Dungeon Crawler You!

Thanks for the chapter!

Do we heal on leveling up or our cooldowns reset? I can't remember DCC canon in that aspect. If so, it might be worth getting *close* to leveling up before checking out that room.
Nope. Leveling up does not heal you or modify your timeouts. With a few rare exceptions, leveling makes no difference except that it gets you 3 attribute points. The exceptions are that a very few spells or items might use your character level as one factor in whatever they do, e.g. "Do (character level)% more damage". Those are rare, so for the most part level only means "here's how many attribute points you have."
 
Wonder if the corpses of the Nitrofecal Kestrels that died before doing the exploding-shit-attack explode when lit on fire. And if the inventory system allows seperating the explosive poo from the animal automatically.


[X] (Where) Stay and fight the zombies in the halls until you level up, then go check the room
[X] When in Doubt, Smoke 'em Out
 
[X] (Where) Stay and fight the zombies in the halls until you level up, then go check the room
-[x] Use melee/yoyo weapons as much as possible. Zombies are easy to stab and we need to save ammo
 
[X] (Where) Stay and fight the zombies in the halls until you level up, then go check the room
[X] When in Doubt, Smoke 'em Out
[X] Charlie - Encourage to grind on this level as long as possible
 
I'd love to find out what the tutorial guild told the mass of people. Levi knew that getting involved in them was a bad idea on the basis of XP splitting. Presumably their guide just...doesn't care about them very much and declined to give them serious advice on the basis of them being wildly unlikely to make it past the...second, third floor?

I am not clear on just how many crawlers one guide will serve. Maybe it varies a lot and some are overwhelmed while others can spend lots of time with each crawler. On the other hand, maybe there are controlls in place such that those people didn't all get the same guide.
 
[X] (Where) Stay and fight the zombies in the halls until you level up, then go check the room

I'll argue against at least part of the leading plan, "Smoke Em Out"; that seems very likely to be a boss room. Calliope going in first seems dangerous because the door might slam shut on just her. If we enter that room we should do it together.
 
[X] (Where) Stay and fight the zombies in the halls until you level up, then go check the room
"What just happened?" Taylord demanded.
The great and powerful TAYLORD.
Author's Note: I wish to offer a great thank you to @Inferno Vulpix. I was trying to figure out what monsters to use in this neighborhood and I came up with boring old 'zombies'. I happened to flip past the tab that had the memes channel of the Discord on it and my eyes caught one sentence from the page: "Vampire catgirl foiled again!" And thus was born the neighborhood theme.
For context, there was a video about... actually no, I'm not gonna ruin the fun of guessing what could've prompted a line like that :p
 
I like the smoke em out plan, but should we use pot smoke though? Zombies are well, undead. They might not have the biology to get high necessarily. Maybe something else instead that might mess with their senses?


[X] When in Doubt, Smoke 'em Out

..Snip

[X] When in Doubt, Smoke 'em Out
[X] Be careful about getting bitten, and make sure to cover Moose when he goes into the melee
[X] Try to harvest Zombie saliva, but with the utmost caution so as not to get contaminated



[X] Charlie - Encourage to grind on this level as long as possible
 
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[X] Charlie - Encourage to grind on this level as long as possible
[X] Be careful about getting bitten, and make sure to cover Moose when he goes into the melee

Hopefully zombiefication won't be an issue when we have potions and heals and stuff. Also dying slowly due to guaranteed zombification will be too anticlimatic to be implemented, hopefully. Still, good idea.

We should collect some zombie saliva and inject it into ourselves once we get back to a safe room! The safe room will prevent us from dying and we can grind up poison resistance that way. This is a great idea with zero chance of going wrong. (after all, safe room and Levi will sanity check)

Should also capture a bat for the same purpose. (and then fling it into the toilet for a lootbox)
 
[X] Charlie - Encourage to grind on this level as long as possible
[X] Be careful about getting bitten, and make sure to cover Moose when he goes into the melee

Hopefully zombiefication won't be an issue when we have potions and heals and stuff. Also dying slowly due to guaranteed zombification will be too anticlimatic to be implemented, hopefully. Still, good idea.

We should collect some zombie saliva and inject it into ourselves once we get back to a safe room! The safe room will prevent us from dying and we can grind up poison resistance that way. This is a great idea with zero chance of going wrong. (after all, safe room and Levi will sanity check)

Should also capture a bat for the same purpose. (and then fling it into the toilet for a lootbox)


Zombie saliva could be an interesting resource to farm. If we manage to keep our sentience, getting an undead status could be an emergency means of surviving grievous injuries which could leave Taylor and co dead. They've had a lot of close calls so far too.

I'm editing in a harvest zombie saliva vote. Might be too late for things to take traction though..
 
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I'll argue against at least part of the leading plan, "Smoke Em Out"; that seems very likely to be a boss room. Calliope going in first seems dangerous because the door might slam shut on just her. If we enter that room we should do it together.
Updated somewhat to reflect 'hey if this seems like a boss don't do this' and 'Drew and Taylor also go in'.
I like the smoke em out plan, but should we use pot smoke though? Zombies are well, undead. They might not have the biology to get high necessarily. Maybe something else instead that might mess with their senses?
We don't have anything else, AFAIK, and I'm talking about the large room - it's unclear what's in there, and flooding the room with smoke doesn't seem like it comes with any disadvantages. Anything intelligent will (likely) get buzzed, and anything unintelligent won't notice.
 
[X] use your superior mobility to get as large a grouping of zombies as possible following you, then lead them through other neighborhoods and get the mobs fighting each other.
 
We don't have anything else, AFAIK, and I'm talking about the large room - it's unclear what's in there, and flooding the room with smoke doesn't seem like it comes with any disadvantages. Anything intelligent will (likely) get buzzed, and anything unintelligent won't notice.
You have plenty of random junk in your inventory that could be set on fire. Clothes, tool oil, bits of lumber, plastic trash bags, plastic and/or canvas dropcloths, etc. Also, dungeon torches burn smokelessly if you light them from your interface but they are still made of wood and you can burn them the regular way, in which case they produce smoke.

Wonder if the corpses of the Nitrofecal Kestrels that died before doing the exploding-shit-attack explode when lit on fire. And if the inventory system allows seperating the explosive poo from the animal automatically.
Sadly, a quick test shows that the answer to both questions is no.


I am not clear on just how many crawlers one guide will serve. Maybe it varies a lot and some are overwhelmed while others can spend lots of time with each crawler. On the other hand, maybe there are controlls in place such that those people didn't all get the same guide.
We'll assume that you asked Levi back in chapter 6. His reply was "Nope, no limit. Generally people are spread out enough when they first enter the dungeon that each guide only gets five or ten crawlers, maybe twenty if it's a busy area. That's not a big deal. Occasionally, though, you get a huge mob. Sounds like that's what happened with your crew out there. It sucks for both crawler and guide. The individual crawlers can't get enough time with the guide and the guide is being constantly deluged with people."
 
You have plenty of random junk in your inventory that could be set on fire. Clothes, tool oil, bits of lumber, plastic trash bags, plastic and/or canvas dropcloths, etc. Also, dungeon torches burn smokelessly if you light them from your interface but they are still made of wood and you can burn them the regular way, in which case they produce smoke.
That makes sense. To be clear, my original objection was 'I don't think we have anything we can burn that we know to cause disorienting effects etc. beyond Drew's supply of pot.

Have we encountered anything in the dungeon itself that we feel we could pick up and burn?
 
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