Dungeon 13 Turn 25
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Ricki guides the rest of her party across a trap as they head to the room above. Lara knocks one of the torches off the wall on the way. Ricki then heads down and enters the small tunnel.
Lara drops her imperial longsword in front of the steel door that she has no idea what’s on the other side. She also walks past two landmines, one set off by Cordy and one by her. Even two explosions isn’t enough to hurt her, though, and Cordy is able to protect all of their little mushrooms.
Ricki runs past the plague rats, dodging one of their attacks and avoiding any damage. She drops her imperial longsword on the way, then opens the chest and finds an enchantment scroll. Nice!
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ENCHANTMENT SCROLL OF DEADLY
Consumable
Can be consumed to bestow the Deadly enhancement on a weapon or ranged weapon until the end of the dungeon. If 5 HP are spent when doing so, the enhancement is instead permanent.
Weight 1, Cost 25
Ricki: through left hole. Move left (lower) and case supreme justicar.
Lara: move down. Move along ceiling and move right. Equip tower shield and sting ice wisps
Amad: drop both chain mail and heavy shield by owlbear door. Move down and trigger the trapdoor. Eat some meat after
Cordy: move down and wait for amad to trigger trap.
Cordy and Lara clear wisps. Amad triggers the last trap so we don’t have to worry about it. I want amad to trigger since he can heal with meat and fall DMG is unblockable.
Next turn ideas
Ricki moves right and kills crows with shrooms
Don’t want to deal with dog room cause it’s one chest and like 17dmg incoming from guards
And an unknown bug
And at the opposite end of the dungeon from where we want to be
And wasting turns
How are you getting 17? The document on discord says elite guards are 2 base and normal are 1 base. So elite has 4 total with sword and normal have 4 total with sword and +1 buff from elite. That’s 16(or about 8 without torch).
Waaaiiiit do we know how much fall DMG is? Golly is dying if its a lot.
Dropping 1 floor is 0 damage.
Dropping 2 I assume is less than 5 since that seems outrageous as unblockable
Those explosions look fun. Go run through more landmines.
We had a plan that one trap will be set off by Cordy, and one by Lara, probaly to split the damage.
Just in case someone missed it, like usually I do, note the very explicit wording:
> She also walks past two landmines, one set off by Cordy and one by her. Even two explosions isn’t enough to hurt her
Everything happened moreless in the same time, Lara crossed both traps, Cordy crossed one trap. Text confirms that Cordy set off one of them, so it seems he moved ‘first’ (otherwise Lara would set off both). But even though, really, each trap was set off by different person, Lara still was damaged by both traps. I take it as Cordy’s trap was still “exploding” when Lara was crossing it.
This means when such trap is triggered, then whoever passes over that activated trap on that turn when it was activated – will be damaged – regardless of our smart action ordering, waiting or running around, etc.
That’s been shown to be the case several times, particularly in the poison well.
Hey guys, one thing I just noticed – near the magicrows – that spot on the floor is NOT a pressure plate. It lacks that grayish tint. It looks like the floor there is literally thinner.
I think it is not a trap like we’ve seen before. We’ve already seen a “trap door” trap, D6T6-D6T7 and it looks like a floor with pressure plate. Actually, landmines are gray and stick out, and trapdoors are gray too, but sunken into the floor.
Here we have a thing not gray. Just thinner floor.
I think it really might be a weak floor fragment, breakable with a pickaxe or with a bomb.
How about bombing the magicrows, and the door, and that piece of floor at some point?
1 bomb, 1 turn. Crows cleared, door opened, floor mystery ready to explore.
We just need a Bomb and a Torch to lit it.
Heh! actually, that might be even a better idea than I thought. Using a bomb is NOT an attack, right? it’s just an item-use action.
Crows have not seen us yet, they don’t have “!”. This means the turn they see us for the first time, unless we attack them or unless we try to run past them, they will only get “!” and not shoot/attack.
