Dungeon 3 Turn 32
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Kamau tries to destroy the remaining skeleton as gently as possible so as to preserve the flower, but any action that could remotely be considered an attack seems to destroy these things instantly. There are once again no more skeletons left in this room.
Except for the one Ricki shoots down from the upper balcony. Its skull shatters upon hitting the ground far below, but the bow remains where it was.
Both: Start making your way back upstairs
Reminder to all: we’re currently on turn 32. Dungeon 2 had a soft time limit at 50 with the guard. Even though we don’t have a pre-defined time limit here, LSN has said previously that we won’t be able to fuck around in dungeons forever, so we should get moving.
It’s possible that the room at the top of the ladder is nothing but the finish line, but there could be more. I say we should skip treasures and just go for what needs to be done. If we find we have free time, then we can go for treasures.
It’ll take about 4 turns to get to the ash skeletons + unlock, probably about 4 more to slay them (or we can interpose and run away with rope), 3 to kill the dogs, 2-3 (guess) to kill the fly guy, 3 to kill the sunhead, and then who knows what’s up there.
Unless fly guy is the new friend we’re hoping to meet in this dungeon 😛
Depending on the length of the rope, we might also be able to just bypass it. Or Kamau interposes, who knows whether the fly would follow us?
I’m for this (to save time) unless there’s any chance they’re going to wander out of the dungeon after we unlock their door.
To increase our speed:
Next turn:
Both: Move one room to the left.
Ricki, action: Check lectern (drawer? swing open top?).
Kamau, action: Climb over lectern and chandelier.
Turn after that:
Both: double move upstairs to the floor with the two green rats and three dark skeletons. Mind the glass trap on the way!
After that:
Ricki: Open door to skeletons, exchange key for torch from Kamau.
Kamau: interpose.
Ricki: fetch rope (if it is a rope). Needs an empty item slot!
Leave skeletons, close (but do not lock) door behind you to prevent them wandering.
Move upstairs, avoid another glass trap there.
Could we pin the rope (if it is one) anywhere, or do we need to bring the chest with us, and is it heavy enough to hold the rope (and Kamau on the rope)? If we moved the rope to the middle room, Ricki could fetch whatever we had to leave behind to get an empty item slot for the rope, while Kamau fights the three skeleton dogs.
There are 4 moves between us and the rooms room (chandelier, entrance, upstairs, rooms). We get one move and one action each turn. Double move only helps if it puts us one room away from our target, aside from having eyes on the room before declaring the action we take in there.
Climbing over the chandelier won’t be an action, any more than climbing ladders.
Let’s clear the skeleton dogs first to get an assessment of if we can just swing down a level in that room.
From there, the fly might be busy with that cheese. If the sun-head opens fire the moment we’re in view again, then I say we run by to get eyes up top ASAP. Otherwise, I’d be okay with swatting the fly before running past the sun-head, just to keep complexity down. We should also crush the centipede before killing the sun-head to have free light in the room.
[Nothing to vote on, but discussing (future) things which could be proposed to vote for.]
Well, at least the dead one is at the graveyard now, where they belong. May they rest in peace. (Speaking seems free action, thus let Pope Ricki say a prayer for them, please.)
Let’s go to the room to the left. Ricki “can easily run underneath the chandelier, while Kamau would have to climb over it. The lectern (which looks totally safe) should allow him to do that easily from the right side, but from the left he wouldn’t be able to reach.” (turn 22)
a) Search the lectern.
b) Would it be possible to move it? If yes: We could lift the chandelier, move the lectern to its left, and lower the chandelier, thus blocking any large skeleton. But this would cost some time: 1. Ricki double moving from chandelier room (ground floor) left, up to chandelier room (lever, upstairs; mind the glass trap on the top floor of the first room!). 2. Ricki using the lever to pull the chandelier up, Kamau moving the lectern left. 3. Ricki lowering the chandelier, Kamau double moving to Ricki.
c) There was also the idea about shooting a holy beam at that rat in the chandelier room. If we want to do that, we should probably do it before leaving that room. On the other hand, we could also shoot at one of the green rats behind the half broken door upstairs.
