Dungeon 5 Turn 41
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Ricki expends her thieves’ tools to open the chest. Inside she finds a double crossbow, an incredibly powerful ranged weapon that’s incredibly useless without ammo. Macadamia plants the pocket hearth on the ground, creating a full-size magical hearth that buffs the Def of the party and the kobolds alike. Ricki and Macadamia then help the friendly kobolds jump down from the broken ladder and scramble to the safety of the lower floor.
“Thanks for your help, Ricki! This tunnel leads to an exit in an abandoned warehouse several blocks away. We can find our way from here.”
Meanwhile, after switching up her gear, Lara joins the battle with the salavamander. She and the spider deal heavy damage to it while Kamau continues to draw its attention. The creature doesn’t use its deadly magma breath yet…
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CROSSBOW, DOUBLE
Ranged Weapon
2-handed. Can be used to fire bolts. Deals 3 damage at range, or 5 damage if two bolts are fired at once.
Weight 2, Cost 32
Aww… look at the kids riding Daisy. 😀
Okay, cute time’s over back to murdering.
Kamau: Give Maca the Whip and Interpose
Maca: Equip the Whip and join the fight.
Lara and Spider: Murder time! >:D
Ricki: Give Kamau the Double Crossbow and loot the Magma Shield as soon as Sally dies if you can this turn. Then GTFO after picking it up.
Edit: Changed Maca’s weapon from Oxidicer to Whip.
Edit again: Added in GTFO at arQon’s request.
Inventory shuffle:
Kamau gives whip and encyclopedia to Maca, who drops rat tail near exit. Ricki exchanges Kamau’s leather armor for her wolf leather armor (so she has 5 armor with Hearth and Daisy bonuses), and Lara and Maca have 7 armor in case of fire attack), and gives him the crossbow.
Kamau interposes
Maca attacks salavamander with whip from as far as possible.
Lara and Spider both carry on attacking salavamander.
Ricki loots Magma Shield as soon as it is dropped by Salavamander, runs to exit, picks up unguarded rat tail on the way.
Everyone who can heads to exit and escapes, completing primary goal (together if at all possible to avoid possible abandonment, or, if not possible to complete primary goal, abandon).
This allows for only the least valuable item to be dropped if the magma shield happens to have weight 4. None with weight 3. No conditionals, either, except for the very last line because it is unavoidable – we don’t know how exiting/escaping mechanics fully work – and I don’t want us to abandon the primary goal. Should work as per Dungeon 4. But we can’t be sure.
Isn’t Ricki in danger of getting caught by the AoE in case Sally uses her magma breath? Does Kamau really need to change his armor?
What about Daisy? Should we point that she will just wait by the exit sign? Can Daisy even stand on her own by the exit sign? I’m afraid of the lava breath affecting her even if she does not engage Sally in combat.
I know we need the inventory slots for the magma shield, and that time is a factor here, as the Imperials are getting close. I just worry about Daisy.
Ricki IS in danger of being caught by the AOE, in which case she will receive two damage (and two remorse), which she can recover by Grit, which is meaningless atm because if guards arrive kamau will interpose for her. Her action doesn’t preclude her from leaving. If interpose does preclude kamau from leaving this turn, he is dead or least abandoned regardless of what happens. If he doesn’t interpose and the guards arrive, everyone dies.
In actuality, the end condition of this dungeon was locked in last turn.
Lava breath does not affect her as per pet rules, confirmed on discord by LSN unless she is still near the beast top of next turn.
If we want to have any chance of finishing off Sally next turn, Ricki needs to join the attack.
Sally has 22 HP and 3 def. This turn Lara and spider hit it for (8 + 4) – 3 = 9, meaning Sally now has 13 left. If Mac joins in with the whip next turn, that will be no more than 12 points of damage total, so Sally will still be at 1 HP or more at the end of the turn.
Therefore, I would add to Siv’s plan:
Ricki: Take a heavy pick from Lara and attack!
Nope. You forgot about the poison damage on the spider. They hit for at least 10, possibly 11. Macadamia will add 3 damage with the whip for a total of 13 hp damage this turn.
Yep, I did forget about that. Thanks!
Interesting, that implies that a regular crossbow only shoots for 2 damage at range. This is a good weapon for Macadamia, base Atk is irrelevant for ranged weapons. Ricki’s Crossbow Proficiency could push this even further.
I think the single shot implies the regular deals 3 Damage and that the 5 Damage for the double shot is diminishing returns.
Crossbow Proficiancy says +1 Damage when weilding a Crossbow or similar ranged weapon, not +1 per shot. Still a nice bonus though.
True, a regular crossbow might still deal 3 damage and just not offer the double shot option. I’d take that if it took one less slot.
I was thinking of the crossbow the ape was using which was pretty clearly one-handed (D5T26), and in general I’d expect a one-handed weapon to deal less damage than a two-handed weapon. That said, the thugs with a crossbow in the Tavern Basement were holding it two-handed. These are probably different weapons.
Oh, Crossbow Proficiency would definitely put the double crossbow at 4/6, my point is that those are big numbers for a ranged weapon. Don’t think of the second bolt as dealing less damage, either – as long as the target has at least 1 Def, you’re dealing the same or more damage per bolt with fewer actions spent. Single shots are only more efficient when a double shot would overkill, and the next step up from tiny enemies generally takes 4 damage (dire rats) or 5 damage (skeletons, miners) to one-shot.
Time to leaaaaave. Guards are too dangerous
See my comment above for explanation as to why we can’t just leave. Wish we could
I think we stand a better chance of “leave” if we all move to the exit and take no other action. Then the guards probably can’t/wouldn’t attack us
No… Remember when Ricki came for the wolf armor? She was attacked.
Oh man I hope it won’t breath magma next turn, otherwise we can say bye to Kamau’s bond point once again.
No, Ricki has 5 armor. The others have seven. He won’t remorse.
Do all DEF counts for fire damage?
We would assume so, unless specified otherwise, same as poison. Else the dungeon would be quite impossible to beat reliably.
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