Dungeon 13 Turn 17
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Amadeusz descends, pushes past the three canines, and opens the first chest. He finds a potion of holy resistance, which may be useful elsewhere. He narrowly avoids taking damage from three volleys of frost breath, likely due to his werewolf ability to intimidate other dogs.
Lara goes back up to the previous room.
Lara moves the displaced canister back to its previous position, then Cordy pulls the lever again. The machine hums, and the lever clicks back to its original position, but nothing seems to happen. Cordy then heads to the left.
Ricki climbs into the pipe and gets sucked inside by powerful pneumatic forces. She follows a track leading down and to the left.
The pipe spits Ricki out none too gently in a previously explored room. The clatter gets the attention of the nearby guards, possibly because they’re on the alert for things coming out of this pipe. She quickly uses her magic lens on the justiciar above, then climbs back into the pipe and flees back to the upper right room before she can get captured.
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POTION OF HOLY RESISTANCE
Consumable
Def +5 against holy damage only for 5 turns when consumed.
Weight 1, Cost 15
JUSTICIAR, SUPREME
HP: 15
Atk: 3, or 6 holy damage at range
Def: 3
Ability: Can impose -3 Atk and Def on one creature at range at a time until Supreme Justiciar is defeated, can grant +3 Atk and Def to self or one creature at range at a time until Supreme Justiciar is defeated, 30% chance to avoid any attack and provides light while flying, can’t miss, immune to holy damage
The highest rank of Justiciar, blessed to wield the Emperor’s power and granted authority over all other Imperial agents except for the Emperor himself, His personal retinue, and the Champions. They often take command of Guards in order to investigate unusual events or track down known criminals. Unless they have specific orders to do otherwise, they may give chase to fleeing opponents, along with any Guards they command.
Well, that was fun! I suggest we pull a Batman now and go home.
Wisp-machine could have rolled the same type of wisp.. or, more likely, it may be directional, strictly sucks wisp from right container, and passes it to left container.
Anyways. I have a bad idea. Let’s play a action-counting game.Detach empty right container. Attach container with wisp on right side. Put bomb into empty container. Light bomb’s fuse. Attach container with bomb on left side. Flip a lever, hopefully wisp goes into container with armed bomb. Detach left container. Transport it up. Toss it into red-pipe, direction bottom-left.How many actions would that be? Can we fit it into 2 turns, and can the grande finale from “light the fuse” to “into red pipe” be done in 1 turn with 4 party members? I think we’d be one action short 🙁Forget it. Justicar’s description mentions CHASE and we lost the visuals. I think we should prepare ASAP. They might not know the direction Ricky went, but they know where the pipes go.
What does “on one creature at range at a time” mean?
Does it mean that if on one turn they grant it to personA, and on next turn they grant it to personB, the personA loses it?
Or does it simply mean “once per turn”
Wait. Grants Light (so others can see) and can Fly? Whoo.. And can’t miss, making Ricky’s dodge less useful against them, but still useful against normal guards.
This is how I read it. “One creature at a time, at range” might have been a better phrasing.
Looks like patrol will come from us as well since these guards have seen the most wanted
We’re all over the place it feels like with no real goal. So let’s take a quick poll of options
Vote if you think we should….
Focus on flipping the pipe levers for a new char
Clear death owlbear
Guaranteed damage but nice treasure?
Ambush the turn 20 patrol
Since there is no holy wisp to collect and that group has been alerted. They will come find us so better to fight on our own terms
It was pointed out that justicar may lead the patrol so this should be a priority
Problem with this is that justiciar group can kill the solar guardian by turn 21 if they go up for us. If we are still fighting patrol by turn 22, we can get piled on by both.
As discussed on discord, we can delay the patrol by triggering entrance bats. So if justicar does come up we ambush HIM first, then patrol
Clear dog room (upper left)
For more treasure
Engage justicar group (bottom left)
They are alerted and may come find us but a note said not to leave a station so unknown. They would probably at least alert the patrol on turn 20.
Justiciar could easily leave a guard or two at the station and come after us with the others. I’m guessing we basically just triggered the patrol now instead of three turns from now, and gave it a super powerful leader.
Having those two group up would be a disaster.
Also bear in mind the last big fight, they can and will focus fire. Perhaps on ricki due to all the wanted posted and the fact that its a justicar but also on any target thats vulnerable and exposed. This might not be a fight we can take without losses without a damn good plan. I would not be sad if we abandoned this dungeon as just too damn deadly. We were warned this one would be on high alert, and we have not been doing well in it si far.
We can’t clear it safely, they are alerted and will fight us first turn, with justicar leading they will focus fire and someone will die.
Grab what loot we can on the way out, but abandon the dungeon as quickly as possible.
I would actually be 100% ok with this. We have a turn or two of grace to see what gives chase but if its the whole lot with the justicar we could easily lose whoever they focus on. Possibly ricki
Plan: get some progress
Amad: loot the last chest. Pet the dog and move up after.
