait to test! Ah, if you will excuse me, sir, but duty calls.
The older elf shakes his head at you, his face a portrait of conflicted emotions. His shoulders relax once the occultist strides away, but his eyes are full of suspicion as he looks in your direction.
How?
Pardon?
How can you put up with them? I don’t understand, is it something from your father, or that… religion you follow?
Well, they put up with me. Support me out in the wilds, where the guards refuse to tread. Perhaps even here in the walls, I suppose.
What are you implying?
Nothing. I am not here to wave a finger in rebuke, not today. They simply chose to follow me into the unknown, more than once. That is worth a measure of trust, in my eyes.
They’re mad. You’re mad. They hate us!
Enough to break the Blood Masks’ siege? To clear out the dens the watch is too overwhelmed to handle alone? Perhaps they do hate you all, and perhaps they are mad. Then might a touch of madness be what we needed to survive?
… I…
Not everyone can risk leaving the walls. I understand that, sir. It’s easier when you have little else to lose, is all.
… S’pose it is.
Which reminds me, how is the wife faring? Any improvement?
She’s… she’s been better. Not getting much worse, at least.
I see. My sympathies, sir. The Menders’ work is never done.
… Need to get back. Got her medicine here, but I got, uh…
Distracted?
Yes. Fair winds on your travels.
… Thank you.
The sight of your group milling around the gatehouse is a welcome respite. A map is spread out on a nearby table, from which Chardler glances up at your approach.
Ah, good morning, Minerva. Keeping busy around the town?
More than I would like.
Where do we go next? You mentioned a mine…
Yes. The old dwarf kingdom, under the eastern mountain range.
Hmm. And what does the book you found have to do with this?
It’s my father’s travel journal. If I can retrace his steps, I might be able to find him, or at least learn what happened before he vanished.
Are you certain he is still among the living, fräulein?
Yes.
Bit of a sore subject, that is.
I see.
Well, if that is the plan, then it looks like… this path here is our best option. We will have to cut into the Wyrmrest desert, at least for a time, unless one of you knows how to get us over sheer mountains.
Hrn. Hate sand. Heat’s worse. Can’t take the road?
After what happened to us the last time? No. I have no delusions that the garrison has gotten any less hostile since we wormed through.
Bah!
Wait, what garrison?
Don’t worry about it for now. Suffice to say there are too many angry blades along the eastern road to reach Undermount.
So, sun-struck Wyrmrest it is, then?
Afraid so, unless we’d rather fight an army or trek halfway around the wrong end of the continent.
Grand. Make sure to pack some extra waterskins, everyone.
You only have dim memories of crossing the southern desert on a handful of occasions, always with Father and the company of a caravan of traders. Perhaps it was their company and proficiency that made the sun feel less oppressive, or perhaps the inattentive energy of youth blunted its unrelenting scorn.
For now, you count this trek as one of your most miserable and hope none other will surpass it. Only Chardler seems impervious to the pervasive heat, and still the fine sands vex him as much as it does the others. Jon is tamping down the worst of his ire, focused on learning as much as he can of the new environs for posterity’s ease.
Ofone’s anger and discomfort is palpable, even without terse speech. His every step is accompanied with a wordless grumble and every question posed is answered with a fuming snap. It is a wonder that is ire has not boiled over in the endless sun, and it wears on the nerves of all.
You hear Adolf take a ragged breath, so out of his element as well that he may equal the besotted warrior in misery, and think for a moment that you will need to intervene before the pair come to blows. Then you see the odd shadow peeking over a massive skeleton, and it strikes you that perhaps the occultist is not opening his mouth to complain.
Wh- What the devil is that?
Whatever it might be, I have a suspicion it's not amenable to us.
I am not familiar with the people here. Might it be a native?
I doubt that. Not from the city, at any rate, but… maybe “native” in the sense that it’s been here far longer.
Nnr. Dangerous?
Possibly. Is anyone else feeling their back teeth rattle?
Mmm.
Yes. That’s… that feels awfully familiar. Almost lik- wait, where… Adolf? Adolf!
