Dnd Greentext Nat 20 Stealth Fade Into the Forest Never to Be Seen Again

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Next stop: Nightmare Key. Probably. It's a long mission, which means two camps, which means 2 chances of a Pramanix flashback.

Modest aside: Since we've gone through the first three nightmares already, Amateur-level missions would now be safe if we were to recruit a rookie Shieldbreaker. Later on immigration the 5th nightmare, Veteran missions are clear, and there'due south 7 in full.

Nightmare aside, this mission has a very nice trinket as a reward, too, even though we already got the Grave Robber'due south Cerise Court ready. Equipping this Talisman over her Absinthe trades some Blight chance and resist for +2 Spd and a couple out-of-gainsay bonuses, which I recall might be worthwhile.

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To prosecute our war against the Swine, we must first sentry their squalid homes.

Overnice dungeon layout to zig-zag through the rooms.

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My initial formation was a flake off, what with Pramanix starting in 2nd rank where she tin can't...

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...open up the fight with [Impale], which pairs quite well with Honeybadger'south...

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...[Hound'due south Harry] for maximum AoE damage and Damage Over Time beyond the lath. Enemies are somewhat more Blight-resistant hither, so Impale isn't quite every bit good as it could be (especially since Pramanix wears a -stress trinket instead of her +blight i), merely it yet works quite nice:

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With Auvray's [Rain of Sorrows] added to the mix...

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...this tin can often wipe out the two backrow enemies before they tin act while already putting ome damage on the ii frontliners.

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As usual, I kinda skip though the dungeon exploration as long as cipher unusual shows up. This team line-upwards is fitted for the Warrens adequately well - two Drain-centric heroes and one hero with a strong Pierce ability, which ways that I can become through defensive enemies fairly well.

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Speaking of "unusual" and "defensive": Meet the Hulking Swinetaur. It'due south the Warrens' Veteran-level addition, aslope the Big Carrion Eater (which we've already met in the Courtyard) and it'south pretty bulky with its hight HP and Prot.

(note: Its base Bleed resist information technology 40%, but Auvray debuffed it)

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It'southward also one of the more "technical" enemies, having to fix its own attacks: Information technology uses [Trot Retreat] to, well, retreat to the dorsum, and but from in that location tin can it use its strongest abilities.

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[Boar Rush]... Well, if I recall, it'll land in some fight afterward this, then I'll testify it again then. In whatever case - this movement (as well as its other large one) moves the Swinetaur to the front, so information technology'll take to Trot Retreat again before its next attack.

From that perspective, its impressive majority (it has 50% more health than the Ghoul, for example) makes sense: Longer fights, but fewer attacks than other monsters.

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Start camp goes without Pramanix alarm u.s. from whatever nightmarish interludes, but with the goodest ready of camp skills. Non necessarily the best (I think the Homo-at-arms got that), merely definitely the goodest.

Honeybadger: "I must rest now, girl. Your nose must guard usa tonight."
Honeybadger: "An affectionate nuzzle should put your hearts correct."

That camp was quite early on, by the way - probably another instance of a full inventory and a scrap of greed.

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Commencement fight afterwards is confronting some Bloodsuckers including a Gatekeeper - who unfortunately dodges multiple attacks then makes its [Elusive Go out], taking his invitation to the Courtyard with it.

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Another Swinetaur - and this one actually Does Something.

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The Cultist Gladiator uses [Stumbling Scratch] and gets a unlikely hitting (its base Acc is only 49% and Pramanix has 26 Dodge). Doesn't matter too much, I guess, since it moves the Gladiator forward either manner...

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...which allows the Swinetaur to use its [Grunter Spear] with a lot more success than the offset Swinetaur had - a stiff AoE attack with no boosted furnishings (other than the Swinetaur moving forward).

This besides means that the Swinetaur, when sitting in 2nd+3rd rank, will sometimes use Trot Retreat (it did in the first appearance) despite it having no do good. (filed under "things I learned while typing this")

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...you lot mad, Benice?

Between that crit and me not focussing the Acolyte (reasoning that she'll die to the AoE attacks soon enough since her HP is fairly low), this fight caused a fair amount of stress, but zip run-ending.

