Part 14: Why Did It Have To Be Guillotines

Today, the evil party will be exploring Slithercult Stronghold, a dungeon in the forest to the southeast of Fountain Head.








The two main enemy types in this dungeon are both annoying, for different reasons. The Cobra Fiends have fairly respectable armour class, making them hard to hit if your weapons suck, and their attacks can send PCs to sleep. Meanwhile, the Candle Creeps are easy enough to hit, but they have innate resistance to many damage types, and their own attacks do fire damage, meaning armour is useless against them. Hopefully your spellcasters know Awaken and Protection from Elements by now, because both spells will make your life a whole lot easier down here.




The sharp-eyed among you may have noticed the bloody guillotine in the right hand side of this image. This is one of the several basically interchangeable traps that boil down to "step here and everyone takes a bunch of damage". The ones in this dungeon only do 10 damage to the party, which isn't too bad.





This dungeon has the last two Sacred Silver Skulls in the game. We now officially have all of them and can stop worrying about finding them in random places. The 1,000 XP and gold per skull isn't much any more, but I guess I may as well drop them off at Kranion's place after this update.

The treasure boxes in this dungeon look like this, and generally contain a few thousand gold, a couple of hundred gems, or some low-level random items. The locks aren't too hard to crack, even with Cyrus' mediocre thief skills, although he does get hit by a trap or two.

In general, the acid pools hold more meaningful rewards than the boxes. One pool contains no less than five of those Quatloo Coins the Greek Alphabet Brothers have been handing out.

Other pools give permanent +25 boosts to poison resistance.

Still others are... less useful. This is a way to get a Fizbin without getting eradicated. Yes, Fizbins do actually serve some purpose. You'll see.

Progressing deeper into the dungeon, the party starts to run into Evil Rangers. They're the strongest and toughest enemies down here (not counting the boss), and can mean trouble for a poorly-equipped party, especially since they usually accompany large groups of other enemies. Evil Rangers also hate Druids and will target them exclusively as long as they're conscious, so keep your Druid well-armoured if you insist on using one at all.





The "serpent's tail" is a long spiral corridor full of monsters, mostly Candle Creeps. At the end...



By stepping into the pool, Cyrus just permanently gained two experience levels, and a commensurate amount of experience (roughly 2 million XP, since XP required to level up caps at a little over 1 million by level 11 or so.)









Giving an incorrect answer here just teleports you a step back. Giving the right one allows the party to proceed to the final parts of the dungeon, including the real reason to visit this place.

Taking the western branch from the puzzle altar leads to a room full of Evil Rangers, another of those Precious Pearls of Youth and Beauty that the party hasn't yet found a use for, and a locker with 50,000 gold. Not too shabby. But the real treasure is on the eastern branch. Take the right-hand passage from the head and examine a little alcove in the south wall...





Seth transports us to a room with three altars, all of which say this.



This is one of the things the Ancient Fizbin of Misfortune is good for, although "good" might not be the right word in this case. If the character spending the coin has a Fizbin in their inventory, they're instantly eradicated.
One reload and some inventory shuffling later...

Assuming the character spending the coin doesn't have a Fizbin in their inventory, each coin spent nets a permanent +5 to Might, Endurance or Accuracy, depending on which altar you spent the coin at. I'd recommend spending most of your coins on pumping Endurance at the central altar: it tends to be harder to raise than the other two stats, and more HP is always useful. There's nowhere else in the game where Quatloos are useful, so feel free to use 'em all up.



Further on down the eastern passage past Seth is this lovely little room. The trick is that it's a teleporter maze: stepping on the wrong spaces sends you back to the room's entrance, and there's no way to know what the wrong spaces are except through trial and error. Basically, stay near the north wall, using Jump to avoid guillotines.

On the other side of the teleporter maze is the dungeon's boss. She's much stronger and tougher than a regular Cobra Fiend, but has thankfully lost the ability to cause sleep. Hopefully you have decent armour to mitigate her damage output: 5 attacks for 5-75 damage each adds up fast if none of them are missing.

The reward for killing the Cult Leader is an artifact plus lockers containing 20,000 gold, 500 gems and some medium-level random items.
There's one last feature of interest in the teleporter maze: an altar by the east wall, near the exit. If you manage to navigate your way to it, unavoidably getting hit by multiple guillotines along the way...

... you're rewarded with this. No, it doesn't do anything. This is the game itself laughing at you.




If you manage to find every Sacred Silver Skull in the game and bring them all to Kranion, he has this little bit of information to offer. We'll be taking advantage of it eventually. For now, though, the party is getting some rest and preparing for the next adventure.


Right around here, I finally noticed that at some point between the start and end of their last adventure, Sails evidently received permanent +50 bonuses to Personality and Accuracy, Flowers received a +50 bonus to Endurance, and Calgon received a +50 bonus to Intellect. I figure some of the pools in Cyclops Cavern probably granted those bonuses, and either they didn't give a message or I wasn't paying attention. Well, I'm not complaining, even if the Personality bonus is kind of useless to Sails. Whoops.










Well, that's it for another update, which means it's time to switch over to the other party's outdoor adventures again. Should the good party continue exploring on land, or use their newfound Walk on Water spell to explore the sea?