You only catch the back of his robes as they flap in the arid wind. Adolf stomps around the bones, motes of dark magic gathering is his wake as his temper quickly outstrips his waning patience.
Degenerate monstrosities! Your very existence mocks the holy form! Such boundless insolence is worthy of nothing less than destruction!
I should say the same, worm.
The imposing form of the desert guardian does nothing to check the necromancer’s momentum. The rest of you burst from around the fossil in a rush to support his impulsive foolishness, drawing a dismissive sneer from the hound-creature’s snout.
Yes, call your dogs. It will not save you.
So, right out of the gate in this map, we have two champion-rank foes to deal with. These Ancient Guardians are tough cookies already, with their intrinsic Armored trait granting 25% resistance to all damage. They also hit hard, and either have 2 or 3 AP per turn or a bunch of free actions, so they aren’t quite simple beef walls either.
To top it off, the one in front is standing in a Guardian Shrine’s aura for an extra 20% damage reduction. That’s going to need to change before we piss an entire turn away on gimped damage output.
Way in the back corner, we also see our first augmented foe: a Regenerative fodder unit. On such a unit, it’s not all that much trouble, but when these start popping up on tougher dudes, it can complicate matters in a hurry.
A flash of sunlight and steel forces Adolf back, and your party scrambles into a rough formation. Joseph shoulders past you in a blur, sheathing his blades in stride and sliding to a strange plant growing in the dunes that pulses with a worrisome red glow. He digs his heels into the sand and pulls, uprooting the whole bulb and pitching it wildly to the side as it begins to shudder and smoke.
Given a suitable target on which to vent his spleen, Ofone charges toward the hound-man, snarling and spitting pure rancor. Blow after blow is warded away, until his shield lashes into a hole in the creature’s guard, the metal rim connecting with its nethers with such force that even you wince in reflexive sympathy. Dazed and pained, the creature stumbles back and stomps on the plant quite by accident, engulfing the sands around it in a sudden gout of flame.
Even in the throes of rage, Ofone is not willing to follow his quarry into the blaze. Before it can escape the fire, Adolf shouts something in a guttural tongue, calling ghastly chains to bind its legs to the blazing sand.
There we go. Now it’s stuck in a bunch of fire, immobilized, poisoned, and down to less than ¼ HP; should be easy pickings.
The brambles Jon threw up in the back will keep the remaining enemies from running around the back of our formation, just in case.
You feel a nameless menace tug at the edge of your perception. With a sweep of the canine being’s hand, barely-perceptible motes of dark energy rise from the sands, clinging to the feet of your companions. The unease it prompts reminds you of the same unnatural powers that Adolf channels, and for a moment you wonder from where his magic springs.
Right, these guys can cast Curse. Curse reduces healing received by half and damage resistance by one fifth, but doesn’t do any damage itself. I’ll just need to keep Joseph out of trouble for a bit, then.
Seeing its companion fall, the remaining hybrid flies into a rage, its great sickles whipping to and fro like the desert winds themselves.
Cleave hits the two hexes adjacent to the target, and this thing just tossed it out three times in one turn. Good thing it wasted its whole turn on a summon!
But much like the wind, it comes with fury and passes with haste. With nothing else remaining, your group falls on the creature with blade and spell, its form crumbling into long-dead ash under your assault.
Nearby, you find a curious marker tucked in a calm oasis. A grave not unlike those you would find outside Talestone, so different than the burial mounds that Wyrmrest’s people choose that it cannot be one of their own.
You ponder the grave, then notice the looks in your companions’ faces.
Absolutely not.
Not gonna need it!
It might be connected to those things we destroyed. The potential-
I am not risking some ancient death curse from beyond the sands to turn out the tattered robes of some poor lost bastard out of Talestone.
Oh, please, Valkyrie. It is nothing we cannot control!
This is not about control, Adolf, it is about reward. No amount of revenant vengeance is worth a few scraps of moldering cloth.
… Bah. Very well, then.
That hat and 100 gold simply aren’t worth taking a 20% damage reduction for the rest of the dungeon.
Gah!
You alright, Ofone?
Hnn. Got teeth!
