After confirming that the grate in the belfry has no lock, can’t be opened or removed, and doesn’t have wide enough gaps to fire a holy bolt through, Ricki and Kamau head back down two rooms in search of more rope.
Kamau: Go down to the skeletns and interpose.
Ricki: Go down, past the skeletons, get the rope and go up one rooms to the dangling end of the hanging rope. In the next turn, you should tie the new piece of rope to it.
Well, yes, but that will not be possible, unfortunately: Ricki does not have any free inventory spot to place the rope into. Kamau neither has a free inventory space. So, what about Kamau laying down one set of thieves’ tools, interposing, Ricki getting the rope and putting it into Kamau’s inventory, and in the next round, Kamau goes up and ties the rope (yes, difficult with one arm, but he already managed to do this once), while Ricki shoots another bat? (Mind the glass trap below the bats!) This way, Ricki is one step ahead of Kamau, which will become even, when Ricki takes an action to unlock the door to the dark skeletons. (Then: Kamau interposing, Ricki fetching rope, leave that room.) On the other hand, Ricki would be on her own for a round, if the stalk-roach or another wandering monster would attack her.
Ah you’re right, inventory space. Though it would be simpler to have Ricki drop her thieve’s tools (temporarily) at the spot where she is now, do what I proposed and then get the thieve’s tools on her way down again.
Claudious
2 years ago
I think the snatch and grab should work fine here.
As for the Drow, I’m really stumped. Like when we first met Kamau, the Drow is trapped upstairs. It could be that
A: we need to move that bell somehow or throw her a rope.
or B: we Ring the bell, the dungeon is cleared and we can get her down once it’s safe (part of the story).
It could be we are only introduced to her in this dungeon and we earn her friendship in the next one…
Also, LSN made a clear hint about the spider webs. It seems odd that there are decorations only in this part of the dungeon. Everything drawn has some sort of function gamewise (like kamau being able to use the lectern to climb over the chandelier when it’s down)
I just have no idea about the webs, but I don’t think we really examined them…
She isn’t acting trapped, seems pretty relaxed and in control. There also isn’t anything obvious elsewhere in the dungeon that might relate to her; the closest things would be the spiders and maybe that bow. I didn’t catch any hints of how to even start interacting.
We were walking around, so if the webs send some signal then I would be surprised that we didn’t trigger them.
My first idea was about bell and grate, but then – we also have a LOAD of chests and seemingly useless rooms, like the room right above the entrance, full of monsters of almost no purpose. Any key items may be there.
Also, we’ve got at least three “interesting” monsters: ‘basilisk’, flyguy, and yellow larva.
Basilisk seems unique so far, so is the flyguy. Yellow larva were unique until second-to-last room uncovered, where it turned out to be a whole team of them. However, considering that a larvae can produce webs to some extent just like a spider (think: silk larva), then maybe that’s the difference of webs..
I don’t think any lady-related key item would be in the golden chest. That chest is probably an optional loot bonus just like before, especially considering it’s pretty hard unless we’re quite lucky in combat, and I don’t think getting a story-related party member would be based on luck so much.
Aside from combat, looking at other options, we still didn’t check out the bird. If that’s her familiar as someone suggested, simply disturbing it (as in: scaring it away) should draw her attention immediately. I still doubt it, as it has a nest, but – familiar or not, it’s going to fly up right before her eyes.
And finally, we didn’t try to push the broken bell (yet?). Hm.. I don’t recall any other open options.
Kamau: Interpose and follow Ricki. EDIT: Lead the way into the skeletons so Ricki can avoid any traps you find.
Ricki: Leave a set of thieves tools on your current floor. Go down past the skeletons with Kamau’s protection and grab the rope, then head up the ladder to the next room up.
Kamau: End turn on the floor above the skeletons.
I like this because there’s already a set of thieves tools hanging around upstairs, so Ricki can pick those up next turn after tying the rope.
Edited to include recommendation from GathersIngredients.
On turn 35, Kamau noted that the group of skeleton dogs were less powerful than the one he destroyed turn 25. It’s possible that a skeleton dog with skeleton humanoids deals more damage, in which case Kamau would lose 1 HP with just leather.
In addition to that, if Kamau is interposing and Ricki runs past the bats on the way down, I think Kamau might take the bat damage too (not sure, kinda weird when running through different sections for the rooms, but it occured with the drunks and the snale in dungeon 2)
For future reference, Interpose only protects nearby allies.
