Dungeon 13 Turn 41
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Lara drinks the healing potion she just got, recovering 2 HP. She also goes to try and hassle the new wisp in the hopes of getting a free heal, but she’s a little surprised to see the thing fly into the room on its own. It seems to gravitate towards the two solar guardians, who in turn seem pretty chill with the wisp. That may not be a good thing…
Amadeusz drops the longsword and goes to pick up the rope instead. From where it lies, he makes a lasso and gets it around the chest on the other side of the pit. He tests the knot, and it seems sturdy enough to support any party member (plus pets).
Cordy kicks one of the loose pieces of meat down into the pit. Both giant creatures lunge for it, but Cordy was aiming for the lizard. It gobbles the meat up quick, as if it’s very accustomed to being fed in this way. It’s hard to say if it would go after a tiny piece of meat if a whole person was also on the menu, though.
Interestingly, the lizard and tortoise don’t seem to fight over the food. They seem to be on good terms with each other. Maybe life-element creatures… are just bros??
Ricki uses her last lens on the tortoise. It’s very sturdy, and unsurprisingly, it can heal. If it’s going to cooperate with the lizard, this would be a tough fight.
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SALVESHELL TORTOISE
HP: 25
Atk: 5
Def: 15
Ability: can heal 8 HP at range, recovers 3 HP at end of turn
Drops: Salveshell Armour
A massive nearly-immortal tortoise distantly descended from an ordinary reptile. Since almost nothing is strong enough to kill it, it forms unusual cooperative bonds with other creatures. Unlike an ordinary turtle where the shell serves to protect the internal organs, the shell of this animal instead restrains is powerful regenerative properties. It uses these properties to keep itself and its allies alive, which frees its allies to use whatever powers they have on offense.
Our party’s combined damage is 44. Plus the mushies. So we could one shot it.
HOWEVER there is good chance lightning lizard can do an aoe which would wipe all the mushies that would attack. It would also get 2 attacks so we should focus lightning lizard first if we go for it.
I say we get the 5th party member first,because if it was JUST the tortoise,it’d be fine.However,that blue lizard likely has some equally bullshit ability.
((I’ve called the 5th member Quincy/Tessa before since his/her name will likely be based on a magic-pun,but I don’t know if it’ll stick)).
As much as I want the new char asap, we have kinda blocked ourselves off from reaching the tank.
We need to wait and might as well do dragons. I just hope we don’t lose too much hp
snip, because can’t delete
I still think the order here should be: defeat the patrol; get new party member; defeat dragons. To that:
Ricki: go up, get in the hole, pass by the rats and turn the lever. If you can still move, come back through the same hole and move left
Cordy and Amadeusz: go up, go left
Lara: go left (if it is same for her to go up from here and not trigger the traps and then go right, I’ll edit)
This might make the vat explode, freeing the new guym who might help against the patrol.
We have until turn 49 (oscillation occurs on 50) to flip the last lever. We also might as well let the guard weaken themselves on bats for now. If we’re gonna fight dragons, we should do so now, or get some trades in to do so now while we’re here.
Plan: Fight Dragons
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Ricki: Ride on Lara and strike the Lightning Lizard with your swiftblade. (8 damage)
Lara: Climb on the wall on the left side, strike the Lightning Lizard with your Siegesword. (15 damage)
Cordy: Climb down the rope. Punch the Lightning Lizard. Have Shroom $51 punch it as well. (12-13 damage)
Amadeusz: Stay elevated. Dump as many meats as you can over by the turtle’s side.
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Ricki has 12 Defense vs. Lightning (hooray no wanted poster in this room!), Lara has 10 Defense, Cordy has 10 Defense. I assume the Lizard will be around the same strength as Sally the Salavamander (7 atk), probably a tad stronger.
This gets us 35 damage, 36 damage if Shroom explodes, on the Lightning Lizard. Even if Turtle ignores the meat and goes to heal Lizard, I think that should be enough to kill it.
Cordy is the most in danger of this group. That said, he should be a low priority target since he is not made of meat
Turtle sees Cordy.
“Finally a vegan option. I was starving here.”
I retract my argument. You’ve thoroughly shot it down. Lol
Obligatory “there’s a difference between turtles and tortoises”.
Obligatory “tortoises are a subtype of turtles”. Equally obligatory “in common usage, turtle often implies the aquatic or amphibious varieties, while tortoises are exclusively land-dwelling”. Also obligatory “nothing on this page called the tortoise a turtle anyway, merely compared its shell to that of ‘and ordinary turtle’. Final obligatory “spellcheck wouldn’t have caught that typo”.
:pikachu_gasp.gif:
I would like to point out that we have at least 5 turns before patrol can find us and that is if they wipe out the bats in one go.
We know we can one shot turtle, and if we can take down lizard in 1- 2 turns we are still have time to flip lever, grab loot and plan an ambush.