When going to the most left rooms, we should also remember that there is no light. Kamau has the torch, but can’t hold it while fighting with a sword.
I think we got to cut the losses here. We know what we need to do to end the graveyard threat so I say we explore the rest of the dungeon. Finish what we can and then come back with more flowers.
We always need to remember that 2 points of damage to Ricki means remorse triggering with Kamau, i.e. Kamau leaving the dungeon. In that situation, only another 2 damage might happen to Ricki (further damage would be the END).
Kamau: destroy the lectern after climbing onto the chandelier.
Ricki: Head left, dash to the entryway. Careful not to bump your hat on the chandelier. Ask Kamau about what goblin-sized flies are like.
Kamau: Head left. Try to block off the path under the chandelier with the lectern, though make sure you can still climb up over the chandelier. If you still have an action, dash left to the entryway.
Do we want to elevator Ricki up to the treasure room with two dire rats?
Nah. Too many unknowns (green rat, trapped chests) and we still don’t know what we need to do to clear the dungeon.
Is there anything stopping us from just leaving the dungeon, explaining what’s going on to the guards, and coming back with grave flowers that can be properly planted into the graves?
Nope. The door is open and right there. We can leave whenever it looks too dangerous and cash in on any treasure we have found.
That would, however, abandon the dungeon and we wouldn’t level up or gain much respect. Especially since there’s no guarantee that properly planting the grave flowers will make any difference, while we have an explicit hint that the bell used to ring every day and hasn’t rung recently. The goal is to actually stop the skeletons from leaving.
Nothing stops us from leaving (atm, this will only change if 10 skeletons are allowed to exit the chapel via the front door), but I don’t think we’d be allowed to come back (with grave flowers or back-up or whatever).
While Ricki has hinted in dialouge with Kamau that she had been to e.g. the Kobold warrens before and can return there with Kamau (we had the choice to go there or to this chapel dungeon at least), I’m very much guessing that this was more or less for narrative only/”flavour text” and/or her going to the dungeon alone doesn’t count, because it happened “off camera”.
To be fair, I can’t find anything in the rules on this topic about “being able (or NOT able) to go back to a dungeon previously visited”.
(The above is copied and pasted from the “how to play” page.) However, as clearly stated in the rules, we will definitely not get a skill level, if we abandon this dungeon and I am not willing to risk that without need, so I’m disinclined to abandon the dungeon as long as a) we don’t know for sure that we’d be able to come back and finish it later and b) our team is not in such pittiful state that abandoning is the better choice (rather than have someone die or similar).
I think that we’ve heard the “no coming back” rule in between the lines.
Unsupervised skeletons running away mean having the entrance barred.
If we abandon the place and i.e. go shopping, “going shopping” takes time (maybe even hours traveling forth and back?), and during that time, skeletons will spawn and roam out merrily and the place will be locked down.. Fits the story nicely. In tavern I think there were also some hints that leaving would make the matters worse for tavern owner. So.. I think no pause&shop&getback allowed..
I expect that we would be allowed to return to this dungeon at some point, but the situation would change. Dungeons restock themselves over time.
I do find it interesting that the term “clearing” a dungeon comes up, with the mention that the guard usually clears dungeons when they appear and that seems to return them to normal; it’s unusual for the abandoned chapel here to have remained a dungeon for so long. Our involvement here is still phrased in terms of keeping the dungeon contained, but if we truely clear it then it might go back to being a regular chapel.
We never really got a clear reward attached to the primary goal. The neighbours will appreciate it, and if we win the bet then there’s some cash in it for us, plus of course we only level up on accomplishing the goal. Still, there isn’t too much to lose by abandoning.