Wait, let me get a better look at this thing. … Huh. Tough little critter.
Good eating?
I don’t know. Never seen one before, much less tried to cook one.
Find out. Gonna stink before long.
Sure, sure.
You travel the dunes for some time, Jon having long since fallen silent. You know him well enough to guess that something weighs on his mind, but despite your needling, he refuses to say what it might be.
Cresting a heap of sand, you spy a lone tent propped in the middle of some ancient horror’s weathered bones. A pale blue glow casts strange shadows on the figure sitting behind it, its masked face unreadable as your party approaches. It does not turn its head up as you draw near, but it doubtless saw your arrival, perhaps even before you laid eyes on its humble abode.
You hear Adolf give a sharp hiss when it becomes clear the hunched and wizened figure is not human. Most goblins are scavengers and raiders on the fringes of civilization, attacking caravans and villages for sustenance and sport. To see one so aged and unconcerned with your presence is enough to give you pause, however.
Goblin! What manner of foul-
Wait! Wait. It’s not like those others.
Good day, uh… sir? Sir. Might we bother you for a moment?
… Three generations.
Pardon?
Legends may live forever, but all the rest are three generations from being forgotten. You may know your father’s father, but what about his? Or his before? Names, dreams, memories… all lost to the mists of time.
…
Way of things.
Indeed. Life goes on, with or without us.
So it does. … You can hear them, if you learn how to listen. Faintly, weakly, but still there. Alive through time, for a time. Unsung, but unforgotten. Lessons of what walked before. Better times, or worse? Perhaps some of both, tragedy and triumph, stories yet longing to be retold.
Hmm, yes. Crude necromancy, no more.
… How?
A binding, body and soul. Too long gone to return, of course, but not far enough you cannot reach. What Lies Beyond does not give freely, but it will trade, if you can convince it.
You don’t see the hermit produce the strange knife; you simply look down at his outstretched hands and see it sitting in his palms, shimmering with an ethereal glow. Slowly, Jon reaches out and takes the blade, holding it reverently for a moment before gripping the handle and extending his hand over the curious flames.
The cerulean fire sizzles as his blood drips from his palm, and pain spikes in the base of your own skull. From the way your companions wince, they must have felt it as well, and Ofone steps forward with a growl, his hand reaching for the back of Jon’s head.
You grip his wrist before he can interrupt the strange ritual, drawing his ire as Jon raises the knife to his other hand. Ofone’s growl becomes a snarl when another jolt of pain shoots through you, and you have to dig your heels into the sand, fighting to keep him from wrenching out of your grasp.
Uncaring of your struggle, the shaman begins to chant in his native tongue, adding to the ritual. You feel a presence in the back of your mind, whispering fragments of long-forgotten tales: stories of hardships and triumphs, of love and loss, bitter failures and glorious victories.
Sometimes, an Event will have multiple stages, playing on the sunk cost fallacy to get you to spend more than you’d like. Unlike gambling, however, you have a decent chance of getting some kind of reward at the end of things.
After some moments, the pain and voices subside, and you release the warrior’s wrist from your hand. The fire has all but guttered out, a heap of smoldering blue-white embers all that remains.
They know you now. Go forth, be heard, and listen well. Amba, travelers.
Finally, we get our first Fortune!
Fortunes are miscellaneous bonuses equipped in their own section of the character sheet, and can be anywhere from modest stat increases to unusual effects, double-edged power ups, or hyper-focused upgrades to certain skills. Some high-end Fortunes can, without exaggeration, define a character if you are willing to build around them.
Any numerical effects are based on the level of the map you find them in, but there are also a few that don’t have any associated calculations, and as such are great to find early on since their usefulness never falls off as you gain levels. This one we just got, Ancestral Protection, gives a defensive boost equal to a high-end piece of armor for the level we received it at, as well as some kind of reaction passive that I’m not certain what it does.
Jon? Are you… are you well?
… Huh? Yeah, I’m… I’m fine, Minerva. I…
You are not fool enough to believe him, of course, but he follows the group well enough even in his daze. Chardler takes up the duty of leading you all further through the sands, while you cast your gaze backward every so often to make sure that Jon has not stumbled away unattended.
