Dungeon 13 Turn 28
————
Lara moves one of the wisp canisters attached to the machine, replacing it with a fresh one in the process. She also notes that although the foreground is super full of empty ones, there’s only finite space to put all these new full ones. If they start to pile up while nobody’s on hand to keep them organized, who knows what might happen?
Cordy and Amadeusz meet to swap some items around. Cordy gets the wand wielder gloves, while Amadeusz takes the midas gloves and the purse. Amadeusz also loads the deadly dagger and the crossbow onto Golly.
Lara passes through the room, followed shortly by Amadeusz.
Amadeusz and Golly fall through a pit trap and take 1 unblockable damage each.
Ricki continues to fight the winter wolves. She finishes off the one she attacked last turn, but she also takes 1 damage again as she doesn’t dodge all of their attacks. The little mushroom tries to provide a distraction, but it seems they aren’t interested in pets that aren’t made of meat!
Lara: Head left, then down. Avoid the pit, head down the ladders. Use your action to knock that last torch off the wall along the way.
Amy: Get your life together. Go down the ladder, head left and pick up the bandolier. Put your holy potion in it.
Cordy: Head down, jump over the gap, down the ladders, action head left.
Ricki: Head right. Case the triple locked chest. It might be a microwave.
–
Puts everyone in striking distance of the Supreme Justiciar. Let’s do this.
Nooo don’t break that last torch. We need it to arm a bomb
It is not THE LAST torch, it’s the last torch in the main hall, where the reinforcements show up.
Check *THIS* turn, T28, and check the second panel. We have one more torch on the top-left corner of it, right where the entrance to top-left room is.
Aside of that, I absolutely agree, we should preserve a torch or two for the bomb. Personally, I would just stash this torch away somewhere. Like, in the ‘tank’ room. It’s bright there anyways, and at some point we’re going there to kill the wisps so why not drop the torch there. (well, actually, in terms of “distance” it’s the same distance to from “thin floor where we’d like to use the bomb” to “top torch” and to “tank room”, so kinda whatever)
Torches go out as soon as they drop. We can keep a little one in inventory but that’s it. Dungeon logic
Sicks plan but Lara is looting chest cause maybe it’s useful? We will have time to take out torch later
Lara: Head left, then down. Avoid the pit, head down the ladders. Open the chest to see what’s inside. Don’t drop anything.
Amy: Get your life together. Go down the ladder, head left and pick up the bandolier. Put your holy potion in it.
Cordy: Head down, jump over the gap, down the ladders, action head left.
Ricki: Head right. Case the triple locked chest. It might be a microwave
Claudious plan but ricki is safe and looting:
Ricki: loot your chest, drop your scroll and staff and boots if you need space (all of those items won’t help in next fight and we can come for them safely later while the item in the chest may help so lets hold him now), move right and stand next to the note. now ricki is safe and ready to engage next turn if we want
Wolf: go down the ladder, then left and down. use your aura on wolfs in this room. now they can’t hurt Ricki even if both of them hit.
Lara: Head left, then down. Avoid the pit, head down the ladders. Open the chest to see what’s inside. Don’t drop anything.
Cordy: Head down, jump over the gap, down the ladders, action head left.
I prefer this to my plan but don’t want to edit my own since that would cheat the people who voted for mine.
Next turn, we may have an issue with the trapdoor trap in Justicar room since Ricki cant point it out.
It is unsure if falling down cancels any actions but I dont see a way around it without putting Ricki in danger…again.
Next Turn:
Amad Cordy and Lara each take out their own guard. Justicar debuffs one of them. If the trap cancels the attack then only lara (who will wall walk) will take one out.
If Justicar buffed a regular guard, then incoming damage is going to be 10 (4 guards, +3 buff, +3 from def debuff). the most dmg they could do is 3 to Amad which is ok since he can heal.
Turn After Ricki can join since debuff was used and 1-3 guards are down. She and lara can melee justicar and Amad can Crowstone him. Justicar has plate so takes 23 dmg to one shot him. Ricki does 8 Lara does 13 and Amad would do 8 with stone. Enough to take him down even if he buffed himself. That is assuming all 3 attacks hit his 30% miss chance…
Most likely the SJ can either buff or debuff but not both on the same turn. So I think incoming damage next turn would be just 7 in either of those cases, or 10 if SJ decides to fire a holy bolt instead.
There is a chance he has already buffed a guard. So guard group has 7 potential DMG. Everyone can tank that except amad if he gets debuffed (and Ricki of course)
Hmm. I feel like we would be able to see it if a guard was buffed, the way we could see it when the regular justiciar buffed himself on turn 23. But I guess it’s possible that the yellow circle only appears on the turn the buff/debuff is activated and then disappears.
OK, assuming that the SJ has already buffed a guard – which would certainly be smart on their part – and assuming that whoever triggers the trap is unable to attack, here are some possible scenarios:
A. SJ holy bolts Amad (lowest def) and concentrates all the guards’ attacks on him: Amad takes 6 dmg (or 7 if he also triggered the trap); we take out one guard, or two if we can avoid attacking the buffed one.
B. SJ debuffs Amad and concentrates attacks on him: Amad takes 3 dmg (or 4); we take out 1–2 guards.
C. SJ debuffs Cordy and concentrates attacks on them: Cordy takes 0 dmg (or 1); we take out 0–1 guards.
The worst case scenario is Amad being debuffed, targetted and losing his action. He does have the option to eat meat however so he should be safe from dying the following turn
> Next turn, we may have an issue with the trapdoor trap in Justicar room since Ricki cant point it out.
Are we 100% sure of that? Unless we know from elsewhere otherwise (I don’t remember any counter-examples) I think that skill might be room-based. We were told at least 2 times that Ricky must be present in the room, at least for a moment, to be able to point out traps to allies. (However, to be fair&clear. we were told that in moments when we failed to have Ricky in the room in that turn when we pointed out the traps)
So, here, technically, Ricky is in that room right now. At least she starts her turn in that room. Yes, she’s below the floor. Yes, she isn’t in melee-touch-range to the trap and the person who crosses that trap. But maybe Ricky, being under the floor, can just shout out tips to allies in the same room (“Lara! watch out your 5fth and 6th leg when passing 4th tile on the left“), and be heard, just like a simple torch lights up everything, even through walls.
We point traps out, Ricky is in the room, it’s a bit of a stretch, but maybe “dungeon logic” sees no issues? Do we have any tips on that from LSN on Discord?
next turn we start with Ricki not taking dmg, so we can send her safly pass the rats and regroup with the party so the trap shouldn’t be a problem
I think LSN is trying to tell us something. Let’s pile up as many full canisters as we can.