Dungeon 13 Turn 2
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Lara puts on the upgraded chain armour and heads to the right. Amadeusz reads the remaining note before following.
“Elemental creatures have begun to appear throughout the dungeon independently of any experimentation. They should be cleared away daily if they can’t be controlled.”
Ricki helps some of her party members get across a floor trap safely, then uses one of her magic lenses on the elemental wisp at the end of the hall. They’re strange creatures, and it seems they come in lots of varieties. Ricki wishes she’d paid more attention to Lohk’s lectures on magical theory. Also, they appear to have noticed they’ve been scanned. Or maybe they’re just hypervigilant.
Lara explores upward and Ricki explores to the right, while Cordy and Amadeusz hold their positions.
In the room above, Lara doesn’t see anything of note except three angry birds.
Ricki, on the other hand, finds something very strange; a massive glass tube dominates the room, with flames raging within. Her Dungeon Eyes also let her see four pipes emerging from the tank and leading off to other rooms.
Could this have something to do with the wisps? It looks like four of them are gathered here, and they don’t seem very friendly. Ricki thinks it might be worthwhile to check back on this room later and see if her actions elsewhere have changed anything.
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ELEMENTAL WISP
HP: 3
Atk: 3 ranged
Def: 0
Abilities: Aligned with one element, deals aligned element damage, immune to aligned element damage, immune to non-elemental damage
Wisps are semi-sentient building blocks of the elemental plane. When brought to the material plane, they are more like scavengers, gathering in groups with similar beings for safety and feeding off of magical energy. They are highly reactive, both in that they attack anything they perceive as a threat with little provocation, and in that they are known to change states in a variety of ways. They are fully immune to all physical damage, but can be easily countered with offensive magic.
Ok, it looks like this dungeon is going to be laid out like a 3×3 grid. The GM also seems to be giving us hints.
On the magic creatures,you mean?
Huh,you think the new character can take control of those wisps,like Lara with spiders?
There’s at least 2 traps on the second from top floor in Lara’s room.
Note that the 3 angry birds all have different colored eyes.
Between Ricki’s evasion and magma shield she may be able to go read that note before fleeing for her life.
Give this a thumbs up if you like the idea of Ricki reading that note.
Give this a thumbs up if you like the idea of Ricki doing something else in that room such as use her Case ability or a Magic Lens.
Give this a thumbs up if you like the idea of Ricki fleeing that dangerous room without doing anything in there. She can do something on her way back to rejoin the group instead.
There’s no rule against posting too much or anything, but given that you posted over 40 times on the last page and (at time of writing) all 6 times on this one, I really think you’d like our discord.
That’s 12 dmg from wisps.
Ricki has 9 def vs fire. So that’s 3 dmg to read a note. Not worth it imo
Don’t forget about her 50% evade chance, it is awesome against multiple attackers. There’s a good chance she won’t take any damage.
I do rather doubt the info we will get from the Note will be worth it, but it might be a safety warning that tells us how to destroy the fire tube (I e. “Don’t do this …”).
I am vaguely concerned that the 4 wisps in the room Ricki is in will shoot her no matter what she does but I don’t know how that works if she flees immediately rather than doing anything in that room. If she does anything in that fire tube room, she could try putting her lightning enchanted Swiftblade away to see if that pacifies the wisps, who may feel less threatened (the weapon won’t do her much good against them in that tall room anyway).
I’m also a bit concerned that we don’t know if wisps will pursue characters onto other screens yet. That might be a nasty surprise.
We can disengage from enemies safely as long as they don’t chase.
For elemental dmg,
Lara does 3 poison
Ricki does 1 lightning
Cordy does 2 poison
So my turn suggestion:
Ricki: move left and point out trap by ladder to everyone. Attack wisp 1 with lightning blade
Cordy: avoid trap, wand sting wisp 1.
Lara: move down, avoid trap, and venom sting wisp 2
Amad: avoid trap, attack doggie.
This should kill both wisps and maybe dog. Next turn we can loot and move on and maybe leave someone behind to finish dog off if it is still alive. I will be curious to see who the wisps target.
