With that said, we're out of MP, and once you drop down you can't immediately get back out. Our health is good, but we're mostly mages... good for a wizard is still not that good. Run completely out of magic, and suddenly you find that this is a party of one, with three tagalongs trying their best to hide behind Torgamous' walls of beef.
So first we run back to town and get heals.
Then we jump into the pit. Or rather, because falling damage is a bitch and nobody has feather fall, we drop slightly into the pit and then hug a wall and carefully slide down as best we can to the bottom.
Where we find a nicely bricked and tiled stone passage.
It leads to a small room filled with enemies and...
Why, what is this? A neat line of four chests just waiting for a-plundering? This surely could not be a trap.
It is a trap. And possibly in more than one way. If you recall, I mentioned that there was some variance in how trapped chests are... some are always trapped, of course. Some are
almost always. Some occasionally, and some never, or nearly never. Leaving aside whether or not one of these chests explodes into a fountain of pain and blood on you, there is one chest that, when you open it, immediately spawns a small number of enemies behind you.
It's not a problem if you have high health and mana, but if it catches you flat footed and the chest just belched fire across your face, it's not impossible that the newly spawned enemies will give you a surprise dose of sodomy. Sneak attack from behind joke!
To the north passage, where there is a fork. Continuing straight ahead brings you to a one-way door... once opened, it'll stay open, but it only opens from this side. A shortcut, if you don't like jumping down the hole to get lower every time. Taking the other fork leads you through a room with enemies and some loot haphazardly just scattered around the place and an opening into a pair of loooong tunnels.
Nothing special about either of them. There'll be a couple of enemies close to the opening that might close on you before you can handle them, but aside from that you have plenty of distance to drop everything as you continue on.
Right to the end, where on either side there is a large chamber absolutely
swarming with blood suckers. There's usually a few Brain suckers in the mix, and there's decent odds that there will be at least one Soul Sucker flitting through the horrific cloud.
Soul sucker. Where have we heard that before?
Ah, thaaat's right.
Every month, the various Town Halls throughout the land offer a bounty on a specific monster. Kill one, return to the town hall, and you recieve free money. This is one of those
timed optional things, by the by... not in that you have a certain number of days to do it, but in that the offered bounty changes with every month. More annoyingly, kills you make before you check the bounty board do not count, so if you happen to have just cleared out the last goblin in the entire region, and the bounty is 'goblin' when you check.... well, you have a problem.
Better still, the list of bounties is completely random and draws from every single monster in the game. It worked out well this time, that the bounty was on something we could actually hunt down and feasibly kill... but you'll often laugh when the first bounty offered is something like a Gold Dragon. And laugh. But not in the amused way. In the sardonic, slightly bitter fashion of realizing that there's no possible way you could actually kill a monster on that level right now, even if it was sitting just outside.
That said, while it's free money, it's nothing fantastic either. 800 gold, or with the banker's help, more than that, is certainly
nice... but in general, if you can actually kill the monster on offer, then particularly as they get harder it's usually much faster and easier just to wander around killing things with gold drops until you make the same amount.
In other words, if you get lucky, this can be nice, but it's not something you should put too much effort into.
We step back into goblinwatch again and finish off the last couple bloodsuckers in this chamber, then press onward to find the above.
Why, what is this? A treasure chest straight ahead? Temptingly... why, certainly those two visible alcoves to either side could not conceal an unexpected misfortune.
It's absolutely a trap. Disarm does nothing for this one, sadly... those alcoves are just secretly
teeming with rats.
With that said, usually the chests on the far ends of these tunnels have some pretty good stuff, but this time there's not much worth noting. A simple wand, and... that's really all. Nothing special beyond that. Bum luck.
So we turn around and head down the other one.
Somewhere along the way, someone got bitten and their leg started turning all funny colors, but I can't recall who. The important thing is that we ducked back to the temple again.
And we came across this beautiful sight.
Supposedly, 'Scholar' is the lowest tier of this sort of hireling. Teacher and instructor will both offer more bonus XP, sure. But that's not important. The xp is negligible, a side effect.
