Might and Magic Book Two [9] – The Perils of Sandsobar and Vulcania

With Pinehurst fully explored and Peabody’s son still missing, it was time to find information elsewhere. Maybe another castle would be a good idea, or maybe even a town dungeon?

Battle Reports of Robin, the Archer

Alana claims I have issues; that I’m too keen on shooting things. Why wouldn’t I be? Shooting things is fun.

Anyway, she’s starting to think I’m a bit on the crazy side (which is also fun), so she’s being a pain about me writing a journal. She says it would help with my “issues”. Yeah, right. I don’t have any issues.

Still, I can’t deny writing is a useful skill and I sure have been neglecting it since about forever.

To Sandsobar

Day 90, Year 903

We just got out of Pinehurst, where I had a lot of time to practice my shooting. We decided to go to the dungeon below Sandsobar next. Hopefully, there will be shooting there was well.

My bow is getting worn out, though. I’d like to get a new one soon.

We used a portal to get to Sandsobar, stopped by the blacksmith, bought a yellow ticked and then immediately used it to enter a battle at the monster bowl. We fought Vikings.

Might and Magic Book Two - Vikings

Vikings share sprites with dwarves.

Vikings are big, which makes them easy to hit. There’s something about hedgehogs that’s very attractive to me, but I prefer when there’s a challenge.

Day 91, Year 903

I knew we should’ve visited this dungeon ages ago. Everything in it is week. The only thing that hurts are the ankle traps and you can’t shoot ankle traps.

Well, you can, but it wouldn’t do you any good.

Day 92, Year 903

There was a thief who offered us training in thievery. Rax was being silly and accepted. The thief spoke a bunch of nonsense, confusing Rax even more, took the cash and ran away. I think Rax is even worse at disarming traps now.

Rax’s Thievery is down to 69% now, for some reason. I’m not sure if the thief died it, or if it happened some time before, but I did not like it.

Day 94, Year 903

There was a note about a spell around the Elemental Plane of Water. Aleen wanted to write it down, as usual, but then I reminded her we already have the spell, because I’m smart like that and I didn’t want to wait around when I could be shooting things.

Day 95, Year 903

We couldn’t find a way forward. We explored every path, but they were all dead ends. Then I remembered a fun game I played as a kid – “wall chicken”. Basically, you charge into walls and see who quits first.

As usual, one of the walls quit first, and we found the thief den.

We crashed our way in and soon found the guild boss, Rinaldo Junior. I wanted to shoot him, but Rax wanted to be a better robber. She sure could use some improvement, so I let the guy go. Apparently, we are more street smart now, whatever that means.

That’s what the game said – you feel more street smart. My thievery didn’t increase, and I didn’t have any slots for a new skill, so I’m not sure what happened there.

Day 96, Year 903

Orcs! I love shooting Orcs!

The entire southern half of the caves was filled with some type of orc-pig mutants. I love the way they squeal with an arrow in their behind.

Day 97, Year 903

A zombie gave us an Admit 8 Pass for Corak’s Cavern. I’ve seen it all now. My life is fulfilled.

Might and Magic Book Two - Smart Zombie

This zombie underneath Sansobar gives you the Admit 8 Pass.

Day 98, Year 903

Some killer canine’s made themselves a den in the south eastern part of the dungeon. I turned the entire pack into pincushions and then Rax took the glory by finding a Dog Whistle in the remains. What good is a dog whistle anyway?

Might and Magic Book Two - Town of Sandsobar

The final map of Sandsobar and the Thief’s Den below.

Not much good, actually. It gives a plus one to luck when worn and can be used to cast the Guard Dog spell. There are far better uses of inventory slots.

Day 99, Year 903

We are back in Middlegate and it took just over a week to explore the cave. See how much more efficient I am compared to Alana? Heck, we even have time to go to Corak’s Cavern.

Back to Corak’s Cavern

We found Lloyd!

Now both Aleen and I can cast a beacon anywhere we want and then return to it later instantly.

I can’t believe I missed this, but the secret passage to where Lloyd was is behind the stairs out of the dungeon. I should’ve known, since I already knew the coordinates from a random message. In any case, I have the spell now. I just have to figure out how to use it.

Day 100, Year 903

Ghosts are no fun. Aleen and Priscilla just wave their hands and they go away, but my arrows fly through them. It’s not fair!

Day 101, Year 903

Some guy in the cavern only wants to talk to “clerics and their robber assistants” which means the rest of us will be staying in Middlegate, chilling. Oh well. I hope it isn’t too troublesome for them. I don’t want to miss out on the shooting.

Alana and Rax hired two adventurers of their own professions at the Inn and went for it. Alana said it’s a mentorship program, but if you ask me, they just needed cannon fodder.

Day 101, Year 903, Afternoon

I’ve been thinking about this mentorship program and it might not be a bad idea. Here’s my pitch:

We offload our spear gear on some poor sods at the Middlegate Inn and maybe even take them with us every once in a while. They get some experience and proficiency and when we need them for some menial task, they have to help us, because it says so in the contract.

I mean, what good is the money we get from selling our gear when a single leprechaun can take it all away? I call that an investment!

Day 102, Year 903

Alana and her gang god back during the night. It seems the keepers took our Admit 8 pass the last time we tried to get in, so we need to find that zombie and get another one. Oh well, there’s plenty of time for that later.

To Vulcania

To be honest, I don’t think the four would’ve survived the inner crypt by themselves.

I’ve convinced the team to go to Vulcania.

