7: It's a Trap!
In which we almost die and run away a whole lot.
Previously on this LP, we explored the Temple and the Magic Circle areas, explored the Catacomb and stumbled into a secret door we couldn't open, took a look at the Hospice, the Guild, and the Mausoleum -- and made it to the URMOR sanctuary. Our party is at level 2 at the moment.
It's time to explore Eriosthe futher, so we exit the URMOR sanctuary through the eastern door.
It looks like someone is spying on us:
There's nothing in this small room, so we go further east.
Somebody's playing with us.
We're no one's plaything FFS!
Nothing in this room as well:
We go further through the southern door.
The cat-and-mouse
minigame continues.
We descend the stairs and enter another door.
We're gonna kill you, bastard! (Hopefully.)
Onwards.
Four doors in this room.
We take the southwestern one first.
A couple of steps later...
Bah, it's just a bunch of bats!
They surprise us, however, meaning they get an extra turn -- during which they try surrounding us:
A Bat tries to attack Lord Rocket but misses; now it is revealed to be a Cave Bat. Lord Rocket swings at the Cave Bat, and kills it. Bee attacks a Bat, and kills it. Another Bat tries to hit spekkio:
Kalos successfully invokes RALKOR -- and the offender is slain:
spekkio seals the deal with a spell of SEHK:
SEHK is an iron spell in the Arkana of Frost.
3 SEHK The Breath of Ice
The Spell allows your breath to freeze those foes who stand against you. Your breath will form around them and will cause numbing wounds. The forces of chaos are powerful and even this lowly Spell demands great control from the caster.
Its area of effect is the whole battlefield. All three remaining Bats are killed instantly -- they explode one by one:
Well done, spekkio!
No treasure though.
Having explored the room with the bats (empty), we exit through the southeastern door:
Another empty room, and another door to the south.
Behind it is yet another small compartment with nothing of interest, which we exit through a door to the southwest:
There's a pit here:
We
Look down.
Okay, let's
Climb down, then.
Meh, it's just a tiny empty area:
We now have to climb back up.
It doesn't go quite as planned, though:
Kalos gets his legs entangled in his robes, apparently.
Don't you be so careless, Kalos-kun!
On the second try we succeed. spekkio patches Kalos up with SHUM:
Okay, this southern area is fully explored now.
Time to go back to the room with four doors.
But first we have to deal with 3 slimes.
We reposition ourselves a bit, moving spekkio away from danger:
Lord Rocket strikes at a Rancid Mold, but inflicts merely 2 points of damage. The Mold poisons Rocket in return:
Uh-oh. Thankfully, Bee is here to help!
The Rancid Mold is revealed to be a Fetid Ichor.
spekkio casts SEHK, but it doesn't really cause much damage:
A Fetid Ichor hits Lord Rocket hard:
Ouch.
Kalos tries invoking RALKOR, but Ufthu does not answer. Epic fail.
spekkio heals Kalos up with SHUM. Lord Rocket strikes at a Fetid Ichor, and hits it for measly 4 hp. Bee lunges at a Rancid Mold, but misses. :/ spekkio casts SHUM on Rocket to cure his wounds.
Oh fuckity fuck. It's time to run away! Which is what we do.
of myself. But my usual "no running away" policy doesn't seem to work at all in this game, especially since I want everyone in my party to survive.
Luckily, the poison wears off soon enough, and spekkio patches everyone up. Back in the four-door room, we go the northeastern way.
Another vision of Mara appears:
An "old man" who "knows the light"?
This is a hint, of course: we must "trust" the "old man" when we meet him.
To the north are some stairs:
We descend them.
Scary!
We got unlucky with our starting position: Kalos and spekkio are in front. We try repositioning ourselves:
Poor Kalos gets surrounded by three enemies. :/ Well, at least spekkio should be safe for now.
Kalos tries reciting RALKOR, but Ufthu does not answer. Bee hits at the dog standing near Kalos, and hits it for 19 hp.
Poor Kalos. :/
spekkio casts SEHK:
It finishes off the wounded dog and hurts the other enemies substantially:
Good.
Lord Rocket misses, as does the dog who tries biting at Kalos. Another dog hits Bee for 5 hp. Kalos manages to successfuly recite SIRDHE, the healing prayer:
The dogs are Pack Dogs, by the way, and the wolf is a Shadow Wolf. Bee kills one of them. The Shadow Wolf strikes Rocket for 18 hp. spekkio casts AMRAS...
...and does indeed manage to hurt the wolf a little:
Lord Rocket further hits the wolf for 28 hp. And next turn, for 15 hp. But the wolf is a pretty tough one:
Lord Rocket's going to miss several turns now. spekkio uses SHUM to heal Rocket up. Bee kills the remaining Pack Dog. Only the wolf and two Orcs remain. Unfortunately, I go all stupid -- and now the wolf gets too close to spekkio:
An Orc attacks Bee for 13 hp. The Orc is revealed as Blue Orc, a tough version of the regular, Brown Orc. Bee manages to stun the monster:
spekkio heals himself with SHUM. Kalos' attempt at SIRDHE fails. The Shadow Wolf misses. Bee strikes at the Brown Orc, and stuns it, too:
Lord Rocket recovers from his stunned condition and attacks the wolf for 19 hp. Kalos melee-hits the Brown Orc and kills it:
A couple of turns later, Bee finally kills the bloody wolf:
And then Lord Rocket slays the Blue Orc.
