Dungeon 2 Turn 39
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Kamau takes back the bucket and gives Ricki the healing potion, then protects Ricki from the Snale’s attack as Ricki runs to the right, but it turns out the snale misses anyway. Apparently it can’t see very well in the dark, either.
Ricki returns to the unconscious drunk and pours the healing potion into his mouth. Immediately the man’s breathing becomes more regular and his colour improves. It looks like he can now safely be shoved in a corner to sleep off his buzz before stumbling out of the dungeon tomorrow morning!
Considering she hasn’t seen any of the wandering drunks in a little while, Ricki’s glad that there’s going to be at least one less dead body to count against their reward.
Suddenly, the man has a coughing fit and hocks up a slimy metallic object directly into Ricki’s face. She decides to keep it because it’s shiny.
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COIN OF REVELRY
Consumable/Treasure
A gold coin stamped with the mark of the God of Revelry. Can be dissolved in an alcoholic beverage when it is drunk in order to bestow +2 Atk for as long as the drink’s effects last. Consuming more of the same drink can extend the duration.
Weight 1, Cost 10
Okay great, now back to exploring
Kamau: Interpose again, just in case, then climb the ladder down
Ricki: Double move, go left and down to the newest room.
The coin isn’t useful for at the moment, mostly because we only have one mug of ale so we can only benefit for 5 turns. In this specific dungeon, we could get enough ale to extend the effect indefinitely; however, we could at least use it for a single encounter (usually < 5 turns), and/or give it to Ricki instead of Kamau if we want to dive into one of the wall holes.
For the time being, we can investigate the one here, take care of the snale, and check out the diamond chest
Also, whoever has a free hand: Try to collect some snale acid in a mug while passing under the hole
I would much rather find out what kind of drink comes out of the tap now (especially before we mess with any other valves).
Also, we should proabably take care of any wandering drunks (the last batch and the ones that will arrive with turn 40), before something more nasty happens to them.
Ricki: double move left and up, avoid glass. Also, tell Kamau how you helped the unconscious guy.
Kamau: interpose and move up (if possible, I’m still not sure if “interpose” does count as “attack”), avoid glass.
There’s a good chance the new drink is very cheesy now with that one valve switched which is much more useful to distract the rats where only Ricky can go (like getting the key). We could possible get that rusty great sword too.
Ricki and kamau: start moving back towards tap at start. Watch it out for glass by kamau and at the top of the ladder. Kamau: Carry Ricki over larger as stretch of glass if we get that far
Interpose text says “in place of attacking” so it should be fine.
Also, Ricki, avoid the rat trap.
Kamau, if you think the boots can take it, go kick that rat trap away so it snaps and can’t hurt anyone. Otherwise, avoid.
I’d prefer to go for the keys next so we have them on our way upstairs to check out the tap. With cheez in hand Ricki may be better able to distract rats, and unlocking the door gets access to another couple of chests.
Inventory would be tight. Keys and two mugs of cheez (one for each direction, don’t want them to finish up and eat her instead) leaves only two slots for defensive gear and loot.