Speaking of which… what are peoples’ thoughts on shopping, out of the items we know about? We have 11 gold – one coin and a Treasure worth 10. The Equipment rules only say that “some” items can be sold for half cost (while the special effect of Treasure is that it can be sold for full cost), so there’s no guarantee we could pawn the spare dagger, rusty sword, or cheap ale for 1 gold each, and while we could potentially get 2 gold for each of the oven mitts and boots, those are already protective items worth holding onto.
Out of the items we know about, what would be worth buying? Getting another full suit of Leather Armor would be great, but that’d be 13 gold, so we’d need to be able to pawn some other items. A Potion of Healing costs 10, but I’d rather have the Coin of Revelry. Thieves’ Tools cost 5 gold each and could theoretically last us a while, there are more locked items in a dungeon than the free kit can reliably handle. Buying some of the breakable gear we’ve seen wouldn’t be the worst idea, since the Coin of Revelry itself is a consumable.
MOLDY CHEESE Consumable Throw to distract rats for 1 turn. Goblins and rats can eat it to recover 1 HP, others can eat it to make themselves sick. Discarded at the end of the dungeon.Weight 1, Cost –
Maybe there is also non-moldy cheese? Getting back HP (for Ricki and Kamau, because non-moldy) as well as distracting rats seems nice
GathersIngredients
2 years ago
… I’m half tempted to encourage Ricki and Kamau to go back and take all but ONE rat tail with them (the tavern keep promised one gold per tail after all). But a) I don’t think that would end well b) we can’t really take any influence in the intermissions, iirc. and c) this MAY very well be Ricki’s very first money that she earned with honest methods. Could work similar to Scrooges first dime… If so, then SCORE! 😀
Also, we’ll probably need the inventory space for more useful stuff.
I love how Kamau is very much p.o.ed at the tavern keeps … frugality (and that’s putting it gently, not to mention the back-peddling on his originally offered deal), expression wise, and Ricki looks like this is her lucky day or something, totally in awe of this shiny, is it really REALLY hers? XD
KingMarth in Reply to Grimm at intermission-2-page-2/#comment-1287
We retrieved 9 rat tails and 8 drunks stumbled to their deaths behind us while we were working, assuming 2 drunks per 10 turns before the guard. (We only saw 5 in the skeleton death room, but the background was full enough.) I’m a little worried that each death might cost us a little more than a rat tail is worth.
The way things were worded, I figured the “reward” which would get diminished by the deaths of the drunks would be the food. The rat tails I considered a separate deal from the dungeon crawl. But it seems you were right.
Anyways, I still find it super mean to make -us- responsible for those morons. May the tavern keep choke on one of those rat tails!
I could see that from how he said he’d pay us per tail. The framing of the dungeon goals tied them together, though:
Goal: Restore the flow of untainted ale to the tavern above
Secondary Goal: Retrieve as many Rat Tails as possible, while letting as few Angry Drunks as possible be killed by traps or monsters
Clear the dungeon and get the primary reward, meanwhile there’s a secondary challenge which ended up being X – Y. I’m not sure if we’d get a shot at the secondary goal if we abandoned the dungeon, probably not since we’re sneaking out.
I acknowledge what you quoted here, and that both the rat tails and the angry drunks were mentioned in one sentence/paragraph, however, in Turn 10 (https://dungeoneyes.com/dungeon-2-turn-10/ ) there was talk about
From somewhere up above, they can hear bumping and angry shouting. It seems that some more drunks have entered the dungeon and begun to wander around. They don’t seem very friendly, but if they get killed by dungeon monsters, it’ll be coming out of Ricki and Kamau’s pay!
which made me think the “penalty” for drunks getting themselves killed would come out of the “pay” for the restoration of the beer flow (which was supposed to be food, which is also why I worried that Ricki might not get rid of her “malnourished” status or perhaps only move up to “very hungry”, where instead of 1 DEF and 1 HP each, she would miss just one of those stats, if we let too many drunks die and therefore have the reward food be diminished too much).
I was under the impression that the tavern keep offered to BUY the rat tails, with 1 gold as “per rat tail price”. (see https://dungeoneyes.com/intermission-1-page-8/ also)
And yes, I know by now that this impression was wrong, no need to beat the dead horse. I just wanted to explain how I came to my (wrong) conclusion.
CTNC
2 years ago
Guess I was wrong about not getting paid after all that and I’m guessing one coin was worth more than the rat tails. I’m as excited as Ricki! 😀
CombatDoctor
2 years ago
By the way: the Items page says it takes 20 coins to make one full stack. That means Comforting Weight is worse than I thought, we’d have to be like billionaires to make it truly viable.
