Dungeon 3 Turn 61
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Kamau drops the two thieves’ tools he’s carrying to make some inventory space, then charges to the right and attempts to push the sun creature onto the balcony over the graveyard. While he thinks this is a thing that might be possible in some circumstances, the sun creature is too strong and heavy. The sun creature shoots him as he approaches, but deals no damage.
Kamau also notices that he has a feeling of severe impending doom, but he’s not sure why. Probably just stress from his HP getting low.
Ricki climbs back up the side of the chapel, moving two rooms and taking a direct look into the belfry. The drow has climbed down from the floor above (somehow) and is now fuming next to the gold chest.
EVERYBODY: PANICRicki: Say hi to the drow
Kamau: Run to the lever room
People wanted a soft turn limit before we pulled that winch. Here you go.
Ricki needs to make friends with the drow 5 turns ago
I think we can have Kamau pull the lever twice in quick succession, crushing the 3 skeletons and then re-locking the 4 skeletons above. It won’t stop the blob, but maybe it can stop it from…upgrading/consuming the skeletons.
I’m also 50/50 about having Kamau just going downstairs right away with holy water on his sword. It’s also possible that we can’t pull the lever twice in one turn like a bugs bunny cartoon, which would make 4 skeletons available to the blob instead of 3. But maybe that means we can just lock the 4 skeletons next turn?
In two turns the deathblob will be up the stairs. We need to have Kamau at least to there by then for it to not split the party. I don’t think we can spare the time to hit the lever more than once 🙁
I suspect the blob will spend next turn in that room to palette swap the skeletons before moving on. That would give us a little more time, but we’ll see.
I also think that pulling the lever once is an action. I’m not convinced that we’d be allowed to lower and raise the chandelier in the same turn even if we had two people present to work the lever.
I think lever bad idea. If blob keeps moving we risk Kamau getting caught by it. He’d be in a dead end
That assumes the blob moves 2 rooms immediately. The d2 guard only moved 1 room per turn. I also believe the blob will interact with the skeletons in front of it, so that’s even more time.
And if it does, then crushing the skeletons will be a good thing.
Don’t panic!
Yeah if we can go to the lever room and smash some skellies it might be worthwhile. And unfortunately, yeah the bow is a stretch goal here and unlikely to be enough.
Since this came from the graves, I think this is the source. I think we should prepare for a boss fight since we have no clues now on what completes the dungeon.
Maybe the dark Grimer goes for sunheads or maybe it eats skeletons, we don’t know. I think our best bet is get Kamau up to the tower with everyone, equip everyone, and take this thing down.
Ideally we don’t want Kamau trapped behind it in case it goes direct to him.
Kamau: move left and up to door room.
Ricki: say hi and ask if she knows how to stop the undead
We also don’t know if it can climb ropes. If it does, I think we should cut the rope and drop it down the chute
Ooh, what if we drop the holy ball while the blob climbs the rope?
If doing this:
Kamau: Pick up the thieves tools again when passing by them.
Ricky: Be gentle and be ready to enter negotiations.
Kamau: pull down the lever then up and get ready to:
Get the bow or
Rejoin Ricky
Use the magic lens on the blob creature.
Take off the miter before talking to the drow.
Not possible, Ricki has the lens atm. and it only works, if you are in the same room with the thing you want to scan.
“Use on an enemy at range to learn their stats. Someone who can see enemies through walls can use this item through walls as well.”
Like someone with the Dungeon Eyes ability.
If we have no use for the moldy cheese let’s eat it to gain 1HP.
through walls: yes, into another room: unlikely.
also: we don’t have the moldy cheese atm, and we’d have to fight the fly guy and probably some bats for it. And only Ricki would be able to eat it and gain HP from it, and atm she’s not missing any.
What separates Ricki from the blob? Walls.
and distance. We aren’t able to use any other item in a room that the character using the item isn’t in, can we?
EDIT: Yes, the description says “at range”. but a bow, the dawn mitre and the throwing dagger are also meant to be used “at range”, and you still can’t shoot enemies in another room with it.
