Dungeon 5 Turn 30
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Everyone flees from the room with Macadamia’s stall. Lara drops her plain longsword in favour of the new oxidicer. As the last one out of the room, she hears the sounds of battle coming from below. It seems the guards are fighting the bats before following the party through the dungeon, so it seems they’ve bought themselves some time…
The party briefly gathers their wits and necessary items in the hideout of the Goblintown Blues. Kamau drops his potions and bucket in favour of the gold shield. Ricki takes the oxidicer from Lara, who drops her greaves and spare leather in order to take the potion of shield, lens, and encyclopedia. Ricki then takes this relatively quiet moment to talk to Macadamia.
βOkay, Macadamia, I think I know how we can get out of this. I need you to tell me how to get to the tunnels underneath this building.β
βWhat? There aren’t any tunnels around here.β
βSure there are! I could see… uhh, I could sense them under my feet when we were on the ground floor.β
βThere’s gotta be another way out through there, right?β
βI don’t know what you’re talking about! I haven’t been here very long, only a couple of days!β
βWhich is long enough to have your life torn apart, apparently…β
βHmm… Well, that’s all right. I think I have a good idea of how we get there. Let’s keep going before the guards catch up.β
Meanwhile, Kamau picks up the ragged old ball that Ricki got from the kobold kids and offers it to the dog. He waves it around a bit to get her interest, then throws it for her. She happily retrieves it and then tears it to pieces. It DID smell like a dead animal, after all.
βGood girl. You’re still as spry as you ever were, aren’t you?β
βYou want to come along with us? Follow?β
βHaha! That sounds good to you, huh?β
βGuess I should figure out what to call you, then…β
Kamau has successfully convinced the former guard dog to follow the party as a pet! He can now either have her follow him or send her to Ricki (as Lara already has a pet of her own).
βYou and me, we’re gonna keep them all safe. Aren’t we, Daisy?β
Yes! She has the same name as the dog from John Wick! She needed to have that name after we wiped out two gangs for a dog. π
Oh, and she should be Ricki’s Pet because of the Wolf Hide Armor giving +1 Attack.Edit: Saw on the Characters page that she has 4 Health, 1 Defense, and gets +1 Attack when she has a Human owner. She needs Interposing to protect her, so I’m thinking Kamau. Granting +1 Defense to her owner also makes him even more of a Tank!
We can switch pets/owners per dungeon. Kamau may benefit more this dungeon cause of the extra defense and it ups his attack naturally. Later dungeons, Rick can ride and the armor gives him the atk and def so we’re in good shape.
Right now, we need mobility and defense to achieve all our goals, so Daisy should go to Ricki. We can switch after this dungeon, but this will probably stick.
Daisy can only be attacked if she attacks per the how to play.
Also worth noting that Daisy has 3 MOV and “Small Mount: Can carry a Small owner, using its own Mov.”
This means she Ricky (or someone else of similar size) can ride on her, but only as an Owner. So no free rides when Daisy is assined to Kamau.
Also, “using its own Mov” picks my interest. It may mean that when Ricky is riding on Daisy, she (Ricky) doesn’t use her own Mov or action points. Of course combat rules still apply, but that would mean making actions up to 3 room away. I wonder if Ricky still has her 2 Mov available after riding for a full Daisy’s 3 Mov range.. I think it’s not available, but we’d have to test that. If it turns out that both Daisy-riding and normal-movement is possible at the same time/turn, then that’d mean ‘permanent’ 3 Mov for Ricky, and as an option one time 5 Mov if we’re willing to split them for a moment (and repeatable after Daisy and Ricky meet again).
I’m not sure splitting up from the pet will be possible at all. If it is possible, there might be penalties for doing this.
The “how to play page” only says:
so it explicitly mentions about pets not being able to -enter- a room without their owner. Technically that doesn’t say anything about not being able to be left behind in a room on their own.
