I sense some running joke with BiasedRng and BreakingThings.
Also, with “All expended HP” I suppose Kamau won’t grow his arm back, since it wasn’t lost in this dungeon? So.. now about taking a long rest now? 😀
And at the Characters page, Ricki already discarded the keys instead of giving them to the tavern owner. [OK, according to the description at the Items page: “All keys found are added to the same ring, then discarded at the end of the dungeon.”, but in-game it is continued (involuntari) littering by Ricki.] And the ale, which she cleverly, obviously fetched from the tap when leaving the dungeon, did neither provide enough calories to fix her malnourished state, nor added any defense. (On the other hand, no broken glass was subtracted from their item list.) – Hopefully Ricki truthfully claims that she did not encounter any guard, but that there are indeed thugs down in the dungeon. — BIG Thank you to King Marth for the transcript!
Serious answer: Kamau won’t lose his One-Handed ability in much the same way he won’t lose his Interpose ability. This does also mean that if a dungeon were to cause serious injury not measured in HP (like some sort of Saw dungeon asking you to cut off your leg) then you wouldn’t naturally recover at end of dungeon. I expect any such effect would be very clear, and probably more likely to happen during an Intermission.
Silly answer: Why would he need to grow his arm back? Kamau’s arm is fine! I am getting worried about all these mutant two-armed humans, though. Dungeons must not be good for them.
LSN had a behind the scenes stream on Twitch, replay is still up right now but here’s my notes:
– A cheez-supplied pipe produces Moldy Cheese in a mug, which could distract rats and heal Ricki.
– Thugs had 6 crossbow bolts, their chest had 20 gold coins
– The dire rats by the rusty greatsword were one enemy group
– Locked rat chest had a non-cracked buckler, moldy cheese, and (redacted for spoiler)
– Snale chests had thieves tools, and a trapped chest – trap was too well-hidden to identify
– Broom worked as a bad weapon but, more importantly, cleans glass. Needed to clean all the glass to open the glass chest.
– Glass chest had unique reward Eternal Mug which produces a liquid once per dungeon, could’ve worked on ale, cheese, healing potion…
– Small rat hole is right next to the upside down bucket, which had a friendly rat pet! People wanted to tame the rats in Dungeon 1, so there was a chance here, but never again. Needed to release it then feed it. Pet abilities: Powered by Cheese: Feeding moldy cheese adds +2 Attack that turn or revives the rat if fed immediately after death. Cheese Finder produces Moldy Cheese once per dungeon. Trap Savvy ability to auto ignore poorly hidden traps. If fed enough times it would evolve into a friendly dire rat.
– Pets usually can’t be transferred while in a dungeon.
– The turret snale was looking down, we could’ve lured drunks into its range with the barrel or ale. We could’ve also redirected the snale to look towards the rats by attacking it from the left. The jagged edges to the floor damage were intended as a hint, and the direction of eye stalks was intended to convey the line of fire.
– We did need to kill all the snales to clear the dungeon.
– Generally, damage is not needed to apply extra effects. Centipede venom will need more experimentation to figure out.
– First set of drunks were eaten by the dogs and didn’t happen to drop mugs. The rest all went to the skeleton room and died in the dark. There were another 3 mugs waiting to drop when the skeletons died.
– Final page was a dramatic resolution, Kamau should have left the skeleton room before the fight (which would’ve stopped skeletons from hitting him) but this way the guard could see him in a room of dead guys. KO of guard was for story too, when the dungeon is over then everyone can do whatever is cool to make their way safely out. Even so, the greatsword and chainmail were Imperial gear which we’d need to discard.
– Talking is a free action, but trading is an action. It was possible to negotiate with the thugs. Our priority was the lever.
– Rat King was a unique boss, had 10 HP and buffed all rats in the room with +1 attack. (That’d be 9 damage incoming!) The drops may not be unique, we could possibly get a crown or rat hide armor from somewhere else.