What the…?
Towering before you in the channel of a wall of sandstone is a great blue mushroom, tall as one of Freewind’s trees. The air around it dances with flecks of snow and ice, the sand around you compacting and hardening into gritty ice and slush. Caked in grime and coated in sweat, the sudden rush of freezing air that blasts out from the fungus cuts to your bones in an instant.
Finally! Enjoy it while you can, weaklings!
You are too stunned by the sudden change to retort, trying to follow the blond man with shuddering, half-numb limbs. Only Jon, blessed with fool’s luck, ignores the sudden freeze, shaking flakes of rime from his hair and cinching his tunic against the cold as if it were little more than a spring breeze.
Yeah, yeah. Fuck you, too, game. At least the XP we get from most of the party failing their saves gets us another level.
Passing the far edge of the outcropping, you hear scavenger beasts yipping and squawking as they pursue your wounded group.
Level ups before the fight:
Minerva: 2 Might/Intelligence, 1 Vitality, and Purify
Jon: 2 Might/Dexterity, 1 Intelligence, and Good Bloom
Adolf: 2 Might/Intelligence, 1 Reflex, and Raise Skeletal Warrior
Joseph: 2 Dexterity/Reflex, 1 Might, and Teleport Other
Chardler: 2 Might/Intelligence, 1 Dexterity, and Haste
Ofone: 2 Might/Vitality, 1 Reflex, and Warrior’s Boon
One of the hawks in this fight rolled the Undying modifier, meaning the first time it should die, it instead gets locked at 1 HP for an entire turn.
Assholes like this are why I got Dispelling Fracture.
Ofone all but shoves himself to the front of the group, elbowing the rest of you into a nook in the stone to try and keep the beasts from surrounding you all easily.
Somewhere in the near distance, you hear a native emberleaf pod burst with a dull thud, sending carrion birds into a keening panic.
Shaking off the worst of his numbness, Adolf channels his unsightly magic to unearth the bones of some long-dead soldier from the wars in your band’s defense.
One of the birds, perhaps twisted by some overflow of the dark magic, continues to peck and claw at your ranks even as its organs dangle from a scorched hole in its ribs. Ofone hammers it from the air with a sharp blow, then brings his iron-shod boot down on it again and again until it stops twitching.
The thing about Undying is that the effect it puts in play is considered a buff, which means it’s possible to clear it with a dispel effect. Otherwise, I’d need to sit on my thumbs with this little jerk haranguing my dudes, and that shit’s not gonna fly.
With their numbers thinned, the remainder of the scavenging beasts fall without much trouble.
Joseph takes it upon himself to toss aside the corpses, and your group makes camp for a well-deserved moment of respite in the shade of the rocks.
… He’s been staring into that flame awfully intent, hasn’t he?
Mmm. I’ve never seen him like this before. Moody and wroth, yes, often when he’s taken to drink, but contemplative? That is a new frontier.
Do you think his mind is…?
No. No, I’ve seen a shattered mind before. This seems more like he’s well lost in his own thoughts.
Ah. So we ought not worry for him, then.
I never said that. Just that he has something weighing heavy on his thoughts for now. A distraction, to be sure, but not a crisis. Not yet, at any rate.
Once you have tended the worst of your injuries and recovered your flagging stamina, Adolf urges the group onward once more. He has been studying the environs with an intent gaze, pausing here and there to scribble something in a thin book with an occasional glance at the land around him.
Ore! Mining points use the carnival mallet-style timing game, and are probably the greatest pain in the ass of the three to get right.
The regal figure before you stands unmoving as your group approaches. Her onyx skin draws your curiosity, the similarity between her appearance and the canine soul-slaves too close in your mind to be happenstance.
Jackals. Scarabs. Shameless scavengers, come to plunder our lands.
And who might you be, then? Some philanderer of beasts among the sands?
Your executioner. Your queen of the sun itself. Your god, once your souls are molded as their fate deigns.
Another noble with delusions of divinity, then. Good. No holding back.