Day 103, Year 903, Vulcania’s Caverns

Lava. Lots of bubbling lava. Aleen taught me how to cast levitate, though, so I’m not too worried.

Day 104, Year 903

Apparently, there are other heroes known throughout Cron and someone has been keeping track on their whereabouts on the walls of these volcanic caverns. Scribes are strange folk. Paper is so much more practical.

Day 105, Year 903

By the Divines, how I hate mazes. This whole cavern is one huge maze. There’s no change in hell this is natural. Nature is incapable of being so cruel. The design of these passages has intent, and it isn’t good intent.

Might and Magic Book Two - Giant Ogre

Ogre’s sure have changed since Book One.

What the inferno kind of names are Thund R. and Sir Kill?

Some kind of weird floating head took a look at our Rax and he instantly turned to stone. Luckily, Alana had something to say about that, but it’s funny. Even when there are no traps, Rax, manages to find one.

Day 107, Year 903

Divines damn these tunnels! We’ve been navigating a section for two days only to find an out of tune giant singing a terrible song at the end of it.

Might and Magic Book Two - Bonehead

Some monsters have interesting names.

And then we realized the passage simply circles back.

Day 109, Year 903

At the end of one more passage, we finally found something of minor, albeit very minor use. Two adventurers were tied up there, by whom, we weren’t able to find out. The ninja is completely insane, so there’s no information to get out of him, while the other one suffers from amnesia. He even introduced himself as No Name.

They agreed to be at our disposal in the future, so they are now official members of the Mentorship Program.

Might and Magic Book Two - Hirelings

Unlocking hirelings apparently serves as a reward for exploration.

And with that, we couldn’t find any more passages to navigate through. The volcanic caves were fully mapped, or so it seems.

The caves below Vulcania are mostly one-way secret passage sections. There was a split in one of them, pointing at “Endurance” on one side and “Help” on the other. I was hoping for a stat increasing pool at the end of the Endurance section, but all that was there was a giant. I listened to it, but as was as I can tell, nothing happened.

Might and Magic Book Two - Town of Vulcania

The final map of Vulcania and the caverns below.

Personal Notes of Aleen, the Sorceress

A fool remembers. Everyone else uses ink. I will write down any information I find into my personal notes.

The mystic Thaumaturge of Good can be freed if you enter Right 32 and Left 64.

Look in Castle Xabran at 6,2 and you will find the Earth disc.

Seek the N-19 capitor at 3,13 in Castle Hillstone.

Look by 0,6 in the Luxus Palace Royale for the A-1 Todilor.

Dead Eye and Red Duke are in Bozorc’s control in D1 at 14,1.

Unlucky Sir Kill and Jed I should not have eaten so much fatty food. They are trapped by a cave-in in Sarakin’s.

The Air Disc is at 15,15 in Xabran.

Star Burst is in the center of the Dead Zone

Side Note: Party Progression

And finally, we have our usual party report. There have been levels and items this time.

Lorelei, Level 14 Dwarf Knight

  • Helm +7
  • Quiet Sling +2
  • Dark Trident
  • Ivory Cameo
  • Mgt Gauntlet +1
  • Plate Mail +4

Lorelei simply gained a level this time. She’s at 146 health.

Priscilla, Level 13 Human Paladin

  • Helm +6
  • Shaman Pipe +7
  • Magic Charm +4
  • Plate Armor +2
  • Tri-Sickle +5
  • Agate Grail

Priscilla gained a level and a spell level, so she can cast level 4 clerical spells now. She upgraded her Iron Helm +2 to a Helm +6.

Rax, Level 12 Half-Orc Robber

  • Crossbow +2
  • Thief’s Pick +2
  • Blazing Axe +4
  • Silent Horn +3
  • Great Shield +2
  • S Chain Mail +4

Rax didn’t get any upgrades, but she did gain two levels. Her thievery is at 70% now. It dropped to 69% for some reason, but it’s going up again, apparently.

Alana, Level 13 Gnome Cleric

  • Hero Medal +4
  • Quick Flail +2
  • Great Shield +4
  • Helm +6
  • B Splintmail +4
  • Defense Ring +2

Alana gained no levels this time, but she did at least upgraded her Helm from +4 to +6.

Robin, Level 13 Elf Archer

  • Ice Sickle +3
  • Hero Medal +3
  • Ray Gun +1
  • Chain Mail +4
  • Defense Ring +2
  • Great Bow +5

Robin also gained no levels, but she didn’t get any upgrades either.

Aleen, Level 13 Elf Sorcerer

  • Dagger +4
  • Magic Charm +3
  • Silent Horn +1
  • Padded Armor +2
  • Defense Ring +7
  • Hero Medal +2

Aleen gained now levels, but she did get one major upgrade. Her Defense Ring +2 is now a Defense Ring +7, so her armor class is finally starting to look decent.

Side Note: Observations

White Knights are the bane of my existence. For some reason, the only thing that has even a remote chance to deal damage to them is Disintegration, and even then, not one has it been an instant kill. Basically, I’m better off just running away with white knights.

Outside of that, things have become much easier once I got Raise Dead and Stone to Flesh. I can now recover from almost anything, so the risk of losing progress is greatly reduced. This means I can stay away from town longer and thus explore much faster.

As for the writing, it’s probably as bad as ever, but at least I have something of a system now.

Next Time

Three town dungeons are cleared. I assume the one under Atlantium is probably too difficult, but I might try clearing Thundara. There’s the snow beast there as well.