One one hand: Lara wasn’t able to even let the spider fight in a combat she wasn’t participating in and I don’t think she’d be able to go to a different room than the spider or vice versa (I’m not sure if we already had that happen in one of the past turns…
On the other hand, cleary, Daisy is one of those exceptions mentioned in the quote.
But even if it -was- possible, I kind of think that abandoning the pet and moving into a different room is going to be a burden on the pet-owner relationship. Maybe if a character leaves the pet behind, it stops being the characters pet. Perhaps at a certain percentage that might stay the same or go up for every time it happens or there is an absolute counter similar to Lara’s corruption, and after being left behind “enough” times, the pet comes to the conclusion that it would be better off on its own?
Then again, there might be special rules for Daisy on this, too. because telling a dog (especially a guard dog!) to stay behind and wait for the owners come back (possibly even guarding something in the meantime) is nothing overly unusual. I hope we’lll find out soon.
Since Daisy has a Mov stat, she is an exception to the rule that pets usually don’t have independent movement. This could just be for mounted movement, but it sounds totally plausible for her to move independently if commanded. She doesn’t have an Enc stat though so she can’t fetch items from another room for us.
I’ve wondered about this, if Lara uses her action for extra movement then can the spider still take an action that turn or is it forced to use an action to keep up?
As for abandonment, if that was a rule, it would be listed as an ability.
We checked with LSN on discord about this and he said Daisy can’t move independently, her movement is strictly for mount purposes.
We checked with LSN on discord about both these points. Daisy can’t move independently, her movement is only for mount purposes, and Ricki can’t stack her movement with Daisy’s. We haven’t confirmed whether we could ride Daisy for 3 and then use our action on Ricki to move one more space though.
Ricki: Trade the Oxidicer and your purse to Lara for her Rat Fang and tails just in case Rusty has grown a little too friendly and hungry for metal, then move left one and down one. Bring the Kobolds along with you. When youβre there, talk to the pick axe kobold and explain that you need to get into the mines right now. The Imperial Guard have invaded and they will kill all of us if we canβt find a way out. Unfortunately that will include him as soon as they see us together, and theyβre only a few rooms away. Ricki is sorry to get him involved, but thatβs just the way today is going, so if heβd ever like to move back into his apartment or live at all he should really show us how to get into the tunnels under the warrens.
Kamau: Move left, drop the moldy cheese to distract the dire rats and pick up the spiked buckler. Assuming picking up the buckler was free due to its guards being distracted, move back down to the corridor where the traps were and trade Lara the wanted poster for her healing potion then drink the healing potion.
Lara: Drop the remaining crit item, then feed a piece of raw meat from the ground to your spider to heal it. If it wonβt eat it, instead give it a healing potion. Pick up the other healing potion and move to the left one and give Kamau the healing potion for his wanted poster.
Spider: Eat that Meat.
Daisy: Be Rickiβs pet for now and follow her along. Good girl!
Idea with this plan is that we know the guards will be stuck until at least the end of this turn at the ringsmif shop, since one guard missed and there are now 3 bats left. So long as we get out of the blue hideout this turn, we’re fine. Until we talk to the pick axe kobold we’ll have no clue what to do to get out, so there’s no point in double moving people to the kobold this turn when getting them to the screen above also puts them in range to move and take an action or double move the next turn, depending on what the kobold says.
Given that we can take an action in the red or blue room this turn on Lara and Kamau, I think getting the spiked buckler out of the dungeon is worth the trouble because its description says that it adds one atk against any enemy that attacks the wielder. It doesn’t specify that it adds one attack FOR the wielder against enemies that attack the wielder, just that it adds one attack against those enemies. If that interpretation is right, Kamau interposing with the buckler would buff his allies attacking the enemies that attack him, which would be very powerful. Even outside of that use case, it could be very useful in Ricki/Mac only areas where we aren’t risking more than 6 dmg (Since Ricki with Daisy, spiked buckler, and wolf armor has 6 armor anyway). I think it’s worth trying to grab it now because we might be able to do it without using an action, and at worst, we’ve traded Kamau healing for 2 hp for an item that may fundamentally buff us the rest of the dungeon/campaign.
