Dungeon 13 Turn 1
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Ricki uses the power of her armour to inspect the group of bats overhead. It looks like two of them are ordinary, while one has poison power, another has lightning, and a third has ice.
Wolf takes the upgrade press out of Golly’s pack, as well as two suits of chain armour, and uses the press to smush them both together. They produce a single set of chain armour that is somehow sturdier than normal, but without being any heavier. Useful! But not so useful that the werewolf won’t dump it on the ground immediately.
Lara and Cordy read the first two notes on the wall.
“Wisps are contained on the lower levels. Only holy wisps need be retrieved for the time being. Others are to be used for research elsewhere.”
“Breaks must be coordinated. At least one work station must operate at all times.”
Ricki and Cordy then continue to the next room.
The next room also has a wanted poster of Ricki.
She suddenly has a feeling that she knows exactly how this dungeon is gonna be.
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UPGRADED
Enhancement
Applies to weapons, shields, and armour. Grants +1 damage to weapons and +1 Def to shields or armour. Stacks with other enhancements.
Cost +8
We have two safe routes to scout and a third route leading to loot and basement behind a sun knight.
We also have a one more note to read and an ice dog.
Also more bats to identify.
Note that there is a large trap plate in front of the ladder in the upper left corner of the second room. So to scout that way Ricki will have to scout that way or point it out to whoever does go that way.
Good eye my guy, never woulda seen that til’ it’s too late lol.
I’m on my big desktop monitor at home.
Where’s Bruno? He has good eyes and a high resolution display, we should get him to watch out for traps on every new screen and point them out to us!
Nice spot. We’re gonna have to be extra observant with the background the way it is
Although we know from reading the Goals that, “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.” and we know from reading Note 1 that “Wisps are contained on the lower levels. Only holy wisps need be retrieved for the time being. Others are to be used for research elsewhere.” we don’t yet know for certain where the Guard patrol will go to “collect the dungeon’s output”. While the reasonable assumption from what we know at this point would be that the Guard patrol would most likely go to the lower levels, Note 3 may change that and the Notes could be intentionally misleading — wording like “dungeon’s output” is vague about exactly what the “output” is and whisps being “contained on the lower levels” doesn’t necessarily mean that is where they are collected by the Guard patrol. Thus some scouting is probably a good idea before we do anything that a Guard patrol might “find amiss”. (sigh, I might be a tiny bit paranoid)
One of our biggest issues next Turn may be that if scouting the screens both up and to the right both show one or more safe routes that can be followed without disturbing anything then we’re going to need to decide if we split the party to scout both directions or pick one direction and join up to explore it first. I am leaning towards being prepared to split the party.
Looking at the colors of the bats in the entry room and the color of the two-tone blue dog in the second room, I should mention that although I’ve been calling the dog some variation of cold/ice it is possible that the dog is lightning or perhaps even both lightning and ice. Just a warning about how much we don’t know yet.
The previous dungeons (#1-12) have had 3-11 screens. In order they had 4, 6, 8, 3, 8, 7, (9+2)=11, 5, 8, 4, 9*, 10 screens (the ones with 3 or 4 screens are special (early or strict time limits), as are the ones with 10 and 11 (some of the rooms have limited contents to interact with), *there may have been another hidden room above the entry room). It is probably reasonable to assume that this dungeon will have about 9±2 (i.e. 7-11) screens.
We have now seen 2 screens of the Research Facility and we know where another 4 screens must be located, for a total of 6 of the expected 7-11 screens. By next Turn we should know whether the Facility is going to look like a 3×3 grid with 9 rooms.
Ricki: Lens one of the electrical wisps. See what we’re working with here. Then scout upward.
Lara: Read one of the notes, then head right, then scout further to the right.
Wolf: Head right, drop the Upgraded Chain on the floor and go up the ladder. Attack the elemental pupper. Be the alpha.
Cordy: Follow Wolf, and from waaaaaaaay behind him, sting the elemental dog.
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IIRC from the caravan dungeon, individual wolves aren’t that strong, and though this one is elementally amped, it’s also weakened by Wolf’s presence.
Wolf already dropped the upgraded Chain Armor on the floor in the starting room, so Lara needs to put it on.
Oop, I misread the chain armour being dumped. Thought it was one of those cases where an item was used and thus couldn’t be dropped in the same turn. Back to the drawing board.
