Intermission 12 Page 18
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“Wow… there’s a lot more guards here than I expected.”
Too much.
“Yeah. I wonder if they sent more people from the outpost.”
“What do you think, can we still get in?”
Night.
“Oh yeah, that would help! I keep forgetting that humans can’t see in the dark.”
Ha ha!
“Still, it’s gonna be tough in there.”
“What do you think, Amadeusz?”
“Should we still go in?”
“Yes. I think we should.”
A translation of coloured text! Because Amadeusz is exactly the person who will say one thing in the end just to make someone work!
RICKI: “Wow… there’s a lot more guards here than I expected.”
LARA: ↔
Too much.
RICKI: “Yeah. I wonder if they sent more people from the outpost.”
“What do you think, can we still get in?”
LARA: ↑↑
Night.
RICKI: “Oh yeah, that would help! I keep forgetting that humans can’t see in the dark.”
LARA: (hss hss)
Ha ha!
RICKI: “Still, it’s gonna be tough in there.”
“What do you think, Amadeusz?”
“Should we still go in?”
AMADEUSZ (definitely listening to the conversation and not staring at the obviously not very dangerous thing): “Yes. I think we should.”
Imma be real, someone would have to have his eyes gouged out to not read Ama’s text. You guys always bother with this and write some sassy stuff about doing work no one asked you to. Its like going to a stranger’s table and hold up his drink for him, while saying “Oh geez, no need to thank me, you HAD TO buy tea.”
Prepare to be amazed. Are you ready? Okay, you don’t have to read it.
Mindblowing, right?
Also there are several people who complained about having trouble reading the coloured text, so you’re objectively wrong about that part.
Ricki: “Wow… there’s a lot more guards here than I expected.”
Lara (signing): Too much.
Ricki: “Yeah. I wonder if they sent more people from the outpost.”
Ricki: “What do you think, can we still get in?”
Lara (signing): Night.
Ricki: “Oh yeah, that would help! I keep forgetting that humans can’t see in the dark.”
Lara (signing or body language): Ha ha!
Ricki: “Still, it’s gonna be tough in there.”
Ricki: “What do you think, Amadeusz?”
Ricki: “Should we still go in?”
Amadeusz (whispering in near-invisible red text): “Yes. I think we should.”
[LOL, Spider Minstrel beat me by 39 seconds]
It’s not a race!
LOL!
Your commentary is better.
Amadeusz: “Yes. I think we should.”
Amadeusz: “I count 18 small tents and 1 big tent. Assuming 4 Guards per small tent that’s only 72 Guards. Assuming that they’re not “hot bunking” and assuming 3 eight-hour shifts we’d probably be dealing with 24 Guards on duty, 24 milling around or doing camp upkeep chores and 24 asleep at any given time. If we sneak in and take out the sleeping ones first then the others might not figure out where the mushroom army came from until it is too late while the werewolf and drider take out their leaders in the big tent throwing them all into mass confusion and we can pick them off in small groups after they’ve routed. Then we can loot the Research Facility at our leisure before reinforcements can arrive from the Guard Outpost that we didn’t blow up when we had the chance.”
Amadeusz: “What?!? Do you have a better plan?”
to be honest, the smaller tents look to me more like an individual 1-person tents, ooor max 2-person tent if they are comfy hugging
LOL. Actually, I thought so too based on the scale we see in the picture, but it wasn’t as funny that way. Plus if it was just 18 Guards split into groups of 6 Guards on three eight-hour shifts outside the entrance people probably would vote for a plan to kill them all so that we don’t have to worry about a turn 40 or turn 50 time limit. I think we’re just going to have to assume that there’s lots of tents that the characters can see but that we can’t because they’re out of the frame of the picture. Yeah, that’s it. Plus a few Miniature Imperial Golems, and maybe some full sized ones too, which we saw back in https://dungeoneyes.com/intermission-8-page-20/
What’s the weird flame that Amy (presumably) is focusing on?
I would’ve commented earlier,but my phone’s battery ran out.So fccking annoying.
I’m intentionally ignoring the yellow tadpole in a jar thing, so that we can be surprised when it turns out to be something like a light source to illuminate the entrance at night or an organic burglar alarm (although why they couldn’t just use a couple of guard dogs for that purpose mystifies me, that was one of the reasons people kept dogs in ancient times). We will all be very surprised by what it does in the next two Pages because we won’t have speculated at all. So lets just ignore the captured alien for now… oh, wait that’s a different genre.
