Part 28: Crypt of Drath, Part 1

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If you attack them, you're given the chance to realize they're friendly and call off the attack, but you can't have the friendly conversation. Calling it off just causes the encounter to disappear. Attacking anyway faces you off against a nasty force of soldiers, sharpshooters, and two mages. The sharpshooters alone are enough to kill Kane and cripple One-Eye before we even get a turn. So yeah, let's not do that.




This presents a problem.

To wit, Skeletal Warriors, Revenants, and Ghosts all move before the party does, and the former two have melee attacks that are highly likely to cleave. And the party starts every encounter bunched up. Hence, One-Eye bites it even though every enemy attacked Kane. That's no good.
(The rest of the enemy group is just Wights, who at least have the decency to have low initiative)
Attempt #2 goes if anything even worse; Kane gets stunned, mostly-killed, and then knocked out of the way so a ghost can spray lightning over the rest of the party, crippling One-Eye and killing Byff. Attempt #3 sees both Kane and One-Eye dying to basic melee attacks. Attempt #4 gets the entire party doused in lightning and mostly killed, except for One-Eye who's entirely killed. That boy's durability needs some work.

Attempt #5 actually sees everyone survive the first round!

I mean, barely, but they're all alive! One-Eye doesn't accomplish a lot. Byff throws down three Lightning Sprays and does heavy damage to two Revenants and a Skeletal Warrior. Elly heals everyone up, throws up Protection, and adds Ward of Steel -- since One-Eye's now on the forefront of battle and needs all the help he can get. And our turn ends...

...and miraculously, we survive the second round too! One-Eye has excellent evasion, between his Dexterity and high Gymnastics skill, so he avoided several melee hits. Unfortunately, he's too dumb* to use his turn to heal the Lightning debuff that Byff was under, so Byff dies when his turn rolls around. Dammit, One-Eye.
* I stand by my ridiculous claim.
Turn three, the ghosts kill One-Eye -- their attacks are ridiculously powerful and disturbingly accurate. Kane finally recovers from being stunned in round 1, and uses a few attack scrolls to damage everything a little. But it's too little, too late; he dies to the ghosts and Elly isn't far behind.
The problem with these outdoor encounters is that there's no way to constrain enemy movement or line-of-sight. In dungeons, we can fight enemies a few at a time, get them jammed up on terrain and hide around corners. But here we're out in the open and have to bear the brunt of their attacks without any way to hide. In short, it takes a lot of luck to win these fights.
Good thing we get lucky a few attempts later.

We ran back to town to throw up Elly's Ward of Steel prayer, then Kane started the fight next to a stalagmite, which prevented the enemy from surrounding him (in this screenshot he got knocked back; he was standing just north of One-Eye). He used one of our precious Burst of Speed scrolls for Battle Frenzy on the party, then he and One-Eye spent their turns undoing the debuffs that everyone had been put under (immobility, lightning, slowness, etc.). Byff and Elly healed the actual damage and managed to kill one of the Ghosts.
That still leaves one alive, plus of course all the others. But this is a target-rich environment...



That'll do, Kane. That'll do. Well, that and unloading his old Wand of the Inferno, plus One-Eye dropping some acid damage and Byff casting two Lightning Sprays. That kills everything except for some Wights, though.








Here's all the buffs the party had active:

Checking Elly's set, we have Shield Chant (for better damage reduction and evasion), War Chant (better accuracy and damage), Haste (chance for actions to use fewer AP than usual), Battly Frenzy (bonus AP), Spine Shield (melee attackers take damage), Ward of Steel (take less physical/acid damage), and Cloak of the Arcane (spells do more damage). Basically all of those, except Spine Shield, were vital for winning this fight. Along with a lot of luck.
And now we go right back to Fort Emerald to heal and restore MP.






Normal random encounters chase you down, unlike the group we fought earlier which really was just wandering around at random.


Hooray for a decent investment in Cave Lore.















Three Banshees, which appear to be up-statted Ghosts. Remember what Ghosts did in the last fight? These waste no time in killing Kane as soon as we start battle. So let's try that again only with the initiative, by starting combat before we open the door. This works great -- we kill one Banshee in our first turn, which probably means they can't kill us anymore. Then one of the others uses their special ability -- a wide-radius Fear spell.






Elly can cure one character's mental ailments each turn...if she doesn't cure their physical damage. And Kane needs to be fully-healed to survive each round, as I discover much too late.

Take three is more successful, though it still involves a lot of healing. Frankly, take two would have worked, if only all three male party members hadn't flubbed their mental resistance rolls.








A Fine Robe, Gold Bar, and a scroll of Spineshield. Not the greatest reward ever.





This one has three Vengeful Shades in it. They have stupidly powerful melee and a Cone of Cold-type attack ability. They're also very hard to hit. Fortunately, once we kill one, the other two can only almost kill Kane each turn.




