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Chapter 8 by simmaster simmaster

Do you open the door? And what is the boss?

You open it and see a necromancer.

The curiosity is unbearable and you decide to open the door. Unfortunately, the door knobs are out of reach for your short stature. You groan in frustration, wondering why you couldn't at the very least have been granted a telekinesis spell or something. You spend some time jumping up and down flailing your arms in attempts to reach up, which probably looks silly and adorable to observers of which you are glad there are none. Eventually you get lucky and wrap your fingers around one doorknob, hanging onto it as it turns and the doors slowly swing open with you still hanging on.

The room inside is a stone chamber, similar to the rest of the dungeon, but richly decorated with skulls and bones, an evil-looking altar with shelves of books at the end of the room and stone coffins lining the walls. You see a knight, a priest and an archer fighting a pale, bald man with a fancy black robe, an ornate staff with engraved patterns and three skulls facing away from each other at the tip, as well as an evil-looking goatee. One of his eyes are milky-white, indicating partial blindness or some weird magic effect. A group of well-equipped skeletons are keeping the heroes at bay while the man stays behind, casting spells at both the heroes and the skeletons, and reanimating them whenever they die.

Huh... So that's your boss. A necromancer. Seemingly quite similar to you as well, being a support type of monster. Maybe he'll sympathize with you... You doubt it though. A necromancer wouldn't be the kind to have much concern for morale. The undead don't usually need morale, after all.

You drop down to the floor and decide to stay where you are and observe. Whether you actually want to make your presence or not, right now would be a highly inconvenient time. You'd cast some debuffs at the heroes as an icebreaker, but they're too far away. Your range is kind of lame.

The heroes seem to have figured out the obvious trick behind the boss battle, namely that fighting the skeletons is futile and they gotta focus on the necromancer, yet they have trouble doing that. The knight tries to tank the skeletons, but there's too many for him to keep all the aggro on himself. However even while having to stave off the skeletons, the archer manages to fire a fair amount of arrows at their primary target. In fact, it looks like your boss is losing. You can't see his health, but he looks hurt and the heroes appear to be in perfect condition thanks to their priest who casts healing spells and protecting wards at them. As the battle continues, you notice the necromancer casting spells less frequently and reanimating fallen skeletons with a bit of delay. He's running out of mana.

You wonder about his mana regeneration. Yours is complete garbage; for your level you have a pretty impressive mana pool, and you're able to cast both of your buffs at a sizable group of monsters before running out, restricted only by the cooldown and cast time. However, after that you're fucked. You're made to engage in short battles at long intervals, so your mana regeneration is something like the fifth of what you need for a spell per minute. That's at least a rough estimation from what you've learned in all the time you've spent here. You therefore doubt your ability to help your boss even if you wanted to; you might have spent all your mana already in your battle with the warrior. You got a bit of a feel for how much mana you have, but you're not very "attuned" at all, or whatever lore-term is used to describe that.

As you keep watching, you see that the heroes are in fact losing. The knight dies first, his attempts at attracting all the aggro finally succeeding and overwhelming him. The priest is next, and the archer shortly follows. As all the heroes lie dead, the necromancer breathes a sigh of relief, clearly exhausted from the battle. He flicks his staff as a gesture for the skeletons to return to their coffins until next battle, and then walks over to the altar, presumably continuing some dark studies. Or just re-reading the same boring books again and again to make it look to heroes like he's doing something, you're not sure what level of immersion to expect.

Then, on its way back to its coffin, one of the skeletons notice you. It draws its weapon, not attacking but still suspicious of the intruder. That's enough to attract the attention of the necromancer, who turns around and notices you as well. You think to yourself that you should probably run, but you're kept in place by fear and indecisiveness long enough for the skeleton to drag you into the room, throwing you before the necromancer's feet. You land face-first on the ground, and you feel his staff under your chin tilting your head up. You look up at him, and his face has a mix of confusion and discontent.

"You're not supposed to be here, imp," he says coldly.

You make a feeble piep as the result of a failed attempt to speak, and then clear your throat and try again. "I-I just wanted to, uh, meet my master, master..."

He raises an eyebrow. "Even at full mana I would not be able to muster the power required to care about what my minions want. You are supposed to stay on your posts so you can guard my home and allow me to conduct my work uninterrupted. Not want things."

While he's talking you notice motion behind him. It's the archer. He's standing back up. He must have had some special ability that allows him to play dead... Some kind of stealth-archer class, you'd guess. How ironic that a necromancer wouldn't be able to notice that trick...

You watch the archer draw his bow, ready to shoot the low-health necromancer in the back. Not him nor his skeletons seem to have noticed his presence.

What do you do?

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