Dungeon 13 Turn 11
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Lara picks most of her gear back up, then gets healed for 1 HP by Amadeusz. Ricki and Cordy read the notes nearby.
“Poison, lightning, and death element wisps are to be put through the changer until they emerge as more useful types.”
“Maintenance tunnels have become infested and are to be closed off until they can be cleared. Care should be taken not to let wisp containers pile up lest further breaches occur.”
That lever is probably the changer. We don’t know what the wisp chambers are for tho…
I suspect that the upper lever near the red tube will move a Wisp from one ‘jar’ (wisp container) to the other and simultaneously change the type of the Wisp (there is a hint about Wisps being “known to change states in a variety of ways” in the description we got from using a Magic Lens on them). We can try the lever to confirm that since it doesn’t seem to hurt anything, but it doesn’t seem to really help us in any way from what we know at this time.
D13T11: “Poison, lightning, and death element wisps are to be put through the changer until they emerge as more useful types.”
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.
There were little yellow lines on the sides of the yellow tube on Turn 10 when the wisp appeared in the wisp container in this room. Those lines seemed to indicate vibration and movement and those lines are gone here on Turn 11 when the green wisp is in the right ‘jar’ (wisp container) and has not moved this turn.
Perhaps the wisps are created down in the big flame tube (every 10 Turns) and are immediately moved (vacuumed?) to one of the four rooms (work stations?) that the four yellow pipes go to, although not to a room where the lever on that pipe has been closed (so that the people in that room can take a break.
D13T1: “Breaks must be coordinated. At least one work station must operate at all times.”
I suspect that closing all 4 levers on the 4 yellow tubes that lead away from the big flame tube will cause this Dungeon to blow up on the next Turn that is divisible by 10. It is possible that closing some of the levers, or just “demoralizing” the inhabitants of the 4 work station rooms will lead to wisps building up in the big flame tank faster than they can be processed.
D13T3: “Experiment successful but unstable. Power flow must be highly regulated (particularly during oscillation) to avoid buildup and eventual breach.”
We may want to consider checking the center-right room with the big flame tube to see if it changed on Turn 10. Note that it seems possible that the cracked pipe we saw may have ruptured on Turn 10 if a wisp traveled through it, since those yellow ‘vibration’ lines we saw on the tube in this room on Turn 10 seem to indicate that wisps moving through the yellow tubes puts some stress on them, or perhaps the yellow vibration lines were just due to whatever happened on Turn that led to the creation of the wisp (e.g. an oscillation in the power flow).
D13T2: Could this [massive glass tube dominates the room, with flames raging within] 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.
We may want to consider checking the bottom-left room with the “Justicar Enforcer” to see if wisp containers with yellow wisps are starting to appear there, for collection by the Turn 20 guard patrol.
D13T5: “Gather holy wisps at this location for convenient pick up by patrols.”
Amad: mend Lara again.
Lara: grab the key off the ceiling
Ricki: open the chest
Cordy: flip the lever.
This gets us more info. Ideally the key will have a tag telling us what it’s for. Next turn we can mend and drink potion while Cordy and Ricki look at canister and red pipe?
This looks like a good plan to me.
Having Ricki open the chest seems ideal since she currently has 2 inventory spaces available and can immediately pick up anything in the chest without needing to waste another action to pick it up later. Yeah, I know that most everyone else probably knows this and I’m just stating the obvious, but I’m writing this so newbies can learn AND so that anyone reading the Archives in the future can figure out why we did this. I’ve been reading the Archives to try to figure out how to play but figuring out what a character’s inventory was on any given Turn is a big pain (FYI to Archive readers, currently on Turn 11 the open inventory slots on the party are: Ricki-2, Lara-1, Cordy-0, Amad-0, Golly-1).
Here are a few options to consider (and for the experienced players to tell me if they are impossible).
