Dungeon 3 Turn 5
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Kamau charges up the ladder and takes a swing at the luminous creature. Up close he can see that it appears to be a glowing ball of light hovering over an empty suit of armour, but it seems his sword can still damage it. The creature fights with its fists rather than its rays when in melee, apparently, but it’s just as deadly either way. Kamau takes 2 damage, and notes that his own attack is only modestly effective at getting through the sunhead’s defenses.
Ricki cautiously enters the room and surveys the battle for now.
Ricki: Give Kamau the leather armor, then attack with your dagger (not thrown, so we get 2 more damage instead of 1)
Kamau: Keep attacking.
Damn, this thing is not going to be fun to fight. 5 attack, and probably at least 3 armor. But…it’s an empty suit of armor? So maybe it’s a guaranteed drop after it’s killed.
Ricki and Kamau attack!
Ricki with range since I don’t want to risk her getting attacked
This one has a ranged attack as well. I don’t think it’s very likely that it will counterattack at range while engaged in melee, but I wouldn’t rule it out just yet.
Kamau: Attack sun-head, using sword.
Ricki: Attack sun-head, using dagger.
I’d rather take an extra damage on Kamau than risk Ricki being oneshot.
I just hope that similar to drunks in dungeon 2, the sun head isn’t … bright enough (XD) to switch targets, once engaged in melee combat.
I agree, let’s beat this guy up.
But I strongly suggest to not fight any other sunguy after this and instead muster just enough defensive equipment for Kamau that would allow him to always stand between Ricki and a sunguy and just walk past them. If the sun beam counts as an attack, I’d be willing to bet that a sunguy can’t attack us in melee range in the same turn in which he attacked us in range. So as long as we always walk past a sunguy in one turn, we should be fine as long as Kamau’s defensive equipment holds.
Kamau: Disengage and get both downstairs (but in the same room), I don’t think something good will come out of victory, only the room getting dark.(and potentially the skeletons going aggro)
And then:
Ricky: unlock bottom left door but let Kamau deal with the creature, get to the lonely chest upstairs instead.
Why? I think the light armor on the skeleton will be instrumental in getting Ricky the survivability necessary to dispatch all the rats in size restricted corridors.
Caution, unlocking TWO more doors will completely deplete our thieves tools (unless the “careful thief” kicks in and we all know how Ricki sucks at dice rolls). I don’t think we should do that now (in turn 6!) without knowing anything about key/thief tools availability in this dungeon, and also without knowing what locked doors we will still face (possibly doors that we will -have- to go through in order to fulfill the dungeon goal).
I’m happy to pick one door (the one with the spider cat and the rusty armour is a good option) and then wait and see how many tools we still got left.
(Yes, I know this sucks for other reasons like time sensitivity of the dungeons, but it’s better than to be foiled by a door in the last room of a dungeon. 😛 )
How about inspecting the RED lock and that odd door? It shouldn’t aggo the rats, just like the dogs didn’t attack on sight.
Also, arrows. If that’s linked to the yellow blob behind the skeletons, and if that blob is an arrow trap (as suggested by the arrows to the left), then there’s a chance that triggering it will hit the skeletons? Very loose and risky idea. But I’m really curious why are there two similarly looking yellow blobs there. If the blob at the top is an arrow trap, then the arrows are drawn totally wrong. Not that angle. They totally look as if shot from the other side of the corridor.
I think that’s a good idea but right after finishing off the sunhead. I don’t think lightsource is instrumental here. These three skeletons are DARK, so they are probably more resilient than those light-gray we’ve met earlier, but still, this group of three going on rampage (even if they do for some reason) isn’t as bad as i.e. when those at the entrance would start running around. And since this top-level of this room is relatively safe (except for the sunhead), even if this globe of light EXPLODES upon death, we should be good, and we should be able to learn some things about them, and we’ll need this info later.
I laughed hard reading LSN’s comment on Twitter for this page. Yeah, totally makes sense 🙂 However, I’d keep one set of magic lens for the Ghoul Pope. These items were quite common earlier, but there’s no telling if these will be common here as well. But, well, since it was noted but LSN then we probably could rely on the lens a little more.
EDIT: Oh. We actually don’t have any magic lens at this moment. Good job Kamau! Smack it more! We need more data 😀
Also, I just noticed Kamau’s 20% counter attack chance didn’t trigger, aaw 🙁
I wish we had a bucket to put over sunbro’s head.
I can’t help but think that we’re not meant to use our limited resources to fight these things. They’d make short work of the ghoul pope, for example.
There is way, way more in this dungeon than we can ever haul out. The total party hit points vs. monster damage math just doesn’t work. Thus cleverness and overcoming obstacles is the key, not hacking away at every monster until we run out of HP and have to leave.
Unless we can do oldschool D&D style and camp out outside the dungeon until rested and then re-enter. But I kinda doubt that. There seems to be little OSR style here.
Hm. Actually. Interesting idea. Can we exit and return to dungeons while they are not completed yet? Somehow, I guess not.
Yea I completely agree with letting the sunguys be.
Here are mythoughts on the sunguys:
– Their sun beam doesn’t go through targets. It didn’t go through Ricki in turn 3.
– If their sun beam works like a turret and it’s a movement past a certain point or in a certain direction that triggers it (in turn 3 it seemed so), maybe we could just beef up Kamau’s defence so he can withstand a direct hit and then make sure that Kamau always stands between Ricki and a sunguy when we need to pass a sunguy. That way wouldn’t need to fight any of them at all.
– If the sunguys have attack 5 on the beam, I think that we should go get the rusted chainmail as soon as possible and put it on Kamau. That would allow him to safely pass at least one sunguy (def 6), with a 70 % chance to keep the armour and potentially do this again. When the chainmail eventually breaks, we can debate putting Ricki’s armour and buckler on Kamau temporarily each time we need to go past a sunguy (def 5). When the buckler breaks, we can still do the same minus the buckler, which would get Kamau hit for 1 HP each time we need to go past a sunguy (def 4). This way we could safely reach the lever behing the sunguy in the bottom left room and then get past the sunguy in the bottom right room and explore the next room to the right.
Awesome idea, but those guys actually have arms and hands, so they would probably cope with the problem promptly
It would be REALLY nice if we could place the sun at the entrance to stop any skeletons. Can we put it into the inventory and move it downstairs? – In the preceding dungeon Ricki talked to the thugs. Maybe try to talk to the sun? We are not here to fight the Servants of Sun but to help, thus it would make sense to work with them instead of against them. Probably we would just need to wear the sun amulet hidden in the last chest of the last room. 😉 Talking about rooms: Concluding from the “missing wall” places, there are still at least 4 not jet seen rooms (right/top/top right).
I think the sunheads should be used like the bats – they attack anything that comes in range with their laser beam.
How do you get monsters to chase you in this game?
Ricki: Trade dagger for Kamau’s sword and torch for thieves tools. Go down and unlock the middle left door to the room with a chest and no obvious enemies.
Kamau: Trade as mentioned. Go down the ladder to the entry room. Use action to take the stairs down by the entrance.
Rather than finishing this fight now, we can loot one more-or-less available chest and get Kamau in position to stir up the bats.