Dungeon 13 Turn 10
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Cordy finishes off the last guard, losing another 1 HP in order to spawn a final mushroom (for now). Ricki similarly destroys the last skeleton. Cordy and Golly also dump some of their junk (tower shield and potion of ectoplasm) on the ground.
Amadeusz plays a slow, mournful song that gradually gains speed and energy over time.
A miracle occurs.
Lara has been revived! She has only 1 HP and she dropped all her stuff when she died, so it’ll be a minute before she’s ready to go back to fighting, though.
“It’s been a long time since I had to use that song. I’m lucky I was able to remember the notes.”
“Try not to do that again.”
Hooray for miracle music!
I see Lara is back on the Current Party page. Do we have the option to send the newly created little mushroom #47 to Lara to buff her Def? I also hear that newly sprouted little mushrooms can be particularly tasty after a near death experience but only for their owner.
Edit: I also noticed that Amadeusz on the Current Party page still has a purple +3 Atk and +1 Def, shouldn’t that be gone by now?
Edit II: Oh yeah, does Lara still have that -2 Atk & Def debuff from the Justiciar or does that only last a finite number of Turns, or does death end the effect? (e g. “fools, you cannot escape the Emperor’s power, even in death, mawhahahaha!”)
Summoned by the power of the song, we come to translate Amadeusz’s words.
AMADEUSZ: “It’s been a long time since I had to use that song. I’m lucky I was able to remember the notes.”
“Try not to do that again.”
We are now free, free to shuffle off this mortal coil…
“Bring Me To Life” – by ThousandFootKrutch
Lara: pick up tower shield, chain, siegesword, helmet, your rings and oven mitts. Leave potion and rope.
Amad: mend Lara. Guess how heavy one of those cannisters may be
Ricki: read note 1.
Cordy: read note 2
I am leaving one free space on Lara so she can grab keys later. We want as much hp on Lara so we will drink potion next turn
Drinking the potion next turn would cut off 2 more HP of healing that the Wand of Mend could do, since it only works on a nearby ally at 3HP or less. What’s the reason to drink the potion next turn already and forego two (slow-ish) points of healing with the wand first? This area may be temporarily safe and there are lots of things to do before moving on to the next fight. I’d just like to understand the reasoning and plans for the next few turns.
We can actually use wand and drink potion at the same time. So we’d only need to delay one turn more if we want to maximize hp.
Thanks for the clarification on how the Wand of Mending works in conjunction with another source of healing the same Turn. Now that you mention it I think I remember that happening in the Poisoned Well where the wand was used extensively but I’d have to review the Archive to be sure. Even if my knowledge of the rules wasn’t perfect my basic point remains, is there any specific reason to not maximize the healing available from the Wand of Mending?
I’m vaguely curious why this particular Comment is currently rated at -1 (after Turn 11 was posted on Sat 3-Aug-24):
Do people really want to intentionally not maximize Lara’s HP?
Is it just my poor understanding of how the rules work?
Do people not like planning ahead?
Or is there some other reason?
Now that Lara is revived at 1HP she could potentially be healed 3 times with the Wand of Mend before needing to drink the Potion of Ectoplasm, eat a mushroom, or benefit from Ricki’s Grit in order to heal more. It seems like there will be some inventory and action management headaches over the next few Turns to figure out how best to get Lara healed, Notes read, chest(s) looted, Amadeusz transformed back into Wolf, 1 Raw Meat eaten, the Skeletitan disarticulated (if we decide to mess with it), the hole in the wall scouted, keys fetched, locked door opened (assuming that’s what the keys do or Ricki picks the lock), the upper left dungeon screen scouted, the levers here played with (assuming we want to risk that before Turn ~24), the Turn 10 Wisp dealt with (a new green Wisp appeared and the tube seems to be shaking this turn), and maybe figure out how to deal with the 5 Wisps at the bottom here and then the three Hellhounds below this room (which may involve the crack in the pipe above them and the yet unseen screen in the upper left of the dungeon).
Is there anything I’m missing and do any of the frequent players have a tentative plan for the next few turns yet?
