Dungeon 2 Turn 12
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Ricki runs back up the ladder and finishes off the lone rat, taking no damage in return thanks to her armour. With the final member of the enemy group slain, their loot drops: three rat tails. Ricki takes one and leaves two on the ground for now due to inventory space issues.
Kamau keeps fighting the drunks, but they seem to be somewhat resistant to his attacks due to their inebriation. Fortunately this same state causes one of them to completely whiff his attack. Kamau takes no damage this turn, and the drunk he’s been fighting is starting to look weak.
(I wrote this on the previous page since I am not the most punctual, but I’ll write it here too).
A proposal was collaborated on Discord between myself and a few others. The idea here is that after Ricki and Kamau are done with the fight and presumably exploring the chest, Ricki will propose they will set up a “minigame” near the entrance to the dungeon where you have to stand in a square as long as possible in order to distract the drunks from exploring. (Or maybe stand on a barrel lid or something). Whoever wins allegedly gets a prize at the end. The minigame is written in dog’s blood since we don’t have any other writing material.
It’ll be funny, at least.
Whats the discord link habibi
The website itself has a link to the Discord in one of the tabs. 🙂
that sounds like a fun idea. 😀
We should draw circles on the floor for the drunks to stand in with dog blood, too. We don’t have that many barrel lids. (And further confuse the drunks that the rules say squares and there’s only circles on the floor. At the very latest, when they try to claim their prize, we can tell them: you didn’t stand in a square, therefore you didn’t earn a prize. 😛 #scammeralert)
I think the first room is dark.
Kamau: KO drunk and take that sword!
Ricki: Climb the ladder on the right and scope out any changes in the room above (are the three drunks still busy with the barrel? Any more drunks come this way?). Do not engage.
Interesting, nothing dropped until the entire group was taken out. Also, two of the three rats didn’t have tails; those were probably already in the soup.
This means we probably shouldn’t just leave the second drunk here, which is unfortunate as it takes Kamau three turns to KO one. Having a sword might speed that up, but it’s risky to have Ricki help.
Next turn, I think Kamau should just hold the remaining drunk back while Ricki pops in, loots the chest, offloads rat tails on Kamau, and gets back out of there. Hoping for a ranged weapon, or shield. Going to need more options here.
With the skeletons around, I wonder if one of these levers makes the tap dispense holy water.
Fully agree with this course of actions for this turn. 🙂
Next turn I’d like to have Ricki check the chest for traps, first.
If it is indeed locked, there might be something valuable enough in it, that there are added security measures, too.
Also, poke it from afar to make sure it’s not a mimic.
And while I am hesitant to risk losing the thieves tools, we are in a dire enough spot that without any more equipment or other things to aid us, that it kind of justifies taking the chance and unlocking the chest (if it is locked).
Because if we can’t even handle the most basic enemy groups in the beginning of the dungeon (without heavy losses), then we will most likely not be able to deal with whatever is dwelling deeper within.
I mean we do have a resource we have been neglecting so far (and that theoretically is limitlessly available), namely the cheap ale. Unfortunately, I don’t really see how we could use it effectively. It adds 1 DEF, that’s fantastic, but it also gives us the 20% chance that our attacks are useless and so far the dice have been not on our side at all (other than for the rat tails, I suppose. See below).
If we give it to Kamau, to have him be even more tank-y that would reduce the damage he takes while he interposes, but it might also block him from dealing any damage in the next turn(s) – the drunk state lasts for 5 consecutive turns – and Ricki just has 2 measly attack atm, which translates to 0-1 damage tops, so it would take her waaaaay too long to take any enemies (other than rats) down as the only damage dealing party.
I suppose we could have Ricki drink the ale and be safer, but if Kamau and Ricki attack together then that will be 2 points missing (damage accumulates from all attackers).
And “taking longer to take enemies down” is also a huge bummer, because every 10 turns NEW enemies will appear.
As for the rat tails… according to the enemy page ( https://dungeoneyes.com/enemies/ ) regular rats only drop tails with a probability of 30% (with dire rats it is 70%), so I guess 3 tails out of 5 rats is a decent result (statistically we’d get 1,5 tails out of 5 rats).
And holy water would be very cool. I doubt that the patrons of the tavern would like it, but it sure would come in handy for us. 😀
Holy ale! xD
I had to drop Lucidchart because they have a limit for free users, but I have recreated everything in draw.io, so here’s a link to the Dungeon Eyes dungeons for your planning aid https://viewer.diagrams.net/?tags=%7B%7D&highlight=0000ff&layers=1&nav=1&title=Dungeon%20Eyes#Uhttps%3A%2F%2Fdrive.google.com%2Fuc%3Fid%3D1Kbl4QaQZ205RJG2DVZXetuXqJ985Wglz%26export%3Ddownload
Thank you very much!
Thanks! Very helpful.
Taking another look here… There’s no torch down the ladder, need to think about light while there. However, the skeleton valve is at a dead end. I think it might be worth giving Kamau the ale and having him block skeletons so that Ricki can run past, turn the valve, and then they can get out of there forever (plus we get a hint of how nasty skeletons are).
In general, I think it’s a valid tactic to have Kamau block enemies and walk right through. Fighting enemies takes a while and every turn we spend puts us closer to another group of enemies definitely appearing between us and the other half of the dungeon. With ale, Kamau is up to 4 armor which should let him hold off both dogs in the wand skeleton corridor. If we don’t use Kamau to attack then the ale and darkness have no downside.
Omg. Rat tails don’t stack?? Dont they have any piece of thread to bind them together?
Idea: Use the bucket or empty cup to carry rat tails.
rat tails DO stack, but only up to 5. And since we had 4 of them already in Ricki’s inventory from the “jail” dungeon, she was able only to fit one more into that stack. And lacking another completely free inventory slot to open up another stack, she left the other 2 behind.
I’m fairly sure that LSN will allow us to pick the remaining 2 up later, when/if we remember them and have room in our inventory.
(Kamau still has room, but he is in combat atm, so Ricki wasn’t able to pass the tails – or anything else from her inventory – to him.)
While we do get drops from clearing enemies, it may be better to just have Kamau tank a round and let Ricki run by then move on. I doubt most enemies would chase us and the chests are more valuable.