[X] Steton (Splinterbark Charm)
-[X] Emila (Protection Stone)
-[X] Julia
-[X] June [Leader] (Dodge Stone)

[X] [Supplies] Keys, Holy Water, Food, Torches, Shovels

[X] [Special] Send Alecnon to the bar to destress.

So Alecnon really needs to destress, Steton and Julia are good for another run, and we need the resolve on Emila and June. Oh and the party is in the order of their positions, since you changed the party format from the last run.
 
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[X] Steton (Splinterbark Charm)
-[X] Emila (Protection Stone)
-[X] Julia
-[X] June [Leader] (Dodge Stone)

[X] [Supplies] Keys, Holy Water, Food, Torches, Shovels
 
[X] Steton (Splinterbark Charm)
-[X] Emila (Protection Stone)
-[X] Julia
-[X] June [Leader] (Dodge Stone)

[X] [Supplies] Keys, Holy Water, Food, Torches, Shovels
 
Guys, it's better to put Julia in the last position and June in the third.

[X] Steton (Splinterbark Charm)
-[X] Emila (Protection Stone)
-[X] June [Leader] (Dodge Stone)
-[X] Julia

[X] [Supplies] Keys, Holy Water, Food, Torches, Shovels
 
Guys, it's better to put Julia in the last position and June in the third.
No, it's the exact same. Neither has a move that they an access in the third slot that they can't in the fourth. Both are best as the back two. Emila is best for 3rd slot, but we don't have someone with low stress that is a better fit for slot 2.
 
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Looking at the descriptions of the new pair, I can already see the stress cascade when one of them bites the dust.

And I can see where the memes come from looking at the sorceress, that buff will be downright mean on the bosses.
 
No, it's the exact same. Neither has a move that they an access in the third slot that they can't in the fourth. Both are best as the back two. Emila is best for 3rd slot, but we don't have someone with low stress that is a better fit for slot 2.

But if they get pulled forward June can do something useful from 2nd position.
 
If we are shuffled we are always fucked. Unless you have an entire party built around moving any sort of displacement will cause problems.

So it's not something that worries when forming a party.
 
"Emila..."

I doubt she could hear me any longer. She'd begun mumbling something profane under her breath. It was so difficult to look at her, to see a woman who could have followed a brighter path, but failed to.

There was a time when I blamed myself for things like that, but I've since learned. Everyone makes their choices.

Still, seeing Emila always hurt the most. She was so different, after she ran off and came back. It was so painful, to see one's own kin suffering. To see a face one sees in a mirror each day, haunted and dark.

"Sister..."
Now that's an interesting connection.
Supplies cost 50g per slot filled. It is recommended to take some Food and Torches, but you can also take Herbs, Holy Water, Antivenom, Bandages, Tools, Keys, and Laudanum.
This is new.
 
[X] Steton (Splinterbark Charm)
-[X] Emila (Protection Stone)
-[X] Julia
-[X] June [Leader] (Dodge Stone)

[X] [Supplies] Keys, Holy Water, Food, Torches, Shovels
 
[X] Stetton (Splinterbark Charm, Swift Cloak)
-[X] Ardelia (Ferocity Stone, Caution Cloak) [Leader]
-[X] Carline (Dodge Stone)
-[X] Julia

[X] [Supplies] Keys, Holy Water, Food, Torches, Tools

Since heroes that are below Resolve 1 get stress penalty, not sending any of the new hirees. Instead, the old crew sans Alecnon, since he's stress is so high, replaced by our Heir. Since Ardelia doesn't gain levels from delving it won't be too bad that if she gains some extra stress and has to sit out multiple delves, and she also resists stress. She can also heal and self-heal, and synergizes with Carline, who gets extra healing from eldritch healing. Stetton as our tank, so he gets trinkets that grant him extra damage and speed, so that he can get that first hit in. Ardelia already has high crit, so a trinket to boost it and another to boost scouting. That -10 to speed on turn 1 won't matter to her much, since she can well act after others, either heal those that were just hurt, or do damage. Julia is good for damage and Carline's blight is very good against undead.

To this quest maybe, but those are supplies you need for runs in Darkest Dungeon. Food so you don't starve, Torches to keep the light meter up, Shovels so you can clear obstacles, and the rest for curio interactions. The Ruins mainly need Keys and Holy Water for it's curios.
I know, I was referring to the IMF, the PoM's previous attmempt at DD-quest were we didn't need to buy supplies, hirees brought them with them depending of their class.
 
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[X] Stetton (Splinterbark Charm, Swift Cloak)
-[X] Ardelia (Ferocity Stone, Caution Cloak) [Leader]
-[X] Carline (Dodge Stone)
-[X] Julia

[X] [Supplies] Keys, Holy Water, Food, Torches, Tools
 
And our party is already pretty hard to disrupt, we have no exclusive slot abilities and even our healer has an attack she can do if she's pushed to the front so I think we are pretty good when it comes to positioning.
 
Highlights from the latest delve:

IT'S A TRAP!

The stress is real. Very real.

Emila, the UNLIMITED POWER -Sorceress she is not.

SPIDERSSPIDERSSPIDERS!!!

Successful scouting at the last minute saved our bacon, stopping us from going down a corridor with three fights, and instead backtracking to old corridor for one fight.

And that last fight was a complete clusterfuck comedy of errors with the violence of Macbeth.