The Scholar offers full identification of
everything.
What this means is that, as long as she's in the party, we never need to spend a single skill point on identification... from a plain ring to the legendary axe Conan, Belinda here can peg it all with just a glance.
The downside? Well, it's not really self-reliant. If we should die, she goes away, and we're shit out of luck on the identification front again. And since we're dropping the tinker to make a slot for her, the most probable cause of death, exploding chests, just got somewhat more likely. But it's a compromise we can live with.
There's some really fantastic hirelings in the game, offering water-walking, flight, unlimited wizard-eye, constant resistance buffs and more. But Banker and Scholar are the solid picks that I tend to default to before anything else.
We boot out the tinker and start identifying all the crap in our sacks. Most of it is junk, but a hidden gem among the dross is shown.
Now, you would think that Torgamous would need this most.
Unfortunately, at 25 Might, the next stat level where there is going to be any perceptible increase in anything is 30. A stat boost of four is a nice thought, but at this point it's just not going to do anything. Perhaps counterintuitively, it goes to one of our mages. Increasing Selias' might to nine means that if they have to bonk something with their stick, they're doing
almost reasonable damage for this level sometimes!
Ideally, none of the mages should be hitting anything, still.
That done, we finish up the last bit of the final tunnel beneath Goblinwatch and face the final chest.
And it's a doozy.
This is more what I was expecting from that other chest, rather than just a handful of gold and a basic leather vest.
For this starting region, the axe and mail are pretty nice finds. Unusually good, much like the pirate cutlass Torg is swinging around right now, but still reasonable enough that you can expect to find a couple here and there if you're lucky.
What makes this chest
fantastic is that amulet.
Throughout the game, you're going to run across, and most likely craft, various enchantments on items. 'Antique' is one of the rarer ones... not because it makes things particularly useful, but because of economics. All that the 'Antique' enchantment does is add an extra zero to an item's True Value.
Enchantments of any sort will effect this in some way, making the most reliable, if slow, way of making money a combination of enchantment and the merchant skill. If your merchant skill is high enough that your buy and sell prices are pretty close to an item's True Value, and you can afford the first capital investment, then you can easily buy up a lot of enchantment-grade items, put randomly selected enchantments on them, and sell them back to the store for a profit.
If you're lucky, you might even get a better piece of equipment than something you're currently wearing this way. Antique is just specifically a modifier on the sales price, though.
In any case, we won't get nearly the full value for this amulet at this point, but just loook at it. That's a find. Beautiful. (Let me call up my friend, who is an expert on antique amulets...)
In any case, that is that. There's no ding, no special notification, no note in your journal. But Goblinwatch is now cleared.
Come back after enough time, and it'll just be teeming with a monster infestation again, heh. But by that time, we'll be advanced enough that if we felt like it, we could clear the whole mess in a single run.
In any case, having killed out the keep... we are as a whole still 700-ish XP away from a level. Bummer.
Also, you may be startled to see the low only triple-digit number on the gold, there? Don't worry! I've just been putting it in the bank every so often. It's advised, as you progress, to put your money in the bank whenever it breaks a certain level... at initial points like this, that would be 1000 gold, I've found. Later on it might be more meaty sums... five, ten, twenty thousand or more. It only matters if you
die, of course, but there is nothing that stings worse than rolling around town with a hundred grand in hand and then suddenly this cocky sack of bones in a boat rummages through your pockets.
You can't buy anything with money that's in the bank, of course, but you can withdraw it from any of their conveniently placed outlets throughout the land. Currently, our gold total is at roughly four thousand.
In any case, once again, we have options.
We could
clear the overmap, hunting around the area for enemies to crush and, hopefully, get a level-up ding before continuing to anything else.
We can
take a coach to Castle Ironfist and slum around there. Or walk, I guess. It's quite the hike, though.
Alternatively, we could
ride a boat to the Islands of Mist. The sorcerors of the party would have some vested interest in this region. There's a few goblins squatting by the docks and preventing the shipping lanes from running as they should, but we can crush them with ease.
(sigh)
.... Or we could check out the
Abandoned Temple of Baa