I suggest trying to say that Ricki closes the lid of the chest after looting it just to see what happens and if that works or maybe we get a tip from the GM about whether closing the lid of a chest that has been opened is going to be possible at all. If it does happen to work then there’s a chest down in the bottom-left room that is potentially lootable before Turn 22.
Amad and Lara could move to the left just so that they’re in position to try the key next turn even if the key is not labelled. Moving them left both re-scouts the top-center room in case anything changed there on Turn 10 and also ‘stages’ them better for moving on the following turns. Amad is slow (move 1) and he or Lara can always come back here next Turn, so moving them left doesn’t hurt anything unless they encounter a newly-created wisp that immediately attacks without warning (I’m no longer paranoid about that possibility so I’m ok with Lara moving even though she only currently has 2HP and Amad will be with her to split attacks, just in case).
Lara could even move down one after moving left since she has a Move of 2, just so we can see if anything has changed in the center room, which seems unlikely but we don’t really know and it is now after Turn 10 and this will show us if any random wisps appeared or if there are any new cracks in the yellow pipes visible there or perhaps if a pipe changed color because it was ruptured elsewhere (e.g. that top pipe in the center room). Lara could either drop the keys by the door before moving down, or just keep them and return to the top-center room on Turn 13 to use the keys — this leads to a question I have about using keys.
If Lara were to drop the keys in front of the door and move down to the center screen on Turn 12, then could Amad “use the keys from the floor” on Turn 13 or does it require two actions to use keys that are lying on the floor in front of a locked door to actually unlock that door (and thus Lara keeping the keys on her rather than dropping them conveniently in front of the door makes more sense)? If Lara dropping the keys in front of the locked door in the top-center room on Turn 12 allows anyone to use those keys to unlock the door on Turn 13 then she should do that since it frees up a space in her inventory and gives us more flexibility about which character’s action we use to try to unlock the door on Turn 13 or later.
Edit: fixed a room location reference
I’m hesitant to move Lara towards door because usually the keys are farther away from their door. Hopefully the key tells us which door it is for. We also may need Lara to finish off that last wisp after amad aoes them.
That said, leaving one wisp left isn’t that big of deal
The keys may not be labeled at all, or the label might not be clear to us (e.g. Work Station #1 <or> Reactor Control Station <or even just> #4), or the keys might somehow be very clearly labeled as not being for that door to our left (e.g. “these keys are to the locked door that you haven’t seen yet in the bottom center room”, sigh – sorry for the humor/sarcam), but it really doesn’t seem to matter since wherever Lara and/or Amad move to on Turn 12, they can just move back to this room on Turn 13 if they’re needed here for something or we need Lara to come back to get/drink the Potion of Ectoplasm that is lying on the ground here after Cordy dropped it on Turn 10. Moving Lara and/or Amadeus lets us re-scout the previous rooms to see if anything has changed, particularly after Turn 10. Unless there’s a specific reason to keep the entire party together in this room (and I am not aware of one), some no-cost low-risk scouting seems to be a good thing to me, especially when this particular dungeon seems to have a plot and we’ve gotten a tip from the GM to check if things change (even if that tip was specific to the center-right screen where the big flame tube is). Essentially, any movement done by Lara and/or Amad after taking their actions this turn can easily be undone next turn before they take their actions, and it gets us re-scouting and some additional flexibility. Am I missing something?
If we discover that these keys don’t work on that locked door to the right (at the top of the Owlbear room) either by labels or looking at the door or trying them, then I think we’re going to want to plan to just have Ricki pick that lock rather than trying to run all over the place looking for the keys to that door. I think that’s why we brought so many lockpicks this time and we need to expend them to be able to carry more loot.
Even the Skeletitan somehow activating and running down Lara shouldn’t hurt her with the Tower Shield (she currently has Def 9) and I’m finally not paranoid about that since I understand enemy activation somewhat better now and we’ve seen that this Skeletitan doesn’t seem to react if you don’t move to the right of the ladder.
