Dungeon 11 Turn 9
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Ricki joins Kamau in fighting the golem, with both of them taking 1 damage before causing some internal mechanism to burst and render the golem inanimate! It collapses conveniently out of the way of any further panels. Also, its power source rolls out of its punctured torso, which Ricki picks up.
Macadamia scoots past after picking up the discarded rope, wand, and cake. Amadeusz continues to play a lovely and ineffective song on the pipes.
Mac finds yet another group of guards, which he is just barely out of the attack range off while cowering next to the ladder.
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GOLEM CORE
Consumable
Can be thrown to deal 3 holy damage in an area, or a golem can drain it to restore 3 HP.
Weight 1, Value 20
AUTHOR’S NOTE: I messed up some important math originally and published a WRONG PANEL, but it’s fixed now.
I’m glad to hear that Amadeusz at least sounds good on those pipes.
Things to consider:
There are:
5 sets of keys
6 locked doors
3 Levers
3 Armored doors (workbenches)
3 Golems
2 boxes of tools
1 unexplored room
I suspect that Levers open armored doors and that we will need both golem cores and tools to make bombs. So our priority should be getting to levers.
Of all the locked doors, only the one in front of mac and the one behind the scorpion are halting our progress. Ideally, we will find the keys, but we have lockpicks to use on them if we need to.
There might be two unexplored rooms. We’ve got a trap door at the top of the first room, and on the rooft there was a lack of a black border leading left. Both of those would theoretically lead to the same room, so there might be something there.
Kamau: move down and attack the guard;
Amadeuz: move down and while staying by the ladder play Hurtfull Dirge using Zig&Thrum;
Ricki: go down and read the note behind guard;
Mac: move up and grab the key (and if permisable at the same time loot one of the chests), then go back down and stay by Amadeuz, vibe to music.
Damage, receiving:
Guard has 8attack, dogs 1attack x3 (because Amadeuz). 11 att vs 10 def on Kamau but with any bonus from Zig&Thrum Kamau receives no dmg
Kamau and cleave:
Kamau has 13 att, cleaves -3att per hit. That gives us 13, 10, 7, 4, 1 .
Guard needs 12 to die [3 chain + 1 armor + 8 hp (might be 2 armor 6 hp or less)]
Dog needs 5 to die (4hp and 1Def)
Kamau alone can kill guard and 2 dogs. add in Amadeuz dirge and all 3 dogs die
Amadeuz song, the why:
– to kill pidgeon (most likelly)
– so Kamau cleave can kill all dogs (last one would survive on 1hp)
– so Kamau can kill the other group of dogs in one turn (again, last one would survive on 1 hp)
Ricki, on reading:
to know what set of keys opens the door so next turn we don’t make plan than hinges on Mac keys being able to open the door, only to realise it’s wrong set, and we just wasted everyone action
Sorry to be nit-picking, but shouldn’t you have our party members (except Macadamia) move down, if you want to attack the group of guard + 3 dogs + pigeon?
Also, I wonder:
Does this mean the other group of dogs (big one and 3 regular ones) and the imp will all get 1 damage, too?
It doesn’t mention that there have to be no closed doors or walls in the way, so I’m kind of inclined to assume “yes”. On the other hand the most commonly used definition of a room from real life usually ends at the first wall and/or close-able door that you encounter. Then again, said definition probably differs quite a bit from the definition of a room (= one “screen”) within a dungeon…
I assume everyone on screen gets hurt. And imp isn’t an enemy, its just a merchant looking to buy some souls
Imp is probably not a “Living Enemy Creature” since it’s neutral. Shouldn’t receive damage unless LSN means “Living non-party-aligned creatures”
I do agree with this. It should be neutral. If it does get damaged that’ll tell us a lot about it.
Are we considering that guard dogs might have the same abilities as Daisy, and therefore they receive each +1 atk from the human guard and the guard has +3 def from the dogs?
for enemy attacks:
Kamau currently has 1 spare point of defence. If dogs get bonus he gets hit for 2 damage.
That’s fine, it’s Kamau. He can bleed.
for enemy defence:
here, that’s worse. Kamau has 1 spare att to kill guard on his own. 2 once we add Amadeuz dirge. With 3 extra defence from dog that would mean Guards survives at 1 hp and the Cleave doesn’t trigger.
Annoying for sure, but not a big deal. It just will mean that next turn Kamau has to finish the job, while rest of party moves on to looting chests.
bonus:
either way we will have scienced how dog x guard interactions work, usefull for the future.
Maybe I’m wrong, but I didn’t find anything in the rules saying that Kamau must strike the enemy with the most defense for Cleave to trigger.
Having the human guard survive means a second turn of damage on Kamau. Yes, he can take it, but sparing his hit points when possible is a better tactic.
So, maybe Kamau should start by attacking the dogs, not the human, which will trigger cleave, reduce damage on the subsequent turn and reduce the human guard’s defense.
All that considering guard dogs are equal to Daisy, which I think they are.
Caution, there are FIVE pressure plates/tiles on the new “screen”, two on the level between the dogs, three more on the lower most level.
On the level between the dogs, the chest has the looks of one that shoots arrows or crossbow bolts. Not sure what the pressure tiles in the lowest level will trigger.
The Golem core restoring HP to golems is VERY interesting. I think that means we’re going to find a golem party member somewhere, if not in this very dungeon. 46?
KoFi page has a smith of sorts and a fire/cold mage of sorts. They could be new characters we can recruit from this mission and the arcane lab. Smith person might have golem related abilities.