Dungeon 3 Turn 14
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Ricki and Kamau finish off the sun-headed warrior, cleaving it in half with the strength of their killing blow. Unfortunately this leaves the armour in an unusable state, but at least the passage is now clear.
The room is now dark.
Ricki: check for traps then tho flip the lever.
Kamau: go through door and smash an undamaged skelly with torch.
We’ll know what the lever does soon enough and we should clear out those skellies in the main room. Kamau needs the torch out so he can see but Ricki will be in the other room. If the torch goes out we have the holy water so I’m not worried.
Next turn Ricki can probably finish off the damaged skelly herself while Kamau takes out the the other.
The Longsword does double the damage of a torch, the torch (our ONLY torch) has chance to go out each time it is used to attack (and you know our luck). If Ricki gets 2 damage, Kamau will leave. When Kamau is at the lever and Ricki is not in that room, she will not be able to see any effects. Thus: Ricki: check for traps, step back from lever but stay in room (that one is lit by another sun guy). Kamau: pull lever. Ricki: observe.
I feel that the lever is not a trap since it was guarded and we can’t have Kamau do everything now or we’ll run out of time. If we don’t want to risk the torch then maybe just accept the misschance for one turn until Ricki is back to light. It also occurs to me that Kamau should put on the leather and not risk the armor breaking against 3 skellies. 4 armor should be enough to block all incoming damage.
I would also prefer to not have Ricki just watching for the rest of the dungeon, and I think she’s fully equipped to clear the skeletons in the entrance. Probably overthinking pulling the lever.
Strictly speaking, in Kamau’s hands a sword deals 5 damage and a torch deals 4.
A whiff this turn would be a little unfortunate but not too bad. Next turn Ricki comes back into this room (watch for glass!) and can take the torch to light up the room, so that’s a guaranteed smash from Kamau. On turn 16, Ricki and Kamau can each smash a skeleton (Ricki with dagger and torch). A hit this turn would mean Kamau could go ahead and attack the Ghoul Pope on turn 16 while Ricki mops up, but that would complicate saving grave flowers and putting them on Kamau as he attacks.
Aaw, too bad. But but now we could have armoured pants and a sexy armoured top armour, that should be sellable at least xD
Reminder: Ricki sees traps, at least up to her current ability level. We’re the ones who have to check for traps.
Kamau: Go right and pull the lever.
Ricki: Stay behind Kamau and watch with Dungeon Eyes. Trade thieves tools for torch.
Timing thoughts: It will take at least 2 turns to clear these skeletons. Starting in the room with the lever, from pulling the lever (turn 0) you can enter the chandelier room next turn but can’t act there until two turns later (turn 0 move to upstairs entrance, turn 1 avoid glass and go downstairs plus potential dash into chandelier room). The earliest we can enter the chandelier room while clearing skeletons is turn 17 if we split up to pull the lever now, giving us 3-4 turns before the next complication on turn 20. If we wanted to clear the entryway first, then turn 17 would be reaching the lever (avoid glass), turn 18 would be running around (avoid glass), leaving turn 19 to start fighting the Ghoul Pope and hit a turn 20 complication.
Scouting to the right is also possible this turn, Kamau would just have to dash past the sword-wielding sun-head. He doesn’t have Dungeon Eyes, but we’ve been able to see from the outside. He could be back here turn 16, and pull the lever turn 17 while Ricki could crush one bat-damaged skeleton each turn. On turn 18 they regroup at the entrance, advancing to start the fight on turn 19. This of course gives us the option to switch gears and pursue whatever’s in that new room.
We haven’t seen where the skeletons are coming from, and while the Ghoul Pope directs them, it hasn’t created skeletons. Taking down the Ghoul Pope will get us boss loot, but I don’t think it will help our primary objective. It will probably open our way to the alternate abandon point, and our secondary objective seems likely to fail all at once with 10 skeletons moving out. That said, I don’t think we can ignore that army. I’d really like to know what is behind each exit, but if we fight this boss I’d like it to be over by turn 20.
Kamau: Equip leather armour. Go downstairs and smash the least damaged skeleton, using the sword.
Ricki: Head to the right. Pull the lever.