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Saiga feels particularly zealous today and figures that instead of Stress Eating (the quirk she is losing past doing this), she could simply incinerate infidel writings and bad fanfics (which by her standards, I presume, are the ones without any smut) to brand herself experience ameliorate.

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A dainty scout reveals a secret rooms with untold riches...

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...but unfortunately only after I used my last Skeleton Key, and so instead of three super-valuable Trapaweföfaeefwhedrons, nosotros just notice 1250 Gold, which is worth 1250 Gold Each.

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Soon after that, I've explored enough rooms to stop the mission, but of grade I use the second army camp beginning. This time, Pramanix does give her warning, so instead of the good girl preventing an ambush (the nightmares can't be prevented and override that mechanic), Saiga offers a little Prayer.

The 5% Prot on Honeybadger and Pramanix might not seem too much, merely as far equally I know, even a miniscule amount of Prot will cause damage to be rounded down - so 5% Prot will reduce 1 Dmg to zippo, for example.

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...well that own't practiced.

We face four Greater Pliskins, i.due east. the sneaky snake spending the get-go two turns stealthed. I completely forgot that this was a thing, otherwise I could've prepared a picayune for this: Pramanix and Saiga have an anti-stealth skill each, but since this team is and so AoE-heavy, I didn't call back I was going to need it.

So yeah, two turns of not doing a whole lot exterior of healing the damage taken...

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...and Pramanix at least blocking direct damage with her [Snake Sway].

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Auvery also uses [Repossess]...

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...a unique source of healing over fourth dimension. I'thousand not a huge fan of the skill, but wanted to endeavour it out, but and then didn't use it because I always found Auvray's harm output more than useful.

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And in this fight, Redeem (heals self and one other hero, tin only exist used below forty% HP) would've been a lot more useful.

Instead, Auvray showcases another unique Flagellant thingy: The offset time they become to Death'due south Door in a fight, they heal the other three political party members for a decent bit.

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Luckily, he was brought to Decease'south Door by the Pliskins' racked upward Blight harm, which means that he can use [Exsanguinate], the other heal-self-when-in-danger skill of the Flagellant, to salvage himself for now.

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And for the rest of the fight, really. Once de-stealthed, the Pliskins aren't near as dangerous (or tanky) anymore, and the fight is over fairly quickly.

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We notice the side by side part of the Shieldbreaker'south backstory, conspicuously setting up a Happy End lasting for the remaining iii parts.
[function 1 - part two - function three]

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The fourth Shieldbreaker trinket is rather situational - it makes her a very expert Mark abuser (her 1 non-dancing skill, Obsess, deals bonus impairment confronting marked enemies), but it's evidently worse than useless outside of a dedicated team set-up.

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And there we go! Nosotros institute a couple trinkets and the heirloom count is pretty good, so the relatively meager gold we got tin be forgiven (well, and with the mission reward, information technology's non even that meager).

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Quirks are honestly underwhelming. It's squeamish for the drain-centric Honeybadger to get a Weald quirk over a Cove ane, merely Stout, I believe, is 100% useless on a Flagellant because their only healing camp skill is percentage-based.

Diseases caught later on a mission are, as always, barely worth mentioning, although a Tapeworm is interesting in that information technology also causes the hero to lick food-related curios (and steal whatever they find). Still, in practice, this is just 770 aureate lost.

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Speaking of underwhelming: Look at all the new heroes that we can't recruit because our roster is total!

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Some thematically arranged quirk management: Specter loses Lazy Eye (-v ranged Acc, which affects all her attacks except for Mace Bash), Dismas locks in Eagle Eye (+5 ranged Crit).

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Next mission, next possible boss fight. The things I remember well-nigh The Thing: much stress (hence Sora), much prot (hence two frontliners that can drain - Pramanix is busy getting rid of her Tapeworm, otherwise she would've come instead of ane of them).

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The fiercest creature will lay downward when it has non eaten. Steal their food.

First thing nosotros observe in the dungeon: Another Shambler chantry. Only since Benice isn't hither to DOOM U.s. ALL, we just laissez passer it.

(actually, I was planning to return after the mission is done and all hallways have been scouted for The Thing. But then I forgot to keep a torch to activate it.)

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Dissimilar Saiga, Auvray decides to de-stress past reading heathen scripts and bad fanfics.

