Dungeon 1 Turn 31
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Kamau is easily able to finish off the guard, who is wearing only his uniform rather than any real armour. He knocks him out with a bonk on the head, then shoves his napping body off into the foreground somewhere it won’t clutter up the room.
While Kamau does that, Ricki swipes the guard’s sword, the keys hanging on the wall, and his pile of documents. Kamau recommends ditching the sword immediately after escaping, which Ricki agrees with. The keys are labeled “cells”, which theoretically means they can open every cell door that’s still locked.
The papers appear to be notes regarding prisoners. Again, most of them are irrelevant to Ricki, but she finds one she’s pretty sure is about Kamau:
“Make sure the TRAITOR in 3A stays fit enough to walk. They’re going to parade him past half the city on his way to execution, and nobody wants to have to carry him. He’ll weigh a ton with all the chains and shackles we’ll have to slap on him.”
Yeesh. Sounds like Kamau is in for a really bad time. And Ricki got the impression that he knows it and doesn’t care. That’s… really sad.
Surprisingly, Ricki also finds a note that seems to be about her.
“Keep an eye on that goblin. Somebody’s been offering to pay bail but we think we can drive the price up if we hold on to her for a few more days. Everybody gets a cut, like usual.”
That’s strange. Ricki has no idea who might be trying to bail her out. She can only think of one person who would try, but she wouldn’t be able to afford it… and Ricki very deliberately keeps her “adventures” secret from her until they’re safely over.
She does know ONE person who probably has the money, but he’s always made it clear that the guards will never see his face, so it wouldn’t be him either.
It’s a mystery for another day, though. She’s gotta get out of here quick!
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LONGSWORD, IMPERIAL
Weapon
Atk +2. You’ll get in serious trouble if caught with this. It must be discarded at the end of the dungeon.
Weight 1, Cost –
with Kamau as a blocker we may want to go back and snag that other longsword. not sure if we’ll have the time to escape through the sewers if we do that though
also lets try to talk kamau out of suicide by excecution
If we can finish the fight downstairs and still have a couple turns left, maybe we could. But I’d like to make sure our way is clear to make the attempt.
Show Kamau the goblin extortion paper along with the execution notice. It might help us convince him to stay with us past the sewers if we can talk to him about the fact that he seems far more decent than the colleagues calling him traitor.
I think Kamau should use the imperial longsword for now.
I also think that before we leave the dungeon we should head back to the cell block on the right, avoiding the trap on the way, and get the sword from there.
It might also be worth checking out the corpses of the two thieves in the left cell block, but we’re running low on time.
Unlike the skelly that had the armor, theres no indication there are any items on those bones. And Ricki already has a knife…
Let’s get to the fight downstairs. Be sure to avoid the traps. If we can finish the rat fight quick enough, MAYBE go for other things. But if the way isn’t clear, things will get bad fast. While in the middle of the fight, we can talk about the guards plans and conduct we learned on the papers.
In the fight with the rats, kamau should melee while Ricky chucks skulls from a distance to speed up the fight.
One of the things we might want to grab before we leave, if there will be time for it, is the rat tail. It seems valuable:
“The dire rat dropped its tail upon death. Ricki keeps it in case she needs to change classes later.”
The one we got is in the room with the chests, but maybe one of the rats down at the grate might drop it as well.
Kamau: carefully avoid the traps (have Ricki point them out, if she didn’t do so yet) on the way down to the last level and fight the rats. Try to attract not all of them at once, if possible.
Ricki: Point out traps to Kamau. Ask him if he would even be able to escape through the sewer grate. Grab the torch and the papers from the table and after going to the lower level (carefully avoiding the traps on the way), repeat the trick to distract some rats with the burning papers, like you did in turn 5, to help Kamau not take too much damage from the rat bites.
I don’t think Kamau is a traitor to the guards. I think he’s a traitor to the Empire. I doubt the precise charges are true, but there’s something that stuck with him; with the bodyguard talent, I’m guessing he’s blamed for killing an important charge, and he is going with it because he’s ashamed of not stopping the real assassin (or alternatively of not preventing the target’s suicide which would dishonor them if it got out). Also possible that a lighter charge is involved which is receiving disproportionate retribution due to the importance of the people involved (like stealing Imperial regalia).
I’m not sure those big rats are as easy as we hope – their backs are spiked! Definitely think the longsword for Ricki could be important. Let’s not die in dungeon 1!
I’m going back through the old dungeons to better understand the combat system and opponents, with the benefit of hindsight. As I understand what happened here in Dungeon #1, Turn # 31 (D1T31) in the fight against this Guard is that Kamau has Atk:3(base*)+1(hilt)=4, which is easily going to be enough to finish off the Guard so Ricki gets to do so other things. Kamau has Atk=4 and the Guard will subtract his base Def from that (presumably something between 0 and 3, probably 0 or 1 but maybe 2) with no modifier for armor or shield because he doesn’t have any, so he takes somewhere between 1 to 4 HP of damage (4-Def). The description says, “Kamau is easily able to finish off the guard, who is wearing only his uniform rather than any real armour.” That makes it sound like it was on the higher end of that range. The Guard’s counterattack on Kamau does no damage to Kamau because Kamau’s Def is equal to the Guard’s Atk.
*we learn this later.
Thus the Guard took a total of 10 damage in the fight (6 on Turn 30 and 4 on Turn 31) and we can tell that the Guard’s HP is less than or equal to 10-(2*Def), presumably less since Kamau finished off the Guard “easily” rather than “barely”. So the possible combination of base Def and HP stats for the Guard is:
Def HP
0……7-10
1……6-8
2……5-6
3……4 (very unlikely)
This is important because Guards are a recurring opponent and knowing their base Def and HP is helpful for planning combats.