Ofone and Joseph dash forward before the so-claimed Sun Queen can muster whatever arcane might sits at her back and call. Weathered bones claw up from the sand while desert animals heed a wordless demand, all colluding to try and hem your foe into the calcified jaws of the massive skull buried in the dune.
Oh hey, Jon finally pulled a coyote from Summon 1. Their trick is hitting the target with Cripple, preventing it from running very far away – not as useful as ravens or raccoons, but it can come in handy sometimes. And of course, Control Resistance prevents Cripple from sticking most of the time anyway, but he’s still dealing damage. I’ll take it.
All of our ranged units are parked in the aura of a Seraph Shrine, which restores 10% of a unit’s max HP at the start of its turn. That should help shore things up in case they start taking hits.
Their cordon is not foolproof, but the twisted magician cannot make much distance. She splits her attentions between calling forth a living wisp of her power and shouldering through the ranks that surround her.
The ball of flaming arcana threatens to blister your skin even at this distance, but its substance is barely more than ephemeral. A few solid blows and the whole thing collapses in on itself, the sudden void sapping even more strength from its would-be mistress.
The Sun Queen is a ranged unit, so she’ll try and keep as much distance as possible from her target. She also summons these Radiant Orbs, which can shit out a lot of damage on your entire party if left unattended. They are rather fragile, though; enough so at this early stage that our summons can clear them out more or less unsupported.
A sudden flash of light fills your vision with spots. You hear the press of bodies and the clash of steel, and someone brushes past you in a sprint. It takes longer than you are comfortable with to calm your nerves and entreat the Crimson Angel for Her blessing.
Jon’s voice cuts through your daze, a wordless yelp of pain that he stifles just as suddenly. As you blink your eyes clear, you see him struggling to his feet a short distance away from the melee, wisps of smoke rising from his tunic. He gestures with force, calling up some desert flower to spew toxins at the magician in rebuke.
Wounded and enraged, the sorceress calls out to her twisted protectors, their forms materializing in a wash of malice much too close for your preference.
The Sun Queen only has a single breakpoint, which causes her to summon a number of Ancient Guardians.
One of the creatures is set on the back foot with a barrage of spells and arrows, before thick and thorned vines snare its legs. Joseph darts toward the other, his face a picture of dismissive contempt as arcs of lightning dance across his fingers.
One locked down, but the other might cause trouble. Let’s deal with that, yeah?
Away with you, dog.
Anyone who’s read TooMuchAbstraction’s LP of Angband should understand the sheer utility of Teleport Other. It’s not as imminently spamable here, but it’s also is one of the only things that bypasses Control Resistance. The ability to tell any single enemy, even bosses, to Fuck Directly Off is great.
The constant ebb and flow of arcane forces begins to draw raw pools of aether up from the ground. Chardler drags the head of his staff through one of these violet puddles, imbuing a troubling might to his craft that snaps and sparks at random, trying to escape his control even as he molds his spells into being.
Power Globules last for the entire fight when collected, and stack at least up to 50%. These are often worth putting your main damage dealer a little out of position, more so if you can grab multiple over the course of a hard fight.
In the face of a relentless onslaught of blades, flame, and venom, it is only a matter of time before the sun-scorched magician falls to your group, her guardians crumbling to dust shortly afterward.
Not that it matters too much, as it’s Poison ticks that do her in at the start of the enemy turn.
When the sand settles under your boots and your limbs cease to shake with the rush of battle, you join your companions in taking stock of your situation. You spy Joseph shaking his head already, peering into his pack with a sour expression.
Trouble, Joseph?
Fighting with that witch ruined much of our supplies. What flame hasn’t, the sand has.
I’m afraid we won’t be able to make it to the mountains, unless you’re confident we can scrounge enough food and clean water along the way.
Damn! We’ve made such progress… I’m worried we won’t be able to retrace our path whence we return.
Dot to worry, good Valkyrie. I believe I have created a map that shall serve us well when we are better prepared.
Oh? Hmm, that… well, it’s a bit crude, but I admit I’m no cartographer. You’re certain it’s accurate?
Ehn, not perfectly. So long as we keep to the edges of the desert, however, it ought to work. There are few landmarks otherwise, I am afraid.
