Dungeon 8 Turn 21
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Feeling that the situation is getting desperate, Lara backs off from the melee and casts one of her forbidden arachnomancer spells. She webs up the melee guard, who Cordy and their mushrooms are then easily able to defeat. This leaves only a single, badly wounded merchant guard remaining. If he can be defeated, that’ll be one of the goals of this dungeon complete… as long as the wolves don’t spoil things over in the first wagon.
Ricki runs back to wagon four and gives the bandit token she’s been carrying to another group of bandits. Like the others, they now view her and her friends as allies, and won’t attack them or stop them from looting the nearby chest.
After leaving his other ale behind, Kamau returns to wagon five and opens the chest there. As he does, an explosive crossbow bolt is launched from it, but his armour protects him (and his new little mushroom buddy) from the damage. Inside the chest he finds five more regular crossbow bolts (which he leaves) and another box of goods (which he takes).
That’s seven boxes. Just three more to go. Kamau puts on his owlbear booties and heads up to the top of the wagon and over to wagon four, on his way to hopefully buy some time.
Kamau: keep moving left to screen 1, and position yourself with the big bandit group at the top.
Ricki: loot this chest, move left one screen.
Lara: drop your token and Loot the leftmost chest.
Cordy: drop the explosive bolts, cowlwear and venom gland, attack the last guard by yourself and loot the shields and crossbows, in this order.
Kamau: Move a room left, drop a shield near the floor potion, move another room left, walk around floor 2 to trigger the pressure plate trap, then loot the docile bandits’ chest, then unequip the owlbear talons for battle next turn.
Ricki: Loot the chest in front of you, then move a room left, drop lockpicks near floor potion there then move to the right edge of wagon 2, floor 2 to watch the fireworks.
Lara: Drop your token then loot the rightmost chest. Then move a room right.
Cordy: Punch guard. Battle loot in order: any shields, unseen items and 1 crossbow, dropping to make space as necessary, in order: venom, bolt, cowl.
Explanation:
-Ricki make space in case Direwolf drop hide armor and is in position to kill wolves next turn.
-Kamau is in position to interpose wolves’ attacks for Ricki and top floor bandits next turn.
-Looting unseen items before crossbow in case guards have keys to locked chest. Plus, I’m pretty sure crossbows are weight 2 anyway since “Crossbow, Light” exist per Paws’ shop and I doubt they’d be the same weight.
I wouldn’t trigger the trap the same turn Ricki is scheduled to go near it, because of simultaneity. I don’t think the trap can be avoided and triggered on the same turn.
LSN mentioned we shouldn’t do free action abuse.
She can wait on room 3 or at the top of room 2 and join the bandits next turn, right? No point risking Daisy. It’ll literally make no difference to next turn, and might be safer to have ricki arrive at the same time as kamau
I thought so too until turn 13 of this dungeon, that show simultaneity is to actions. Despite what we requested there, Ricki’s post-action moves happened after Kamau’s action.
But yes, it’s not really capital to have Ricki in room 1 anyway. I can edit if you prefer?
Please do, I’ll certainly upvote then.
Ok, edited.
Thank you! 🙂
Can we wait to drop the lockpicks? If the hide armor doesn’t drop there’s a decent chance we’ll want to keep the lockpicks (or the dungeon could just end from looting chests and it’d be silly to have wasted lockpicks for no reason).
Also, it’s unlikely LSN will let you remove the owlbear talons after using them to move 2 spaces in a turn. We’ll have to do that next turn more than likely.
Lockpicks are terrible to bring out, at value of only 5g. Compare that with the shield from the eaten group at 20g. That’s double even when sold!
And I highly doubt dungeon will end while there’s wolves. Ricki’s objective here is “to make sure it’s safe for her chosen allies to escape the dungeon”(T0 text) after all.
Removing the talons is a mechanics test. For example, the rule could just as well be that we can equip/unequip them once per turn, in which case it will work. Either way, trying it allows us get information at zero risk.
Except thieves tools are unique in function, and we buy them all the time. If we pick up 3 boxes this turn and the dungeon ends, you will have lost the thieves tools for no gain, and we will inevitably spend 5 gold to buy a set before the next dungeon.
Hey, anyone know when the dungeon ends?
I think it’s automatic once we fulfill the goal and there’s no obstacle(aka Wolves) between us and the exit.
But does movement/future spawn matter?
Ex: What if we have a character that is too far from the exit to leave before next wolf spawn?
Can we choose to stay?
Ex: What if we kill last wolf on turn 22 but want to stay for 23 to loot more knowing it’s a safe turn?
Yeah, we don’t have that info.
