Dungeon 2 Turn 26
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Ricki opens the chest and finds a cracked platter which could more or less serve as a temporary shield, as well as an old pair of boots. She’s accustomed to going barefoot, but maybe Kamau would benefit from them? They’d for sure keep him safe from the mouse traps and glass around here, at least. For now she takes the cracked buckler and leaves the boots.
Kamau stumbles into the room and charges at the centipede. He takes a somewhat clumsy swing, but lands a hit and does minor damage. The centipede strikes back but doesn’t do any damage of its own.
“Yeah, I’ve fought these big bugs before. They’re nasty. But I think I can probably kill this one.”
Ricki wonders if that’s true or if it’s just the ale talking. Kamau’s buff will run out after next turn.
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BOOTS
Accessory
Protects slightly against some ground-based hazards.
Weight 1, Cost 4
if kamau is dealing minor damage to this thing i don’t think we can kill it reasonably
we also don’t need to kill it, so i say let it be and have ricki explore more
Kamau said he could kill it
It isn’t doing any damage to him either, though that might be due to alcohol.
I think a Magic Missile for backup would be good. As long as Kamau is dealing more damage than it has defense, then any extra damage we stack up will go right to its HP. We could also try throwing a dagger to see how effective that is, as long as it adds a point of damage from safety that’ll be worth it.
Curiously, there hasn’t been any reaction to the unconscious guy at all.
No reaction from the lying guy, and ‘nasty’ and ‘maybe’ from Kamau may easily mean that this centipede is poisonous, for example – paralysing venom. One unlucky scratch and you’re out for 3 hrs. This would align with the guy on the floor. He didn’t disappear, so he’s probably unconscious or paralyzed.. Remember snales? They turned out to be quite dangerous, and there were two of them. And this centipede is just one. I think they should get rid of it ASAP, so using the wand and/or dagger seems the right idea.
Kamau: Keep fighting the centipede
Ricki: If the centipede dies, go check
his pocketson the guy. If the centipede doesn’t die, wait until Kamau kills itthen check his pockets.Kamau: keep fighting the centipede.
Ricki: let the centipede hit kamau, then attack it.
We don’t know if the centipede will stay focused on Kamau if Ricki joins in, we know the drunks do because there was text that said so
Kamau should continue to fight the bug. Meanwhile, Ricky should check where that hole leads to. We all assume the holes are connected straight up/down from each other, but we have no reason to think that. And you know what they say when you assume!! Dungeons can get weird, so I’d probably a good idea to check where it goes (but not fully enter w/e room it leads to).
I did assume that in the first room, the two visible rat tunnels are connected, and that was with reason, namely that the “examination” of the upper tunnel yielded the information that it goes down, and the two of them are aligned. 😉
Additionally, I did actually suggest in turn 24, that this rat tunnel here might end in the little “key room” with the rats in the room below this one. (Wild theory #1)
So, please don’t write “we all”, if it clearly isn’t all of us. =)
I wonder, can rat tunnels be trapped? Does a tunnel in the wall count as dungeon space? Will Ricky spot it easily? We actually don’t see their insides, so it may mean Ricky doesn’t “see” them as she sees the dungeon 😐
Kamau: Kill centipede. Take a look at the unconscious guy.
Ricki: Explore beyond the hole.
Alright, so the snale drunkenness lasts for two full turns after the turn of attack, which makes sense. You aren’t affected on the turn when you are attacked.
With 2 defense on Ricki, it’s a little more feasible to go exploring. If she could pull one enemy at a time, she might even be able to cut through a dire rat.
The boots should let us get back through the large patch of glass without risk, as long as Kamau carries Ricki over.
Kamau: Pick up and equip the boots when you can
Actions:
Actually, I would have Kamau take and equip the boots and interpose for Ricki, while the +1 DEF from the snale attack still lasts. (The wording “Ricki wonders if that’s true or if it’s just the ale talking.” makes me think that he might get hurt after the buff runs out, or that the centipede has a LOT of health, so it will take Kamau a long time to take him down.)
Ricki should go over there and check out the unconscious guy. Try to wake him up and talk to him. If he wakes, move with him to the left, so Kamau can stop interposing next turn. If he doesn’t wake, frisk him and move all his items to the left (where the chest is), so they are no longer gated behind the centipede and Kamau can stop interposing.
Reason:
We can still check out the rat hole next turn, and have Kamau (and maybe the new guy) do something else meanwhile, but it might only be safe for Kamau to deal with the centipede while he has a Def of 4.
And we should have Kamau either drink his cheap ale or equip the bucket again (or take the leather armour from Ricki and equip that to avoid the “chance to miss” debuff, but that leaves Ricki too vulnerable to check out the rat tunnel IMHO), if we have to have him fight with the centipede for longer than just the next turn (during which he is still buffed).