(There is a better thread to speculate on the yellow tadpole thing down below, started by King Marath. Please read all the treads and try to pick the most appropriate/relevant one to put your Replies on.)
…time to NOPE out of this.
I think we already tried that back on Page 14: https://dungeoneyes.com/intermission-12-page-14/#comment-15038 but we could try again.
I don’t think we’ll be able to Abandon this dungeon until Turn #0 (probably right after we hear Amadeusz’s Sketchy secondary objective), or maybe we won’t be able to abandon it but will be stuck needing to find another exit (there was a second exit at the Guard Outpost).
I can’t think of anything that we brought with us that would let us collapse the entrance behind us if we are spotted so that a brigade of guards cannot swarm in after us. Nope, nope, nope…
Didn’t we bring a bomb?
Yes, we did bring one of the bombs we made at the Guard Outpost, it is shown on Lara’s inventory. Unfortunately I doubt we’d be allowed to use a bomb for something like that, so I was both making fun of that and reminding people that we brought a bomb that we do probably need to use to free up the inventory slot.
I’m almost sure we won’t be able to collapse the entrance with this bomb. Aside from the obvious GM’s veto against game-breaking ideas, there are actually a couple of in-game things against it
I agree. I think the GM gave us plenty of hints about the limitations of the bombs we could construct at the Guard Outpost. It may be that the bombs end up being little more than very loud lockpicks in other dungeons, although the 10 area effect damage could be very nice sometime since sources of area effect damage are difficult to come by.
EVERYBODY just stares silently at Amadeusz until he talks.
I’ve been re-reading the Guard Outpost (dungeon #11) including all the Comments, since I wasn’t reading Comments back when that dungeon was delved. I made a bunch of notes and observations in the Comments back on the last page and I’d appreciate it if the more experienced players would take a look at them and let me know if there are any problems with them, since I haven’t made it through all of the old dungeons reading the Comments yet to try to figure out exactly how things work and I’m not on Discord to get all of the additional info that is divulged or discussed over there.
Thanks for posting those reminders. I know that the discord group sometimes forgets that what’s known is not the same for everyone else. In general, we usually have a good estimation of enemy stats for repeat enemies but new ones are always gonna be iffy at first. This is gonna be especially tricky since we have to guess on enemy targetting preference which we have less data for since we use Kamau a lot.
Please keep posting observations, theories and everything really. I check the comments an unhealthy amount of times and pass along all info to the discord group. We’re all working together on this.
I hope you got the answers you were looking for.
It would help a LOT if the plans from Discord included the math of what we believe the opponents’ Atk and Def scores are so others can see what is known and how it is done. That would allow people who are new or only occasional players to understand the plans we are voting on better, as well as allow people going back through the Archive to learn how to play.
There was a shared doc floating around that had some enemy stats estimates I’ll see if I can track it down. Unfortunately, most dungeons are like 80% new creatures so it ends up being: do we think it is stronger or weaker than X?
Is this the doc you are referring to: https://docs.google.com/document/d/1H6jWaYKYt5_5SrnDJXSkLry5x5CbretMUpqM1g8dE5g/edit#heading=h.pkedm3nvbg6h
Ah, here it is.
https://docs.google.com/document/u/0/d/1WZ7lSOkuiXyCA7rI6ST2nLnbBNCRlnpFWLd__vULB9s/mobilebasic
Honestly, most of our data is incomplete since we tend to overkill things as a precaution and it doesn’t let us determine def vs hp
Thanks for the info, that’s very helpful!
By this point in the story we may be starting to turn a corner on how many totally new creatures we see in each dungeon. The Guard Outpost seemed to be over half things we’ve seen before, although we did see Dungeon Guard Dogs, Messenger Pigeons, Guard Elites, the Guard Enforcer, the Battlesmith, and the Kobold Ringwraith (or whatever pun that undead kobold would have been called), as well as the Miniature Imperial Golem. Several of these were variants on things we’ve already seen. The new surprise there was opponents that seem to have their own abilities, like a Guard with 3 pets (maybe?), a Guard Elite that buffed the Guards with him, and the Guard Enforcer with Heavy Strike (maybe?) and some sort of Evasion.
The Research Facility may have a lot of variants of things we’ve already seen, so it may be back to the 80% unknown again. I guess we’ll see when we get in there.
