Dungeon 11 Turn 5
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While Macadamia retreats, the rest of the party engages the group of guards in combat. Kamau blocks all of their attacks, taking 5 damage in the process. The presence of an elite guard is making the others more effective, it seems. He makes a quick counterattack to take out the guard dog, which should make the fight easier next turn.
Ricki and Daisy attack the nearest guard, but aren’t quite able to take him out in a single combined strike.
At the elite’s direction, the messenger pigeon takes off. Amadeusz attempts to knock it out of the air, but his swing narrowly misses. The pigeon leaves the room.
A birthday cake appears over Ricki’s head and she quickly tucks it into her inventory before the guards can confiscate it.
Macadamia sees a bird fly past on his way up the ladder. It leaves the room to the left, but he can’t see how much farther it continues past that.
Mac finds a room with natural light and fresh air pouring in from somewhere up above. He also sees some giant bugs that seem to have found their way into the dungeon. He guesses these things are just gonna keep turning up everywhere.
Reposting this where it’s more likely to be seen:
From the description of the mini golem:
After we take out the guards, is it possible that Kamau and Amadeusz could put on their clothes and just walk past the golem to loot the chests and keys? I don’t think their clothes have ever dropped as loot before, so maybe not, but it seems worth a try.
Also, happy birthday Ricki!
I’d be all for trying with Kamau provided we have a full set to equip him with. Tricky part is that Dungeon Madness may change things.
What about any thing with the insignia on it?
Unfortunate miss-chance. Should have had a pet try as well just to see if they can reach it.
Here’s hoping it only shaves like 5 turns off the counter.
Plan: Fight
Kamau: Interpose
Ricki: Attack healthy leather Guard
Amad: Attack Healthy leather Guard
Mushy & Daisy: Attack hurt leather guard
Mac: Move down, Move Right, Run past battle, explore up.
Running after pigeon is risky for 4 reasons:
Blood rats: We could have ricki try to crawl under tables (which may work) or have kamau clear the tables (but at hp cost). Movement rules: We’re not sure if the pigeon would still be an available target as we’ve never really tried to chase and attack things before.Miss Chance: Still may missPigeon escape consequence: If pigeon escaping makes a patrol imminent, then we’re sitting ducks.
WARNING: THIS PLAN CAN CAUSE GAME OVER
Ricki: It is time, the time heros are born, the time to write your legend. Dismount Daisy and run after Pidgeon, then kill it. While passing the rat room go under the tables.
Daisy: Run with Ricki and attack the pidgeon.
Amadeuz: Hurtfull Dirge with Zig&Thrum
Kamau: attack elite guard
Shroom: attack normall guard that wasn’t hurt last turn (un damaged one in case of cleave)
Mac: go back one floor down to witness Ricki glory
Note:
Ricki has 7hp and 5def. a single blood rat deals 7 attack, there are 3 of them. Going by logic from Manor dungeon if we go bellow tables we will not be targeted by the ‘thing’ above (dungeon-6-turn-13 as example).
Back then it were flies, enviormentall hazard. This time it’s actuall enemies.
Upside to the plan:
We still might have a chance to catch up with the pidgeon and kill it. We don’t know what pidgeons leaving means. Maybe it just spawns a single group of guards (doable), maybe it reduces timer by 10 turns (painfull, but still doable), maybe it skips us to turn 40 and guards start spawning (we are doomed, doubfull we will even be able to get out at that point).
Risks:
1) Going under tables is does not make Ricki safe from the rats. It’s Game Over.
2) Pidgeon made it outside of dungeon already (we don’t know if it has movement or just automagically leaves) Ricki can run into contingent of guards. She will not survive their attack. Game Over
This plan is very likely suicide. Let’s not compound our mistakes by doing a game-over.
We have no reason to think going under the tables will protect Ricki from the rats. That worked with flies in the manor because they were a static trap, not enemies that can move within their zone and target. This will get Ricki killed.
And if you ARE going with the suicide plan, at least include Daisy attacking the pigeon too, might as well get two rolls against dodge.
If this game didn’t have permadeath I would go for this.
On a plus side, the golem on the top floor looks to have some break in the border behind it that may lead to a rooftop exit of some kind
I’m against this plan (just in case the voting bots mess with this again, I wanted to express my adversion to this plan).
Yes, it is unfortunate that the pidgeon got away and will likely upgrade the risk/danger our group is in. But no need to follow up with even more risky/dangerous actions, IMHO.
EDIT, also: Happy birthday Ricki/Happy anniversary of Dungeon Eyes, LSN. 😀
Escaped pigeons can’t be too bad if they have dodge chance. Wouldn’t make sense to punish several bad rolls by ending the dungeon immediately. Better to roll with it than gamble the entire game
Attacking an enemy we knew would warn guards with only one attack when literally everybody suspected they had dodge chance isn’t really a bad roll. We didn’t take that combat seriously at all, so I wouldn’t be surprised if we got punished for it.