Presumably, by last dungeon’s wording, and this turn’s wording, everyone will leave the caravan as soon as the people and cargo are secured. (I.e. no wolves on map, all guards defeated, 10 boxies obtained, or possibly just boxies obtained and guards defeated).
We could have to escape manually, but I wouldn’t assume that, mainly because the first option may screw us out of looting.
I must admit that is one reason why I didn’t have Kamau loot this turn, and had Lara looting the leftmost chest (sliiightly more chance of unique, I think)
I don’t think we need to kill wolves. We auto exit as soon as the goal is complete, and the goal is to get 10 units of cargo and defeat all of one side. We lose the goal of both sides lose 3 units to wolves, but that hasn’t happened yet.
Molly looks like he’s sleeping 🙁
Kamau: Move a room left, drop a shield near the floor potion, move another room left. Loot the chest the docile bandits were guarding, then walk all the way left in the path heading back to screen 1 to trigger the pressure plate trap.
Ricki: Loot the chest in front of you, then move a room left. Staying on screen 3 means we can get Ricki anywhere else in the dungeon next turn. No sense in moving left if we don’t have to.
Lara: Drop your token then loot the rightmost chest. Then move a room right.
Cordy: Punch guard. Battle loot in order: any shields, unseen items, then crossbow, dropping to make space as necessary, in order: venom, bolt, cowl.
Explanation:
-It’s Johnny’s plan but without dropping the lockpicks. No sense preemptively throwing away an item.
If we think 10 unit of cargo ends the dungeon without dealing with wolves, we should not do that this turn instead of just not dropping the lockpicks since there is a 2nd chest we’d miss next to the crossbow guard.
Someone said we have no info on how/when the dungeon ends.
I feel like we’re getting pretty clear hints/reminders from LSN.
and so on. From intro, the second goal is to
which pretty clearly says, we don’t have to exit. Just carry. Any items/loot/etc we want to grab, we MUST do before picking up the 10th box.
Note that this also lines up with the flavor text, the one saying how dungeon maddness seems to weaken and dissipate as we are closer to clearing the dungeon’s roots hooked in the reality. Yet another reminder that the dungeon will cease to exist when its reason to exist is gone.
From the How to play page:
Once the condition is met to clear a dungeon, all characters will immediately leave safely even if there are still monsters or traps to deal with, and even if they were separated.
If y’all think the wolves will politely let everyone go if we get 10 cargo, then shouldn’t we just… not? Both TNIM’s plan and my first one straight up lose a chest if they end the dungeon.
Kamau: Move a room left, heal with floor honey, move another room left. Walk all the way left in the path heading back to screen 1 to trigger the pressure plate trap.
Ricki: Loot the chest in front of you, grabbing up to 1 cargo box plus all non-cargo loot. Then move a room left. Staying on screen 3 means we can get Ricki anywhere else in the dungeon next turn. No sense in moving left if we don’t have to.
Lara: Drop your token then loot the rightmost chest. Then move a room right.
Cordy: Punch guard. Battle loot in order: any shields, unseen items, then crossbow, dropping to make space as necessary, in order: venom, bolt, cowl.
Explanation:
-It’s TNIM’s plan but we get only up to 9 cargo to have time to loot the other chest guarded by the final guard group in case having 10 cargo ends the dungeon.
I’ll laugh if LSN has to redraw the end of the dungeon again because we shifted plans at the last minute. Well, I won’t if we end up remorsing Kamau out again somehow because of the plan shift. That being said, I think this makes sense. We’ve seen other dungeons end in a somewhat nonsense fashion when the goals were completed (see chapel, tavern), so there’s no reason this one couldn’t too.
If the wolves kill >2 bandits before we get 10 boxes, we can no longer finish the dungeon successfully. We need to get eyes and interpose to the first wagon on turn 23 (and should leave before turn 25, when the next group of wolves arrives). Additionally there is some hard limit, probably the arrival of the guard of the empire.
I don’t think anyone wants to go past t25. But we earned that guarded chest. With Molly ‘s blood.
There is the chest behind Cordy (the one Lara does not loot next turn), and the chest in the second wagon, which nobody loots, and the potion of greater healing, which nobody picked up yet. If the loot from the last guard and/or the chest behind Cordy are trash, there are also the things Molly 1 carefully deposited on the floor. We should pick up things in turn 23 in the right order and either be auto-magic-ally out of the dungeon or move, move, move! Nobody wants to repeat the situation of the end of last dungeon.
Oh, I fully agree. We should not have a t25.
Probably too late to shift it, but the greater healing potion could be carried out by Kamau instead of eating the honey. Might be a better idea since it has a good sell value if nothing else.