Dungeon 13 Turn 49
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The party moves up and, as they expected, encounters a patrol of guards. Ricki, Lara, and Cordy gang up and knock out the justiciar, although not before he lights up the room with a ray of light into Ricki’s face. This makes it easier for one armed guard and the dog to attack her as well, dealing a total of 4 damage. Amadeusz follows up by taking out the dog.
The group of seven mushrooms enter an attack formation with the intention of attacking a pigeon, but they don’t find one. They can find no pigeon in this room at any point during this turn!
…Where’s the pigeon?
Before anyone asks,
No, we have no idea how or why the pigeon is already heading for exit. And I don’t think we can catch it since we have to move 2 and it only moves 1.
Swarm fish didn’t catch Ricki the same way
I guess the patrol noticed something and sent the Pidgeon the turn before. For example they could have noticed missing barricade in central room.
Or they could have inspected the boiler-room and found it “abnormal” (due to all valves closed).
The former we’ll never know, the latter we might have a chance… or not. It’s 49, so next is 50 and we’re fighting, we won’t see the state of the boiler before wisps-spawning at turn 50
Turn 50 is next! Oh boy oh boy, are the fireworks coming yet? Kids, protect your ears!
It was pointed out to me in Discord that leaving is an Action, so theoretically we should be able to do our Action at the same time. So we may be able to catch the damn bird after all.
Plan here is to recruit asap and clear patrol as safely as possible. We should be done with this patrol just as the new patrol reaches mid.
Ricki: point traps out to group. Move Right. Move right. Say hi to new friend and ask if we can help somehow
Lara: Demolish sword guard 1
Amad: Avoid traps. Tear sword guard 2 in half. end turn to the right of the leftmost pressure plate, but as far from the right most trap (exactly where Ricki was standing in this panel)
Cordy: Avoid traps. Tear sword guard 2 in half. Deliberately step on the rightmost pressure plate.
Mushy 47 attack guard 1
Mushy 48 attack guard 2
Next turn we can finish off patrol and Ricki can hopefully recruit friend
> Tear sword guard 2 in half
and then take some super-glue and an empty container from the foreground, glue those parts back together and dump them into the container so noone sees that, I mean, so the glue has some time to bind and hold it together, because, uhm, no killing sentient guys, right? xD
Rough plan moving forward (depends on new friend)
If we recruit immediately,
Lara and crew can make a noise in central chamber to draw new patrol towards basement. Then Ricki can run to exit with friend.
If we don’t recruit, then it depends on new patrol strength
Honestly, can majority vote stop pushing our luck? Let’s just get our new friend and get out already.
That is literally what we’re doing.
Nah, that’s just a flesh wound on Ricky. She gets that often when she peels potatose.
You should’ve seen that one when Lara died, again! /s
..but seriously, I don’t see what/how could have been done better in the last 2 turns, and the current action plan is straight along what you wrote: minimize enemies’ damage output first, then run to recruit, so whaddayamean? (oO)
Well there was T39
In hindsight maybe. But we had no idea what to expect against the turn 40 patrol, and it wouldve sucked to be pinned down by a supreme justiciar on turn 41.
Daring bird escape 😀
…also, at first I’ve read “one-armed guard” and had a WTF “wait, they’ve got their own Kamau or something?” moment. Fortunatelly, it’s “one armed guard” though. Phew!
A plan considering the stats posted on last page’s comments by Nekpot.
Stats for reference
name / atk / def / hp
armed guard 3 8 8 x2
guard 1 8 8 (chain + shield)
guard 1 5 8 (shield)
With those stats in mind:
Lara and mushies 44 and 52: attack armed guard 1 (16 damage)
Cordy and Amadeusz: attack armed guard 2 (18 damage)
Ricki: move right, move right, use action to double wand and mend yourself 1hp and attack the wisp by the vat with the magic missile (if it is even still there)
The other five mushies could knockout the unarmored guard, but I don’t want to risk 45. If we take D11T05~08 as a parameter, the patrol will arrive at the facility’s entrance room in turn 51.
I don’t think we can recruit the new party member and exit before turn 51. We don’t know if the vat exploded (unlikely, as there was no indication of an explosion) or melted away, freeing the new guy. And we still need to talk to them.
So we still have turn 50 to knockout the other two guards.
Of course, if we can recruit and escape before any reinformcement arrives, it is for the better.
Ricki doesnt have the mend wand, and the wisps are immune to the magic missile wand (it does non-elemental)
There was also some concern new friend might not like us attacking wisps…
Guards base stats are 8 HP, 1 Atk, 1 Def.
Assuming no rings,
3 Guards have Chain and Heavy Shield, so 8 HP, 7 Def. (15 to kill)
1 Guard is naked, so 8 HP, 1 Def. (9 to kill)
2 Guards have Longswords, so they total 8 Atk as a group.
Same as Earlier plan, but Ricki goes for the Pigeon. I was reminded that Exiting the dungeon (for us at least) is an ACTION, and therefore, Ricki’s Action of shooting the pigeon should still occur before it can leave. Unless it has a special rule stating otherwise (which I highly doubt).
Ricki: point traps out to group. Move Right. Move left (upper). Use dual wand of Missile and Wand of sting on Pigeon Dive to the floor while doing it for pure awesomeness.
Lara: Demolish sword guard 1
Amad: Avoid traps. Tear sword guard 2 in half. end turn to the right of the leftmost pressure plate, but as far from the right most trap (exactly where Ricki was standing in this panel)
Cordy: Avoid traps. Tear sword guard 2 in half. Deliberately step on the rightmost pressure plate.
Mushy 47 attack guard 1
Mushy 48 attack guard 2
There is a risk that the guards deliberately trigger the plates out of spite which may kill Golly if we’re not careful (or if Amad ends his turn to the left of both plates) By Specifying our movement, Golly can only be hit by 1 (which she can take), and the right most one will be gone so Amad and Golly can move away safely after the fight.
The cost is a single point of damage on Cordy if all the guards also attack them (and hit).
Won’t the pigeon have already moved by the time Ricki gets there?
It takes an action to leave. So Ricki should also get her action at the same time.
Aren’t we expecting a surprise bonus patrol to enter the dungeon next turn? Won’t this plan put Ricki face to face with them on T51, without the rest of the party to help her? And even if Ricki can kill this pigeon, won’t the T50 patrol just release theirs?
We have no reason to believe a patrol will show up on Turn 50. Turn 0 states they come every 20 turns.
Nothing is guaranteed however, in the worst case, we have ricki run for it to a red pipe to lose them.
I know what was stated on T0, but we both also know that bad things usually happen on T50. I figured that could very well be an extra patrol, and I assumed you were thinking the same thing because of this statement:
And this one:
If you’re not expecting a new patrol on T50, what do you mean by “new patrol”?
Sorry, those comments were on the assumption the pigeon gets to exit and spawns a new patrol immediately on T50. It was for when Ricki was going to tank instead of taking out the pigeon
Thanks! The close calls we’ve been having have got my paranoia cranked up to 10.
I’m missing something here too. If, in the worst case, a new patrol enters on T50 while Ricki is shooting a pigeon right in front of them, then on T51 they’ll already be attacking her, and running for a red pipe will only give them free attacks on her – right?
If a patrol does spawn on T50 (either from Pigeon escaping or a random Surprise), then they may get an attack on us. That is a risk.
Rip Golly, you will be missed
Guys, this dungeon is starting to feel cozy. Let’s just live here.
and put the manor on Airbnb
great view, friendly neighbours, and pet-friendly!