Dungeon 14 Turn 3
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The heroes gather under Ricki’s leadership to assault the crimson kobold and his steed. The brave Kamau leads the charge, swinging his bright energetic blade, while Macadamia assists from afar with the shocktail javelin. Alas! Their efforts bear disappointing fruit, as their reptilian foe yet stands, albeit significantly weakened. Kamau suffers 2 points of injury from the duo’s counterattack, which furthermore leaves a pool of slowly-cooling pyroclastic sputum on the battlefield to cause inconvenience in the near future.
Seeking insight, Botanya gazes through a magical lens to learn more of the dragon rider that her companions have just failed to best. It seems the mount itself is the key to the rider’s power.
While all of this occurs, Ricki sees fit to unlock a nearby barrier, should her friends need to retreat further into the dungeon. She wisely decides to discard the tools with which she does so. They are but a burden.
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DRAGON RIDER
HP: 12
Atk: 3
Def: 6
Ability: Immune to one element, gains +2 Atk and Def when mounted, grants +2 Def to mount
Drops: 30% Dragon Armour
These mighty kobold warriors have trained relentlessly to fight in concert with the false dragons their movement breeds. When doing so, they are extremely dangerous, as they provide their mounts with strategy and cunning that they likely lack. They are also extremely loyal to their cause; threatening their mounts enrages them.
Ricki: Point out the traps to Botanya and head left, avoiding 3 along the way. Case the Poison Dragon Rider. Head right, avoid traps again, then head right past the gate you unlocked earlier.
Kamau: Attack the Red Dragon Rider again.
Mac: Throw your Shocktail at the Red Dragon Rider again.
Botanya: Avoid the pressure plate trap. Loot the lone chest on the right side of the room. Drop oven mitts for room if need be.
Idk if that’s of any use now, but over turn 2 and 3 we’ve learned two important things:
1) Rider and its Mount are two entities, they attack separately, and they need to be both defeated2) At the beginning of combat, Rider stats were 12/3/6 plus 0/+2/+2 bonus from the mount, while mount gets 0/0/+2 bonus. This means for Salavamander we needed 27 atk for a OHKO, while for the Rider it was only 20 atk. Not a huge difference, but still. Eliminating the Rider would eliminate the 5atk out of 12 this duo has. While now the frog is heavily damaged and will most probably perish in the next attack, it might be wise to get rid of the Rider should we attack the Poison one.On top of that, there’s also (3) – he description says, Riders become enraged when someone hurts/etc their steed. I have no idea what this effect means, but we did so. I assume it will sum up to giving something like +Atk -Def bonus for the Rider. Do we have any way to get a bit more def for Kamau for the next turn?EDIT: waait a minute. I just looked at it, and Kamau already attacked the Rider. Why did I think that Kamau attacked the frog. Sorry for the confusion. This kinda invalidates points #1+#2, and also #3 since frog was unharmed.
5 DMG on kamau is a nice price to pay for a secure victory with no remorse.
We have lots of healing and he still has a lot of hp
Juust in the unlikely case anyone missed it, we have A NEW TRAP in the dungeon
It’s in the “ambush room”, visible in D14T2, just before Ricky is a pressure plate, looks normal, but look carefully at the ceiling. There are two notches, one to each side of the trap.
I bet that’s a hidden door in the ceiling and if someone presses the trap, something really heavy will fall on them. Like, a ton of boulders.Considering we have a ladder there, once we clear the ambushers, we can take a peek and see what’s up there. We probably won’t be able to move it away, buuuuut, we might get this heavy thing land on the Tyrant. Somehow.
Very monster hunter.
I wonder if we can find a net trap and keep him?
Something to keep in mind:
We’ve seen intelligent enemies shoot pressure plates to trigger traps and this room has 2 kobolds with Crossbows.
We should not engage this group from this side.
You are right! I wonder if WE can shoot them as well? I think we’ve never tried, and here we’ll be seeing two kobolds with crossbows very soon, so we could play with that idea!
Sue, pick up the discarded lockpicks as a souvenir.
and don’t sniff them. you have no idea where Ricky keeps them
On the next available turn with no enemies alive gang up and kill the narrator
WAIT SHE COULD BE USEFUL—
I don’t want Kamau to take more damage now (even if he can take it, too much damage this early on is a pain to manage later turns) and I don’t want to risk the others getting hurt by the lava AoE (even if they seem to be far away enough from Sally Sr).
Ricki: Point out the traps to Botanya and head left, avoiding 3 along the way. Case the Poison Dragon Rider. Head right, avoid traps again, then head right, avoid traps again and wait by Botanya.
Kamau: Move right and attack the miners.
Mac: Move right and attack the miners from a safe distance with the javelin.
Botanya: Avoid the pressure plate trap. Loot the lone chest on the right side of the room. Drop oven mitts for room if need be.
I’m REALLY NOT SURE if disengaging from the knight rider and the Salavakitt will spare Kamau the 5 damage if he continues battling them.
