Dungeon 14 Turn 16
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Ricki unlocks the second door at the cost of her lockpicks, then calls her friends into the room to share in her outrage (though of course, none of them can see what she sees on the floors below). Kamau intercepts two heavy crossbow bolts from the miners, causing one to deflect into the floor entirely. The third miner, however, aims at the trap on the floor instead. Kamau is easily able to shrug off the explosion, but Daisy and the flytrap take 4 and 3 damage respectively from passing through it. Botanya attempts to heal Daisy with the wand of mend, but is too fast and attempts to do so before the injury actually occurs due to Game Mechanics©.
Daisy, the flytrap, and Macadamia’s thrown shocktail are enough to defeat the dragon tamer at the end of the hallway. The only action the tamer takes is to once again blow on a tyrant horn.
Pressure plates confirmed 5 damage. We got lucky. Again. If it was 6 Daisy would be dead.
Plan: clean up.
Ricki: point out trapdoor to group. attack miner one. Pickup crossbow and a stack of bolts.
Kamau: avoid trap. Interpose.
Botania: mend Daisy.
Mac: stab miner 2
Plant, Daisy, shrooms attack miner 3
In case anyone was wondering, there is a good chance that lever drops the kobolds so we’re not touching it until we get them out
May as well have Botanya use Mulch while we’re at it. Best I can tell there’s no benefit to holding on to it.
EDIT: Or wait does mulch take an action?
Mulch doesn’t take an action but I cannot edit. We will do it next time
Re: lever – no idea – but that trap door actually should allow us to access the kobolds and, if they are friendly, lift them up to where we are now.
I’m all for saving them. It might get us more friends on the manor or even allow us an extra bond with Mac (wishful thinking here).
Claudious seems to be indicating a preference to have Botanya mulch in addition to get action, if LSN notices this comment and is willing to count that preference when he can’t edit.
(Can’t hurt to ask :D)
That game mechanics bit seems like BS. Hasn’t healing typically been counted up at the end of a turn?
sus. but kinda makes sense. Other healing sources worked like you said, but the thing with mending is, it has a precondition, which was not satisfied (yet) on the beginning of the turn. I only remember that we “mend”ed people when a character was already low-on-hp on the beginning of the turn. I don’t remember if we ever tried preemptively mending because we knew they’ll take enough damage like this time. confirming that will take some digging, and I think I’m not volunteering (Oo’)
Good thing it was Saturday and not Sue who got hurt. THAT would’ve been a tragedy.
How about rescuing the kobolds by opening the hatch/trapdoor and pulling them all out, and then sending Ricky with Sue down to where the kobolds are now
and pullling the lever to see what happens!
I bet several awesome things will happen:
Ricky will fall down, obviously, that’s a costSue will NOT fall down, she will unfold her until-now-well-hidden WINGS and will fly mid-air cackling on how awesome Ricky is and how smart she was to actually force Sue to reveal she’s a DemonessRicky, although hurt, will be at the bottom and can scout left/right! and get to the eggs faster through this shortcut! (though we have still 2 mega-locks to open)and then we discover we have no rope to pull Ricky back up, oh well, maybe Botanya can make a makeshift rope from a few dead flytrap stalks
Future plan (just for input):
Kamau goes down trapdoor and helps kobolds up to main floor. Botania helps him up after.
We start making our way back to entrance with Kobolds, mac and Ricki run ahead with kobolds and summon paws and sell/buy stuff. We flip lever before leaving
It will take 3 turns of double move for Botania and Kamau to reach ambush kobolds which should put us close to turn 21. Mac and Ricki can handle the trades. Should be enough time to clear them before king shows up.
Idea – if the lever opens the huge-hatch that apparent was a tyrant-family-feeding-device, when we have Paws here, let’s buy a ROPE so we can use it to form a shortcut via the hatch
Although it is just a guess, but I *GUESS* that we can move up/down via that rope, but Tyrant won’t. If that’s all true, we may have Mac+Horn to make him run up/down the long way, while we take the short way via rope.
Of course, this may have no sense if there is no ‘long way’ (i.e. if Tyran’t can’t get to the bottom at all), and/or if it’s going just to sit at the entrace waiting for us. Buut.. I’d keep that idea in mind.
I like it. I originally thought that using a rope down doesnt really help since the hatchery door is still locked and the second kobold ambush doesnt have anything worth engaging them for.
But assuming we DO open the hatchery then that is a very good shortcut and may let us skip the 2nd kobold ambush altogether.
It is a good idea, but we still need something to tie the rope to. If the lever is not sturdy enough, we might need to push an empty chest all the way there. Closest chest is 3 rooms far, thats 3 turns to take into consideration.
I don’t think we need something to tie it to. I feel like we’ve attacked things to edges just fine. Will have to check and see to confirm though
Good work team