The action here would still have Kamau following Ricki, so if she was targeted by bats then Kamau would tank. I didn’t send her near the bats, though.
que
2 years ago
Side thought: decription for the holy-ball says “on contact, in the area”.
What the hell is actually “an area”? This word doesn’t occur in any other item description.
Is there a chance that it actually means i.e. the whole room?
As in torch lighting the whole room at the same time, despite the inner walls?
And ‘contact’.. it’s cracked, so maybe that also means when dropped on the floor?
If we drop it from the shaft, right onto the winch, would that count, and zap the sunhead and the flyguy? So many unknowns 😐
Areas are discussed in How To Play as being pretty vague and should make sense in context. In this room, I’d place the skeletons in one area, the ghoul in its own area, the flying bats in the entire bottom floor as an area, and the roosting bats in their own little area which would merge into the general bottom floor area if they were disturbed.
Effects that impact a whole room exist and they say that they impact a room.
The fly and the sun-head below are in different areas.
Do you think there might be a web (or other trap, but would trigger for airbone creatures, too) between the skeledog and the ladder?
I mean there has to be some kind of reason that Ricki and the bats were ABOVE the skeleton’s alcove in one turn, the bats are BELOW that alcove now and they didn’t even think about attacking the skeletons (and as we know from the fight in the entrance room, bats and skeletons are NOT allies.
With the suggestion of having Kamau interpose and Ricki move past the skeletons and grab the rope, we might get BOTH our characters stuck in such a web (if that is possible in the first place and the maximum capacity of a web isn’t ONE).
I mean bats (in real life at least) have their sonic ability to “see”, and that would allow them to detect the web (provided it is there), even if it wasn’t visible. (And the skeleons without the direction of the ghoul pope might not have any incentive to move; and/or there could be “immobile” groups and mobile ones – just like some drunks in dungeon 2 were static and some were wandering.)
Also, if both Ricki and Kamau get stuck in the web, chances are high that Ricki takes damage, resulting in remorse for Kamau and we only got 1 “safe” remorse left (2 more and Kamau leaves).
Added a note to my action to watch for traps that Kamau trips.
I think the bats just don’t leave the bottom floor. Enemies don’t chase in general, we need to take action to lure them to a different location (e.g. to lead them into traps). Also note that the bats haven’t flown up the chimney either, so it isn’t just the entrance to the skeleton alcove that they avoid; they don’t even bother flying up to attack where Kamau and Ricki are now.
Kamau: Go down to the skeletns and interpose.
Ricki: Go down, past the skeletons, get the rope and go up one rooms to the dangling end of the hanging rope. In the next turn, you should tie the new piece of rope to it.
Well, yes, but that will not be possible, unfortunately: Ricki does not have any free inventory spot to place the rope into. Kamau neither has a free inventory space. So, what about Kamau laying down one set of thieves’ tools, interposing, Ricki getting the rope and putting it into Kamau’s inventory, and in the next round, Kamau goes up and ties the rope (yes, difficult with one arm, but he already managed to do this once), while Ricki shoots another bat? (Mind the glass trap below the bats!) This way, Ricki is one step ahead of Kamau, which will become even, when Ricki takes an action to unlock the door to the dark skeletons. (Then: Kamau interposing, Ricki fetching rope, leave that room.) On the other hand, Ricki would be on her own for a round, if the stalk-roach or another wandering monster would attack her.
Ah you’re right, inventory space. Though it would be simpler to have Ricki drop her thieve’s tools (temporarily) at the spot where she is now, do what I proposed and then get the thieve’s tools on her way down again.
I think the snatch and grab should work fine here.
As for the Drow, I’m really stumped. Like when we first met Kamau, the Drow is trapped upstairs. It could be that
A: we need to move that bell somehow or throw her a rope.
or B: we Ring the bell, the dungeon is cleared and we can get her down once it’s safe (part of the story).
It could be we are only introduced to her in this dungeon and we earn her friendship in the next one…
Also, LSN made a clear hint about the spider webs. It seems odd that there are decorations only in this part of the dungeon. Everything drawn has some sort of function gamewise (like kamau being able to use the lectern to climb over the chandelier when it’s down)
I just have no idea about the webs, but I don’t think we really examined them…
She isn’t acting trapped, seems pretty relaxed and in control. There also isn’t anything obvious elsewhere in the dungeon that might relate to her; the closest things would be the spiders and maybe that bow. I didn’t catch any hints of how to even start interacting.
We were walking around, so if the webs send some signal then I would be surprised that we didn’t trigger them.