And then...
 
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So highlights of this delve

Emilia missed like 2/3rds of her attacks
Then she hit 100 stress
That is where the fun began.
 
There is an informational post that details my planned times for delve lives, but I will reiterate:

Each Saturday, at 11 AM EST, I will do a check for questers, and go live with the delve.
 
Exploring the Catacombs
Pace out these halls of long-forgotten lineage, once familiar...
-The Ancestor​

The expedition starts much the same way it progresses; the party discovers a collection of bits and baubles to aid in reconstruction, and a series of dangerous traps that leave the Musketeer, Julia, jumping at shadows. "Why don't one of you keep an eye on things up there?" she snipes.

You duck under a cobweb, last into the main atrium, where the rest of the party is silent and wary. It doesn't take you long to notice the plethora of smashed open sarcophagi and other detritus, but what unnerves is the missing bones, the way the wooden chips of old coffins being burst out away from the coffin, rather than crushed into them...

"This'll be a lot of trouble before long, I think," whispers Julia.

"Feeling a lot of negative energy, down here," says your sister.

You are about to give the order to continue on, but the local woodsman simply grunts and motions for you all to follow to the next room, where your party rests and sketches out the main tunnels. Two particularly large passages continue deeper into the ruin, but with no sense of the path ahead, you can only guess at the safest route to map out, taking a left.

Things seem fine, initially, with a few more interesting and valuable discoveries, but the party is forced to pause as a clattering noise can be heard around the bend, and a few skeletons rush forward at the light of the torch. Destroyed with impressive haste, they were dismissed as no true threat, and the idea cemented itself in your mind as, entering the next room, you fell upon the creatures and a few cultists before they even realized you were there.

The fighting was fierce, but for the most part easy, as the cultists were too far gone to have any semblance of strategy, and the bones simply fell to concentrated strikes. A few scrapes, a bruise here and there, but little else to show for a wild melee. You'd propped open a small lockbox with the sigil of the Lady Valoth on it, and found a bunch of useful writs and old, old obligations.

Was that promisory for services rendered signed by King Edun the First?

At about this point, things began to go downhill. Several large cave spiders had apparently made a home in the tunnels, and stumbling onto them was the worst thing that could have been done. Heart hammering, you watched as Emila was beset by spider after hungry, venomous spider, only barely surviving thanks to the wild-firing efforts of Julia, whipping out dozens of smaller pistols and firecrackers to force the creatures back long enough for you to bring her back from the brink. Webs fly and ichor sprays, and at one point you are nearly encased in a cocoon yourself, unable to aid the party as they finished the rest off.

Battered and frayed, the maps were still woefully unfinished, and you had to continue on. Stetton motioned to turn around, warning that the forward path held far more skeletons and cultists than the old backtrack route. All the same, it only took one last straw...

"WHY COULDN'T YOU JUST DO YOUR FUCKING JOB?!"

You had to close your eyes against the onslaught of screaming and one actual spell, your nerves raw and your breathing sharp and short. The cackling and clacking from the risen nobles was preternaturally unnerving and maddening, and Emila had fallen into a temper tantrum, disgusting ichors that looked vaguely like liquefied viscera coating her robes as she shouted extremely deadly invectives at anyone that so much as flinched.

All the while the party was out of position, and you were forced to fight in close with the power of the Light and Flame, which wouldn't have been a problem if the skeletons didn't keep gut-checking you with clubs and shields, forcing you to spend precious seconds sucking in air. The screaming from the back, where Emila stands, throws Stetton's aim, and you see Julia bite her tongue against a spiteful retort.

Emila, what is wrong with you...

All the while the cackling chuckles of the undead noble continue to grate against your ears... "Hell's Bells, just stand still and die!" cries Stetton, laying the thing low and earning a sweet respite from the endless chattering. Emila screams, and one of the remaining bones collapses into bone ash as her spell turns into a pillar of flame. You call on the light to aid you in destroying the last, and Julia takes a quick shot with her pistol to finish it off.

The silence is tense, your party's eyes are shifting back and forth... Even you can hardly breathe right any longer... Then Emila opens her stupid, useless mouth.

"IDIOTS."

Julia cracks. "THEN WHY DIDN'T YOU JUST LEAVE US TO DIE?"

Your sanity boils into mist. "YOU JUST HAD TO SAY SOMETHING, DIDN'T YOU EMILA?!"

Stetton just sighs. You swear you can hear him mumbling something about betrayal or stupidity.

It is a long, unpleasant trip back to the hamlet, as the three of you shout each other down.

Emila, Julia, and June are Afflicted
Emila and June become Resolve level 1, gaining 10% to all resists
Emila became Catatonic
Julia became a Quick Shot
June became Sorrowful

MISSION SUCCESS
1 Uncommon Trinket, 2 Common Trinkets, 2200g, 22 resources

Uncommon-
Seer's Stone (15% Scouting, -1 SPD)

Common-
Bleed Charm (+20% Bleed Resist, -2 Dodge)
Blight Charm (+20% Blight Resist, -2 Dodge)
 
Well that sucked. Again my shitty luck at this game strikes. Even though I wasn't part of the delve. Fuck my luck.
 
One part that wasn't shown but was equally hilarious was Icipall's reaction as this fiasco developed.

Also Emila's gotta go. After all as the narrator put it, "Suffer not the lame horse... nor the broken man."
 
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