If Amad is going to mend Lara again next turn (declared on Turn 12 and happening on Turn 13) then it would be the following turn before he could area-of-effect (AOE) attack the 5 wisps in the bottom of this room and that will likely require the coordination of 3 characters, one to move the chest, one to AOE with a Crowstone, and Lara ready with her basic 3 damage Venomous Sting spell to take out the last wisp that is immune to whichever of the two AOE crowstones are used (alternatively Cordy and Ricki can gang up take out the remaining wisp in 1 Turn by combining the Wand of Venomous Sting and a thrown Torch). Perhaps that would even take two Turns if the chest needs to be moved the Turn before a ranged AOE attack with a Crowstone can be made through the newly opened ladder hole (since everything happens simultaneously in a Turn, I’m still getting used to the consequences of that).
As far as I can tell, Amad doesn’t even necessarily need to be the one to use a Crowstone to AOE the wisps since if he drops the Crowstone we want to use beside the chest then someone else could use it from the ground later (I think, or do Consumable Crowstones work differently than Consumable Potions?). If a Crowstone can be “used from the ground” then dropping the one we want to use in the future right now will give us complete flexibility about which character uses it and it won’t need to be Amad. Again, am I missing something, am I confused about how using Consumable Items “from the ground” works?
Edit: correct spelling errors
Edit II: added paragraph about Ricki picking the top-center door lock if these aren’t the keys for that door, also mentioned that Cordy and Ricki can take out a wisp in one turn with Wand and thrown Torch
RE: We also may need Lara to finish off that last wisp after amad aoes them. That said, leaving one wisp left isn’t that big of deal.
Can you explain your idea for how Amad will AOE all the wisps but one? Check out the descriptions of the Crowstones. Static Bolt is ranged area-effect but only 2 damage (leaving 4 wisps with 1HP and the teal Lightning Wisp with 3HP). Beam of Light is a straight line with 3 damage which could take out 3 non-yellow wisps at once but we can’t line up more than 3 for the straight line attack.
Other than using the GolemCoreBomb (which could take out all the non-yellow wisps at once), the best I can see would be to have Amad/Wolf try to take out 3 wisps with the Beam of Light Crowstone (we might only get 2), Lara take out the yellow ‘Holy’ wisp with her Venomous Sting and Ricki probably be the one to push the chest off the ladder and then try to dart down to scout through that hole in the wall while evading to possibly draw some of the wisps’ ranged attacks. Leaving up to 2 wisps is safe (Atk 3+3=6) for the following turn but more could be problematic if they concentrate their attacks on a weak target.
Another option is the slow method where we make sure to take out at least one wisp the first turn while providing multiple targets to split their fire, then when there are only 4 left Lara just sits behind the Tower Shield (Def: 13) and picks off 1 wisp per Turn with Venomous Sting.
Since nobody else has posted a ‘scouting’ and experimentation version of Claudious’ plan yet, I’ll try to write one:
Ricki: loot the unlocked chest, trying to close the lid afterward so we can see if/how that works.
Lara: equip Tower Shield for safety, grab the key off the ceiling, move left and look helplessly at the keys and the locked door since you used your action to pick up the keys (i.e. try using the keys to unlock the door if that is allowed in the same turn), move down (staying on the ceiling to avoid those pressure plate traps in this room that you remember Ricki pointing out to you before) to see if anything has changed in the room where the winter wolf was (staying on the ceiling near the ladder for safety and to avoid the trap on the floor near the ladder).
Amad: mend Lara, move left with her (and pick up the Deadly Dagger and stow it on Golly if picking up things as you move really is a free action) and look helplessly at Lara’s keys and the door since you’re using your action to heal her with your Wand of Mending.
Cordy: flip the lever on the floor near the red pipe, looking vainly at the nearby red pipe to see if flipping the lever does something to the pipe that is right next to it.
This gets us even more info and might tell us how some actions could work (I’m still learning myself). There’s some risk if things go really wrong in a very unexpected way but Lara can move back to this room next turn to drink the Potion of Ectoplasm or something better if Ricki finds any healing Items in the unlocked chest while Amad mends her again.