My first idea was about bell and grate, but then – we also have a LOAD of chests and seemingly useless rooms, like the room right above the entrance, full of monsters of almost no purpose. Any key items may be there.
Also, we’ve got at least three “interesting” monsters: ‘basilisk’, flyguy, and yellow larva.
Basilisk seems unique so far, so is the flyguy. Yellow larva were unique until second-to-last room uncovered, where it turned out to be a whole team of them. However, considering that a larvae can produce webs to some extent just like a spider (think: silk larva), then maybe that’s the difference of webs..
I don’t think any lady-related key item would be in the golden chest. That chest is probably an optional loot bonus just like before, especially considering it’s pretty hard unless we’re quite lucky in combat, and I don’t think getting a story-related party member would be based on luck so much.
Aside from combat, looking at other options, we still didn’t check out the bird. If that’s her familiar as someone suggested, simply disturbing it (as in: scaring it away) should draw her attention immediately. I still doubt it, as it has a nest, but – familiar or not, it’s going to fly up right before her eyes.
And finally, we didn’t try to push the broken bell (yet?). Hm.. I don’t recall any other open options.
Kamau: Interpose and follow Ricki. EDIT: Lead the way into the skeletons so Ricki can avoid any traps you find.
Ricki: Leave a set of thieves tools on your current floor. Go down past the skeletons with Kamau’s protection and grab the rope, then head up the ladder to the next room up.
Kamau: End turn on the floor above the skeletons.
I like this because there’s already a set of thieves tools hanging around upstairs, so Ricki can pick those up next turn after tying the rope.
Edited to include recommendation from GathersIngredients.
Kamau: In addition to above, equip solar armour.
On turn 35, Kamau noted that the group of skeleton dogs were less powerful than the one he destroyed turn 25. It’s possible that a skeleton dog with skeleton humanoids deals more damage, in which case Kamau would lose 1 HP with just leather.
In addition to that, if Kamau is interposing and Ricki runs past the bats on the way down, I think Kamau might take the bat damage too (not sure, kinda weird when running through different sections for the rooms, but it occured with the drunks and the snale in dungeon 2)
For future reference, Interpose only protects nearby allies.
The action here would still have Kamau following Ricki, so if she was targeted by bats then Kamau would tank. I didn’t send her near the bats, though.
Side thought: decription for the holy-ball says “on contact, in the area”.
What the hell is actually “an area”? This word doesn’t occur in any other item description.
Is there a chance that it actually means i.e. the whole room?
As in torch lighting the whole room at the same time, despite the inner walls?
And ‘contact’.. it’s cracked, so maybe that also means when dropped on the floor?
If we drop it from the shaft, right onto the winch, would that count, and zap the sunhead and the flyguy? So many unknowns 😐
Areas are discussed in How To Play as being pretty vague and should make sense in context. In this room, I’d place the skeletons in one area, the ghoul in its own area, the flying bats in the entire bottom floor as an area, and the roosting bats in their own little area which would merge into the general bottom floor area if they were disturbed.
Effects that impact a whole room exist and they say that they impact a room.
The fly and the sun-head below are in different areas.
Thanks!
Do you think there might be a web (or other trap, but would trigger for airbone creatures, too) between the skeledog and the ladder?
I mean there has to be some kind of reason that Ricki and the bats were ABOVE the skeleton’s alcove in one turn, the bats are BELOW that alcove now and they didn’t even think about attacking the skeletons (and as we know from the fight in the entrance room, bats and skeletons are NOT allies.
With the suggestion of having Kamau interpose and Ricki move past the skeletons and grab the rope, we might get BOTH our characters stuck in such a web (if that is possible in the first place and the maximum capacity of a web isn’t ONE).
I mean bats (in real life at least) have their sonic ability to “see”, and that would allow them to detect the web (provided it is there), even if it wasn’t visible. (And the skeleons without the direction of the ghoul pope might not have any incentive to move; and/or there could be “immobile” groups and mobile ones – just like some drunks in dungeon 2 were static and some were wandering.)
Also, if both Ricki and Kamau get stuck in the web, chances are high that Ricki takes damage, resulting in remorse for Kamau and we only got 1 “safe” remorse left (2 more and Kamau leaves).
Added a note to my action to watch for traps that Kamau trips.
I think the bats just don’t leave the bottom floor. Enemies don’t chase in general, we need to take action to lure them to a different location (e.g. to lead them into traps). Also note that the bats haven’t flown up the chimney either, so it isn’t just the entrance to the skeleton alcove that they avoid; they don’t even bother flying up to attack where Kamau and Ricki are now.