Dungeon 2 Turn 18
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With Ricki and Kamau working together, the knife-wielding drunk is easily toppled. The remaining drunk, possibly having cleared his head with a good vomit, throws a surprisingly skilled punch, but not as skilled as Kamau’s deflection.
Hum. I’m worried “cleared his head” might be code for “can target Ricki”. Ricki has taken two hits so far… We’ll have to be careful. At the same time if both down attack, the drunk gets two tries to break Kamau’s armour…
Both: Finish the drunk.
I think ‘cleared his head’ referred to the critical he rolled.
That said, next turn I really think we should head down and turn the valve behind the skeletons. That would be an action to extra-move and end near-but-not-provoking skeletons on turn 19 (note they didn’t attack when Ricki first explored that room), then interpose/valve and leave the room on turn 20. Ideally, we won’t have to go down that way ever again, and we might even get some sort of hint about what we actually need to do if we turn a valve. We might need to go all the way back to the tap to test out what happened though, and the tap may get harder to reach as more angry drunks stumble down here.
There are only two places so far where the pipe enters the back wall, and one of them is right next to the skeleton valve. The other is right by the entrance, with no valves between it and the tap. Maybe under dungeon logic, valves in-line with the pipe are blockages, and putting more ale in the pipe makes for better ale.
As for drunks… note that keeping them alive is a secondary goal. I think it is more important to make sure we can clear this dungeon and get Ricki something to eat.
Also, frisk and loot the bodies, after the last drunk is down. (The dagger at least should be useful and Ricki has another inventory slot, after dropping the thieves tools.)
Interesting, Ricki couldn’t get through the drunk’s defense last turn on her own with 2 damage. If the drunks have 2 armor, then Kamau’s 4 damage would’ve dealt 2 HP per turn, so taking 3 turns to KO a drunk means they have 5-6 HP. Since Kamau took down the first of these drunks in 2 turns after the drunk took 1 HP from the trap, that’s 5 HP/2 armor. Numbers also match for this turn, Ricki and Kamau dealing 6 incoming damage which is enough to KO the 4/5 HP 2 armor drunk.
That means that in the future, if Ricki uses a sword then Ricki and Kamau can KO a drunk from full HP in one turn. Not super useful though as we don’t want them to lock onto Ricki.
Thus far, Kamau literally has the strength of three men. Three base attack, three base armor, fifteen base HP. Also 12 inventory slots, suggesting that Ricki’s 5 slots is a little better than average.
Side note, dire rats have 3 HP, 1 Armor (and 2 Damage). Kamau one-shots them, Ricki with a dagger took 3 turns, so one turn of sword and one turn of dagger is enough.
I’ve put these notes on a web page so I don’t lose them as we take new turns: https://gist.github.com/KingMarth/2c55735080b5b7a39b1514154a2cb177
I assume we won’t get official stats (aside from drop rate) on the Enemies page unless we use a Magic Lens.
“Thus far, Kamau literally has the strength of three men. Three base attack, three base armor, fifteen base HP”
Imagine him having both arms 😉
Keep fighting!
Ricki: after fight, move to next room to see what has changed.
And watch out for the glass you two!
If need be to avoid the glass, we can put a body on top of the floor and walk on their unconscious bodies
Unfortunately it’ll take both of them to take down the last drunk in one turn, and you can’t leave a room after attacking.
while that is true, I’d still prefer for Ricki to be present in the entrance room (in the level of the two dogs, without engaging them) in turn 20 at the latest, so we can see what happens exactly, without her being at risk of taking damage.
After all, we don’t know what happened with the first drunk (or drunk group) that entered at turn 10 – we haven’t seen them so far at all, we just can fairly safely assume that they triggered the rat trap in the second room – and we might be in increasingly bigger trouble if they group up.
Or if the first one(s) died already. I know that keeping the drunks alive is a secondary goal, but LSN also hinted that the pay is dependant on their survival and I’m not willing to unnecessarily risk losing enough food that Ricki might still be “malnourished” after all this.
Also, Kamau seems to be reluctant to take lives, and that is a good thing, else he might have done more than just hover his hilt over Ricki two turns ago. We should respect that, if we can. Since killing them and subduing them seems to take exactly as long in both cases, there’s no reason to go on a murder spree.
In that regard, your “found out stats” will be super helpful, so we can gauge a bit better when it is still safe to use environmental attacks (like luring them over the glass) and when not. Thank you for starting that up again. 😀
(KingMarth did a lot of stat-track-keeping in the “Island of starlight” game back in the WSWFG forums, for all who didn’t know that.)
And alas, Ricki going into the rat tunnels is kind of moot as long as we don’t get any additional keys and/or thieves tools. All I can do is hope that the armour holds out longer (or that we may possibly find some more permanent equipment)…
Subdue the third drunk, loot the three drunks, Ricki: if down to 1 HP: Grit, Ricki: avoid the glass trap & point it out to Kamau, both: look into the room to the left.