Nope, apparently we can use the Upgrade Press and just dump the result straight on the ground, like Wolf just did disdainfully with the Armor he won’t use.
Do we really want to start fighting this soon when there are still two safe routes to explore and we don’t know what those blue whisps can do yet? Attacking before we get the results of lensing them seems reckless and a possible ‘waste’ of a lens.
I’d prefer a scouting plan that uses a Magic Lens on the Blue Whisps (to see what sort of BS we’re up against) on Turn 2 while scouting the rooms above and to the right. Then if there isn’t anything good to do in those rooms and the whisps aren’t crazy deadly then consider ganging up on the frost furry and 2 blue whisps with as many characters as necessary on Turn 3. These whisps in the second room shouldn’t be crazy deadly this early in the dungeon but they do seem to be avoidable so they could turn out to be there as a very nasty surprise to the aggressive and reckless.
I think this plan is already dead. However, just in case… as I pointed out above, there’s a trap in front of the ladder going to the upper screen so I think we need to specify that Ricki avoids the trap on the floor in front of the ladder if she does go scouting that way.
That Ability that Ricki can get to automatically avoid traps without us needing to specifically say to avoid the traps may not be totally useless (especially if we get sloppy).
Note the 2 torches (fire damage) at the top of the ladder just before getting to the blue winter wolf or cold dog or hoarfrost hound or whatever it is going to be called.
That’s a good point. Also: reminder that those sun knights are a light source as well
Although I should also point out that taking a torch might count against the, “If they find anything amiss, they will begin to search for intruders” so we should be careful.
I’m not sure what the thing with the sun head on the lower level is going to turn out to be. It is a different color than the green Tarnished Solar Guardians we saw in dungeon 3. It looks like it has black and gray armor which seems like odd colors for a “Solar Guardian” so I’m wondering if it is going to be more than just “Tarnished”.
Here is the info that is available on the Tarnished Solar Guardian from dungeon 3, although this one is a different color and is thus probably different in one or more ways:
SOLAR GUARDIAN, TARNISHED
[picture]
HP: ???
Atk: ???
Def: ???
Drops: 50% Tarnished Solar Armour
source: enemies page
SOLAR GUARDIAN, TARNISHED
HP: 9-10 (5-def, 7-def, 7-def) (8-def, 6-def survived) (min 8)
Atk: 5 regular melee / 5 holy ranged
Def: 3, 4 vs holy (including solar armour)
Drops: 50% Solar Armour, Tarnished
Attacks at range even when not approached.
Focuses on attackers wearing solar armour.
Lights up the room.
source: https://docs.google.com/document/d/1WZ7lSOkuiXyCA7rI6ST2nLnbBNCRlnpFWLd__vULB9s/
SOLAR ARMOUR, TARNISHED
Armour
Def+3, or Def +4 against holy damage. 10% chance to break after being attacked.
Weight 4, Cost 30
source: items page
The yellow lines on the back wall remind me of the ale (and cheese) pipes from dungeon 2.
Mapping them out might turn out to be important, or it might just be decoration or a ‘red herring (distracting/false clue).
They definitely do something, but we’ll need to map out the whole place I think for the big picture. My guess is it turns something off
It could have something to do with the wisps. We need more information.
Yeah, we definitely need more information. I think the yellow ‘pipes’ are really just here to tease us at this point.
I wonder if the pipes are vulnerable to demolition charges (or GolemCoreBombs).
Probably the pipes transport the wisps from the point of spawning, to the point of containment. Remember guards in front of the entrance? They had yellow wisp in a glass-jar. Note said that all workplaces must be operating and breaks must be synced up, so I guess there is a common single spawning point, and pipes transport wisps to the ‘packaging’ areas. If wisps are not handled and contained in a timely manner. they’ll probably spill-out, get dungeon maddness, and cause unplanned chaos. Bonus points if multiple wisps can merge into higher-order problems.
I like your speculations (based on what little we know at this point and a knowledge of tropes and story structure). Let’s see if we get eyes on either a wisp spawning point (that might be dangerous to mess with) or a ‘packaging’ and collection area (that the Guard patrol will be heading towards on Turn 20). Once we have some idea of what we can safely mess around with prior to Turn 20 without alerting the Guard patrol we can do the ‘safe’ stuff and hopefully buy ourselves until Turn 40 to loot (the primary goal) and try to accomplish the secondary goal.
I don’t have much hope for somehow not alerting the Turn 40 Guard patrol and being able to mess around until Turn 60, based on how the ‘soft time limits’ went at the Poisoned well.
