Dungeon 15 Turn 50
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Ricki cuts Daisy free from the web and they retreat back through the tunnel. Sue meets them there and heals Ricki for 2 HP. Ricki then takes a deep breath and goes back to the purple widow fight.

Amadeusz runs off to check on a far corner of the dungeon. Nothing here.

Lara checks the other end. Nothing here either!
The shields are down! All units prepare to engage!
Ricki: Ditch your thieves’ tools and loot the chest by the Widows. Head back out of the hole, to the right, and down.
Lara: Head right, go down the pit and attack Spider 1. Have Princess bite Spider 2.
Wolf: Head left, up, then left.
Sue: Head right, then down.
Rough Plan
Turn 51: Lara is softening up a couple spiders for easier kills.
Turn 52: Everyone converges in the pit, killing the three wandering spiders.
Turn 53: Lara and Ricki engage the High Priestess, first teaming up to kill the spider so Sue and Wolf can join without risking death.
Turn 54: Everyone engages and attacks the High Priestess.
Turn 55: We maybe die to Drider Priestess but we did our best
The moment HP takes damage she will teleport out. So we need to either have everyone in range to chase her from one area to another, or she needs to be overwhelmed in one attack, or she needs to have nowhere to go. That last not would be made easier if instead of just running back and forth for several turns, we start focusing on braziers and reducing HP’s options.
Also someone is going to be permanently cursed to lose their Poison Resistance, which reads to me as though they’ll never benefit from +Def to Poison ever again. We need to think careful about who will be set up to take that curse.
My guess is it will be the most dangerous appearing Character that the HP can cast it on, or Lara. Which means it’s possible to ‘game it’ to have it end up on someone we don;t care about, like Sue or Amadeusz (simply by having them be the only people attacking for the first turn against her spider bodyguards).
High Priestess teleports if she survives the damage, but our crew does enough damage to OHKO her even if one of our guys gets webbed, so long as we KO that spider with her first.
Staff Curse is confirmed by LSN to only last until the end of the dungeon.
> Staff Curse is confirmed by LSN to only last until the end of the dungeon.
pheeewww, what a relief
Also, have Ricki ditch not only the Thieves Tools, but her gloves since they won’t help defend against the Widows and she might just be able to pick up two things from the chest. Sue or Ricki can pick up the gloves when they leave or pass through here again.
Absolutely not dropping the gloves when we’re this close to ending the dungeon.
Sick’s plan plus testing ranged attack from above.
The last patrol surrounded Lara on sight so if they do it again, we can line one up to be shot from above.
If it miss for whatever reason, no problem cuz Sue still gets in position for her next turn’s job so it doesnt cost anything. If it hits, we get a extra kill. Either way we learn something.
Ricki: Ditch your thieves’ tools on top of the ones already on the floor then loot the chest by the Widows. Head back out of the hole. Move right.
Lara: Carry Princess. Move right, go down the broken ladder and stand just left of the shaft so you wont get hit by a spear thrown down but a spider standing to your right will. Stab the spider that is standing on the rightmost position when it bites you.
Princess: Be carried. Bite a spider Lara is not attacking.
Wolf: Head left, up, then left.
Sue: Head right. Stand right above the ladder leading down and throw shocktail straight down the shaft.
Do we really wanna risk breaking our best ranged weapon?
Current Map, party completely split for maximal ability for anyone to be picked off alone.
Thank you for providing a map! There is a map of the current dungeon and of the preceding dungeons at https://bit.ly/dungeon-eyes-map – it is updated not regularly, but it has one nice feature: the traps detected by us are marked on the map, just so we remember to tell Ricki to tell the others to mind the specific trap when crossing it. So, if you please could also include trap marks in your map, that would be helpful.
PS: Do you already know of https://bit.ly/dungeon-eyes-mechanics ?
Looks like the High Priest teleports between brazier locations, maybe even uses them to power her summon spider ability.
So, we need to destroy those braziers, before we engage the High Priest
We are probably done breaking braziers. High Priestess is in the most ideal spot to fight her in since she will only have 1 Spider protecting her after we defeat the 3 spider patrol she just summoned.
Taking damage may not be the only thing that makes her teleport. She very well might from having her entourage attacked.
I guess? Not something we have control over or any real reason to believe will be so, nor do we have the liberty to work around that if it is the case. We arent taking out the top right brazier, and we wont have the damage in time if we send Lara and Wolf up there to dirge her back down from there.
And once she starts summoning anything worse than the 3 spiders she just summoned, we’re fucked. Lara is at max defense and can only just barely tank them. If it were 4 spiders we are getting into a three turn battle every 5 turns.
Priestess has to die ASAP.
Teleporting witch queen OP, plz nerf.
If this is the top post LSN legally has to do it guys