This means, we can get two characters, one carry the bomb, one carry the torch, bo down the ladder to magicrow level, first person spends action on igniting the fuse, second person either throws/shoves (if possible) the now-lit bomb on/over the floor under crows (but not AT the crows!), possibly near the grate, or (if no bomb throwing/sliding possible) walks near the crows and simply places the now-lit bomb just before the crows, so they can stare at it in awe, still not attacking the crows.
Then, just GTFO back UP the ladder and listen for a “boom”, and watch the foreworks through the floor. Or even better, GTFO LEFT to the dogs, so we can pacify them on next turn, because, why waste such opportunity. When those two then-bomb-carrying-characters want to return, the crows with “!” won’t be there anymore.
(*) I don’t remember so I say, 2 people. Maybe it is possible with one person who carries both bomb and a torch? If that’s true, then Ricky could do that alone, even more or less “now”. On some future turn, having a bomb and a torch, she could spend 1st mov to pass via hole, one acton to toss the bomb, spend 2nd mov to get back through the hole.
Why that way? Because that’s a BOMB. It may do a loud boom, and there’s some chance that S-Justicar with their team, or someone yet unknown from bottom-right room will come to investigate. If Ricky can do that alone, “now”, before we cleared bottom-left S-Justicar, she can’t retreat up the ladder just one level, or left to the dogs, because she might be stuck with “!”-ed dogs if someone comes. Immediately retreating back via hole means she stays hidden, and means she can actually see what happens (i.e. if anyone comes on the next turn or two).
It was confirmed that it is two actions. One to plant the bomb, one to light with fire. So can only be done in one turn with 2 characters working together
Okay lots of things the trio can do while Ricki is getting us the information we need on super justiciar:
The bomb, useful item. We left it behind on the right. I’d like to grab it in case we want to blow something up or just to bring it back home
The wisps, still in range of Lara. We want to kill them some time before turn 40 in case our new friend is not immune.
The guards, mushroom source but also a danger if not blinded. They have 16 attack(Elites are base 2, normal are base 1 plus 1 from being led by Elite. And they all have +2 longswords) but we can blind them to like, 8 or so.
The fly, neutral bystander. They are deffo not allied to the guards. The color match lightning element and we know from turn 6 note that the guards failed to any useful lightning creature. It is also not aggressive on sight. Probably just a random spawn that the guards cant reach to clear.
The magic dogs, maybe pets? They are caged, abused doggos and we have food and Amad is a natural with canines.
The chest, loot. Hopefully a useful magic item.
I’ll try to make a couple plan options over the weekend.
Posted wrong spot. Sorry!
Plan: Loot and dip
Ricki: Go in left rathole. Move left (lower) and case supreme justicar.
Cordy: Move left. Break torch to blind guards.
Lara: Move left. Loot chest. Move right.
Amad: Drop both chain mail and heavy shield by owlbear door. Move left. Try taming caged magic dogs with your meat and pack leader aura then go to upper right corner of the room
This balance getting the loot from dog room and speed. We get the chest and are on our way down next turn. If Amad succeed, Amad or Cordy can free them by flipping the lever next turn so they can follow as we leave the room.
I like it. If Lara’s wearing her tower shield in theory she should only be risking 2-3 damage in case all the guards land their hits. I doubt we can get the magic dogs to follow us around the dungeon but I bet we can get them to focus on the guards instead of us should we release them with that lever there.
Very dangerous, if they free the dog from the cage lara will die.
That would be an action so a guard cant attack the same turn if they do that
Too many unknowns. We know elemental infusion changes personality so I don’t trust the bug to not blast us. Don’t know if dogs can aoe us as we move past either.
We also have lots of mushroom sources from the justicar group in basement. Cordy is full and we only need one more shrooms to be full
I also would prefer to keep everyone as healthy as possible since we may have to deal turn 40 patrol to some degree (even if it is just run past)
Actually we know the bug more than before infusion since we know it is not helping the guard due to turn 6 note saying the guard failed to make any helpful infusion of lightning.