I’m not necessarily against this fight, but I don’t think we necessarily have to fight the fluffy blue doggy and two wisps by the chest. The doggy hasn’t activated with a ! yet and we can tank the 2 blue wisps’ ranged attacks (3 damage each) if they even attack things that aren’t attacking (which does seem likely given their ! but isn’t sure yet and not attacking them would answer it). The reward for fighting them is a locked chest and lockpicks are likey to be a scarce resource and we didn’t bring the paw to be able to get more. We should at least consider everyone going up and fighting the mysterious angry birds with different colored eyes and leaving the blue doggy and locked chest for later when we come back this way, which it looks like we’ll have to, maybe just after the guards leave on Turn ~24. The birds are also more likely to be organic than the wisps and thus more likely to get Cordy new mushroom pets.
Cordy doesn’t need to avoid the trap on Turn 3 since they’re safely on the far side of it, which is where I assume they should remain for using the ranged wand.
Note that torches do 1 fire, which I assume is elemental damage. We may need that for later (especially since bard Amadeusz can dual wield them) but for now everyone has better except Wolf who cannot use a torch as a weapon.
I suspect the wisps will attack someone who damages them or anyone wielding an elemental damage source that can harm them. I am VERY curious if we will we able to avoid being attacked if we leave them alone (although that may require not holding a source of Elemental damage that is threatening to them… looks at Wolf).
Problem with leaving the wisps is that they’ll snipe anyone who passes through. And their damage would be added onto any other damage that char takes.
Reminder that Ricki only has 6 def so shes vulnerable to these w
If we get some bad luck with her dodge.
Cordy also has low def
Note that Lara doesn’t need to cross the floor trap to do a ranged Venom Sting on a wisp. Just like Cordy she can stay on the far side of the floor trap at the base of the ladder. We’re probably going to need to go that way (up) soon anyhow. The trap in the floor and monsters above makes it seem like the guards probably go down to collect the dungeon output, so we may be better off leaving the downward direction until after turn 24 (by which time the Guards will probably have escorted our potential new friend out of the dungeon for a break and we’ll never see them again, LOL).
Do we know for sure that Poison is considered an Element in DE? It definitely isn’t a classic element but I don’t know about the world of DE. If it isn’t an element then this attack plan won’t do much but get the two-tone blue doggy mad at us. In fact, if poison doesn’t count as an element we might be better off having Cordy Venom Stinging the blue doggy to maximize the chance of getting a mushroom pet from its dead body.
I have a preference for taking our chances with the elemental angry birds, but I’m not sure exactly exactly what a plan to go deal with them would look like or if it would even be safe. The wisps may not snipe someone who doesn’t attack them or seems non-threatening (a chance) and if the wisps shoot at Ricky she’s Dodgy (a chance). If someone else doesn’t post a plan to ignore/evade the blue creatures by the chest and head up to deal with the angry birds I’ll try to write one, just so there’s an alternative.
The poison is certainly not physical so should be fine
Note: If poison works on the wisps then we would have been in great shape if Ricki had bought Poison Use and had brought a stack of Venom Glands, or perhaps that would be considered physical poison rather than magical poison. Maybe magical poison will work on wisps but physical poison wouldn’t. I have my doubts about whether magical poison attacks are going to work on the wisps.
It’s not about “magical/physical”, it’s about “elemental / not-elemental”.
Observations:
That door in front of mecha owlbear can probably be blown open with bomb if we can’t find the lever.
Lots of damn notes
Pipes leading into/out of big chamber probably has our new friend and needs multiple levers turned off
Also: those researchers probably have consumables as an attack. Like ice grenades or something
Other observations: Look at the Ko-Fi page for the teased Elemental character. There’s an icy hand wreathed in flames. The new character might literally be inside those flames, being experimented on, maybe even used as an elemental power source.
Exactly my thinking. That’s why the description suggests strongly that we should check here from time to time.
As we go and disable the pipes, situation in the chamber will change.
If it is a generator with a flame element inside, and pipes suck energy out, closing the pipes may cause the chamber to blow, or crack, etc.
OTOH, if, the pipes provide fuel/energy, and this is effectively an oven for burning things, it may be used to weaken/torture/kill an ice-aligned being, then disabling the pipes will shut down the flames, and when all pipes are out, then the chamber may be safely openable.
This make me think – valve and cracked pipe – we may be surprised to see that each one of those four pipes has a different mini-puzzle to be solved.