Ricki use echolocation to identify the bats, then go up the ladder with Cordy and (assuming that does not activate’ the ice wolf and 2 blue whisps) immediately go left and point out the trap on the floor in front of the ladder to Cordy while Cordy avoids the trap and goes up the ladder to scout out the room above, meanwhile Ricki returns down the ladder to the main level and scouts the room to the right.
I’ll let somebody else suggest actions for Wolf and Lara.
Oh, if we want to use a Lens, I think Ricki can drop one of her Magic Lenses on the floor for someone else to use on the blue Whisps (possibly Cordy, or maybe someone in the other room).
If we really want to be reckless and attack the cold dog and 2 blue whisps on Turn 2 then Lara could put on the Upgraded Chain Armor and join Cordy and Ricki in my ‘scouting’ plan above, following up the ladder and waiting to the left of it to watch the back until after Ricki has guided the scout who is going up past the trap. Then once Ricki is safely down the ladder to scout right the two remaining characters attack. In that case it would probably make more sense for Lara to be the scout going upstairs with Wolf attacking the cold dog and Cordy using the Wand of Venomous Sting on it from safely by the ladder (possibly even on the far side of the trap, for even more safety).
I’m against attacking this soon but not attacking on Turn 2 does ‘waste’ Wolf’s action (in the name of caution). [I will suggest the alternative that Wolf could pick up a Magic Lens that Ricki drops and use it on the Whisps.]
Upgrading something adds +8 to the Cost. I figured it would have been +50% or something like that. Hey, we can give up adventuring and upgrade Daggers for a profit! (LOL)
UPGRADED
Enhancement
Applies to weapons, shields, and armour. Grants +1 damage to weapons and +1 Def to shields or armour. Stacks with other enhancements.
Cost +8
Nice business plan, turning 3gp into 11gp, but we already trashed the PoisonWell which was relatively easily accessible – just go down the rope, activate the press – climb back. Assuming it were repeatable, which it wasn’t. We might have some problems finding enough many dungeons to live of just upgrading daggers..
I think it is turning 2×3=6gp into 11gp but that’s just a detail. I can’t really take credit for the idea. This is basically how Macademia made his living until we came along and messed up his life. Yeah, I know we could tell Mac it was the Empire and Guard that messed up his life but he’d probably just say that the Emperor would straighten it all out if only he knew.
lol right, I forgot it takes 2 items xD
Since nobody else has pointed it out yet, the description of UPGRADED does clearly say that it is an Enhancement and that it “Stacks with other enhancements”. I’m sure that will be very handy if we get another Venomous Siege Sword, but it doesn’t really say for certain if we could just press an unenchanted Siege Sword with a Siege Sword that has another Enchantment (like Venomous). Perhaps the Discord folks have already received back channel wisdom on how that would work. I think I saw some math that assumed that the Enchantments on both items would need to be identical in order to use the Upgrade Press but I don’t know if that is canon or just an assumption.
A poster in every room? That’s like hundreds of gold worth and they only last a couple days 0_0
Also, FLUFFY SNOW DOG! I hope we get one as a pet <3
Yeah, I noticed that too. Maybe we will find/get an explanation later. Even though the posters might be made here that seems like a lot of waste based on what we currently know.
Hopefully we’ll find a whole chest full of WANTED POSTERs (one or more stacks of 5) somewhere in this dungeon. I’d like to be able to put up 5 posters specifying Guards in the same room… however I suspect that we might discover that you cannot ‘stack’ two of them for the same type of creature in the same room.
I sort of assume that the Wanted Posters in these rooms specify ‘Goblins’ or perhaps ‘orange Goblins’ rather than Ricki personally (from a rather poorly drawn sketch). I wonder what would have happened if we had brought Lohk to this dungeon.
Also, we’ll see. <3
The Emperor buys in bulk.
Also he pays in blood.
The secret to thriving economy.
We do have plenty of Raw Meat that we can try to use to distract or befriend the elemental canines that seem like they’re going to be a feature of this dungeon. Amadeusz/Wolf may also be of use in dealing with them. While I have low hopes of recruiting a monster we encounter in a dungeon as a pet given the general history of the story so far, I don’t have zero hope.
I’m vaguely curious how the empire secured the loyalty of the elemental dogs, if they are loyal. It is possible that they are just normal Guard Dogs infused with elemental wisps. We may learn more soon, especially when we see the rooms where the ‘experiments’ are done or if we find a kennel.