– The barrel had several uses, starting as a step which we did use. You can’t get speed on a flat surface, but with the slope we could bowl over the dire rats… Then there’s an Alemental inside which would fight the rat king, probably win as it also had massive stats. Rat king knew that the adjacent chest is trapped, and would trip the trap when that helped. Barrel lid was also a cracked Shield, next step up from buckler.
– Boss loot: Thieves tools, magic lens, longsword.
– Would have seen groups of 3 drunks from turn 60. If we really stuck around too long then maybe the thug boss and gang could show up
– There was another source of healing somewhere else in the dungeon… Any healing would’ve worked on the poisoned guy.
– When asked if Dungeon Eyes are like the Eye of Vecna – There are no Dungeon Hands. There is, however, a Dungeon Butt.
Reminder that while it might look like we missed a lot, we still won. We racked up a bit of unnecessary damage and Remorse at the start which limited our ability to experiment later, and we had some bad break rolls, all of which combined to not leave us much room to do more. I called out before that we thought too highly of the barrel as a rolling ball of death, but it turns out I didn’t think enough of this, as we totally could have used the barrel like that on a ramp. We’ve also learned a lot about how to play, so let’s try our best in the next dungeon.
It was neat to see that we were basically right about a lot of things, but some we overthought (like conditions for the glass chest) and some we underthought (like the barrel, though I also accurately determined the path of the first couple of drunks but missed that they walked right past the other drunks into 4 points of damage, though to be fair if the dogs split up like with Kamau and Ricki then they wouldn’t be able to cut through defense). We also lucked out by not hitting any trapped chests, a bit of extra Remorse could’ve stopped us from being able to win. We’ll have a lot more Defense on Ricki for the next dungeon, I wonder how hard it’ll be to have Ricki absorb some attacks without going over and taking damage.
Oh, one more thing: All the drunks were human. Including the blue ones. Humans can be blue. Some call them blumans.
EDIT: Two more thing: The turret snale was angered before the dungeon started. We need to remember that we’re not the only source of changes in a dungeon.
I sense some running joke with BiasedRng and BreakingThings.
Also, with “All expended HP” I suppose Kamau won’t grow his arm back, since it wasn’t lost in this dungeon? So.. now about taking a long rest now? 😀
And at the Characters page, Ricki already discarded the keys instead of giving them to the tavern owner. [OK, according to the description at the Items page: “All keys found are added to the same ring, then discarded at the end of the dungeon.”, but in-game it is continued (involuntari) littering by Ricki.] And the ale, which she cleverly, obviously fetched from the tap when leaving the dungeon, did neither provide enough calories to fix her malnourished state, nor added any defense. (On the other hand, no broken glass was subtracted from their item list.) – Hopefully Ricki truthfully claims that she did not encounter any guard, but that there are indeed thugs down in the dungeon. — BIG Thank you to King Marth for the transcript!
Serious answer: Kamau won’t lose his One-Handed ability in much the same way he won’t lose his Interpose ability. This does also mean that if a dungeon were to cause serious injury not measured in HP (like some sort of Saw dungeon asking you to cut off your leg) then you wouldn’t naturally recover at end of dungeon. I expect any such effect would be very clear, and probably more likely to happen during an Intermission.
Silly answer: Why would he need to grow his arm back? Kamau’s arm is fine! I am getting worried about all these mutant two-armed humans, though. Dungeons must not be good for them.
LSN had a behind the scenes stream on Twitch, replay is still up right now but here’s my notes:
– A cheez-supplied pipe produces Moldy Cheese in a mug, which could distract rats and heal Ricki.
– Thugs had 6 crossbow bolts, their chest had 20 gold coins
– The dire rats by the rusty greatsword were one enemy group
– Locked rat chest had a non-cracked buckler, moldy cheese, and (redacted for spoiler)
– Snale chests had thieves tools, and a trapped chest – trap was too well-hidden to identify
– Broom worked as a bad weapon but, more importantly, cleans glass. Needed to clean all the glass to open the glass chest.
