Dungeon 3 Turn 37
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Kamau lifts Ricki up to the room above.
Ricki finds herself standing right underneath some already-disturbed bats! They seem surprised to see her appear from out of the hole in the ground, but they’re alerted to her presence now and will attack immediately in the future!
Kamau returns to the previous room.
Ricki: Attack a bat
Kamau: Do a jig
We can take this opportunity for Ricki to take on the bats here. As long as we don’t roll 30% twice (bat and shield) Ricki will be okay on hp. I’m not sure but I don’t want to test if the angry bats will wake up the roosting bats if we have both climb up the ladder later instead.
However, we don’t have anything for Kamau to do, since the other doors are locked and I don’t want to send Kamau 4 moves away back to the graveyard.
in addition to the above (or any other action, in fact!): Ricki mind the glass.
There is a huge patch in the new room underneath the “disturbed” bats.
Kamau: push empty chest under ledge Ricki went up and climb up after.
Ricki: attack a bat.
If we can get Kamau up here that’d be great. Ricki has moved empty chests before and used them as a step. Here’s hoping this works.
I’m more convinced that behind the black skeletons is rope seeing as we have an identical item behind other skeletons. Rope is plan B if the chest doesn’t work
Kamau is much stronger than Ricky, so he should have not much of a problem with that chest right before him, and that’s a very good idea.
Look at the room layout wich Ricky just uncovered. It has straight access to the ladder to the right. If we have this chest as a step for Kamau, then they’ll be free to quickly move back&forth as needed (assuming the chest won’t hinder “jump back” action from top room to previous location), and move through ladders if we need to get to the winch.
Also:
I am half expecting that we might need BOTH lengths of rope (for the chute/winch/bell?), one for each screen covered (possibly even a third one, depending on how the room above the newly discovered one looks like)…
With the longsword and holy water, Ricki can one-shot skeletons. Kamau did however note that the skeleton dog with humanoid skeletons was more dangerous than the skeleton dogs with other skeleton dogs, so I would plan for that skeleton group having 5 damage (3 skeletons plus one frenzied dog for 2).
In Dungeon 2, we did the climbing with the help of a barrel, thus we should be able to do it with the chest here. (Maybe place it vertically?) But please be careful, in Dungeon 2 there was no abyss next to our artistry.
I know what you mean, you know what you mean, LSN knows what you mean… But I’ll still state clearly that Ricki must attack one of the already-alerted bats and definitely not the roosting bats.
I am a little curious of whether those bats will fly up and mess with skeletons now that we’ve seen the room. They attack randomly but I haven’t seen them move “zones” yet.
Interesting, the ghoul here has a cracked shield of some sort, but it’s wood-brown instead of the buckler colour. That is a point towards the pile being rope. We can confirm with the skeletons here first, but then we might need to have Kamau drop down twice (once to get this pile then again after going back to fight ashen skeletons).
Ricki: In addition: Avoid the glass and climb the ladder on the left to get up to the floor above the skeletons. See if bats follow up the ladder or through the chimney.
Ricki: Fight bats!
Kamau: Put on your solar armor, drop down to the winch and use it.
Based on the description of the drop we got last round from LSN, I’m convinced that Kamau should be able to withstand the fall damage (“Jumping from all the way up here down to the level with the winch might hurt, but not too badly”).
The last time that Kamau fought a sunhead while wearing the solar armour was on turns 12 – 14 and the sunhead couldn’t do any damage to him. So he can easily ignore the sunhead triggering on him, use the winch and then go up the ladder to regroup with Ricki. Then they can explore the tower together.
Is this a bold plan? Yes. Is it bolder than having Ricki explore the tower on her own? I don’t think so.
I think we should follow Claudius suggestion re chest and getting Kamau to upper room fast. Bats, ok, but after that what would Ricky do? we have the skeletons near rope/shield, or going down to sunguy and catepilar and the fly. OTOH, if Kamau goes up, he can help Ricky finish off the bats with little to no risk for Ricky, and skeletons (and we learn what’s the thing on the floor finally) and then Ricky can take a look one room upstairs, and Kamau can start extinguishing the sunguy below.
We should not risk that needlessly. – Me thinks, to use a winch, there should be some rope, wire, cable,… on it, if I understand the Wikipedia article on it.
… the brown bit on the winch could already be (covered with) rope.
Or it could just be a cylinder that some rope needs to go onto.
Or it could be a “folding ladder” all folded up.
We don’t know until we can examine the winch thingy up close (LSN usually gives us good pointers if we are trying to find out if we can do something – like with trying to climb up to the next room just the turn before this one – or what something is, but we usually have to have at least one character next to it). And I don’t want Kamau stuck down there just to examine it, we might need him desperately elsewhere. And sending down Ricki would almost certainly result in more remorse for Kamau.
However, if Kamau can get up where Ricki already is with the help of a chest, then a) we have a “secure” way back (provided the chest allows safe descent to the level where the 3 skele-dogs were before and/or the chest doesn’t get kicked down by accident, when Kamau climbs up) and b) we also have the option to have Kamau jump the gap (in the room where Ricki is now) from left to right and climb down the ladder to reach the sunhead guy first and then the winch without any more tumbling, just more fighting (bats, probably other bats, centipede – if it doesn’t let people on the ladder pass undisturbed/unattacked – and last but not least the sunhead guy; possibly some more bats in the centipede/sunhead/winch room, depending on the tactics of the non-bats. That’s seriously something to keep in mind, when descending the ladder, because the combined attack of centipede – possibly with poison – bats and sunhead guy are going to hurt BADLY, even our tank Kamau, even with the tarnished solar armour).
In the meantime (while Kamau does all this fighting) Ricki could check out the room yet above this one (hopefully the last one!) and then e.g. come back and probably shoot the ghoul in this room from a position on the top level, left side without risking retribution (that ghoul has at least no visible ranged attack option).
Monsters generally don’t attack unless approached. We can likely ignore the centipede, though we should kill it anyway to try and get that venom sac drop. We could always run Ricki through there with the solar armour to loot that chest, but if anyone can get the 10% break chance and strand her with an angry sun-head, I’m confident Ricki would.
If the stepping stone doesn’t work, I’d have Kamau jump down and immediately continue up. Likely waiting on the centipede level for a turn to avoid tanking the sun laser and bats in the same turn, so there’s a spare action in there to try cranking the winch.
Tactical priorities:
1. Reduce number of bats. Ricki can handle 4 damage while the buckler holds out, but with only 3 bats then she’ll be consistently safe.
2. Figure a route to get Kamau up here.
3. Explore further up. There is more dungeon.
Safe, of course, unless one of the angry bats disturb one of those sleeping bats
Ricki be careful of the glass!