14: Unfinished Business
In which we tie up some loose ends and get rich.
Previously on this LP, we hurriedly made it to the URRAN sanctuary. Before we move on to the east, however, my five (?) faithful readers, two tasks remain to us: first, we should properly finish mapping the area before URRAN, and second, we've left a couple of locked doors behind us. Will we be able to open them now? Well, at least we
are carrying some not-yet-used keys and we'll find one more in this update, so let's see if they fit.
But first things first. We're carrying two items, an Aconite extract and a Cruse of oil, that I haven't found any use for --
-- so let's deposit them here, at URRAN, for safekeeping. That done, we exit URRAN through the western, not eastern, door. We've got some exploring to finish!
As you can see from the screenshot, our journey to URRAN was a rushed one, so let's see if we've missed out on anything. We go west, then turn north, and then east, facing a door:
We enter it, and...
Two Cave Dwellers a.k.a. Troglodites ambush us!
They are easy to slay, however:
The exp bonus is small, but those 162 coins will surely come in handy.
After a couple more steps, we get attacked again...
...and this battle is much tougher:
Jumping a bit ahead, I can say it's four Brown Orcs, a Blue Orc, an Orc Chieftain, and a Wolf later revealed to be a
Spectral Hunter. The Chieftain and the wolf are particularly strong. We've got to be careful. Plus we've been surprised, meaning the foes get an additional turn to act first.
The Brown Orcs are weak, and so Bee kills one of them in one hit. The Spectral Hunter wolf is dangerous as he can breathe flames:
SHUMMUR and SIRDHE are our two main helpers in this battle.
Bee slays another Brown Orc next. spekkio casts SEL to improve our defense. In an attempt to silence the Orc Chieftain, Kalos recites
NULAMIR, a prayer to Fshofth, God of the Spiritual Self:
NULAMIR The Quiet House
Fshofth, On the shore of the lost lake,
There is a house. Though the spell makers talk,
It is quiet still. For though chanting sounds,
It will little disturb the air where they dwell.
But Kalos' prayer remains, alas, unanswered:
Bee brings the Blue Orc down. Now that spekkio the Magician has the silver ring in the Arkana of Fire, he can cast a new spell,
AMRASAKIM, an even more powerful fire bolt spell than AMRAS (iron) and AMRASMUR (copper):
Being more powerful, this spell is also more costly, consuming 7 psychic points when used.
7 AMRASAKIM The Silver Snake of Fire.
The silver snake is stronger than the copper snake, and its bolt more powerful. In addition, silver is the bane of the undead, and this Spell is much feared by all those of evil called forth from death.
As you can see, the spell doesn't deal much damage to the Spectral Hunter. That beastie is p. resistant. He also bites:
Ouch! Bee strikes at the wolf in response, but misses. spekkio's AMRAS almost kills the remaining Brown Orc. Kalos tries reciting NULAMIR again -- not because the Chieftain is casting any nasty spells (in fact, he doesn't act at all for some reason), but simply for the experiment's sake -- but Fshosth isn't pleased:
We continue exchanging blows, the Spectral Hunter continues hitting poor Bee:
Lord Rocket approaches the Chieftain and engages him in battle. Kalos successfully recites RALKOR, which wounds the Spectral Hunter for almost a half of his HP. Then Rocket hits the Chieftain hard:
We're closer to victory now. Or are we?
Oops.
Woops.
But we survive. Kalos' RALKOR hits the spectral wolf again. Bee attacks the Chieftain for 27 hp:
It's time to heal Lord Rocket up:
It looks like Kalos has run out of the virtue points:
Too bad.
Bee finally manages to bring the Chieftain down, but the wolf doesn't look ready to give up just yet, continuing to wound us with his fiery breath:
He even stuns our poor Rocket:
Still, Bee finally finishes the wolfie off:
For all our efforts we get a nice exp bonus:
As well as a particularly attractive piece of armour:
Nice! Bee picks the breastplate up.
We still have to identify the breastplate, however. For now, all we can say about it is that it's made of some tough leather:
In a dead end to the east, we comes across a pretty green-ish shield:
Yay! Lord Rocket picks it up.
This little area is fully explored now:
But we still have unmapped squares left before we can declare the High Vaulted Ceilings area fully explored. First, however, we need to go back to URRAN to replenish our HP and, uhm, mana:
And now back to the exploration:
Not much left, really. Some skeletons and rats attack us, but it's nothing to write home about. A giant bat, however, is a different matter:
But Bee kills the bat. Movin' on. One unexplored corridor left:
I wonder what awaits us up there.
A Thief attacks us! But he's p. easy to kill. 84 coins and some exp earned.
A key is lying on the ground here. Keys have that habit, you know.