Well, if you're certain, then I’m willing to chance it.
Good enough for me.
Rnn. We going? Get the loot.
I’ll join you in a moment. Jon? Jon, this way.
… Eh? Oh… right.
No, this way. Back to Talestone. We can’t keep on as we are now.
Ah. That… okay. Of course. … Right behind you.
Well now, we have a prime opportunity here.
I didn’t have a good idea for Jon’s build to start with, but respecs are hassle-free and relatively cheap, so I’ve been willing to just wing it on his account and pick things that might be interesting or useful for the moment. But now, I’m starting to get a better idea for what I want to lean towards; or, rather, I have a few ideas thanks to the narrative developments:
1] – Focus him as a ranged support and summon unit, as a counterpoint to Adolf’s focus on Shadow and its summons. There are 3 total summon spells in Nature, and a few support and CC skills to have which can compliment such a setup, even before I start dipping in to other skill trees.
2] – Turn him into a pure ranged attacker. For that, I’ll shift him over into Ranger and start turning him into a pure artillery emplacement, blowing holes in fools at staggering distances. A John Woo-type 2 guns build is tempting, but Joseph will most likely be going for the melee version of that, so I don’t want to double up too hard.
3] – Pivot him into a melee attacker and grab the Shapeshifting skills. We only have 2 dedicated melee units, so we can afford to have 1 more before things start getting too crowded on the front lines. This will absolutely see him crossing into a different skill tree, just to bulk up his role as a striker with useful passives.
So, tell me, kiwis, which of these would you like to see? I should be able to make any of the 3 work for now, regardless. And if you’ve noticed, much like my past projects, the loose narrative I’m building here is always ready to shift according to circumstances; whichever one we ultimately decide on will have, at the least, short-term effects on Jon’s personality. I'll leave this as an open decision for a few days before pulling the trigger and starting on the next dungeon.
So, right out of the gate in this map, we have two champion-rank foes to deal with. These Ancient Guardians are tough cookies already, with their intrinsic Armored trait granting 25% resistance to all damage. They also hit hard, and either have 2 or 3 AP per turn or a bunch of free actions, so they aren’t quite simple beef walls either.
To top it off, the one in front is standing in a Guardian Shrine’s aura for an extra 20% damage reduction. That’s going to need to change before we piss an entire turn away on gimped damage output.
Way in the back corner, we also see our first augmented foe: a Regenerative fodder unit. On such a unit, it’s not all that much trouble, but when these start popping up on tougher dudes, it can complicate matters in a hurry.
There we go. Now it’s stuck in a bunch of fire, immobilized, poisoned, and down to less than ¼ HP; should be easy pickings.
The brambles Jon threw up in the back will keep the remaining enemies from running around the back of our formation, just in case.
Right, these guys can cast Curse. Curse reduces healing received by half and damage resistance by one fifth, but doesn’t do any damage itself. I’ll just need to keep Joseph out of trouble for a bit, then.
Cleave hits the two hexes adjacent to the target, and this thing just tossed it out three times in one turn. Good thing it wasted its whole turn on a summon!
That hat and 100 gold simply aren’t worth taking a 20% damage reduction for the rest of the dungeon.
Sometimes, an Event will have multiple stages, playing on the sunk cost fallacy to get you to spend more than you’d like. Unlike gambling, however, you have a decent chance of getting some kind of reward at the end of things.
Finally, we get our first Fortune!
Fortunes are miscellaneous bonuses equipped in their own section of the character sheet, and can be anywhere from modest stat increases to unusual effects, double-edged power ups, or hyper-focused upgrades to certain skills. Some high-end Fortunes can, without exaggeration, define a character if you are willing to build around them.
Any numerical effects are based on the level of the map you find them in, but there are also a few that don’t have any associated calculations, and as such are great to find early on since their usefulness never falls off as you gain levels. This one we just got, Ancestral Protection, gives a defensive boost equal to a high-end piece of armor for the level we received it at, as well as some kind of reaction passive that I’m not certain what it does.