Imperial bots are gray, I think thats a owlbear with the deadly enchantment that LSN mentioned before.
That’s 4 locked doors and 1 locked chest we’ve seen so far and the only visible keys are behind a locked door. I suspect lockpicks are going to be a valuable resource in this dungeon.
Ideal use should be chests since we never have keys for those
How I wish we had brought the knowledgeable one! Instead we have a slightly more conversational revisit of the quiet crew
That’s what I was saying!Yes,Lohk is weak,but her ammo-less Ice Beam would be so useful.
Yep, you were right about that. Now let’s figure out how to win this with the characters that we have.
Would you please look carefully at each new map and be sure to point out any traps you see? You have a good resolution screen and good color vision so I’m sure you won’t miss any traps if you’re watching for them! We missed having your eagle eyes around on Turn 1.
An alternate plan to attacking the blue dog and blue wisps… everybody goes up to deal with the angry birds, while trying to learn as much as possible about the new enemies and their behaviors.
Lara: attack yellow-eyed (holy?) angry bird with Venomous Siegesword (13 Atk, 2 are Venom; 8 Def).
Cordy: move up, attack light blue-eyed (electric?) angry bird with Wand of Venomous Sting (2 Atk, 2 are Venom; 5 Def).
Ricki: try to look harmless, sheath/stow the Lightning Swiftblade to seem like less of a threat to the semi-sentient wisps, hide behind your Magma Shield and be Dodgy and Evade as you bravely run away stage left, use your Case ability on the oddly dark Solar Guardian in that passage below (preferably without it noticing you), then go up the ladder to meet up with Wolf and escort him across the trap in the floor and up the ladder to the room above where Lara and Cordy are fighting the angry birds, and continue to hide behind your shield and dodge since you unequipped your sword to look less threatening and used your action to Case (no Atk; 7-1(poster)=6 Def; 50% evade).
Wolf: look harmless, tank any blue wisp attacks, wait for packmate Ricki and follow her upstairs (avoiding the trap in the floor she points out) then tear into the purple-eyed angry bird with both claws (9 Atk, 9 Def).
That will hopefully get us a lot of information. It should tell us if looking harmless (no source of elemental damage in hands) and not attacking can avert being attacked by the wisps, which would be awesome to know if it works (maybe we don’t actually need to Murderhobo everything in sight). Ricki doesn’t need her sword to be equipped to Case the Solar Guardian and knowing what its armor is called MAY tell us a LOT about what is going on (or it could be worthless info). This may give us a clue as to the targeting preference of the wisps if they do snipe (attack) Wolf or Ricki (with a maximum of 2×3=6 points of Atk on the pair).
The character most at risk is Wolf due to being possibly being attacked by both groups of enemies and he’s the one we can easily heal with Raw Meat so we’re tanking with him if possible. Think of him as a furry Kamau who can’t interpose, yeah that’s it.
Wolf (empty paws) and Ricki (sheathed sword) may just get ignored by the blue wisps above the chest (if we’re lucky), or they could get sniped. Here’s how that sniping could go:1) both snipe Wolf and he absorbs the 6 Atk with his 9 Def and has 3 Def left over to fight the angry bird, but if the bird hurts him he can easily be healed with Meat; 2) they split targets, Wolf absorbs the 3 Atk with his 9 Def and has 6 Def left over to fight the angry bird while Ricki has a 50% chance to dodge 3 Atk and probably won’t get attacked by the angry birds since she’s not attacking them and she’s got a good evade; 3) both snipe Ricki, there’s a 25% chance she dodges them both, a 50% chance that only one hits for 3 Atk which she absorbs with her (7-1=6) Def and has 3 Def left over just in case an angry bird decides to also attack her for some reason and she fails to dodge it.
I’m counting on the blue doggie not activating by surprise and suddenly attacking Wolf or Ricki… I’m learning from Sick. Contingency plan: If the worst happens and we are surprised by the blue doggo attacking, then hopefully it is Wolf that gets attacked and we can heal with lots of Raw Meat, or Ricki manages to dodges it.