Were-Amadeusz may be more useful than Kamau for showing us what the new creatures can do.
Could someone from Discord please post what we know about the various types of Guards and Guard Dogs since we seem certain to encounter them?
Perhaps written up like they show up in the Enemies list, with their base stats first (or speculated range) and then their known or speculated Abilities.
For the most part, we used Daisy’s stats as a base. Same with the guards, we used pre-drider Lara
Here:
GUARD
HP: 8
Atk: 1
Def: 1
Black-metal equipment is Imperial and must be discarded at the end of the dungeon to avoid getting caught.
GUARD DOG
HP: ??? (Ball and Chain drop + 2)
Atk: 2
Def: 1?
Could be lured with just a shout. Can traverse ladders.
I’ve been going back through Dungeon 1 where we fought a Guard Dog and a Guard (and some of the other old dungeons), so I think I can fill in some details. Here is the intel that I have managed to glean so far on guards and their dogs:
GUARD:
HP: 7? (possible range:6-9, 6 seems more likely than 8 or 9 which are only possible if they are base Def:0)
Atk: 1 (certain) + weapon
Def: 1? (range:0-1) + armor + shield
Enc: 8+ (we’ve seen Guards with Chain Armor + Heavy Shield + Longsword, D11T42, and even Plate Armor + Heavy Shield + Longsword, D5T29)
Move: 1
Night vision: probably not (the Guard in D2 carried a Torch)
Blood color: red
Drops: Items carried/worn
Abilities: probably has their Def buffed by Guard Dogs (like Daisy), probably buffs Guard Dogs’ Atk (like Daisy) (buff details unknown, <caution> may stack).
Interaction with Items: can use Items, no special/unique Guard-affecting Items are currently known.
Targeting preferences: Some Guards seem to prefer targeting Kamau while screaming “TRAITOR!”. Based on limited observations, when groups of Guards (patrols) fight groups of dungeon monsters the Guards seem to spread out their attacks evenly among the creatures rather than ganging up on a creature to finish it off quickly, this can prolong combats (and make it possible for the party to survive a fight with them), it is uncertain what they’d do if their targeting strategy resulted in a stalemate but since they are intelligent they would probably act that way if circumstances forced them to.
Tips: Guards almost always have weapons and often have armor and possibly shields. Look very carefully to see what armor they are wearing and what weapon and shield they carry, their armor/weapons/shields are usually but not always yellow & black Imperial gear that must be discarded at the end of a dungeon and has no sale value, some Guards have had ‘hidden’ Items like Holy Water or Copper Rings. Guards with a black/yellow torso are just wearing uniforms, a brown torso with shoulder pads indicates Leather Armor (+1 Def), and a gray torso without shoulder pads indicates Chain Armor (+3 Def), in all the preceding armor configurations they have thin gray stick-like feet. Guards with a gray torso with black shoulder pads and thick black feet are wearing Imperial Plate Armor (+5 Def); their weapons and shields are usually pretty obvious but they can carry weapons unequipped although the Enforcer has been the only example so far, which was probably in case Ricki had bought the Steal I ability and successfully stole her weapon.
Seen in: D1, D2, D5, D11, D13
Upgrade/next: Elite Guard, Enforcer, Imperial Champion.
GUARD ELITE:
Elites probably have a base Atk:2, Def:2, and more HP, as well as their obviously better equipment. It was mentioned in the first fight involving an Elite that, “The presence of an elite guard is making the others more effective, it seems.” but it is uncertain if this is a permanent always-on buff or if it was an Ability with limited uses (like Amadeusz’s bardic inspiration) and how many allies it affected. Other than that Elites seem to be the same as other Guards.
Seen in: D11
GUARD ENFORCER:
Enforcers probably have a base Atk:3, Def:3, and more HP (probably less than the 15 Kamau had when we met him), and are loaded with magic gear including things like custom magic weapons and two gold rings (and three rings is a possibility). They seem to have multiple Abilities similar to ones that our characters have including probably things like Heavy Strike and Dodgy/Acrobatics/Evasion, Kamau hints at this (D11T24), “The real problem is we won’t know exactly what she can do unless we DO fight her. Everyone learns different combat styles, you know?” Enforcers are tough, according to Kamau (D11T24), “It’ll be tough. Anyone who makes it to Enforcer status is more or less on the waiting list to be a Champion. I think most of them could’ve beat me in a fair fight after my injury. I’ve learned some new ways to make up for my weaknesses by now, but… I dunno, it won’t be easy.”