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We get a off-white bit of scouting this run. Very helpful, since the quest objectives tin can be found in hallways (and you can usually skip a few of them) and since this dungeon has another secret room - I leave that for the end of the mission, though.

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About effective Swinetaur: Information technology uses [Trot Retreat] to set up a big assail...

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...and so the Big Corpse Eater in front end of information technology dies to a Drain, which means that it doesn't exit a corpse. (and and so the Swinetaur dies before its next action anyway)

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Suddenly, boss fight!

The Matter From The Stars doesn't look too unusual at starting time glance: 148 HP (reasonable for a veteran-level boss), no Prot, ii actions per plough.

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Saiga gets a lucky Stun here - the Thing has 105% Stun resist...

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...everybody else (including Sora) uses their Bleed abilities, Frostleaf with a chip more than emphasis than the other two.

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She also dodges the Thing's [Stage Champ], which is a fairly strong Blight and Stress move.

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Between turns, the Matter will always employ [Return to the Stars]. Information technology causes vii stress (everyone has a 40% gamble to avoid that consequence though), costs the Thing 7 HP...

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...and summons a Crytal Aberration - those things that corpses plow into in the Farmstead and that explode if left solitary.

Information technology also heals all Bleed and Bane effects, and then you may wonder why I put any accent on those.

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Well, wonder no more! On depression HP, the Thing goes into turbo mode, making it a lot more than dangerous (specially with that crit...) and ridiculously resistant to direct impairment.

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And actually, since the Affair is quite dull and has two actions per round, information technology'southward quite likely that two of the three DOT ticks will still become through. The Shieldbreaker may notwithstanding be the best course in this fight, just a adept DOT setup is a shut second.

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Especially if you get ii lucky Stuns in a row, holy moo-cow. I believe that's 25% chance proccing twice in a row.

(Fire Keepsake players: "25%? But that's like xiii% true striking!")
(DnD players: "Well, that'south nonetheless more likely than a unmarried nat xx.")

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(Thing From The Stars: "BLAHHHHHHH!")

!Alert! Very loud. Likewise, ancient meme. Like, Queen Victoria old.

[Paralysing Shard] - shows Saiga how being stunned is like, which stresses her greatly (21 stress with the crit...)

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And nosotros begin anew.

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BLA-- aawww...

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BLAAaa...? That big shard wasn't there before was information technology?

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Indeed it wasn't - [Transfixing Shard] is a Debuff attack instead. THe Dmg reduction honestly feels a bit redundant with the Prot, although I guess it helps the Matter if information technology hits a Shieldbreaker.

The Matter is downwards to 11 HP when information technology uses Return to the Stars at the start of turn 4...

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...but it still has time to hit a [Vorpal Strike], its nigh standard attack. Fairly high direct damage and some stress damage (as all of its attacks take), but no other added effect. Still very threatening if it crits...

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...if it crits while the Matter still has more than 10 HP.

Things went really good in this fight, I accept to say - those two stuns, Frostleaf's early crit - so I think this was a lot less scary than information technology could've been.

And part of that is, like with the Collector, that you can't predict when you lot will fight the Thing during your mission, so information technology's possible to run across it with much worse HP/stress levels than I did.

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As our advantage, nosotros become a pretty proficient trinket (again, v Prot is better than it seems), some Shards, and some gold. There'southward a couple Thing-specific trinkets, besides, but they have a pretty low chance to drop.

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Soon afterward that, we discover the concluding quest objective, but there's nevertheless the secret room to plunder, as well as a regular treasure room.

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It's guarded past another Swinetaur, who manages to show united states of america what [Boar Rush] tin can do when it really hits:

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A TON OF Harm.

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ALSO A STUN.

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The Corpse Eater had managed to prepare and then use a Marker on Frostleaf - starting time time that I wasn't able to prevent that, only I got a couple of low Dmg rolls in this fight.

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Like Auvray in the last dungeon, Frostleaf luckily doesn't accept to roll against expiry, though - Saiga gets a plough before anyone else.

Still interesting that this random mob fight turned out more dangerous than the roaming boss...

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The Swinetaur does get a final activeness, though: If it is forced into 1st rank because there'south no other monster (or corpse) on the field, it'll employ [Crunching Backhand] for moderate damage (it rolled high here) and sometimes (only 80% base chance, which is pretty low at this bespeak of the game) a stun.

