Dungeon 7 Turn 6
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The party takes a moment to stop fighting temporarily and do some inventory management. While Lohk gets rid of the obnoxious squirrel that keeps throwing acorns at the party, Macadamia hands his weird corn spear over to Ricki, since she has the inventory space for it and he’s about to get a better weapon anyway.
Kamau pulls the enchantment scroll out and activates it. He feels the magic contained in the scroll flowing into the weapon, and by performing a bit of simple blood magic he is able to render the lightning-based enhancement permanent. It’s not a huge buff by itself, but in the right hands the swiftblade is now possibly the best weapon the group has. Kamau is now down by an extra 5 HP.
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SHOCKING
Enhancement
Applies to weapons and ranged weapons. Grants +1 lightning damage.
Cost +6
Kamau: Trade the swiftblade to Mac.
Mac: Take swiftblade from Kamau.
Lohk: Heal Kamau.
Ricki: Check out the root veggies. Does the party know anything about them? Should we be more worried about the ones that have yellow bodies sticking a bit out of the ground or the ones that are just greens? If you can, also look at the scarecrow and see if it and the pole are movable. Could one move it over under the tree to climb up it?
Explanation: I think this is about all we can do. If we pick the root veggies now we will send the group of crows forward. Kamau is guaranteed to take damage on the next screen and he’s down to only 8 hp, so we need to spend a spell slot healing. Given the location we chose to take a break in, this is about all we can do I think.
Shamelessly copy/pasting thisnameismeta’s post with a slight edit.
Kamau: Give the swiftblade to Mac and take the Healing Potion Lohk gives you
Mac: Take swiftblade from Kamau.
Lohk: Give Kamau your Healing Potion.
Ricki: Check out the root veggies. Does the party know anything about them? Should we be more worried about the ones that have yellow bodies sticking a bit out of the ground or the ones that are just greens? If you can, also look at the scarecrow and see if it and the pole are movable. Could one move it over under the tree to climb up it?
Explanation: Read thisnameismeta’s post. This edit takes yet another turn to actually heal Kamau, but it gets the Healing Potion onto Kamau and doesn’t use one of Lohk’s 3 Charges yet. It might be better to cast Heal now though. I just wanted to point out an alternative.
This gets no healing on Kamau until turn 8 at the earliest, and prevents us from attacking any enemies until turn 9 if we decide to heal. Kamau is guaranteed to take health damage on the next screen if the rooster does anything more than nothing, and given he is currently at 8 hp I think we need to heal him.
We really don’t, Kamau gets benefits from running at low health and at half he’s still sturdier than any other party member.
We’ve had varying levels of success in using potions on allies, though. Not that using the potion now is actively good, but opening up an inventory slot makes it reasonable.
It doesn’t open a slot, it simply redistributes it. We’ve never been able to use a potion on another character (LSN confirmed that Kamau used his action to drink one in the warrens when it was unclear whether Lara fed it to him or Kamau drank it). With two tomato plants and 4 chickens, Kamau is facing 12 damage before the rooster and the weird crow. If the weird crow is hostile we could very easily see 4 hp damage hitting Kamau which leave him at 4.
The only benefit Kamau gets from low health is Atk. Which is useless as we need him to interpose in any real combat.
It was strongly implied that we won’t be able to just retreat from the bull. We need Kamau to have enough HP for us to win that battle *before* it starts. Probably before we even see it–notice how many enemies are becoming aware the moment we walk into a room. Keeping Kamau at low HP dramatically increases our odds of disaster.
Please don’t.