Dungeon 13 Turn 0
————
“Oh come on.”
“That isn’t what I look like.”
“…Is that what I look like?”
No, you’re cute.
“Thanks, Lara.”
“It seems the guards from the outpost were able to recall your basic physical description.”
“That’s not ideal, but if we’re careful this shouldn’t hinder us too much.”
“I guess.”
“So what are doing here, again? Getting treasure?”
“Indeed. This facility produces a large amount of magical equipment. I’m sure we’ll find plenty of useful items.”
“Though, again, if you’re open to a little bit of mission creep…”
“I think it would be a good idea to keep our eyes open for a way to shut that production down before we leave.”
“How do we do that?”
“I’m not sure. But from what I saw outside, it seems that elemental wisps play some role.”
“What are those?”
“Creatures of almost pure magical energy which originate from the elemental plane.”
“Comparable to the mundane vermin we find everywhere in our own world, such as rodents and giant invertebrates.”
“We would need to disrupt their supply of wisps somehow in order to affect their production, but I’m sure they would take notice and react aggressively.”
“I’ll leave it your discretion, Ricki.”
With that, Amadeusz shifts to his wolf form and leaves Ricki to decide the next course of action. The magical wanted poster in this room gives her a -1 penalty to Atk and Def, which is annoying. Hopefully there aren’t too many more of those around.
Otherwise, there isn’t much else in this first room that immediately jump out. It’s dark. There are some chests and monsters around. Aaand the Guard is probably gonna show up sooner or later to pick up a shipment of those magic items being produced here.
Better be quick.
————
Dungeon 13: The Research Facility
Goal: Exit the dungeon with at least one accessory, one wand, and one staff (not including items you entered with). These newly looted accessories/wands/staffs must have a combined value of at least 100 gold coins in total.
Secondary Goal: Destroy the means of producing Elemental Wisps.
Time Limit: More Elemental Wisps will spawn every 10 turns. Additionally, every 20 turns a Guard patrol will enter the dungeon to collect the dungeon’s output. If they find anything amiss, they will begin to search for intruders.
This dungeon can be abandoned.
Ricki: Echolocation on bats, move right
Lara: Collect poster for your bedroom, to be added to your new collection of pictures of Ricki, if you can still read notes after that, read a note, move right
Cordy: Read note, move right
Deusz: Read note, move right
Logic: Get deets on bats so we know what to expect if we clear them later, destroy the wanted poster to remove the debuff from this room, read some notes for clues, see more dungeon asap.
Ricki or Lara can move back to read the 3rd note if we don’t get it this turn, but we might as well keep the party together for now. Cordy and Deusz are slow so Ricki or Lara could backtrack to read and still keep the party together.
There are traps on the lower level but we don’t need to worry about them for now.
That might be obvious, but just in case:
Lara, Cordy, Ama: each of you should read a different wallnote.
Also: I’m actually against this plan. “Amiss”. Destroying the poster might immediatelly alert the first patrol as soon as they enter. Ignore the poster for now. It’s covert op. Let’s keep it as such. The later the guards notice something’s wrong, the better.
Actually, if the guards enter and are allowed to get the stuff they want, they might just take it and leave.
Also: I suppose that if patrol enters and is promptly dispatched by us, guards outside will probably notice folks’ didn’t return in reasonable time!
Note that the Wanted Posters probably CANNOT be removed, see D5T19 https://dungeoneyes.com/dungeon-5-turn-19/ “Ricki also tries to take the wanted poster off the wall, but it seems to be stuck fast. Kamau informs her that these things stay up for days once posted, then disappear. Seems like it can’t be looted after all.”
I guess we will see if they have Wanted Posters for Kamau, Macademia, and maybe human bard Amadeusz spread around this facility (the three characters that accompanied Ricki to the Guard Outpost).
Note that the Wanted Poster does not seem to affect Evasion.
For reference:
WANTED POSTER
Consumable
Can be posted on the wall in a room while naming a specific type of creature in that room. All such creatures have -1 Atk and Def while in the room. Cannot be removed once posted.
Weight 1 (Stack 5), Cost 10
The Upgrade Press NEEDS to be used IMMEDIATELY !!!
Lara is currently NOT wearing any Armor.
Sorry, but unless things have changed since the Kobold Warrens, the Wanted Posters CANNOT be removed. See D5T17 & D5T19 https://dungeoneyes.com/dungeon-5-turn-19/ “Ricki also tries to take the wanted poster off the wall, but it seems to be stuck fast. Kamau informs her that these things stay up for days once posted, then disappear. Seems like it can’t be looted after all.”
Alrighty! Lets get our Game on:
Ricki: Use Bat armor to ID Bats above. Move Right after
Wolf: Use Item Press with Chainmail and drop Chain on Floor after.
Lara: Read Letter 1
Cordy: Read Letter 2.
Starts the process to armor up Lara and gets as much info as possible.
We could use Lens on what I’m going to call a Hellhound but they may just be Hounds with Fire Dmg. Lets see if there’s anything bigger or weirder up ahead. At least Amad’s debuff should work against them.