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Only that was the final fight of the dungeon. I nonetheless set up campsite to heal stress (very effectively - it helps that Auvray was the about stressed out, since the Flagellant has a campsite skill to recover 50 Stress), go the remaining valuables, and leave.

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...really, not quite. Showtime, I render to the Shambler'southward Altar, recall "riiiiiight. Torch. Derp", feel really stupid for a while, then leave.

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This was a "get together" mission, then iii inventory slots were blocked. And a fourth because I didn't dare throwing away my food before moving to the Shambler's Altar. And a fifth by the crystal shards we got from the Affair. Which makes this a reasonable haul, I recollect.

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Prismatic Isolation is one of a couple "Prismatic Quirks", which a hero tin can get subsequently fighting the Thing From The Starts. Similar Twilight Dreamer, these are 1-per-roster quirks and automatically locked in, so if I would want another hero to be Prismatically Isolated, I would accept to pay money to remove the quirk first. Not that I would - this is i of the weakest Prismatic quirks, and then I honestly don't really intendance either way.

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Short Hamlet summary: Saiga loses Risktaker (don't really want to deal with the lowered Dodge), Lawrence stops licking worship-related Curios, and Sora immediately gets his disease treated. Pramanix (who's at 50-something stress from the Nightmare) spends the week in the cloister.

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Now then, for the side by side trek, we'll be able to overstock to our eye'southward content once more.

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And what ameliorate place to do and then than the Courtyard?

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We go in with every bit much nutrient equally is available, plus full stacks of bandages and herbs to heal Bleeds/Debuffs.

Last time we went into the Courtyard, we crush some other Crocodilian who was guarding the eastern one-half (or peradventure 2 thirds) of the dungeon. We backtracked a little considering we spotted a secret room (where we got Auvray)...

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...and later on nosotros dorsum-backtrack to where we beat the Crocodilian, we become a overnice double-lookout man. The yellow lock is where we ultimately have to go, but of course, nosotros'll have to notice the primal to the lock instead.

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Commencement battle of the run, and it'due south a fairly strong ready of enemies. Just I've come prepared:

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Phil is here for her double stun (which might accept been the better play hither), but her Dissection Kit trinket plus the assault bonus from her Bloodlust make her a surprisingly stiff melee grapheme likewise - she practically ane-shots the Manservant here, thanks to the added Bleed.

She's also lightning fast - 16 Spd is ridiculous and she pretty much always goes start in boxing. Part of the reason is that Dazzling Mirror, which gives +4 Spd against Bloodsuckers (i.e. permanently in this dungeon) and too gives +20% Stun take chances confronting them, making this just about the best trinket she could ask for.

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Sigurd tin can deal a ton of damage - keep in mind that this is 18 Dmg throuhg thirty% Prot - which is helped by the Mercurial Salve (+25% Dmg vs. Bloodsuckers). His equipped skills other than [Smite] are his stress heal, his Stun, and Holy Lance to fix positioning if needed. No fanfiction this dungeon, I'm afraid.

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The Flagellant is just an amazing class in the Courtyard in general, and I'k glad that I finally take one (2, fifty-fifty) of them at a high enough level to bring. He'due south wearing a Heartburst Hood (+4 Spd when HP beneath 40%), which means that he'll exist able to apply his comeback skills that much quicker, and Surgical Gloves, which gives +viii% Crit (for Melee attacks, which all of his moves count as) and some less impactful bonuses and maluses. Crits are good for Auvray, since it besides makes his Bleeds stick for two turns longer - very handy just in case we'll run in to a boss or ii.

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Specter does the Vestal'southward usual "boring but incredibly potent" shtick - heal, stun, maybe finish off an enemy one time in a while. She's bringing her Salacious Diary for the take hold of-gratuitous +25% healing, and a Life Crystal (+20% HP, -one Spd) for her own survivability.

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[Buried Nail]
The enemy chevalier tin deal a lot of harm if they striking, only they don't get too much opportunity to do so.

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At the terminate of that long corridor, we run into a new enemy blazon (I think), the Courtesan. She's not particularly tanky, so we'll take to wait for future encounters to meet her total moveset, but in this fight...

