Dungeon 2 Turn 34
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Kamau knocks out the injured drunk pretty easily by himself. The other two drunks both space out, failing to attack at all this turn. Since her help isn’t needed just this moment, Ricki heads back up the ladder to take a peek in the room above and see if anything has changed.
Nope, doesn’t look like it. Ricki heads back down the ladder.
Kamau: KO non-bald drunk (the one without a torch).
Ricki: Carefully avoid the glass to rejoin Kamau and help KO the same drunk, using your dagger.
I was tempted to have Ricki throw the dagger to see how effective a thrown dagger is, but then she’d need to either spend an action picking it up during combat or head down the ladder to grab the spare dagger.
Actually, you know what? Neither of those is an issue, since Ricki has a free turn every other turn using this strategy. This applies even if throwing the dagger only deals 1 damage, as then the drunk would take 4+1-2=3 HP one turn and Kamau could deal the remaining 2 on the next turn.
If throwing a dagger deals no damage, then we learned something and Kamau can chip down the torch drunk next turn while Ricki re equips, then they can spend the next two turns double-team-KOing the weakened drunks.
Kamau: As above.
Ricki: Throw your dagger at the same drunk as Kamau, from as far left as the ladder if that is effective. Avoid the glass!
One downside to this strategy is that if it doesn’t work, then it’s trickier to later decide to have Ricki use the rusty sword to speed this up a little. They could still KO the torch drunk from full and then Ricki could light up the room with the torch while swinging it at the weakened drunk.
I wonder if snales can see in the dark…
I’m fairly sure they can’t, because otherwise the “aggro’d” snale should attack the rats on the same level as it.
(This part of the description is crucial IMHO: “Once attacked, however, snales will fight back by spraying intoxicating ale long distances from the spout on its shell/barrel. Once aggravated it continues to attack any visible target until killed.” )
If the light of the drunks torch only illuminates according to regular LoS rules, the people passing by below the hole in the floor would be visible to the snale (green arrow), while the rats would be in the dark (red arrow).
Like this:
(I’m not sure about how far a torch would illuminate, so the “circle of light” could possibly be bigger or smaller in LSNs rulebook, but I’m certain it wouldn’t go through walls.)
Makes sense, but at the same time somehow conflicts with the idea that “torch on the wall makes the whole room lit” that we suspect from “Kamau takes the torch off the wall and starts using it in place of his broken sword for now. If he puts it away, this room will have no other source of light, and humans are notoriously bad at seeing in the dark. Half of his powerful swings would miss!” from the very first turn https://dungeoneyes.com/dungeon-2-turn-1/ — since the rats here are not attacked, we suspect they are in the dark as you said. So there’s a difference with torch on the wall vs torch wielded – light the whole room ignoring obstacles, vs line of sight, etc.
heey.. how about we add LIGHT to the middle level and let the snale see those rats? 😀
[also, since Kamau is quite strong, and drunks sometimes space out, maybe he could push one of them into line of sight of the snale. It’s shots are alco-toxic-ish, I do wonder how that’d would work. Maybe the drunks are immune 🙂 ]
heeeeey, just the idea I proposed in Turn 25 already:
https://dungeoneyes.com/dungeon-2-turn-25/#comment-783
Also, from the description in turn 1, we don’t know if a torch on the wall affects the whole room or just the portion that Kamau was standing in (namely the top level).
iirc., Kamau never was in any portion of a room without a torch, and Ricki has her dungeon eyes.
No such luck. The centipede is in an area only illuminated by the torch through a solid floor above (e.g. Turn 25). People were even wondering whether lack of light had an impact despite how his only miss was attributed to the bucket and there was never mention of darkness in that room. The same room had those drunks with the sword by the rusty armor chest (turn 10) and there was no need for a torch two floors down either. A torch illuminates the whole room.
As for the snale not melting rats, I think it’s just looking down. It might notice if we go for that valve (so Kamau should be the one to flip it), or maybe it’ll only be a problem on that level if we want to try jumping that hole in the floor to get close enough to kill it.
Oh, thanks for providing those bits of information. When I made my post I was in a bit of a rush and couldn’t comb the turns for occasions of being in the dark.
Maybe que has a point and “torch on wall” light works differently than “torch wielded in hand” light.
If that’s not the case, then I am seriously curious for LSNs explanation (after this dungeon ends, hopefully) for why the snale wasn’t (and still isn’t) obliterating the rats.
I’m curious to see the pristine version of this dungeon, if that would go with the first image of each room Ricki saw or the original setup before wandering drunks started wandering. I’m also confused about what could’ve angered this turret snale in the first place, since it’s at a dead end past a locked door. It’s stated on turn 25 that the snale melted away the floor, so this wasn’t even from someone taking potshots from below.
Most parts of the dungeon have been unreasonably good about not doing anything until we interfere.
Can the dagger be thrown at the snale?
Good question. The rules suggest that ranged effects generally work whenever you can draw a line without going through a wall or floor, so it should be possible to throw weapons at the snale from the floor below where we are.
We really shouldn’t, though. It was mentioned in the Dungeon turn 36 that throwing weapons not designed for throwing isn’t very effective, and we know via magic lens that snales have 3 defense, so not much point in throwing stuff at the snale, especially since that would put the thrower in line for the snale to shoot back.
We need to remember to bring the healing potion to the poisoned guy.
We could get cheez out of the tap near the entrance and try to use it like cheese, i.e. distract the rats with it (while Ricki gets some keys, switches a lever etc.).
Next up should be going over to save the poisoned guy, at which point we need to decide if we send Ricki up to flip the valve near the thugs before we go do other stuff. Doing so would probably add enough ale to the pipe to not be getting mugs of cheez. However, we’ll need to open that valve again to finish the dungeon, and if we open it when saving the guy then we don’t need to go back there (since I don’t think we’ll be fighting those thugs).
It would take a few turns just to get back to the tap even if we don’t hit new drunks on the way, so if nothing else I’d rather get the keys before heading up. I’d really like it if the cheez split up the dire rats by the skeleton with the rusty longsword, Ricki can take one of them with armor+shield but two at once is too much. Getting through that side would give us access to the broom for clearing glass and (assuming the keys open locked doors) two more unlocked chests over where the snale starved. Now, it would take a while to actually get that loot back around and up with Ricki’s 5-slot inventory since that corridor is split across 4 rooms, but knowing Ricki she’ll free up plenty of inventory space with anything destructible we give her.
That’s cheez-flavored ale. I doubt the rats would go for it. I bet the drunks would, though.
Turn off the ale valve so that pure cheez is flowing and it would dispense something that might distract rats.