Thursday, July 24, 2025

The Bard's Tale: Mangar's Tower, part one

 

At last, Mangar's Tower! We have to go through the Scarlet Bard's wine cellar and sewers to get here, but that's okay, teleportation makes the trip quick.

A Stairs down
B Message
C Combat
D Mercenaries
E Teleport
F Trap
G Dwarves
H Maze Masters
I Magic Mouth
J Spinner
K Evil Eyes
L Master
Magicians
M Ghosts
N Samurai
Dwarves 80
Mercenaries 220
Samurai 1024
Seekers 2304
Dwarf Kings 2304
Samurai Lords 2304
Magicians 2304-2560
Conjurors 2304-2560
Wizards 2304-2560
Sorcerers 2304-2560
Lurkers 2560
Fire Giants 2560
Berserkers 2560
Azure Monks 2560
Hydras 2560
Green Dragons 2560
Wraiths 2560
Shadows 2560
Ivory Monks 2560
Weretigers 2560
White Dragons 2560
Ice Giants 2816
Phantoms 2816
Ogre Lords 2816
Eye Spies 2816
Xorns 2816
Body Snatchers 2816
Fred 2816
Lesser Demons 2816
Ghouls 2816
Evil Eyes 3072
Ghosts 3072
Master Magicians 3328
Maze Masters 3584
 

Teleport / phase door works here. I might not be able to magic myself everywhere in the tower, but I can always leave.

We also get our first taste of demons - lesser demons, who inflict aging on hit and are heavily damaged by the Wizard class's demon-targeting magic. Repel Undead doesn't work on all of the monsters that you might expect; Phantoms and Body Snatchers seem to be immune, even though the latter look like zombies. But overall, the random monsters are easy, and so are the fixed encounters. At first.

The only threat these guys pose is that I might die of old age without using turbo!

A clue in the southwest quadrant

  
A moderately annoying plain of darkness, dotted with lava, antimagic, and traps

 
These minibosses are not to be taken lightly.

Doors, spinners, and antimagic. Fun!

Surprise! 34 spellcasters. We are so dead.

 

On a reload, the Evil Eyes are beaten with a song of Lucklaran playing beforehand. Honestly, this is probably a better exploring song than Traveller's Tune at this point. And with over 17,000XP/character awarded, this is a pretty decent grinding spot, though ghouls in the catacombs are less risky.

The Magic Mouth marks the way up to the next floor

Overall, this is a mostly pointless floor. There's good experience in the spinner room, but apart from that you lose nothing by just teleporting past it.

 

Floor 2: 

A Stairs down
B Message
C Combat
D Trap
E Basilisks
F Spinner
G Hobbits
H Silver Circle
I Mind Shadow
J SP recharge spot
K Smoke
L Soul Sucker
M Bandersnatches
N Samurai
O Stasis field
P Ghouls
Q Stairs up
Hobbits 60
Samurai 1024
Lurkers 2560
Fire Giants 2560
Berserkers 2560
Azure Monks 2560
Hydras 2560
Green Dragons 2560
Wraiths 2560
Shadows 2560
Ivory Monks 2560
Weretigers 2560
White Dragons 2560
Magicians 2560-2816
Conjurors 2560-2816
Wizards 2560-2816
Sorcerers 2560-2816
Ice Giants 2816
Phantoms 2816
Ogre Lords 2816
Eye Spies 2816
Xorns 2816
Body Snatchers 2816
Fred 2816
Lesser Demons 2816
Ghouls 2816
Evil Eyes 3072
Ghosts 3072
Mimics 3072
Golems 3072
Vampires 3072
Basilisks 3072
Grey Dragons 3072
Master Ninjas 3072
Bone Crushers 3072
Demons 3072
Warrior Elites 3072
War Giants 3072
Mind Shadow 3328
Bandersnatches 3328
Soul Sucker 3584

Teleport and phase door still work.

A basilisk in the dark kills my summoned demon instead of stoning us!

Ahab picked up a very cool breath weapon!

It's an Interplay reference, but not a tough fight.
 
Another TPK, at the tendrils of a Soul Sucker

Surprise! Stasis field! But you can teleport out of this one.

Some notes:

  • Demons are the nastiest creature you can encounter randomly here. They attack in groups and roast your party with group-hitting spells. Getting hit by multiple casts on round 1 is a likely kill or two, and there's nothing you can do to stop this from happening, though a Lucklaran beforehand reduces the odds of this.
  • Vampires are less deadly, but a hit from them drains levels. When this happens I don't bother trying to salvage the party; I just keep exploring the map unto death and then reload. 
  • Scribe and Viila can summon regular demons now, and they're great. They don't always use their magic spell, but when they do, it outclasses the damage of even Mind Blade. And when they don't, their melee damage is fantastic.
  • One clue is found in the northern side of he map: The Spectre Snare can catch a foe and bind him lest his spirit go...
  • A Silver Circle is found within a set of dark, concentric rings in the northwest quadrant.
  • The southern side of the map is a grid of maze blocks, with regular old stairs going up hidden in one of them. Lava spots and spinners make life interesting/annoying.

 

Some of the loot included useful magic items:

  • Speedboots. I think these make running away succeed more often - needs some testing to be sure. But these could possibly be the best item I've found yet.
  • Kiel's Compass is usable for unlimited free Locate spells, and it even works in antimagic zones.
  • Frost Horn does heavy group-targeting damage, and is reusable, but only by the bard. Unlike the Fire Horn, this is multi-use.
  • Dragon Shield also does heavy group-targeting damage.
  • The Lorehelm is a helm spellcasters can wear and offers free casts of Sorcerer Sight. Which is modest, but helps save some SP!
  • Arc's Hammer does good damage and casts Lesser Revelation, which provides light and reveals secret doors. Again, useful for saving some SP, especially considering how often your light gets extinguished.

 

To be continued! 

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