Dungeon 3 Turn 9
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Ricki unlocks the middle left door, allowing her to open the chest next turn. She decides not to throw away her thieves’ tools this time, just for kicks.
Kamau charges towards the skeletons, his attention focused on the one with the dagger. However, as soon as he reaches the mid-point of the room, that same skeleton throws its dagger at the bats above, killing one and angering the rest, who swoop down and attack Kamau. Between the four bats (the dead one landed on his head) and the three remaining skeletons, Kamau takes 1 point of damage. He also completely obliterates the formerly-armed small skeleton.
Huh. They had the same idea, which is weird when they’re supposed to not have a brain.
Kamau: retreat through the doors. and head up the ladder towards Ricki.
Ricki: Check chest for traps and then open it
I think we should deal with those black skeletons above to see if that is indeed rope they are guarding. If it isn’t, then it is most likely an undamaged shield which would be worth the investment to obtain.
Before that though, while the skeletons and bats fight, we can keep an eye on the first two rooms if we go switch that lever behind Sun-head. We don’t know what it does for sure but in dungeon 2 we had to activate all the levers at least once to succeed. We can do this with 2 turns of interpose and Ricki flipping the lever and back. We’re also right here and I’d hate to have to backtrack if we come across a closed grate door or something. Or maybe it does drop the chandelier and the winch raises it, in that case, we can deal with Ghoul Pope (who I don’t think is responsible for the skellies, I think there’s a necromancer in the room behind him).
I suspect on turn 10 that some skellies will spawn somewhere behind the ghoul Pope and then move towards the exit each turn (similar to the drunks in dungeon 2).
I wonder if these ones are smarter than usual because of the ghoul pope or necromancer or whoever is summoning them.
I think they were ordered to throw the dagger as a defense tactic by the creator. A good indication that someone is behind all this (though that has been hinted at already)
Mostly agree with what you’re saying, but I’d spend the three turns to kill the sun-head rather than two to interpose. It may drop another armor for when this one inevitably breaks. And if we ever wish to hit the lever again it’d be a straight win.
We wouldn’t be able to carry the spare armour and all the stuff that we currently have at the same time though.
That’s a good point. An extra turn to kill it would be a good investment. I have a running theory that this temple is dark/light themed with undead being dark and sunheads light. Just speculation but if there is a glass chest in here the condition might be to make the temple all dark.
I think we should maybe abstain from killing the sun heads for now. My main reasoning is that they haven’t shown up in the ‘Enemies’ section even though we already fought/killed one (and looted it’s armor).
While it’s quite possible that killing all sunheads does trigger something, I wouldn’t assume it’s a special chest we haven’t seen yet.However, the light/dark theme is indeed quite likely – but it could also be the case that the undead don’t like the light and we need to light things up. (Like I mentioned before, the sunheds the chandelier & the winch all have the same colour and this likely means something, I suspect we can light the chandelier somehow).
I think it might also we worth to check if other light sources pacify the sinheads (i.e. approach the one by the lever with a torch, maybe it won’t attack)
We don’t need to interpose. Kamau can just walk by the sun-head and pull the lever, then walk back. One more turn to reset the lever, then we never need to walk by there again.
Of course, if that then makes the sun-head shoot at anyone walking over the ladder, then that means war. We also want Ricki to have something to do during that time, so Kamau could still fight while Ricki is messing with the lever.
I’d recommend sending Kamau past the armed sun-head first to see what is behind the ghoul Pope.
Kamau should keep fighting- unless the armor breaks, in which case he should retreat immediately.
Ricki should ransack the chest.
Just out of curiosity, can Ricky unlock a door and leave it unlocked but not opened?
So that it does not vanish?
It may be important at some point, as we sometimes need unlocking for i.e. Kamau going there, and a not-vanished door still provides protection against being seen, and against ranged attacks.
Additionally, monsters like bats are not able to open (or break down) a closed but unlocked door.
Kamau: Pick up the (bone?) dagger (as an action since there’s active enemies), go up the stairs.
Ricki: Open chest, go down the ladder. Trade holy water and potion of healing for dagger and buckler.
It’s okay Ricki, Kamau will never have to know you even used those tools.
I want Dungeon Eyes on the entrance next turn. We’re full on inventory at the moment, time to find places to use our consumables. I’d still like to hold off on using the potion of healing to see if we can save it for an extra 5 gold after the dungeon, or if we find someone else who is injured.
Careful Thief: 2/4
Counterattack: 0/4
Ooooh, can we “loot” the door we just unlocked and use that to try and block the entrance/exit, so the skeletons can’t pass it as easily?
Usually if the hinges are accessible, it’s easy to just detach a door from its frame.