Dungeon 7 Turn 0

————

“Well, here’s where we part ways.”

“Good luck in there, Ricki.”

“Don’t worry, we got this!”

“Hey! Are you going in the dungeon?”

“Watch out for the bull in there!”

“Bull?”

“Yeah, we tried to get it out early on, but it went crazy! Attacks anything it sees!”

“Huh. I’m not sure they heard you before crossing the boundary.”

“Well, hopefully they’re smart enough to run from it, then.”

“In different directions.”

“So it only kills one of them.”

Once within the dungeon, the sounds and even the colours of the outside world appear muted. Ricki can no longer see Paws just a few feet behind her, but she can now see… a lot of birds. And a… a corn man??

It seems that the majority of the dungeon encompasses an open field, which should make it easy to leave once the party has enough produce. However, the barn in the distance also seems to be part of the dungeon, so there may be a more traditional interior area to explore as well.

Additionally, all of Ricki’s group immediately notice a heavy scent in the air. It’s vaguely floral, but they can’t quite place it. It’s simultaneously familiar, and yet unlike anything they’ve every smelled before, and not at all unpleasant. If anything, it may be a little TOO pleasant, as the calming effect will probably be a liability in combat.

Also, it sets off Macadamia’s allergies.

————

Dungeon 7: The Overgrown Farm

Goal: All remaining characters must gather at the exit and leave while carrying ten or more items of produce. Produce will automatically be converted into Gold Coins (it’s a gameplay abstraction, settle down). A bonus 3 Gold Coins will be given for each distinct type of produce found.

Time Limit: Every 10 turns, the calming aroma suffusing the dungeon’s atmosphere will inflict a stacking -1 Atk on all characters.

This dungeon can be abandoned. If Ricki leaves while carrying the necessary produce, only other characters not near her will be considered to have abandoned. Ricki can leave the dungeon from any outdoor room.