If you’re going to thumbs down this plan (which is fine with me), please leave a Reply explaining why so I can learn!
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Edit I: specified Amad trying to pick up the Deadly Dagger so I can actually see if picking up Items as a character moves really is a free action like Claudious told me at https://dungeoneyes.com/dungeon-13-turn-11/#comment-15847
Edit II: specified that Lara is equipping the Tower Shield so that she’ll be as safe as possible for this little re-scouting mission (the Current Party page looks like she does not have the Tower Shield equipped). With the Tower Shield and Heavy Duty Over Mitts her base Def should be 13 and it would be 17 if attacked with fire or 19 if attacked with poison or 23 if some fools attacked her with both fire and poison. She might only have 3 HP for this low-risk re-scouting but her Def is like a Tank so hopefully she’ll be safe.
Lara go fight that big skelton
…alone, with the Tower Shield in one hand and the other hand empty since the Siegesword is a 2-handed weapon.
According to https://docs.google.com/document/u/0/d/1WZ7lSOkuiXyCA7rI6ST2nLnbBNCRlnpFWLd__vULB9s/mobilebasic
SKELETITAN
HP: ??? (12 dmg (or idk how much exactly) doesn’t kill)
Atk: ??? (<10 or 8 idk it didn’t hurt Kamau in tomb)
Def:
Lara’s current Def of 9 (or 8 with the Siegesword or 13 with the Tower Shield) will allow us to confirm that a Skeletitans’ Atk is 9 or less. Then next turn either Human Amadeusz (currently shown as Def 9 but that includes a ‘purple shield’ that I think is for his were-form so probably only Def 8 currently now that he is in human form) or Cordy (currently Def 8 with 4 mushroom pets) can attack alone and the turn after that Ricki (currently Def 7 due to the wanted posters) can attack alone, as soon as someone takes damage or the GM warns us that they almost took damage we’ll know exactly what the Atk of a Skeletitan is! That will make it easier to plan fights with them, since they’re showing up pretty frequently now (D9T17, D11T0, D12T17, D13T5).
More seriously: were-Amadeusz with a mushroom pet (Def 10?, I’m not sure because of the rings) could tank a Skeletitan back in D12T25 so they don’t do insane amounts of damage, and this same party with full mushroom pets “just rolled over” a Skeletitan on D12T26 without anyone taking damage. However in our current state someone might take damage if we tried to dogpile the Skeletitan so we might want a plan if/when we attack it, such as getting a +1 Def buff from ZING AND THRUM, VIOLIN (which is a Tool, not a Weapon, so even Wolf can probably play it for the +1 Def; I wonder if Wolf playing the violin is better or worse than Botanya playing the pipes).
Edit: corrected the math of Lara’s Def.
Whatever happened to, “*GASP* A MCDONALDS PLAY PLACE! RICKI! GO DOWN THE RED SLIDE” — https://dungeoneyes.com/dungeon-13-turn-4/#comment-15616
That suggestion was exceptionally popular on Turn 4 and we have an even better opportunity to try it here (although here she’ll have to climb the red slide).
I’d definitely check the red pipes, but only after we get Lara health up noticeably. There’s a chance that the pipes are traversable, and if i.e. even ordered someone “go through the red pipe, look around, and get back”, there’s a chance we land on the bottom-left room, be somehow noticed by the guards (noise), and that he guards will leave their current designated position and follow us back through the pipe.
Tiny chance. Pipe looks like designed for “small person” and seems to me that “normal/large person” wouldn’t fit. But who knows, maybe guards are very skinny. Also, leaving their post is kinda unthinkable, but who knows. Also, at the turn they notice an intruded’s head poking out of the red pipe, they should get “!” and they might follow next turn, not immediately. But then, that’s all new situation, that’s why I think we can just take-a-look at the pipe, not walk through it, and wait with walk-through only after Lara is in safer shape.
