Dungeon 2 Turn 2
————
Kamau fills up one of his empty mugs at the tap (he has to put his torch away briefly to do this, but pouring a drink is much easier than hitting a moving target with a sword). The cheap ale that pours out has a scent that is disturbing, both in how familiar it is and how awful it must be to put this stuff in your mouth. Still, after experiencing such horror, surely any mere physical trauma would be less painful by comparison. He takes the ale with him, thinking it might come in handy.
Ricki easily hops over the broken glass, then waits for Kamau so she can point it out to him. Both then head to the next room.
The next room is lit with a torch on the wall, so Kamau switches back to his hilt. His torch will stay safely lit in his inventory until he needs it.
“Oh man, I’ve run into dogs like that on the street a bunch of times. They’re nasty when they’re in a pack.”
————
CHEAP ALE
Consumable
Living creatures can drink it to gain +1 Def and a 20% chance to miss all attacks for five turns.
Weight 1, Cost 3
I wonder if we can donkey kong the barrel into them
Kamau: Get drunk. Go dog killing.
Ricki: Go back through the crack in the wall, use it to enter the room with the bandits(?). Remain sneaky, and attempt to flip the switch- if you’re seen, run to the switch and then bolt for it!
Kamau: Take lead and see what’s in the barrel. Is there something useful inside? If the dogs notice you and go after you, roll the barrel at them.
Ricki: Follow after Kamau and go stabby stab at the dogs while Kamau aggro’s them.
Ricki: point out the trap to Kamau, avoid it examine the barrel.
Kamau: avoid the trap.(not quite sure what else to do)
Possible plan:
I’m a bit confused by the description of the ale. Does it mean that Kamau will have a 20% chance not to hit anything or not to GET hit by anything (because he’s swaying so unpredictable, that enemies have a harder time to make their attacks connect)?
If the latter, we might consider getting Kamau drunk and then shield Ricki from the dogs and have her whittle them down (slowly) with her rusty sword (however long that lasts, then the dagger).
At least I can see more weapons in this room, too. A crossbow (now the proficiency is interesting!), a shield (not on the verge of falling apart this time!) and a rusty greatsword, if I’m not mistaken, down by the skeleton. Would go along great for Kamau with his proficiency, but we’ll have to dispose of the dire rats first.
I’m glad that the torch stays lit in Kamau’s inventory (or that he can re-ignite it when needed), that’s a lot more handy than how it worked for Ricki in the previous dungeon.
Since the room with the small bandits is surrounded by walls, I guess the only way in there is through the rat tunnels. Also, the chest behind them is a locked one.
I’m assuming the 3 humanoids on the floor with the massive area of broken glass (Ricki points that out to Kamau, too) are “drunks”. At least they don’t seem to be armed, however, if they are full of cheap ale… well… we’re gonna have a hard time hitting them (to knock them out, as the tavern keep requested).
I also wonder, if they are going to do anything on their own (like the wandering ones that will enter the dungeon in 8 more turns) or if these ones are static.
I understand it that the cheap ale gives a +1 bonus to Defence of the chararacter who drinks it and at the same time the character suffers a 20 % penalty on their hit (attack) chance for five turns.
The drunk in the white shirt is holding a dagger – j I’m just throwing it out there.
thanks, I missed that.
The rogue with the shield is also holding a dagger. So, if that supply is any indication for the future, “improvisation” is becoming an increasingly interesting skill to consider getting. 😀
Weren’t we supposed to use Ricki’s thieves tools to unlock kamau’s ball and chain? Why haven’t we done that yet? It’s not like he’s going to be able to go upstairs to eat with it still on. Would be good to get rid of it for more inventory space too