Dungeon 9 Turn 56
————
The necromancer continues to swipe at Kamau with his death magic, dealing another 2 damage. However, with his bodyguard defeated, Ricki and Lara are able to dish out some βuniversal truthβ.
βI thought we had a rule about killing people.β
βIs the necromancer even alive?β
βyesβ
βtechnicallyβ
βHuh.β
βWell, that’s okay.β
βWe didn’t kill him.β
βDude passed out when he saw us coming for him.β
βLooks like consciousness was the REAL βunnatural state of beingβ, am I right?β
β…Heh.β
βYeah.β
βAnyway, I’m gonna burn all his stuff.β
βGood idea, but do it fast!β
βThere’s more undead on the way!β
βcan i get a taste of that zombie firstβ
Lara destroys all of the necromancer’s work that has to do with the zombie plague, while Ricki steals all of his spell components. She pockets three skulls which seem to be enchanted somehow. With all of his stuff gone, the necromancer shouldn’t be able to continue making zombies, and even his ability to raise skeletons should be strongly hindered. Looks like a win for the good guys!
The party then attempts to flee back to the relative safety of the surface. However, a large swarm of ghouls blocks the way! It seems they’ve been under the necromancer’s control for so long that they’ve reverted to fully feral behaviour without it!
The wild undead fall easily to the party’s mighty weapons, but their paralyzing claws begin to take their toll. Ricki is forced to take out the last few by herself while she waits for her friends to regain feeling and movement.
However, besides the ghouls, there is one final zombie that also remains.
The massive undead owlbear rears up and gurgles as it reaches for Ricki. Her weapon deals great damage, but by herself she simply can’t deal enough damage before it strikes back against her…
βHey! Hey you!β
βDo you…β
βKnow…β
βHow I got here?β
βOr… where βhereβ is?β
βOr who YOU are?β
β…You already met us. A bunch of times.β
βReally? I don’t remember that.β
βYou shot arrows at us.β
βOh.β
βSorry?β
βIt’s okay, nobody got hurt too badly.β
β…Can you seriously not remember anything that’s happened in the past couple hours?β
βThe last thing that I can recall is…β
β…that I am Coccyx, the greatest archer the world has ever known.β
βOkay, that’s it, we’re taking them home with us.β
βi still can’t see anything but if you’re talking about that skeleton i’m against itβ
Dungeon 9 is complete!
Holy shit Ya’ll.
Well done.
Excellent job, folks!
Oh thank god.
Sweet, that owlbear was the last zombie.
So we actually completed the secondary goal too!
In fact, we’re only a spider short of fully clearing this dungeon.
Great job everyone! This went really well.
>So we actually completed the secondary goal too!
That might be a bit optimistic; we’ll see once we actually get to the interlude, but since we didn’t *really* defeat it I wouldn’t be surprised if it didn’t count.
I mean… it’s not like it’s gonna get up and leave to go infect more people. Or whatever unkilled zombies would do as we leave. LSN could easily written it as surviving if he wanted to, just distracted like with the wolves last dungeon, but instead gave it the X-eyes.
I am not sure it counts with us not having done the deed outside of a cutscene.
I am shocked and aghast!
Botanya didn’t like someone! How?!
I mean, so far she has only shown to dislike the undead, so it still tracks
We somehow got Coccyx! π So all of those arrows pelting was worth it!
So what are we gonna do about the accumulated infection points? Do the discord planners have a strategy to treat/cure that before the party encounters more undead?
From the sounds of it, Infection is something that goes away on its own so long as you don’t get a lethal dose. It could be that it’ll actually fade away as we tackle dungeons if it’s going to end up as a reoccurring mechanic, but it could just as easily be something that goes away with some off-screen bed-rest.
I don’t think we know how infection heals yet, it may just be you lose all infection at the end of the dungeon. also the plague zombies seem to be a sort of unique threat that we won’t have to deal with unless the dungeon mentions them in the sort of briefing beforehand
I believe paws mentioned that it does go away over time. Hopefully that means it will be gone after the next intermission
Cute goblin is cute
Why isnt he dead REEEE
Imbued Skulls look nice, especially as we’ve a Lohk backstory coming up and the friendly skeletons will get a spooky buff in October. They’re also cheap enough that they probably aren’t worth directly converting into gold.
It’s hard to make consumable items worth using.
Dungeon wrap-up stream notes:
– Intermission 9 shouldn’t be as long as 8… maybe
– Coxxyx generally focused on whoever was closest to the end of the dungeon. Revive every 10 turns. Without a bow they’d be pretty harmless, unless they picked up a better weapon. They’d totally wander the dungeon kicking and punching at the party.
