Dungeon 8 Turn 9
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The party reunites again in the second wagon, leaves a potion and the new boots behind for now, and begins clearing out the group of guards on the bottom floor.
It seems there’s no hidden gimmick to these five unarmed humans. They fight back to the best of their ability, but Kamau is able to withstand it, and three of them fall to the rest of the party’s attacks.
Kamau: interpose.
Ricki and Daisy: attack the left guard. Point out pressure plate on this floor to Lara.
Lara and her mushy: attack the right guard. Afterwards, avoid the traps, and drop the shields back on the pile for now.
Cordy: go to the bandit group up above and show our stone token while telepathically communicating our intentions to bring the cargo to their contact outside, please step off the box. Feel free to advise them to leave as well.
This why we find out if the assassin steps off the box pronto, we take cordy out of the area in case lsn prepared a surprise, and we get ready to loot/grab the pile next turn
I know this plan has been voted down, but just for the record, it seems like a waste of the bandit token – which, remember, is consumable. Docile is one thing, letting someone loot your chest is another. I’d rather save the token for a better use.
There is no better use, unless it’s on screen 5. See, the other one we saw can just be bum rushed through and looted by kamau, no interaction required. This is we’ll have to fight if the guy doesn’t get off.
Also if the token doesn’t allow us to get the chest it has literally no use anwyay.
So by the end of this turn we want to be about halfway done. Does it seem like we’re progressing enough?
The wolves aren’t a hard timer, just a soft timer that will get increasingly harder.
If we leave some good armor for the bandit’s and lens a wolf we can calculate how to set up some defense.
This is assuming the wolves enter the same place we did though (will probably vary)
Will the bandits even accept armor? Have we tried giving them anything? They won’t let us reposition them, due to dungeon madness.
We dropped some longswords for the 4-squad in Room 1, and they picked them up to use. They’ll probably accept any armours or shields we’re willing to give them as well.
Even knowing stat per wolf, we don’t know how many wolves per wave nor can risk assuming the spawn location with the whole mission at stake. I’d feel fine taking on a wave or 2 if it was just us, but we can’t equip every bandit group.
I also support culling the weaker bandit groups.
We don’t need to calculate defense for them. Just station Kamau in room 3 with working booties and he can move anywhere in the dungeon and interpose, giving time for the strike team to arrive.
I think we’re progressing fine as long as we don’t start wasting actions. I don’t know why we’d have to be half-way done by the end of this turn though.
I assume the current idea is triggering the big fight right with Kamau while other people loot after we finish off the naked guards this turn?
But what if… we switch it around? So that they’ll have started beating each up a turn earlier while we finish off naked guards next turn?
Pros:
-Reduce needed actions to clean up the big fight by the time we do that
-More battle loot from KO’d bandits. Notably, crossbow(mostly to know the stats) and intact chain armor
-Eyes on 4th room earlier
Cons:
-Weaker leftover bandit group less effective against wolves
I’m too tired after a busy Monday so here’s a quick rough plan with this idea:
Cordy: Using bandit token on its group, convince the assassin to step off the chest so we can finish helping them faster.
Lara: Equip a shield then drop 1 boxed good and the other shield on the loot pile to make space, then loot a naked guards’ chest. Then, move to the loot pile.
Ricki: Point out the pressure plate traps party avoid them then loot the other naked guards’ chest then move 2 rooms right using the corridor under the big fight to get eyes there.
Kamau: Move a room right and after Ricki has gone down the ladder, use the element of surprise to suddenly yank/push the merchant into the hole in the floor.
I’m trying a push instead of basic attack to take the free safe chance to learn more about mechanics since damage doesn’t really matter here, we just want an aggressive action to start the fight. We were told the armoured Solar Guardians are too heavy to push, now what about something without equipment/loot?
Feel free to post a variant if you see something to optimize. Can’t think too hard right now.
Won’t work because of the guards’ interpose. Any aggressive action against the merchant will be stopped in its tracks.
Also, wow, just noticed you want to drop the merchant off the dungeon border. That would KILL the merchant. Which means LSN will exercise his veto power and nix your plan, regardless of any mechanics.
We cannot command characters to do things they would be morally against. That has been amply demonstrated in the Warrens.
Push failing doesn’t matter. The only purpose is that the bandits see our attempt and start fighting.
No, it won’t kill it even if it works. Ricki commented that jumping off is a viable way to abandon, at the cost of some damage(T7). Ricki has 5 max hp, this tall merchant is at full hp.
It does. See my edit.
Still nope. Edited my reply to answer your edit.
I’ll change it to just push sideway(left/right from our perspective) in the morning if people want that.
For now, I really need some shut-eye.
Edit: Just edited the plan now instead of having to wake early since we don’t gain much from removing the merchant anyway. Good night all.
I think we want to keep all bandits groups as whole as possible, if we aren’t going to attempt knocking the full group out. The more health and surviving members they have, the more likely a group is to survive wolf attacks. I’d rather start that fight with Kamau around to interpose for our bandit friends.
Ricki: Avoid the floor mine. Point it out to Lara, so she can run upstairs
then run back downstairs to fight. Make sure she makes both transits safely then head upstairs to the loot pile and feed the lesser healing potion to Daisy. Run to the screen on the right, then go down the ladder and to the right again to see the new screen.
Kamau: Interpose.
Lara: Run upstairs, dodging the pressure plate trap on your way to the loot pile and back. Drop both of your shields in the loot pile. Return and attack the rightmost guard (8-10 dmg)
Cordy. Attack the leftmost guard (9 dmg)
Lara Mushroom: Attack same guard as Lara (9-11) dmg
Cordy Mushroom 1&2: Attack same guard as Cordy (11 dmg)
Cordy Mushroom 3: Attack same guard as Lara (10-12).
Explanation: Finishes the guard fight, meanwhile Ricki heals Daisy and gets us vision on the next screen. Moving forward this gets us set up to loot with Lara and Cordy, while Kamau grabs the floor items. Alternatively we should be able to move onto the next fight instead, depending on preference.
Just to be clear, the Ricki action here is standing by the ladder to guide Lara, then healing Daisy, then heading to the right. It’d read more clearly if I’d said “Ricki: Avoid the floor mine. Point it out to Lara, so Lara can run upstairs, and also point the trap out to Lara when Lara returns back downstairs to rejoin the fight.” ‘She’ refers to Lara at all times in the original comment for Ricki, and Lara is the one doing the fighting, not Ricki.