RE: Adventure! Riches! Death and Madness! (ET Plays Darkest Dungeon)
10-07-2015, 04:54 PM
Upon my arrival I was in need of heroes - brave fools who would explore the ruins, and uncover my ancestors secrets, or die futilely on the claws of whatever lies below.
[i]Our first recruit, Sanzh, is a doctor oh so willing to test out their diseases and scalpel work on the brigands and horrors here - to cut back the diseased, festering blight that's taken hold here.
First up, Sanzh prefers being in the back of the group - usually the third spot in the party lineup because of Incision. Any further forward and Sanzh cannot use three of their skills, and any further back and they can't use Incision. That said, they have a decent bit of utility, at least!
Thing is, because of their clumsy quirk, Sanzh has no ability to dodge jack shit, so things that hit the entire party or just plain don't like them will wreck their day. The on guard quirk offsets that, however. For one turn.
At the start of a fight. Here's hoping your luck isn't terrible, Sanzh.
Sister Credit arrived alongside the doctor. Devout and zealous, perhaps even a little foolhardy, they may just be able to resist whatever lurks in the shadows.
Credit... got kind of shafted, skill wise. Three of their skills can only be used together from one spot - the spot already designated for our plague doctor. I'm going to put them in the back so they can at least heal, but I'm hoping I won't have to wait too long to unlock their other skills. They're also slightly less tanky because they have a lowered hp quirk.
On the plus side, they're stress resistant in the ruins, which is nice.
A man claiming to know of the abominations that freely roam the area after my ancestor's damnable dig arrived as well. Claiming his name is Mirdini, he has offered his services in driving back the madness and monsters.
Mirdini has access to a decent healing skill and plenty of abilities to shift the enemy about - useful if you need to move something forward for someone else to hit.
Another Highwayman, a gormless fool looking to either earn absolution for past misdeeds or to make their riches beyond just robbing stage coaches. Either way, Dang Ron Paul has entered my services.
Annnnd everyone wants to be in the back of the party. Almost any of Dpauls damaging skills are more useful from the back rows - the only one that isn't is a self buff with a terrible damage modifier.
Oh well.
Normally I'd ask what type of quest you'd want to do, but the only one available right now is the beginner ruins one, so let's just move on.
It's time we worked out what we're taking into the ruins, and I'll leave that to our erstwhile motley crew of long ranged squishies to figure out.
I recommend at least eight rations and three or four torches - and that might be a pretty conservative guesstimate of what we need.
Shovels are for clearing out rubble, bandages stop bleeding, anti-venom deals with blights and poisons, and holy water and keys can help with the things that aren't monster encounters.
Once you've hashed out supplies, I'll send you off to probably die horribly.