Dungeon 11 Turn 0

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Ricki examines the first room of the dungeon. She can see there are already Guard members inside, perhaps watching over some supplies that they haven’t brought out of the dungeon yet. Knocking them out would let her party claim whatever they’ve found, but since they probably know their allies are waiting just outside the door, it’s possible they might send for help and get that patrol to show up early. Ricki decides that if she’s going to fight them, she’ll have to go in with a plan.

She also notices some open windows on an upper floor of the room. They’re too small for her or her friends to escape through, but they make her wonder if maybe there are other potential exits.

Although Ricki hasn’t yet decided whether blowing up the outpost is a good idea or not, but she doesn’t see anywhere in this room where a bomb could be planted anyway. She assumes she’ll know what such a place looks like when she sees it.

Finally, she sees a bunch of notes on the walls. She wonders if writing notes is a uniquely human manifestation of dungeon madness…

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Dungeon 11: The Guard Outpost

Goal: Exit the dungeon with at least one weapon, one shield, and one armour (not including items you entered with). These newly looted weapons/shields/armours must have a combined value of at least 100 gold coins in total.

Secondary Goal: Plant Explosives at three load-bearing points within the dungeon. Materials and instructions for creating Explosives can likely be found somewhere within, as well as a suitable work station to create them.

Time Limit: On turn 40 the Guard will send a patrol into the dungeon.

This dungeon can be abandoned.