Numbers and NamesMarooncontrols is the lair of Vost Matchyell the Goals of Dashing the cyclops, slayer of eight souls.
Those eight once had names and those names were made from a series of thoughts and sensations. Who they were doesn't really matter, since they are only numbers collected by Vost Matchyell. Vost Matchyell, too, is just a number. Peasant Cretin is a number. Everyone collects and is collected.
The distance from Sunquested to Marooncontrols is six world tiles east and two world tiles south.
There is a lair parallel to Marooncontrols, like a mirror, sitting against the side of the mountain range to the west. Peasant Cretin walks backwards just to keep looking at a location that he hasn't seen and doesn't plan to see.
The way across the tundra is not without incident as Peasant Cretin is attacked by wolves. Now there were old stories claiming that to roll on the ground and wrestle with wolves, holding more shields than arms to carry them, would make you a god. A wise dwarf knows this is a story spread by wolves or elves. To roll on the ground for a wolf is to coat yourself in a light batter of various debris producing a pleasing texture for mouth of a wolf. Instead, Peasant Cretin sees those wolves for what they are. Wolves are free-range food for dwarves.
He breaks down two of them for a total of 25 meat. He knows nothing about curing this meat, so it is kept raw.
In the lair of Vost Matchyell is a steel breastplate and a bismuth bronze mail shirt.
He puts each piece on. Here basal superdwarven strength balances out novice armor skill for a fully armored peasant giving Peasant Cretin 1.000 walking speed. The peasant who begins with only high strength and novice armor skill, the demigod with high strength and skilled armor user, they all suffer a penalty to speed once fully armored. That will only end at proficient armor skill.
The fight of course contains few surprises. Unless you notice speed, unless those initial misses feel awkward, the fight will be over quickly. A stab to the head quickly drops Vost Matchyell, who gives into pain. By the next tick, she has been struck down.
Even if passivity were to have been fixed, nothing would change much of the combat result with Vost Matchyell,
because of the way the pain mechanic functions, the spear's deep penetration through skin, muscle and bone is far too cumulative, and then there's the all powerful luck of the draw.
What is the luck of the draw? This is governed by procedural generation. Is the cyclops generated with high speed (or high enough to cause you worry)? How is the lair constructed? Where are they placed in their lair? Vost Matchyell had little chance because she was in the main room situated between the long entryway corridor and the tail-end corridor. Plenty of time for any adventurer to make mistakes yet correct them. Plenty of opportunity to slowly draw her out of the lair if need be.
Sunsyells, the home of Atera Fameshimmer the Courage of Fliers the cyclops, killer of 10, is different.
The downward slope entryway is in the main room. Here, it's as if there was no passivity issue. Peasant Cretin makes the first mistake. He does not drop the bag with 90 odd water or the bag of 25 wolf meat outside and is attacked immediately. The initial advantage here is Atera Fameshimmer's attack is pitted against Peasant Cretin's passive auto-defense that comes from combat preferences.
When you take chances with your passive rolls (here novice dodge/shield) as Toady once mentioned, unfortunate things can happen.Of course, this surprise attack also gives Atera Fameshimmer the advantage of initiative, and the next turn begins with an attack in progress. Instead of the wise choice here which is single action block or dodge, Peasant Cretin multi-attacks quick attack + dodge away. The exchange is made, but Atera Fameshimmer gets in a charge attack. This is the second mistake and the first time he comes close to death.
There are two advantages for an NPC in lair combat. Being able to launch grab attacks against the player who may not be able to dodge away, leaving one tile of separation in-between, and the charge attack. Atera Fameshimmer's charge has stunned Peasant Cretin, dropping his speed to 500 walking. He can only go with the combat flow and stand up, then pair quick attack + dodge away until enough time passes and stun ends.
Once all penalties are gone, there are two successful strikes, the second dropping Atera Fameshimmer, cutting her speed, removing the charge, and causing her to give into pain. By the next tick, she has been struck down.
Gravelmatched, the lair of Pacila Goalflashed the Inky Ages the cyclops, killer of 5, has a longer entryway, but again the procedural generation has not favored her.
She falls.
Those first four fights were mainly armor collection fights and a small attempt to get those novice weapon/shield/dodge stats higher towards adequate. Unfortunately or fortunately, those fights ended too quickly for there to be any stat gain to defense. It seems as if most of the adequate weapon skill came from the combat with wolves, since there more swings were taken. The fifth fight is the name-earning fight. When you have taken five named kills for your kill list, the world names you, often nonsensically. A dwarf is no one until fight five. Whether she or he is a peasant, hero or demigod, it is all the same. Peasant Cretin will complete the five fight cycle by killing a night troll. Here he'll be given a name or he'll add to someone else's.
The Sable Night is home to Nidela Deaddusts the troll of evil.
Here again is the luck of the draw. The main room, three tiles by three tiles, is by the door. Nidela Deaddusts is two tiles away. This is the first moment. If Nidela Deaddusts had charged, there is the good chance Peasant Cretin would have been killed. Night Trolls, while aggressive, are affected by passivity though by not as much as others. Also there is the difference in night trolls, granted by the gods of procedural generation. They will vary in strength and speed. Nidela Deaddusts feels manageable. This feeling, of course can be very wrong.
To give the gods of chance their due, instead of wisely drawing Nidela Deaddusts out into the open, Peasant Cretin decides to fight in the lair. He will need to wait two ticks for Nidela Deaddusts to move one tile southeast and to begin its attack. The third tick, Peasant Cretin will single action dodge adjacent one tile northwest to reposition. The fourth tick is to await attack. The fifth tick is to single action dodge away one tile north. Repeat for the sixth and seventh. This is because single action results in single response.
Now he can begin the quick attack + dodge away or single action dodge away sequence into the corridor. Peasant Cretin only attacks on white and green attacks, which are
normal, easy and easier. The supposition is yellow, red, and purple targeting (
tricky,
difficult,
impossible) may result in the
re-gain balance penalty. You'll alway receive a
two tick recovery penalty for quick attack. There's no reason to add to your incurred penalties.
Attack order is always foot, leg or neck (for nervous tissue damage). Those will drop opponent speed, remove the charge option, and in the case of the nervous tissue damage, limit the grab attack to biting. Once this/these are accomplished, attack head/throat/upper body for kill shot or bleed out.
With that, he receives his name, which is odd enough to conjure images of NGE.