Intermission 4 Page 5
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“Anyway, as long as you’ve got ONE critical decision to make, might as well make a handful of low-impact ones. Here’s what I’ve got for you.”
“If you still want to head for the warrens, remember to think about picking up some rings. If you’re leaving town right away, though… well, I’m not really sure what you might need. I’m sure you’ve got ideas of your own by now, though, so get whatever you think is best.”
Arrow – 2
Bolt – 1
Boots – 4
Bow – 10
Buckler – 8
Chain Armour – 23
Cheap Ale – 3
Copper Ring – 5
Crit Gauntlets – 6
Crit Greaves – 6
Crossbow – 25
Dagger – 3
Dagger, Throwing – 5
Grave Flower – 2
Greatsword – 12
Holy Water – 12
Iron Boots – 6
Leather Armour – 13
Longsword – 6
Magic Lens – 10
Oven Mitts – 4
Pack of Cigarettes – 6
Plate Armour – 30
Potion of Greater Healing – 17
Potion of Healing – 10
Rabbit Paw – 10
Shield – 20
Thieves’ Tools – 5
Torch – 2
Wand of Magic Missile – 40
Wand of Mend – 35
Wooden Stake – 9
Choose what items Ricki will buy/sell, as well as whether she goes to the kobold warrens or leaves the capital. Note that if she leaves, she will NOT be able to explore the warrens later.
Upvote this comment to go to the Kobold Warrens.
Upvote this comment to leave the Imperial capital.
Bold text and caps spelling out that leaving capital closes off Warrens is sufficiently unambiguous, thanks!
This is what limited availability dungeons actually look like.
Partially yes. but to be honest, on my current browser, it’s quite hard to see that it’s bold (image below). Of course I’d have to not understand the words “choose” to not know what’s happening, but still, clear options like those now posted by LSN are REALLY helpful. Thanks LSN for thinking about this!
Kobold Warrens.
Have: 1 gold
Sell: Golden helmet (16), reserve brandy (15), rusty greatsword (3), bent wand of Mend (8.5), iron boots (3), thieves tools (2.5)
Total gold: 49
Buy: plate armour (30), greatsword (12), copper ring (5), torch (2).
We’d have rat fang, 2 longswords, a greatsword, and two shields. Kamau will be holding a shield for most of the dungeon, Ricki has the dagger and the other shield, so Lara would be the only one using the greatsword, until we find the 4th member. Until then, we have two dead longswords, so we should sell one, if not both (we’ll also likely find more weapons in the dungeon).
Paws also recommended one or two rings, and now that we have 3 people, I think we should be going for 2.
A greatsword lets Ricki one-shot a dire rat, and if Interpose cover is available then there’s no cost to taking up both hands and giving up an off-hand shield or torch. Going from 4 damage to 5 damage with Lara means being able to one-shot plague rats and skeletons, and it doubles your solo damage against 3-defense opponents like insects. We do have a lot of rat tails so Ricki has an Atk +4 option, but we can also consistently have both girls deal 4 damage or spend tails to have both girls deal 5 damage. As for a dead longsword, being able to swap back to one-handed is a good option to have and we are hoping to have another ally shortly. Spare weapons can always be thrown.
Paws also recommended grave flowers, which just weren’t very good. At least the rings don’t sound consumable. We have the cash for a greatsword now which will continue to be effective beyond this next dungeon.
I don’t mind us getting multiple copper rings since worn rings don’t take up inventory space, so even a situational buff (like +1 Def vs electric damage) would help stack on Ricki. I’m not sure about giving up a known good option to invest further in an unknown option.
Thinking on this a little more, the greatsword is still useful but it doesn’t open up truly new options like it would without Rat Fang. It raises our consistent output across multiple characters.
Warrens 100%
Have: 1 gold
Sell: Golden helmet (16), reserve brandy (15), rusty greatsword (3), bent wand of mend (8.5), iron boots (3)
Total gold: 46
Buy: plate armour (30), 2 copper rings (10), torch (2)
Total cost: 42.
Remaining: 4 gold.
Iron boots are too heavy for their usefulness, the treasures are more handy as gold, and we know damaged equipment never lasts.
Plate armor for Kamau and a torch because we need light for Kamau are necessities. Two of the rings Paws recommends because we don’t have much else we want for only 14 gold, and the rings won’t take inventory space.
I just posted pretty much the same suggestion. Yay for thinking alike!
Ricki: rat fang, leather, shield, rat tails (5), lockpicks (free)
Ramau: kamau’s hilt, plate, plate, plate, plate, shield, longsword, rat tail (1), boots, 1 gold, copper ring, lockpicks
Lara: longsword, leather, torch, crit, crit, lockpicks, lockpicks, copper ring, cigs (free), [1 space]
Net 3 open slots presumably–the rings shouldn’t take up space.
“Rings: Unique in that they don’t take up an encumbrance slot when equipped, only when carried unused. Worn rings will appear as a round item box on the character sheet. Each character can equip two rings at once. Any attribute changes caused by a character’s rings will be indicated on their character sheet with white icons.”
Why 1 instead of 4 gold? And do we want to carry it into the dungeon, or could we deposit it with Lohk or Paws?
We can buy one more torch. Just in case we need to split team and have fire it two places at the same time.