Our reward this time is some coins and some Fine Razordisks.




A pack of three Revenants; no big deal since they can't swarm us.








Four Draining Slimes, and they are jerks. They have a large-radius AOE attack that ensnares, poisons, and does heavy enough damage that they can two-shot One-Eye. We pull a tactic we last used in the Slith Temple and lure them out in as small of numbers as possible.







Anyway, the slimes aren't horribly durable, so again, once we can avoid just getting wiped on the first enemy turn, this is pretty doable.


























In addition to the Vampire, we have four more Draining Slimes, and a "Writhing Mass" in the middle. I don't know what it does -- it frightened me so much that I had Kane and One-Eye spend six attacks on it, and then Byff dropped a bunch of Lightning Sprays on the entire enemy group, and it died...along with everything else.
Well. That's one way to deal with encounters. Kind of expensive MP-wise, but conveniently, everyone leveled up from the fight, restoring their HP and MP!



Sadly, all the jewelry is nonfunctional; it's just two Silver Necklaces, a Gold Ring, and a Gold Necklace. It's all worth a decent chunk of cash though.


Whelp. It turns out that Writhing Masses are up-statted Draining Slimes. Hooray. Good thing this one's on its own. There's also an Energy Elixir (restores MP) lying on the ground in here.


One of these guys was bad news. Two? That's serious trouble, especially with their near-immunity to magic. Byff and Elly can't blitz them down. And of course, they love to spam Daze, give themselves Battle Frenzy, and use a single-target spell that does heavy energy damage and puts the Lightning debuff on its target. It's only a matter of time before they get around to focusing on Kane and kill him in one round.



Turns out Gazers have a hole in their resistances. It's appropriate, in hindsight: the game tends to bundle acid/poison resistance in with physical resistance, and Gazers have fairly poor physical defenses. With Byff's added offense, we're able to blitz down one of the Gazers, after which the other is considerably more tractable. It's still not remotely an easy fight though, and repeatedly casting Spray Acid is expensive and inefficient.
Then, right at the end of the fight, I accidentally have Byff cast Icy Rain instead of Spray Acid and it turns out that Gazers are highly vulnerable to cold.















Insult to injury, the sarcophagus only has an emerald and a robe in it.


















Five Revenants, two Skeletal Warriors, and a Vengeful Shade.








Lightning Spray is a godsend down here. Hitting 5 targets for heavy damage is great, and it doesn't even cost much MP: 10, same as Icy Rain and only 2 more than Spray Acid.










I'm starting to think that I should work on One-Eye's physical defenses. This Skeletal Warrior hit Kane for 23 damage, then cleaved and hit One-Eye for 76. Ouch. Anyway, the Skeletal Warriers aren't the biggest problem in this area.

These assholes are. Ruby Skeletons have a Radiate Fire ability -- it deals significant fire damage in a huge radius around them. There's two of them hiding in the corners of the lab. Fortunately for us, one of them has the decency to stay put until we've dealt with his friends.
In the original game, Ruby Skeletons instead could fire a heat ray, which was a somewhat weak single-target fire attack -- but it only cost 1 AP to use, so they could fire it four times per turn. And the game loved to make you face multiples of them at the same time. Still, I think this version is more lethal. At least they still drop rubies!








The bodies lying around are pre-looted, the bastards.




This fight is actually winnable, if we have Byff cast Haste over and over again until he gets the party-wide Battle Frenzy effect and then spend everyone's Adrenaline Rushes on blitzing down the Divine Shade, who has a ridiculously strong AoE attack but can't quite survive being hit 12 times. And then get lucky enough against the Spectres that they don't focus-fire anyone. But there's no reward for beating them whatsoever, so let's just move on instead.



Two Spectres and two Revenants. Spectres have some kind of spell whose effects I don't really understand; it looks like a conic AoE spell, but it can hit targets that the Spectre really shouldn't be able to see. It hits like a truck, too, and they get multiple attacks per turn; it's really down to luck more than anything else whether or not someone dies.











Two Golems. As you might expect, they're very strong; their melee can cause knockback and immobility, and they're highly resistant to magic. But all they can do is hit one target at a time, so they're cake.
Which isn't to say things don't go wrong when Kane gets knocked out of the way though.


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As you might imagine, Cryos Demons can breathe cold. But there's only one of them, and the only other thing he does (in this fight, anyway), is hit Kane in the face. Kane is very good at being hit in the face.






That's floor 1! Here's the map.

This floor of the crypt is a combat gauntlet. There's five rooms near the entry, then the bridge, then a linear path through to the stairs. Clockwise from the bottom-left, the five room fights are 3 Banshees, 3 Vengeful Shades, a Vampire + a Writhing Mass + 4 Draining Slimes, 4 Draining Slimes, and 2 Gazers. The hardest fight is probably either the Gazers or the 4 Draining Slimes, both of whom are hard to approach and have nasty area attack abilities.
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