Dungeon 14 Turn 32
————
Ricki and Kamau follow Botanya to the new room. Ricki deftly unlocks the gate without even losing her thieves’ tools, which allows Daisy and the flytrap to advance and attack while Kamau Interposes the incoming crossbow bolts. Kamau takes no damage, and the first miner in the line is defeated.
Now that nobody’s blowing on horns all willy-nilly, Macadamia decides to take a moment to clear out this room a bit. He throws his shocktail javelin, taking out another miner. Lacking other options, the two miners throw their picks at Mac, but they do no damage.
Ricki: Slice up another Kobold Miner.
Kamau: Swap to your Hilt. Defeat another Miner. Cleave the remaining one.
Mac: Just to be spiteful, take out the last Miner that threw a pickaxe at you.
Botanya: Talk to Sue some more that’s always fun.
–
After this we either clear our way back down by taking out the Tyrant Baby, or we continue upwards and maybe fight that tough group of Holy/Deathbolds, or engage the Nerd.
I vote for the nerd. He’s just with 3 miners. It’s odd that that one miner is facing towards him. It’s like he’s not in this group, he might neutral guy locked here to fab rings for the cultists. I guess Ricky or Mac could try talking to him. If he doesn’t attack us with grenades or something of course.
He is holding a knife, which could be a sign he’s a hostile.
Or it could be smiffing material. Hard to say.
May I suggest Botanya use Mulch, because why not? She could also Nectar Kamau if we want, though not sure it’s worth the flower point for 2 health.
Assuming she is contuining her patrol, king should be under the room the party is right now. Next turn, she’ll be in the bottom right room and the turn after in the egg room which is the furthest room. If we want to engage the small death lizard 2 turns from now should be safe but the next turn won’t be.
We have no idea how fast the kings moves for patrols
3 rooms
I was under rhe impression that she used her action to move on more than one ocasion.
I don’t think she did, even when her baby was calling her. Here’s my best guess as to her movements. Rooms are lettered like this:
AB
CDEF
GHIJ
A is where we are right now, C is the entrance room, and G is the nest room. Known locations are in bold.
T22: C
T23: DEF
T24: JIH
T25: IJI (Mac blows horn in I, king ends turn there facing right)
T26: HGH
T27: IJF
T28: JIH (Mac blows horn in G, baby calls)
T29: GHI
T30: JFE (tamer blows horn)
T31: E (tamer blows horn)
T32: DCD
To make this work I had to assume that the king skips G unless she hears a horn and/or baby calling from the lower level.
yeah, I tried to track it as well. What I dont get is T24-T25-T26. Why JIH then IJI when obviously Kind didn’t finish her route i “into deep” direction. She missed G. So I thought T25 would be GIJ, but since Mac blew, she might have done GII, somehow jumping back from J or not going into J at all. We’ve got there a confised “?” mark over her if I remember well. Confusion could indicate losing an action instead of jumping up. Other than that, everything fits perfectly.
Jumps at T30/T31 vs no jump at T25 are “reasonable” – either it’s an affect of early-vs-late in the game (T30!), or it’s an effect of no-path-available. On T25 King knew the path, just go left. On T30 she knew there’s no path to the baby in room A, only can get there through jump in D or E.
This leaves this very important question: can enemies and npc use action-move? in D14 we should already have observed it. I think they can’t. But I remember from two or three enemies we’ve seen some cool moves that surprised us, for example, I think, Stalkroach? Maybe.. can’t remembe well. Anyways, I think we’d be screwed really hard many times already if enemies could use action-move.
Maybe she knows there’s a massive steel door there that even she can’t get through, and her babies are safe behind it, so there’s no reason for her to patrol there unless she hears a distress call.
But you’re right, I don’t have a good explanation for why she jumped on T30 and T31 but not T25.
She moves at most 3. She stops early if a horn is blown in a room she is passing through but otherwise moves 3.
Mac: jump.