Seen in: D11
GUARD DOG:
HP: 5? (range:4-6)
Atk: 2 (certain)
Def: 1? (range:0-1)
Move: ? (probably 3, based on Daisy)
Night vision: probably not
Blood color: red
Drops: nothing
Abilities: bark to alert Guards, probably buffs nearby Guards’ Def (like Daisy), probably has their Atk buffed by human Guards (like Daisy) (buff details unknown, <caution> may stack).
Interaction with Items: cannot use Items, may interact with Hunting Bow, Whip and Wolf Hide Armor.
Targeting preferences: <unknown>
Tips: could be lured with a shout
Notes: can descend ladder shafts (not sure about descending freestanding ladders or climbing any ladders), don’t seem to be able to track intruders (they seem to be guard/attack dogs, not bloodhounds, but we don’t know for certain)
Seen in: D1, D2, D5 (Daisy only), D11, D13
Upgrade/next: Dungeon Guard Dog.
Based on the combat in Dungeon 1, while typical Guards might possibly have as much as 8 HP if they had Def:0 it looks like 6 or 7 HP is more likely if they have a base Def:1 which is what seems to be the case. If the Guard we fought in Dungeon had Def:1 and HP:8 then the description of the second turn of the fight is highly embellished, since Kamau and Ricki together had Atk:6 in the first Turn and, “takes a lot <of damage>, but doesn’t fall just yet.” then in the second Turn of combat Kamau with his Atk:4 is sufficient to get, “Kamau is easily able to finish off the guard, who is wearing only his uniform rather than any real armour.” (Ricki was going to help in the second attack but wasn’t necessary and got to do something else). The Guard in Dungeon 2 didn’t do much but we can see that they have Move 1 and he carried a torch (I wonder what would have happened if we put out his torch). I took a quick look at the Guards that showed up in Dungeon 5 but interaction with them was limited (though it confirmed that they’re Move 1 and have a base Atk of 1, see D5T29). I haven’t looked at the rest of the dungeons were Guards appeared to double check (yet).
BTW, I think the Ball and Chain drop (D1T11) was probably treated as a Ranged attack with a Damage equal to the weight of the Item that was being dropped (5). The Guard Dog probably has a Def:1 (based on Daisy) so that probably did 4 HP of damage (and it would have done 5 HP if the dog had Def:0) and we know the Guard Dog barely survived that initial Item drop attack since Ricki finishes it off the next Turn with an Atk:2. I doubt that a typical Guard Dog has less HP than our pet Daisy the retired Guard Dog (who has 4 HP) or more HP than Lupus Lazuli (who has 6 HP) so I’ll make those the lower and upper limits. It certainly looks like Guard Dogs probably have Def:1 and HP:5 and Daisy has only 4 HP due to be old and retired, but it is possible that typical Guard Dogs are only 4 HP just like Daisy and the Ball and Chain drop did less damage.
In regards to guards targeting AI, we did get a confirmation that they would target the least armored opponent (this was the big hammer bro above kennel in the armory dungeon). If none apparent, then random. When the patrol fought the bugs, they split attacks because they were experienced with killing them and knew to split the bugs attacks while they could each slowly take them down. In general, it’s hard to predict the guards intelligence since there are a lot of factors. Hopefully we’ll see more creatures then guards here
If that was the only problem with my big write-up then I’ll be happy, but if you or anyone else notices a problem or has anything to add please tell me.
Thanks! I’ll try to incorporate that info in my next version. I don’t dare update my huge Post above because it is so long that touching it risks incurring the wrath of the dreaded spam filter (I already lost the first version that I posted to the spam filter when I tried to fix a spelling error).
Re: “we did get a confirmation that they would target the least armored opponent (this was the big hammer bro above kennel in the armory dungeon). If none apparent, then random.” Are you referring to D11T10 https://dungeoneyes.com/dungeon-11-turn-10/ because what I see happening on Turn 10 is one Guard with an Imperial Maul and three Guard Dogs all attacking Kamau because he attacked them while ignoring Amadeusz who is in their melee range playing a Hurtful Dirge (while Ricki darts past the melee in the confusion and Macademia covers in fear out of melee range by the ladder). My interpretation of that Turn is that the Imperial Maul guy is targeting/attacking Kamau because Kamau targeted/attacked him while the three trained Guard Dogs with him are probably just following the Guard’s lead and attacking whatever he attacks (ignoring Amadeusz and Ricki). [I wonder if that guy is in charge of the kennels and the three dogs with him are all his pets, like Cordy’s Ability to have multiple pets.]