– Glass chest had unique reward Eternal Mug which produces a liquid once per dungeon, could’ve worked on ale, cheese, healing potion…
– Small rat hole is right next to the upside down bucket, which had a friendly rat pet! People wanted to tame the rats in Dungeon 1, so there was a chance here, but never again. Needed to release it then feed it. Pet abilities: Powered by Cheese: Feeding moldy cheese adds +2 Attack that turn or revives the rat if fed immediately after death. Cheese Finder produces Moldy Cheese once per dungeon. Trap Savvy ability to auto ignore poorly hidden traps. If fed enough times it would evolve into a friendly dire rat.
– Pets usually can’t be transferred while in a dungeon.
– The turret snale was looking down, we could’ve lured drunks into its range with the barrel or ale. We could’ve also redirected the snale to look towards the rats by attacking it from the left. The jagged edges to the floor damage were intended as a hint, and the direction of eye stalks was intended to convey the line of fire.
– We did need to kill all the snales to clear the dungeon.
– Generally, damage is not needed to apply extra effects. Centipede venom will need more experimentation to figure out.
– First set of drunks were eaten by the dogs and didn’t happen to drop mugs. The rest all went to the skeleton room and died in the dark. There were another 3 mugs waiting to drop when the skeletons died.
– Final page was a dramatic resolution, Kamau should have left the skeleton room before the fight (which would’ve stopped skeletons from hitting him) but this way the guard could see him in a room of dead guys. KO of guard was for story too, when the dungeon is over then everyone can do whatever is cool to make their way safely out. Even so, the greatsword and chainmail were Imperial gear which we’d need to discard.
– Talking is a free action, but trading is an action. It was possible to negotiate with the thugs. Our priority was the lever.
– Rat King was a unique boss, had 10 HP and buffed all rats in the room with +1 attack. (That’d be 9 damage incoming!) The drops may not be unique, we could possibly get a crown or rat hide armor from somewhere else.
– The barrel had several uses, starting as a step which we did use. You can’t get speed on a flat surface, but with the slope we could bowl over the dire rats… Then there’s an Alemental inside which would fight the rat king, probably win as it also had massive stats. Rat king knew that the adjacent chest is trapped, and would trip the trap when that helped. Barrel lid was also a cracked Shield, next step up from buckler.
– Boss loot: Thieves tools, magic lens, longsword.
– Would have seen groups of 3 drunks from turn 60. If we really stuck around too long then maybe the thug boss and gang could show up
– There was another source of healing somewhere else in the dungeon… Any healing would’ve worked on the poisoned guy.
– When asked if Dungeon Eyes are like the Eye of Vecna – There are no Dungeon Hands. There is, however, a Dungeon Butt.
Reminder that while it might look like we missed a lot, we still won. We racked up a bit of unnecessary damage and Remorse at the start which limited our ability to experiment later, and we had some bad break rolls, all of which combined to not leave us much room to do more. I called out before that we thought too highly of the barrel as a rolling ball of death, but it turns out I didn’t think enough of this, as we totally could have used the barrel like that on a ramp. We’ve also learned a lot about how to play, so let’s try our best in the next dungeon.
Many, MANY thanks for your very helpful summary. Much appreciated. *bows*
Also: I absolutely adore the symbol for the “bond” between Ricki and Kamau. She looks sooooo happpy! 😀
It was neat to see that we were basically right about a lot of things, but some we overthought (like conditions for the glass chest) and some we underthought (like the barrel, though I also accurately determined the path of the first couple of drunks but missed that they walked right past the other drunks into 4 points of damage, though to be fair if the dogs split up like with Kamau and Ricki then they wouldn’t be able to cut through defense). We also lucked out by not hitting any trapped chests, a bit of extra Remorse could’ve stopped us from being able to win. We’ll have a lot more Defense on Ricki for the next dungeon, I wonder how hard it’ll be to have Ricki absorb some attacks without going over and taking damage.
Oh, one more thing: All the drunks were human. Including the blue ones. Humans can be blue. Some call them blumans.
EDIT: Two more thing: The turret snale was angered before the dungeon started. We need to remember that we’re not the only source of changes in a dungeon.
I’m only bluman after all
Good work everyone! Can’t wait to see what random trouble Ricki pulls Kamau into next!