Dungeon 13 Turn 32
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Cordy defeats the final guard, but not before, with a final spiteful kick, he knocks over the wisp canister and shatters it! The death wisp floats up into the air ominously…
Amadeusz quickly scoops up the 15 gold and imperial plate armour that the justiciar dropped. The fight TECHNICALLY ended so it’s okay I guess. Ricki drinks the potion off the ground, recovering up to maximum HP. They both then follow Lara to the right.
Lara and her mushroom attack the four magicrows guarding the locked door. They strike back with a frankly absurd amount of fire, destroying the mushroom. The yellow-eyed crow protects its entire group with a magic barrier, but it does nothing against the unblockable poison damage from the released spores. A replacement mushroom sprouts from the four dead crows. Lara takes no damage. Four crowstones drop on the ground.
Amadeusz eats some meat and recovers 3 HP.
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CROWSTONE, BARRIER OF LIGHT
Consumable
Gives all nearby allies +3 Def for the turn.
Weight 1, Cost 10
CROWSTONE, FIREBALL
Consumable
Deals 3-6 fire damage at range.
Weight 1, Cost 9
CROWSTONE,INFERNO
Consumable
Deals 3-6 fire damage in an area at range.
Weight 1, Cost 11
CROWSTONE, RAY OF FROST
Consumable
Deals 2 ice damage at range.
Weight 1, Cost 6
Interesting that crows can have different spells even of similar elements. That’s both cool and really annoying
Ricki opens and scouts the new room, Amad tries to open the floor, cordy reads a note and Lara takes out wisp
Plan: Back to work Y’all
Lara: Move left and sting the Death wisp.
Ricki: unlock the bottom door and move right to scout
Amad: Throw the Imperial plate as hard as you can on the weakened floor after Ricki moves past. Move down if you can
Cordy: Move right and read the note.
The guard freeing the wisp felt a little cinematic; maybe just leave it alone and see what it does?
i don’t think lara should sting the wisp, he does unblock dmg and amand can heal with meat.
we should give the mm & posion wand to wolf and send him to take down the wisp (using the gloves so he can use 2 wands) , while ricki scout next room.
That would take us 2 turns instead of 1… with 3 DMG done each round. So we would have to heal 6 instead of 3.
1 turn
WAND WIELDER GLOVES
Accessory
Three times per dungeon, can be used to activate two wands at the same time.
Trading is an action. Then using the wands is another action. Two turns
but you don’t trade there, you trade in this room so only 3 dmg
Hm… I think wisp will get a parting shot next turn as we move to another to trade. Most enemies do although this one just spawned so maybe not?
AoE defense with noticeable power, nice get-out-of-
jail-pinch card.And 3-6 AoE fire, crowd control. Really nice!
Huh. Maybe we really CAN get the new character.
I’d like that.Have we figured out how to overload the glass tube & free thrm?
BEYOND just “flip every lever”,that is.
Touching the death wisp is probably not surviveable so lets at least try to form a wall against it with our mini mushrooms.
the DeathOwlBear looks healthy 🙂
hmmm…. actually, we have LENS now, if bottom-right doesnt have any surprising enemies, we could scan that DeathOwlBear
Go to the sun head things and ask them if they have mouths. If they say yes, kiss.
ALL 4 party members should go and ask thst?That’s just bad action economy.
Try kissing in a group of four, all at the same time. With a werewolf. And a drider.
Some things just take time. That’s it. Can’t go any faster. Too many fangs. You really don’t want to get fang-tangled. Believe me. Just take your time, and use those actions, o’right.
I like how both of us focus on THAT rather than the absurdity of trying to get 2 barely-sentient energy golems to kiss.
Plan: not wasting lock pick before we know whats is the 3 lock chest and scout next room
Ricki: give shield and sword to Lara
Lara: drop your shield and sword, take from ricki, now you have 14 def, go up and attack the right solar dude (10 dmg from swift blade)
Cordy: sting same solar dude from the floor below (2 dmg)
wolf: take wand of mm from ricki
that’s 8 dmg on solar, next turn wolf attack with the mm wand and lara shroom also join and this solar is out of game, Ricki will read note/chase chest.
Query:Can items have more than 1 enchantment?Putting Deadly on the Swiftblade or Siegesword would make them pretty overpowered.
If not,there’s always Zing&Thrum.
If you mean enchantments like ‘deadly’ or the thing on Ricky’s sword, then no. We were told – one enchantment only.
I don’t remember how would it work if we tried, I think the new enchantment would simply overwrite/replace the previous.
I am also not 100% sure if the same thing applies to ‘upgrade press’. One one hand, it looks like enchantment, it is described as enchantment(1), but it also has special “Stacks with other enhancements.” note to it that all other lack. I think this one is special and is NOT replaced when a new one is applied(2)
(1) actually: they all are called ‘enchancement’ not ‘enchantment’
(2) this makes me think that we actually might try double-upgrading an item, but I’m not sure if i.e. we could do it cheaply “armour, upgraded”+”armour”, or would it have to be expensive “armour, upgraded”+”armour, upgraded”
Unsure if two upgraded items can be pressed to double upgrade them, but pressed items have to be identical.
So we couldn’t combined our Shocking Swiftblade with another Swiftblade, for example. We’d need two Shocking Swiftblades to press.
Trading takes an action so Lara can’t trade and attack.
Also, each solar does 9 DMG with swords and may hit the same character for a combined 18 (ouch!) if we dont kill one, then they both will hit again the next turn the same time we do.
This will kill Lara