Dungeon 13 Turn 21
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After helping her friends avoid two pressure plates, Ricki opens the door (retaining her lockpicks yet again). Cordy drops their bandolier and Lara drops her keys, then they both try their luck opening some chests.
Cordy finds an incredibly common and boring wand of heal, while Lara finds something extremely rare and valuable; a few strips of cracked and crudely-stitched leather!! Clearly this is the more impressive find. You know, like the one Cordy just dropped.
Ricki watches the battle unfolding above, through the ceiling. The justiciar stays back and debuffs the venom bat, while the two armed guards and the dog charge forward to attack. All three of them miss, while the bats split their attacks and deal no damage as a result. The two unarmed guards and the pigeon stay back. They don’t seem to be in any big hurry.
Cordy returns to the room to the right.
Amadeusz uses the wand of mend to restore 1 HP to the injured medium mushroom.
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WAND HOLSTER
Tool
Can hold 3 Enc worth of wands only.
Weight 1, Cost 7
WAND OF HEAL
Wand
Can heal 3 HP to a nearby ally. Can only be used once per dungeon.
Weight 1, Cost 40
Awesome items! I think the play here is to organize inventories to free up space and keep an eye on the battle. Still don’t want to ambush until most bats are dead
If the justiciar order focus fire on ricki or lara, won’t they die?
Lara won’t, Ricki may if unarmed guards join the fight and none of the armed ones miss
Ricki will be staying back initially since she’s going to wand the bird
New plan: If they take the time fighting the bats, we can wake the second group of bats to delay them even more, while they are occupied with the bats, we can clear the rooms below and leave!
Lets use this turn to scout and manage items.
Ricki: point the 2 traps on floor, drop sword & wand, move right, enter rat hole.
Lara: Avoid traps, drop wand holder, sneak peek to the room below and come back
Cordy: move left, avoid traps, pick wand holder and the wand that just Ricki dropped.
Wolf: move left, avoid traps, mend shroom 35.
second group of bats is larger, higher chance of damaging the guards. but also, it has higher chance of damaging us when we aggro them. that’s why I suggested scanning those bats first, so we know how much we risk it.
Just to be clear, picking up something dropped the same turn is trading and need actions from both people. I think this plan still works since you dont have them doing any other action though.
Dangerous idea. The guards down there are alerted and probably watching the ladder.
Random idea for a reusable 3-use-per-dungeon FirstAidKit (FAK)
Total 2 Enc: WandGloves, plus WandHolster, plus WandOfHeal, plus 2x WandOfMend
Assume patient is at critical 1HP, for optimal results.
Don’t hurt the patients to get optimal results.
Patients that are less hurt (have more than 1HP) heal faster (less turns).
FAK Big Heal, Fast: 2xM, 2xM, 1xH -> ends with 8Hp/3Turns
FAK Big Heal, Value: 1xM, 1xM, 2xM, 1xH -> ends with 8Hp/4Turns
FAK Light Heal: 1xM, 1xM, 2xM -> ends with 5Hp/3Turns
FAK depleted: 1xM, 1xM, 1xM -> ends with 4Hp over 3Turns
M: Mend, H: Heal
‘Big+Value’ allows to use 1x Big and 2x Light, each one taking 1 gloves’ charge.
‘Big+Fast’ uses 2 charges of gloves, saving 1 turn, but we lose 1 Light heal, meaning someone gets healed for 1HP less (difference between Light and depleted/fallback/justMendMeAlready).
It seems we have two separate groups there?
2xUnarmed + Pidgeon, those are the carriers. They are here to take carry the wisp-container out. Unarmed and they stay out of the fight, keep pidgeon safe.
1xJusticar + 2xArmed + 1xDog: cleaners. Sweep whatever may endanger the carriers.
I don’t think we can provoke “cleaners” into splitting from “carriers” in any easy way, but there’s a chance that on the first turn we attack them, if we attack cleaners first, then the carriers may be surprised and not join. Just like it happened on T20 – only Justicar and Armed guys got “!” and entered the fight.
Or, we might have a quite intelligent single group here that noticed that they can deal with bats just with 2 armed guards, so Bruce and Bruce simply burp in the back line.
I wonder, how they are going to move. All at once? Or “cleaners” first, then when it’s safe, “carriers”? That would benefit us greatly. But we’d need to let them out of the entrace to see that. Fighting with them in the central room risks aggroing the bats (they can also do that to annoy us).
Ricki: shout encouraging words to the bats. Cordy, eat the wand of heal.
Alt inventory consolidation prep that also includes bandolier and keys. I want to gets the wand wielder gloves on Cordy to go with their wand hostler.
Ricki: point the 2 traps on floor, drop wand on the pile, move right, scan bats, enter rat hole.
Lara: Avoid traps, drop wand holder on the pile, equip shield, sneak peek to the room below and come back for your keys
Cordy: Try burning the wanted poster with a wall torch, move left, drop gold gloves and purse on the pile
Wolf: move left, mend shroom 35.
Cordy can pickup holster with wands plus the gloves next turn while Amad gets gold gloves, purse and the bandolier to store him potion
Plan: wait to ambush
Lara: avoid traps, move right and trade Wand holster to cordy.
Ricki: take notes how the fight above is going, point out traps to Lara and move right. ID bats with armor. Scout through hole.
Amad: trade Wand of mend to cordy.
Cordy: accept trades.
This frees up some space, ID bats just in case and scouts new room. Everyone is still within stinking distance of patrol if they kill some bats
Just a reminder that hat we can’t trade with the floor at the same time so someone will have to scoop up the rings and bandolier later
Gosh my typos are terrible. I miss having a physical keyboard on my phone
This one is not terrible 🙂
Wand Holster is a big upgrade for Lohk, the issue with her Wand Proficiency is that she only has 4 slots so wands are competing with survival equipment. A golf bag makes that slot more flexible, especially for single-charge wands which would otherwise be dead weight for most of the dungeon.
(if we ever bring her)
Oooh I forgot she has WandProficiency! FirstAidKit update, for when it is done by Lohk:
FAK Big Heal, Fast: 2xM, 1xH -> ends with 9Hp/2Turns
FAK Big Heal, Value: 1xM, 2xM, 1xH -> ends with 11Hp/3Turns
FAK Light Heal: 1xM, 2xM -> ends with 7Hp/2Turns
FAK depleted: 1xM, 1xM -> ends with 5Hp over 2Turns
So FAK works really well with Lohk, not only all HP are higher, but also all takes less turns, AND also ‘Big+Fast’ version uses only 1 gloves’ charge, just like Value and Light.
Here, the max healing value we can get from the Gloves is 11+7+7=25hp (18hp when not operated by Lohk).
I assume that when using Gloves and 2 WandsOfMend, the WandProficiency applies to BOTH wands separately, giving +2HP in total. I don’t see why it wouldn’t. But the text “with healing wands” could be understood differently, so there’s a risk that it will trigger once and give only +1, because well, stuff.
Plan: wait to ambush Ver 2 (better trading)
Lara: avoid traps, move right and trade Wand holster to cordy. Trade Helm and Oven mitts to Amad.
Ricki: take notes how the fight above is going, point out traps to Lara and move right. ID bats with armor. Scout through hole.
Amad: trade Wand of mend and Greaves to cordy. Trade Heavy Helm to Lara
Cordy: accept trades.
This frees up some space, ID bats just in case and scouts new room. Everyone is still within striking distance of patrol if they kill some bats
Adjusted some Def since Amad has the most healing power (meat) so can take more dmg. This gives an extra +1 def to both Cordy and Lara who will need it most.