The only tricky part would be getting eyes on patrol to see where they are at with bat fight but we could use Red pipe to scout them from above
You’ve said lizard gets 2 attacks at us? I get it. One “now” when we attack the turtle, and second next turn when we either focus on lizard, or try to gtfo.
But what if we jumped on the tortoise to 1-shot it AND asked our guys to climb up the rope after attacking “at the end of the turn”?
I don’t think in-room movement is blocked by combat actions, and climbing the rope is not walking between rooms and it doesn’t use Mov either (like rat tunnels). Both lizard and tortoise already do their attacks during the combat, so they have spent their attacks on that turn, so the monsters shouldn’t get any extra attacks on our guys for moving within the room (climbing).
Would this post-combat in-room movement be possible according to the rules we know now?
Worst thing that may happen is the lizard somehow following us (wall-walking, etc), which doesn’t change anything, we’d still be in combat. Or we may hear our guys are so busy that they can’t climb the rope. Best outcome, we risk only 1 attack from the lizard, turtle is dead, and we end up safely on the top to heal/think/cry/etc
Ofc it would also mean the ‘enemy group’ is not dead, so no spawns no pickups yet. Assuming these two are one group of course.
If we kill the enemy, then I don’t think we’d be locked in combat and could move. The lizard would still get one attack when we fight turtle even if we moved after though since we were in range
Yes, it would. Lizard can attack us anytime we descend to the lowest level. So I assume if we attack the turtle, we get breathed-on by the lizard.
But what I meant is, we can probably do a one-shot attack on the turtle, and after being bitten by turtle, and being breathed-upon by the lizard, we then immediately fall back, and end the turn above the lizard.
This gives us a safe start on the NEXT turn, where we can i.e. heal up, re-equip, etc. And gives us an option to actually decide whether to go down (again) and fight the lizard, or delay, or not fight it at all. Also, tests out a dungeon&combat mechanic that I think we never tried (zero-action zero-mov in-room movement after combat).
This is in contrast to what we would usually do – just specify “attack this, kill that” etc, which basically means attacking the turtle and just staying there, ending the turn with all attackers at the lowest level, which guarantees that the lizard will get full attack options on beginning on next turn, on anyone there, whether we like it or not, in whatever shape we are after first combat turn.
What I suggest may have nasty side-effects. Since we never tried it, we don’t know if the monsters get some extra attacks on us as we try to climb up. I mean, one normal combat attack followed by some surprising bonus attacks as we depart. I think it can’t happen. But I think we never tested it, and here we have some occasion to do so. Hm… might be a deadly occasion. Maybe let’s try it sometime when the enemy is weaker..
Oh my god. Maybe it was not an arena for testing which monster is more powerful…
… maybe it was a breeding attempt to get a new type of “dragon” (oO)
Where do you think those pet eggs come from?
nearby grocery store? ;>
The Pet Master’s cloaka.
Plan: Safely fight dragons, eyes on guards.
Ricki: use the heart on the lizard, drop lightning boots. go up and left (to watch guards next turn)
Lara Cordy & Wolf: Go down, attack turtle.
Reasons: Turtle can’t hurt us, lizard wont attack so its safe to do it slowly, if we take down the turtle first its 100% one shot the lizard so only one hit from him. I’m not sure if turtle will heal himself or try to counter attack so not using shrooms.
Ricki dropping boots so Cordy can wear them before we start fighting the lizard.
While they fight, Ricki is going up to scout the patrol
Just a heads up, the heart wont work on either of the Dragons. It specifies an “Energy-based” Elemental, meaning inorganic. Like the Wisps or Solar Guardians.
The turtle is “life-element creature”, it will work.
The dogs are fire and ice element creatures as well, but are not energy-based, like the Solar Guardian and Wisps. There’d be no reason to specify “energy based elementals” if all elementals qualified. It’d just say elementals.
Alternative to Sick plan because I’m paranoid the lightning lizard wont die. Like, it could have +5 lightning resistance to Ricki’s sword or become supercharged if hit by lightning or something
Plus, I think the descriptions on this turn means meat wont work if they have people to eat and that the turtle is a bro that will heal his buddy if we attack it like the life wisp we fought before.
Also having Ricki and Lara keep the rope steady just in case since helping other people move(boosting people up, pointing traps, etc) in the room is a free action
Ricki: Keep rope steady until Cordy and Amad get down. Ride on Lara and strike the Lightning Lizard with your fists. (4 damage)
Lara: Keep rope steady until Cordy and Amad get down. Climb on the wall on the left side, strike the Lightning Lizard with your Siegesword. (15 damage)
Cordy: Climb down the rope. Punch the Lightning Lizard. Have Shroom $51 punch it as well. (12-13 damage)
Amadeusz: Climb down the rope after Cordy is at the bottom. Claw the lizard (9 damage)
Nice catch. I don’t remember if we ever had an event that climbing-the-rope was interrupted by enemies, and our guys dropped down and got some extra damage, but if it happened, and/or if it interrupted our attack, we’d be screwed royally
Not a bad call. I assume lightning lizard will just be immune to lightning damage like all the other elemental creatures, but no reason not to he cautious. And having Amy attack makes up for the damage lost and gives the turtle another target of attack in case it decides not to heal.
