Dungeon 3 Turn 20
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While Kamau is frozen in place by the ghoul’s parting shot, bad luck strikes and the bats attack him. Along with the three skeletons, he ends up taking 2 more damage.
Ricki come to his rescue and pulls the lever again. The chandelier descends and destroys the remaining tall skeleton, as well as three of the bats that don’t get out of the way fast enough. Kamau is standing far enough to the right not to get hit.
Feeling gradually returns to Kamau’s body and he can now move once again.
Ricki: Leave and reunite with Kamau, mind the glass.
Kamau: Switch to leather armor and attack something.
Dang. Almost got through the whole encounter with just the 2 damage and 2 flowers cost. Still a good win tho. I think we should take a peek at the next room and at the hat. Hopefully a bat or skelly will die in the next turn so Ricki can cross the room without risking her buckler.
Kamau: switch to leather, grab hat, examine lecturn and then move to the room on the right.
Ricki: move right and down the stairs. Watch out for glass.
We can have Kamau come back and interpose next round of Ricki needs an escort but we’ll probably get a lot of new info to plan around next turn.
Will the skeletons and the bats not continue to attack Kamau? And: Kamau neither has Dungeon Eyes nor Trap detection, which could be bad for planning (or result in bad planning, which would be bad).
Kaumau now has less HP than Ricki, and if Ricki gets hurt for another 2 HP, Kamau leaves the Dungeon and we are screwed anyway. Therefore we might to start to consider Kamau drinking that healing potion – although it could be useful for a third person, against poison or whatsoever. Try to first finish off the enemies, because they continue to steal HP.
The bats and skellies together can only do 4 damage IF they all attack Kamau. Kamau in leather will take no damage and is not In danger. I agree that Kamau should drink the potion though, but I think we need to see the other room asap to get more info. We still haven’t seen what is causing the skellies to spawn OR the supposed 2nd character. We are about 40% done this dungeon if it has a 50 turn limit like the others
I’d start with testing the Pope-Hat, maybe preceded by killing the bats, to make it safer. The minor chances the hat actually has effect on skeletons may be worth it, and after we kill everything here, with no skeletons nearby, we may not learn that.
LSN: Throw away that D100 you used to determine whether Counterattack triggers. Use a D100 which actually triggers Kamau’s ability. (20% chance – do you still have the dice used to determine, whether Ricki breaks stuff? Maybe just exchange those dices!) 😉
It’s no use. As long as it’s LSN, the dice and any random number generator will defy logic in the degree to which they work against us. I have years of observation as proof
I’ll still count Counterattack as 0/5. Even if it triggered, it gives an “extra” attack which suggests you must already be attacking; if not, he’s still paralyzed and can’t take any actions.
Ricki: Mind the glass and head down to the edge of the fight
Kamau: Smash those damn skeletons apart
Kamau: Put the pope hat on, get in a defensive stance (to block any attacks), and command the skeletons to attack the bats.
Ricki: get down here, being mindful to avoid any glass/traps/etc