Hmm, we have confirmed that Ricki can see the room where Kamau is… Nope, I checked the How to Play page and under Range: “When an item or ability says that it can affect a target at range, this means any valid target in the same room, so long as a line can be drawn between the character and the target.” The magic lens has an exception for going through walls, but it doesn’t mention rooms.
Ricki is at full health, and only goblins and rats can heal from eating moldy cheese. We also don’t have access to the cheese.
Kamau: Head right, grab the bow and check there isn’t anything else nasty in the graveyard, then dash left again as far as you can. Hopefully the sun-head won’t get a third shot if he ends at far left, past the ladder.
Ricki: Talk to the drow!
Having a serious ranged weapon will probably help with this thing, and I would like to see if anything else happened in the graveyard. I’m not averse to skipping to chandelier lever though, either way Kamau gives Ricki a view onto what the blob will do next. This might be how skeletons turn black.
It’s a pity that the bull rush didn’t work here, but it does have interesting implications for splitting up enemy groups.
Since it would take 1 turn to get to lever, and 1 to pull it, it think Bob would be long gone (and possibly up stairs) by then.
Grabbing the bow and running back should be worth the time. Since it’s on another screen it should be free to pick it up.
The point isn’t to damage the blob (it’s too small), the point is to kill the skeletons.
Sunhead will probably attack with the sword to deal potentially more damage if we just pass by instead of retreating right away. I think it’s a bad idea to risk a third attack on the way out. I’m fine with not pulling the lever, but I think going for the bow is a bad idea.
We have holy water to deal +2 damage, so even without the bow we’re looking at 9 atk excluding drow (kamau+heroic+holy water+holy bolt).
Unless the sundhead have some kind of special skill we don’t know about, they shouldn’t be able to attack twice in a signle round is my guess here. So Kamau should be safe enough passing him coming and going and only get hit once (sword or beam). And if not, at least we’ll have learned something about the sunheads. 🙂
If King Marth is correct and the base attack from the sunhead is holy damage, we even still shouldn’t take any damage (4 Def against holy damage +3 base def on Kamau = 7; 5 holy damage base attack sunhead +2 rusty longsword = also 7).
*keeps fingers crossed*
The third attack would be on the third turn, since Kamau needs to move to the right first to reach the balcony so he can’t then move left twice. Under these actions Kamau will be stuck in this same room at the end of next turn, and the sun-head could shoot him at range before he leaves. Maybe not though, it isn’t clear what the sun-head is guarding.
I would have definitely preferred to have ended this turn on the balcony so we could be completely clear at the end of this turn. If the push had succeeded then I think Kamau would have been stuck in this room anyway due to lack of movement, in which case I wouldn’t bother taking a guarded bow from the balcony.
Kamau may not get hurt, but his solar armor might get destroyed.
Questions to ask the drow (starting from my list on turn 47):
What’s your name? What brings you to this dungeon?
Do you want help getting out of this dungeon? Are you okay?
Would you like to join our party? We’re pretty good at dungeon delving, haven’t died once.
We’re trying to stop the skeletons downstairs from getting out. Also there is a shadow blob, would you like to at least team up until that blob isn’t a problem anymore?
Hmm, the bell isn’t glowing anymore. I think she can spider climb on walls, which is a neat movement mechanic.
“spider climb” – in some settings drow can levitate! Or does she have … fey step?!
So, from the way she’s a towering figure next to the yellow chest, I’m guessing she’s not “rat tunnel size” either, and will not be able to help with the last sunhead, even if we can recruit her help (temporarily or permanently). Bummer.
But even having her additional inventory space (I’m assuming 5 slots at least) would be a big help, because we could then carry the sphere and the two sets of thieves tools, in addition to everthing else we already got.
*crosses fingers that the ringing of the bell was the equivalent of bringing Kamau’s hilt already, since I can’t think of anything else useful to “do to” a drow, in oder to make them like us*
I think the drow is a vampire (hence the fangs) and that she might have turned into a bat to fly from the belfry to the room below. If that is the case, she might be able to follow Ricki into the wall holes.
Yeah, yeah. I know it’s morning and there’s plenty of sunlight outside.
-snip-nvm, I failed to read the textIt’s “flat” on the ground, so gravity affects it at least in basic way. It’s a slime obviously, so if it climbs and we cut the rope, most probably it will take no damage, it will just splat and recollect itself.
