Dungeon 11 Turn 27
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The party retreats from the rooftop into the hallway below. The Enforcer makes a parting strike, which Kamau leaps in front of and fully absorbs, but does not follow.
“She’s so fast!”
“By my count she’s used up all her special attacks with her sword, but it’s gonna take us forever to beat her at this rate.”
“It does indeed seem that fortune is on her side, given that unlike us she can afford to wait here indefinitely.”
“Maybe… it’s not a good idea to fight Guard officers?”
“Have we considered that?”
“I dunno. I feel like if we could just get one good hit on her…”
Ricki mulls over whether to take this chance to retreat and try to explore elsewhere, or whether it’s worth doubling down on this fight.
Safe to say the Enforcer will not follow. Should Ricki go down one room and check the triple locked chest? It might have a useful item to use against the Enforcer. And while Ricki opens the chest, we can adjust inventory.
Btw, I’m not in favor of quitting the fight.
Plan: back to the fight:
Everyone: Go back up.
Kamau: Interpose against Enforcer.
Ricki, Daisy, Amadeusz, Shroom, Mac: attack Enforcer.
I vote against this. There are plenty of other juicy looking mini-bosses we can actually hit. We’re wasting time with her.
I am not against that, in principle, but a plan needs to be workshopped for us to go down.
No doubling down. We have 13 turns left. We have to start setting deadlines. We also don’t know what that loud noise was in the basement and that could hold us up. I say we set a goal that by turn 38 we start heading out. So we have 11 turns to actually do other things. We know where the levers are and what they probably do. They probably open those doors with the mini-bosses and work stations.
First we have Mac, Amadeusz, and Kamau clear the way for all the levers. While this is happening, Ricki is using Case on all three mini-bosses. Then leave Mac behind at a lever (as long as he can escape, so probably not the one down in the dead end ditch full of traps that the dogs are guarding) and have Kamau and Ama meet up with Ricki. Then we decide which mini-bosses we want to take out based off Ricki’s knowledge. We’re probably not hitting all three by the deadline. But if we have time to get to all three, great! As a bonus, if we do all we want to do by, say, turn 35, we go back and try again with that Enforcer. But no matter what, we disengage at turn 38 to get out.
Okay, so democracy has spoken and it seems like we’re going for that juicy loot that the Enforcer has. I know I asked this before, and someone clarified that we had enough loot to fulfill the primary goal, but was that loot non-imperial? Because I don’t remember getting any non-imperial armor. Which turn was it that we got armor that fulfills the goal?
I didn’t keep track of the turns, but just look at our inventory. We came in with the swiftblade, wolfhide armor, Kamau’s hilt, plate armor, and the siegesword. In addition to that we now have:
• a shield (20 gp) and a full helmet (24) on Kamau,
• a shield (20), leather armor (13), a battleaxe (7), and an arrowcatcher (25) on Mac,
• and a longbow (20), six arrows (12), and chain armor (23) on Golly
That adds up to 164 gp if I’m not mistaken.
Note that arrow is ammunition and helmet is accessory. Neither counts to the goal! There is a threat (D11 Goal 1 counter, under #dungeon-eyes-strategy) at discord.
Ah, good to know. Thanks!
We found 2 pieces of chain mail with the guards. First one was with those 3 guards abive one golem that were accompanied by a regular dog. Second one was in the fight prior to the Enforcer, it is still lying on the treasure pile on the floor.
Ughh…she’s sooo annoying to beat >.<
Could we just like, hold her down and strip her of her stuff instead of fighting? 4 people (plus 4 pets) can do that to one person, right?
Unlikely. We would first need to be able to grapple her, and she has high evasion. She would probably just evade like any other attack, since that would be kind of unarmed attack as well. Other than that, we have no explicit grappling/holding abilities, so this attempt could also simply fail with out team standing and wondering “uh.. but how? she’s so fast” etc…
do we know of any anti-evasion items or skills at all?
or things that can cover the sun, make night, cover-everything-with-walls-so-we-are-not-outside, blink/teleport/etc, or at least TAUNT so she comes down after us?
Translation, for those who are interested in the post-escape dialogue but cannot read coloured text!
RICKI (admiring the Enforcer’s fighting style): “She’s so fast!”
“By my count she’s used up all her special attacks with her sword, but it’s gonna take us forever to beat her at this rate.”
AMADEUSZ (hinting heavily that the clock is ticking): “It does indeed seem that fortune is on her side, given that unlike us she can afford to wait here indefinitely.”
MACADAMIA (being an utter wet and a fule and unable to hurt a flea as he always does hem hem): “Maybe… it’s not a good idea to fight Guard officers?”
“Have we considered that?”
RICKI (wisely ignoring Macadamia): “I dunno. I feel like if we could just get one good hit on her…”