Last session, I had finished by getting some more food, and then returning to the area with all the skeletons and beholders. I'm not sure how many enemies are in there, but they do respawn, making any trips back potentially annoying. This turns out to be not much of a problem since there's no path out of there except where I came from. I guess that third key was needed after all.
I should explain the issue. Dungeon Master has great responses to the first button press, works lovely, smoothly. The second button press, is delayed, can't be canceled and generally wouldn't be accepted if the game wasn't that good otherwise. I think it might be functioning on a turn system like a proper Dungeons and Dragons video game. This creates a weird artificial difficulty in that I'm not sure if its possible to get through this. Which turns this into an unwinnable situation.
After solving this puzzle, the way back is opened by a pressure plate, making the situation less sticky. The area I found has a lot of paths, some quite closed off to me, others opening seemingly endlessly. There's a puzzle involving a pressure plate that activates a teleporter on its own spot. No idea how to solve that one yet. There's a teleporter, guarded by skeletons, that I'm holding off on exploring until the rest of the area is clear. The other stairs down is found in this section, its opened by a hidden switch. And it, itself opens on the pit trap maze, that very, very awful one. There's a particularly cruel option that's actually locked off, containing a quartet of bees.
That's actually about it for this level. There's nothing much to talk about after this, just hordes of skeletons and beholders. A lot of them are respawning too, I died a few times in this section thanks to some popping up behind or to the sides of me. A good chunk of these areas are off to the side though. Most of them don't seem to be worth the effort, except for experience fodder, but one has the Vorpal Blade...which doesn't seem to be doing any more damage than a regular rapier. So, down to level 6, if I'm not mistaken. The Tomb of the Firestaff, which is the item I've been looking for all this time, which I forgot to mention since I didn't read the backstory. That seems rather quick, and there are stairs down too.
Downstairs it takes a few seconds for me to be glad I got that Vorpal Blade. It might not do any more damage, but it has a disrupt function that takes out non-material beings. Without that an already messy area would turn into a nightmare. The second you walk off the stairs there's a pressure plate that opens a pit in front of the stairs, which I didn't realize at first and fell. And in addition to the ghosts there are skeletons. This whole area is just a mess. Since I have to stop mapping half the time to fight another monster. Its big too, You can't see one wall from another wall. Also there are things that steal items. Thankfully, it just stole a shield, but I hate these things.
Before I end let me talk about some of the aspects I've been neglecting.
The RPG aspect of the game is a bit simplistic. You have attributes, like strength, dexterity and wisdom, and some of these govern health and mana. Then you have skills, which you increase by using them, there are four, fighter, ninja, (ranged weapons, and using ranged weapons in melee curiously) wizard and priest. These in turn increase attributes. Ending this session I decided to increase Gothmog's fighter, since he's been over draining his stamina constantly, and increase Sonja's magic skills somehow. I haven't managed to increase that, as without any magic she has 2 mana, although the Vorpal Sword increases that to 6. She can only cast one spell with 2 mana, and that still requires a rest between runes. Either way she hasn't managed to actually succeed in a spell yet.
Speaking of runes, I've settled into a pattern of mostly just using fire magic and healing potions. You use mana as you cast runes, so you can store them in case of an emergency. Or if you want to unleash 4 fireballs in rapid succession. Priest and wizard spells are seperated by the element rune, but I could be wrong.
The party system is interesting, if slightly useless for its purpose. You can move characters into any position, back left, front right and so forth. This actually has some reasoning to it, as characters can attack enemies depending on where they are. Though preference is given to front-facing enemies, and spells are always forward.
This Session: 2 hours
Total Time: 7 hours 40 minutes