Dungeon 13 Turn 24
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The party defeats both remaining guards and even the two leftover bats without difficulty. However, the two guards manage to take out the medium mushroom pet on their way out. Doing so causes a burst of spores, which spawns a replacement little mushroom. Cordy also creates a new little mushroom by using their Spore Touch ability (costing them 1 HP). One of these mushrooms can be sent to Lara instead of kept by Cordy if they feel like it.
A bunch of imperial gear drops on the ground. Ricki and Lara each pick up a longsword, while Amadeusz loads two suits of chain armour onto Golly. One suit of imperial chain armour and two imperial heavy shields remain.
Plan: hide the loot and head to basement.
Amad: move right. Drop the heavy shield and both chainmail by the empty chest upstairs. Use your action to move left to loot again.
Ricki: move right. Go through hole and run past the 3 rats and open the chest. Drop the longsword to make room.
Cordy: move right and heal Ricki with the wand of heal as she runs by.
Lara: move right. Drop longsword upstairs with the other equipment. Equip tower shield, Move right and sting an ice wisps.
Next turn amad can clear the last of he loot, Lara can sting another wisp and ricki can either deal with crows (with mushy explosion) or head back and flip the lever.
Really want to clear the tank wisps while we are here since they could maybe kill the new char when we find the last lever
I should add that I want Ricki full HP because we know she will be target #1 against supreme justicar and those 2 solars could also 1 shot her
If we’re sure that Ricky will be the main target (pretty good guess considering what we heard just now), then we can have her drink the anti-Holy potion. Justicar will probably start with -3 debuff on first turn, but then at some they will use ranged-6dmg-Holy attack on her, and that extra def can do a trick, and actually it might be better than +2hp from Heal. But I’m a bit worried, maybe we should keep that potion for bottom-right room? Or any end-dungeon-boss.. It will probably be Holy.
Also, S-Justicar has 2 skills: 1 debuff and 1 buff, so they actually might “skip” 2 turns before using that ranged attack.
Remember, though, that the justiciar targeted Lara on turn 8, despite Ricki being present. Those who haven’t succumbed to Dungeon Madness may still reliably target Ricki, though, meaning it may well be worthwhile to max out her defence for future patrols, even if that means reducing the defence of others a bit.
My problems with this plan:
I don’t feel safe leaving the loot in that room. The next patrol might check out the room before moving on like usual patrol behavior, even if just to clear out any random creatures spawned like the note instruct them. And they might be extra sus this time since the previous patrol went missing.
This head into basement fight without eyes on what changed. Like, the super justiciar could be flying out of melee range in the middle of the room now that he is alerted which will mess up plans to hit him. Or if we aim for guards first but super justiciar did not move yet, we lose the chance to hit him with melee and without his flying 30% dodge.
Lots of wasted actions. Amad is getting in position turn 27 to attack turn 28. Cordy has no action turn 26 and 27. Amad has no action(beside move in postion) turn 27. Lara can’t attack turn 27 if she wants to move so no action for her too. There’s like, 2 torches to break between all of those.
The heal is for 3 and Ricki can only heal 2 hp right now. We could do other stuff we want to do that risk minor hp loss THEN heal for the full 3 before dealing with supreme justiciar. Or have Ricki drink holy resist potion instead.
I am open to suggestions. We have to go down that way for last lever. I was thinking of having amad scout the room first to confirm placements before the attack as well.
Overall, the loot in the front entrance could be easily fixed by leaving before turn 40. Moving it just one room out of sight can give us some room in case we stay too long but taking more turns hiding it just makes us less likely to get out before turn 40
I dont see how getting out before 40 is possible without abandoning our new friend.
Remember the turn 3 note say the tank vulnerable to breaching from buildup during oscillation. That’s every 10 turn so we would need to flip the last lever before turn 30 for them to break out before turn 40.
You are starting super justiciar fight turn 28. We would then need to somehow scout last room turn 29 and be able to flip the lever turn 30 past who knows what enemies are in there.
That is a good point and I think you are correct. What I would plan for is getting the levers flipped asap (between turns 30-40 and then Ricki just needs to recruit then gave lara ferry her to exit. Or we fight patrol before they find old patrol loot and have Ricki run to exit to finish. Lots of options.
I just don’t want us to get distracted/too far from our main goal which is to get a new char
Yeah, I want lever before 40 to leave with new friend too. I think we KO super justiciar by roughly turn 33 with my plan, which should give plenty of time to clear basement before 40 and we will be much better prepared for the dangers in there.
Last turn I asked fi we can deliberately attack pets, specifically a minishroom, to cause an explosion.
Even wilder idea: can we THROW pets? for example, throw a minishroom at magicrows. They are small, can be carried, and we can throw things. How about literally LAUNCHING an attack with a minishroom xD
We know throwing stuff is possible, but in general is is very under-tested, and I think we actually never have tried throwing pets, right?
As for the actual merit, that’s only a fun experiment. Throwing will probably take an action, which otherwise would be spent as an attack with a weapon…. so in case of magicrows it sounds highly sub-optimal in terms of eliminating enemies :/
Throwing mushies for explosions is an actual ability for Cordy(check out his level up pages) so I dont think we can do that without it
Ah, the SporeBomb. I forgot about that. Yeah, it’s almost literally my idea. Actually much better than my idea, since it deals “remaining HP” AoE, and I just envisioned the standard 1dmg from DeathSpores (maybe plus mushie’s Atk dealt to the target, in direct form, not AoE). I’d still try it with another character though, just for fun. But yeah, probably won’t work if we have a special skill designed for that.
Plan: Hide the loot better and preparing more before basement.
Next patrol is turn 40 so I’d like to hide the loot well instead of fast but half-assed.