For the same reason, I really doubt that the skarmagedon chandelier will have any effect on it. Maybe it will slow it down for the tiniest amout of time, just out of surprise. Worth trying, we may need even that tiny extra time.
Also, I’m a bit worried it actually may not care about our team, and may go straight to the entrace, wreaking havoc on the outside, which may have unforeseen negative impact on any of our goal. Because, why not. Who said goals can’t change in the middle of the game?
Yeah, the chandelier won’t impact the blob directly, but I think the blob will use the skeletons and the chandelier can definitely crush those.
I don’t think the blob will just leave, because we can’t effectively interact with anything outside the dungeon.
True. But I consider the possibility that the slime just leaves, to instantly screw up our “no monsters escaped” goal. Neat, eh?
Also, since the guards considered only undeads (skeletons), if the slime exits instead of skeletons, it theoretically could be a game-changer, like, everybody outside dies, we fail the dungeon completely (but keep the loot and the drow, who now has nowhere else to go, etc), slime roams the world, and we get a side mission “save the nearest village from the slime”. That sort of unforeseen things that are totally out of the current concept box 🙂 That would be quite a plot twist!
Image time!
1: we don’t know what slime will do here, go left, or up
5: that place is currently our best spot for lens’ing the slime by Ricky
2: certainly the slime can pass here, but at least Kamau can not, we’ve got to be careful around this place if the slime chases us here (by the way, the hole in the door on the left room suggests the slime will not be stopped by just some mere door)
3, 4: there’s are some loops in the pathways. If our team moves faster than the blob, we may outmanouver it there – either to swap places and escape when in need, or to try classic cat&mouse play and shooting/throwing/holybowling it while doing that.
Taking out the rusted sword and shield ghoul by the locked chest would also give us a sniping perch by circle 4 on top of getting more loot.
Yes, I thought about it as well, but — no. If we want to camp&snipe, then we should take out the flyguy and to that there. The reason for that is, the sniper has to have a way out. If the target changed its mind and stopped chasing the mouse, and went for the sniper – then at the ghoul’s place, the sniper would have no way of escaping.
Edit: for the (4) loop, the place to the left of (4) marked is a relatively-unsafe spot, but allows for 2 aims (left/right) and escaping to the other way. Also, a safe spot on the top-right, where the chest was opened, but just one shot per loop. And finally, the whole floor “under the bats”, open space, but all kinds exits. However, most of that at (4) seems worse than at (3) where there’s more open space for shooting and running around, without having to exit the room — and that’s important if we use up the attack & find out we can’t exit the room in the same turn.
Edit2: but then.. it’s all kind of silly.. The only thing for sniping we have is the mitre, and it does 1 dmg. If ‘holy’ is the monster weakness, then we could, say, have that 1 dmg bypass its def, or maybe get +1 or +2 atk for that.. that would take ages to just keep snipping, if it even breached its def at all. Holy-bowling is just 1 shot. It all depends on what we learn about the monster stats. I noted routes 3 and 4 mainly for last-resort escape. The entrance is still open, but when the slime moves past that point, we will have to switch places with the slime, and that means either running past it (and getting hit), or — those routes may allow to swap places by running just one circle and letting the slime follow. OFC assuming it is not smart enough to simply wait for us at some tight spot.
I suspect a bow might go up to 3 ranged damage, so Ricki with the bow and Kamau with the Mitre could deal 4 damage.
Reasoning: Even unbalanced weapons can deal 1 damage at range. Crossbows look like one-handed ranged weapons which would need to deal at least 2 damage to be better than throwing stuff. Bows are confirmed two-handed weapons so they could be more powerful. That said, bows only cost 10 while a crossbow is 25, so maybe they both deal 2 damage, or both 3. (Those thugs in dungeon 2 were right, we didn’t have anything worth enough to trade for their crossbow.)
Learning English with Ricki, lesson 3-61, new vocabulary:
belfry: A tower specifically for containing bells, especially as part of a church.
to have bats in the belfry: to be insane/crazy/eccentric/mentally ill
fuming:
a) emitting fumes (= smoking)
b) feeling great anger