Dungeon 11 Turn 1
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Ricki and her party decide to start off by gathering some information. Ricki uses her fancy new Case ability, while everyone else picks a note and reads it.
Ricki finds that the rightmost guard directly above her carries some holy water! That could be useful if she could somehow get it before it gets used. Or even if it IS used, if she could get the weapon it was used on soon enough.
Macadamia reads the note on the middle level, near the locked door:
“Door opens with key 3. Keep chest full of potions to test theory of duplication/enhancement over time, and rotate guard regularly.”
Amadeusz reads the note on the left:
“ALL PATROLS: Send your pigeons to fetch reinforcements if you encounter unexpected levels of resistance.”
Finally, Kamau reads the note on the right (and tries not to be weirded out that the mushroom also seems to be reading it):
“Clean the tables in the mess hall with every pass, even if they already look clean. Those rats keep showing up, even after only a few minutes, and some of them bite HARD. They’ve got to be finding food somewhere.”
Ricki then explores the room to the right, while Macadamia explores the room below.
Ricki finds an area full of familiar elements, but also some new stuff. That impassible wooden barrier in the middle of the room looks like the sort of thing that might be installed to support the weight of a structure. If she decides to blow up the building, that looks like a good place to plant one of the explosives. Doing so would probably also remove the barrier.
Ricki has a brief but traumatic flashback when she notices the odd rat out.
Macadamia finds a giant, highly alert guard dog. He wishes he’d stayed home.
Kamau: Go down one screen, interpose. Have mushie attack giant guard dog.
Maca: Wait until Kamau is interposing, then go through rat hole.
Ricki: Go one screen left and one screen down, attack giant guard dog. Have daisy also attack said dog.
Amadeusz: Go one screen down, attack giant guard dog using siegesword. Have phoenix hide in your clothing.
First priority is survival.
This plan also gets us eyes on one new room and – most importantly in my opinion – stops the giant guard dog from alerting the guards upstairs and outside (hopefully).
If it alerts the guard that door will open at least.
Kamau: move to the rat room, kill them all. Start with the red one
Big guy mushroom: punch the first rat in the face to distract it from kamau
Ricki: move a table so it stays under the keys, then explore upstairs
Mac: action move to explore right from the rat room
Ama: move to the rat room, transform your swords into a violin
With this plan we explore 2 rooms and start setting up a contraption to reach the keys. Kamau takes 1 dmg, but it is a fair price for saving an action.
Alternatively both left facing rats attack a mushroom and it takes 2 damage, but I’m guessing being cleaved aggroes them to kamau. Would be good to check if that’s wrong in a low stakes environment.
Bah, I forgot about the new note
The trap in the middle on the top flour of the first room should be pointed out by Ricki and avoided by everyone.
There are also little fault lines in the ceiling above that pressure plate, as pointed out by Sick on discord. Presumably the pressure plate drops something, but it also might give access to a room above if we play our cards right.
Correction:
Flour is cereal made into small pieces.
Floor is the thing under our feet.
Kamau: go to rats and kill them all. Just in case start with Blood rat. (we know that dire rat had 3HP+1Def, needs 4attack to one shoot. Kamau has 13attack and after 3 cleaves he will have exactly 4 dmg left. Blood rat should also die to that, but we aren’t certain about his stats)
Mushroom: attack one of Dire rats. (they have 2 att and mushie has 2 Def. so it just removes dmg from Kamau)
Mac, drag table under the key. (so later we can try stacking Ricki on Kamie and reach it)
Amadeuz: double move to new room, the one on right of rats
Ricki: explore up room from rats and read the message on your way
basically NeKpoT comment but Amadeuz explores instead of swapping tools of war for loots of art. We can do that later and not like we currently have good targets for the room wide AOE anyway.
Kamau: move to the rat room, kill them all. Start with the red one
Big guy mushroom: punch the first rat in the face to distract it from kamau
Ricki: read a note, then explore upstairs
Mac: action move to explore right from the rat room
Ama: move to the rat room, drag table under the key
With this plan we explore 2 rooms, read a note and start setting up a contraption to reach the keys.
Identical to Zuv’s plan, except Mac explores instead of Ama. Same reason as last time, we want everyone to be able to reach both new rooms next turn.
Removed comment as I was wrong
I dunno if it was pointed out before, but there is a pressure plate in the very first room on the top floor between the second and thrid window. Probably a trap.EDIT: Sorry, Tem already pointed this out before. For some reason his post didn’t show up until just now to me. Weird.
Observations:
– Lever from entry room almost definitely drops the chandelier. Note we’ve also been warned that more rats keep coming back to the tables in a matter of minutes, expect them to respawn at least every 5 turns. Don’t bother clearing them until moving through. A lowered chandelier may break the tables or keep rats from returning. Channeling Dungeon 1 Ricki to burn things may be a good idea here, burning the tables and completely removing food might clear rats for good.
– We have three anvils here and need three explosives. Top has an armoured creature with hammer and different shape of helmet (Case is likely worthwhile), middle is a Kobold skeleton with lots of rings for loot (4 copper, 2 silver, 1 gold which will likely unlock gold rings from Paws), bottom has something on the table plus a short entity with welding mask and apron plus a box of stuff. Those aren’t floating limbs, there’s a body similar colour to the background so those look like forge mitts and boots. Usually a cloth over a lumpy table would have me think a body, but in context this looks like a robot or other golem. All these rooms are behind a new type of background. Looks like a solid block, maybe a plate on the wall but I think these are blocked off until we open them somehow.
– That key up in the top left corner by the chandelier is out of reach. Attacking it might knock it down, but even riding the chandelier up won’t get close. Missing Lara already…
– Two sets of keys so far, and only two locks including a chest.
– Another flag behind the chandelier. Slightly different location in the room from the entry room.
– Puzzle chest looks like the last blood rat chest.
I’d assume blowing up that support pillar would drop the chandelier.
The key might be reachable by stacking some tables, or by swinging the lowered chandelier.
“Ricki has a brief but traumatic flashback when she notices the odd rat out.”
“– Puzzle chest looks like the last blood rat chest.”
I’m going back through the old dungeons. I agree that the puzzle chest here looks like the blood rat puzzle chest from Dungeon 4 Turn 4 (D4T4) https://dungeoneyes.com/dungeon-4-turn-4/ and if it was identical then the way to open it would be taking damage from a Blood Rat (there is one conveniently nearby and the we even got a reminder about that trauma). However the DM/GM/dungeon designer also likes to sucker the players so I wouldn’t bet the farm on it being the same.
Question: What other items is the guard carrying, visibly? We don’t have stats for a heavy Imperial shield. I’d also appreciate confirmation that that isn’t Armour, it looks like regular guard costume.
Good call. I’d assume same stats as regular heavy shield (except no value) but it’s always good to confirm.
They definitely aren’t wearing any kind of armor. You can compare them to the “Guard” Sprite in Enemies. Imperial items as far as we know are the same as regular items, but have no value and are discarded at the end of a dungeon. So the Imperial Heavy Shield would be +3 Defense/2 Weight as normal.
I agree that it should, but the whole point of Case is that we shouldn’t need to guess. That’s why we spent the level-up and action on asking.