And even if we focus basement, there’s no way we can have the bottom right room cleared to safely flip the last switch in there before turn 30(the next “oscillation”) that will let our new friend break out(per the note turn 3). So clearing wisps is due for turn 40 too.
So lets take the time to have better information, equipment and more mushies before super justiciar instead of just rushing in.
Ricki: Move right. Show the pressure plate to everyone. Enter rathole. Drop imperial sword in the middle of the rats. Loot the chest.
Lara: Equip tower shield. Move right. Break a torch. Move up with ceilling walk to avoid trap. Ceiling walk again to drop imperial sword in front of deathbear door while avoiding traps. Then go up the ladder and (floor)walk right until you trigger the left pressure plate.
Amad: Move right. Go to upper ladder while avoiding trap pointed by Ricki. Action move up. Go up the ladder and walk left when Lara is (floor)walking right on that floor until you trigger the right pressure plate.
Cordy: Move right. Go to upper ladder while avoiding trap pointed by Ricki. Action move up.
The trio has cleared the traps and is in position to clear the dog room while Ricki has lots of prep she can do down there.
Rough ideas for following turns:
Turn 26
Ricki go down with hole, read note, move left to basement’s dog floor for eyes on super justiciar(crows will “!”)
Amad drop imperial loot in front of owlbear door
The trio head left, someone knock off torch to blind guards while other 2 KO elite
Turn 27
Ricki move right to hit crows with mushie for explosion
The trio finish off guards
Turn 28
Ricki can open gate and scout right/start opening locked chest/head back up to go for rathole that leads to dog room bottom floor chest
The trio can loot/check out switches/try taming dogs with meat/head back down to start zapping wisps and hiding the rest of imperial loot
I still want to get eyes on last room and that final lever. That should be our focus, not the dog room. Not a fan of splitting up that far either
This plan does do that actually. Ricki clears crows by turn 27 and can scout final room turn 28.
Dog room is just to get better prepared for dangers in basement while Ricki gets us eyes in there. I think that reduce risk while still giving us time to free new friend by turn 40 which is the fastest that can happen anyway.
That’s a long walk back for the others though if Ricki can’t flip that last lever herself
Ultimately, it seems we are just divided on what everyone else should be doing while Ricki scouts. I’m just nervous about Ricki being away from the group so far.
My preference is clearing wisps for new char safety. And moving down to support Ricki if Ricki needs it.
Yours is looting dog room for helpful items and insuring guard loot stays out of sight.
We can make either option work regardless.
How confident are you sending Ricki against the 4 Magicrows?
She has 7 Defense. Increased to 10 if she takes fire damage.
Fire Magicrows likely deal 3-6 Fire Damage each.
Holy Magicrow deals 3 damage.
Cold Magicrow is unknown.
I guess if she dodges half of them she should be fine, but I don’t like risking a bunch of hp on that.
Mushie can aggro 1 and it’s the only option to know if super justiciar started flying and allow early eyes into the final room. I’m not super happy that she can take damage if all her dodges fail but I think its worth it.
@LSN I cant edit anymore, but if this plan gets selected, plz swap Cordy and Amad’s action so Golly dont get hurt as pointed out in Discord.
Pile up the dead bodies outside the front door of the dungeon so the passing patrols can pick them up before they spoil.
I think we should take those bodies, go bottom-left, excuse the S-Justicar, he’ll understand, it’s last-farewell for those guys we carry, and then toss the bodies into red pipe while all the soldiers cheer and salute.
Combining Kat and mine’s plan
Plan: Hide the loot and Prep for Basement
Ricki: Move right. Go in hole and drop the longsword amongst the rats. Loot the chest
Amad: Move Right. Move Right. Drop both Chain and the heavy shield in the tank room.
Lara: Move right. Move right. Equip Tower Shield and Sting an ice wisp
Cordy: Move Right. Wand of heal Ricki as she runs by.
Next few turns look like:
Amad Move left 2 for last of the equipment
Lara Stings Wisp
Cordy Moves right and Stings a wisp (kill next turn)
Ricki goes through hole and peeks at justicar to confirm he’s not flying or anything. Cases him,
Turn after:
Amad Pickup loot and starts to move towards basement.
Lara kills Wisp.
Cordy Kills wisp.
Ricki Moves right and kills crows with shroom.
Turn after after that:
Depends on if entering Justicar’s is safe or not but
Amad Move 1 to wand holster chest room picks up bandolier or keys (undecided)
Cordy Moves 2 to wand holster chest
Lara moves 2, picks up bandolier or keys
Ricki Unlocks gate and scouts last room.
Afterthat. PINCER ATTACK on Justicar
Probably too late for this, but:
We want to get all the levers flipped before T30, and we want to get the loot hidden before T40. So let’s deal with those goals in that order. We can hide the loot later.
Amad: move right. Drop the heavy shield and both chainmail by the empty chest upstairs. Return to the bottom of the ladder, snuffing a torch on your way down.
Ricki: move right. Go through hole, drop the longsword and flip the lever.
Cordy: move right and heal Ricki with the wand of heal as she runs by.
Lara: move right, go down the ladder, move left to the next ladder and use your action to poke your head down the hole and see what the supreme justiciar and guards are up to.
Subsequent turns: Party takes out SJ and guards, then moves right toward final room and final lever.
Kat has some good points: Claudious’s plan wastes actions, and we want to know what SJ and guards are up to before we attack them.
But I also agree with Claudious that sending 3/4 of the party to the dog room is a distraction from our main goals. To me it feels like maximizing actions just for the sake of maximizing actions. It also feels too risky to attack other enemies first, and possibly lose more HP, before engaging the SJ, who’s going to be hard to beat as it is.