And we saw it’s like, NOT blasting the guard so it doesnt attack non-allies on sight either.
Anyone know if we can place 2 enchantment on the same weapon?
No. It was confirmed we cannot. Sadness…
Alternate plan including some of Kats ideas
Ricki: through left hole. Move left (lower) and case supreme justicar.
Lara: move down. Move along ceiling and move right. Equip tower shield and sting ice wisps
Amad: move right. Drop both chainmails and heavy shield with the other guard stuff. Pick up rope and bomb.
Cordy: move left and break a torch.
Lara needs 4 turns to kill wisps. But someone has to trigger the trapdoor in the main room eventually. Amad has lots of healing so he seems idea. I doubt a 2floor drop will one shot golly
We will also learn if the dogs will aoe when cordy walks by
I think thats more dangerous since Cordy will take a lot of damage if they do? Loot and dip plan has amad feeding them so they will be eating instead of attacking even if they can.
Its waste of turns to kill those wisp, i think we need to clear bottom left room then rush into the last room. Turn 40 patrol will probably overwhelm us and it will search us actively, we need to move fast.
Those wisps may kill the new character when they break free. We have our primary objective done so our current goal is the secondary. My first plan focuses on getting through justicar earlier so vote for that if you prefer.
Ultimately, we are just waiting on Ricki to get eyes on justicar and to unlock bottom door for eyes on last room and lever
That’s what i did.
I’m worried about Golly, but this is the first plan I see that mentions moving the bomb closer to magicrows, so I’ll keep fingers crossed for our Mule#2nd
Ricki: Head back through the hole to the center. Point out the floor trap to Amadeusz and Cordy as they come down. Trade your Enchantment Scroll to Amadeusz. Trade your Wand of Magic Missile to Cordy.
Lara: Head right, grab the bomb, head left.
Cordy: Head down, avoid the floor trap that ricki points out. Trade your Wand of Heal to her. Trade your Purse, Midas Gloves and Heavy Greaves to Amadeusz.
Amadeusz: Head down, avoid the floor trap that Ricki points out. Trade your Oven Mitts to her. Trade your Crowstone, Wand Wielder Gloves and Heavy Gauntlets to Cordy.
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Some inventory management before we take on the bottom left room. I don’t feel very comfortable taking on the dog room without a proper plan or sending Ricki in the path of the Magicrows without proper protection. She gets the oven mitts for this reason.
I really do like the idea of casing the Supreme Justiciar before fighting him, but I feel like if anything he just has some rings. If he had a crazy weapon, he’d likely be holding it like every other character in the world.
This one gets us closest to freeing the new char, our top priority for the rest of the dungeon
A plan that avoid getting close to the guards so they “!” us at worst and also get the bomb and maybe magic doggos.
Ricki: Go in left rathole. Move left (lower) and case supreme justicar.
Lara: Move right. Loot bomb. Move right.
Cordy: Move left. Flip top lever from the ladder then go to upper right corner of the room
Amad: Drop both chain mail and heavy shield by owlbear door. Move left. Try taming caged magic dogs with your meat and pack leader aura then go to upper right corner of the room
> Lara: Move right. Loot bomb. Move right.
I think you meant, right-loot-left?
Or for people who want the opposite, a plan to beat up the elite so we become full on mushies and can access everything in the room without worry of guards since they will be to 9 ATK total after and be blind.
This is 2 actions slower than just the loot and and dip plan though.
Ricki: Go in left rathole. Move left (lower) and case supreme justicar.
Lara: Move left. Break torch to blind guards.
Cordy: Move left. Spore touch elite.
Mushie 49: Punch elite just in case
Amad: Drop both chain mail and heavy shield by owlbear door. Move left. Claw elite
Ama stands to take a lot of damage if dogs attack him on the way