Have Cordy move right, he’s slow and we don’t want him getting left behind. If we want to fight the bats after all he can always move left again first.
Agreed. Have Cordy read Letter 3 and then move right. I recommend that they skip Letter 2 for now and read Letter 3 instead because #3 seems the most likely to be the most important and we may be able to at least guess at what #2 might say if we’ve read #1 and #3.
Can’t edit anymore. Sorry!
Depending on what is in the room to the right and what type of bats those are, Cordy could harvest bats for minions here.
Everybody, please remember that Cordy needs to be brought up to full power as quickly as possible with a full set of tiny mushroom pets. Let’s not repeat our problems from the Poisoned Well — I did say I was going to remind people about this when we were discussing how many Pets to have Cordy start with back on I12P15 https://dungeoneyes.com/intermission-12-page-15/
The Poison Well was not an issue of not creating shrooms quickly enough, it was an issue of shrooms having to be sacrificed (sometimes mistakenly for no benefit) on a regular basis. But agreed, we should shroom it up fast.
Cordy can certainly snipe regular bats for a shrrom, but we don’t know what the hp of elemental bats are, except they are 3 or less. If they have more than 1 hp then Cordy is gonna have a miss chance to finish one off and that would be annoying
Thanks for the observations about the complications with sniping bats, I was hoping one of the experienced players would make some comments about how that might work. The bats’ HP and their probable 30% evasion (which applies separately for each incoming attack) is likely to complicate attempts to ‘harvest’ them since even if two characters team up on one bat it isn’t guaranteed to get us a tiny mushroom pet. There’s also the risk that disturbing the bats would count as “If they find anything amiss, they will begin to search for intruders” and thus cause us problems on Turn 20.
I think we should find out what type of bats they are this turn with Echolocation and move to see if what is in the next room is better for harvesting tiny mushroom pets, as well as check if there is going to be any way of getting through the next room with disturbing anything that the Guards might notice on Turn 20. We can always come back here to harvest bats if it looks like that is going to be a good idea.
Note that these bats are in a good position to leave them alone until we need something to delay or distract guards and only then to activate them. Just a thought for later.
Here is a knowledge dump about bats, from what the ‘enemies’ page currently shows and the info on Venom Bats from the super-duper Discord created document:
BAT
HP: 1
Atk: 1
Def: 0
Ability: +1 Def when roosting, 30% chance to avoid any attack when flying
A large species of bat that appears in dungeons. They hang from high ceilings and are usually content to ignore trespassers. If one bat in a group is attacked, all nearby bats will swarm the nearest target, even if they were attacked by someone else. Once disturbed in this way, bats fly around and attack anyone who passes by.
BAT, FIRE
HP: ???
Atk: ???
Def: ???
BAT, VENOM
HP: ???
Atk: ???
Def: ???
BAT, VENOM
HP: ?
Atk: 3 poison
Def: ?
Ability: Assume same as regular BAT
Swarms with regular bats in group. Indistinguishable when roosting.
source: https://docs.google.com/document/d/1WZ7lSOkuiXyCA7rI6ST2nLnbBNCRlnpFWLd__vULB9s
[FYI: Yeah, I know people can go look at the info on the enemies page themselves but if anyone is going through this dungeon in the future the enemies page might have a lot more information on it by then and they’d would have no easy way of knowing what we knew at this point in time.]
Observations:
There is both an upper and lower section of this dungeon.
Hellhounds prob get debuffed by Amad and do Fire dmg.
Traps below and a locked door. Probably a vault?
We know our new Char is elemental based so may be directly related to secondary Objective.
Looking at our characters lined up there — we sure look like a motley mob of ‘monsters’.
We’re back, by popular demand (and by popular, I mean people occasionally don’t mind us doing this thing), with a beautiful American-dubbed intro of Dungeon 12!
RICKI: “Oh come on.”
“That isn’t what I look like.”
“…Is that what I look like?”
(A short pause follows as everyone looks at the surprisingly exact black and white portrait of the most optimistic goblin)
LARA (lightning-fast spider-girlfriend insticts kick in before anyone else can react): No, you’re cute.
RICKI: “Thanks, Lara.”
AMADEUSZ: “It seems the guards from the outpost were able to recall your basic physical description.”
(Actually this is the fifth wanted poster, the first four had much more claws, fangs, wings, tails, tentacles and tendrils, the guards were understandably emotional when giving the description to the imperial artist)
“That’s not ideal, but if we’re careful this shouldn’t hinder us too much.”
RICKI: “I guess.”
“So what are doing here, again? Getting treasure?”
AMADEUSZ (thinking: what an excellent question to ask once we are already here, I don’t know what I would do if she asked that before we arrived hem-hem): “Indeed. This facility produces a large amount of magical equipment. I’m sure we’ll find plenty of useful items.”
“Though, again, if you’re open to a little bit of mission creep…”
“I think it would be a good idea to keep our eyes open for a way to shut that production down before we leave.”