Will kinda depend what notes say but we do know this:
Amad has aoe crowstone we should use vs wisps below
Lara can walk climb to keys
Amad can mend
Lara drink potion
Those are really the only characters that are required for those actions. Everything else is can be done by anyone. We’ll play it by ear depending on how things happen
There is going to be more to it. Only Ricki can scout the hole in the wall or unlock the chest behind the Skeletitan. Ricki will probably be using our last Magic Lens as soon as we have a good target if only to free up the inventory space, which would ideally be done before opening chests. Only Amadeusz can transform back to Wolf and only Wolf can eat raw meat to heal. It will take more than one character to deal with the Skeletitan safely. I think it may be a bit of hassle to do efficiently without having a character end up standing around.
The notes are probably going to give us some hints of what the two levers and red tube do, but it doesn’t seem like it will be critical to do it immediately and there may be more notes about it in the unseen screen in the far upper left or wherever the hole leads, although there does seem to be something we’ll be able to do with that new green Wisp.
I wanted to say “no point in scouting that hole, we already saw the exit”, but I checked on CombatDoctor’s map, and crap, it’s narrow, but a miss! The hole we saw earlier does not align with this one, so this one would either go straight left 2 rooms to “top-left” room that we didn’t see yet, or 2 rooms straight down to “bottom-right” room that we didn’t see yet (and for some reason seems MORE important to me, since we can get to top-left easier, and bottom-right would reveal us some details on how to get to scientists).
Hmm.. yeah, scouting the hole suddenly seems much more beneficial. Especially because usually the holes lead to relatively-safe/closed/hidden areas and that Ricky can lens-anything through walls.
Thanks! I was wondering myself about the value of scouting that hole or if it was most likely to lead to the one known hole we’ve seen so far (in the lower right of the ‘central’ room behind a wood barricade) but they didn’t seem to line up and were on different lines of screens (the right set of screens for this hole in the top-right screen). Once we see the upper left screen we should know for sure but I guess that does imply that the hole in this top-right room has a good chance of getting us down to the bottom-right screen (rather than the top-left screen) and some info about the area where those ‘scientists’ are as well as a peek about how nasty that room is and what sort of machinery is there.
I suppose there is a chance that there are two holes, one on the right edge of the bottom-center screen and one on the left edge of the bottom-right screen, that will be very close to each other and connected in the same little ‘safe’ area that will allow a scout to see both the unseen lower rooms. We can hope.
— I did this as an example (mostly for myself) of how the next few turns might go and to show how much time things might take so I’d have a better grasp of the situation, and so that the experienced players can tell me what actions or combination of actions don’t work.
Here is one possible example of what a multi-turn plan could look like:
Turn 11:
R: read Note 1
L: pick up gear (except for rope, to free inventory for keys next turn)
A: mend Lara (from 1HP to 2HP) [may want to drop a Crowstone for someone else to use later to blast the 5 Wisps and drop a stack of 3 Raw Meat in the open chest for later]
C: read Note 2
Turn 12:
R: move left, use Case on the chest walled in there with the Death Owlbear (experiment #63?), move down (to see what is happening down there in the central room)
L: get keys, move left [I think opening the door with the keys is another action]
A: mend Lara (from 2HP to 3HP), follow Lara left
C: maybe do something with a lever (or loot the chest)
Turn 13:
R: move up, scout left (or pick the lock if the keys didn’t work), if the chest had something absolutely awesome then use a Magic Lens on the Death Owlbear — otherwise use Echolocation on bats
L: open locked door with keys (if those keys are for it), move right (need to get the potion next turn)
A: mend Lara (from 3HP to 4HP), move right to join Cordy
C: loot the chest (if it is Potions we’re in luck since Cordy has the Potion Bandolier, otherwise somebody else will need to pick up the Item(s) later since Cordy doesn’t have any inventory space), try to close the lid to see what happens
Turn 14:
R: maybe use Case (or Magic Lens) any high-end guards in the new room
L: drink Potion of Ectoplasm from floor to heal (from 4HP to 9HP of a maximum of 11 after drinking the potion)
A: shapechange to Wolf (now he will be ready for healing with Raw Meat and/or combat again)
C: maybe do something else with a lever
Turn 15:
R: maybe gather more info in the new room, or attack new room w others and a good plan, or move right twice and help fight the Skeletitan or pick lock on the chest the Skeletitan was guarding
L: attack the Skeletitan (or go gather to attack the new room with Ricki and a good plan)
A: attack the Skeletitan (or eat Raw Meat to heal from 9HP to full 12HP)
C: attack the Skeletitan
Turn 16: by this point if nothing surprising has happened or been learned we’ll probably be dealing with the new room or the 5 Wisps (and scouting the hole) and the 3 Hellhounds below them, this seems to be about the limit of what we can have even a tentative plan for. Even if the Death Owlbear has good loot and isn’t unkillable we’re probably not going to want to mess with it yet. There’s still several turns until Turn 20 and even more until Turn ~25 when the Turn 20 guard patrol will hopefully be leaving. If the upper left room is occupied like this one was we may want to consider leaving them alive until Turn 21 to see what they do with the machinery, if we haven’t figured it all out on our own by then.
