Dungeon 3 Turn 19
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Kamau strikes the ghoul pope against and beheads him, but not before being paralyzed by its touch. Kamau cannot move or take any actions next turn! On the bright side, the pope is no more and the bats randomly destroy one of the small skeletons. Kamau takes no damage, and his final grave flower wilts.
The skeletons appear to have no direction any longer, and resume normal skeleton behaviour (which still involves attacking the living, unfortunately).
Ricki returns to the lever room in time to watch it all go down. She cheers Kamau on.
Ricki – Drop the chandelier on the bats – quickly, before they can attack kamau!
Yea we don’t have much to lose by doing this, I think. The chandelier will either kill the bats, which can potentially make the next round easier on Kamau, or it won’t kill them, by which we’ll learn that dropping stuff on bats (and probably other flying creatures of similar size) has no damage effect on them. I see either of those outcomes as a win.
Kamau: Grab the hat (if it dropped), then disengage left and wait for Ricki.
Ricki: Reunite with Kamau, mind the glass.
Even though we wouldn’t take any damage, I think it’s fine to let the bats and skeletons kill each other, especially since the biggest risk at this point is the 10% chance to lose the armor.
We don’t need Kamau to reunite with Ricki, just step out of the room, so going right would be okay, but I’m hesitant on splitting the party even though we’re most likely safe. Ricki standing next to the lever would give her a safe vantage point to watch the bat/skeleton fight and let us bring in Kamau at the right time instead of guessing, but again, I want to prioritize the party together right now.
I really want to prioritize getting a view on the right. Ricki isn’t going right any time soon, she’ll need an Intercede to cross safely, and knowing what’s on the other side that she’s running into is important.
Not relevant yet, given that Kamau is paralyzed.
Kamau won’t be taking any actions next turn. I don’t know why people are recommending actions for him.
People like to suggest more actions than a character can take. That’s not too bad on its own, it’s good to think a couple turns ahead, but the problem comes in when you expect to be able to do more than you can. The stairs have been bad for this, it takes a deceptively long time to get from the chandelier lever to the chandelier.
Ricki: Pull the lever
Kam: Run to the next room. Let the bats and Skels fight it out.
I think it’s okay to wait and watch this turn. If bats are completely random, that’s a 25% chance Kamau will take any damage, or 20% if they can fly up to eat that rat. I’d kind of like to leave bats active in this room, assuming more skeletons will be walking through here and making us lose the secondary goal.
I think that lowering the chandelier won’t kill the bats anyway, and if anything will open up the rat as a target for them. I still think that Kamau could climb up and over the chandelier (as probably can Ricki, otherwise it’d be really hard to get her up to the rat treasure room) but I imagine that human-size skeletons won’t be able to walk through this room with a chandelier in the way.
We won’t need to worry about loose skellies if we go straight to their source. Well, I hope that there’s only 1 source and their path is always the same. So far we only saw them coming from the right.
Watch Kamau go right and see a giant barrel with “Skeletons” written on it.
I think that we’ll need to ring the bell to actually stop the skeletons. We’ll need to keep an eye on the source here to avoid letting skeletons escape while we’re figuring that out. I am glad that we defused the skeleton army, that was shaping up to be a problem.
Ricki: pull the lever
Next turn when he can move again kamau should jump on the chandelier to get into position so when ricki pull the lever again he will go up with it to fight the dire rat.
Killing that rat will open the way for Ricki to … another dire rat and a green rat?! Two more damage for Ricki, and Kamau leaves. Do we want to risk that (yet?) On the other hand, if we equip Ricki with the sun armor and a dagger, she might have a chance to go unhurt. But on the third hand (yes, of course, not all creatures are handicapped with just two hands) with her “luck”, the first dire rat will break the armor and the second rat will hurt her badly.
Since solar armour only gives +3 defense for 4 slots, Ricki is better off with leather armour and the buckler for +3 defense in two slots with Light Armour Proficiency. She could hit 5 defense with solar armour and a buckler, but that doesn’t leave any room for a weapon, lock picks, or to carry loot back.
I don’t think we’ll be going for the rat treasure room, unless we get a chance to figure out green rat stats with Kamau. Getting the shield from the ash skeleton room would also help, that would give Ricki 5 defense with 2-3 slots (I think a full Shield will be +2 defense for 2 slots).
Equipment gives full benefit on the turn that it breaks, it’s the next turn that you need to worry about. Sometimes enemies get a parting shot at you while you retreat.
As soon as Kamau stops being paralyzed: Get that hat!
Even if it’s not magical, that hat is bully. We need to wear it…forever.
So, skeletons have no external brain now. I wonder if that was the ghoul’s ability, or maybe that was an effect of the pope-hat. When Kamau can act, I’d advise trying out wearing it and seeing if it has any effects on skeletons. If it has, then lo and behold, we’ll may have extra fun with three dogs up there.
Since we probably all agree that Ricky will drop the chandelier again, as we’ve got en experiment to perform on the bats, and also Kamau’s frozen in a safe place, I’ll focus on Kamau who:
> Kamau cannot move or take any actions next turn!
Kamau. You don’t need to walk or run anywhere, no movement actions involved. Enemies are close enough. Remember and don’t be fooled: Counterattack is a triggered ability, it’s not an action 😀
Kamau: stay in your epic pose for a round
Ricki: drop the chandelier on the bats