Isn’t Kamau the only one who can’t see in darkness?
I also expect some residents of the Warrens will need light, and as a result there will probably be light sources there for us. The primary residents are kobolds, though, who probably have darkvision. I wonder if there’ll be more negotiation in this dungeon, with NPCs who aren’t party members.
Ricki mentioned bandits hiding out in I2P16. Selectively darkening rooms may be helpful, though as with any randomness it’s hard to plan around.
Does anyone want to buy another pair of boots?
(For Lara, so she doesn’t have to worry about broken glass areas or rat traps anymore, just like Kamau.
In D2T26 LSN wrote that Ricki is accustomed to going barefoot, so that might be a hint that she won’t be able to use them.)
There’s nothing in the boots description to say Ricki can’t use boots, I think that was more to point out that she can see traps while Kamau can’t. Ricki definitely would’ve benefited from boots on the times we forgot about glass, but the bigger concern is that she only has 5 inventory slots so that’s a big cost.
I still want the boots on Lara so if we do forget it won’t be Remorse.
EDIT: Hmm, Boots probably fit the same slot as Crit Greaves from how they’re drawn in D4P14. Maybe not though, greaves are shin armour.
To borrow King Marth’s math minus the thieves tools and greatsword.
Have: 1 gold
Sell: Golden helmet (16), reserve brandy (15), bent wand of Mend (8.5), iron boots (3).
Total 43.5
Buy Plate, 2 Copper Rings, Torch. Leaving 1 gp again
Reasoning. Keep the thieves tools cause we may need as many as we can get in the rogue infested dungeon.
Keep the Rusty greatsword or cash into coin. But we can at least use if we need the extra +1 attack instead of using 1 of the 2 longswords we have. Kamau will probably be interposing a lot so we dont really need another weapon beyond our ratfang, and 2 longswords (even if it is a small improvement). This frees up some money for 2 copper rings.
Two copper rings because there are 3 of us and we may have to split up.
Torch because kamau may want to see.
Plate because Kamau needs heavy and we got the moooooney!
Ricki: rat fang, leather, shield, rat tails (5), lockpicks (free)
Ramau: kamau’s hilt, plate, plate, plate, plate, shield, longsword, rat tail (1), boots, 1 gold, copper ring, lockpicks
Lara: longsword, rusty greatsword, leather, torch, crit, crit, lockpicks, lockpicks, copper ring, cigs (free)
I think we should get the wand of Mend if can afford it. The ability to heal whenever we need to sounds pretty useful. Unless it has a certain number of charges, then I guess I vote for Plate Armour for Kamau, since he seems to be the one taking all the damage.
Just checked, wands don’t have limited uses.
Issue: If Ricki or Lara get hurt, Kamau does get a remorse point – whether Ricki/Lara are healed or grit, the remorse stays. 5 damage points = Remorse, Kamau leaving the dungeon. Therefore healing would probably be more useful for Kamau, but he has 15 HP and may very well be wearing plate armor.
A real wand of mend would be nice, yes. Ideally we would only use it on Kamau as Remorse doesn’t heal, but that would make it safer to keep him at low HP so Heroic Effort (and Adrenaline if we pick that) can increase his damage. It would also give us a recovery option if Remorse triggers and we need to figure something out without Kamau.
“Whenever we need to” isn’t quite right as the wand only works at low HP. There were hints that a (bent?) wand of mend was in Dungeon 2 and could have healed the poisoned drunk, so that is a side benefit. Healing potential pets could help with recruitment too.
I think that’s the next thing to save up for, though. We can’t buy heavy armour and also spend 35 on the wand. Heavy Armour will save a lot more HP over the course of a dungeon than we could realistically heal with a wand. It will probably need some saving too, this is the loot dungeon so we may not get 35 gold in a single dungeon again for a while.
Inventory capacity thoughts:
Total space: 5 Ricki, 11 Kamau (not including Hilt), 10 Lara. 26 slots
Stuff we probably keep: 2 leather armour (2), 2 shields (2), 2 longswords (2), critical greaves and gauntlets (2), rat fang with fuel (2-3), thieves tools (3), boots (1}. Total 14 if we consider one rat tail quickly spent.
12 slots for more gear and loot. Plate armour is probably 4 slots, then 1 for a torch, and the free thieves tools and cigarettes will take another 2 until used. Rings don’t take slots when worn which is nice. We were hurting for inventory space in the Chapel with 10/16 slots tied up with gear not including tools (sword, dagger, torch, boots, 2 leather, and solar armour), but Lara nearly doubled our capacity since then.
Iron Boots can be bought back, so if we do find another water Dungeon we have that option. We can also buy critical gear, which is unreliable but does stack with existing weapons, and we’re starting to max out base weapons. Potion of Greater Healing also exists, wonder if it heals 4+ and is cheaper per HP than a regular potion, or if it just heals 3 and is worth a little more due to packing that healing into the same inventory slot and action.
Paws: If you’re leaving town right away, though… well, I’m not really sure what you might need.
Also Paws, I2P7: And if you’re ever not sure WHAT you’re going to need… since we’re such good friends, Ricki, I’ll let you borrow my lucky rabbit’s paw. For a price, that is. But if you’re ever in a pinch and really need something you just don’t have, you’ll be glad you paid. That’s a promise.