bb2112 wrote:Ok, how about this?
5. I use the key to jump to another world. Can I immediately use the spell to come back on the same turn and close a gate? And if so, which gate should I target?
6. That leaves Q with 4 spells to deal with the rumor.
How does this sound?
I just realized the hole in our plan. There are two gates open. RMC comes back to close one this turn, El'G comes back to close one next turn. Probably not a good time to be jumping to the other world.
A quick look around - RMC has an elder sign (his gate should close), El'G has six clues, Joe Diamond has seven clues, you have six clues... we've got enough folks to close gates lined up. We only need to get one more of you through a gate.
We need to reduce the monster level. I've not thought this completly through but:
You pass stuff to Q, and go get what you need to from NC, so as to be set to jump into other world next turn. You might also want to use your stone and leave it behind for Joe to grab. He's our faster figher (and one of the best), but could use something to help keep sane.
Joe Diamond runs through Q, grabs all the spells, drops off the dynamite with Q, heads to French Hills, dispells rumor.
Q runs over and kills the Gug outside the woods with the dynamite.
RMC comes back to the woods and closes the gate and is stuck with a bunch of monsters (but is safe this turn).
Next turn Q runs into the woods (he'll go before RMC) and either fights all his monsters, or plays his flute to get rid of them.
P'kub gets the cig case from me, and informs the formless spawn to unspawn.
Mandy... Mandy pertends to have something to do beyond supplying a reroll to someone else.