Dungeon 2 Turn 0
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“Well, I suppose there’s no turning back now.”
“Don’t worry, we’ll be fine.”
“I wouldn’t be so sure. This may be a cellar in the middle of the city, but it’s still a dungeon. These places exist to kill people.”
“But look at how good we did in the FIRST one!”
“That jail had only been a dungeon for a day or so when we explored it. The longer these things stew for, the bigger they get, and the less they make sense. We could find anything down here.”
“Yeah, but you’re strong as heck, and I just got a cool new ability! We can handle it!”
“I hope you’re right.”
Ricki and Kamau enter their second dungeon. The mundane wooden walls of the cellar are juxtaposed against the presence of impractically huge treasure chests and… a skeleton with a magic wand? Huh. Okay, so Kamau was right about things not making sense.
The pipe the owner mentioned is right where he said it would be. It seems this tap can be used to test what sort of ale is being sent up through the ceiling to the tavern above. As soon as they get it to pump regular old ale, they can leave and get their reward.
Also, Ricki pulls out another set of thieves’ tools. Let’s not dwell on where she keeps them all, or why she pretends she doesn’t have them even when she needs them.
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Dungeon 2: The Tavern Cellar
Goal: Restore the flow of untainted ale to the tavern above
Secondary Goal: Retrieve as many Rat Tails as possible, while letting as few Angry Drunks as possible be killed by traps or monsters
Time Limit: Every 10 turns, a group of Angry Drunks will descend from the tavern and begin wandering the dungeon
This dungeon can be abandoned.
WELCOME BACK BABY
Ricki: Examine the hole in the wall
Kamau: Open the chest
I wonder if that bucket holds a rat or just tails
Probable traps:
Little blue spikes on the far right of the top floor.
Yellowish thing near the ladder, on the lower middle floor.
yeah the blue stuff is probably glass
What, the Jam +2 has been shattered?! Oh no!
Okay so… it looks like we’ve got rat-holes (which might fit Ricki, but not Kamau), broken glass (Make sure Ricki guides Kamau past that when it comes to… so yeah, I agree with Ricki: Examine hole, Kamau: Open chest for now.
I don’t see the stairs they came down on, so I’m going to assume they are to the left (since there is obviously a passageway on the top floor to the left and to the right).
The blue stuff on the top floor is probably broken glass shards, from one of those drunks dropping a bottle or a glass.
The “yellow” thing near the ladder is probably a rat trap, at least we encountered something of similar design in the last dungeon.
The tap was mentioned by the tavern keep, but I daresay trying it out now would probably be a waste of time, because it clearly isn’t working (well), or else the tavern keep wouldn’t have sent us down here.
I see two dogs that look different than the guard dogs, but probably are still rather dangerous. Also a skeleton with a wand. So yay, new enemies!
We should have Kamau grab the torch, before he opens the chest. Other than that I agree with the people who posted before. (You never know when you need to BURN stuff … 😀 )
@LSN, I’m assuming that “no”, but I would like confirmation from you: Do the drunk people that enter the dungeon every 10 turns count as “allies” to Kamau?
> grab the torch
Taking the torch away might also slow down the drunks when they come down. Probably won’t, but might.
I’d rather have Ricki check the chest for traps before Kamau opens it.
Also notice that this chest and the one by the skelly have gold lockplates and little keyholes like the ones in the jail, but the chest on the bottom level has a gray lockplate and a big keyhole. May or may not be meaningful.
Note that the Jail chests were unlocked (turn 19). I’m guessing the gray lockplate indicates a locked chest.
I second checking for traps on the first chest or at least identifying the difference between the gold plate and silver plate chests.
Holes may lead to other holes on screen so be very careful.
That big rat at the bottom looks part draconic. Expect it to breathe fire I bet. We may want to move the chest to cover the glass to help the drunks on a future turn
that’s just how dire rats look. So far, none of them breathed fire (but that would be pretty neat…)
I suggest swiping the glass off screen, and pushing the chest to cover the rat hole, so when The Drunks Wave arrive, the rats won’t race to the top level via hole to attack them on sight.
Ricki: Give rat tails to Kamau.
Ricki & Kamau: After other actions (e.g. Ricki examine hole, Kamau open chest), move to the room to the left.
Note that Kamau has two mugs in his inventory, and while the innkeeper said that whatever’s currently in the pipes is hardly fit to sell, that suggests that we could still get something by using the tap. We should make sure to check what we’re starting with. Maybe we could poison rats with it.
Also, remember that movement is in addition to actions. At the start of the dungeon we lose very little by immediately moving to another room, as if we end up wanting to do something else in this first room then we can still immediately move back and then do whatever it is we wanted. Meanwhile, if we don’t know what is in the next room, then we can’t take useful actions there.