Ricki: Lens one of the wisps, then head upward to scout, avoiding that sneaky fall-through trap along the way.
Lara: Pick up and wear the Upgraded Chain Armour. Head right.
Cordy: Scout the room to the right.
Wolf: Read the 3rd note, then head right with Lara.
Cordy is slow (move 1) so it might be better to have Lara move 2 right (she does have a move of 2). That will make it easier to regroup and move the direction we want to go after we’ve scouted.
Alternatively, Lara can scout upwards (with her move of 2) without Ricki pointing out the trap (I think) by moving along the ceiling of the upper corridor.
If anyone else other than Ricki can use a Lens on the whisps we should do that so that Ricki can use echolocation to identify the bats for later. Identifying the bats will probably also tell us exactly how many elements we are going to be dealing with in this dungeon.
Lara scouting instead of Lara was the alternative. There’s benefits for either, and this one gives Cordy something to do other than wait for new stuff to do.
I think Lara can also move along the wall of that trapped upper corridor rather than the ceiling if she wants to, which might be safer since we don’t know what those yellow ‘pipes’ are yet and they might be dangerous to touch.
Note that if Ricki wants to continue exploring from the room above us next Turn then only Lara can follow her without assistance (by crawling along the walls or ceiling to avoid the trap). If we decide to all go through the upper room next turn then Ricki will need to return down here to help Cordy and Wolf across the trap. I set things up in my (over-complicated) description to get Cordy across the trap on Turn 2 and in position to follow Lara on Turn 3 without Ricki’s assistance, in case there are multiple clear exits from the upper room. Similarly, I set up Wolf in a position on the side of the trap where he could follow Ricki on Turn 3 without assistance, in case there are multiple clear exits from the right room.
What’s your plan for Turn 3 if the screens in both the upper and right directions have multiple clear ways to exit them? It seems to me that this scouting game is like chess, we have to be thinking a couple of moves ahead.
“Wolf takes the upgrade press out of Golly’s pack, as well as two suits of chain armour, and uses the press to smush them both together. They produce a single set of chain armour that is somehow sturdier than normal, but without being any heavier. Useful! But not so useful that the werewolf won’t dump it on the ground immediately.”
The description of Turn 1 makes it clear that the upgraded chain armor ends up on the ground but it is vague about exactly what happens to the Upgrade Press in that shuffle. It is shown on the ground in the artwork but I don’t know if that is just artistic license or a reflection of its actual state.
I hope we don’t have to specify that Wolf puts the Upgrade Press back in Golly’s packs (and does not leave it sitting in the entry room), but if we need to specify things in that level of detail it should be included. Also if Wolf has to use an action to pick up the Press it will mess with the plans for Turn 2. I’m not sure what exactly happened with the Press on Turn 1, if it essentially got used directly from Golly’s Packs, or if it had to be dropped on the floor in order to be used (since Amadeusz doesn’t have three available spaces in his inventory for the bulky Upgrade Press), or if Amadeusz moved the stacks of Raw Meat to Golly’s packs so that he had enough room in his inventory for the Upgrade Press and then swapped the Press and Meat back when he was done with the press, or if it got restowed on Golly as a free action.
https://dungeoneyes.com/current-party/
Shows our current inventory. Golly has the upgrade press in her packs.
Thanks. I will check that page more often and rely on it being always updated and accurate.
You seem to be absolutely certain that Ricki can go up the ladder(s) and not be attacked by the two-tone blue dog and pair of blue whisps. I’m sure my inexperience is showing but how exactly are you positive of that? If you’re wrong then Ricki could be in some trouble.
What if those pair of blue whisps have a ranged attack? In that case it might really help if there were multiple targets up there to potentially split their fire (uh, frost?).
I’m much fuzzier on exactly how the activation and attack range works in Dungeon Eyes (and I don’t fully trust the GM to be consistent with whatever has been done in the past, since the GM seems to like throwing surprises at the players) so one of the reasons for my (over-complicated) plan below is that it has EVERYONE going up that first ladder just in case the monsters activate and attack, and if they don’t attack then whoever will be scouting right (Ricki in my plan) goes back down the ladder.
