Dungeon 13 Turn 14
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With all of his bardic magic expended, Amadeusz shifts back to his werewolf form for the remainder of the dungeon.
Ricki uses her thieves’ tools to open the locked chest (without throwing the tools away, but WITH throwing her torch away) and finds a pair of fancy boots. They might come in handy if she decides to use that staff she just got, or if she finds another one somewhere. The skeletitan takes a swipe at her but deals no damage. The five wisps then become alert as she darts past them and through the hole in the wall.
Cordy messes around with the wisp canister. It’s too heavy and bulky to carry in their inventory (even if they drop everything), but it can still be moved around as an action. Looks like it can be connected to or disconnected from the nearby pipe, but there’s no obvious way to use it otherwise. Unless they wanted to smash one open, which they could probably do pretty easily.
Cordy also notices that there are dozens and dozens of additional empty canisters in the foreground of this room. In the event that they needed another one to use with the pipe or something, they could grab one and put it into place. However, since those spare canisters have no other use (seriously don’t bother asking), they decide not to meddle with them for now.
Cordy follows Lara and heads up the ladder and to the left.
Ricki finds herself in a brand new room (which prevents her from moving back through the tunnel this turn). There are creatures nearby, but they’re all facing the other way and haven’t noticed her yet.
Lara uses the keys she grabbed to open the door in the owlbear room (she doesn’t know about the owlbear), then proceeds to the left and ends up the in the same room as Ricki (she doesn’t know that either).
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GROUNDED BOOTS
Accessory
Def +3 against lightning damage. Additionally, when using a staff, there is a 50% chance not to consume a charge.
Weight 1, Cost 35
Three doggos in cages. Fire, ice, and plain normal? And we have MEAT. I wonder if Ricky could convince them all to ‘join’ or at least, to work with us in this dungeon. Tinkering with the cages and doggies will probably make some sounds and attract attention fast though.
Also, this container-pipe-cage contraption. No obvious uses for containers which are movable as an action. And a lever just near the contraption. Who’s betting that we can infuse that poor brown doggy with a wisp of chosen color?
But then… what for if we couldn’t control it? maybe so that the guards take the cage and go up, so we can attack them while they are split? or toss an ‘uncontrollable’ death wisp into it, so it starts spitting death literally onto them?
edit: oh yeah, and Ricky is in quite a place, I wouldn’t attack them from behind, seems quite risky. Also opening the chest might be, but Ricky could actually “Case” it if we want to know if that’s even worth the hassle. With wisps behind her who will surely attack her, I think it’s best to let her stay here for a turn until someone clears the wisps. But, once someone does that, if Ricky had 1 or 2 pieces of meat, she could probably distract one or two blue doggos by the chest and loot the chest taking no or little damage from raven+doggo or just raven.
I bet those red pipes move the cannisters to different stations
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Ricki: take the rathole back, attack black wisp
Lara: move back to wisp transmorgifying room, flip the switch on that ale tube
Cordy: sting black wisp
Amadeusz: apply holy crowstone to the group of wisps. Try to hit as many as possible, or at least yellow, blue and light blue.
We need at least 3 characters aggroing the wisps to avoid a significant chance of someone tanking 12+ atk.
Ricki scream really loudly and try to look like prey.
Plan: take out wisps
Amad: use crowstone holy on wisp group.
Lara: venom sting holy wisp
Cordy: venom sting black wisp
Ricki:move back through hole. Examine the red pipe. See if you can fit and/or what direction it may go
Don’t want to use Ricki in melee since holy crowstone may hit her. Most aoes we’ve seen like golem core and bomb hit all targets in area.
Guards, remember that burping while on duty is a punishable offence against the Empire and will not be tolerated. This means you, Bruce II. Stay vigilant. This means you, Bruce II. Glory to the Emperor.
Ricki: Back through the hole, up the ladder and head left. Lens the Death Owlbear.
Cordy: Drop your Bandolier by the rope and pick up the Bomb. Head left. If you can, set the bomb up by the big metal door.