I’m worried about Kamau disengaging from one combat and immediatelly jumping into another one, three miners, three picks, possible crit damage, unknown amount and quality of rings. If you want to do it, I think first Kamau should disengage in first turn, and then go right and fight on the next turn, or something like that, effectively wasting one turn. But that’s because I don’t know if Kamau disengaging will take damage “free attack” from Rider+Salava. If we are sure he won’t, ok, sure, but we’ve lost or almost-lost characters a few times thinking we are sure about such things.
IF he takes disengaging damage, and also gets into fight with miners on the same turn, I think he’ll take MUCH more damage than from continued fight here, because his would be already spent when he took disengaging hits from this room.
If we are unsure about any possible disengaging hits, then let’s see here, Kamau took -2 hp from this combat. Apparently Rider+Salava did 14dmg. Just disengage, let Kamau go right, and NOT attack kobolds yet, just waste a turn. If Rider+Salava get a free attack, Kamau will lose another 2 hp (plus maybe something from lava on the floor), and that’s it. Miners will maybe get a “!” if Kamau waits at the entrance. Next turn attack the miners with full DEF.
But to be honest, I think the safest way is just finish killing the rider, taking 2hp of damage (or a bit more with low probability, depending on how ‘pyroclastic obstacle’ works), then Salava alone probably won’t do enough damage to Kamau anymore.
edit: by trying to stop fight here and running to the miners, we also add some risk of Rider+Sally following Kamau. Sally alone wouldn’t follow, but we learned from the text that Rider controls it, and that the Rider is more intelligent and uses more-intelligent battle actions. *IF* Kamau runs right to miners *AND* the duo follows, the miners will be screwed up by the lava vomit, but also Kamau will for sure take normal full duo’s attack damage, we get him really badly damaged and learn nothing about “disengaging” mechanics (because there was no disengaging, they just followed him and continued the combat). I’m even more sure that is a bad idea to try out the way you wrote it. It’s only good if we assume BOTH: (A) no disengaging damage for Kamau, and (B) no intelligent pursuing an enemy who tries to run away. Nope.gif.
I dont think casing the other rider will be very useful, I doubt he got more hidden ring stats than this one.
Instead I think lensing the buffed scorpion is very good information cuz the centipedes we saw last turn got the same buff and prolly other monsters too so it’s like getting a whole bunch of lens for the price of 1 since we know the base monsters’ stats.
And that thing makes me paranoid. It hit hard enough to be a solo fight act 3 when even the dragons need strong buddies?? >.<
Ricki: Point out the traps to Botanya and head left, avoiding 3 along the way. Use floor lens on super scorpion. Head right, avoid traps again, then head right past the gate you unlocked earlier.
Kamau: Attack the Red Dragon Rider again.
Mac: Throw your Shocktail at the Red Dragon Rider again.
Botanya: Avoid the pressure plate trap. Loot the lone chest on the right side of the room. Drop oven mitts for room if need be.
Given that there are also buff centipedes, the scorpion is probably not that common. Id rather save lenses for more dragon fights. Can you imagine a rider on a shock dragon?
The buff centipedes exactly why I wanna lens it. We know what basic scorps can do so by learning what buffed scorps do we get good info on what the red-pink buff do and so we ALSO get good info on red-pink buffed centipedes since we know about basic pedes and prolly the same will apply for like a bunch more red-pink buffed monsters.
Also, looks the dragons are mostly repeats. We already know what shock dragon can do. And dungeons having a lens chest is common.
Also, we took paws and lots of gold in case we need more lens or stuff. The fire dragon is +22 gold right here, or we could wait for the healing dragon to get 25.
Right now they are not much of an obstacle so I’d wait for now. We still have a lot of rooms to go from the looks of things
Plan: Case the Crossbow Kobolds.
Same plan as Kat and Sick, but Ricki is casing the crossbow kobolds (gonna call them Crossbolds now).
Knowing if they have explosive, piercing or regular would be very important for how we engage them later.
Ricki: Point out the 3 pressure plates and pitfall trap to Botanya. Head right and Case one of the Crossbolds Cultists in the main chamber. Move left after.
Kamau: Attack the Red Dragon Rider again.
Mac: Throw your Shocktail at the Red Dragon Rider again.
Botanya: Avoid the pressure plate trap. Loot the lone chest on the right side of the room. Drop oven mitts for room if need be.
How did Kamau take 2 points of damage?
Dragon rider does 3+2 dmg, salavamander does 7, Botanya’s aroma takes away 1 dmg from each of them, so 10 dmg total.
Kamau has 3 base def + 5 from armor + 2 from helmet + 1 from heavy armor proficiency, so 11 def total.
What am I missing? Is it that Sally’s fire attack does more than 7 dmg?
Botania is not in melee range, so debuff does not apply (one of her lvl up options changes it to room wide I believe)
As for Kobold, it is also wearing a silver ring of attack (+2) in addition to being mounted (another +2). So its total attack is 7
Sally’s attack is also 7 for a total of 14.
Kamau has 3+5+2+1 as you said but also +1 from shroom pet. Total 12.
That’s how we took 2 dmg.
Any more buffs/debuffs and we’ll have to host a University class on Dungeon Eyes soon…:P
No kidding. Thanks for the mini-seminar 🙂