We have seen that dogs at least give ! Warning when they see a target and will attack next turn. While anything is possible since we don’t have all the info, it is extremely unlikely in my opinion
Most of the time enemies are simply guarding the area around them. This is especially true if they’re next to a chest. We can only play by making assumptions, and I assume the ice doggy wont run us down just by us using the ladder in the same way I assume the solar guardian wont phase through the floor and stab us. It’s just not something that happens in 99% of cases. And it sounds so incredibly unfun to try and play worrying about those 1% edge cases that might catch us off guard and might deal damage to us.
Then at least specify that Lara and Amadeusz go to the top of the ladder with Ricki and remain just to the left of the top of the ladder (rather than remaining in the tall entry hallway). That makes no difference for next turn and puts Amadeusz into position where his Pack Leader ability will affect the fight if the blue dog does activate as well as make it more likely that Ricki will be able to continue her scouting mission rather than be caught in melee if the blue enemies by the chest do activate.
“I assume the ice doggy wont run us down just by us using the ladder in the same way I assume the solar guardian wont phase through the floor and stab us.”
I think there is a difference between assuming that the solar guardian won’t phase through the floor and assuming that the unknown blue enemies by the chest (the ice/lightning dog and two whisps) don’t have ranged attacks.
However it is helpful for me to know that you consider those to be equivalent.
I really don’t think this is something worth getting upset over. It’s turn 1, relax.
To be clear, I think it is 80% likely that the new blue enemies by the chest don’t have ranged attacks, but I’m not 99% certain. A short range area effect breath weapon would be traditional for hellhounds, but that probably wouldn’t be a problem for Ricki’s action.
As far as the blue dog not activating and running Ricki down, I really don’t understand the activation distances and such very well yet but if the experienced players are all 99% certain then I probably shouldn’t be worried about it.
If we can make it to Turn 10 without making any careless mistakes that hobble us for the rest of the dungeon then I’ll relax.
Lara: Pick up and put on the newly upgraded Chain Armor then move right with Wolf and go up the ladder (with Wolf, Ricki and Cordy). If the fluffy snow dog and blue whisps do not immediately attack AND if that yellow ‘pipe’ on the ceiling isn’t something that is obviously dangerous to touch, then move left along the ceiling (avoiding the trap on the floor in front of the ladder that Ricki points out for good measure, or walking on the wall/floor if the yellow ‘pipe’ looks too dangerous to touch) and go up to scout the room above. If attacked by the snow dog and/or whisps and/or whatever comes out of the ‘pipe’ when you touch it, then help Wolf and the others fight them (i.e. just stand there and help soak up attacks because you already used your action to pick up and put on the armor).
Wolf: Read the 3rd Note then move right with Lara and go up the ladder and wait just to the left of the top of the ladder, watching the back and maybe having a staredown contest with the fluffy snow dog. Don’t let the icy monsters attack everyone else (i.e. just stand there and help soak up attacks because you already used your action to read Note 3).
Cordy: If possible use the Magic Lens that Ricki dropped from the floor on the wisps from where you are initially standing… but since that may not be possible due to the angles or through the thin ceiling (without having Ricki’s ability to see through walls, floors and ceilings) the alternative is to drop the Purse and pick up the Magic Lens (since your inventory is already full). Follow the group up the ladder and immediately move left (avoiding the trap in front of the ladder that Ricki points out) to end up by the ladder at the far left end of the upper hallway. If you haven’t used the Lens yet and still have any action available, use it on the nearest whisp.
Ricki: Drop a Magic Lens on the floor. Use echolocation to identify the bats, then go up the ladder with the group and (assuming that does not activate the ice wolf and 2 blue whisps) immediately go left and point out the trap on the floor in front of the ladder to Cordy and Lara while Cordy avoids the trap and goes to the far left corner and Lara moves along the ceiling to avoid the trap while Ricki points it out for good measure. Be sure to observe what that funny yellow ‘pipe’ actually is, with a witty reference to dungeon 2 that Kamau isn’t here to understand and will just confuse the characters and players who weren’t there for dungeon 2. Then return down the ladder and scout the room to the right (ignoring the Purse that is probably laying there because you already used your action for Ecolocation).
Other Players: Laugh about how over-complicated this is!
Experienced Players: Tell me all of the mistakes I made! This is my first attempt to specify actions. I know it is pretty difficult to do correctly.
