Dungeon 2 Turn 36
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Kamau knocks out a second drunk, leaving only the one with the torch. Kamau is easily able to avoid this one enemy’s attacks with no risk of damage.
During the confusion of the brawl. Ricki swoops in and picks up her dagger.
Both: Hit It Really Hard
A choice in the road!
Kamau: KO with the Hilt. Set aside an empty mug to have inventory space to claim that torch.
Ricki: KO with the Dagger.
This is the two turn KO, trading time for not risking any resources.
A choice in the road!
Kamau: KO with the Hilt. Take that torch, dropping an empty mug for it.
Ricki: KO with the tRusty Sword.
This is the one turn KO, saving one turn at the cost of a 30% break chance of a weapon Ricki can carry through rat tunnels.
I don’t really like this option. One turn won’t make much difference 36 turns in with all the movement we still have to do, and we have the luxury of a safe option here. I’m not the only one playing though, and LSN has been stuck drawing this brawl for a while.
If the torch is claimed and a glass set on the floor, please set it someplace where it catches some of the snale’s “acid beer”, which the snale will “provide” when Ricki and/or Kamau go/es right to help the poisoned guy. (The person going there should have the healing potion with them, obviously.) By this we later have the opportunity to test the theory that the “acid beer” can open grates and boxes (by burning through the locks).
I wonder where all the wandering drunks are.
I’ll note that Kamau could now escort Ricki to the right and only take damage on a crit. We’d have similar risk on the way back, though, so even if the poisoned guy is a friend that could help with this drunk, we wouldn’t gain much. Better to clear the obstacle and hope the turn 40 drunks don’t just materialize at this spawn point.
I think the drunks from the X0 turns always materialize at the entrance of the dungeon.
The info in turn 0 said “Time Limit: Every 10 turns, a group of Angry Drunks will descend from the tavern and begin wandering the dungeon”, after all.
And where all the previous groups of wandering drunks are… I guess it’s possible they got themselves all killed one way or another, LSN doesn’t (except for centipedes, apparently) draw bodies, so that would be an explanation of why we didn’t see them (yet), other than on turn 20. I hope that’s not the case, but at least avoiding bodies is only a secondary goal, so we’ll not be totally screwed because of them.
Also them getting themselves killed little by little as they trickle into the dungeon is still preferable to them all teaming up at some point to a group/obstacle that even Kamau wouldn’t be able to tank.
Still not happy about the whole situation. =(
aaaw but how about an epic final battle on the deepest level of this dungeon: rat king and his minions versus an army of drunks, battling for the huge barrel of ale? Ricky jawdropped “but this was our quest!” + facepalm from Kamau
If the drunks block just the entrance/exit, this would be no issue, because everybody will leave safely when the dungeon is “finished” (all switches switched). (So, the skeletons go home and drink some tea? Well, never mind, as long as they do not interfere with Ricki and Kamau.)