Re: “When the patrol fought the bugs, they split attacks because they were experienced with killing them and knew to split the bugs attacks while they could each slowly take them down.” What you are saying here seem to imply that the Guards (or at least the Patrols) know their own Stats and all the creatures’ Stats as well as the creatures’ targeting strategies and can pick the most effective strategy based on all of that knowledge. This ‘knowledge’ can be attributed in-character to long experience with fighting the particular creatures that appear in their dungeons and the result of much trial and error about what strategy is the most effective, but the net result is that the Guards may effectively behave as if they have much more knowledge about the creatures than we do and can use that knowledge to devise the most effective strategy.
Is it possible that the Guards don’t have a “targeting AI” like a computer game but rather are just always played intelligently by the GM? I think the Undead Knight from D6 (The Manor) fit that description.
In that encounter with the big hammer. Ricki and amad were valid targets, but rng had him go after Kamau. LSN described it as Ricki had a shield and Kamau had armor so guard was unsure who was weakest. If he did hit Ricki we would have taken some huge remorse. It’s cases like these where we don’t know if we just got lucky, or if we’re right about their target choices. We only know when things go bad .
As for guards vs bugs, it looks like it was a special case, with the DM ruling that these guards knew about but stats, having cleared many before. Not all guards may know this though so it is hard to predict (similar theory with targetting Kamau cause he is a traitor, not all of them will know)
There’s a high chance the guards will be familiar with any creatures in this next dungeon for sure.
I think you are correct about LSN playing the enemies AI as a car by case, but probably follows some general guidelines. It’s why intelligent enemies are scary since we can only control them with interpose, otherwise it’s a gamble
Archanalach’s Unearthed Arcana™®pat.pending
(new improved 2nd edition, on sale now, only 5 gold coins, limited availability)
“much better than a mere MAGIC LENS or that dubious ENCYCYLOPEDIA APOCRYPHA” –Amadeusz
GUARD:
HP: 7? (possible range:6-9, 6 seems more likely than 8 or 9 which are only possible if they are base Def:0)
Atk: 1 (certain) + weapon (+ Elite presence buff)
Def: 1? (range:0-1) + armor + shield (+ Guard Dog presence buff)
Enc: 8+ (we’ve seen Guards with Chain Armor + Heavy Shield + Longsword, D11T42, and even Plate Armor + Heavy Shield + Longsword, D5T29)
Move: 1
Night vision: probably not (the Guard in D2 carried a Torch)
Blood color: red
Drops: Items carried/worn
Abilities: probably buffs Guard Dogs’ Atk (like Daisy), probably has their Def buffed by Guard Dogs (like Daisy) (buff details unknown and it is possible that these buffs follow the same pattern as our characters and their pets and that particular Guard Dogs must be assigned to a particular Guard as that Guard’s pet rather than just benefiting all nearby Guards, <caution> multiple buffs may stack – see D11T10). Most normal Guards don’t seem to have Abilities like our characters do, but it is possible that some are individuals that have their own Abilities (there’s a chance that the one at D11T10 had an Ability to have multiple Guard Dogs as pets, similar to Cordy’s Mushroom Master Ability).
Interaction with Items: can use Items, no special/unique Guard-affecting Items are currently known.
Targeting preferences: Some Guards seem to prefer targeting Kamau while screaming “TRAITOR!” (D1T30). It is possible that guards don’t have an AI-like fixed targeting behavior but rather are played intelligently by the GM and even have knowledge of other creatures’ game statistics and targeting strategies. Based on very limited observations, when groups of Guards (e.g. patrols) fight groups of dungeon monsters the Guards seem to spread out their attacks evenly among the creatures rather than ganging up on a creature to finish it off quickly, this can prolong combats (and make it possible for the party to survive a fight with them), it is uncertain what they’d do if this targeting strategy resulted in a stalemate but since they are intelligent they would probably act intelligently if circumstances forced them to.
