Dungeon 2 Turn 44

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Ricki stumbles over and grabs the keys off the wall. She can’t also flip the lever, because taking guarded items uses up her turn. She sticks around to turn the lever next turn, since the dire rat can’t hurt her in her drunken state. Of course, that drunken state is set to wear off fairly soon.

The keys are labeled “storage rooms”.

Kamau enters the room and easily navigates its hazards. The slope isn’t sufficient to hamper him (even drunk) and the ledge is low enough to jump to, even for someone small. Plus the glass is no longer hitting his unprotected tootsies, so he’s sturdy enough to walk across without issue. He checks out the strange chest, pulling out his torch so he can see what he’s doing.

As it happens, Kamau has seen similar sorts of chests before. The question mark latch can’t be opened by any sort of key or tool, but the chest will open automatically if some unknown condition is met. The chest’s appearance is usually some kind of clue as to what needs to be done. This one looks to be made of glass. Hmm.

The two random drunks start having a punch-up with the three skeletons. With the room lit, they seem to fare decently well, though one still misses his swing.