This puts our fastest characters (move 2 Lara and Ricki) out scouting in two different directions, with the slower characters (move 1 Wolf and Cordy) in the middle, which will (hopefully) make it easier to regroup next turn (although Cordy being on the far side of the traps could be a potential complication, or possibly a benefit). Wolf and Cordy are ready to go on the icy trio guarding the locked chest (if we want to) and are in pretty good positions to back up Lara or Ricki if needed (we could even split up with Lara and Cordy going up and Ricki and Wolf going right). It may also tell us if there is any line of sight from downstairs to that chest (and the wisps above it) since we may need to know that before messing with it due to, “If they find anything amiss“.
(gasp)
LSN doesn’t like conditionals. We have some wiggle room but I think there’s way too many ifs in there.
And I think using an item someone else dropped on the same turn counts as trading so would take the action from both characters.
Yeah, I vaguely remember reading somewhere that conditionals are frowned upon. Most of the ones I used are the pretty obvious alternatives for if the primary suggestions are impossible. Maybe somebody who is more experienced can translate what I wrote for The Computer*.
If both characters were dropping things on the floor and picking things up I can see how that would be treated as trading, but I’m unclear on why one character can’t drop something at the beginning and then run off to do other things and somebody else come by and pick it up. Is the problem that Ricki and Cordy begin next to each other? Would it be allowed if Amadeusz didn’t read the poster but instead moved right and picked up the dropped Magic Lens?
If the whole Magic Lens thing is just too complicated Ricki could use the Magic Lens herself on Turn 2 and save the echolocation for when she comes back by this way later (after scouting).
*a reference to an old Tabletop RPG called “Paranoia”.
Think of it as like, in most cases, an item can only be used/interacted with once per turn. Swinging a sword uses it, armour and shields get used when we take damage, picking up an item uses it, using an item from the floor uses it, dropping an item uses it. There’s probably some items that break that rule, but for the most part, that’s how it works.
Dropping an item uses it for the turn?
So if Ricki were to drop a weapon that she hadn’t used on the floor where she is and moved off to do other things and Amadeusz was to move right without reading the note (so that he has an action available), then he couldn’t pick up the weapon that is laying there?
I’m confused and mystified.
It’s just anti-cheese mechanics. Trading items between two characters is supposed to be an action for both, and the “One Drops + One Picks Up” is an attempt to cheese that. One interaction per item per turn fixes that. Without those rules, we’d be trading a Rat Fang between all our characters every turn without ever actually using it.
So the rule is that an item cannot start the turn in one character’s inventory and end the turn in another character’s inventory (or be used from the floor by another character) without BOTH characters expending their actions for the turn?
However if a character drops something on the floor then it is fair game for anyone to pick up the next turn (and if the item is edible, like a birthday cake, then the author will troll the players/audience about dropping food on the floor, which people who only read the webcomic but ignore the comments will see).
Essentialy, any item that is dropped is in a sort of semi-transparent intangible state until the next turn and nobody can interact with it until the next turn. Is that right?
Yeah basically. One interaction per item per turn. Dropping and picking up an item count as separate interactions. Ricki drops (aka interacts with) a sword and walks away, Lara walks in and wants to pick up (aka interact with) the same sword, but cant cuz its already been interacted with this turn.
Ok, I’ve got it. This game is pretty brutal on new players, with a steep learning curve and lots of ‘house rules’ that aren’t written clearly in the rule book.
It might be hilarious to have Wolf back off on Turn 3 and see Cordy use Venomous Sting on the ice wolf next turn to see if it charges across the floor trap, however triggering the floor trap may be a problem for the “If they find anything amiss” so it probably isn’t worth taking the risk and it might not work anyway. Just some things to think about.
Would someone from Discord please tell us exactly how much damage it takes to destroy that barricade of wood that is down in the lower right (or the damage range that we have narrowed it down to).
I think it’s 8-10 damage. And we can move afterwards
Thanks. I was guessing 10 just because it’s a round (or at least metric) number.
Go pet the blue dog.
That’s for Ricky. She already has some levels in that.
If the elemental canines turned out to be wild worgs infused with wisps by ‘experiments’ then that actually might work due to the goblin-worg affinity we saw when we met Lupus Lazuli (that que is referencing)! It’s too risky for now but I find it interesting that there is a slight chance it might eventually work.
Cordy: Scout right
Ricki: Scout up
Amand: Give upgrade press back to Golly, read 3rd note if you can
Lara: Pick and wear armor, read 3rd note if you can
Scouting, not wasting anything, and preparation. Ricki scouting up so if the Wisps auto attack the 50% doge will kick in.