Tips: Guards almost always have weapons and often have armor and possibly shields. Look very carefully to see what armor they are wearing and what weapon and shield they carry, their armor/weapons/shields are usually but not always yellow & black Imperial gear that must be discarded at the end of a dungeon and has no sale value, <caution> some Guards have had ‘hidden’ Items like Holy Water or Copper Rings. So far normal Guards have only had Copper Rings and even those only rarely so it is likely that they are not authorized to have anything more than Copper Rings until they are promoted to Elites. Guards with a black/yellow torso are just wearing uniforms, a brown torso with shoulder pads indicates Leather Armor (+1 Def), and a gray torso without shoulder pads indicates Chain Armor (+3 Def), in all the preceding armor configurations they have thin gray stick-like feet. Guards with a gray torso with black shoulder pads and thick black feet are wearing Imperial Plate Armor (+5 Def); their weapons and shields are usually pretty obvious but they can carry weapons unequipped although the Enforcer has been the only example so far, which was probably in case Ricki had bought the Steal I ability and successfully stole her weapon. <caution> Some Guards may have Abilities and if this is the case it is likely that these are higher-ranking guards so use caution about guards with better equipment than the others they are with or those that don’t fit the typical pattern for visible equipment since these Guards may be unique individuals.
Seen in: D1, D2, D5, D11, D13?
Combat Turns: D1T30-31; D2T53; D5T29; D11T5-6, D11T10-11, D11T14, D11T21-23.
Upgrade/next: Elite Guard, Enforcer, Imperial Champion.
GUARD ELITE:
Elites probably have a base Atk:2, Def:2, and more HP (11 seems likely and the maximum possible is 13 if Def:0), as well as their obviously better equipment and more ‘hidden’ equipment (the second one we encountered had two silver rings of aggression). So far Guard Elites don’t always have rings and have only had Silver Rings so it seems likely that they are not authorized to have any more than Silver Rings until they are promoted to Enforcers [we could ask Kamau about that]. To visually identify a Guard Elite, look at their helmet – the Elite has a point at the center top of the visor as well as a chin strap that the regular Guards don’t have. Elite guards so far have worn either Imperial Chain Armor or Imperial Plate Armor, black shoulder pads and thick black boots are an indicator of Imperial Plate Armor. It was mentioned in the first fight involving an Elite that, “The presence of an elite guard is making the others more effective, it seems,” but it is uncertain if this is a permanent always-on buff that all Elites possess or if it was an Ability with limited uses (like Amadeusz’s bardic inspiration) and how many allies it affected. Based on the one Enforcer we encountered almost certainly having Abilities, it seems likely that Elites may have Abilities as well. Other than that, Elites seem to be the same as other Guards.
Seen in: D11
Combat Turns: D11T5-7, D11T35.
GUARD ENFORCER:
Enforcers probably have a base Atk:3, Def:3, and more HP (probably less than the 15 Kamau had when we met him), and are loaded with magic gear including things like custom magic weapons and two gold rings (and three rings is a possibility based on Kamau’s story). They seem to have multiple Abilities similar to ones that our characters have including probably things like Heavy Strike and Dodgy/Acrobatics/Evasion, Kamau hints at this (D11T24), “The real problem is we won’t know exactly what she can do unless we DO fight her. Everyone learns different combat styles, you know?” Enforcers are tough, according to Kamau (D11T24), “It’ll be tough. Anyone who makes it to Enforcer status is more or less on the waiting list to be a Champion. I think most of them could’ve beat me in a fair fight after my injury. I’ve learned some new ways to make up for my weaknesses by now, but… I dunno, it won’t be easy.”
Seen in: D11
Combat Turns: D11T25-28.
GUARD DOG:
HP: 5? (range:4-6)
Atk: 2 (certain)
Def: 1? (range:0-1)
Move: ? (probably 3, based on Daisy)
Night vision: probably not
Blood color: red
Drops: nothing
Abilities: bark to alert Guards, probably has their Atk buffed by human Guards (like Daisy), probably buffs nearby Guards’ Def (like Daisy) (buff details unknown and it is possible that these buffs follow the same pattern as our characters and their pets and that particular Guard Dogs must be assigned to a particular Guard as that Guard’s pet rather than just benefiting all nearby Guards, <caution> may stack – see D11T10).
Interaction with Items: cannot use Items, may interact with Hunting Bow, Whip and Wolf Hide Armor.
Interaction with Characters: -1 Atk when Amadeusz is in the room, see Pack Leader.
