Dungeon 9 Turn 20
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Kamau and Botanya return to the central area of the tomb and inspect the pair of pots on the ground. Unfortunately, they aren’t able to determine anything new about them.
“Oh, you’re interested in burial rites? Finally sick of the whole “living” thing?”
“Well, I can help you with that!”
*thunk*
“…Just put down that shield first!”
Botanya checks the bottom room again, but still can’t see anything. She returns back up the ladder.
Ricki remains paralyzed until the end of the turn, then shakes it off.
I don’t suppose we can eliminate all the zombies and accomplish the secondary goal? I think if we kill the wight that appears to be creating all the zombies, guards are going to start showing up like we saw in the kobold warren, so we have to make sure we kill him last if we’re going to do that. It would make sense for them to come through the barricaded entrance, but it could also be a situation where they come through the secret entrance we went through. There’s also the possibility that the red demon thing has some sort of secret means of escape, but I wouldn’t bank on it.
We can also try to kill all the ghasts and other green enemies and hopefully open that swanky green chest. Either way, if we want to hit other goals we need to clean up this dungeon a little more. Cleaning up the dungeon will also make it easier to escape without interference if guards start showing up. Obviously we won’t open any coffins or smash any pots because we don’t want to encounter any more unblockable spirits until after we assess everyone’s HP and infection when the cleanup is over. That’s also tertiary goal stuff, which is de-dungeonizing the dungeon. I don’t think it’s likely we can do that. But at some point I would like to see what happens if we wipe a dungeon besides the manor, which was designed to be wiped out as part of the story.
I think the tradeoff for getting that chest near the zombie owlbear is that we have to destroy two of the barricades, which will decrease the amount of time we have to escape the guards, so we should resort to opening that only after we have a clear and easy escape and we accomplished all we wanted to accomplish.
None of this stuff I’ve said is short term for this dungeon, and a lot of you guys have been playing this game and have more knowledge of the enemy stats than me. I don’t really frequent the Discord that much, either. Just throwing my thoughts out there.
Your thoughts are always appreciated!
LSN did say that part of the game is not being able to complete everything in a dungeon, so focussing on a couple of goals at a time Is key.
I agree that there may be guards showing up, but I don’t think it’s killing the Necro
My reasoning is that he is obviously the source of the zombies and killing him will end the dungeonnbeacuae that is the main objective.
The warrens twist happened after completing a side objective for Mac, not the main goal, and that cause the the dungeon goals to change.
So potentially gaining Coccyx as a character is the guard trigger, right? How do you reckon we go about doing it? I just figured getting rid of the necro eliminates the time limit, so a new timed objective would have to take place to compensate for that. But I looked back at the other dungeons, and you’re right that completing the main objective typically ends them. We’re in good enough shape to do some other stuff first imo
Honestly, I have no idea how to get Cyx unless there’s a random item in a tomb or something.
Honestly just from the design of the dungeon I do not think the guard trigger can be anything but reaching/defeating the necromancer. Alternatively, it could be time I guess. If the trigger was something like recruiting Coc, we’d have no way of getting to the necromancer in time without completely trapping our party. I know narratively we just somehow escape the dungeon, but there’s no path out FROM the necromancer that doesn’t lead back towards a hypothetical guard invasion.
Plan: raid a tomb
Ricki: move left and wait for botania. Point out the trap on the bottom floor to the party and lead everyone over it. Move down and attack zombie 1 by the tomb.
Ricki mushroom: attack the same zombie as Ricki
Lara: avoid the trap Ricki points out to you. Move down and attack zombie 2 with your mushroom pet.
Kamau: avoid the trap and move down and open the tomb behind the zombies.
Botania: move left, then avoid trap with Ricki, and the double move down. Stay away from the zombies in case a mushroom pops.
Lara and Ricki will kill zombies and everyone will be ready if anything is in that tomb.
Forgot to add that I have kamau opening a tomb this turn so we wouldn’t be left trying to open two tombs next turn which would be risky
Uhm. Isn’t this plan risking a zombie and cocvyx ganging up on a mushroom and exploding it, thereby damaging Botanya, therefore remorsing kamau?
Good point. Edited so she’s notnnearby
Plan: Raid a tomb and avoid Remorse.
Ricki: move left and wait for Botanya. Point out the trap on the bottom floor to the party and lead everyone over it. Move down and attack zombie 1 by the tomb.
Ricki mushroom: do not attack.
Lara: avoid the trap Ricki points out to you. Move down and attack zombie 2 without your mushroom pet.
Kamau: avoid the trap and move down and open the tomb behind the zombies.
Botanya: move left, then avoid trap with Ricki, and the double move down. Stand near the zombies.
