Dungeon 2 Turn 13
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Kamau finally knocks out one of the angry drunks. He kicks the unconscious body out of the way. He’d like to take that rusty sword, but it’s still being guarded by the other drunk, so doing so would constitute an action. Kamau takes 1 more damage in the scuffle.
Ricki quickly checks the room above, but isn’t sure anything has changed.
Ooh, find the differences 🙂
nice job spotting the trap being gone.
That means that whatever drunk person(s) came in on turn 10, probably hurt themself/themselves on the broken glass (because in the dark, they had no way of spotting that) first and then the rat trap. Since LSN doesn’t like to depict dead (or unconscious) bodies, we have no way of telling whether or not there was a fatal casualty from that.
The three drunks only spurted blood because/when they were passing over the broken glass, though. I doubt they would have kept on bleeding (unless they went back again).
I am kind of tempted to find out how the first room looks, but I’m not sure it is safe.
Ricki: try to estimate/judge/negotiate with them, if the 3 drunks are still distracted by the barrel and/or if they would attack you, if you tried to make your way past them. Also, ask them if they did see anyone else but you and Kamau recently.
If they let you pass by willingly (and unhurt), make your way to the room to the left (on the same level as the 3 drunks and the 2 dogs). DON’T engage the dogs, just take a peek at the room. Avoid the glass on the floor!
Kamau: keep on subduing the last drunk. (He might have loot on him, too, that we just can’t see yet. Maybe something small in his pocket, like a key… 😀 )
Yeah, the rat trap is missing. It means that first wave of drunks were there. But apparently they did not come down the ladder, probably they moved back to the left.. a bit odd.. …or not, considering the rats could attack them via hole in the wall.
I think Kamau should just finish what he started, and pick up the sword, and Ricky should get back and take care of the chest now. What’s worrying me, is, Kamau seems to be a bit beaten up already, and there are 4 skellies down there near the valve.. I suppose it’s an important quest-related valve, so skellies must go away. Can we do anything that doesn’t end up in Kamau fighting them all?
I think we can’t avoid fighting with the skeletons, we need the valve. What we can do is minimize our contact with them: have Kamau intercede while Ricki pulls the valve, then next turn we just leave instead of fighting the group for a bunch of turns. Absolute ideal would be to end a turn by having Ricki and Kamau go down the ladder without engaging skeletons, so next turn they could handle the valve and leave immediately (as it’s only attacking that prevents you from retreating). Note that once activated, enemies can be more aggressive.
We can also stack more defense on Kamau. In addition to the ale, I think Kamau could use Ricki’s armor. That’s pretty risky though, if we forget to give the armor back or an attack gets through that we didn’t expect, then Ricki would basically be dead with 0 defense.
I wonder if Ricki’s armour is even big enough to fit Kamau. (In some D&D settings, only magical items will change size to suit whichever wearer; the armour is not magical and Ricki is a “small” creature, while Kamau is not.)
And even if size is not an issue, I wonder if he would accept it. (Because of his remorse trait, he might be unwilling to use defensive equipment, while leaving her with none.)
If size was an issue, then remember Ricki looted that armor from a human-size skeleton back in the Jail (though the cell notes don’t actually confirm what the ex prisoner was). As for Kamau, think of it this way: As long as Ricki is using defensive equipment, that means she’s planning to get into trouble (and their intermission dynamic showed Kamau is naive enough to think she’d take less risks if there was more danger). We can find explanations for why plans won’t work, but the only way to find out is to try.
As I said, trading armor over is dangerous as we’ve made mistakes before that unexpectedly dropped Ricki into combat. Kamau still has HP to spend for now, and Ricki has too much to lose. If we find better armor though, it isn’t obvious who should get what.
Kamau: Knock out the other drunk. Hopefully by being there, they also can’t easily pick up the sword.
Ricki: Head back down and avoid the broken glass to join Kamau. Help to knock out the drunk. (Give rat tails to Kamau if that’s a free action).
This is a little risky, but I think we’re okay. Kamau had 4 incoming damage this turn, with 2 from the sword that’s 1 from each drunk. On the turn Kamau had 6 incoming, that was 1 from rat, 2 from sword, 1 from each drunk, and 1 from the crit. Even if the drunk targets Ricki, that should only be 1 incoming damage without a crit so her armor is enough, and I’m not convinced the drunk is alert enough to switch targets. Meanwhile, we’ll get a hint about how much HP a drunk has. The jail guard in Jail Turn 30-31 went down in two turns with Ricki’s help and no armor, and it took three turns to get the first drunk with 4 incoming damage and at least 1 armor from alcohol. If that’s 7-9hp armor 1, then going up to 6 incoming damage will cut that to 2 turns.
If the drunk picks that sword up, then we worry.
Oh, and something did change: The rat trap on the top floor was tripped. Maybe that turned the turn 10 drunks around.
Ricki: sneak past the drinks fight Kamau and unlock/open chest