Ricki: Move down red pipe, bottom right. Case the elite guard there (I’m totally guessing).
Cordy: move right. drop your bandolier with the rope. Pick up bomb.
Lara. Move left. Walk along the ceiling and walls as much as possible to avoid traps. and go down. Poison sting last wisp
Idea here is that bandolier gets to amad since he has a potion. Ricki scouts and we learn if we can blindly case something on a new room
Lara doesn’t have a lot of options if not fighting so she’s taking out the last wisp. Maybe they drop something (or ice dog does).
Ricki cant take action when entering new room.
But mostly, lets not get more justiciars after us before we deal with this one plz
AHH shit the pipes clatter and alert all guards in the room >.<
NeKpoT had the only safe plan last turn.
So, flipping the lever below the skeletitan closed it, cutting the elemental power supply that generates/morphs the wisps. We also closed the power supply for the upper left lab (the one that imbues the guard dogs with elemental power).
We know tha guard will come looking for us, and that they will probably search all four red pipe rooms, but we don’t know which one they’ll search first. So, food for thought:
1, we defeat the winterwolves engaging the Wolf, to clear the room, and then, from a safe position, we destroy the cracked pipe and then flip the lever in that same room. We don’t know the nature of our new elemental friend, but if they have an amorphous body, they can follow the pressure release on the broken pipe and be free from the vat.
2, forget about the broken pipe. Lets use the staff of turning on the skeletitan and put it in charge of guarding that corridor.
3, we bomb the door that keeps Deathy, the Owlbear, away from the rest of the dungeon. Maybe we leave a trail of meat on the floor, leading to the Justiciar patrol.
4, all of the above. Let chaos reign.
Let’s check if we’re pursued.
Ama: go up
Cordy: go right
Everyone: grit
Lara and Ricki: go left, down (avoid the pressure plates)
If superjusticiar decides to investigate they’ll spend at least two turns at the solar guardian, so this is safe. I kind of hope they would hold position though
Potential followups in case justiciar is after us:
T19 Lara aggroes bats near the entrance to delay patrol, cordy and ama catch up. Sabotage torches.
T20: fight justiciar. Patrol enters and engages bats
T21: patrol still fights bats. We clean up justiciar’s mooks
We will miss that last chest by amad. It’s a long walk back to grab it
Amadcan can pick it up next turn if justiciar isn’t actively looking for us
Cordy is also In Owlbear room
Ahh why. Fixed, but that might mean we’ll have to fight justiciar in an illuminated room.
Justiciar is a light source himself anyway
Nekpots plan tweaked so Cordy is present for grit and amad loots (since he has meat).
Ama: loot last chest. Go up
Cordy, and hurt shroom. Grit with Ricki. Move down. Avoid traps
Lara and Ricki: go left, grit with cordy. Go down (avoid the pressure plates)
This arrangement can definitely destroy torches before the fight. Amad maybe wouldn’t have time to eat before the fight, but he’s tanky enough already.
Claudious plan tweaked so Ricki end the turn in the upper right room so next turn she can go in the hole to loot the chest then come back & lara kill the last wisp there so his 3 dmg won’t pile up when we move thru that room to fight guards/whatever
Ama: loot last chest. Go up
Cordy, and hurt shroom. Grit with Ricki. Avoid 2 traps. Move down, stand where the ladder so trap won’t trigger
Lara: go left, grit with cordy. Go down (walk on ceiling to avoid the pressure plates), Venomous Sting last wisp.
Ricki: move left, grit Cordy Shroom and Lara, point traps, move right.
Man, you guys didn’t even need me to get Ricki spotted by the guards. Good job! Now Rick, remember the plan. You’re a secret dungeon inspector sent by the emperor to do something. Honestly I forgot the details but I remember writing a brilliant plan at the start of the dungeon. So just follow through.
Lara: slurp the grape jello. I can’t believe I have to keep saying this.
Ok, that’s funny when I make bad decisions calls you out.
Ricki: Head left, point out the traps and head down. Grab one of the torches by the ladder.
Lara: Follow Ricki and avoid traps. Sting one of the bats to the right of the ladder.
Cordy: Head right, drop your bandolier by the rope. Pick up the bomb.
Amadeusz: Loot the other chest. Head up.
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Triggering the bats and getting eyes on the center room for next turn. If the Super Juicy’s group is wandering towards us, we’ll see than there on turn 19. If they are staying put, we’ll probably want to ambush the turn 20 guards here before they reach the bottom left room.
Amad has 9 def. 3 dogs. Dogs had -1Atk due to Amad’s skill. We probably can assume room is lit with the huge cold-fire tank. Amad’s def narrowly sinked whole attack. Worst case is equal, so 9def=3(dog-1) => each winter wolf has 4 base Atk, giving exactly 9dmg. If wolves had 3Atk, total dmg would be 6, I wouldn’t word it a “close call”, but maybe, maybe.