Part 46: Floors, No Mercy
Update 6: 11 Floors, No Mercy
Climbing up the Tower of Luminari we can just skip the first couple of floors. The first thing of interest is here and well, it's a bit strange.























Moving up another floor...




As you might expect, the center of the vortex is a reasonably safe place to rest for the moment. More on that later. Considering that most of the damage we took was walking 3-4 steps to the center, it would pretty thoroughly wipe out most squishy monsters.

There's also treasure scattered around the place in random corners. Nothing special, but worth a couple thousand experience. On to floor six! I think it's six I lose track in here.







This fight has the potential to go very badly, or very well. It's all a matter of whether you can get dispel magic off in time to keep these wizards from using their spells. You might want to put up Resist Fire, Flame Shield, and a couple of other spells in preparation.




New encounters from this floor upward, with this being the first of them. Considering that umber hulks can't exactly tunnel through stone floors, this has to be pretty rough on them.



Gotta love little touches like being able to do this in a game.






Yes, a "nest" of beholders is just two of them. That's not a complaint, though, considering that they belong to the "stack as many save or die effects into a single round as possible" school of difficulty. This right here? Six saving throws per turn. Plus they're immune to magic since the central eye projects an anti-magic beam and the game engine can't be bothered to figure out if you're casting a spell at them from the side. There would be more on higher difficulties, but that would just make it tedious, not challenging.





Heh yeah, remember what I said about two beholders? There's four in this battle, plus the addition of the gorgons. They have a theoretical breath weapon that causes petrification, but with that pitiful HP total they usually vanish in a single fireball. That aside, they're actually kind of neat creatures D&D gorgons have metal scales for skin, eat the statues they create, and can see (and breath) into both the Astral and Ethereal planes. They really do make for great guard creatures.







This lever actually turns off the teleporters, but we have a use for them yet. One more floor up




It's good to see old friends. There aren't that many at this point, but that'll change soon enough.






Cluster is one way to describe it. There's still more offscreen. Cone of Cold is great if you can get a good lineup on a few of them. The treasure is a set of scrolls and a mirror which may do something against petrification, but I've never really had much luck with it. We get an opportunity to try it a bit later.

If this screen looks a bit familiar, it's because there's a teleport square right next to the chest that takes you back to the eye of the vortex. It's still one of the safest places to rest, but now durable creatures like gorgons and umber hulks start to occasionally interrupt you. I'm not sure if this is trigger based, or if I just got lucky earlier.



This is actually a pretty good setup for these enemies, since the Beholder is far enough away that only Boo can reach it, and we still need to clear out some of the gorgons first. We're getting near the top, with the tenth floor being a maze of small rooms until we reach...



Of course, there's rather a lot of them but after some of what we've dealt with recently, a bunch of bruisers is a nice relief. This is a bit dangerous for our mage, though.













And that completes our trip up the tower. We could trudge all the way down but there's a much faster way to get down, especially since we've cleaned out the basement. Next time, we'll head for the mainland.
Character Update






Our main prize in this tower was experience, but secondary prizes include a +4 longsword and set of Bracers of AC 2. Samantha gets the longsword, while Ishmael gets the bracers. Average level has crept up to 17.5, and we haven't seen anything yet.