Dungeon 3 Turn 0
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“So what do you think?”
“Well, this dungeon has been around a long time, so we’re likely to see stranger and stronger creatures than we have so far.”
“But then again, I’ve heard that dungeons sometimes reach a sort of equilibrium state where they stop spawning more monsters and traps. If the barricade outside was successful at stopping the dungeon from spreading, it might not be so bad after all.”
“If that’s the case, why do you think the undead started escaping all of a sudden?”
“That would seem to indicate that something within the dungeon changed. It could be that someone else came in here looking for treasure and messed with something they shouldn’t have.”
“Who knows?”
“Just keep your eyes open and don’t get careless, and hopefully we’ll be okay.”
“Yeah. You too.”
Ricki and Kamau cross the threshold of the dungeon and examine their immediate surroundings. Though it’s the middle of the day outside, the boards on the windows seem as though they would keep out any light. Despite this, the entry room is brightly lit.
They can already see a group of skeletons, but they don’t seem inclined to move anywhere, at least not right now. They’ll likely have to advance further in before the nature of the problem becomes apparent.
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Dungeon 3: The Abandoned Chapel
Goal: Permanently stop the skeletons from wandering out of the chapel and into the surrounding neighbourhood.
Secondary Goal: Don’t let ANY skeletons escape the dungeon.
Time Limit: If 10 or more skeletons escape, the front door will be closed and another exit will have to be found, making abandonment of the dungeon more difficult.
This dungeon can be abandoned… for now.
The lantern(?) guy seems interesting, although we cant examine him at the moment.
Ricki: Try to open the door. If locked, unlock with thieves’ tools.
Kamau: Interpose, should the bats or skellingtons decide to attack Ricki.
Kamau should attack the skeletons while Ricki long distance throws her dagger at them.
I don’t think we can kill all the skeletons in one round, so we might as well hurt as much as possible early, and then we can think about unlocking the door here
If we do that, focus the small one.
Ricki: Check the door, open it if locked. If empty, hide inside.
Kamau: If Ricki is safely hidden inside, take her dagger, throw it at the bats, and hide with her. Close the door.
If Kamau cannot fit inside, take Leather armor from Ricki first.
Alternatively we could disturb these bats after dealing with the skeletons, to serve us as a door guard.
I suspect the bats would settle down after a while. But maybe not
Probably better to just leave the bats alone, even after we kill the skeletons. Bats are hard to hit, so we don’t want them flying around biting us while we’re fighting skeletons, and they don’t do much damage, so they wouldn’t be very effective as door guards.
If we can open that door (hopefully leads to room by chest) we can aggro the bats and let them deal with skellies while we move on.
Ricki: watch for traps on door and unlock with thieves tools. Move through door
Kamau: take dagger from Ricki throw at bats.
I think this is a great idea, don’t know why you’re getting downvoted.
We can save time and (possibly) health by letting the bats attack the skeletons. It was discussed during one of LSN’s streams (that I wasn’t there for so hearsay) that there were multiple occasions to use creative methods to save time/health by having other creatures fight to the death and clean up what’s left.
Bats only have 1 atk but they all target one creature (according to above) so they would kill at least one skeleton most likely, maybe two if we’re lucky.
I guess my only feedback would be to check out the other side of the door first, and then start the bat brawl, so maybe next turn we do this.
We’re the closest target, though….
But if we first open the door, then throw the dagger, and then close the door, we are no longer “there”, which makes the skeletons the next (visible & accessible) target.
Ricki: Trade two thieves’ tools for the graveflowers and the torch, then unlock the door and see what’s inside.
Kamau: Follow Ricki.
https://viewer.diagrams.net/?tags=%7B%7D&highlight=0000ff&layers=1&nav=1&title=Dungeon%20Eyes#Uhttps%3A%2F%2Fdrive.google.com%2Fuc%3Fid%3D1Kbl4QaQZ205RJG2DVZXetuXqJ985Wglz%26export%3Ddownload will be updated once I get off work
To reiterate: graveflowers are used immediately in combat, so Kamau is more likely to waste them if he gets into fights we can already safely win. When we need him to use them, then we can give them back. Ricki should also hold the torch so Kamau can fight with the longsword without being blinded.
Kamau: Pray to the sun god as your action.
Notes:
– Ricki got her Thieves’ Tools Starter Set and now has no item slot left to carry additional items.
