Dungeon 11 Turn 37
————
Ricki and Amadeusz, with help from the pets, barely manage to knock out the battlesmith in a single turn. Kamau takes another 1 damage from blocking his attacks. He claims the smith’s hammer, so at least the pain is worth something.
Macadamia enters the room and picks up the plate armour, leaving the longbow behind in its place.
————
BATTLESMITH HAMMER
Weapon
Atk +2, or Atk +4 against targets made of metal or wearing metal armour.
Weight 2, Cost 18
That’s one beefy dwarf. 12 base damage. Damn.
Or an ability that does 1 unblockable.
So, shit starts hitting the fan in 3 turns. That means we have 2 turns for travel and inventory management, plus whatever else we want to do.
WE DO NOT HAVE TIME FOR BOMBS.
Reasons:
1. We do not have enough of the Spare Parts chests – our contractor used one to free himself.
2. We do not have enough rope, nor an easy way to obtain more
3. We do not have time to spend 3 actions crafting, particularly not if the person doing the action needs to be holding the recipe paper – that would take 3 turns minimum.
I disagree with talking to the imp, but not strongly. If we really, really want to (and are able to), have fun.
My vote is for rearranging inventories so that we’re carting as much loot as possible, then leaving.
I do, however, think it would be cool to bring home the dubious recipe and all the parts needed to use it 🙂 sounds like the sort of thing that could have some sort of use
I have not thought of it! That’s actually awesome idea. Of course, it might be that the ‘box of parts’ is unique to this location and that we can just craft this many fireworks, buuuuut a man just sometimes has to blow up a thing or two cause idk life’s stressful xD
I wanna talk to that imp!! We have time for just that one thing; might as well do it!! Maybe we can save that arcanist contractor dude! Can’t hurt to try! And we should say “Look, we haven’t got time, so if we smell the faintest hint of a trick or ambiguity, no deal! So lay it out to us as plain as possible. We know you want to make a deal, so tell us the costs and the risks or no deal.”
If we set an ultimatum and stick to it no matter what, we can avoid anything too risky. We talk about it and if *anyone* comes up with a creative loophole the imp could feasibly use to screw us, we don’t take the deal. I’ll even leave myself out of the conversation and let you guys decide after the imp speaks. I’m not gonna attempt to persuade anyone! I just want to have us talk to the imp, that’s it!
Anyway, yes–everyone else needs to be managing inventory and preparing to leave, and Ricki needs to point out traps on the way out. Who do we send to talk to the imp (if we decide to do it)?
Please please please don’t use our only rope to make a bomb — we will almost certainly need that rope to escape from the battlements.
Plan: Last bit of loot then run.
Ricki: Move right. Drop your unworn rings by fallen gnome. Move right, avoid Traps (Ladder rung and 5 pressure plates). Go through Hole and Look under the closest bed.
Mac: Move Right. Trade Chain on Molly with Kamau’s Plate. drop your sun shield by the fallen gnome.
Amad: Drop Leather and Axe. Pick up Bow. Move Right.
Kamau: Move Right: Trade Plate mail with Mac for Chain.
Plan is to end on Turn 39 by having Mac move through Hole and then up to exit via Entrance.
The Axe and Leather are trash for selling compared to what we have and trading plate with chain gives Kamau space to grab shields by the Dead Gnome.
Ricki has space for loot and if the first bed is an enemy she cant tank, she can just run and grab the rest of the dropped stuff instead.
Mac stays in the room with the hole after and can end the dungeon at any time by moving to the front and exiting (Anytime before Turn 40 of course). I’d rather not push ourselves again like the in the tower and make a mistake.
Mac can end the dungeon? How so? I suppose he can leave, but isn’t it Ricky who has to exit to trigger either “end” or “abandon”?
Mac’s new ability allows for him to leave and end dungeon if criteria is met. LSN confirmed
Ricki: Drop Keys, pick up bow, go right to dead smith, drop not-worn atk-rings.
Mac: Go right to dead smith, drop recipe.
Kamau & Amadeusz: go right two rooms and stop immediately after entering the room. Do NOT use the ladder there!
—
Turn after that, Ricki picks up recipe and shield, Mac picks up atk-rings, everyone moves right and together with Ricki pointing out traps moves up/left/up/over battelements (well, not all in one turn) or Mac and Ricki move out through rat hole/left/up/left in turn 40.
Hiya, I have a question for the experts:
Mac instantly can leave the dungeon at any point, anywhere, for free, right?
Does it mean the dungeon is over if he does so with 100 gold in loot since that’s the goal?
Doing His Best: Can exit the dungeon separately from the rest of the party. Can still gain bond and an ability if the dungeon is still completed.
Per LSN on discord, he can successfully complete this dungeon if he exits with the necessary loot (which he has in inventory already)
However, he still has to be able to validly exit the dungeon — specifically from the front door or via the battlements using a rope in this case.
We want to swap the rope into his inventory and send him to the roof as our safety valve soon.
Ahhh ok thanks! I thought it was an active skill that teleport him out when used.
Can’t we just use the front door though? Like, after the patrol leave the entrance room. We could even have the others keep them busy or interpose as he waltz out.
We could, yes, but given that Golly will be full, we might as well have the rope on Maca so he CAN use it rather than having to arrange multiple characters being at the roof to exit. Why have one usable exit when we could have two?
It’s not clear if loot he is carrying counts/makes it out… Unless LSN is willing to clarify on that
Edit: Apparently LSN clarified on that. Nevermind 🙂
He is even required to carry a weapon, a shield and an armour to win the dungeon (and all at least 100 GP), so it makes no sense to then not be able to carry it out.