Yeah, yeah. Fuck you, too, game. At least the XP we get from most of the party failing their saves gets us another level.
Level ups before the fight:
Minerva: 2 Might/Intelligence, 1 Vitality, and Purify
Jon: 2 Might/Dexterity, 1 Intelligence, and Good Bloom
Adolf: 2 Might/Intelligence, 1 Reflex, and Raise Skeletal Warrior
Joseph: 2 Dexterity/Reflex, 1 Might, and Teleport Other
Chardler: 2 Might/Intelligence, 1 Dexterity, and Haste
Ofone: 2 Might/Vitality, 1 Reflex, and Warrior’s Boon
One of the hawks in this fight rolled the Undying modifier, meaning the first time it should die, it instead gets locked at 1 HP for an entire turn.
Assholes like this are why I got Dispelling Fracture.
The thing about Undying is that the effect it puts in play is considered a buff, which means it’s possible to clear it with a dispel effect. Otherwise, I’d need to sit on my thumbs with this little jerk haranguing my dudes, and that shit’s not gonna fly.
Ore! Mining points use the carnival mallet-style timing game, and are probably the greatest pain in the ass of the three to get right.
Oh hey, Jon finally pulled a coyote from Summon 1. Their trick is hitting the target with Cripple, preventing it from running very far away – not as useful as ravens or raccoons, but it can come in handy sometimes. And of course, Control Resistance prevents Cripple from sticking most of the time anyway, but he’s still dealing damage. I’ll take it.
All of our ranged units are parked in the aura of a Seraph Shrine, which restores 10% of a unit’s max HP at the start of its turn. That should help shore things up in case they start taking hits.
The Sun Queen is a ranged unit, so she’ll try and keep as much distance as possible from her target. She also summons these Radiant Orbs, which can shit out a lot of damage on your entire party if left unattended. They are rather fragile, though; enough so at this early stage that our summons can clear them out more or less unsupported.
The Sun Queen only has a single breakpoint, which causes her to summon a number of Ancient Guardians.
One locked down, but the other might cause trouble. Let’s deal with that, yeah?
Anyone who’s read TooMuchAbstraction’s LP of Angband should understand the sheer utility of Teleport Other. It’s not as imminently spamable here, but it’s also is one of the only things that bypasses Control Resistance. The ability to tell any single enemy, even bosses, to Fuck Directly Off is great.
Power Globules last for the entire fight when collected, and stack at least up to 50%. These are often worth putting your main damage dealer a little out of position, more so if you can grab multiple over the course of a hard fight.
Not that it matters too much, as it’s Poison ticks that do her in at the start of the enemy turn.
Well now, we have a prime opportunity here.
I didn’t have a good idea for Jon’s build to start with, but respecs are hassle-free and relatively cheap, so I’ve been willing to just wing it on his account and pick things that might be interesting or useful for the moment. But now, I’m starting to get a better idea for what I want to lean towards; or, rather, I have a few ideas thanks to the narrative developments:
1] – Focus him as a ranged support and summon unit, as a counterpoint to Adolf’s focus on Shadow and its summons. There are 3 total summon spells in Nature, and a few support and CC skills to have which can compliment such a setup, even before I start dipping in to other skill trees.
2] – Turn him into a pure ranged attacker. For that, I’ll shift him over into Ranger and start turning him into a pure artillery emplacement, blowing holes in fools at staggering distances. A John Woo-type 2 guns build is tempting, but Joseph will most likely be going for the melee version of that, so I don’t want to double up too hard.
3] – Pivot him into a melee attacker and grab the Shapeshifting skills. We only have 2 dedicated melee units, so we can afford to have 1 more before things start getting too crowded on the front lines. This will absolutely see him crossing into a different skill tree, just to bulk up his role as a striker with useful passives.
So, tell me, kiwis, which of these would you like to see? I should be able to make any of the 3 work for now, regardless. And if you’ve noticed, much like my past projects, the loose narrative I’m building here is always ready to shift according to circumstances; whichever one we ultimately decide on will have, at the least, short-term effects on Jon’s personality. I'll leave this as an open decision for a few days before pulling the trigger and starting on the next dungeon.