– Started with 18 arrows
– Lever could’ve been used to trap wandering zombies
– Fire bats to have some Botanya counter
– Burial urns are 1-3 coins guaranteed, then 50% to get angry spirit and 30% to drop ectoplasm. Net negative with the following through walls
– Spirits and zombies were from Clan Forum 4 and 5
– Room 3 crypts – pile of dirt is supposed to indicate that digging here causes a cave in, so Mac couldn’t dig. Also hinted that kobolds had been in this Dungeon
– Sarcophagi had powerful enemies with lots of loot, supposed to be hinted by the ghast by the only open sarcophagus (whose dog came down to master?)
– Puzzle chest needed 15 infection across the party including pets. Had ghost trap: 3x per dungeon, convert 1HP undead into a potion of ectoplasm, negating any other drops if any (so far, only bloated zombie has drops)
– Most enemies aren’t dangerous so much as time consuming, to make zombies worse
– Room 4: Hanging urns were the same as regular urns but out of reach and needed a ranged weapon to burn or cut the rope (needed fire or physical to actually damage). Higher risk and fewer arrows to drop all at once
– Chest on Coxxyx’s ledge had enchantment scroll of Deadly
– Thin floor “intended” to open by dropping the owlbear chest from the top floor. Destroying a heavy item worked, would have destroyed regular plate if used.
– Even though Dig I only works on walls within a room for small characters, it would’ve worked on the thin floor to open fully.
– Ghouls killed and ate a guy, some skeletons are just skeletons. They probably looted swords from him, storytelling!
– Kobold lair: Egg was from the snake that hatched here, environmental storytelling. These ones got even worse at making a dragon. Cobra would have wandered the dungeon if activated (and fought all the undead, until zombified)
– Pit trap drops behind zombies.
– Wandering monsters knew traps, but regular monsters didn’t. When the necromancer called everything, they were falling into traps.
– Cluster of ghouls was to discourage fighting them, so they could survive to the final fight
– Barricades with owlbear were made by the guards to keep zombies from escaping
– Barricade chest had the SΓ©ance Candle, likely to show up again
– The guards never storm this dungeon, zombies are the problem
– Did not get the all zombies killed item from the God of Interment (burials) just because the finale killed off the owlbear zombie.
– Necromancer room: traps are arranged to encourage jumping the pit into a trigger, but seeing the traps lets you pass.
– Zombie on the table was in process of creation, didn’t count as a zombie.
– Necromancer was making zombies, presumably using plague from someone buried here
– Keys for the door would be in the last urn broken in the dungeon
– Open side of the door isn’t important, aesthetic depiction.
– Faithless was the escalation event, another would appear at 60 but only one at a time. Cannot go through walls but can go through closed doors. Adds another Godeater zombie to each wave, different enemy type from zombies.
– The imp will appear in other dungeons. In this one, it’s a failure state.
– Coxxyx will only fail to join if they kill a party member or if the party makes a deal with the imp. Relatively easy recruitment to make up for shooting us a bunch.
– The barricade exit is a valid exit point for abandoning
– The sniper perch would’ve been nice, though the Faithless could climb walls
– Break chance is once per turn if involved in attack
– There was a thought of rewarding not messing with any urns or sarcophagi, but that would’ve been unfun
– The Faithless was spawned by the necromancer filling a tomb, a place sacred to the God of Interment, with undead. Faithless are intelligent, determined the necromancer was making this happen, and allied with them. Necromancer got extra damage from empowerment
– None of the pit traps in this dungeon had fall damage, only falling one floor (four floors per room).
– Since Macadamia Dig would’ve worked: There are exceptions for certain abilities (especially now that items call out abilities by name), the text of an ability isn’t the hard limit. If a situation fits, more may be possible than strictly written.
– Favorite panel: Owlbear about to attack Ricki. Despite looking kind of goofy in this art style, it’s still scary.
– Grave flowers wouldn’t help with infection. Protection from the Manor ghost was special for a mandatory dungeon passive hazard. Infection is serious business.
– Zombified creatures get zombie traits with same stats as base creature.
– Wraiths can pass through walls, so they can see through walls as a necessary secondary power.
– There is no spawn killing, monsters can’t be attacked the turn they appear. Stalkroaches and jarroaches are already hiding in the dungeon so they can be hit the turn they pop out.
– Similarly, if the necromancer creates a skeleton, that skeleton can’t block on that turn.
– Giant skeleton is a skeletitan
– Pipes are one-handed
– Coxxyx preview on stream only!
– Botanya had an ability redacted hours before posting level up choices.
– Everyone keeps thinking that we’ve seen all the ways to recruit someone and getting confused when something new happens.
While I watched the stream (afterwards), thank you so much for writing down this here. I will certainly forget all the details so it is good to be able to read them again.
Thanks for posting the summary. π