Dungeon 15 Turn 50
————

Ricki cuts Daisy free from the web and they retreat back through the tunnel. Sue meets them there and heals Ricki for 2 HP. Ricki then takes a deep breath and goes back to the purple widow fight.

Amadeusz runs off to check on a far corner of the dungeon. Nothing here.

Lara checks the other end. Nothing here either!




The shields are down! All units prepare to engage!
Ricki: Ditch your thieves’ tools and loot the chest by the Widows. Head back out of the hole, to the right, and down.
Lara: Head right, go down the pit and attack Spider 1. Have Princess bite Spider 2.
Wolf: Head left, up, then left.
Sue: Head right, then down.
Rough Plan
Turn 51: Lara is softening up a couple spiders for easier kills.
Turn 52: Everyone converges in the pit, killing the three wandering spiders.
Turn 53: Lara and Ricki engage the High Priestess, first teaming up to kill the spider so Sue and Wolf can join without risking death.
Turn 54: Everyone engages and attacks the High Priestess.
Turn 55: We maybe die to Drider Priestess but we did our best
The moment HP takes damage she will teleport out. So we need to either have everyone in range to chase her from one area to another, or she needs to be overwhelmed in one attack, or she needs to have nowhere to go. That last not would be made easier if instead of just running back and forth for several turns, we start focusing on braziers and reducing HP’s options.
Also someone is going to be permanently cursed to lose their Poison Resistance, which reads to me as though they’ll never benefit from +Def to Poison ever again. We need to think careful about who will be set up to take that curse.
My guess is it will be the most dangerous appearing Character that the HP can cast it on, or Lara. Which means it’s possible to ‘game it’ to have it end up on someone we don;t care about, like Sue or Amadeusz (simply by having them be the only people attacking for the first turn against her spider bodyguards).
High Priestess teleports if she survives the damage, but our crew does enough damage to OHKO her even if one of our guys gets webbed, so long as we KO that spider with her first.
Staff Curse is confirmed by LSN to only last until the end of the dungeon.
> Staff Curse is confirmed by LSN to only last until the end of the dungeon.
pheeewww, what a relief
Also, have Ricki ditch not only the Thieves Tools, but her gloves since they won’t help defend against the Widows and she might just be able to pick up two things from the chest. Sue or Ricki can pick up the gloves when they leave or pass through here again.
Absolutely not dropping the gloves when we’re this close to ending the dungeon.
I see you ignored the “can pick them back up when move through”.
As it stands, if Ricki finds more than one “will break if dropped” item, it will break because it will be dropped, because she has only one free slot.
[EDIT]
Also, I can’t believe you guys worried so much about the “will break if drop” notice on the spider idols. Every potion also has that notice and they are dropped constantly without effect. My bet is “will break if dropped” refers to not having space in the inventory for it (though I’ll have to check prior dungeons now for that) or if dropped from a height. Not “will break if set down in a pile of stuff on the floor”.
[/EDIT]
I do not want to risk losing our unique wall climbing invisibility gloves to potentially save a theoretical 2nd potion.
All potions dropped so far didnt break because LSN hadnt added that “will break if dropped” bit until halfway through this dungeon. They now all break if dropped.
Ahhhhh… that explains that. Did LSN clarify what constitutes “drop”?
I don’t think he spelled it out word for word, but did mention that if a potion left our inventory, or we attempted to loot a chest and it hit the ground since we didnt have room, it would break. Unsure if battle loot drops would shatter if they couldn’t be carried, but Paws was able to safely set down a potion we purchased without space for earlier.
Sick’s plan plus testing ranged attack from above.
The last patrol surrounded Lara on sight so if they do it again, we can line one up to be shot from above.
If it miss for whatever reason, no problem cuz Sue still gets in position for her next turn’s job so it doesnt cost anything. If it hits, we get a extra kill. Either way we learn something.
Ricki: Ditch your thieves’ tools on top of the ones already on the floor then loot the chest by the Widows. Head back out of the hole. Move right.