Do we need to specify that Ricki avoids the trap in front of the ladder?
Ok, here are my simplified instructions now that I better understand the rules (no conditionals and no ‘abusing’ dropping items). Hopefully it isn’t too ‘late’.
Lara: Pick up and put on the newly upgraded Chain Armor then move right with Wolf and go up the ladder (with Wolf, Ricki and Cordy). Avoid the floor trap that Ricki points out and go up to scout the room above.
Wolf: Read the 3rd Note then move right with Lara and go up the ladder (with Lara, Ricki and Cordy) and wait just to the left of the top of the ladder.
Cordy: Go up the ladder (with Ricki, Lara and Wolf) and immediately move left (avoiding the trap in front of the ladder that Ricki points out) to end up by the ladder at the far left end of the upper hallway. (note: Cordy takes no action this turn)
Ricki: Use a Magic Lens on the blue whisps, then go up the ladder with the group and go left to point out the trap on the floor in front of the ladder to Cordy and Lara. Then return down the ladder and scout the room to the right.
This puts the characters in good positions for the next turn.
Hey, I just had an idea for Cordy’s action: they can weaken the barricade for the future while Ricki is lensing, before following her up the ladder.
Even if the sunhead fire its ranged attack for 5 dmg, Cordy got 5 defense.
Interesting idea. It definitely avoids ‘wasting’ an action. The biggest risk I see with that is that we don’t know if the partial damage to the barricade would be visible to a Guard patrol (“anything amiss”) and result in them scouring the dungeon for intruders. The second risk is that the darkened solar guardian thing down there might see Cordy and report intruders if/when the Guard patrol passes it.
I’d personally rather avoid the lower levels because we’re currently speculating that is the direction that the guard patrol will go on Turn 20 (well, Turn 22 I think by the time they’d get to that solar guardian thing). I’d rather that the solar guardian hasn’t seen anybody by the time Turn 22 rolls around, if that is the way that the Guard patrol will go to “collect the dungeon’s output”, although I don’t know if the sunhead can speak or otherwise tell the patrol anything.
That wood barricade with the wall hole in a tiny alcove behind it would make that spot a nice place for Ricki to safely hole up if it can be accessed from the other side. Hopefully we might have some idea of where the other side may be next turn but I suspect it will be a couple of turns before we know.
We know there’s no change in the image when a barricade is on low hp, at least.
I don’t think the sunhead is with the guards because his gear is not imperial, but I guess its possible.
But yeah, playing it safe and steady is probably better since there’s a friend we need to save in here.
Yeah, I know there’s no change in the barricade image when it has been damaged but I can’t tell if the Guards are the same as us and cannot tell the difference. In general I have difficulty guessing whether something is going to follow real world logic, RPG logic, video game logic, or “dungeon logic”!
I am concerned that sunhead’s presence may be plot relevant, rather than it being a random dungeon creature. It may not be wearing Imperial armor but in general its color scheme is close to Imperial black and yellow.
It might be interesting to have Ricki case sunhead to see what its armor is! The green Tarnished Solar Guardians (SOLAR GUARDIAN, TARNISHED) from dungeon 3 had Armor that matched their name (SOLAR ARMOUR, TARNISHED) so Casing this one to learn the name of its Armor might tell us what this one is. That’s another good reason to keep Ricki down here scouting the right room and possibly coming back here next turn.
We should know more next turn but I suspect from the intro and the two screens that we’ve seen so far that this dungeon may be designed to encourage/reward being sneaky, scouting and intelligence gathering rather than just killing everything we see.
I think I may be slowly ‘getting the hang’ of implying conditionals by relying on a character’s survival instincts to kick in if necessary. For instance, if using the Magic Lens on the blue wisps reveals that when they see intruders they explode doing 10 ice damage to everything in their line of sight then Ricki probably isn’t going to climb that ladder with the whole team. Yeah I know 10 ice damage is very unlikely but this is just an example.
Just based on what Amadeusz said, the time limits, the story structure and things we’ve previously seen, I suspect it is more likely that the wisps are somewhat like Bats and the Skeletal Swarmfish in that they may not be much of a threat individually but may get much more dangerous in large groups. Since they’re a major feature of this dungeon and its time limits I’m definitely looking forward to seeing the description that the Magic Lens gives us. In regards to non-combat information gathering, lensing the wisps definitely has priority over echolocating the bats or casing the oddly black solar guardian.