Dungeon 9 Turn 19
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They whole party engages the golden ghast. Unfortunately, it doesn’t go great. Botanya’s pipes fail, which results in Ricki being paralyzed next turn by the ghast’s attack. Furthermore Lara’s stalk of sharpened corn absolutely shreds through the undead’s golden armour, reducing it to useless scraps. On the bright side, the creature’s body is also reduced to useless scraps, so that’s something.
Botanya picks up the dropped hammer and stows it in Golly’s pack.
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WARHAMMER, GOLD
Weapon/Treasure
Atk +3. 30% chance to break when used.
Weight 3, Cost 9
Awwww. that was going to pay for Mac’s bedroom…
Plan: Not a lot
Kamau: Move Left, inspect pots with your military background
Lara: Move Left, inspect pots with your religious background
Botanya: Move down, then double move back up.
Ricki: Be paralyzed
With Ricki being Paralyzed, she cannot point out traps to the rest of the party. This limits us a lot. Our only viable options are either engaging the Ghouls, or just positioning ourselves for next turn. Botanya will lag behind a bit so we can get eyes on the spawning process.
Reasoning against engaging ghouls is that with their Paralysis and with Cyx shooting, we cannot safely clear them quickly (We’d just have to send Kamau to attack whenever hes not paralyzed). We’d waste more time killing them than just waiting 1 turn.
If we position ourselves in the left room, we’ll be able to move down and engage with things next turn which works out since we’d have to double move the party there anyway if Ricky wasn’t paralyzed.
We’ve seen what’s waiting for us in the last room so we can plan accordingly. Who knows? maybe we’ll find how to open that trap door and its a backdoor to that loot room? Once can always hope.
Actually, I think the reason the “main boss room” is so “easily” accessible – as some people were wondering about this in one of the previous turns – is probably the whole zombie infection shtick. I mean there are still 2 more zombies in the way and 5 infection is a death sentence for any of our chars. (And depending on who gets zombified, it might even be TPK, too.)
We were incredibly lucky only accumulating a single one of that so far, but I guess that’s the reason for the “easy accessability”. That it’s really not that easy, if you think about it. There were originally 3 immobile zombies in the way between the entrance to this dungeon and the Necromancer plus one that spawned at turn 10 most likely, that’s 4 zombies altogether who could have dealt loads of infection, if we hadn’t had the pipes trigger and kill them in the same round we engage them by careful planning and luck.
Seeing how we have turn 20 next turn and another zombie roamer will most likely spawn (my guess is again inside the Necro room), we should probably not move away, but get the roaming zombie sorted out asap, and the two immobile ones that block the way next.
Unless, that is, we are for sure not going to go after the main goal of this dungeon and give up on trying to clear it (which means no level-up and no bond increase, if I may remind you).
Once we got the roamer and the two more immobile zombies dealt with, then we can still choose to faff around a bit longer and see what else we can find, but we need that if we want to have a shot at clearing the dungeon, and the sooner we do it, the better.
It is, in fact, not ideal to deal with the roamer in the spawning chamber. It is also not ideal to fight either the necromancer or the bone wraith-owlbear golem without information, because of the risk of the necromancer zombifying us directly and unblockable damage. Which means we have to look for lenses. If we find none, then we should bail.
So I’m not as pessimistic as others that we can’t handle the bosses without lenses, but more gear could be good. Also the group is close by so they can readily walk back and attack without too
Much trouble once they move up a room.
We’re hoping it’s just two so that’s manageable.
And I’m still in to win this dungeon. It’s doable.