RICKI: “How do we do that?”
AMADEUSZ: “I’m not sure. But from what I saw outside, it seems that elemental wisps play some role.”
RICKI: “What are those?”
AMADEUSZ: “Creatures of almost pure magical energy which originate from the elemental plane.”
“Comparable to the mundane vermin we find everywhere in our own world, such as rodents and giant invertebrates.”
“We would need to disrupt their supply of wisps somehow in order to affect their production, but I’m sure they would take notice and react aggressively.”
“I’ll leave it your discretion, Ricki.”
With that, Amadeusz shifts to his wolf form and leaves Ricki to decide the next course of action. The magical wanted poster in this room gives her a -1 penalty to Atk and Def, which is annoying. Hopefully there aren’t too many more of those around.
Otherwise, there isn’t much else in this first room that immediately jump out. It’s dark. There are some chests and monsters around. Aaand the Guard is probably gonna show up sooner or later to pick up a shipment of those magic items being produced here.
Better be quick.
————
Dungeon 13: The Research Facility
Goal: Exit the dungeon with at least one accessory, one wand, and one staff (not including items you entered with). These newly looted accessories/wands/staffs must have a combined value of at least 100 gold coins in total.
Secondary Goal: Destroy the means of producing Elemental Wisps.
Time Limit: More Elemental Wisps will spawn every 10 turns. Additionally, every 20 turns a Guard patrol will enter the dungeon to collect the dungeon’s output. If they find anything amiss, they will begin to search for intruders.
This dungeon can be abandoned.
I’m back to mapping Dungeon Eyes Map
As usual, find me on the DE discord and complain if something’s fucky
Thanks for taking care of that!
Thank you so much for making maps for us!
Whooo welcome back 😀
I think we may have misjudged our favorite Bard, so far the Secondary Goal for this dungeon doesn’t seem nearly as Sketchy as the one for the Guard Outpost. Of course we might find out more information later, but for the moment it seems reasonable.
I’d like to note that Amadeusz’s Sketchy Attribute seems to work both ways, Amadeusz doesn’t seem to fully trust Ricki and her motley group and he may be waiting for the last minute to share what he knows in the interest of information security, in case there’s a leak/traitor in Ricki’s group.
Abandon dungeon.
No! Use the Upgrade Press to make +1 Chain Armor, then abandon dungeon.
“Time Limit: More Elemental Wisps will spawn every 10 turns. Additionally, every 20 turns a Guard patrol will enter the dungeon to collect the dungeon’s output. If they find anything amiss, they will begin to search for intruders.”
Everyone is probably painfully aware that there may be additional surprise time limits imposed that are not explicitly stated on Turn 0 or the Goals could be changed mid-dungeon. The potential new character getting killed in dungeon 11 (The Guard Outpost) is only one such example. There was also dungeon 5 (The Kobold Warrens) where the Goal was unexpectedly changed on Turn 28, as well as dungeon 12 (The Poisoned Well) which gave us nasty surprise on Turn 50.
Reading these time limits for the Research Facility gives me a bad flashback to the Poisoned Well, Turn 50: https://dungeoneyes.com/dungeon-12-turn-50/
At the Poisoned Well, I made the assumption that the Time Limit would be applied literally exactly as it was stated on Turn 0 and thus there wouldn’t be any special penalty suddenly appearing on Turn 40 or 50 or 55, etc and that the penalty that occurred every 10 Turns was all we were facing. I was wrong about that, very wrong, very very wrong.
I now expect the DM/GM/storyteller/etc to impose undisclosed and arbitrary time additional limits on ALL dungeons that do not have hard time limits explicitly stated. Perhaps the people on Discord can comment about the existence of an assumed/hidden/unspoken 50 Turn limit for ALL dungeons, but nothing like that has ever been stated for those who only follow the website and just took what was stated on Turn 0 at face value.
Most dungeon have some kind of turn limit in place, either a soft limit or a hard limit (or both). With a soft turn limit, after a certain point the dungeon will change in some way, either to make it more difficult to clear or to lock away some reward. The dungeon can still be cleared after a soft limit passes. With a hard limit, however, after a certain point the dungeon becomes impossible.
We can see this in dungeon 2 with the guard showing up, in dungeon 7 with the penalty applying to both atk and def, dungeon 9 with The Faithless showing up, and of course dungeon 11 with the dreaded fish dump.
The Kobold Warrens doesn’t into that category as the ending of that dungeon was the secret true ending, not a device used to get us out. We steamrolled that dungeon so hard we didn’t even run into the time constraint device that was the returning thugs.
Hell, the Poison Well didn’t even have a time constraint device planned to kick us out. We dilly dallied so much LSN had to come up with one the literal turn it happened.
Dungeon Eyes is an RPG with rules, sure, but it’s a webcomic first. And in the moment it can seem fun and rewarding to push for a full clear, but after the fact, who really wants to read 10 pages of us cleaning up skeletons? Delaying the end of a dungeon by a full week when we completed it already.