Yes it will end the dungeon – no can’t leave from anywhere. Has to be at an exit..
He still needs to use a proper exit, so either front door or using a rope from the roof. It will end the dungeon if he has enough loot to complete the goal (he does at the moment).
That time a pigeon escaped us, the patrol came in through the entry, went to the rat/chandallier room, than up to the centipedes/golem on the lower battlements. They didn’t even go check on the prisoners first.
If we keep Mac in the spider area, going through the rat hole next to the pillar, won’t he be in a safe space to spy on the patrol’s movement? Ricki has the keys to the bedrooms and the room with the two beds also allows for spying the patrol, if the need arises.
I expect the Commander (or whatever they were called in that note next to the Enforcer) to be ridiculously tough, but I still don’t feel we are in such a hurry.
Inventory management, plus some reasoning about what’ll happen in the next few turns:
Maca
Drop 2 boxes of scrap from Golly next to anvil
Swap Wand of Mend to Deusz for Rope
Swap Recipe to Ricki for 2x Silver Ring of Aggression
(Maca now has full enc, and a rope so he can Try His Best from the roof safely)
Golly:
(Drop 2 boxes, per above)
Next turn we’ll loot 2 armor on the way past
(2 spare enc to loot another platemail & chainmail on your way to roof next turn, and more than enough GP worth of loot between Golly & Maca to trigger our victory)
Deusz:
Drop leather armor, battleaxe
(Swap Rope to Maca for Wand of Mend, above)
Swap Purse to Ricki for keyring
Loot longbow
(Full enc)
Ricki:
(Give Maca 2 silver rings of aggression, above)
Add the key to your keyring, I guess, if that’s doable with the other actions, otherwise don’t grab the key.
(Swap keys to Deusz for Purse, above)
(3 spare enc)
Kamau:
No spare enc
Here’s how I’m hoping the next few turns go:
T38 inventory management <—- WE ARE HERE
T39 Everybody moves 2 rooms right, Maca pauses to loot plate and chain armor onto Golly (Golly enc now full), Ricki guides party past trap on ladder, then goes through rat hole to bedroom and loots bed.
T40 Maca arrives at roof to be ready to exit, Kam & Deusz do another double-move up to bedrooms, Ricki maybe loots second bed depending on how the first bed went
T41 Deusz unlocks doors (hopefully we have all the keys, otherwise we’re hoping we have the right key), Kam deals with Ricki’s shitting of two beds, Ricki shits 3rd bed, Maca invents solitaire. Things may go a bit wrong here and we can recalculate (by having Mac just win) or we’ll already have maxed out our enc so can stop while ahead.
T42 Deusz helps Kam deal with triple-bed-shitting, Ricki shits 4th bed, Maca stargazes (same conditionals as above)
T43 Ricki shits 5th bed, Maca wins game
I duped a platemail by accident. Maca won’t loot plate mail on T39, instead he’ll loot the arrows. He still has more than enough GP worth of items and the necessary weapon-armor-shield to pull off a solo-victory-condition, so nothing else changes there.
The arrows will save us a decent amount of money for Coccyx’s loadout since we’re probably using him in the Poison Well next.
I like Darus’ idea of safely watching patrols in spider hole. Once they get too much to handle, Mac can win after they walk past.
I also saw in archive we can use items directly from the floor if they’re at the right place, I think that’s great to save us some space.
Plan: Set up bedroom-looting and bomb-making.
Mac: Drop bomb recipe and both spare parts on the anvil. Move right to pick up chain armor in Golly. Move right again, avoid trap to reach top floor.
Amad: Drop rope on anvil. Move right twice, avoid trap to reach top floor.
Kamau: Drop hammer on anvil. Move right to pick up shield then sword.
Ricki: Drop 1 golem core on anvil. Add keys to keyring. Move right 2 rooms to show traps to everyone. Move up to drop complete keyring in front of bedroom door.
With Darus’ spider area idea, rope is obsolete so we can make a FUN THING ^_^
Why are people wanting to build bombs when there aren’t enough crates left for the secondary objective?
Because we want a FUN THING
There could be more in the bedroom. But even 1 FUN THING can get us a bunch of rings.
The recipe is treasure worth 25 gp for 1 enc, it is highly valuable, don’t drop it.
Also, there’s platemail in the same room you’re grabbing the chain mail — might as well pick that up as well on Mac.Oh, my idea is that Ricki comes back next turn to make the bomb, keeping leftover materials(like recipe) on her. She is leaving this turn just to drop keys so someone else can open door next turn.
Looks like people slightly prefer the other plan anyway. Oh well. 🙁
Wait what? I just looked back and only see the chain. Did I miss anything? Sorry if still noob >.<
Nope I accidentally duped it in my notes while putting my plan together. I’m terrible at inventory management so that stupid thing took me like 10 revisions and I still got something wrong.
Added a comment to mine to reflect grabbing some arrows next turn instead (worth 10gp of purchases, same value as carrying out a box of parts but we might get lucky and somehow find more)
I see my idea about spying on the patrol got some track.
So, just as a heads up, IF we’re really doing this, remember that Golly is not supposed to be smart, Mac can’t see the web, the spider deals 4-5 damage and has 9hp + 4def. Ricki needs to be there with him to knock the spider out.
The front door is unlikely to be an exit after turn 40. See e.g. the Warrens — once guard patrols are coming in regularly from that entrance, it won’t be an exit anymore.