I wouldn’t count it out. Comforting Weight only takes up inventory slots, not equipment slots; sure, Leather Armor is 13 gold for 1 slot with +1 Defense (assuming we’re even able to buy it), but that 20 gold can then give another +1 Defense without needing heavier armor, even while we’re between shops. It’d be most potent when taking loot out of a dungeon, as we’d get extra defense out of the slots tied up with rewards. Also much more of a deal when we’ve already filled out armor and shield.
Probably not our next level-up ability, though. Ricki currently runs out of inventory slots before running out of places to wear equipment.
I don’t know. In the summary of “LSN talks about dungeon 2” that KingMarth so graciously wrote (on the page of “report of dungeon 2”), it said that in the chest near the thugs, there were 20 gold coins.
So while we actually only have a single coin to our name atm. (and so far haven’t really been presented with ways to get more, e.g. a shop where we could sell stuff that we found, like the coin of revelry for example), the potential got get a full point of DEF’s worth has already been there in the last dungeon. Mind you, it was gated beyond something that was not survive-able (we would not have been able to kill the thugs) respectively solvable (we would have needed another set of thieves tools in order to be able to open the chest) for how the dice rolls etc. went, but still there.
Mind you, I’m super happy that we got “light armour proficiency” for Ricki, this seems like a big step up in her survive-ability.
But for the future, comforting weight (especially if combined with big haul) is worth to consider getting.
Depending on how the next dungeon goes, trap detection II or disarm traps might be in order. We were “lucky” to not stumble into any well hidden traps in dungeon 2, because we couldn’t reach certain areas in the dungeon safely but those were there, too.
And it would be really upsetting to have Ricki fall victim to a trap in a way that would on top of that make Kamau leave because of remorse…
Yeah, I’m leaning towards Trap Detection II next. All the poorly-hidden traps thus far have been easy enough to avoid, it’s only the large patch of glass that would’ve been nice to disarm and even that was negated by boots (I am amused at the thought of Ricki throwing away the lockpicks and using the tool bag to cover the glass). Trap Disarming might be more useful if disarming trapped chests got us loot that would otherwise be destroyed by the trap. Remember that we can still disarm traps without the ability if we can come up with an approach that works, like baiting an enemy into tripping the trap.
I’d still be happy with Big Haul I, inventory slots can be used for a lot of things that will get better over time as we access better gear. Even if we get a crossbow for Ricki, that’d be a slot for the crossbow (probably only one, haven’t seen a heavy weapon yet) and a slot for bolts; with armor and a backup weapon that doesn’t use ammo, that leaves Ricki with one open slot to work with.
Grimm
2 years ago
I consider this an absolute win
Tiltowait
2 years ago
There better be a payback later in the story from the thug boss for clearing out that dungeon and making safe his treasure.
Shopping time!
Speaking of which… what are peoples’ thoughts on shopping, out of the items we know about? We have 11 gold – one coin and a Treasure worth 10. The Equipment rules only say that “some” items can be sold for half cost (while the special effect of Treasure is that it can be sold for full cost), so there’s no guarantee we could pawn the spare dagger, rusty sword, or cheap ale for 1 gold each, and while we could potentially get 2 gold for each of the oven mitts and boots, those are already protective items worth holding onto.
Out of the items we know about, what would be worth buying? Getting another full suit of Leather Armor would be great, but that’d be 13 gold, so we’d need to be able to pawn some other items. A Potion of Healing costs 10, but I’d rather have the Coin of Revelry. Thieves’ Tools cost 5 gold each and could theoretically last us a while, there are more locked items in a dungeon than the free kit can reliably handle. Buying some of the breakable gear we’ve seen wouldn’t be the worst idea, since the Coin of Revelry itself is a consumable.
From the items page:
Maybe there is also non-moldy cheese? Getting back HP (for Ricki and Kamau, because non-moldy) as well as distracting rats seems nice
… I’m half tempted to encourage Ricki and Kamau to go back and take all but ONE rat tail with them (the tavern keep promised one gold per tail after all). But a) I don’t think that would end well b) we can’t really take any influence in the intermissions, iirc. and c) this MAY very well be Ricki’s very first money that she earned with honest methods. Could work similar to Scrooges first dime… If so, then SCORE! 😀
Also, we’ll probably need the inventory space for more useful stuff.
