Dungeon 3 Turn 35
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Ricki and Kamau decide to leave the stronger skeletons alone for now and instead go fight some skeletal dogs. Kamau easily destroys one, while Ricki slightly damages another. For whatever reason, Kamau thinks this group of dogs seems to be less powerful than the one he fought earlier. Neither Ricki nor Kamau takes any damage.
Kamau: Swap the longsword for Ricki’s dagger then attack the new dog
Ricki: Use the longsword to finish off the dog
Doing this to figure out stats. 5 atk oneshots, does 4? We could test Ricki + longsword for 3 but in the interest of time let’s go for the more secure play.
Another option is to “throw” the throwing dagger since it deals a flat 2 DMG regardless of target defense. Whether we can in melee is something I’d like to know
That isn’t how ranged weapons work. Throwing the throwing dagger deals a flat 2 damage regardless of the thrower’s Attack value, so Kamau deals 4 damage in melee and 2 damage at range with the throwing dagger. The target still gets Defense.
Just in this dungeon, turn 25, Ricki used a ranged attack on a skeleton for 1 holy damage which did nothing because skeletons have 1 defense.
Ricki: In addition to other actions: Ask Kamau if he sees a safe way to get down into this room, pointing out the floor just below this one that you can probably swing down onto. Would dropping onto that winch hurt? Would it be possible to climb back up to this floor after swinging down? What about holding Ricki up to reach and climb up herself, and if so would that also work with that opening in the ceiling of this room? How about wall jumping? (The timing on that is pretty tricky…)
Kamau is pretty athletic, we discovered last time he could jump sizable gaps in the floor. Dropping down one third of a room was safe in dungeon 2 (the wand skeleton platform), but we needed the barrel there to climb up, with the note that I expected Ricki would need to handle the platform by herself after Kamau gave her a boost.
Since the chandelier was fully controlled by the lever, this winch might do something like extend a ladder upwards. We probably can’t freely mess with it while that sun-head is there, though. I say we get a peek upstairs before fighting the sun-head.
Excellent idea.
By “get a peek,” at first I thought you meant run past sun guy and then climb the ladder, which would give S.G. a couple of free shots at us. But you mean peek from where we are now, after we finish off the dogs, right? If so, I’m in favor.
Consulting the Flowchart map of CombatDoctor, I found a chest at the very left of the floor, where Ricki and Kamau are currently (and another one two floors below). We might use the chest and the barrier of the window to climb up. [DANGEROUS! Do not try at home!] Or we might swing the chest down to the next level, where it could help us climb up later. But I feel uncomfortable with this myself.
How about swinging it over the edge and back under, so it hits the flyguy?
..unless we think it’s a ‘friend’, which I personally really doubt. It has cheese. Previously rats were also having a cheese. That’s a clear sign of an enemy!
I expect that we’ll need to go the long way around to see upstairs. I’d still want to run by the sun-head in that case too, after we look upstairs then Kamau and Ricki can squish the centipede up top while there’s light.
We would definitely be attacked on the turn we run by, but Ricki could leave the room that turn. Kamau can’t leave the room on the turn he Intercedes, but he could climb the ladder and hang out at a respectful distance from the centipede, which would put a floor between him and the sun-head. Might be worth running by the fly on the same turn, it might be distracted by the cheese already and if not it would still need to do at least 3 damage to damage Kamau as he’ll be at 7 defense for the turn with solar armour vs holy damage. Might not even need to Intercede, we got the hint last time that sun-heads seem angered by someone wearing solar armour.
I agree that the solar armour on a non-sunhead guy seems to anger the sunheads. But I suspect that the pope head, while we found it on a ghoul might have originally been from the sunhead guys, too (they have armour against holy damage and the pope hat give holy damage, I sense a possible pattern there). So Ricki wearing the pope hat might even the odds on who gets attacked by the sunhead again.
I earlier suggested trying to snipe the wererat in chandelier room, but that was quite a demanding task.
However, as much as I’m curious what that rat would do, recently KingMarth had a similar idea – to aggro the bats with a trick shot
https://dungeoneyes.com/dungeon-3-turn-34/#comment-1969
I think that’s a very good idea to try out right after removing the dogs out of equation. Shooting bats like that have a decent chance of them going for the sun guy since it’s right below, and Ricky’s up there and hardly visible at that angle. Of course the rules doesn’t say that, but it just makes sense.
I think that waking up the bats won’t really help us. I’m pretty sure that a sun-head has 4 defense (1 base plus solar armour), so there aren’t enough bats to scratch it. The centipede also probably has 3 defense and Kamau suggested the fly would have high defense. Bats can’t clear enemies here for us, and if they pick on Kamau on a turn that he’s also attacked by the sun-head, that would hurt.
Sadly the sunhead has at least 3 def so the bats could do at most 1 damage until it kills one (30% miss chance). After that, we ‘d have to wait until all the bats are dead before engaging since Kamau getting hit by sunhead and bats would be a lot of damage.
I’m actually worried the sunhead will pull the same trick as the undead have and snipe a bat as their first attack
Do we think Kamau can lift Ricki up that shaft to take a peek at the upper level?