Lara: Carry Princess. Move right, go down the broken ladder and stand just left of the shaft so you wont get hit by a spear thrown down but a spider standing to your right will. Stab the spider that is standing on the rightmost position when it bites you.
Princess: Be carried. Bite a spider Lara is not attacking.
Wolf: Head left, up, then left.
Sue: Head right. Stand right above the ladder leading down and throw shocktail straight down the shaft.
Do we really wanna risk breaking our best ranged weapon?
Not only that… this feels real close to a “conditional action”, even though it clearly isn’t. It’s meant as a “throw spear down the ladder shaft to hit any spiders who might happen to be under the ladder”… and those types of actions are close to being ‘conditional’.
Though, in Kat’s favor, the Shocktail Javelin reforms after being thrown, I’m not sure it is possible to break it as part of throwing it.
Current Map, party completely split for maximal ability for anyone to be picked off alone.
Thank you for providing a map! There is a map of the current dungeon and of the preceding dungeons at https://bit.ly/dungeon-eyes-map – it is updated not regularly, but it has one nice feature: the traps detected by us are marked on the map, just so we remember to tell Ricki to tell the others to mind the specific trap when crossing it. So, if you please could also include trap marks in your map, that would be helpful.
PS: Do you already know of https://bit.ly/dungeon-eyes-mechanics ?
“There is a map of the current dungeon…”\
Yeah, but as you mentioned, it’s not been updated in a while. That’s why I started posting mine. (I’ve been making them as I read to keep track of where the party had moved, I just wasn’t ‘updating’ mine the way I’m updating the ones I’m posting. The ones I was doing for my own sanity while reading were just “first time a room is entered” versions.)
“So, if you please could also include trap marks in your map, that would be helpful.”
Not likely for this dungeon, there is only one trap in the dungeon not marked on viewer.diagrams.net map, but no one should be tripping it since there is no reason to go there again (it’s at the top of the short ladder in B1, there is a pressure plate next to it with two holes in the wall above the ladder, likely a fart* launcher trap).
But I probably will for future dungeons, depends on how much extra effort it turns out to be (updating with “current actual situation) is a bit taxing sometimes). I might tinker around with viewer.diagrams.net and see how intuitive it is…. Catbox is very annoying, but it’s better than imgur so far…
*This was a spelling error I caught the next day… but I’m leaving it because it amuses me.
Looks like the High Priest teleports between brazier locations, maybe even uses them to power her summon spider ability.
So, we need to destroy those braziers, before we engage the High Priest
We are probably done breaking braziers. High Priestess is in the most ideal spot to fight her in since she will only have 1 Spider protecting her after we defeat the 3 spider patrol she just summoned.
Taking damage may not be the only thing that makes her teleport. She very well might from having her entourage attacked.
I guess? Not something we have control over or any real reason to believe will be so, nor do we have the liberty to work around that if it is the case. We arent taking out the top right brazier, and we wont have the damage in time if we send Lara and Wolf up there to dirge her back down from there.
And once she starts summoning anything worse than the 3 spiders she just summoned, we’re fucked. Lara is at max defense and can only just barely tank them. If it were 4 spiders we are getting into a three turn battle every 5 turns.
Priestess has to die ASAP.
“We arent taking out the top right brazier, and we wont have the damage in time if we send Lara and Wolf up there to dirge her back down from there.”
Preparing the popcorn for when the team has to go and fight her there because HP turtles up behind her greatest defenses that were deliberately left for her…
Teleporting witch queen OP, plz nerf.
If this is the top post LSN legally has to do it guys
Early on I asked LSN to completely disregard any suggestion I make.
Sick’s plan plus free mending
Ricki: Drop lockpicks over floor ones. Loot widow chest. Leave hole and move right to get Daisy mended.
Lara: Head right, go down the pit and attack Spider 1. Have Princess bite Spider 2.
Wolf: Head left, up, then left.
Sue: Move right, mend Daisy.
Good catch.