Dungeon 2 Turn 22
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Ricki returns up the ladder and gets a boost from Kamau to reach the raised platform on the right. Kamau uses the barrel to follow, but the skeleton is already raising its wand! It looks like Ricki is going to take the brunt of whatever devastating magical spell is forthcoming!
“Yeah, skeletons don’t have brains either.”
Since the wand doesn’t even seem to offer an Atk bonus when used to bonk, Ricki takes no damage whatsoever from this attack.
Kamau and Ricki smash the skeleton pretty easily. Ricki picks up its wand, since she has lots of inventory space all of a sudden. She thinks she has some idea how this thing got bent…
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WAND OF MAGIC MISSILE, BENT
Wand
Deals 1-3 damage at range. Cannot miss. Has a 30% chance to break every time it is used.
Weight 1, Cost 20
OH COME ON
OPEN THE BOOOOOX
Ricki: Take Leather Armor back. Loot the chest!
Ricki & Kamau: Head over to the other ledge and check out the bucket, bring it down with you if useful. Leave empty mugs behind if you need to make space. Then, avoid the rat trap and head down the ladder.
Kamau: Avoid the glass, knock out a drunk if present.
I think the drunks down the ladder started out down there, since the rat trap in this room is still intact. That means they’re probably at full health, since the drunks who crossed glass in front of us went down easier than the drunks that started out on the other side of glass (or maybe both groups started out softened up by crossing glass from the entrance, but under that logic the rat traps should have already been tripped).
The turn 20 drunks should be over in the room with the halflings now, and they may cross glass again to come over to this room. It’s okay if they take some damage from traps as long as we knock them out before they kill themselves, and knocking them out gets easier the more traps they hit. If they hit the rat trap and turn around though, then crossing back over the glass will add up to 4 points of trap damage out of what I’m pretty sure is 5 HP.
Oh and Ricki should take a look at the pipe outlet – or inlet? – in the wall, too, when/if she’s up in the alcove with the bucket. Maybe we can gather some information that way.
And I agree, the person behind the centipede could be a potential party member (I already mused about this in one of my prior posts marked “wild theory” or something like that) or at least an employee of the tavern that might give extra reward, if we rescue them. We should check it out. Not to mention, another “free” chest in that area.
I’m less worried about the Skeleton Crew now. Strictly speaking it could’ve dealt 3 damage and we wouldn’t know, but it sounds like that’s more like 1 or even 0 damage without a weapon.
The wand won’t last very long in Ricki’s hands, but it’s nice to have a proper ranged weapon. We do have the option now to snipe one of the snales.
Next turn, I’m torn between checking out what is hopefully the last of the piping system and grabbing that unguarded chest across from the centipede. The guy behind the centipede might also be a friend, it’s unusual to see an incapacitated body.
Ricki: “How’d you get this armor to last so long, anyway?”
Kamau: “Well, I rolled the break chance each turn and it didn’t say to break.”
Ricki: “Break chance?”
Kamau: “You have been rolling and not just throwing away whatever might be broken, right?”
Ricki: “…Look over there! Thieves’ tools!”
“I’m torn between checking out what is hopefully the last of the piping
system and grabbing that unguarded chest across from the centipede.” For both of these, Ricki and Kamau need to deal with the three drunks first, and maybe also with the bats. – Break chance: Should the wand really be used by Ricki or better by Kamau? Why do the locked chests and grates not just break when Ricki takes a glance at them, like everything else does?!
… so the wand didn’t even TOUCH the armour, and still the latter shattered? It’s a bummer that Ricki, while optimistic, seems to be cursed when it comes to dice rolls.
Ricki should take the lens back, in addition to the leather armour (from King Marth’s post), and use that to scan the snales, once they are in the room below (might not be this turn, though, I dunno if “loot chest” and “examine/loot bucket” counts as action). Also, have her hold up the torch, if the ones from the drunks goes out (we don’t want Kamau to attack with it and risk have ours go out, too, and Kamau only has one arm…)
also, both avoid the trap (have Ricki point it out to Kamau, if she hasn’t done so yet), avoid the glass (in the room below, have Ricki point that out to Kamau, too).
Ricki: open chest, warn Kamau about possible rat trap in bucket
Kamau: roll barrel, climb up and grab bucket
Kamau was able to climb up using the barrel. The treasure chests have the same height as the barrel. Might be good to remember this for other places in the dungeon. – Ricki: store the wand away, pull a dagger or the sword, check the chest for traps, if no traps found: open the chest, loot the chest. You two: climb down, move the barrel, climb up, check the bucket for traps or enemies (rat?!), get the bucket and the tail. Check the end of the beer pipe.Climb down. – If you go down on the left: Mind the mouse trap before and the glass trap after the ladder.