The attacks on the angry birds could be concentrated onto two of them (Cordy attacking the same one Lara attacks) but attacking all 3 makes it less likely that Ricki will get attacked by them or anyone will get double teamed. We need to start learning how enemies target when we don’t have Kamau with us to Interpose.
My only regret is that there’s no way to say “see if the angry birds attack us and fight them only if necessary” without using conditionals, so I guess going all Murderhobo on the birds is the only option. They were almost certainly evil, right?
If the wisps follow to different screens and attack characters who haven’t attacked them and who don’t have any weapons that can hurt them equipped then the dungeon is a deathtrap.
Feedback, modifications and variants are welcome. I think we can safely assume that any Comment that gets as many thumbs up as this plan does is approved modification (in case I cannot edit this). If this plan somehow get approved and it all goes to heck then I’ll shut up for the rest of the dungeon.
The sunheads are not wearing armor, the “armor” is part of the monster so we need a lens, not case. (Notice how to armor is listed as a drop, and 50% at that. Equipped items are not listed as drop)
It appears I should have explained my idea about using Case on the sunhead more thoroughly. Here is the explanation with references:
The green colored sunheads that we encountered in The Abandoned Chapel (dungeon 3) were most definitely wearing armor, since we got it as a drop and Kamau wore it. See the enemies page, items page, and D3T7 https://dungeoneyes.com/dungeon-3-turn-7/
SOLAR GUARDIAN, TARNISHED
HP: ???
Atk: ???
Def: ???
Drops: 50% Tarnished Solar Armour
SOLAR ARMOUR, TARNISHED
Armour
Def+3, or Def +4 against holy damage. 10% chance to break after being attacked.
Weight 4, Cost 30
My thought is that we might find out if this is a ‘normal’ Solar Guardian (with no modifying adjective like Tarnished) or if it is a Fallen Solar Guardian, or a Dark Solar Guardian, or a Shadow Solar Guardian, or an Imperial Solar Guardian, etc, etc. If this is something like an Imperial Solar Guardian that would tell us that it is probably not just a randomly spawned elemental monster but rather an intentional guardian. The fact that it is equipped with a non-Imperial Longsword and Heavy Shield are somewhat odd and hint to me that it is not a randomly spawned elemental creature but instead a guardian that was placed there, which would mean that defeating it would definitely result in the turn 20 Guard patrol being alerted, “Additionally, every 20 turns a Guard patrol will enter the dungeon to collect the dungeon’s output. If they find anything amiss, they will begin to search for intruders.”
I had very specific reasons for why I placed priority on finding out more about the sunhead and trying to figure out why it is there — as a random elemental dungeon spawn, or as an intentional guardian. See entry Note 3 regarding random elemental dungeon spawns: “Elemental creatures have begun to appear throughout the dungeon independently of any experimentation. They should be cleared away daily if they can’t be controlled.” If it is an intentional guardian then fighting it before Turn 23 could be bad, and that is something we need to know. Although it can wait until later, we do need to check before we explore downwards, and it can help inform our decision to explore upwards first, which was what I set the group up for doing by dealing with the angry birds.
I am sorry that I did not explain my idea and reasoning better.
As a minor variation to this plan: Ricki reads the Note instead of using Case on the sunhead.
I am very open to that modification if others want to read the Note!
(give this comment a thumbs up if you prefer this variation of the plan)
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1.Oh,is that glass tobe/tank where the new Elementalist character is being kept?We might accomplish our 2 missions at once,then.
2.For those of you wondering why I haven’t commented on the previous 3 pages:It’s because my Samsung crashed again,& I lost my open tabs ONCE AGAIN >=( ….. + I also found different stories to be hyper-fixated on,& I forgot Dungron Eyes existed.
3:Ricki should SCAN the weird red hyenas next to that lever,then RUN to that wooden blockade. . . . everyone else should bum-rush the 2 wisps + ice wolf & one-shot them,so that they don’t pester us every time we move.
BTW for the curious, the stories are: Introduction To Terran Zoology (reddit),Dungeon life +Wearing Power Armor (royal road) & anything by Blahaj_enjoyer (AO3)
Seems like Elementals can see us from any distance as long as they got line of sight, and since they are ranged characters they can also attack across entire room.
Dangerous. We need to be carefull with backtracking.