This plan has tye disadvantage of assuring Ricki and Lara will get 1 zombie point each, but has the advantage of avoiding remorse. I think that, while Coccyx is in play, only way to avoid zombie points is the pipes.
Clarification: Kamau and Lara should wait until Ricki arrives and points out traps before moving.
Plan: Raid an unguarded tomb to avoid remorse and zombification.
Ricki: move left and wait for Botanya. Point out the trap on the bottom floor to the party and lead everyone over it. Move down and open the unguarded tomb.
Lara: Do not move until Ricki arrives. Once she does and points out the trap, avoid the trap Ricki points out to you. Move down and attack the topmost hanging pot with venomous sting, from the ladder on the topmost floor.
Kamau: Do not move until Ricki arrives. Once she does and points out the trap, avoid the trap and move down and open the trapped chest. If the flytrap could stay a ways behind the chest, that would be great.
Botanya: move left, then avoid trap with Ricki, and then double move down. Stand on the ladder of the topmost floor.
Reason: look. We know we want to open everything we can now rather than later, especially that floor, and it’s very likely we’ll want to open a path to coccyx and his chest via allowing the rope to play out.
Dangers: while this plan isn’t risking remorse or zombification (unless the chest has plague tipped bolts), we are risking a fair few monsters showing up for us to deal with next turn. Hopefully Kamau can interpose them all next turn, and Botanya can help with piping, but this plan still carries some risk that’s unavoidable if we want to do the things outlined eventually. We are also risking the flytrap.
I don’t want a big wraith and little wraiths spawning again. Both at same time was devastating. I’d prefer just the tomb and a wasted action instead
Will do.
Plan: Raid an unguarded tomb to avoid remorse and zombification. Variant that risks mushroom instead of flytrap.
Ricki: move left and wait for Botanya. Point out the trap on the bottom floor to the party and lead everyone over it. Move down and open the trapped chest. If the mushroom could stay a ways behind the chest, that would be great, please do so.
Lara: Do not move until Ricki arrives. Once she does and points out the trap, you can avoid the trap Ricki points out to you. Move down and attack the topmost hanging pot with venomous sting, from the ladder on the topmost floor.
Kamau: Do not move until Ricki arrives. Once she does and points out the trap, you can avoid the trap and move down and open the unguarded tomb.
Botanya: move left, then avoid trap with Ricki, and then double move down. Stand on the ladder of the topmost floor.
Reason: look. We know we want to open everything we can now rather than later, especially that floor, and it’s very likely we’ll want to open a path to coccyx and his chest via allowing the rope to play out.
Dangers: while this plan isn’t risking remorse or zombification (unless the chest has plague tipped bolts), we are risking a fair few monsters showing up for us to deal with next turn. Hopefully Kamau can interpose them all next turn, and Botanya can help with piping, but this plan still carries some risk that’s unavoidable if we want to do the things outlined eventually. We are also risking the mushroom
Can any of the party members simply suggest to Botanya that she attempt to recall the same melody she played when the pipes successfully stunned the group of zombies earlier? LSN’s descriptions make it sound like she’s playing random notes each time, doing the musical equivalent of a newbie button mashing in a fighting game. If she or the party discovers a specific sequence of notes that proves consistently effective, she should memorize that melody and play it every time to remove some of the risk involved in engaging with undead in combat.
I think the mechanics of the pipe just are random. I don’t think we’ll find a method of bypassing random chance that isn’t related to a character sheet ability.
Plan: Raid an unguarded tomb to avoid remorse and zombification. Variation: wastes an action, avoid breaking pot.
Ricki: move left and wait for Botanya. Point out the trap on the bottom floor to the party and lead everyone over it. Move down and open the unguarded tomb.
Lara: Do not move until Ricki arrives. Once she does and points out the trap, avoid the trap Ricki points out to you. Move down and wait on the topmost ladder part.
Kamau: Do not move until Ricki arrives. Once she does and points out the trap, avoid the trap and move down and open the trapped chest. If the flytrap could stay a ways behind the chest, that would be great.
Botanya: move left, then avoid trap with Ricki, and then double move down. Stand on the ladder of the topmost floor.
Reason: look. We know we want to open everything we can now rather than later, especially that floor, and it’s very likely we’ll want to open a path to coccyx and his chest via allowing the rope to play out.
Dangers: while this plan isn’t risking remorse or zombification (unless the chest has plague tipped bolts), we are risking a fair few monsters showing up for us to deal with next turn. Hopefully Kamau can interpose them all next turn, and Botanya can help with piping, but this plan still carries some risk that’s unavoidable if we want to do the things outlined eventually. We are also risking the flytrap.
Why all the plans are involving raiding tombs? Won’t it be much safer to loot some unguarded chests and see what we get?