
Ricki gained the Sneaky I ability!
Kamau gained the Heavy Strike III ability!
Kamau has lost the Gamer ability.
Kamau’s bond level increased!
Botanya gained the Flytrap II ability!
Botanya gained the Petalporter ability!
Botanya lost the Fired Up ability.
Botanya has lost the Gamer ability.
Botanya’s bond level increased twice!
Ix gained the Sweltering Aura ability!
Ix has lost the Gamer ability.
Ix‘s bond level increased!
Mushroom 45 grew into Cordy!
The Battle Histories have been built. Characters who sit a dungeon out gain one stronger attack.
The Closet has been built. Coccyx gains +1 HP.
The Comfy Couches have been built. Characters who sit a dungeon out gain +1 bonus HP.
The Drider Refuge has been built. Labour increases by 3.
The Safe has been built. Unlimited Gold Coins can now be stored to generate interest.
The Shrine has been built and dedicated to the Goddess of Spiders. Paws can sell her artifact.
48 Gold coins were earned through Labour.
Lara, Amadeusz, and Sue have become Gamers.
Lara, Macadamia, Lohk, Coccyx, Amadeusz, and Sue have Studied Enemies.
Lohk and Amadeusz have Studied Magic.
All expended HP and abilities are restored.
Intermission 16 will begin after a two-week break!
…At least!




During this break, I’ll be participating in a stream for charity! I’m contributing some adoptable character art to the raffle, if you win mine you get the art AND you own the character!
In particular, I’m going to be streaming a D&D one-shot with several other participating artists on Tuesday the 18th at 5 PM Eastern! I hope you can join us!
More info: https://bsky.app/profile/pixexe.bsky.social/post/3m5c3piqylc2b
Hooray for Toaster! A true hero.
Interesting that the new Cordy has all of the old Cordy’s abilities. Fungus is weird.
I petition to name the new cordy “cordyfive”!
It’s how I’m gonna call him anyway.
wait that’s awsome
Just cause no one else has done this up yet
Wrap up stream notes:
Locked Chest left of flower contained a wand of Inferno. Just like the crowstone, but once per dungeon use. Cloud beside it would have disappeared after 2 uses so Ricki and shroom would have needed help to get back.
Bottom Right room with all the clouds. Pea would have shot some of the clouds to mess us up. Chest contained 2 potions of shield.
Room above had the last Trapped flower guarded by a corn knight and 3 peas with crossbows out of reach. Would have shot clouds as well.
Center room below first Ice Lettuce had the Eldest Crow chained with 3 locks. No key to be found. Killing it would have dropped feather armor which would have allowed flight for 1 turn (or work as an alternate escape like the parachute). Freeing it would make it fly around and attack corn knights. Couldn’t get into castle though to help with general. It could also fly the whole party to safety if we needed it to.
Top left room was a place all onions would bring abducted captives to. Contained a staff of clouds which can summon a cloud (like the bottle) but could also fly it around while standing on it. Another dungeon escape option. Onions wouldn’t attack once Ricki was trapped there, but would attack when trying to escape.
The Sunstone leaving the castle is what triggered the self destruct. General was unaware of that when he Mule-napped Golly who was carrying it at the time. LSN thought that was hilarious. Imp tried to tell us about that but we moved away too quickly.
Imp deal was to keep the castle floating longer after sunstone was removed.
General could squeeze down ladders as otherwise he’d be stuck in his lair. LSN tries to be as consistent with sizes but sometimes writes himself into a corner. Given that he didn’t want to make the Pressure Trap gap impossible to cross, it had to be small enough to jump.
Damaged floor from trap would have broken if more that 2 characters tried to cross at once (or 1 large model).
The Trio of Corn Knights would not have engaged us by the trap.
General took 1 fall damage falling down to where paws is. General didn’t know if any of his allies were alive so LSN flipped a coin for direction. If he had gone right he would have grouped up with Lettuce.
Corn General only did 21 dmg to Kamau. 31 was a typo (been fixed now).
Flower fell down because we stayed until T50. Had we left earlier flower would not have been cut down.
Using Botania’s Heal ability would have bought us some extra turns (unsure how many)
For Specific Questions:
Third Lettuce face would have been Ricki’s. Would have mirrored whatever expression she made each turn.
IX can use Fire enchanted Broccoli (yay!)
IX would not have died if using a flower parachute. He would have turned Ice once leaving the dungeon. Lore reason: He’s more or less stable outside of dungeons. Inside is when dmg types change him.
