Dungeon 3 Turn 3
————
Ricki continues to climb the ladder and heads to the right, easily stepping over the glass. But as she does so, the sun thing fire a beam of concentrated sunlight at her, dealing 1 damage to her. She takes the hit and keeps running.
Elsewhere, Kamau feels a vague sense of inadequacy.
Ricki and Kamau both end up at different points in the same room, but with no way to meet up.
1 damage taken with 4 defense. Those sun things hit hard
Maybe it was a weak attack that ignores armor?
Doubt it, LSN would add some flourish to indicate.
I think that attack went without defense, or with high penalty, as I suppose Ricky wasn’t defending against it at all, and instead was just walking away from the guy and got shot straight in the back.
Turn 3 and Ricki needs a rescue… I was all for leaving lightbulbs alone but that one needs to die
Kamau: go down ladder then left to room with open chest. Go up ladder if we have move left.
Ricki: stay put!
Staying put most likely means getting attacked by undead dogs – we’re too close for them to ignore us. Instead we should lure them back to the left and hopefully into a fight with the sun head guy while we escape down the ladder.
I bet the crank is what moves the chandelier.
It does have the right color for that
You don’t think it has something to do with whatever might be above that open shaft in this room? I’m guessing it might be a church bell.
But the style of that crank is just wrong for a bell. It looks precisely like cranks on water wells. It’s designed to roll a rope or chain on to that cylinder, for relatively slow and “safe” lifting or lowering things. Perfect for a heavy chandelier. It exactly solves my doubts about the “lever” that we saw earlier. This type of a crank usually has some locking mechanism. Grab the crank handle, release the lock, and keep holding the handle or else the weight of the load DFA’s anything’s below if only you release the handle and “forget” to lock it beforehand.
Church bells usually have a rope falling freely from the top of the tower down to the bottom, and some lever mechanism at the top for swinging the bell. Pull the rope, bell rocks to one side, release the rope, bell rocks back to another side. No cranks. For crank work with a bell, you’d need quite a lot of gears somewhere, and even then, the crank would not look like that from a well..
Ricki: Turn around, pray the bone dogs don’t deal damage through 4 def, explore left, and stop immediately, praying the sunhead won’t attack her if she’s not near the ladder.
Kamau: Climb back down the ladder, then explore left. Let’s get you back to Ricki.
If the dogs won’t follow through room border, then it’s a fine idea, and in the ‘left’ room, Ricky can try ducking and hiding behind her shield, while Kamau runs up to her. While certainly not a standard use of a shield and all, it could confirm (or not) my theory of being shot in the back with high def penalty.
YIKES, undead dogs. Those things are nasty enough when they are alive!
A giant fly (person?), not sure what to make of that. Is it being distracted by the cheese or is it just guarding it (so we could use it to e.g. conveniently distract some dire rats while looting a chest)?
And something with a crank, I wonder what that will do. From the way the floors are placed, I’m guessing a ladder that will go all the way up into the next room, if fully extended.
Also, we learned that the sun people are NOT undead, or else a flower should have been used up.
Kamau: go back down and to the left. (We gotta take care of the skeletons in the first room before they escape.)
Ricki: go left and down, avoid the glass (yes, I know that will make her take another point of damage and another point of remorse for Kamau. still, it’s better than have her do nothing for a whole more turn and possibly missing the chance to “kill” the skeletons.)
Option 2:
Kamau: go back down and to the left. (We gotta take care of the skeletons in the first room before they escape.)
Ricki: twiddle your thumbs and think about life, the universe and everything. (We can can have Kamau go up and interpose next turn to avoid HP loss and remorse gain, but lose another turn.)
(If there’s a tie between this option and the other one I suggested, I would prefer the other one.)
High chance dogs do 2 damage each. That would mean Ricki losing a flower and another hit point this round. If we kill one dog this turn, she can finish the encounter by herself without any more damage at the cost of both flowers.
Alternatively we can take a hit point of damage running. Meaby the dogs are going to chase and engage sunbro.
Ricki: Fight!
Kamau: Run back to hep Ricki, but don’t aggro sunbro yet.
I agree I think our best option is to eat the damage and lose the flowers by killing dogs. Otherwise we’ll take two damage for no benefit, at least here we get something out of it.
Or maybe we could actually use the rule Kamau gave us and if we go back and don’t do anything maybe that’d be safer? Would be bad if they’re even stronger than non-skeleton dogs
I’d like to see if this works. I’m guessing the sun guys are minions of the Sun God that are here to defend the temple from the undead (and any other intruders, like us). So maybe we could get this one to zap those skeledogs for us while we escape down the ladder.
If both dogs and sunny hit Ricki on the same turn I think that’s game over. Not worth the risk
Interesting, I don’t see an effective way into this room from anywhere we’ve seen. Going through the skeleton dogs would just give us access to the chimney, with a long drop. The rat hole doesn’t line up with the chandelier rat hole. I think we’ll need to approach this room by looping around above from the right, after dealing with the ghoul Pope or the sword-welding sun-head.
Speaking of which, if that ranged attack is 5 damage, I wonder what the melee attack with that sword is like.
We could throw a dagger at the winch and have it drop on skellies. But we wouldn’t be able to use it as an elevator later
I think Ricki should get out of there and tank the one damage from the bulbhead. It’s either that or try to fight the dogs, and I don’t think we should rely on Ricki being able to kill one in one turn.
Ricki and Kamau should take these fights together. After all, the only thing I can think of that would make us need to split up to finish this dungeon quickly is if the zombie priest is raising skeletons to walk out the door, and we could solve that problem by killing the zombie before exploring the rest the rest of the dungeon.
I suggest we make Ricki and Kamau meet up to defeat the bulbhead guarding the lever, pull it, and then fight their way to the priest.