There’s one other possibility that I don’t really like but could be considered if people don’t like the other plans. I think this one could have been posted by “I make bad decisions”:
If we think Lara and Cordy can handle the upper floors by themselves then Ricki and Wolf could go scout out the lower floors. The plan would be pretty simple: Lara and Cordy fight the angry birds (and then the Reinforced Skeletons) and ultimately get eyes on the upper right room while Ricki and Wolf gang up on the solar guardian on Turn 3 and when it is defeated they smash the barricade and Ricki scouts out the hole while Wolf scouts to the left then down the ladder, probably getting us eyes on two more rooms, possible riling up their occupants and likely either putting us on a fast track to finishing quickly or a fiasco. This might commit us to somehow finishing by Turn 21 or fighting the Turn 20 Guard patrol, which is likely to get messy but sorta looks like it just might be possible.
I don’t like this idea but I thought I’d throw it out there to see if people like reckless ideas.
Leave the dungeon and come back with Lohk tone plain magical theory. Also bring some pigs to deal the the angry birds.
I also think Ricki is by far our best character to read that note: anyone else would take damage from 4 wisps for sure, but Ricki has only 1/16 odds of taking damage. That is less than 0.2 damage on average!
Ricki: Unequip weapon to maybe show wisps you’re harmless, read note, move left
Lara: Move down, sting a wisp, drop cigs and lens(I’d prefer them on someone else so Lara doesn’t randomly smoke and Ricki is better at lensing)
Amad: Go up, claw purple bird
Cordy: Go up, poison sting blue bird in melee range
Cordy’s mushie: Punch last bird
I can’t edit anymore but just in case: Lara unequips her siegesword.
Ricki Needs to point out the trap to Amad.
I can post a version of my plan with Ricki reading the Note instead of using Case on the sunhead. I am very open to that modification if others want to read the Note in the fire tube room at the end of the main hallway. I considered doing that rather than the Case but at the time I posted my plan there was little interest in reading that Note and some negativity about reading it, but it seems that reading the Note has become more popular.
Random observations:
Just a loose idea – Guards will/may check if something is amiss. A valve closed will be suspicious a bit. Guards may open it back. Weakened/destroyed section of pipes over their heads may surprise them if/when they flip the valve back to ‘open’.
heh, and that owlbear didn’t like those skeletons apparently, and apparently someone wanted to keep this owlbear locked. It would probably make a great pet. Too bad Ardon is not in the party.
Reposting Kats plan with Wolf avoiding trap.
I also think Ricki is by far our best character to read that note: anyone else would take damage from 4 wisps for sure, but Ricki has only 1/16 odds of taking damage. That is less than 0.2 damage on average!
Ricki: Unequip weapon to maybe show wisps you’re harmless, read note, move left and point out the trap floor by ladder to Wolf
Lara: Move down, unequip sword and sting a wisp, drop cigs and lens(I’d prefer them on someone else so Lara doesn’t randomly smoke and Ricki is better at lensing)
Wolf: Avoid Floor Trap, Go up, claw purple bird
Cordy: Go up, poison sting blue bird in melee range
Cordy’s mushie: Punch last bird
This plan avoid needing Ricki to come in sight of the dog’s wisps to point traps
amad: claw snow dog 🙁
cordy: sting snow dog for mushie
lara: move down and sting a wisp. Drop cigs
ricki: read note, move left
Ideas for next turn:
lara lens black sunhead and scout left and down
cordy & amad go birding
ricki loot chest/scan bats
I kinda want to start scouting the lower rooms soon cuz the lower right room is 4 rooms away from the center
If Ricki reads the Note then PLEASE have Ricki try sheathing (uequipping) her sword just in case that prevents the wisps from attacking her? If it works it would be awesome information, and if it doesn’t work there was no cost to us since she isn’t attacking this Turn anyway.
If Ricki sheathes her sword then I’m willing to vote for this plan for Turn 3, since it is basically what I’d set the group up to do this turn with my previous plan for Turn 2 that got us here.
Regarding your ideas for next turn. Please see my Reply to you under my plan above about why we want to know more about sunhead before we fight it, we need to know if that is a randomly spawned elemental creature or an intentional guardian (I suspect the latter). If it is an intentional guardian then fighting or defeating it may commit us to fighting the Turn 20 Guard patrol.