Dungeon 2 Turn 47
————
Kamau charges into the group of rats and deftly slays the dire rat with a single attack. Ricki stays on the ladder holding the torch, which she took from Kamau in exchange for an empty mug. She also throws one of her daggers, killing a small rat. Only one small rat now remains. Kamau takes no damage.
Ricki: Throw the other dagger at the other small rat.
Kamau: Can you jump the gap safely? If you can, attack the snale.
I think it’s actually possible to still access the broom. The dire rats are facing opposite directions, and the rules say “Most dungeon enemies are surprisingly unaware. Most enemies stand in place and wait for characters to approach them before they attack”, so it seems liake it’ll be a 1v1, so with armor + ale buff we can fight safely. If we go all the way to the beginning (which we have to to get the broom) we can fill all 5 (!) mugs with ale and have Ricki
get smasheddrink them repeatedly to keep the buff.It will take a minimum of 6 turns to kill both dire rats, assuming we keep the coin of revelry since it’s worth 10 (gold?), and obviously additional turns if we miss attacks. Kamau meanwhile can drink ale himself and fight off any drunks that come down here, keeping both the exit secure for Ricki and preventing drunks from continuing into the dungeon (though we’ve killed almost everything here).
Yea I agree, we should eventually try and get the broom.
I’m not sure we can count on this to protect Ricki. Back in the room above the skeletons, the rats were facing different directions on turn 7 but they all attacked us when we went in there on turn 9.
An alternative plan would be to fill the mugs with cheese and use it to distract the rats. Based on how all the valves are set right now, the tap at the entrance is most likely providing pure cheese, assuming that the pipe by the skeletons reemerges from the wall just below the tap.
Yes, I think after taking care of the last snale (or instead of it, if jumping the gap is not possible), we should go back and check what is coming out of the tap atm. and whether or not respectively how we can take advantage of that. Also, I am not adverse to the option to spend the coin (on Ricki, to help her in her adventures in the tunnels only she can traverse), so it will take less turns for her to fight the enemies.
The gold we could get for the coin (if we even get some opportunity to actually SELL stuff yet) might not help us as much as whatever is in that glass chest, or in the numerous (2 if we make it past the dire rats next to the rusty greatsword, 4 if we make it past the antrho-rat) unlocked chests.
Also, we shouldn’t forget that unless we find other equipment (or cheez-y ale gives better defence value than cheap ale), Ricki only can get 2 Defence tops (armour AND being drunk with cheap ale), which means she’ll take at least one more damage from the group of 3 rats in the entrance room (beyond the rat tunnel), so that’s one more point of remorse for Kamau. That’s cutting it awfully close to him leaving.
With valve 2 being open and 3 closed, pure cheez is coming through the tap at the entrance. Now’s the time to fill mugs.
Or just kill the rats for the XP and tails. Seems pretty easy for Kamau.
Currently it is a lot of chez and minimal to no ale coming out of the tap. If we switch the levers to get good ale from the tap, the dungeon is solved and everybody leaves – unless a snale is still consuming a part of the alcohol and eliminating the snale is part of the “victory condition”. What I wanted to say: We cannot first restore proper ale flow and then do anything. We might first get chez from the tap for rat distraction, then switch levers to produce cheez-ale for defense, and even later produce good ale. [The planning should be done by people who have not been awake for 17 hours – good night everybody.]
in addition to the above:
Kamau: if you can’t jump the gap, flip the switch, pick up any rat tails that dropped and go up one room.
Ricki: if possible after the attack, pick up your daggers again (whole group of rats is dead).
I’m pretty sure if we flip the switch the snale with automatically die, no need to waste 3 rounds trying to kill it.
Ricki: throw dagger
Kamau: flip switch, pick up daggers,
Why would it die? The (right) pipe, that the switch can turn off, leads to the cheez barrel. The snale – according to its description (“It seeks out sources of ale to consume, even leaching alcohol through solid pipes.”) – is after the ale, which is coming from the left, unobstructed pipe and will continue to do so, even after we flip the switch.
Yep, unfortunately the snale in the crawlspace was the only one that we could starve since the other two had a direct pipe connection to the ale barrel. If we’re lucky though, then shutting off the cheez to this snale will calm it down.