Dungeon 2 Turn 30
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βSo what do your friends look like who are coming to pick up your loot?β
βThey look like kicking your ASS!β
Ricki doesn’t think these guys are going to tell her anything else useful, so she goes back through the tunnel.
Ricki gives her leather armour back to Kamau, as well as handing him the boots. Kamau is then able to take the bucket back off and easily kill the centipede. Ricki also takes her other dagger back, but doesn’t attack with it because she doesn’t want to get one of her weapons all centipedey. No new items drop, but they can now freely reach that guy on the floor.
Ricki goes to check out the guy, who looks like one of the drunks. He’s not dead, but he’s not breathing well at all. He probably got poisoned by the centipede. If he doesn’t receive some kind of healing soon, he’ll most likely die.
βWe should try to help him if we can.β
Ricki and Kamau hear more angry grumbling coming from somewhere above.
Centipede’s corpse didn’t vanish. Examine that. Maybe ask Kamau since he’s no longer intoxicated. Fill the bucket with some centipede gooey? Poisonous thing may come handy soon. Also, “get weapon all centipedey” + poisoned drunk = how about sticking the sword and making it all centipedey intentionally?
The bucket can also be used as armor. Maybe use one of the empty mugs instead? (And remember which one contains cheap ale and which one centipede poison…)
The centipede body could count as a trap.
Ricki: caution Kamau about body
Kamau & Ricki: Carry the man and set him down at the bottom of the ladder, then step into the previous room and try to lure the drunks over to the right side.
If we’re lucky, the snale will attack (one of) the drunks as they pass, making it easier for Kamau to knock them out and put them aside safely. Then we’ll be able to cross the room safely-er if we’re not taking attacks from the snale and the drunks at the same time, especially going down the ladder.
There may be a chest with a potion down there.
…if the healing potion we found and used earlier was not meant for the poisoned guy. No. no, it never was! So, when dealing with poison, we should do as the Doctor says.
Can we take him back to the other drunks so they care for him?
I hope that the snale will only attack targets moving directly under that hole it made. It shouldn’t attack anyone more over by the ladder since there was no attack on the drunks during the scanning turn 24. The ideal case for me is if there’s a spot between the enemies in that room where you’re past the snale splash zone but haven’t attracted attention from the drunks. Running past one group of enemies is fine but two in a turn overwhelms defense.
Not too sure about moving the drunks. We’ve lured them once before with the barrel of ale… Hmm, come to think of it, maybe the snale “shell” will drop as a barrel of its own if we kill one, or maybe we could get a tap for the barrel. Anyway, if groups of drunks mostly stay put like these ones seemed to do, then we really don’t need to worry so much about knocking them out when there are few enough that Kamau can act as a bouncer.
Of course, it’s also possible that the drunks didn’t follow us over here because they’re sitting under the snale with mouths open and not quite realizing that the attack is acidic. They’ve been left there since turn 25 and I’ve inferred drunks have 2 defense and 5 HP, so at 3 attack there has been enough time to kill one of them assuming that the cheap ale effect doesn’t stack with the drunks’ existing defense.
I would’ve expected something like that too, but according to https://dungeoneyes.com/enemies/, it only drops 1 cheap ale.
I’m still hoping we can collect some acidic ale from a live snale’s attack, though.
True. But! How do you drop an ale? Splat on the floor? I suppose it drops an ale in a barrel π
Okay maybe I don’t understand the thread’s strategy with respect to the drunks. What good does attacking them do? Why not get them so drunk they pass out and don’t hurt anyone, or get hurt?
After finishing this business the strategy should be to neutralize the biggest threats and enabling the smallest for the incoming drunks and finally explore the rest of the dungeon to find out the deal with the pump and levers as with each new group it will become more difficult to reach the first ones
Attacking the drunks knocks them out, counting them as safe from other monsters (since they aren’t on screen to be attacked) and removing them as an obstacle. Being drunk didn’t stop them from attacking us, though if we could open that full keg it’d probably keep them off us for a while.
