Dungeon 3 Turn 13
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Ricki returns to the first room and joins Kamau in battle. Together they deal a decent amount of damage to the sun creature, while Kamau’s solar armour continues to protect him. The creature seems particularly focused on fighting Kamau for some reason, ignoring Ricki completely. The first one seemed to at least register her presence when she joined the fight.
Down below, the final bat is struck down after failing to damage any of the skeletons by itself.
Ricki and Kamau: Finish what you started!
Kamau: Attack the sunhead
Ricki: Attack the sunhead; if it dies, go right and pull the lever
KronkBrace for fall into crocodile pit
It’s a joke, but actually I kind of don’t want Ricki to be the one pulling the lever for this reason. All the more so because this lever is 100% a trap, it’s just a matter of who will be hit by the trap.
Traps are sometimes AoE, if you suspect a trap (I don’t), then Ricky: stay in this room when Kamau pulls the lever.
(now that’d be fun, if that tight room with a lever turned out to be an elevator)
I have a guess concerning the Sun Heads. Whoever is holding the torch will get their attention. Ricki had the torch for the first one that shot her at a distance. The first one also “seemed to at least register her presence when she joined the fight.” For this one, Kamau has the torch.
I am going to guess that the lever is a brake for the Chandelier. Releasing the brake will drop the Chandelier on the skeleton group below. The crank probably will raise the Chandelier back up but then someone will need to switch the lever back to engage the brake.
Continue the fight and then use the lever to test the theory.
I suspect that it’s the solar armour that has the sun-head angry.
Ricki was holding the torch last turn in a room with a sun-head and she didn’t get sniped (fortunately). That might be due to only peeking into the room.
Kamau: Kill the sun-head.
Ricki: Go downstairs (avoiding the glass!), and smash a skeleton. (The least damaged if you can tell, otherwise go for the one in front that definitely had three bats swarm it.)
I suspect that Kamau will be able to finish the sun-head on his own this turn (assuming 4 Defense and 5 HP, so it has taken 4 damage). Ricki does still have 3 defense and skeletons deal 1 damage, so this is safe until reinforcements show up; with the buckler she has a little extra. I would have expected more skeletons to show up this turn if they were moving, since last turn the new skeletons were moving into place.
For insurance, we burn a flower, which should also ensure we’ll destroy a skeleton. With that, Ricki will be fine even if two (or three, if flowers stack) skeletons jumped in from offscreen with an immediate attack.
Ideally I’d like to save the flowers for the Ghoul Pope, especially since we really shouldn’t need to use them here, but we’re getting full on inventory and we did just see two skeletons moving left.
from the description:
I don’t think we even have a choice. Ricki WILL use up a flower when/if attacking (or attacked by) undead. The only option we’d have her NOT spending a flower would be to drop them while battling those kinds of creatures or not battling those kind of creatures AT ALL.
Also, when I first read the “least damaged skeleton”, I was confused, because I probably would have gone for the most damaged one (so it gets killed off for sure), but with the grave flowers your tactic makes a lot more sense. 🙂
Yeah, my first draft had Ricki drop the flowers before combat, which is why I highlight that a flower is used here.
I don’t like the idea of Ricky getting into any fight with more than 1 lousy thing, for “remorse” reasons and nasty surprises like that one with the chest, or getting shot in the back some time ago.
However, there’s another plan, but a bit more time consuming. An experiment.
How/when enemies lose battle state? We know bats and snales cease to attack when there are no more enemies. Maybe a-bit-more-intelligent skeletons as well?
There’s a spare dagger there. How about Ricky enters the room, throws her dagger at the skeletons, then hides back by going back up? But not Kamau-style charging at them, just throw&hide. Skeletons will formally be aggro’ed, but Ricky’s no longer there. Then see with DungeonEyes if any of them picks up the dagger. On the next occasion (i.e. next turn, if Kamau’s does his things well), go back into the room with skeletons and don’t move, and see what happens. If skeletons see her and move towards or throw, get back up, and wait for Kamau. If none of the skeletons picked up the dagger, and if skeletons stay where they are despite seeing her, go carefully and pickup the spare dagger. If any skeleton so much as moves a finger, run away back up.
That way:
That’s a roughly sketched plan, I didn’t do any maths, if you see any problems, please revise 🙂
You cannot leave an area after attacking, and we’ve already seen enemies close for melee combat on the same turn they are attacked at ranged. Since a thrown dagger deals 1 damage and ranged weapons don’t use the user’s attack value, this would start combat with no value for us.
It would be interesting to see if skeletons are active enough to close in and attack, but I’d rather also wipe out a skeleton. Ricki could try to go pick up the dagger, which would be an action in combat or free if it’s unguarded now that the skeletons actively moved back to their starting position.
Thanks. I thought that moving up the door to upper levels doesn’t count as “leaving the area”
Ricki isn’t a fighter. Let Kamau do the fighting, it’s what he’s for. Ricki engaging any creature on her own is a recipe for Kamau’s remorse to trigger and an early exit from the dungeon.
When the sun guy ends, the light in this room ends. Ricki has Dungeon Eyes, Kamau has a torch (but is not able to wield a torch and a weapon at the same time). But: Will the three skeletons start to move the moment they are in the dark? Can Ricki stay at her current position, watch Kamau pulling the lever, and have an eye at the skeletons at the same time? Might want to to that (if she would not enact any other movement/action anyway, that is).
Kill sun guy. Kam, throw the lever ASAP. Then, when done, go downstairs and kill those three skeletons before they can escape. Mind the glass.
I think if the Sun guy in the room dies the skelies will start moving