Had the flower been cut down and the castle not start to fall, Bontania would not have summoned a 4th parachute with her flytrap even if it meant someone didnt have a method to escape the dungeon.
Corn’s plan was to subjugate the other races. They took over the peas and lettuce, but the flytraps refused to join them since they had a purpose.
LSN usually finds running a dungeon less work than the intermissions, but there is a lot of prep that goes into designing a dungeon.
Kamau’s dauntless would have saved him from the fall. But we would be chastised for it.
If the Gravity Staff made an onion fall out of the dungeon it would be gone. If we really overstayed our welcome, a patrol of onions may arrive.
Ladders and opened chests are destructible. Closed chests and locked doors are invincible.
We could not Yeet peas off the background, but the range of their pod is 2 rooms.
Botania cannot throw other creatures (not even if no damage)
Eldest Crow was the only thing Princess could eat…
Kamau can interpose multiple fights if he is moving with the group. If there are 2 groups fighting on different floors he can only interpose 1, but if he and the group are moving past 3 groups of enemies in a room he can interpose all 3.
We can give Armor and Weapons to summoned corn knight. Unlikely we’d get them back even if they died…
We can throw items into different rooms, but it could break the item possibly. picking it up is still an action.
Firebow works normally underwater
Potions will break even if dropped underwater
Abandoned pets will be recovered under most circumstances once the dungeon is complete (not in the case of the Castle Self destruct).
Using Chameleon Gloves to climb into a new room via the ceiling will make the character fall to the ground at the end of turn.
That’s everything I remember from the wrap up stream. Add a comment if I missed anything.
holy crap that’s a lot of info
> Using Chameleon Gloves to climb into a new room via the ceiling will make the character fall to the ground at the end of turn.
…but what if there is NO obvious ground? will they just fall? I guess that’s a consequence of ‘climb/hold’ needing an action and we can’t say “hold for dear life and just automatically spend actions on holding to the ceiling as needed in future turns” and thus have 0 actions and only be able to spend mov points next turn?
Doesn’t matter what is or is not underneath. Character has to let go at the end of their turn
Couple more notes, mostly clarifications:
– Crowhide armor: +2 Def, +3 Atk vs vegetables and bugs, +1 damage with crowstones. 1/dungeon fly until end of turn (another way to escape dungeon).
– Devil deals – each devil has a special offer per dungeon in addition to a list of standard options, but you’ll need to talk with one to know how deals work. Talking is an action, just hanging out isn’t enough. This one’s special deal could’ve kept the fortress aloft for a little longer.
– Ranged attacks on the corn knights past the trap would’ve been nice. If only we had a character specializing in ranged attacks.
– At Act III, dungeons aren’t really designed to be survivable. There’s a rough idea of how much damage is okay. You have options, you’ll figure it out, or not.
– Corn General is 4x the size of Golly, who doesn’t care. A pick-up action is enough to grab both spear and mule. Could not loot the mule without killing it and wanted a hostage, so wasn’t aware that it was bringing the sunstone out of the fortress. Dramatic irony.
– Can’t toss enemies/stuff out through the background, 2D structure applies – need to toss off the edge.
– You can throw items across room borders, with an action, because playing the game is an action. At best they’ll land on the ground and need to be picked up next turn, but if this is exploiting something then they’ll just break.
– If a pet is left behind and you abandon the dungeon… not sure what happens, hasn’t come up and it’s usually difficult to separate from a pet. Completing the dungeon is fine, everyone can leave no matter where they are. Sure, you keep the pet, unless it’s a case like this where the dungeon is being destroyed – and if it’s an exception like that, this will be clear.
– Using gloves to climb into a new room – Entering a new room ends your turn so you’d drop, and since you can’t guarantee consistent actions turn over turn, you need to drop at end of turn when your action-to-move ends. In this dungeon that could be fatal.
guys I want a personal character but I don’t have an account so I can’t get donate with means no character
( im crying right now)
im just kidding im not crying but I be really sad
guys what is we have a seitan Aladdin blondie join the group he will be called
ardonI mean Ardenwow I suck at typing I meant serten eladrin
wow im really bad at typing certain not serten
are you dishing it because I don’t know how to spell because I would also dislike my spelling
disliking not dishing
People probably down voted because Ardon would want to pk most of our group for XP
heh, that sounds like ardon
do intermissions get posted all at once or what? this is my first intermission
No, they’re usually one page every day or two. But I don’t expect to see the first one until next week at the earliest
oh that makes sense
todays the day,
LSN live fools!!!!!!!!!!
(this will be the first live I don’t miss, well, hopefully)