Dungeon 4 Turn 18
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Lara retreats to the dungeon exit and kills a small rat from afar, while Ricki kills the other as she and Kamau make a fighting retreat. Kamau continues to hold off the rats, taking 1 damage. All three party members are now at the exit and able to leave.
Leave!
Edit: “able to leave” sounds like it is safe. If it is not, execute Tann’s suggestion and let Kamau interpose, then leave.
Leave!
Just to play it safe:
Kamau: interpose while Lara and Ricki leave. After the girls leave, use your movement to follow them.
Kamau cant move after using interpose. It counts as an attack.
If we are leaving a room, and not running past enemies, we can leave without risk of attack. We saw that in Dungeon 3 Turn 40 with some bats.
To cite the Discord:
Kamau is literally standing in the rat pile. Why should the pile not attack? (Except thinking: Well, let’s call it a day early and go home.)
D3T40. Kamau moves away fight with bats in one room and joins Ricki. LSN does not state that the bats deal no damage like he did on turn 39.
He doesnt state anything at all about the bats.
LSN has been consistent with stating when enemies attack regardless of if they do damage or not. But not on that turn.
That is why I think we can leave since we are not running past any enemies and we are moving off screen.
We’ve definitely had turns where the image is not indicative of the ending state of characters, causing no end of confusion. Dungeon 3 turn 62 had one of these, showing the Faithless at the entrance even though Kamau didn’t end turn in that room. That turn did say that Kamau had moved, though.
The details on disengaging from fights have been a little fuzzy. Turn 39 was also clear that Kamau attacked and then moved to a different zone in the same room, and he was not attacked when leaving that enemy-free zone in turn 40. By comparison, Ricki was attacked turn 47 on retreat because she ended turn 46 still standing in the bat attack area.
Yeah… Things do get muddy a lot. Hopefully we can do some tests that help clarify some things.
The underwater fight in this dungeon back on turn 10 is the biggest problem I see- “Since he is tied up in melee combat” kept Kamau from moving within the same room despite our explicitly requesting to move to a different place (with air). Hit and run is very useful, but I don’t know when it’s allowed, and when it makes a difference to say “move away” or not.
You’re right. So to keep playing it extra safe, lets rearrange the inventories, so Ricki can escape with all 3 treasures.
I’ll add that to my comment above.
EDIT: I guess I’ll edit this reply. All the treasure is currently with Ricki and Lara, and they can leave.
Everyone leave!
Even if we kill the pile, presumably two small rats are still going to prevent us from picking up the loot.
Not really. Remember that the spawned rats have “dizziness” at the very first moment, so they cannot actively guard anything. If we kill the pile, and rats are spawned, they would be sitting ducks for the rest of the turn.
However, another thing is, would the newly-spawned rats count as the same group, or not? If not, then the now-dead pile would drop its loot and we could scoop it right after the combat. But if yes, then there’d be no loot, since the group now has 0 piles and 2 rats, so the combat has not ended yet. And that’s somewhat risky outcome, since it would mean that at turn 19 we have 0 piles, 2 rats, and a choice: escape having 2 rats on our back, or kill the rats, scopp the loot, and pray we can end the dungeon on turn 20 when we’re both at the exit, and flooded, at the same time.
As far as I am HIGHLY curious whever we can finally kill the rat pile, and even I’d be willing to risk that first option (kill pile, get 2 more rats, ignore them, gtfo @turn19), I’m totally not willing testing that other option of being flooded at turn 20th standing at the exit and wondering if we can exit cause it is “the last turn to take action”, or was that turn 20th “already the end and failed! and intermission starts NOW”
EDIT: however, if on 19th the spawned rats are dizzy, they shouldn’t interfere with our movement on turn 20th.. aargh. Screw the pile. I vote for exiting as well.
If we have the same situation as in picture 2 of https://dungeoneyes.com/intermission-3-page-11/ then I am not against Lara stinging the pile to death from outside of the dungeon.
That would actually be very funny, and petty, and I would love that, but I think anything still there on turn 20 gets flushed out.
Actually, that would be quite in-character ๐
Turn 20 won’t actually end the dungeon, but it will be fully flooded with risk of suffocation if anything was left to get in the way. I want to leave on turn 19.
Agreed. We have three treasures and can complete the dungeon. Take the win.
Lara passes the brandy and the golden helm to Ricki in exchange for her shield and rat fang. Ricki completes the dungeon, thus saving everyone per rules on turn 0. Before that happens though, first Kamau interposes and Lara beats away at the rat pile with rat fang so we can check its hp.
at this point i want to see what happens when rat pile dies.
Kamau still has hitpoints, and there is no actuall danger.