The Abnoba Castle is home to a bunch of perverts. There's the guy who's staring into a vase that sees everything. He's looking at a woman undress... And then there's the wo/man in charge.
Magician Mel knew we were coming as they could see everything with the vase. They even know what's in the letter. They don't care, though, because the ruler of the world means nothing to the people in the castle. What does interest Mel is Rain. Mel looks like a woman but acts like a lecherous man. S/He says s/he wants to spend time with Rain, but it's clear it was spoken in a perverse way. Fortunately, she turns Mel, who I'm going to assume is a woman, down. Seeing her will, Mel offers us the knowledge we came here for. Papa Brown has been searching for Oparts, which are Out Of Place Artifacts. Mel presumes they're from an ancient civilization but doesn't know much more about them. Even the one she hands over, Dark Globe, just clears confusion. It's pretty insignificant but still an Opart. Mel tells us our dad's written the locations to several more and gives us a place to rest tonight.
Rather than sleep, though, we explore the top of the tower. We gain some minuscule backstory on this world through book titles, and one causes Blue to think another ancestor had wanderlust. But then they get to the top and look out to the world. It's dark and foggy, so there's not much to see. For some reason, Red takes this as an invitation to pee off the side. Blue and even Pongo join him. Blue tries to get Rain in on the fun, but she's not an idiot. Everyone finishes, but Red and his delay ends up causing the team to be ambushed.
A knock wakes up Rain, and she explores the hallway to investigate. Once she's there, the door locks, and everyone else is awoken by her yelling. A giant bird has appeared before Rain. It rams her into the wall. Before this, she's been a useless character. Out of desperation, though, she casts a basic fire spell in defense. The bird changes into Mel, who congratulates Rain for awakening her powers. Everyone wakes up the next morning wondering if that was a dream. Mel sees them off and hits on our new mage one last time before we descend the mountain.
This might be optional, but the monk beneath the waterfall has been knocked out. Monsters attacked him from behind the river. Investigating inside brings us to the commander who ordered the burning of Ruian. Hel is doing her Magus impression and sentences us to death. She's joined by creatures I didn't get the name of because I focused all my attacks on Hel. She was the closest. Her main attack is a knockback sword swing that does a lot of damage. She can't be surrounded because she can also teleport. The blobs she's summoned tend to place traps on the bottom part of the map and remain out of the fray. It's another reason to avoid them. One did get close and died for it. Rain had learned a healing spell by this battle, so I did get to make use of that. Hel will be shocked she lost and teleport away, swearing we'll meet again. She also said we only won because of Pongo... With little reaction to that, the team automatically runs (into a wall) back to the G Home.
There's a quick discussion about whether or not this is another one of dad's tall tales, but Rain believes it's true. We figure we've nothing else to do, so we might as well have an adventure. The list of places Brown has found Oparts are mostly on the northern continent. But there is one in Harmon's Cave, north of Oceania. I picked up the ice weapons because someone said there were a lot of fire mobs in the cave. They were correct. The forest is a quick trek, and we reach the cave in due time.
There's a lock before us. Words are written in a language no one knows, but there's a translation in Brown's notebook. Red has to say something embarrassing, but it works. I focused on the rare but scary jars. They don't move, have one HP, but can cast an ice magic that hits everyone and hurts. After them were the surprisingly tanky fire snakes. These guys can knock back a character with their fire tackle and can do it multiple times a round. The fire clouds aren't a big deal already. We'll eventually jump down a pit filled with snakes...and a giant!
Bull is joined by an entire squad of fire slugs and clouds, as well as two ice jars for good measure. I remained south and took out the mobs around me, letting everything north come to me. This would create a bottleneck, but that's fine. I feverishly killed the ads before Bull started ramming my party. He's so big he takes up four squares on the battlefield. I don't know when or how, but Rain learned Great Heal at some point. This spell allowed her to heal the entire party at once for twenty two MP. I had plenty of MP pots, so I used that spell liberally.
In this room is another locked door. Rain magically can read the words now and details something about tickling feet and grabbing a shoulder. I then notice that the room we're in looks like a cactaur... Find a switch on the left foot, jump through the right eye, and high five the left hand to open the door. Inside is the Gorgobabia Crystal. Apparently, this controls the seas, which is why the ocean has been unstable lately. With it in our hands, though, everything is settled down. Too bad we're too late. The last tidal wave sank all the ships that could have taken us to the north continent. But there's a new island, and there's still the rumors of ghosts. I'll check them out...
...tomorrow!
I also spent time at the frog casino. Won me some boots and anti poison ring I won't be using, and learned I suck at frog racing.
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