Off to the pub for chapter 21. I was led to this particular pub has a shadowy figure wearing a hoodie, and he has a menacingly gravelly voice to complete the outfit.
When I confront him at the bar, asking him to turn around and take us to a missing girl, the entire population of the pub descend on us. Making short work of them, we head upstairs. We find a whole complex of well-defended rooms and enemy mages and crossbow operators all designed to slow us down.
Working our way up to a Locked and Sealed room, I commence a rather daring crawl along the outside of the building and through the window. Frenetic battle ensues and I have to focus on attack, defence and opening the door to let my companions in.
With all that cleared up the only thing I have to do is leave the building with the freed child.
Unfortunately, a giant shadowy figure takes up the generous floor area of the bar's lounge. It can't be harmed, it causes confusion and takes over the minds of my party.
After a gruelling fight I stumble on a lighted coal stand and knocking it over causes the big bad to turn vulnerable. Now I've mastered this trick, every time he turns shadowy I light him up. Then, with his hissing, fizzing form disappearing back to the basement, we leave the bar and return the daughter to her father. Rescuers II, monsters 0.
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