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...she just manages to use [Mind Your Manners] before she goes down, which causes a Mark in addition to its moderate harm - not really a danger, because according to the wiki, merely the (Large) Corpse Eaters can make utilise of it.

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We've gone south commencement at the intersections, following the instructions of the voices in my caput. They add together that while there'south a couple curios in some branching pathways, it's all-time to just go along straight to the south, ignoring any other direction.

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In the next room, we find the next Courtesan, this time using [Damsel in Distress]. This one forces 1 of her allies to guard her, while also putting +35% Prot and a Mark on them. She really seems similar the vampiric Antique and then far, which is to say "pretty bad in combat".

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Information technology does let her live long plenty to use [The Thirst] on her next plow - nosotros've seen this on a couple other Bloodsuckers already. It stresses the target, has a high take chances of deport the Crimson Curse (Joke's on yous, Phil's already cursed!)...

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...and also transforms her into something that would give even Sir Mix-a-lot some concerns.

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[The Thirst] again, since she rolled high initiative on the adjacent turn. Generally, the "bloodlust" course of almost bloodsuckers has some unique attacks, but I don't recollect we'll encounter whatever of those during this run.

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Adjacent Courtesan, but this time, she doesn't get a plough at all. Double Stun OP.

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However, the Manservant manages to go into Bloodlust and then get another turn to use [Choice Cut], a weak assail, but conveying a three-point Bleed.

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That group of monsters was guarding a primal - with the incorrect color! I've been tricked!
(Not really, nosotros just need this fundamental to reach the yellow ane)

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Of class, that yellow key is on the other side of the intersection, so dorsum to the due north we become. Interestingly, the final hallway spawned a trap and a fight, which I believe is pretty rare. I call up if it happens yous can e'er see it on the minimap.

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That curio was a Damned Fountain, which I skipped at first - because information technology heals xxx stress, which wasn't too useful so, but certainly is now.

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The newly spawned fight is actually a fairly tough one, thanks to the Ghoul.

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Since I initially focused on the Ghoul (because Sigurd could reach him, but non the Courtesan), the Courtesan gets a turn even before losing a unmarried HP - and this time, the joke's on me. Side by side cursed character! Good matter I brought quite few bottles of The Blood with me.

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TWO Courtesans! Surely they will bear witness us something new?

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(They don't. One Thirst is all they manage to do in this fight)

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Once over again, we simply go in a straight line. There's even more side rooms on this northern part of the segment, just there'due south zero enticing enough to sacrifice progress for.

What does prevarication behind the portal?

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Some other Crocodilian, is what! This is how far I definitely wanted to go on this run, just maybe we can get though this fight and still go a petty closer to the end...?

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For now, we unleash all our fury on the Croc, which isn't that much, since both Phil and Sigurd tin't achieve information technology back at that place. But like in the last Croc fight, Phil tin can at to the lowest degree slow it down with her double stun.

Sigurd heals some of Specter's stress, Specter deals some small-scale damage with Judgement, Auvray deals some Bleed...

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...and the Crocodilian opens with a miss. A nice 1, too, since [Swarming Corruption] deals a fair bit of HP and stress impairment.

2d plough is by and large the aforementioned, except that the Croc lurks frontwards to 3rd range - still out of range of Sigurd and Phil's Incision...

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...merely close enough for Specter to inflict a Stun of her own.

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...which ways that Phil has zero to do at the start of the side by side turn. Anybody's at full HP, the Croc is still stunned, so she does a futile hack against the reeds.

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The Crocodilian does land a [Swarming Corruption] that plough, but things only go interesting on turn four - [Submerge], which always sets upward...

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- exposed to a killing blow...

[Noon Predator] and HOLY SHIT THAT'S A LOT OF DAMAGE

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AT LEAST THAT PUT IT INTO MELEE RANGE Merely STILL

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Auvray goes even downwardly to eight HP from this [Teeth Rake], just as we know, he doesn't heed equally much...

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...since he tin can utilize [Exsangunate] to recover 13 HP and bargain an even stronger Bleed than usual to the Croc.

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Specter and so gets pulled to second rank by another Teeth Rake, which isn't as well bad - Auvray getting pulled to the front end before means that information technology's Sigurd in tertiary rank...

