Dungeon 2 Turn 43
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Ricki fires off another magic missile, killing the other small rat and predictably shattering the damaged wand into a thousand tiny pieces. Too bad, she’d been hoping to give it to Lohk as a gift. Ricki takes 1 damage from being gnawed on by rats.
She also notices a couple of drunks bumbling their way into the nearby skeleton room.
Kamau slaughters the snale without much trouble. These things aren’t a huge threat by themselves, it seems. Kamau is able to salvage an entire cheap ale from the snale’s remains.
Ricki: pick up the keys and flip the switch. Go through the rat tunnel. Pick up the dagger and empty mug in the other room. Tell Kamau about the broken glass in the room with the blue chest.
Kamau: head right, carefully climb down from the tip of the “ledge” down onto the ramp, avoid the glass and go down the ladder to examine the blue chest. Don’t touch, it might be trapped!
Kamau has boots, we don’t need to warn him about glass anymore
It doesn’t hurt to warn him. And who knows, maybe he will lose the boots again. Also the description says “Protects slightly against some ground-based hazards.”. This “slightly” might mean they allow damage from glass go through SOMEtimes.
First two, sure, I guess. Third one, on turn 41, the text said “He stumbles down the ladder, ignoring the glass because it can’t hurt him through his sturdy boots”. I think “slightly” and “some” are meant for like “glass and mousetraps don’t hurt but a pool of acid or a spike trap will”, not “sometimes a shard of glass will roll a nat 20 through his boots”
We should have kamau Carry Ricki across the glass since he has boots. The big patch can still sometimes hurt even if warned but the boots should keep him, but not Ricki, safe.
You do know she has 1 heart left and is about to die, right?
We have to be careful here. Ricki has two turns of alcohol left, if she only manages one of these things and then leaves the room then next turn we can’t send her back into this room to do the second thing, because she’d only be able to leave on the third turn with no alcohol to protect from dire rat which would risk death and Kamau leaving from Remorse. There’s more cheap ale now so we could recover, but that’s a resource I’d rather spend elsewhere.
You are right to point this out. However, I was assuming that if not everything I wrote down was possible, LNS would graciously go down the list in the order I wrote the actions and stop when all possible moves were made.
Clarification of my post above: Ricki shouldn’t leave through the rat tunnel this turn unless she has BOTH picked up the keys and thrown the switch.
If Ricki lost another HP (not shown on characters page?), she is down to one HP. (And Kamau “gained” a remorse point.) If this is indeed so, Ricki would die if she looses another HP. Thus, if Ricki is indeed down to 1 HP, she should immediately GRIT !!!
Unfortunately, we need to hold off for now. We still need keys and valve from this room to complete the dungeon, and we need the alcohol defense to soak damage from the dire rat to get those things. We don’t have the turns to use Grit right away.
Kamau: Just climb the ladder and wait for Ricki. (Avoid the glass, no need to wear the boots down.)
In addition to what Gathers said above:
Ricki: If you can only take one action before leaving the room, grab the keys and ignore the switch.
If you can’t get out of the room because the dire rat is blocking the hole, um … fight for your life, I guess?
Kamau: Do NOT go down that ramp unless you are sure you can get back up. Those ramps look like a death trap to me.
Ricki: Grab the keys and flip the valve, priority on flipping the valve. Stay here for now, keep a Dungeon Eye on the skeleton side.
Kamau: Mind the glass, though your boots should handle it. Take the chest from up the ladder in this room and bring it down and to the right, as a possible stepping stone for if the drop off the ramp is a little high. Climb down the ramp only if you think you can get back up again, and take a look at the blue chest (note a bit more glass in the way).
We are safe for this turn and next turn, with two defense (armor plus ale) the dire rat can’t deal damage. Even if Ricki can get both things we need from this room, I’d like to see how the drunks vs skeletons fight goes down.
I’m a little disappointed we never saw how much damage the wand was doing, but then again, better to not be frustrated that Ricki was burning 3 charges each time on a 1hp target.
Oh, and nice April Fools joke, LSN! You really had us going with breaking all the gear near immediately. :’)