We also get 25 coins -- and enter a small room to the west:
Inside it, we're ambushed by some undead thingies!
It's one Corpse and three rats.
Nothing particularly interesting or challenging in this battle, except for the fact that Kalos disappoints us again:
The Undead Corpse stuns Rocket, but Bee finishes the vile thing off.
Plus 10 coins.
Moving further...
...we arrive in a large chilly cavern:
Going north...
...we stumble into a drawing:
What could that mean, you ask? We'll get to know ... soon enough.
A few steps later, we are attacked by some Reptiles.
Two of them, actually.
"Krefator"?
spekkio casts SEHK...
...and damages the beasties somewhat. But the fuckers are tough:
Poor Bee. :/
spekkio comes to the rescue:
Kalos is stunned:
Bee misses. And then...
Fuckity fuck.
spekkio's AMRAS doesn't help much. Lord Rocket misses. All in all, this battle is surely going the wrong way... Still, some time later Kalos' RALKOR manages to slay one the beasts. Our troubles do not end here, however:
And now our Iron Gauntlet is gone!
We decide to run away again.
Our last fleeing attempt was successful; this one, however, almost ends in disaster:
Uh-oh. But we do manage to run away. Phew.
spekkio's SHUM brings our HP back to normal -- and we move on.
Something fishy's going on behind the southern door.
of spekkio.
of Bee.
So this is the fucker who played cat-and-mouse with us earlier. Meet thy death, bastard!
Unfortunately, in the very beginning of the battle one of the cloaked figures runs away. :/
spekkio's AMRAS does a bit of damage to the remaining one:
Bee attacks the cloaked figure and stuns it:
It takes only several more hits to slay the foe.
And now a strange thing happens. I accidentally hit "Enter", and so it seems like I've lost the brass key. I'm already preparing to reload the URMOR back-up save, but upon exiting and entering the room again....
The same battle kicks in
again -- with the same result.
Looks like an exploit.
Or maybe a bug?
Anyway, I decide not to exploit this thing any more, and so make sure to take the key.
Moving on...
Nothing of interest here. We head back...
...and enter the door to the west. There's a roof opening here.
We
Climb up, of course.
We find a locked iron grate here.
The brass key fits, yay!
Behind the grate is a pit:
We are carrying a rope, so we choose to
Tie rope to descend.
And descend we do.
Ominous! :twisted:
Nothing but some silly book here. Meh.
Now we need to climb back.
Without the rope, this may be tricky. But it's not like we have a choice.
We do succeed on our third try, though.
Now it's time to enter the northern door. I wonder what awaits us there?
We enter the door to the east.
Some rats and dawgs attack us here.
A cakewalk.
Plus 44 coins. Nice, yay.
We trust Kalos to pick the liquid up. No idea as to what it does yet.
To the north is a 1-square room with some loot:
Bee picks the club up.
Nothing more to see here.
New doors await us!
Another pit.
Good.
Another roof opening is two steps away from us.
We try climbing it.
:/
Good. spekkio patches the wounded up with SHUM.
Another iron grate here.
But we ain't got the key for it yet. :/
Okay, let's climb back down.
:/
of spekkio.
A couple of steps further is another pit:
We try climbing down in it:
of Bee and spekkio. I wonder if there's an agility check at work here or it's just completely random.
Uh-oh. We're in for a VERY nasty surprise.
Remember the drawing we saw earlier in this update? The one with the skull? Well, it depicted precisely this area and precisely this trap. I failed my PER check. Then again, Bee-chan's Perception
is "v. bad".
We desperately attempt climbing back up...
...and, surprisingly enough, succeed.
We're still poisoned and pretty much (almost) dead, however. spekkio casts SHUM a few times:
And then we hurry back to the sanctuary! With every step, our HP gets depleted due to poison. spekkio has to cast SHUM frequently, but his psychic points are limited, you know. Also, this poison is *extremely* lasting; it doesn't at all want to wear off FFS!
On our way, to add to our suffering, we are ambushed by some freakin' crabs!
We choose to run away
immediately!
Uh-oh. Just look at our HP!
Kalos constantly fails at invoking SIRDHE to boot. :/ Luckily, on his fourth or fifth attempt, he suceeds:
Finally the poison begins wearing off.
We've almost made it to URMOR.
And at last...
Phew, that was close.
Everyone in the party advances to level 3:
Okay, folks, we've survived!
Next time we'll be exploring the rest of this dungeon. Will we be able to make it to the next sanctuary?