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...and he tin can utilize [Holy Lance] to put Specter and himself into reasonable positions again.

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And that's the fight! Pretty make clean overall, despite that Apex Predator - stress is nonetheless fairly low, HP nonetheless fairly high.

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It drops some other Crimson Court trinket, this fourth dimension for the Antique. As usual with her, information technology's an astonishing trinket for an amazingly bad class. Like, this healing buff is twice as stiff equally Specter'southward diary (which is also a CC trinket, listen) with no downside any.

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Oh, and the treasure chest has the yellow key, of course. Back we go, again!

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On the way back, Sigurd in his Craving land decides to lick 2 curios on the style that I ignored on the mode n. He's lucky here and gets some pocket-size treasure for his trouble...

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...but the second fourth dimension, he causes an unnecessary boosted fight with yet another new enemy type: See the Esquire.

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He's hardly whatever less squishy than the Courtesan though, then he doesn't show whatsoever of his abilities just still.

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Behind the yellow lock, the next fight, the same outcome. Nothing new from the Courtesan, either - she but forces the Esquire to guard her right before (and I mean RIGHT before) he dies to a DOT.

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Next crossroad, and this fourth dimension we accept to get north showtime - there'southward yet another key to be collected, but first, nosotros run into this neat curio:

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Firewood doesn't seem to valuable as far as "treasure" goes, but goddang information technology is a gamechanger. Setting up military camp, especially with the Vestal and Crusader's military camp skills available, gives us a TON of additional stamina to keep this run.

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Just for at present, we continue onward. Another Esquire that doesn't practice annihilation...

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...oh, and we do set up camp immediately. This time, we exercise the Holiest camp instead of the Goodest, which reduces our stress levels almost to cypher.

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Nosotros detect some other ineffectual Esquire, but then we run into TWO of them! Will that finally be enough?

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It is! Just barely though - look at the HP. [The Thirst] does the usual transformation into a hidious fauna...

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no, not this one...

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That. Not that much more handsome, to exist honest.

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And there's the light-green cardinal! We haven't spotted the respective lock notwithstanding, just it isn't too far abroad.

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We brand a little detour first, though - just one hallway, because I somehow knew about some other packet of Firewood hidden there. Subsequently that, nosotros immediately plow around...

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...and caput to this inconspicuously-looking part of the map. We even choice yet another bundle of Firewood on the manner here - at present yous know why I've brought and so much food into the dungeon.

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And for some reason, I feel like setting military camp again already, despite health and stress still looking fine. Which likewise means that I have a bit of room for a combat-related military camp skill, so Specter uses Bless (+10 Acc and Dodge) on Sigurd.

Specter: "My friend, the light shines upon you!"

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Adjacent room,... uhm... that's a new monster, isn't it? And it has 3 actions per round?

Say hi to the Businesswoman!

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...say good day to the Baron!

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And so, here's the gimmick of this fight: The Baron immediately hides in one of those Pulsating Eggs (and they're shuffled, of course, even though there's no animation showing that). If yous deal any impairment to them...

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...they popular and reveal either the Businesswoman, or some random generic Bloodsucker. Patience is advised here - while multiple Bloodsuckers aren't dangerous per se, they will still reduce your precious HP, specially when the second gimmick is active: While any of those eggs are on the field, you tin can't apply any ability that restores any HP - no Vestal healing, no Flagellant comeback skills, no stress heals from Sigurd.

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This means that revealing the Baron early like I did isn't very lucky - you lot'll still want to destroy the eggs, since the Baron will kickoff doing stuff...

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...like this [Crowd Pleaser] - non terribly much impairment, but keep in mind that the Baron has three actions per round. Without whatever healing (and aye, this does include Auvray'due south low-HP skills), this will add together up - quickly, in this case, since the Baron uses this skill three times on this first turn.

Speaking of pleased crowds: You actually hear an audition laughing and cheering in the background when the Businesswoman attacks, or when you hit the wrong egg while the Baron is hidden. This is indeed only a game for those vampires.

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So, because I quite literally cannot live without healing, Specter does interruption the third egg. Her impairment output isn't that high anyway and the Baron has pretty loftier Stun resist (87%), then her assault is the most expendable hither.