Kamau: Trade empty mug for shield. Wear armor, bucket, and use shield to interpose to safely bring Ricki left under the snale to the ladder down to that unexplored room.
Ricki: Head one room to the left with Kamau and then go down the ladder to that unexplored room.
If we’re lucky, then the drunks won’t fight just for approaching the ladder, since it seems they didn’t follow us after we passed by. There’s 7 expected damage in that room (3 drunks, +1 torch, +3 snale) while this only gives Kamau 6 defense. If they do fight, then they’ll at least be focused on Kamau and Ricki will be able to come back and help knock them out safely.
This does rely on how it has generally been safe to look at a new room, no immediate attacks yet.
Once Kamau isn’t walking under the snale while also approaching drunks, then the shield and bucket should go to Ricki.
Need to see that last room
Not even the last, we can still go left from the tap at the entrance. This is probably a 3×3 dungeon.
Plus side, it does look like that should be the last of the piping. There will probably also be a rat tunnel to the room with the keys. I think keys will open the doors in this dungeon, which would get us into that 3 chest room.
Speaking of that room, sending Ricki in while drunk with armor, shield, and bucket would give her 4 defense which should handle 2 rats and a dire rat. High miss chance, but using the wand to pick off the rats could get the incoming damage down to where she could safely remove the bucket.
There are no stairs depicted in that room, but Ricki and Kamau came down some stairs, which was depicted kind of “from left to right”, therefore I assumed (me bad) that left of the first room is only the a staircase to the ground floor/tavern room. Did I get it wrong?
Ah, I missed that. GathersIngredients also pointed that out on turn 0 (while I wanted to check out the path to the left with no glass in the way). That would make sense, I was wondering how that side would have to be laid out in order to not connect anywhere on this level. That also makes the rat holes make sense, two up-down and one left-right tunnel.
Now I’m confused about where the turn 10 drunks went. They stepped on a rat trap but didn’t seem to interact with the group by the barrel and didn’t go down where Ricki and Kamau were exploring, and the rat trap up the ladder in the wand room wasn’t disturbed. I had guessed they turned back and went to the room to the left, maybe that means they wandered out of the dungeon. The turn 20 group has also had time to catch up.
I think the left exit in the first room is representing the stairs that lead down to the dungeon. but it won’t hurt to try going left there in order to find out.
“Ricki and Kamau hear more angry grumbling coming from somewhere above.” More drunks arriving at turn 30. Did Ricki check whether the guy has a healing potion, a ring against poison in his pocket or anything helpful with him? I do not advise to steal it, but using it to save his live is probably acceptable for the guy as well as for Kamau. (And don’t you throw away a ring after use, Ricki!)
Kam: Drink the ale to get +1 def – to get past the snale. You will need it. Fill the cup with poison.
Ricki: Tell Kamau we’re going to try to save the collapsed drunk
That’s got to be good for the team bonding, right?
Ricki: check the body of the unconscious person for bitemarks from the Centipede. If you can find some, try to suck out the venom (out of each one of them) and spit it out again. (Venom that gets injected into the victim usually is less effective to harmless when ingested orally, so this short contact with it shouldn’t faze our lovely goblin).
Kamau: collect some of the venom (as much as you can) from the centipede into one of your empty mugs.
(Antidotes oftentimes do derive from the poison/venom that they are supposed to aid against. I’m just not sure if we’ll get the option to develop an antidote, because so far I didn’t spot any alchemy set or the like in this dungeon. =( )
Ricki & Kamau: after the action as described above, move one room to the left, but be mindful to stay out of reach for both the group of drunks as well as the snale.
Also, I am super glad that we didn’t risk Kamau getting a single point of damage from this centipede, who knows what effect getting poisoned by it would have had on our fallen champion and for how long. (And yes, I know LSN knows. But he’s not going to tell us, most likely. π )
EDIT: moving a body that has poison/venom in it can be contra-productive (at least if just moving it aimlessly, without the destination being some kind of medical facility where the anti-venom/poison can be administered), because by moving the body you stimulate more bloodflow which distributes the poison/venom more and thus migh worsen the condition of the victim faster, than if it was left still.