Dungeon 3 Turn 42
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Kamau continues to attack the spider, but the web prevents him from dealing much damage. The spider still deals no damage in return.
Ricki fires a holy bolt at the web. It seems to be somewhat effective at breaking the threads, but the web holds strong for now.
So… Webs have no def but at least 2hp? We could throw the dagger to do 2dmg and hope it takes a total of 3… I’m fine just having Kamau cut it though
Also, Kamau still did damage without ricki’s help this turn. So an attack of 4 did minor damage… Def 3 on spider confirmed?
It’s like Bobo, you can’t damage it because it doesn’t have any hit points. To destroy it, do more than X damage in one attack.
I say Kamau and Ricki both concentrate their heaviest attacks on it next turn and try to destroy it. Then deal with the spider.
Nope, the description clearly states here that the bolt was effective. The web has HP.
Kamau: keep attacking the spider.
Ricki: move up and use your dagger to slice the web.
The longer this fight goes on, the more likely it is that the solar armor will break, and then we’ll be in trouble. It may not be safe for Ricki to melee engage the spider, but hopefully the web can be broken.
I don’t think that the spider would try to go beyond its own web. At least all the spiders I have ever encountered (which, granted, had nothing to do with a dungeon and were no bigger than my palm at most) and which had a web, stayed on one side of it all the time something got stuck inside their web.
They might have switched to the other side, after they had taken care of their victim, to do repairs and whatnot, but while the struggle was going on, they stayed on one side.
But then again, these spiders would also flee, when the net was so much as touched/disturbed by something else, so this spider here in the dungeon clearly behaves differently.
Classical Fantasy tropes suggest that spider webs can be flammable – maybe the torch would also be an option to remove the web?
I suggested that last turn, yes. The concern is that Kamau would also be burned, I think the armour would block all the damage (especially if clearing the web removes the penalty immediately) but it isn’t clear how much defense is needed here.
This isn’t efficient to split the dmg, we are risking the armor every turn. Ricki and kamau should both attack the web and after kamau is released he should switch to the other armor.
Since everyone is highly concerned about the solar armour: The available fight we know about which definitely benefits from solar armour is the sun-head by the winch, which would also give us another shot at getting replacement armour. Should we just do that next? With Kamau and Ricki working together from the start, I expect to kill it in two turns. I’d also like to spend one turn killing the centipede for a shot at the poison sac drop.
Ultimately, we’re saving HP. The ashen skeleton fight will likely open with enough damage that solar armour will save us 2-4 HP, they have a minimum of 6 attack combined. We still have 6 HP to spend, with the bonus that we can sell the armour for 15 if it makes it to our next merchant.
“Should we just do that next?”
I think, definitely yes. Or maybe right after just taking a peek at the top room for completeness.
Lets go down after this fight to check up on the skeletons. We need that ten gold.
We have a clear path (there’s bats on the way but not enough to harm us). It would take two double-move turns to get eyes on the entrance, and three turns total to check on the chandelier room. It would be best to also fight the ashen skeletons when heading back to check. Splitting up could work here, Kamau has some unseen webs to destroy and chests to loot. I’d really want to see one more room up to check if that changes the way we view the rest of the dungeon.
Kamau noted on turn 8 that we’d notice if we failed our objective, but we also won’t be able to do anything about it after we fail.
Can we please stop sending Ricki alone to stare down whatever enemy is waiting in the next room?
At least not when we can help it.