Dungeon 3 Turn 12
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Kamau picks up the new leather armour and heads back down the ladder with Ricki. He then immediately engages the sun creature in the entry room, dealing some damage to it while taking none in return. His own armour seems to be holding up very well.
Ricki continues to the right, but as she goes she sees one of the two remaining bats getting swatted out of the air by a skeleton. It looks like the skeletons have been taking damage this whole time as well.
In the next room, Ricki arrives just in time to see a set of buggy legs disappear up the nearby ladder. Below, she sees two skeletons enter the room from the right. The ghoul pope, which Ricki’s Dungeon Eyes ability allows her to see and be fully baffled by, directs the new skeletons to join their fellows in the large group.
Interesting… It could be that large group under the chandelier is waiting until a certain amount before moving towards the exit. If that’s the case I really hope the lever drops the chandelier. If that group moves towards the exit I say we let them. 10gp is not worth all the damage we’d take trying to stop it. Better to use it to find exit 2.
I’m glad we have a good idea as to where the roach went now. I think there’s only 1 chest it could go to now.
Kamau: fight
Ricki: join Kamau and fight sunhead. Swap torch for dagger with Kamau. It worked last time and we may need Ricki’s damage to finish it off in 3 turns.
For Ricki to join the fight, she would need to swap something from her inventory (for example the keys) for some weapon from Kamau’s inventory (for example the longsword).
Thanks for the reminder. I edited action to include a weapon swap
Now we just have to worry about the other stalkroach…
I wanted to mention that it might be quicker than 3 turns, since Kamau has counterattack ability, but IIRC it activates with 20% chance and only when Kamau actually takes damage. So I ended up hoping he won’t have any occasion to use this ability at the moment 🙂
From our current full view of the map, the lever we see in this page does not activate the chandelier, there’s a matching winch in the next room up from where Ricki is
i would say follow the stalkroach, just to see where it goes, i think kamau can handle himself at the moment and i’m worried the sun creature will shoot at Ricki, and about where the stalkroach is going to go hide.
Ricki, there is a stalkroach above you, a patch of broken glass before you and a sun thing firing beams of concentrated sunlight further ahead. Watch out! Do not get hurt!
Dont watch out, but rather, gtfo asap. Sun guys are not quick to react, but they do shoot from afar. Skeleton dogs were happy to stare at you. Sun guy might not.
The sun-head we killed was guarding the ladder (or perhaps the hall to the skeledogs) in that room from afar, but Kamau has gone by here twice without being shot. I’m not sure how to tell which are turrets.
I think we’d better try to flip that lever soon. Not sure how big the skeleton army has to get before they move out, but nine or ten are the most that can fit under the chandelier, so we’ve pretty much achieved maximum bang for our buck once the two newcomers join the group.
There was a jade crank on a previous panel. Being the same color/material of the chandelier I think that is how you would crash it on the skeletons. Repeatedly if you don’t damage the mechanism.
I think the crank will lift the chandelier back up, which would be important to go for the rat treasure room. Don’t think we’ll get to that part, though.
Bats dealt 3 damage to a skeleton on turn 10, then another 3 on turn 11 (since none were killed turn 10), and now 2 on turn 12. Still three skeletons. They are dealing damage still, so skeletons don’t have 2 defense, but this means they have more than 5 HP or the bats are randomly retargeting with no way to tell which are damaged and by how much. Since Kamau did one-shot a skeleton with 5 damage, I think the bats are randomly picking targets, supported by turn 10: “The bats seem to randomly decide to gang up on a skeleton”. This worked in our favor in general because the bats attacked a skeleton on a turn when they could have attacked Kamau, but we need to remember that bats might randomly pick Ricki to target even if they were picking on someone else last turn, unlike the sun-head and most enemies which lock on target.
Random targets generally make bats less useful, though if we can squish all the skeletons with the chandelier then there’s only one Ghoul Pope to eat 5 bat attacks, or they pick off the dire rat. Not sure if that is worth it though, the bats probably wouldn’t win before more reinforcements show up.
Oh, side note: That bone dagger might be a throwing dagger, it dealt at least 2 damage at range because roosting bats have 1 defense.
This may be a far guess, but don’t you think that dropping the chandelier should make enough noise to disturb/wake up the bats? That would make an awesome idea even more awesomer.
I thought so too. The description says they get disturbed if attacked, but we never tried loud noises like yelling or dropping a colossal chandelier
Riki should go help Kamu, every attack of the sun guy is 0 dmg but has 10% chance to break our armor. Also we took too much random dmg from exploring alone, the idea was to save time, but it seems that it’s not worth the risk, let’s keep the remorse as low as possible.