I definitely agree on waiting until we’re in better shape for combat before exploring the red pipes too much.
If the red pipe does move things to another room, such as move the wisp containers filled with yellow ‘Holy’ wisps to that bottom-left room with the ‘Enforcer Justicar’ and it is too small even for Ricki and other small characters it might be hilarious if we sent the GolemCoreBomb to them, although I’m not sure that would actually work because lots of details about using that Item are a bit fuzzy.
My main goal is to make the worst decision. Sometimes I just get distracted.
At the risk of becoming the most hated player… I noticed that Cordy has used his Spore Touch ability twice to create new little mushroom pets, on Turns 9 and 10, yet on the Current Party page at https://dungeoneyes.com/current-party/ here on Turn 11 Cordy is only shown down 1HP and has 4 pets, Pet: Mushroom 35, 44, 45, 47.
Are we supposed to just keep quiet about things like that and hope that nobody notices?
Are we supposed to point out things like this on the website Comments or is this something that should only be discussed on Discord?
I’ll just go crawl under a rock now.
Edit: it has been fixed now, Cordy is shown down 2HP.
Nah, don’t worry about calling out mistakes against us. It’s important to keep the integrity of the game
Go to your room, now :))))))
but seriously, it happens, we point it out, sometimes LSN silently fixes that, and sometimes he grants us this orange-avatar-sourced “thanks, corrected” post 🙂
At the risk of drawing yet more hate, on the Current Party page Amadeusz is still shown with 3 purple daggers (+3 Atk) and 1 purple shield (+1 Def). I think that’s for his werewolf form but he’s in human form now. Am I confused or is that just a mistake on the Current Party page? The same is true of the two red daggers (+2 Atk) because I think those were for werewolf form too, for his Tooth and Nail ability.
This was a bit important because I was trying to use the Current Party page to confirm what form Zing and Thrum are currently in. I think that they are in Violin form base on the artwork but I wanted to see that Amadeusz didn’t have any red daggers to confirm that.
That’ll get updated if it ever becomes relevant, but the plan was for Amadeusz to transform into his Werebard form, resurrect Lara, then revert back to normal soon after. He’s probably not going to fight in his human form, so no reason to update his stats.
Also, from looking at the Current Party page I can’t figure out what weapon or shield Lara currently has equipped after she picked up the Siegesword and Tower Shield. I don’t currently see 4 blue shields that indicate the Tower Shield is equipped. She is showing 7 red daggers (+7 Atk) which would normally be for the Venomous Siegesword but there isn’t a red X over one of her shields that would indicate the Siegesword is equipped (-1 to Def).
When she picked up the gear that was laying there including both the Siegesword and Tower Shield I think the intention was for her to equip the Tower Shield for better defense just in case something surprising happened.
I’m going to go look for a bigger rock to hide under now.
Somebody eventually needs to pick up the green-tipped staff that the Justicar dropped, since we need a Staff to complete the dungeon.
Has anyone considered using the Staff of Turning on the Skeletitan to be able to loot the locked chest behind it without wasting the time to fight it? Although that would reduce the value of the staff by 10 gold coins (1 less charge) it might also be useful much later on if we get in a serious fight with a Guard Patrol or the Death Owlbear since we could retreat here and hide behind the Skeletitan, which would still “attack any other creature that is hostile to you”, giving us an extra fighter in a potentially nasty melee. Perhaps once we know if there are any skeletal creatures in the remaining (likely 3) unseen rooms we will know if this could make sense.
BTW, if we had gotten Steal I for Ricki then there would have been a 50% chance that she could have taken the staff from the Justicar and used it on that group of 4 skeletons that were looking right at him. That is yet another way we might have been able to beat this room without losing a character and maybe without the Justicar even being able to debuff any of our characters. I think we may need to start getting more creative.
