Tuesday, July 8, 2025

The Bard's Tale: Sewers, part one

 

After some training, I've re-evaluated the group's combat skill.

  • RedSlayer, at level 7, has improved dramatically. Now he hits twice per round, and as a monk, hits harder than anyone else. His natural armor class is decent too. Unfortunately, his HP just hasn't kept up with the rest.
  • Kurisu also gained a second attack, and his damage and HP slightly surpasses Ahab's.
  • Ahab, like Kurisu, has two attacks per round, and my HP is much better than it was. Supposedly as a paladin I enjoy protection against evil, but I'm not sure what that even means.
  • Grub has fallen. He's still a tank, but only hits once per round. His critical hit ability is neat when it happens, but we'd need to be up against much tougher enemies for it to be worth the tradeoff.
  • Sunfall still fights poorly, but has decent HP.
  • P-Tux has improved a little bit, but is no better than Sunfall, and has much worse HP.

I checked RedSlayer's stats, and noticed something nasty. His constitution, which I had rolled at 17, fell down to 11! I have no idea how this happened, or when this happened, but it explains why his HP is so poor. Except that Grub, who also has a constitution of 11 (and rolled it that way), has nearly three times as much of it.

For now, I explore the cellars with RedSlayer in the third rank, but he's on probation.

My mages, who now with access to level 3 spells (and are eligible for level 4 but the cost is too high), are much better too. Viila's best combat spell is Magestar, which blinds a group of monsters for one round, making them miss most of their attacks while you beat up their partners, followed by Warstrike which damages them. Scribe is also useful in combat now; Mystic Shield lowers party AC by 2 for the whole trip, Mithril Might by another 4 for a combat duration, and Starflare is pretty good as a group-damaging spell. Spell points are precious, though, and we've got to conserve them for the difficult fights.

Annoyingly, and bafflingly from a design standpoint, there is no way to restore all of your spell points at once! It recharges on its own in town, even when you're in the safety of the adventurers guild, but only one point every several seconds. I wind up using turbo emulation to bypass this wait.

It still takes me a few trips, but I map out the wine cellar without much difficulty fighting the enemies there, who are simply repeats of Skara Brae's denizens in bigger numbers, though I do need to keep an eye on RedSlayer's HP and heal him when it starts to dip.

A Stairs up
B Message
C Combat
D Stairs down
E Trap
Monster XP
Kobolds 60
Hobbits 70
Gnomes 80
Dwarves 80
Hobgoblins 90
Magicians 100
Conjurors 100
Orcs 100
Thieves 110
Skeletons 110
Nomads 120
Spiders 150
Mad Dogs 180
Barbarians 200
Mercenaries 220
 

It's a pretty sparse dungeon, but thematic, and easy to navigate. A few fixed encounter spots here and there, no special enemies, and a spiked pit trap in the northeast quadrant. Gold more than pays for the healing, and the XP yields are decent enough for the difficulty and I don't feel like I am mindlessly grinding as I had been in preparation for it. A few more of us reach level 8.

Stairs down lead onward. 


The sewers beneath are mazelike, and hold more difficult (and more rewarding) monsters, but nothing troublesome for the party. Black Widows are particularly rewarding; a short encounter with three yields 512XP/character, and the spots are repeatable.

It's during this level that I realize it's okay to run from fights. There are a lot of fixed combat encounters here, and fighting is slow, boring, and drains SP. From here on, I only fight if the combat will give a decent XP reward, or if the initial attempt to run away fails.

A Stairs up
B Message
C Combat
D Black Widows
E Trap
F Stairs down
G Teleport
Monster XP
Magicians 100-512
Conjurors 100-512
Orcs 100
Nomads 120
Spiders 150
Mad Dogs 180
Barbarians 200
Mercenaries 220
Wolves 256
Jade Monks 256
Half-Orcs 256
Zombies 512
Swordsmen 512
Sorcerers 768
Black Widows 1024

Some notes:

  • This area features coordinate wrap-around where walking north from 21N takes you to 0N on the south edge of the map, and east from 21E takes you to 0E on the west edge. Orange line segments on the map border indicate where this is possible.
  • One sub-section of the map is isolated from the rest of it and is transposed to the north edge for clarity.
  • A few sub-sections are darkened. Your light source, magical or not, is extinguished upon entering, forcing you to navigate blindly.
  • There are several messages here. Some are just flavor text, but some wall inscriptions seem like clues:
    • Pass the light at night
    • IRKM DESMET DAEM
    • A large spider etching.

1 comment:

  1. Regarding the restoration of spell points in town: there should be a faster way to do so. I'll ROT13 the specifics:

    Minor hint:
    Gurer'f n ohvyqvat va gbja lbh frrz gb unir zvffrq; vg'f ersreraprq va gur znahny, ohg cbgragvnyyl rnfl gb bireybbx tvira ubj znal rzcgl ohvyqvatf gurer ner va gbja. Frr gur znwbe uvag orybj vs lbh'q cersre gur fcrpvsvp ybpngvba.

    Major hint:
    Sebz gur pragre bs gur cynmn va gur zvqqyr bs gbja, tb jrfg gjb fcnprf, abegu svir, jrfg bar, naq abegu bar vagb gur ohvyqvat gurer. Ebfpbr'f Raretl Rzcbevhz jvyy erfgber ZC sbe n srr.

    ReplyDelete

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