Let's Play Menzoberranzan #28: Plummeting into Progress
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With the Galeb Duhr's trinket returned to them, the way has been opened for us to progress yet deeper into the depths. While I'd like to think that we're just going to find a handy downward passageway which will lead to the next floor, the game has shown me on more than one occasion what its definition of forward progress.
Yep, it's time for yet another point of no return and so quickly after the last one, too.
I have no idea why this game has so many points of no return in it compared to the two Ravenloft games they created. This, combined with limited save slots, makes it so very easy to render your playthrough unwinnable due to leaving something in an earlier area that turns out to be critical to the plot or worse, not finding it at all. If it had been the first D&D game they'd made I could forgive it a little more as it's not in their other ones, but it was made between the Ravenloft ones which makes me scratch my head.
All that aside, we have yet more caverns to explore full of even more dangerous enemies, but there's an evil far worse than them that stalks this place...
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