Lord Rocket picks the little thing up. And I hereby declare this area fully explored.
I hope we haven't missed anything vital...
Oh yes, we have actually. Looking at my notes, I see there's a secret door in the southern area of the High Vaulted Ceilings we couldn't open last time we were there. But it is easier to access via the URLUSAM sanctuary, so we teleport there:
As soon as we exit URLUSAM through the eastern door, a group of nasty black orcs rushes at us:
Kalos successfully recites
HOLNAK, a prayer to Golthur, God of the Physical Self, which raises our strength:
HOLNAK Priestly Strength
Golthur, Silent Lord, I ask your kindness;
Look upon your servant protected by the doyaqur,
Send your power to course through these arms,
That I might serve you better in your designs.
I'm not really sure if it raises the strength of everyone in the party, or only the priest's. But whatever.
There's nothing interesting in this battle, however: the enemies are relatively tough, but not too tough, and we even get some nice exp in the end:
Plus 80 coins. Good.
And here's the secret door we've come here for:
It looks like I was awfully stupid last time: I couldn't get the door to open with HOYAMOQs, but in fact it can be opened simply by pulling a secret string:
of myself.
A roof opening is inside:
We choose to climb up, of course, but we recite SIRDHE first in case we fall down and get hurt.
Nothing of that sort happens, however:
Good. We stumble into a locked grate. Lord Rocket tries his keys...
Some kind of item is beckoning us:
What could it be?
A chain mail, wow!
Lord Rocket is
overweight overloaded, so Bee picks it up.
The chain mail is of a particularly light kind, but that's all we know about it for now.
As we exit the secret area, a random encounter kicks in:
Nothing too problematic, though.
We get a short sword and some coins for loot:
Heading back to URLUSAM... shit, another encounter! And a
too tough one: two Black Orcs, a Krefator, and a bloody Orcish Lord!!
Fuckity fuck! A piece of armour is lost!
RUN AWAAAAY!!
Phew!
We rest at URLUSAM and teleport to SAGARIS. We need some items identified.
First we identify our new chain mail:
Cool! A nice find for Kalos.
Now to the shield:
And finally the breastplate:
We also identify a Bubbling liquid:
Hmm, this may come in handy against stronger enemies.
And a scroll:
Silence! Cool.
We also identify the mysterious wand Sagaris dropped back when we solved the priest's riddle:
400 coins!! WTF. But okay, whatever.
Sounds useful.
And now it's shopping time! We teleport to BORASAL.
Let's sell a Small shield for 32 coins...
...but also two Clubs for 22 coins each, a Short iron sword for 36, a Leather cloak for 45, and a pair of Soft leather boots for 14. Now we can equip the Elfin chain mail on Kalos:
His armour stay goes up from 7 to 14 points.
We sell Kalos' old Breastplate for 73 gold. Also, since the nasty Krefator ruined Lord Rocket's Greaves with his acid touch, we buy new ones for him:
As well as a pair of Steel boots:
Lord Rocket's armour equals 18 points now:
We stock up on food and teleport to SAGARIS. No, we don't want to identify anything right now. The reason for teleporting here is, we have some exploration to take care of.
As we go about the area, an ugly little Imp challenges us:
Pervert!
The Imp can cast some kind of offensive spell, but we're protected by SEL and it looks like our armour level is high enough for the spell not to deal any damage. spekkio's AMRASMUR and Kalos' RALKOR soon dispatch the foe:
Not much exp. Also, 51 coins. Meh.
Okay, we've done everything we could here and haven't found anything of note. You think that's all? Well, you're mistaken: we need to return even further, to the URMOR dungeon, to check if we can now open a grate we couldn't do anything about earlier.
We climb down the pit, and then -- avoiding the nasty trap in which we fell several updates earlier -- climb up a roof opening:
We've arrived in the room with the grate:
Cool! The path is clear.
So this is a thieves' den, huh?
Oh gosh, there's A LOT of them here.
These are no simple thieves, these are Assassins. One of them stuns our Kalos:
Another one, uhm, does an act of thievery:
spekkio casts SEL and Kalos recites HOLNAK. Kalos's RALKOR and spekkio's HELAS -- an all-party healing spell -- and SEHKMUR -- which targets all the foes at once -- also help. Eventually we kill 'em all:
Not bad. We also got back the scroll one of the assassins stole from us at the beginning of the battle.
We approach the next door:
Behind it...
...is another thieves encounter!
Piece of cake.
Shiny, yay!
of loot. No wonder, really, given that this is a
thieves den.
Our luck doesn't end here, however:
Valuable gold and platinum coins?
Great Scott! We've got
2563 coins now!
So many things to buy...
:female:
I'm off to do some shopping, yay!