Dungeon 7 Turn 2
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Macadamia returns from the next room over and attacks the group of chickens. Both he and Daisy manage to take out a chicken each, despite the surprising difficulty of hitting a target within the clucking, flapping pile of agitated birds. Lohk also bops a chicken with her cane. Squirrel tries to gnaw one to death, but succeeds only in wounding his target. Kamau continues to absorb attacks from all chickens as well as the corn knight, taking another 1 damage.
Ricki then lands a powerful hit on the plant, decapitating it. The crows circling overhead become increasingly agitated at the sight of that delicious loose cob.
So chickens have at least 2 hp and Magicrows will probably try to grab any produce undefended.
Also sounds like chickens may have a Dodge Chance. Probably less than a bats
The Chickens have 2 HP. (or 1 HP and 1 Defense, but It said Squirrel wounded the Chicken so I feel safe saying 2 HP.)
Ricki: Give Molly all your Thieves’ Tools and kill a Chicken.
Kamau: Permanently Enchant the Switbalde.
Maca: Joust a different Chicken.
Lohk: Cast Ray of Frost on another Chicken for variety and refrigeration.
Squirrel: Sit on Kamau’s Head
Daisy: Kill yet another Chicken.
Molly: Kick the last Chicken.
Edit: Ricki and Molly should pick up all the loot (or as much as they can)
Reason:
Finishing what we started. We gave the Scroll and Swiftblade to Kamau for Enchanting and using Molly’s Kick lets us finish the Chickens while letting Kamau enchant this turn and without Squirrel dying.
Have Ricki and Molly pickup all the drops please!
Everyone: To second room.
Kamau: Interpose
Ricki, Lohk, Maca, Daisy, Squirrel: Attack the cornman with the spear.
It’s safe enough to do this now. Chickens are really easy to kill; we can handle the remaining ones later. Flying crows are only hittable with ranged attacks with flat damage, so them aggroing wouldn’t make waiting harder on us. It’s time to move.
Doing this will almost certainly mean the crows eat the corn.
1 corn here, corn + corn spear + tomatoes next room = 3. If we have to spend four turns fighting chickens and crows for one ear of corn, we’re not doing well at all. We need *ten* items of produce. We only have so much time, so we should pick our battles. Specifically, we should pick battles that have high rewards for the effort. Fighting seventeen enemies over one unit of produce is not a good idea. Even if four of them are already dead.
The chickens probably also drop eggs to some extent, since it was said eggs were a possible farm loot item.
Did we even try to keep a chicken alive?
Kamau: Interpose
Squirrel: Finish off the chicken you damaged the first time around.
Ricki: Shift two of your thieves tools and the purse to Molly, just in case you need space to pick up drops after combat, then cleave another chicken.
Lohk: Clobber another chicken with your cane.
Mac: Skewer another chicken with your spear.
Daisy: Chomp a chicken.
Lets just finish the fight safely, in case the magicrows attack. I don’t want to leave behind the corn, even with chickens to guard it, since the crows are obviously agitated and we need the produce. Finishing this fight now will let us move onto the next screen next turn. At the moment, there are still enemies everyone can one shot, so adding the damage to Mac by enchanting the swiftblade isn’t yet a priority imo. These first 10 turns have our best action economy for fighting that we’ll have for the entire dungeon, and the extra 5 attack from having no debuffed pets or characters is more valuable than adding 2 damage to Macadamia, imo.
That is reasonable logic. We may get into some trouble with our inventory soon but we’ll cross that bridge when we come to it
LSN confirmed space on Ricki herself vs Molly doesn’t matter for picking up and storing loot, so feel free to ignore the inventory changes LSN. I can’t edit since I made that first post on a different IP address.