STAFF OF TURNING
Staff
Can target a group of skeletons or skeletal creatures at range to either render them docile or deal 10 holy damage to each. Docile skeletons will still attack any other creature that is hostile to you. Attacking docile skeletons will return them to their previous behaviour. Can only be used once per dungeon.
Weight 1, Cost 10 per charge
“Note to self: stop leaving so many notes on the walls. Possible sign of” — https://dungeoneyes.com/dungeon-11-turn-19/
False assumption. We don’t need to fight the skeletitan, we just need to move past it and survive/resist his free attack against any person moving past it.
Just like (without Kamau) we weren’t able to block the guards from passing, skeletitan won’t be able to block us passing past him. That’s true for everyone everywhere unless a person/npc has specific grapple-type ability (think: Ricky+Frog). Now that I think about it, also Kamau is not able to actually stop anyone, he is just able to sink the damage targetted at other alies.
There IS a possibility that an enemy actually blocks us from looting a chest – we’ve seen once or twice a small rat sitting on a chest, and it blocked us from opening the chest, until we (somehow) got the rat off the chest, either by killing it (we did that) or maybe by luring it with i.e. cheese (not tried).
I’m pretty sure we already used that tactic. Earlier we always killed everyone, but at some point we noticed we don’t have to and we simly ran past enemies guarding some chests straight to the chest, looted it, and ran back next turn. Of course that meant two hits, but with high def, two times zero means zero… Also I think Ricky already did even more and I think she even picked chest’s lock while enemies were swinging/gnawing at her… but that I’m not 100% sure.
Yeah, I remember watching characters running in and looting chests while just ignoring attacks. This situation may be a bit more difficult than normal because that chest behind the Skeletitan is locked which requires Ricki to run in and she’s only Def 7 (hummm, it is almost like the dungeon designer planned it that way, good job). If we miscalculate we may get into a situation where she takes 1 or 2 damage going in and the same again going out (if she fails her 50% evasion). Not the end of the world, but a real nuisance if we’re not careful. Defeating the Skeletitan only risks the damage once, not twice, because we know this whole party can defeat it in one turn (D12T26).
Without a high Def Kamau to Interpose and prevent the Skeletitan from attacking the Def 7 Ricki while she picks the lock and loots the chest it might get a bit more tricky but I’m sure it is possible and Ricki has a decent Evade (50%). Amadeusz or Wolf can give everyone +1 Def with his Violin and offer the Skeletitan another target but that ties up two characters for two turns (1 in, 1 out). Ricki could probably put on Plate Armor and a Tower Shield before going in but that would take a lot of time doing equipment exchanges. I’m sure people will figure it all out. I just wanted to offer another possible solution to consider.
To me the main attraction of using the Staff to bypass the Skeletitan is that it is simple and a sure thing, while figuring out the logistics and math of running past the Skeletitan to pick the lock and loot the chest may be a bit of a headache and could go wrong. The secondary attraction would be that we might be able to use the Skeletitan to protect us later, just like the Justicar did with the 4 reinforced skeletons, so it was an interesting thought. We should probably have a character ready with the Staff of Turning if Ricki runs past the Skeletitan to pick the lock and it hits her for a surprising amount of damage, so that we can hopefully pacify it the next Turn before it can hit her again on her way out (which might not work depending on the order of events for when the pacification occurs).
Wolf: Take over, drop wand of mend if you can
Cordy: take mend wand from wolf/floor, heal lara if you can
Ricki: loot chest
Lara: get keys
Reason: We can heal wolf with meat, so i want him next turn to fight big skeleton so Ricki can go loot the chest behind him while he is distracted, this is the safest way to loot the chest.
Also we need 2 turns to scout the left room (behind the locked door), we can do it with cordy healing lara while Ricki and wolf loot upper chest and filliping levers.
Thanks for including the reasoning. It is a big help.
I’d like to get Amadeusz back into Wolf form ASAP too but I didn’t see any easy/efficient way to do it while he still needs to heal Lara with the Wand of Mend. He’s also going to be taking an action to change forms and probably another action to eat Raw Meat so it will probably be several turns at best before he’s ready to fight again.
