Dungeon 3 Turn 2
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Ricki opens the chest nearby and finds a single cracked buckler inside. Not that impressive, but the chests left out in the open rarely are.
Kamau briefly tries to pry some boards off the windows but finds that they are far more sturdy than they look. Whoever put them up really didn’t want anyone getting in or out this way.
Ricki and Kamau then split up to explore separate rooms.
Ricki climbs up the nearby ladder and looks around using her Dungeon Eyes ability. She’s suddenly glad she decided to pick up extra lockpicks, but also unsure as to how much any of the things behind these doors might actually be.
Kamau heads to the right and finds himself facing off against one of the sun-headed beings. It doesn’t seem to react to him yet, but in Kamau’s experience dungeon monsters mostly ignore you if you do nothing but enter a room. Mostly.
From Kamau’s perspective, there is nothing else in the room more unusual or out of place than the sun-headed thing. Certainly nothing as ridiculous as a ghoul pope.
There’s a lever. Does it drop the chandelier? That’d be nice if it did.
Ricki: Climb the ladder and explore right.
Kamau: Climb the ladder next to you.
Map is updated https://viewer.diagrams.net/?tags=%7B%7D&highlight=0000ff&layers=1&nav=1&title=Dungeon%20Eyes#Uhttps%3A%2F%2Fdrive.google.com%2Fuc%3Fid%3D1Kbl4QaQZ205RJG2DVZXetuXqJ985Wglz%26export%3Ddownload
In a comment below, #comment-1492, Gathersingredients pointed out traps. Could you mark those detected traps in the map again, please, as you did in the preceding dungeons?
More Intel is good. Let’s keep moving. I’m not seeing a lot of traps which is concerning. Possible ones would be the yellow dome in one of the small rooms.
Do we drop the chandelier before or after trying to lure out the ghoul Pope? Hmm…
Before, that’s a lot of skeletons. It also looks like the chandelier is the only way up to that tunnel, we’d need someone else to flip the switch while Ricki rides it up.
Ghoul Pope looks like as good a place as any to spend the grave flowers. There’s more to the right, though…
Probably worth unlocking the middle left door for another chest. Otherwise… Spider-cat is guarding rusty chain, those look like three arrows stuck in the wall behind the green dire rats and light bug plus that damaged door is probably open to Ricki without unlocking, the ashen skeletons are guarding either a button or a pile of gold, the regular giant spider has its own chest, and the three rats have an opening to head to the right. Rats would probably distract spider-cat.
There’s a lot of Sun-heads, they look like our primary light source. I expect they’ll be decently tough, but the bigger loss will be the light, especially as I think all of the other enemies can see in the dark.
The real question is: will the chandelier “kill” the skeletons, or will it work for them like for Izma in “emperor’s new groove”? XD
Also, in order to get to the lever (that we’re all guessing to be the thing to use to lower/lift the chandelier), we’ll have to get past that unarmed light bulb guy first.
In Ricki’s room I would honestly have Kamau get the rusty chain armour first of all (before unlocking the door in the middle level, because who knows what the chest contains). With Kamau, it did last a surreal long time in dungeon 2, without breaking.
Also, it’s possible that we can find keys in this dungeon (e.g. the ghoul pope might have some “chapel room keys” or something), we might want to hold off using up all our lockpicks (also better loot usually is deeper in the dungeon, so it might be good to not use them up in the first room(s) already) right away.
I’m guessing that most of the things in this dungeon are poisonous and/or make the character sick in some way (zombification?). The spider-cat probably has some kind of venom and/or web ability, so we should remain careful.
There’s 3 areas of broken glass so far:
Kamau isn’t crossing it, plus he has the boots anyway, but
Ricki should AVOID THE GLASS, when going right.
I’m guessing the yellow thing in the room with the undead dire rats is an arrow-shooting trap (would explain the arrows in the wall, and it has this tiny black dot on the right side, that might be where the arrows come out).
The thing behind the dark skeletons (probably tougher than the white ones) might also be a shield, we don’t know what that looks like. And at first I didn’t know what you meant by “button” I actually thought one of the ones that goes on e.g. a blouse… But you meant a switch kind of button. I just thought I’d share this, in case it makes anyone else laugh or smile. 😀
One more interesting fact I’d like to point out: between the 4 skeletons in the first room and the 7 skeletons in the room with the pope, there’s already 11 skeletons (one more than needed to seal the exit for us for good!) in concerningly close quaters to the exit.
If we have learned anything from dungeons 1 and 2 (soft and hard time limits and things starting to hit the fan in turns with a 0 on the second digit), we should probably start disposing these skeletons as soon as possible (unless we -want- to risk losing our option to abandon the dungeon).
Yeah, scouting is good but I think we should be back at the entrance by turn 10. Activating bats and observing from above sounds good, especially if we want to fight a sun-head and get a sense of those stats.
Nice catch with the glass. I almost remarked how I didn’t see any floor traps.
Good point about the shield, the pile is the same color as the buckler. That definitely sounds worth grabbing, once we get situated.
