Dungeon 2 Turn 1
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Kamau takes the torch off the wall and starts using it in place of his broken sword for now. If he puts it away, this room will have no other source of light, and humans are notoriously bad at seeing in the dark. Half of his powerful swings would miss! Ricki would still be okay, of course, as goblins are naturally nocturnal.
Since the torch was unattended, he is also able to open the nearby chest. Inside he finds only a pair of empty mugs. At first these seem like a couple of useless objects the tavern owner forgot to take upstairs, but considering their goal here, Kamau decides to hold on to them. At the very least he can get some free drinks.
Ricki inspects the giant crack in the wall. It leads to a small tunnel behind the wooden boards on the walls, probably made by rats. It looks like it leads downward. The tunnel is just the perfect size for Ricki to climb up or down, but too small for Kamau. Using the tunnel would count the same as moving to another room.
Ricki also glances at the stuff on the floor nearby and confirms that it is broken glass. It’ll hurt to step on if they’re not careful.
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EMPTY MUG
Tool
Can be used to collect liquids.
Weight 1, Cost 1
Kamau has boots, so he can probably safely carry ricki over the glass. first he’d need to give the torch to her though, so that it doesn’t go out
We can also try to sweep the glass aside to disable the trap
That would be better. Imagine one of The Drunks tripping over a huge pointy hole in the air and falling face down onto the glass. Instakill probably. Or at leas blinding action and a fatal lawsuit for the innkeeper.
Check the next room to the right, I say. No need to go solo yet and get so hurt Kamau leaves us. We can probably point out the trap and avoid it, as well. (Or sweep it off to the side and then cross that way.)
I’m very much assuming that the chest on the lowest floor in this room is a locked chest, that either needs a key or lockpicking tools.
I’m also guessing that the rat tunnel in the top floor leads (at least) to the rat tunnel in the lowest floor, possibly to other places, too, but we’ll have to find that out later.
I don’t think it’s a good idea to send Ricki there (yet), because she still only has 1 DEF and there are 3 rats (and a dire rat, but at least not grouped up with the regular rats), so she’ll take some damage for sure. Maybe we can find some cheese later or something else to distract the rats (or dispatch them from afar).
I wonder if darkness will discourage the drunks from moving further, but somehow I doubt it. That would be too easy.
Actions:
Kamau should check out the tap and see what liquid comes out now – fill one of the mugs – (maybe we can still use it for something, like… I dunno, getting some rats drunk? or making the floor slippery? or douse some fire?) and Ricki should carefully step over the glass and have a look at the room to the right. If Kamau can this turn, he should follow and move to the next room, too, after carefully avoiding the glass as well.
If any of this would make Kamau put down the torch, DON’T do it. But I’m assuming since he was able to put the mugs into his inventory just fine, he’ll be able to fill one of them without any issue to the torch.
There’s also a wand in this dungeon. We can leave the locked rat-chest for last, we’ll be going back to this tap several times to check what’s going through the pipes.
I suspect that the pipes will end up carrying a lot of substances that are nothing at all like ale. Bonus points if it dispenses oil, acid, or alchemist’s fire at some point.
Movement is in addition to an action, so yes, Kamau should be able to follow; Ricki also has a spare action.
Collect the glass in the mug and see what is in the next room.
Scoop the glass into a mug using the rusty sword, get a MUG OF BROKEN GLASS.
Kamau: Fill mugs from the tap.
Ricki: Push chest over to cover broken glass. Give rat tails to Kamau.
Ricki & Kamau: Explore to the left, there’s a pipe going that way!
Push the chest to cover the rathole so rats won’t teleport up to them, or to the drunks when they arrive!
After we see the next couple of rooms and find out what locks we might be dealing with, we should see about getting that ball and chain off of Kamau. (It might be useful to lock up a drunk later, though it was also mentioned we can knock drunks out.)
Interesting, the light source is actively relevant, and there’s some hidden racial traits like goblin darkvision (though Ricki in particular has those Dungeon Eyes). Hopefully pulling the entryway torch off the wall won’t come back to bite us, though given that there’s no torch in that big area below with the skeleton, it’ll probably be good to carry a torch.