Cordy doesn’t have any inventory space to take the Wand of Mend and there’s nothing they can easily drop, so we probably shouldn’t plan on Cordy to take anything from anyone else or loot anything except potions (they’ve got room for 3 in the Potion Bandolier).
Inventory management and swapping items around is pretty brutal in this game. My understanding is that if Amadeusz drops the wand on Turn 12 then nobody else (friend or foe) can pick it up on Turn 12, they’d have to wait until Turn 13 to pick it up {yeah, it confused me when it was first explained but I think I understand it now}. However if two characters both spend their action to trade items then the wand could be passed directly from one character to another on Turn 12, but the wand couldn’t be used by it’s new owner until Turn 13. I’m sure the folks who explained it to me earlier in this dungeon, see D13T1 around here https://dungeoneyes.com/dungeon-13-turn-1/#comment-15500 , will correct me if I’m wrong.
We’ve almost filled up our available inventory spaces so we need to burn through some expendables like Lockpicks and the Crowstones to make room for new loot.
I think this is not true. In the olden days, dropping and picking up was a free zero-cost action, just like it is a free zero-cost action to pickup items from a chest looted (action spent on opening the chest) and even immediately do some inventory-juggling to fit them into pockets or the mule. At the same time, trading items between people counted as ‘an action’. We abused it a few times by dropping items for free by one person and picking them up for free by another person. But IIRC LSN got really angry once when we did that A LOT and then even tried to use a wand (person A has a wand, uses it, drops it, person B picks it up, uses it, drops it, person C picks it up….). You get the idea.
Now, IIRC, dropping items is still a free action anytime, and picking up items is still a free action if we are nearby (i.e. when moving past that item), UNLESS it was dropped in the same turn by someone else. But there’s nothing preventing us from picking up dropped items immediately. If it was dropped right-now-in-this-turn, it simply counts as “trading items between people” and simply costs an action.
I’m pretty sure the cost of “spend action to trade items” must be covered by just one of the people involved. It still prevent double-use. Person A uses the wand, then personA doesn’t have actions anymore, and person B has to spend the action to trade items, and then has no actions left to use the wand. Even if person A dropped the wand for free, person B would need to spend their action to pick it up (since it’s the same turn and no free lunch). But the cost of “drop&pickup right now” or “trade items” is “one action from one person”.
Sick and Kat were the ones trying to explain it all to me back on Turn 2. I guess I still don’t understand it.
Just from memory: I thought dropping Items was a free action, but picking up Items required an action from the character picking up the Items, and that trading items between two characters required the actions of both characters (even if the trade was entirely one way or even just one Item being traded one way). I’m not sure if picking up Items that are not close together (e.g. different hallways of the same room or even different rooms as a Move 2 character moves) is allowed as a single action or requires multiple actions but I sort of expect the latter. Items that have been used on that Turn (e.g. a wand, or a weapon used to make an attack or a shield used to boost Def against attack) cannot be dropped that Turn. From what Sick explained I thought if a character dropped an Item as a free action then that put the dropped Item into a sort of special ‘intangible’ state where nobody could pick it up that same Turn (although if both characters expended an action it could be traded). I’m really fuzzy on the idea of “using consumable items from the ground” which seems to be allowed but I am totally unsure of the rules surrounding it.
I don’t want to take a lot of back and forth trying to explain the game rules for managing inventory and using so I would be very grateful if the Discord folks could put together a summary and all proofread/agree upon it and then point me to it.
Have you considered joining us on Discord? Could make explaining mechanics and such quicker and easier.
I have been thinking about it. However, even if I did then others who are not on Discord would still be confused about the mechanics.
We do NOT need to FIGHT the titan. We just need DEF high enough to not be damaged by his free attack while we move past him and open the chest.
But the chest is locked isn’t it?