– The Dungeon Map is (thank you!) at https://viewer.diagrams.net/?tags=%7B%7D&highlight=0000ff&layers=1&nav=1&title=Dungeon%20Eyes#Uhttps%3A%2F%2Fdrive.google.com%2Fuc%3Fid%3D1Kbl4QaQZ205RJG2DVZXetuXqJ985Wglz%26export%3Ddownload
– The Enemies’ Statistics (for those unknown to https://dungeoneyes.com/enemies/) is at (thank you!)
https://gist.github.com/KingMarth/2c55735080b5b7a39b1514154a2cb177
– Golden locks are open, grey ones are locked.
Ricki, please use your Trap Detection to spot traps and point them out to Kamau.
I think the function of Trap Detection is to make the traps visible to us, the audience, while explaining how other characters can’t see them, similar to how Dungeon Eyes works.
Yes, but it is necessary to explicitly tell Ricki to point them out, otherwise Kamau does not “see” them. I am not sure whether it is strictly necessary to tell Ricki to use Trap Detection, but better safe than sorry.
Ricki, describe to Kamau the sun head guy and the green dire rat. See if he has any insights on them.
Totally! I totally forgot that Kamau don’t see things that we see. This might be interesting, it looks really weird, I suppose it’s “a weird dungeon monster”, but we really don’t know if it’s hostile. I somewhat hope not. Fighting it probably means risking at least temporary blindness. Also I suppose it actually provides light for the room, so killing it means darkness.
I’m going to hazard a guess that the green dire rat is undead. It just has that healthy colour. Also we’re in a chapel crawling with skeletons, there’s likely going to be other undead around, too.
I’m guessing that the potential ally is going to be whatever entered the dungeon and “disturbed” things here OR that the potential ally was following that “disturber”.
I very much want to try out Kamau’s counterattack abitility on those skeletons, but seeing how there’s 4 of them and one has a dagger on top of that, that would best be done if he has armour on. So possibly next turn when/if we can make Ricki safe by passing the door?
And in general I would like to try and keep the “exit” open. I don’t think the bet (10 coins for not letting any skellies escape) is not doable, but it doesn’t hurt to try (not at all costs, though).
Okay. Two obvious paths:
1: Go kill the skeletons. 1 attack per skeleton, +1? for the weird dagger.
Cost to kill: 2? HP from Kamau, 3ish turns. Just attack the small skeleton first.
Loot: Weird dagger (doesn’t quite look like Ricki’s. bone?), free passage to the right.
2: Open door. Grey plate means it’s probably locked.
Cost: 0-1 thieves tools.
Benefit: Free passage somewhere. Probably up by that chest.
Other: Disturbing bats so they attack skeletons. If done now, probably costs a HP (4 attack – 3 def) from whoever stays in front before they can leave. No HP loss if Kamau equips the leather and stands in front. Also costs whatever you throw at them until we return to grab it. Bats would probably kill a skeleton. Honestly, not that useful.
If done after this batch of skeletons is killed, bats would hang around entrance to attack skeletons passing through. Might get more than one skeleton that way.
Honestly, I don’t have strong opinions here. I slightly favor opening the passage up. That should help if we need to run away in a hurry or want to kill skeletons that would walk out the front. Also probably gives us choice of two rooms to do next, and better scouting. If we only had one set of thieves tools it’d be different, but we’re not likely to run out, and 2.5 gold isn’t a big deal if it helps us at all. Plus the possibility of immediate loot to play with.
Re: Sun-head: Probably related to this quote: “Nope. But this used to be a chapel dedicated to the old God of the Sun, you know, back before the Emperor replaced him. There’s a Sun Bell in there that used to ring every day at noon, just like the ones in the Imperial Cathedrals nowadays, but it ain’t rung in a long time.”
Might be guardians against the undead, and the skeletons coming out are because they’ve been losing strength/numbers. Might just be a thematic dungeon monster. Might attack us either way. If we get a choice and it doesn’t cost us, I’d like to see what happens when one of them gets next to undead before we start murdering them. If we’re really lucky, we could forcibly drag a sun-head to the entrance to guard it for us, and increase our timer. Wouldn’t count on it though 🙁
Re: Loot room: Totally worth doing. Assuming green-rat is a zombie rat with the same stats of a normal dire rat but undead, it only costs Ricki 1 HP or 1 grave flower to clear. One of the chests is probably trapped, but still.