Dungeon 13 Turn 23
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Ricki drops her longsword and returns to her friends, then all four of them attack the Guard patrol.
“…There!”
“The goblin we were warned about!”
The justiciar directs all four guards to attack Ricki, but between her magic ring, her innate evasiveness, and the darkness, Ricki easily avoids all four strikes. She and Lara then cooperate to knock out the justiciar even as he attempts to protect himself with a magical buff.
Cordy and Amadeusz each take out one of the unarmed guards.
The five mushrooms gang up and kick the pigeon to death.
Only two guards remain!
It’s nice when a plan actually works as intended. Refreshing!
And animal brutality!Woo
Also,wow,I missed a lot of things since the last time I was here
If my math is right, we need 15dmg to one shot the armored guards ( 8hp, 1 def base + 3 chain + 3 Hvy Shield)
Plan: Mop up and hide the loot.
Lara: attack Guard 1 (14dmg with night eyes)
Cordy’s Bigger Shroom: Attack Guard 1 (2dmg)
Cordy (Spore Touch) and Amad (claws): Attack Guard 2 (19dmg) Gets us a new shroom
Ricki: Magic Missle Wand Bat 1 (1+ dmg, cannot miss, they have 1 hp and 0 def)
Cordy’s Army and Ricki’s Shroom: Attack Bat 2 (4 attacks vs a dodge chance of 30%)
Lara and Ricki pick up the dropped swords. Amad pick up 2 of the chainmails. We will come back for the rest next turn.
This should clear the encounter completely and safely.
We probably want to spend a turn moving the extra equipment away with Molly and Amad but we can clear wisps while we wait or just start moving down towards Justicar Supreme.
Next turn, Amad can Move right, drop Shield, chainx2 and move back as an action. Turn after that he picks up, moves and drops. Turn after after that he double moves down to rejoin group. This is still up for debate
I think your math is right. But why not leave the bats alone, so the next patrol has to waste a turn fighting them? That would free up Ricki to do something else now, like maybe run upstairs and grab the bomb.
At first I also thought, why bother hiding the loot? But I guess the reasoning is that if the next patrol sees it on T40, they’ll immediately send their pigeon for help – right?
If you’re saying the rest of the group should go start attacking the SJ while Amad hauls loot, that sounds dicey to me. I don’t see how Ricki can safely participate in that combat at all, so I think we need the rest of the party to go in together and hit the SJ with everything we’ve got. Maybe Amad can move half the loot on T25, then go back for the rest of it later once the SJ and guards are cleared.
The concern is that the equipment wont drop until the encounter is done. Danger of extra equipment on a new patrol outweighs the 1 turn delay in my opinion. We could just activate bat group 2 if we want to delay.
I’m just hoping we exit before the next patrol
That would be refreshing too
Can we attack our pets? I.e. two minishrooms 44,45,46 (3atk) attack minishroom 47 (2hp+1def), it should explode dealing 1 poison AoE, adding poison element to 2 dying guards (+2 shrooms), and maybe even killing the bats (+0/1/2 shrooms)?
We are unable to attack our pets or any of our allies, even if it would somehow be beneficial for us. Also, a single shroom explosion can only generate a replacement single shroom.
The first thing I saw
?o=1
The five mushrooms dogpiling the pigeon is hilarious. We need more mushy friends
Surrender.