— I’ll try to edit this to fix the problems if people tell me what wouldn’t work.
Just a heads up, Case does not work through walls on chests.
Casing people in infinite and works anywhere in the room, while casing chests is once per dungeon and has to be in melee range.
Thanks for error check and the heads up!
Is this something that has been asked and answered on Discord or is there a reference to where we know this such as the dungeon/turn?
Wow! I’m very surprised that Ricki can see through walls, use a Magic Lens through walls, Case people through walls but cannot Case a chest through a wall, especially when Casing a chest is already essentially x-ray vision through the chest (what’s a little wall in addition to the side of the chest, the walls don’t seem to be lead-lined). That seems stunningly inconsistent to me.
The two sentence text description of Ricki’s Case ability just says that the chest needs to be ‘nearby’ so I assumed that if Ricki was on the ladder just to the right of the chest that the Death Owlbear is guarding, that would qualify as ‘nearby’ for someone who can see through walls and use her observation abilities through walls. If we aren’t absolutely sure that Ricki cannot Case that chest in the sealed Owlbear area by standing on the ladder just on the opposite side of the wall as that chest then we might want to try it to make sure of how Case works, since in general trying to use an expendable or limited-use ability that cannot be used seems to only waste an action and not expend the ability.
Case: As an action can identify all items an enemy in the same room carries, even if some items are not visible. Once per dungeon can identify contents of a nearby chest without opening it.
Has to be in melee range?
I think we tried using that relatively new “Case” skill as case-a-chest only once, in the Well, on a puzzle chest, and Ricky had easy access to the chest. We got a drawing Ricky walking up to the chest, but doesn’t prove she _has_to_ walk to it and see it from close range.
I totally don’t remember us trying to “case-a-chest” from afar, in a setup where Ricky couldn’t get close to the chest, i.e. through wall or with enemies blocking access.. When did we learn this limitation?
Music could do that to me, too
Turn 10! Wisp spawned! But it spawned IN THE CONTAINER!
Could dungeon’s description mean just this? That more wisps will spawn, but not to roam freely, but in the wisp-factory? Somehow, I think that would be too easy.
But, as we start damaging the wisp-factory, the Wisps would spawn anyways, and there would be no pipes/containers/mechanics that would contain them (we damaged it), so Wisps would then be free and as the time progresses, it wouldn’t be that easy on us..
Sus. I’d stay vigilant. I still think wisps can show up anywhere in addition to showing up in containers.
Also, containers are spread over the facility. I assume guards on T20 will know where to run and where to collect from, or will simply enter in quantities large enough to visit every single potential wisp-collection spot over 20-turn period. This really worries me.
Side thought: Ricky kicked skeleton’s head over the edge. Golly would look funny if that skull landed on her head like a helmet 🙂
Another thing – Lara had already two near-death experiences so to say… She’s already an experienced afterworld tourist! Next time she gets there, I expect she brings some souvenirs!
Fyi, LSN has said on discord that he plans to do an extra turn this weekend so be sure to check back!
Y’know I had been thinking the ‘minimum clear requirements’ for this dungeon were a little comically low, but now I’m thinking its because a full clear is not possible. We’ve got a party full of dodge tanks and they’ve got focus tactics and unblockbable damage. Miiiiight be time to pick up some loot and clear out early. -Especially- with a guard patrol coming at turn 20 and us having no real way to deflect their suspicion [I think we’d need to have either not killed any guards or to set up a wisp shipment for them]
Lara, tank the damage from now on.