Part 63: Slith Fortress
Last time, we wandered all over creation, tying up all the easy loose ends. Time for a slightly more involved loose end.



Here we are, just north of Sss-Thsss' Castle.




The wandering encounter visible on the southern island is just a bunch of priests:


Results are predictable.

Shielding Potion, Healing Elixir, and Curing Elixir.










Let me just say this upfront: we are badly overleveled for this dungeon. None of these poor schmucks pose a threat to us, so I'm not going to comment on the fights beyond calling out unique opponents. You can safely assume that One-Eye will dodge everything, Kane will take only scratch damage, and Elly and Byff will rain down arcane fire and eldritch energies to rip our foes apart.










That does it for the western exit from the foyer. Time to head east.














The Frenzied Infernal has a couple of Frenzied Apprentices with him; as you might imagine, they all have bonus AP. It doesn't help them.



"Hidden" switches on the walls open a treasure chamber (cavewood longbow and a curing elixir) and a reading room.








There's one each of the three basic alchemical herbs here.







All that's back here is a Flawless Crystal, though. How pedestrian.










There's a dead body here as well, with some robes, a knife, and some rope. That's...kind of grim.













Here's our "boss encounter" for the dungeon. A bunch of sliths, including Chief Tivn'Schah in red and Darkcaller Nuassa (looking like a generic slith, in the top-left) have surrounded a Runewarded Infernal. Amusingly, the demon is actually on a different faction from the sliths, so they'll fight each other.




After one round of combat, we get interrupted by a conversation. Yes, let's pause what we're doing to have a little chat.





Nuassa then casts a spell...at the Infernal.






And then Elly and Byff spammed high-powered spells at them and they died. All of them except Nuassa, who lasts long enough for her gimmick to kick in.



...almost. Divine Retribution is a hell of a spell.

Okay, okay, we'll reload and let her gimmick kick off. This time we just choose the "attack" option when she tries to posture at us.

Nuassa's gimmick triggers based on health thresholds, so if you're able to burn her health down quickly enough, she won't get to summon anything. Otherwise, you end up facing a Fiery Demon in addition to whatever else is still around.

In this case, it's just Nuassa and the Runewarded Infernal, which takes awhile to kill since only One-Eye and Kane can really hurt it. Incidentally, the Fiery Demon uses its turn to attack the Infernal.

And that's it for Nuassa's gimmick: she just summons a demon of a type we've killed dozens of.



The chieftan had a Slith Warspear; I think this is our third now. More uniquely, Nuassa dropped some Radiant Gauntlets:

Hit chance caps out pretty quickly in this game; past level 15 or so you're extremely unlikely to miss your targets unless they badly outlevel you. So these are not really that interesting.
In the chest in the corner:
















Leveling up Mass Curing just lets it cure more physical ailments, but it's pretty rare for multiple party members to be suffering from more than one physical ailment to begin with. That said, if you end up in a situation where several party members have been slowed, ensnared, or immobilized, Mass Curing can fix all of those and really simplify your life.
...I think that's happened to me once? And it was before we had access to the spell.


All three of these guys are Runewarded, in fact.




And so we do! One-Eye throws the occasional healing spell Kane's way, but otherwise he's more than capable of taking on three demons on his own.









Wand of Carrunos (remember, these are actively harmful), Corrupting Baton (energy damage in conic AoE), some coins, some Graymold Salve, a Powerlash scroll (wide-area energy damage), and an Invulnerability Potion. Not bad, really. I still find it really weird how freely the game distributes Graymold and Graymold Salve, though, considering that finding the recipe and ingredients was a major quest in the original game.

That's it for this dungeon. Here's the map:

This doesn't really make clear just how weird the layout is. There's a bunch of scattered rooms made out of brick, but they're separated by winding twisty "natural" cave passages. Who built this place? And why did they build it like this? Unfortunately, we'll never know.
The dungeon is primarily here to give you an alternate source for the Onyx Key needed to reach Sss-Thsss. Nuassa and her demons are in the northeast, naturally. You might think you can skip all the slimes in the center and west parts of the map (that entire warren is full of slimes and basically nothing else), by taking the passageway on the eastern side of the map, which leads straight to the laboratory. Unfortunately, that passage is blocked by a portcullis that can't be opened, so you're forced to go through a lengthy detour. The portcullis room does however have another passageway into the room with the Frenzied Infernal, so you don't have to have Dispel Barrier to get in.