Lara: Head right, then right again. Wield your Tower Shield in one hand and sting the Holy Wisp with the other.
Amadeusz: Use the Beam of Light Crowstone on the group of 5 wisps. If you can’t get all 5 at once, prioritize the Death Wisp. You can draw a straight line through the lightning, death and green wisp.
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I really wanna fight the Deadly Owlbear. I’m not seeing any obvious way to open the door to it and I think it’s a worthy use of the bomb. This guy is probably an absolute monster, so I’d also like to know his stats before committing.
Lara is distracting at least one wisp, the only one that Amadeusz can’t kill with the crowstone. We want the Death Wisp to target Amadeusz because he is the easiest the heal. Even if all the Wisps target Amadeusz, he has enough defense to tank them (still take 3 unblockable damage from the Death Wisp). Even if all the wisps target Lara we’re still not in bad shape because she’ll have 13 Defense. The 3 unblockable damage would be annoying but not the end of the world.
“…Deadly Owlbear. I’m not seeing any obvious way to open the door to it ”
The obvious way is the lever above the ladder. If you check back to a turn where we could see the owlbear room, the door is on the same floor as it and near the left side of the room. Meanwhile, the canister setup does not have an obvious use for a second lever, and none of the other red pipes have a lever.
I assumed the top lever was to open the top set of cages, the middle lever was to enchant a dog in the lower dog cage, and the lower lever was to open the lower dog cage. Maybe one of them opens the Owlbear cage instead though.
Plan that combine ideas from all three other plans plus my own take to avoid friendly fire:
Lara: Head right, then right again. Wield your Tower Shield. Go with Amad and Ricki to the tube switch. Sting the Holy Wisp.
Amadeusz: Go with Lara and Ricki to the tube switch(you will be on the RIGHT side of the wisps).Use the Beam of Light Crowstone on the group of 5 wisps on your left side with Lara and Ricki behind you on the right side. If you can’t get all 5 at once, prioritize the Death Wisp. You can draw a straight line through the lightning, death and green wisp.
Ricki: Leave rathole and follow Lara and Amad to the tube switch. Flip it.
Cordy & friends: Investigate the red pipe. See if you/Ricki can fit and/or what direction it may go
Kat — https://dungeoneyes.com/dungeon-13-turn-13/#comment-15905
Re: 100%
“You keep using that word. I do not think it means what you think it means.” -Inigo Montoya, The Princess Bride.
Sorry Kat, but when someone writes with absolute certainty, like “100%” and gets it wrong I decided it was worth trolling them over it (even if I didn’t read after Turn 13 until dungeon 13 was finally complete). At least you all specified a primary target and the other two that were likely in a straight line so the effect didn’t end up being somewhat randomly determined by the DM.
(posted in retrospect, after dungeon 13 was finished)
I feel like we should be gearing up to attack the area lara explored in turn 5.
its where all the pipes lead and its the only way through to the unexplored part of the dungeon. If we want a chance at getting all the main objectives then its a fight we will need to tackle while string enough to do it.
but ill let the number people work out whats needed for it, i have no idea
We could also destroy the barrier where the sun-head guardian stands. I think we have enough DEF to ignore that guardian and just focus on the barrier. Then send Ricky though the hole there. If Ricky doesn’t attack the barrier but the rest of the team does, we should be able to do it in one turn with Ricky running past the flying debris.
I know, we didn’t want to touch the barrier so “guards don’t notice anything missing”, but then – it’s a barrier. Like beavers do. Is it such an alarming thing to be noticed at all? With empty corridor behind? I personally think it isn’t. Especially considering they will probably be busy with the sun-head first. Unless the sun-head is aligned/teamed with them, at which point it already saw us so it can flip a few handsigns to the guards to notify them.
We already moved a chest and disposed of all the guards in top-left room, so they will notice THAT eventually anyways, although – a few turns later – probably.
Doing the barrier and rathole jump would give us more info. This rat hole “must” lead straight down. Easy to do. Zero risk (well, almost, someone can get “!” when Ricky enters). And only one room would remain mystery (bottom-right).