Yes, but that doesn’t mean the skeletitan can do anything to prevent us from picking the lock. I mean, Ricky has to move past the titan to get to the chest. That’s one hit. Skeletitan then will not get any extra free attacks for any actions that Ricky may then do.
If Ricky decided to pass near titan twice, i.e. go to chest, then move back, then I suppose she may be hit twice and that may end bad. But if she just moves one way per turn – one turn to move past, and spend action to unlock&loot the chest, then stay there and move back only on the next turn – then it’s two separate hits on two separate turns, both at full DEF value.
I also wouldn’t mind simply ganging on the skeletitan to kill it. I only object to spending staff charges on it.
Also, there’s the thing we don’t know its Attack, an to be honest, I’m not sure if it’s normal-titan or some super-black-death-imbued-titan doing 1 unblockable damage. That would be quite awful, but would also be a bit of a match to the elemental theme of the dungeon.
Agreed. Really the only extra complexity of the chest being locked is that we have to use Ricki to go in and Ricki’s been debuffed in every room of this dungeon.
Avoiding any risk of 1-2HP to Ricki on the way in and again on the way out is going to take a bit of preparation. I’m starting to like the idea of just using the Staff of Turning to make the Skeletitan docile, it is simple, guaranteed to work, and it looks like the GM put the Staff here just for that purpose.
For now, I think we should put priority on healing Lara and scouting the remaining rooms so we know what we’re dealing with and if this Skeletitan is the last skeleton in this dungeon. .
that’s why i suggested we send Wolf to distract him so he fight wolf and save the hp on Ricki, we can heal wolf with meat, we can’t do it with Ricki, no reason to spend the charge on the staff…
I don’t think anyone is going to get killed running past the Skeletitan but if it isn’t done right we might take a bit of damage since I don’t think we know exactly what its Atk is (all I see in the notes is <10 and maybe only 8). The tricky part about running past the Skeletitan to pick the lock on the chest behind it might be that Ricki is only Def 7 which might not be enough to tank the Skeletitan’s damage. Amad (or Wolf too, I think) can boost peoples’ Def by +1 with the magic Violin which would make Ricki’s Def 8 and possibly enough to tank but then Amad needs to be in melee range too, though he’s probably fine if he’s in Wolf form and playing the Violin. I’ll let someone else figure it all out when we’re ready to deal with that locked chest, preferably when in a few turns we’re closer to being done with this room.
Send wolf to fight him, while he is distracted send Ricki to loot, Wolf eat meat, problem solved.
Observation: I’m sure others have noticed it too, this room seems to have a ‘green magic’ theme (undead with green glowing eyes, the green-tipped Staff of Turning, the green wisp that appeared in the container on Turn 10).
Claudious did a quick guide to the colors of magic in DE back in the Comments on D13T4 https://dungeoneyes.com/dungeon-13-turn-4/#comment-15625 and green seems to be necromancy and healing, although it is the color we seem to understand the least.
I sort of expect to find relevant ‘green magic’ items in the two chests in here, such as Potions of Healing, or a Wand of Mending, or a Wand of Magic Missile, or a staff of resurrection. I’d really love to find a couple of potions of Greater Healing and a Wand of Magic Missile would really be handy in this dungeon. However, finding a Wand of Mending in a chest here actually seems pretty likely to me and perhaps somewhat ironic but I guess we’ll find out.
RE: “Maintenance tunnels have become infested and are to be closed off until they can be cleared. Care should be taken not to let wisp containers pile up lest further breaches occur.”
It occurred to me that the reason that the bottom of this room is ‘infested’ with 5 wisps of different colors could be that crack we saw in the pipe in the small room that is below us that has 3 hellhounds, see D13T2 https://dungeoneyes.com/dungeon-13-turn-2/ We also know that elemental wisps like to stay around creatures of their own elemental affinity and none of these 5 wisps are fire, if there were any fire wisps they’d probably be down below with the 3 hellhounds.