Dungeon 2 Turn 21
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Kamau and Ricki quickly swap some items around, giving Ricki the indestructible armour in exchange for the torch, leather armour, and magic lens. Ricki then darts ahead to explore the room below while Kamau easily finishes off the stray dog.
Up above, the two wandering drunks hurt themselves walking across the broken glass on their way to the right.
Ricki sees a room with more pipes, another locked door, more drunks (sigh) and… two snails? Or would they be… snales?
Ricki suddenly hates dungeons.
We know a lot more about the piping now, but we still need to see the last room before we know for sure. I think we’ll need to flip at least two levers no matter what we decide, though. We also know the two chests at the top there are accessible only to Ricki via a hole in the wall.
Reminder: I’m assembling a map of each dungeon we go through, updated sometime after 5 pm PT, which you can find here 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
We can still go left from the entrance. That said, I am surprised that there’s no path left in this room, and from the looks of it there may not be any pipes to the left at all.
We should regroup with kamau, hop over the glass, and engage the drunks.
Tbh kamau should keep the leather armor, as it’s better for consistent defense, while Ricki can keep the indestructible armor in case she gets hit because we NEED to block that damage
Option 1
Ricki:go back up one room, avoid the trap, let yourself get helped up the ledge and attack the skeleton (the one with the wand), using the rusty sword.Kamau:help Ricki get up into that little alcove with the skeleton with the wand (use the barrel – that somehow seems to have turned invisible, but should still be there – if needed). Then move to the right to keep an eye on what the drunks are doing.(I’m assuming he can’t help with the skeleton fight from down there anyway. He can come back next turn and help her reach the bucket, if the drunks behave.)…Is anyone else reminded of how Slurm (from Futurama) is made? 😀
Depending on what we find in that unlocked chest and/or the bucket, it might be time to have Ricki go onto rat tunnel exploring mission (we need the broom to get rid of all the glass)…
Option 2:
Alternately, we could have Kamau come down this turn (avoid the trap), avoid the glass, drink the cheap ale and interpose (holding up, but not attacking with the torch, so the room stays lit, even if the drunks torch goes out), while Ricki avoids the glass as well and goes down to check out the (probably last unknown) room of this dungeon.
I’m actually more interested to find out all about where Ricki/Kamau can go and how the pipe layout looks like, so we’ll have a better idea of what valves we need to turn. Here’s hoping that the bats don’t come swarming down on us. (I hope while the area is lit and/or there are no potential blood donors underneath, they stay dormant.)
… huh. I would guess the snales are the source of our ale problem. And that we might get really drunk fighting them.
We might want to lure the drunks over to the foot of the ladder, both so they hurt themselves on the glass and to get them farther away from those bats – we don’t want to fight all six at the same time, nor do we want any of the drunks getting killed by bats in the melee. Only question is whether there’s room at the bottom of the ladder for both of us to fight them.
I’m guessing those bats stay docile with that torch lit. But if it goes out, probably hostile. When the drunks fight it may still go out each round so maybe keep ours lit if we fight.
Also watch that rat trap you two!
Ricki: When the time comes, point out the glass trap at the top floor of this room and the glass trap at the bottom of this room to Kamau. Help him avoid the traps! Also remember him of the rat trap at the top of the ladder.
I quite like the snail/snake idea. Elementals, something a Wizard made from an abandoned brewery, something from the Feywild…? Lots of potential.
Does anyone else thing we should use the magic lens on those bats? Considering all of the other threats in this dungeon, I say we should avoid or distract them if practical. Ale and rat tails won’t distract them, but maybe a particular noise? Any information as to their behavior or the risk they pose seems important. On the other hand we are just here to fix the leak, not to explore every nook and cranny. If we are rushing to fix the leak in order to avoid a swarm of drunks, we should use the lense on the ale snails. If they (or their eggs) are source of the problem, then we can start fixing things,
My vote is to use the lens on one of the snales. I don’t know what to do about this rats though.
*these* rats, the rats next to Ricki and the lever in the last panel.
Back tracking may get harder soon with the group of drunks coming by.
Kamau and Ricki: move to upper edge (with barrel help) and engage skeleton to get out of the way of incoming drunks. Avoid mousetrap
Ricki: Go back up the ladder, avoid the rat trap, get a boost from Kamau, and attack the skeleton using your rusty sword. (If Kamau can help, use the dagger.)
Kamau: Lift Ricki up to the ledge on the right of that room. Stand the barrel up and try using it as a stepping stool to climb up yourself. Attack the skeleton.
Risk here: Drunks may tip the barrel over, and then falling damage could be a concern.
Remember that there’s a wand and a chest right there. Those may make drunks easier to handle.
Did you notice that both snails are on the ceiling, and that their shell-barrels have taps? Just like it’s asking you to use that. With a little bit of humour, maybe opening their taps is enough to drain their internal fluidy-whatever and get rid them with little evasion dance to get to the tap, instead of a proper fight? 🙂
…. and we have two buckets if I remember well. Two snails two buckets. Math proves it! xD
… bonus points for trading them in to the innkeeper, exotic stuff makes famous meals xD