Dungeon 2 Turn 11
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Kamau and Ricki ignore the rat, as it can’t hurt either of them by itself. After pointing out the broken glass, Ricki heads down another ladder, while Kamau engages the two drunks by himself. One of them gets a lucky, wild swing. Between the two of them, and the rat’s meagre contribution, Kamau takes 3 damage. The drunk he attacks appears to still be in decent health after a single strike.
Like most rooms seen so far, the one on the third basement floor is divided into multiple smaller chambers. This one in particular is full of more skeletons.
Hmmm
This could be an issue
İt sounds like the drunk got a random crit, so i think kamau can keep trying to KO them. But Ricki can’t really do anything right now.
oh and of course the swords don’t break on the first hit when the enemies use them
OUCH.
Kamau should keep on trying to subdue the drunks.
Ricki should go back up one room and kill the lone rat.
I’m glad that the rusty sword didn’t break, that way we can at least loot it off the unconscious body.
Also: first keys spotted! And what I assume to be two bats. And a weird blue chest. I wonder if a mushroom will come bouncing out, if we hit it from below…. 😀
Edit: AND possibly the contents of 3 chests for the price of ONE key (in the “pointy room”). I do like this ratio. (Hope none of those are mimics… 😛 )
Edit2: Okay, WILD THEORY time!
First: since the room with the skeletons is a dead end so far and in order to even reach the guy who is laying on the floor (behind the centipede), we would have to go through at least 3 more rooms (back up, deal with the 3 drunks, then go left, deal with 2 dogs and probably a gnome mage skeleton or whatever that small one with the wand is, then down and whatever is THERE and in the way and then go right again (through a rat tunnel, if there is one leading to him), I am very much guessing that he must be a possible ally or hold something REALLY worth all the effort. Or both. 😀
Second: From what I have seen so far of the pipe system, I would guess that the levers are pointing in the direction of the flow. So the one behind the skeletons would flow up, letting the beer into that outlet in the wall. If that’s the case, turning it by 180° would allow whatever beer is available behind the wall to flow from the outlet into the pipe system. The one near the dire rats (and rats) to the right is already in the “up” position, so it could flow freely all the way to the left of the grated door. Whatever is supplied by the middle pipe in the “3 drunks” room does not go past the lever (because it’s pointing down).
It is possible that the pipe from the left of the gate already leads up to the tap that we have used before, or that there is still obstacles/levers/… in between them. We can only find that out if/when we scout the room left, then down from the 3 drunks, which is still quite a long time away (probably even longer now that we have the “turn 10” group of drunks wandering the dungeon).
Third: It’s possible that the rat tunnels are not 1:1 (so the two in the entry room are not just connected to each other, but also fork off to other places). It did explicitly say “the tunnel leads down” and we didn’t find another “entry hole” that Ricki could reach so far. Also 3 rats and a dire rat (even if they don’t group up all together) is a bit too much for Ricki to chew on alone, in my opinion, so it might also be a bit longer before we can test that theory.
random musings:
I can’t help but feel like we are seriously undergeared/underskilled for this dungeon, perhaps we are doing something wrong? Perhaps diplomacy would help, but the problem is that if people/creatures -are- hostile and attack without warning (like pretty much everyone/everything did so far, from the rats, guards and dogs in the jail to the rats, dogs, and drunks (at least those not distracted by a beer barrel) in this dungeon did as well. Although, to be fair, we didn’t try talking to the “lucky” drunks in this room and fighting back when attacked is only reasonable…), we’re screwed.
In any case I seriously hope that our luck takes a turn for the better and soon. But at least, if everything else fails, we can just abandon this dungeon, sell our rat tails (the 4 that we already got) and maybe get something to eat for that money. (And get rid of the ball and chain, before leaving, if we can’t reach anything else with a lock, that’s also going to be helpful at getting back to goblin town.) It’s good to have a Plan B. 🙂
The chest behind the drunks looks different, maybe just maybe a mimic?
Kamau: rush the drunks to get them to stumble back against the chest, get a hit in if possible.
Ricki: go back up to help Kamau, possible sneak attack (or advantage?) on the drunks if she comes in behind Kamau because she’s so small?
@sleepyturtlecat: Current theory is that the chests with those gray lockplates are locked.
Would it be stupid for Ricki to try to talk to the skeletons? They do have a child with them, which makes them look less threatening (or is it a goblin/dwarf/etc?). Maybe they’d shut off the valve behind them if we asked nicely. And what are they doing in this little room anyway?
Maybe ask from the top of the ladder just in case.
After we’re done with the drunks & skellies down here, we should go back up to the three drunks with the barrel (top right map, third level) and head left.
well, there are 4 skeletons. Ricki is down to two health atm and has only 1 Defense. You do the math of what might happen, if they are not in a talkative mood.
With Ricki on 2HP, I’d rather not put her next to four of anything. If any of the previous fights hadn’t split between the two of them, she’d be dead.
I think we need to push for loot. We are running out of paths that Kamau can tank, maybe some equipment will change that.
In many dungeon crawling setups, the Skeletons lack the ability to talk, since they got no soft tissue there, and no inherent magic powers that would allow them to i.e. do some telepathy.. I think that talking to skelly family is a very bad idea. I suppose that they don’t want to have a chat and a cup of ale, but rather the typical undeadly things like eating brains, watching them with frustration as they fall with splat on the floor ’cause ‘ey have no guts no stomach, etc..
Ricki: Go back up the ladder, stab the lone rat.
Kamau: KO the drunk with a sword, take that sword away.
Now that Kamau has started fighting, retreating will probably pull those drunks over the glass, which is closer to killing now they’ve taken a hit.
Good to keep in mind, all damage accumulates over a turn. Picking off harmless enemies is still worthwhile.
There is no hole in the wall directly above or below the room with the key ring. I think that means only the first one went up and down and that we should have Ricki take a look in each one to figure out where they lead.
In the future of course, when we can reach another hole.
Maybe this bigger hole can also fit Kamau, and that it leads sideways.. but that’s only a guess ofc
I did double check the screen shots so far and unfortunately, all the holes we have encountered so far (except for the little one above the centipede and next to the broom and bucket) are exactly the same size. Therefore and because of the description of the first hole when Ricki examined it, I fear that unless we get some kind of digging equipment or some way to shrink Kamau, only Ricki will fit through all of them (and potentially another “small” sized ally, who knows).
Do I see well? in the rat’s chambel with key on the wall, is the hole in the wall much larger than the earlier ones? This one looks big enough for Kamau. However, I wonder where’s the other entrance.
At first, the chest on the bottom looked magic-ish, but after closer look, it seems as if Ricky can’t see it clearly for some reason. Maybe it’s concealed in some way?
More valves.. that may require some thinking.. they may have to trace the pipes carefully and flip a few to reroute or cut off whatever spoils the ale..
Bats.. I suppose they may wake up if someone steps on the glass above the ghostly-chest.
Kamau: Offer Ale to the drunks to calm them down.
Ricki: Unlock the chest in the room with Kamau and the Drunks
A proposal was collaborated and made on Discord. But basically after Ricki and Kamau are done with their respective fights, the idea is that they will set up a “minigame” near the entrance to the dungeon where you have to stand in a square as long as possible (Or maybe stand on a barrel lid or something). This is done in an effort to distract the drunks from exploring. Whoever wins gets a prize at the end. The minigame is written in dog’s blood since we don’t have any other writing material.
At least we now see the bottom of the dungeon.
The pipe behind the skeletons might go to the second floor of the first room (if there are no other “wall ports” in the two missing rooms).
Ricki, there is a glass trap on the second to lowest floor, point it out to Kamau.