(flake of a scientific experiment, too: Hit an egg will inflict an attack's DOT effect on the spawning monster, but stuns do not carry over)

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Auvray uses [Punish], which is an incredibly stiff skill hither - three actions per plough also means that the three Bleed ticks come way faster than they usually exercise.

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Sigurd [Smite]s. Again, the Businesswoman is pretty resistant against Stun, so I don't think information technology's worth to utilise Stunning Blow with its reduced damage.

To note: All three cursed heroes are in passive state right at present, which is a scrap of a shame - they wouldn't go into Bloodlust by consuming The Blood, and then Sigurd in item loses on quite a lot of bonus impairment here. Maybe it would've been worth information technology to just go dorsum and along a fleck before the fight, just to get him to Craving/Bloodlust.

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Specter had freed a Sycophant from that egg, by the way. And as yous tin can run across, Auvray would really appreciate some healing already.

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Only first: Some [Necessary Discipline]. Decent direct damage (the Baron rolled loftier here) and a nasty four-betoken Bleed AND a 4-point horror on top.

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It likewise pulls Phil forrard one rank, but Sigurd tin fix that real quick.

Since 2 heroes are getting fairly depression now, Phil breaks the remaining egg and after 2 more Oversupply Pleasers...

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...(one of which whiffs completely)...

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...Auvray uses [Redeem] to heal Phil (ten HP) and himself (xiii HP).

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With an AoE heal from Specter on top of that, things are looking a lot less dire at present, so information technology'south time to stack some harm on the Baron.

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The Businesswoman using [Forced Enthusiasm] hither helps a little, too - those are nice bonuses, only they're on a one-shottable enemy.

(Wiki says that this skill gives +ten Dmg, +4 Spd, +3 Crit. The Stun chance comes from the Sycophant sucking someone's blood, only I guess it has the wrong number on that crit bonus?)

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The Baron uses Necessary Discipline on Specter and Sigurd afterwards this, but once his HP approach l%...

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...he uses [The 2nd Act] to exercise his former shell game once again.

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This time, Phil finds him immediately. Not great, actually, since this ways that nosotros accept to deal with his attacks without being able to heal for even longer.

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Because of that, Sigurd does go for the Stun gamble this fourth dimension - he succeeds, otherwise Specter would've tried, as well. Principal priority here is to reduce the Baron'due south damage output as much equally possible while corking the eggs one by one.

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Well struck!

Indeed! This is practically another +10 Dmg because the (5-signal) Bleed lasts two more turns thanks to the crit.

Since this bossfight is all the same a harm race, I can't neglect putting damage on the Businesswoman, either.

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At-home downwardly there, Atomos! (Final Fantasy 9 spoilers behind the link)
[The Thirst] - heals 18 HP and gives the Baron +3 Spd. No alternative form, though.

Eggs are smashed, so that I tin hopefully annul the Businesswoman's damage...

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...which is actually adding up fast. This is not an easy boss fight.

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I still have to wonder if smashing the eggs was the correct course of activity here, because Specter gets precisely ane heal off before...

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...the Baron goes for the tertiary shell game.

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And again - first egg smashed already reveals the Businesswoman.
(run into? He got bled from the attack on his egg)

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But this time, since he's already pretty depression on HP, I practise go all-out on him: Auvray, Sigurd, and Phil all use their main damage dealing moves.

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And RNG is on my side hither: This dodge too ways that the Baron doesn't heal any HP...

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...and this crit ways that...

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...the Businesswoman finally goes downwardly.

No casualties, not even an afflicted hero, doesn't get much meliorate than that.

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He drops another pattern to rebuild another district once nosotros accept some (read: LOTS) heirlooms to spare.

The dropped trinket is non also great, honestly - nice big numbers, but the Houndmaster'southward only healing skill is a self-heal (and information technology's not fifty-fifty as expert as the Leper or Abom's) and stress camp skills come upward once or twice per mission if at all. The Acc bonus is nice though. Many backrow enemies have pretty loftier Dodge. And one time we get the 2d part, the ready bonus seem quite dainty, as well.

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But nosotros're non quite washed! Setting upwards camp after the fight is a no-brainer, since it'southward practically gratis stress relief (although I have to wonder why it HEALS stress to remainder while a large group of mosquito vampires is partying in the groundwork).