Targeting preferences: <unknown> It is possible that Guard Dogs that are pets of specific Guards (if them being pets to Guards is a real thing) tend to attack the same target that their owner does. Unattended Guard Dogs seem to avoid attacking things like Guards, other Guard Dogs and giant Dungeon Dogs.
Tips: could be lured with a shout
Notes: can descend ladder shafts (not sure about descending freestanding ladders or climbing any ladders), don’t seem to be able to track intruders (they seem to be guard/attack dogs, not bloodhounds, but we don’t know for certain). Guard Dogs may be pets to individual Guards in the same way our character can have pets but we are not certain about this.
Seen in: D1, D2, D5 (Daisy only), D11, D13?
Combat Turns: D1T11-12, D11T5, D11T10-11, D11T33.
Upgrade/next: Dungeon Guard Dog.
GUARD DOG, DUNGEON:
<in work, need to provide possible ranges based on what is known>
Notes: A giant Guard Dog. We tended to overkill or run past it so we’re not sure about its Stats (use the Dire Wolf as an example).
Seen in: D11
Combat Turns: D11T2, D11T21, D11T33.
Also, it would be very helpful for newbies and infrequent players if, when we see a new dungeon screen, someone would post what we know about all of the enemies we can see on that screen.
Looks like roughly 18~ smaller tents and one big tent, probably for officers/bosses. That’s a lot of guards!
I wonder what’s in the jar, and if it has anything to do with the character we can recruit here like how there was some smithing/crafting stuff in the last story dungeon. If not, it’s probably something unique to this dungeon.
That jar is likely supposed to be the Red Barrel cliche.
And I thought we needed to bring the Golem Bombs.
Should we call it “Little Boy” or “Fat Man”?
(I am actually enjoying the speculation about the jar, partially because I think we don’t really know what the jar is yet and all the different theories and speculation help to highlight that.)
So nice to have someone on team with plan <3
One potential problem with this plan is that Lara still hasn’t bought Poison Use, but maybe we’ll get that Ability this time if she survives and we succeed. [Poison Use: Can use venom when attacking.]
Maybe we could just dump some buckets of dead fish down the Guards’ well? That turns a well into a dungeon and the well water into a 3HP per turn poison, right?
I guess this is what happens when we don’t bring Macademia, like we did at the Guard Outpost. At any rate, I think Ricki has a rule about killing, which will probably put a damper on all the plans to kill all the Guards rather than sneak into the Research Facility.
Amadeusz: Go eat that blue and yellow Jello. Tell the guards our the imperial taste tester.
I’m intentionally ignoring the yellow tadpole in a jar thing, so that we can be surprised when it turns out to be something like a light source or an organic burglar alarm. We will all be very surprised by what it does in the next two Pages because we won’t have speculated at all. So lets just ignore the Illithid tadpole… oh, wait, that’s a different game.
No. Slurp slurp. Drink the forbidden jello shot.
That’s Emperor yellow in the jar, with a shape generally used with souls and ghosts. That looks like a fragment of divine power, and stealing or destroying/releasing it will be our kick off for act 3. It might even be a name, perhaps of the God of the Sun.
It’s pretty clear Amadeusz wanted to smoke this thing out. It is just sitting on the ground though.
Open questions:
– Why is something important being moved here, to a Dungeon outside the capital next to a Dungeon that just got raided? Where was it before?
– Are there more?
:pikachu_gasp:
other than that, re: “– Why is something important being moved here” – isn’t it obvious? it’s research facility. If the emperor isn’t a god, then he probably has to experiment on the artifacts/powers/etc he manages to collect, and there’s probably no better place than a dungeon-based reasearch facility
Other parts of this question are absolutely valid points though.
At this point I don’t think that anything is obvious or “pretty clear” to me.
I think the DM/GM/author/storyteller/etc likes to both foreshadow (provide clues and drop hints) as well as give us “red herrings” (misleading clues) so I don’t fully trust any information we receive or conclusions we draw from it.
I’m intentionally ignoring the yellow tadpole in a jar thing, so that we can be surprised when it turns out to be something like an organic streetlamp or a burglar alarm with scrying powers. We will all be very surprised by what it does in the next two Pages because we won’t have speculated at all. So lets just ignore the enemy commander for now.
(More seriously, I hadn’t made the connection between its color (yellow) and the Emperor, so that was helpful even if I don’t have as much faith in that conclusion as some people.)