I love how Kamau is very much p.o.ed at the tavern keeps … frugality (and that’s putting it gently, not to mention the back-peddling on his originally offered deal), expression wise, and Ricki looks like this is her lucky day or something, totally in awe of this shiny, is it really REALLY hers? XD
KingMarth in Reply to Grimm at intermission-2-page-2/#comment-1287
The way things were worded, I figured the “reward” which would get diminished by the deaths of the drunks would be the food. The rat tails I considered a separate deal from the dungeon crawl. But it seems you were right.
Anyways, I still find it super mean to make -us- responsible for those morons. May the tavern keep choke on one of those rat tails!
I could see that from how he said he’d pay us per tail. The framing of the dungeon goals tied them together, though:
Clear the dungeon and get the primary reward, meanwhile there’s a secondary challenge which ended up being X – Y. I’m not sure if we’d get a shot at the secondary goal if we abandoned the dungeon, probably not since we’re sneaking out.
I acknowledge what you quoted here, and that both the rat tails and the angry drunks were mentioned in one sentence/paragraph, however, in Turn 10 (https://dungeoneyes.com/dungeon-2-turn-10/ ) there was talk about
which made me think the “penalty” for drunks getting themselves killed would come out of the “pay” for the restoration of the beer flow (which was supposed to be food, which is also why I worried that Ricki might not get rid of her “malnourished” status or perhaps only move up to “very hungry”, where instead of 1 DEF and 1 HP each, she would miss just one of those stats, if we let too many drunks die and therefore have the reward food be diminished too much).
I was under the impression that the tavern keep offered to BUY the rat tails, with 1 gold as “per rat tail price”. (see https://dungeoneyes.com/intermission-1-page-8/ also)
And yes, I know by now that this impression was wrong, no need to beat the dead horse. I just wanted to explain how I came to my (wrong) conclusion.
Guess I was wrong about not getting paid after all that and I’m guessing one coin was worth more than the rat tails. I’m as excited as Ricki! 😀
By the way: the Items page says it takes 20 coins to make one full stack. That means Comforting Weight is worse than I thought, we’d have to be like billionaires to make it truly viable.
I wouldn’t count it out. Comforting Weight only takes up inventory slots, not equipment slots; sure, Leather Armor is 13 gold for 1 slot with +1 Defense (assuming we’re even able to buy it), but that 20 gold can then give another +1 Defense without needing heavier armor, even while we’re between shops. It’d be most potent when taking loot out of a dungeon, as we’d get extra defense out of the slots tied up with rewards. Also much more of a deal when we’ve already filled out armor and shield.
Probably not our next level-up ability, though. Ricki currently runs out of inventory slots before running out of places to wear equipment.
I don’t know. In the summary of “LSN talks about dungeon 2” that KingMarth so graciously wrote (on the page of “report of dungeon 2”), it said that in the chest near the thugs, there were 20 gold coins.
So while we actually only have a single coin to our name atm. (and so far haven’t really been presented with ways to get more, e.g. a shop where we could sell stuff that we found, like the coin of revelry for example), the potential got get a full point of DEF’s worth has already been there in the last dungeon. Mind you, it was gated beyond something that was not survive-able (we would not have been able to kill the thugs) respectively solvable (we would have needed another set of thieves tools in order to be able to open the chest) for how the dice rolls etc. went, but still there.
Mind you, I’m super happy that we got “light armour proficiency” for Ricki, this seems like a big step up in her survive-ability.
But for the future, comforting weight (especially if combined with big haul) is worth to consider getting.
Depending on how the next dungeon goes, trap detection II or disarm traps might be in order. We were “lucky” to not stumble into any well hidden traps in dungeon 2, because we couldn’t reach certain areas in the dungeon safely but those were there, too.
And it would be really upsetting to have Ricki fall victim to a trap in a way that would on top of that make Kamau leave because of remorse…
Yeah, I’m leaning towards Trap Detection II next. All the poorly-hidden traps thus far have been easy enough to avoid, it’s only the large patch of glass that would’ve been nice to disarm and even that was negated by boots (I am amused at the thought of Ricki throwing away the lockpicks and using the tool bag to cover the glass). Trap Disarming might be more useful if disarming trapped chests got us loot that would otherwise be destroyed by the trap. Remember that we can still disarm traps without the ability if we can come up with an approach that works, like baiting an enemy into tripping the trap.
I’d still be happy with Big Haul I, inventory slots can be used for a lot of things that will get better over time as we access better gear. Even if we get a crossbow for Ricki, that’d be a slot for the crossbow (probably only one, haven’t seen a heavy weapon yet) and a slot for bolts; with armor and a backup weapon that doesn’t use ammo, that leaves Ricki with one open slot to work with.
I consider this an absolute win
There better be a payback later in the story from the thug boss for clearing out that dungeon and making safe his treasure.