Folks: TNIM missed a bit on the description of the spiked buckler here, I suggest you guys go check it on the items page until it is corrected. π
It was corrected π
I highly doubt that the spiked buckler will buff other characters. By comparison, Rat Fang has “Atk +2 against rats”, and there was never a question about whether that suddenly meant that everyone nearby had +2 Atk when attacking a rat. From a sheer balance perspective, it isn’t expensive enough to be worth +1 Atk per ally.
As a general rule you can’t use an item without holding it – a longsword doesn’t say you need to attack with it to get “Atk +2” because that’s a general rule about how weapons work.
Agreed that the spiked buckler is useful for small areas.
Might be too late to add, But WATCH THE PRESSURE PLATES!
Some time ago Ricky very spectacularly presented to everyone that these pressure plates were connected to the trapped-chest and now the two pressure plates are just decoration.
YAY, we got our first (permanent) pet! And the dog CAN be used as a mount by Ricki.
I’ve been pining for this since we first ran into those stray dogs in the tavern dungeon.
If I would have to make a guess of how to get out of here…
Perhaps there is some kind of secred door behind the kobold with the pickaxe, that leads back into the kobold family’s flat. And there inside or behind the wardrobe is a tunnel to the mines below.
But the question is: would “tall” people like Lara and Kamau fit? Usually the “rat tunnels” are only big enough for Ricki (and in the future Macadamia, if we can recruit him). Then again, these are probably not -rat- tunnels (anymore), so perhaps this one time they might be able to crawl through, because the kobolds made them wider and more regular than a rat would.
Ricki has 2 Mov
Once we get Macademia Doggo would be better as his mount.
it gives bigger totall buff.
In case you didn’t notice: This post/my pining is totally about what I am wanting to -see- happen (as in personal goals and dreams), not about minmaxing or even what I want to be a (permanent) choice for who gets the pet. It just would be super awesome to have LSN depicting Ricki riding the dog, at least once.
Like I said, I have been imagining that ever since the stray dogs (because it seemed fairly logical to me that a hungry animal that doesn’t have any bonds to a humanoid would be easier to befriend than a well-kept one that has “his” or “her” owner already, like the guard dogs in the jail dungeon had/were) in the tavern dungeon.
Also we don’t know yet what Macadamia’s move (or other stats) will be, so don’t judge prematurely. π
If it’s wishfull thinking i want Daisy to go to Kamau.
They are perfect for each other.
Macademia would make the best use of her.
and he seems stressed out. Dog therapy would be usefull for him.
Maybe: We ask the pickaxe kobold to break through into the kobold family’s apartment, then we escape through the wardrobe? Pretty rude, I know, but I really don’t see another way out of here.
To be slightly less terrifying, we could go down to Rusty’s level and break through there (rather than breaking into the family’s bedroom), although we’d have to feed him a stray sword or two to keep him distracted. But then the guards would have to get past him too in order to follow us.
Ricki:
Kamau:
Daicy:
Lara:
Spider:
Macalania:
Mommy:
We can do it!
I was wondering can we move a chest ? Because with how much inventory management we are doing if we are doing all the time we can save time be filling a chest and moving that, specially if the kolbolds help.
Also we seen to have gold in ground and space in the purse.
I don’t see any gold on the ground, and the purse has 39 gold which should be all we’ve found this dungeon and what we brought in. (4 gold carried in plus 35 gold from the poker table Thugs et al)
Closed chests cannot be moved at all. Empty chests can be moved. Open but filled chests? I do not remember us trying that. With our inventories full, I doubt that we are able to push things around, but who knows?
We have room for additional 21 gold coins in the purse indeed, but where is any gold on the ground?