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Finding the stuff is simply the showtime test, now it must exist carried home.

But there's another room behind the dominate room and in information technology, we discover another cherry-red fundamental - in that location'due south actually withal something hidden in this dungeon!

And we do take to get information technology now, besides. The mission is officially fulfilled, so in one case nosotros leave, this dungeon will be replaced by the next one.

Our final goal is quite a ways away still - I have around 150 screenshots from after the Baron fight - but I think information technology's fine to skip almost of them.

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We practise finally see another Esquire skill though! [Rib Cracker] isn't particularly dangerous though: average Dmg, a -Spd debuff, and a 1-rank knockback.

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The Knockback is a bit annoying here, since Auvery can't assault from 3rd rank (no idea why past ping put him in second rank to begin with, tbh). Fifty-fifty more annoying is that the Supplicant infects him with the Curse, as well - now there'south no non-Vampires left at all in the Courtyard.

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A new Courtesan skill: [Midnight Minuet] (Minuet beingness a baroque dance, you probably heard the Minuet in Grand that everyone used to think was written by Bach)

This item Minuet has a rather unique effect: it buffs all of the monsters with +4 Spd and +25% Dmg...

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...only it also shuffles them and debuffs their Acc past -16.

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Right before entering the final room (literally one tile earlier it, I think), Phil enters the Wasting state of the Crimson Expletive. Surely, she tin can terminal for one single fight...?

(she tin can)

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Some other new enemy skill: The Bloodlust Manservant'south [Refined Palate]. Information technology appropriately stresses the target and carries a Stun.

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My stinginess with the Blood delays the fight a little scrap - Phil skips a turn, and Auvray decides to whack her. Not because of the skipped plough only because...

Auvray: " Y'all are keeping the Blood for yourself, aren't you !"

Phil: " Requite me some Claret and I'll consider information technology ."

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But in the end, the fight is notwithstanding easily won and our reward is another Scarlet Court trinket. It's... honestly pretty shit. All-time part about information technology is that you can only discover one of each CC trinket, so information technology's practiced to have information technology out of the mode.

NOW nosotros're done!

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Our advantage CC trinket isn't too great either - you'd take to be below 50% HP to make information technology worthwhile, which isn't actually a spot where I would like Frostleaf to be in consistently. Different regular dominate missions, this one seems to be locked in as soon as the mission pops up, so at that place was no way to shuffle to a better one, unfortunately.

The Baron's Lash is good for the +4 Spd alone. We won't be able to use it correct abroad though...

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...since beating the Baron also un-curses all our vampires. Benice can eat garlic once again!...since beating the Baron also un-curses all our vampires. Benice can swallow garlic again!

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Quirks on our heroes are decently skilful, not really lock-worthy, but nice to have.

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The next visit to the Courtyard tin can and will have to wait a curt while. It's a a Champion-level mission, so I wouldn't mind having a fully upgraded Blacksmith and Club, and right now, there'south no pressure to starting time it yet: In that location's no infestation in the other dungeons for now - no random Bloodsucker mobs, but as well no additional invitations, and then we wouldn't be able to become more one time even if wanted to.

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Little hamlet update: Pramanix became At-home during meditating and we can't be having with that because information technology reduces her impairment on turn 1. And Morphew locks in her second quirk because she is just so adept.

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Finally, a short look on what districts I'm eyeing upwardly right now: The Chantry of the Light looks very nice - healing bonuses on Vestals always do - and then does the Training ring because I'll always exist biased towards Shieldbreakers. (and honestly, Houndmaster and MaA are very proficient all-around classes, likewise)

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A more than generalist option would be the Cartographer'due south Camp. Its description is a fleck vague/misleading, since its bonus is constant, not an increase of the furnishings of the current low-cal levels. Copied from the wiki:
+Loot
+one% Player Crit Take a chance
+two.v% Scouting Run a risk
+five% Monsters Surprised Take a chance
-5% Heroes Surprised Gamble

...which is basically some bonuses from 100% and some from 0% torchlight, although toned downwardly a bit.

But that will do it for this update. Thank you for reading!

keplerworach.blogspot.com

Source: https://forums.serenesforest.net/index.php?/topic/91718-complete-something-something-insidious-killer-lets-play-darkest-dungeon/page/5/

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