Pool of Radiance (Part 9): The Slums (Part 5)
Back to the Slums for one final push! Brother Baltor, however, has had received some cryptic messaging from his god (I wonder which one? He's LG and has a red outfit, so Lathander sort of makes sense for him. Baroness Bella more likely a worshiper of Tyr) about the dangers ahead, and has decided to slightly change his memorized spells, requiring a quick trip back to the inn.
With what's ahead, they'll need all the help they can get, and
bless is a nice, if short (6 rounds), buff, giving everyone +1 to hit.
Back to the Slums again.
Alarm still going as strong as ever, I see.
The party literally takes one step forward...
and...
Seems like your typical patrol, but we have a new foe among the horde of goblins:
Bugbears are pretty rare in the game, so it's neat to see one here. Brin is worried about all the goblins down in the lower room (there are a lot more than the six here), and so casts
sleep on the one nearest here. It probably wont affect the bugbear, but it will slow the goblins moving in from the south.
Well, what do you know. That's going to make this fight a bit easier for sure! Some goblins get past the sleeping ones (there was still a path to get through), and Brin retreats north after taking a hit, as does Buffy. After we clear out most of the goblins up top...
And the rest of the battle is over with soon enough. That's at least our 14th patrol, but I always seem to miscount. Perhaps it was the last of them, and why we had a bugbear in the mix. So now we travel over to the western area of the map, and rest up and save in the set encounter room with all the orcs from last time.
(I've started to take more screenshots to include maps, so hopefully the narrative will a bit easier to follow).
We made it all the way encountering no further patrols, so I'm beginning to suspect that I have indeed miscounted and that was the 15th and final one. We had south, and enter a large plaza. The party hears whispered rumors from one of the surrounding buildings:
Yeah, we found that one already. I head to the door facing west in this room...
And Brother Baltor gets the premonition that's time to buff up. (I guess I'm going to blame how I know the places to buff up before a big battle through godly warnings)
(This text appears for all six characters, I just happened to catch this one). And afterwards, the buff will appear (with rounds remaining) on the GBC bar up top:
And what's behind the door?
Orcs.
Lots of orcs.
I want to take out those two leaders in the back with their ranged attacks with a
sleep spell, but alas, they are out of range, this being the furthest the spell can be targeted:
So I target there in the middle. That will split the force in two, with only a trickle being able to get through, so my melee can deal with the group in front, while my ranged take out the ones in the back, starting with the leaders:
(Didn't get the skull and crossbones in the shot, but that one is dead)
The GBC map shows how this has resulted in only a few up front. Some of the orcs are, futilely, trying to find a way around to the right, but that room is a dead end, so they just mill around aimlessly up there. Also, you can see all the info you can get by mousing over enemies on the map:
More orcs go down, while I just leave a single row to block the back (mainly since I need to be sure to take out helpless ones before they wake up!)
(Orcs in the back trying to flank in a dead-end room. Granted, that also keeps them out view for my ranged, so it's smart in another way I guess!)
Eventually I take enough of them out that they start to surrender - I was actually quick enough to get a screenshot of it this time!
Whew. That was a long fight (but not the "infamous" fight we've been talking about; that's still to come!). But actually the party took pretty minimal damage.
The duration of the
bless spell has long since passed. I was thinking about re-casting it for the next room, but no one is seriously hurt, so, let's see who all these orcs were guarding! We go into the room where the orcs were futilely trying to flank the party, and...
Monster leaders! There are definitely some tougher creatures in here, including a couple we haven't seen before. But thankfully there are only a few in total:
There are a couple of gnolls.
And an ogre! The ogre especially has a lot of hit points, and can do some decent damage, so we need to take him down as quickly as possible!
In the end, we actually take them down pretty quickly, but Baroness Bella took a bit of a beating. So we're going to rest here before continuing on.
We next go a bit south. We find a passageway that will take us to the next zone to the west (Kuto's Well), but we'll pass on that now until after we've cleared this area. We then go back to east, through another door:
The issue here is that there are a lot of goblin leaders with ranged attacks. We need to kill or incapacitate as many as possible, since they can cause some serious damage. Brin casts
sleep to catch as many as possible:
But one manages to get off two good shots, and we have our first casualty of the game:
After dealing with the goblin next to him, Brother Baltor rushes over to get a heal spell off:
But she'll remain unconscious for the rest of the battle (which is how the game handles characters that go down but are stabilized during battle), which, thankfully, is over quickly.
After casting his other
cure light wounds when the battle is over, Brin is back up, hale and hearty.
So, what were
these guards guarding? Let's go through the door behind them:
"Apparently". That calls for a search.
Of course we do, we're adventurers!
Excellent! Let's see exactly what they are.
Brother Baltor will take that, at least until one of the other front liners starts getting hit a lot.
We have our first magic scroll, and it's a nice one. We'll scribe that the first chance we get to add it to Bragir's spellbook.
And all this tasty treasure XP means that Bant has gained a level. And a lot of characters are
this close as well. That's explained by the fact that the three of them are multiclass fighters as well, and XP levels at this point are usually double what you had last level (and only half of their XP is going to each class). Bant is going to be level 3, while they are on the cusp of level 2 (and not quite there because Bant gets a 10% XP bonus for being single-classed).
We're going to rest in the previous room where we had a set encounter (and thus is safe to rest in), heal up, and re-memorize spells. And scribe
magic missile from that scroll!
Scribing takes rest time as well, so it's added in to the rest time for spell memorization. When the rest is over:
I'm not going to memorize it now, since it only shoots off a single missile of 1d4+1 damage. But as we go through the games, and the magic-users gain levels, it will definitely outpace
sleep since the spell gains an extra missile every other level. And 1e
doesn't have a cap on spell damage. If we reach level 40, with a missile every other level, we'll be firing the spell off for 20d4+20 points of damage (unfortunately the game, unlike even 1e tabletop, doesn't allow for splitting missiles, so there will only be a single target - but still, that's nice damage). The real fun are the spells like
fireball that will gain a dice per level - so at level 40, we'll be shooting off 40d6
fireballs and
lightning bolts.
That done, we now will head south to the Rope Guild, for the infamous fight, and to complete clearing the Slums. All that will be in the next post!