If we go for the rusty chain, I’d recommend opening up the door with the rats, so then we release spider-cat and step aside to let it go chasing rats. Depends how Careful our Thief is, or if we can get some sort of chapel key.
Yea, let’s explore more for now.
Note: When Ricki and Kamau meet up again at some point, they should probably trade the torch for a set of thieves tools. Looting the unlocked chest behind locked door in Ricki’s current room seems to me like a must, unless we find out more important places that need unlocking.
I doubt the lever does that. There’s a rat and a hole just by the chandelier, I guess that if we really want to drop that on their heads, then Ricky has to go through the hole, kill the rat, and do -something- to cut the chain. Magic missile wand maybe?
That’s one guess. Another one – look how relatively easy it is to get to the lever. It’s right at the start, just get past the first sun person. I sense problems if we do. So far we don’t have any ticking timer, and all previous dungeons were a race against time in some way. I think if we pull that lever, some sideeffect may start a new race. It just seems TOO tempting to do at the very start.
Then, race against time. The people outside told us they will watch for any skeletons running out. Look: at the very entrance, we’ve got FOUR of them. Then, there’s a small army just by the Pope. I’m pretty sure that if too many of those start moving toward the entrance then we’ve got problems. And probably the Pope can summon new skeletons. This makes me reconsider the chandelier. First of all, it probably will kill the skeleton group, and MAY tick off the Pope into then creating more of them in self defense, and there’s no telling if the now-fallen-chandelier makes enough of a barrier to not let them pass.
Missed a turn, sucks to be in the wrong time zone. – About the
chandelier: There should be candles in it, but they burnt out, and to
replace them it is necessary to lower it to the bottom (if you do not want to do some artistry with some ladder and an open flame and some candles), thus it makes
sense to have this lever mechanism in an in-operation chapel. This
building has not been build as the dungeon of a mad mage. On the other hand, getting more intel about the other rooms first might be a good idea, in case the lever is a trap.
Going that way of thought, you’re right, makes sense. But then, the lever used to lower the chandelier for maintenace wouldn’t make it FALL to the demise of all those beneath, but I suppose it would lower it safely/slowly. So to use that option, our team would need a way to tamper with the lever-chandelier-lowering mechanism a bit more than just pull the level IMHO. And that balcony looks much like “you have to burn the rope” style thing :):):)
Highly unlikely that the rat hole above the chandelier is an entry point – the other hole is in a sealed room and there’s no matching hole above it, so it almost definitely connects to that hole on the same vertical level. Like I said, I’m pretty sure that we need to use the lever to raise the chandelier with Ricki riding it up in order to get at the rat treasure room.
Killing the skeleton group is the goal of using the lever, we’ll probably need to do so to go further right. That will probably set other matters in motion, but recall that this lever is behind a locked door and sun-head (which removes our light source unless we just run by), it isn’t exactly freely accessible. We should use the lever when ready to tackle ghoul Pope.
THESUNTHESUNTHESUNTHESUN
If only I could be so grossly incandescent…
Kamau: Go back to meet up then decide which way to go.
Ricki: Go back and tell Kamau about the ghoul pope.
By the way, that’s a chapel of “old God of the Sun“. So we have sun-heads. They would be the guardians of the chapel then. While they are too many for being our friends or companions, maybe we could at least make them neutral somehow
Another observation: very odd looking door at the second-to-top level of the middle picture. First of all, wall-ish looking bottom. It’s either concealed as a wall and only Ricky notices it’s an actual door somehow, or I don’t know, partially petrified? or an illusion? And then, the RED lock! A trap on a lock?
I think the bottom of the door is rotted or smashed, and the lock is rusted. Acid rats?
Or the lock is trapped? There are those arrows sticking out of the wall.
Another observation: just right to where Ricky is standing right now, there’s a SMALL hole in the right wall. Ricky will probably fit, Kamau probably won’t. Strange idea, considering how easily Kamau can reach that point just by going up the ladder, don’t you think?
I think it’s worth taking a look.
Kamau: you probably won’t be rushing to meet sun-person with a sword, so at least take a quick peek up the ladder. It may be dark, you may not be able to see it all, but check the wall to the left – is the hole there? (if wall is whole, then small hole leads to a tiny compartment, if the hole is there, it’s just a small shortcut)
We do not know what is in the (currently) most right most top room and whether the wall with the hole is reachable from there. I would presume, that Kamau could crawl below that wall, if it is just a “hanging wall”, while he could not crawl all the way through a rats’ tunnel. Let’s first get info about the next room, that should (hopefully) be helpful.
I suspect the absence of light is what drives the skeletons to a frenzy and wanting to get out. We may want to clear the skeletons before dealing with the bulb guys, if we want the bonus that is.
I think Kamau and Ricki should both fight (if necessary) the bulb head sentinel guarding the lever, and then pull it if the skeletons haven’t moved.
If breaking down doors is a option that exists, we should have Kamau break the door to the room with only a chest in it. Since it’s not a treasure chest, breaking it wouldn’t risk damaging loot.