Upvoted.
Dragons are unlikely to have immunities.ed: wow I need more coffee. TOTALLY wrong. Here’s the Salavamander’s stat block:HP: 22
Atk: 7
Def: 3
Ability: immune to fire damage, 30% chance to attack all nearby creatures with fire damage; nearby floor deals 3 fire damage on the following turn
Drops: Magma Shield
A hideously bloated creature distantly descended from an ordinary amphibian. It appears almost unable to move, and thinks of eating above all else. In addition to whatever living creatures it can cram inside its giant mouth, the salavamander also ingests small boulders. These are melted down inside its body to become fuel for its spitting magma attack. The magma takes time to cool once expelled and still presents a passive hazard for a few seconds. Though the salavamander could only possibly have come to be within a dungeon, it seems its creation may have been directed rather than random.
So glad we’re doing this instead of recruiting a new character. Great. Since we’re doing this:
Ricki: Attack Shocksaurus
Lara: Attack Salveshell Tortoise, but keep that big ass shield equipped.
Amadeusz: Attack Shocksaurus
Cordy: Attack Shocksaurus
Mushie Brigade: Attack Shocksaurus
Mushie 45: Not you. You stay safe, little precious guy.
Golly: Reflect on the fact that you’re probably gonna get killed by some “damages everything in the area” bullshit while trying to stay safe.
I think there’s decent odds the Tortoise attacks the first round instead of healing, then switches to healing when their buddy is already injured, because they’re stupid dragons (like Salavamander), not smarties. Could be wrong, but just in case, we’re using Lara to distract Tortoise, trying to make sure that if the Shocksaurus has an AOE Lara’s the only one getting double-tapped.
When there’s something strange, in the dungeon hole. Who you gonna call? Pet master! *Sick saxophone riff*
I ain’t afraid of no pets.
We should totally tame that tortoise. Can you imagine it backing up our characters in a fight? Healing EIGHT damage at range, each turn? Talk about overpowered…
Slight adjustment to the slight adjustment to the slight adjustment to the slight adjustment of Plan Fight Dragons
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Ricki: Go down the rope. Attack the Lightning Lizard with your swiftblade.
Lara: Climb down the right wall. Wield your Tower Shield and punch the Tortoise in the face.
Amadeusz: Go down the rope. Attack the Lightning Lizard.
Cordy: Go down the rope. Attack the Lightning Lizard.
Shroom $51: Attack the Lightning Lizard.
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Animals are dumb as hell, so Lara with her bulky defense can probably distract the Tortoise from attacking while the rest of the squad takes on the Lizard. Elementals are I think always immune to their element, never simply resistant, so there should be no worries on using the Swiftblade.
Lara is the one distracting the Tortoise because with the Tower Shield she has the most defense, so even if the Lightning Lizard hits us with a big high damage shocking aoe, she’ll be the most apt to tank it and the Tortoise’s 5 atk bop.
In total our crew is dealing 29 damage, or 30 damage if our shroom explodes. This might not kill, but I think it’s our safest shot.
The issue i have is if we dont kill it, and lets say it does 4 dmg on ricki or cordy with its aoe, then next turn that char is going to get hit again and die.
If we’re going in, we need to make SURE the lizard goes down to prevent being hit twice by it. This is the bigger risk in my opinion then the turtle adding 5 (since it seems to focus on healing)
I understand that, but I don’t see a world where this skinny lizard is tankier than Sally and Sally was only 25 to kill. I can see this guy doing heavy single target damage, or maybe multiattacking a la Owlbear with those spikes on his butt, which is something that would be disastrous coupled with an extra 5 damage from the Turt.
Dodge chance is my worry. Could be a fast boi
Ehh I’m not super certain its immune instead of resistant. Like, the sunheads have +5 holy res when they look like they would be immune. The blowfishes filled with poison are only +5 resistant too.
And wisps are only “semi-sentient” but the life wisp healed a death wisp on the same turn both of them were attacked before so sentient turtle can be smart enough too. So this only deal 21 if turtle heals.
You do make a good point on the solar guardians. They are a definite exception. Blowfishes I wouldn’t count as they’re more a creature that evolved to survive in poison vs. being infused with the poison element. Like Plague Rats are immune to poison damage.
My only goal is to avoid an overwhelming death on round 1 of this combat, if it turns out the turtle doesn’t care about Lara’s attack and is locked in on healing, then round 2 can go towards slaying the Lizard. I guess there is no single best way to go about this fight. I wish us luck whichever plan goes through.