Dungeon Crawler You!

Voting is open for the next 2 days, 14 hours
I feel like the chances the crew actually go through with any of this stuff are basically nil. Very much doubt we're just going to do straightforward quest completion.
 
It's not the right reason if we know it's a trap. We will be getting our hands dirty, and this will be ending in tragedy. We know this from the start. It's clearly a kidnapping, and we'll get to know whatever painfully earnest personality Poppy has while secretly moving her before whatever tears at our heartstrings most happens to her. But it's good content!
That's a very loose definition of know, sure based on the club and the other quests available it's highly likely to go bad, but when the quests available are different variations of kill somebody and the last is rescue a child at least we can go into it with the right reasons.
 
[x] Ambush the caravan
Easily the most lucrative - the trade goods have to be worth more than the payroll because the margin on the trade goods has to be worth more than the payroll. Plus the value of the wagons (moose can lift 'em) and gear. I don't think we'll run into crawler guards - crawlers don't have time to play caravan guard and two days into the floor means there hasn't been time for crawlers to be near the end of a caravan guard run. If there's a complication it'll be rival bandits.

There should be loot boxes from the floor 2 finale. Even at basic mob drop rates they killed a fuckton of wasps. C'mon @eaglejarl, the girl has a skill to grind!
 
Regardless, the team has also done a tremendous amount of good and have dedicated themselves to the cause of uplifting the world to the extent that they refer to themselves in character as Team Uplift.
Honestly though, that quest has them being unambiguously good people from what I've read.
It's a lot easier on questers to be good than evil. For some reason murderhobo quest protagonists are rare.

I think we should try to save the Madame; if Club Vanquisher works anything like in eaglejarl's other DCC fanwork, DC Katia, you have to do good deeds without (in-character :p) expectation of recompense to get in.

And I'd like Taylor to get into Club Vanquisher, even if the others take the others, because the priests and such there seem very useful for him.

Also, we should check if Club Vanquisher has any quests in opposition to Club Desperado.
We should absolutely go check out Club Vanquisher's quests, that's exactly the type of malicious GMing I'd expect from the AI and showrunners.

I don't think we should save the madam without an explicit quest. Killing her is another crawler's ticket into the Desperado Club, with supplies and contacts they'll need to survive. Her life expectancy is a week, which is when the level will collapse, she will die, and she'll be recycled for the next season.

I don't see why it should be that unintuitive to make it into Vanquisher. Canonically, the protagonists' manager just said it's easier to get into Desperado. That's it. I'd expect it to also have an entrance room with quests for vanquishing enemies or assisting temples.

I feel like the chances the crew actually go through with any of this stuff are basically nil. Very much doubt we're just going to do straightforward quest completion.
If we don't complete the quest, we're not getting the reward. The AI is very clear on its opinion of crawlers who "bitch out." If we don't get the reward, Drew doesn't get access to Desperado's casino and Taylor doesn't get access to the huge spread of crawlers from all over the floor. If we don't want to do the obvious traumabait murderquests, let's pick #7 and check out Vanquisher in the likely vain hopes they'll be any better.
That's a very loose definition of know, sure based on the club and the other quests available it's highly likely to go bad, but when the quests available are different variations of kill somebody and the last is rescue a child at least we can go into it with the right reasons.
Sure, if we believed the description. We don't. It's obviously kidnapping a seven-year-old, and we're still probably going to be killing people accidentally because of the consequences of the quest. We can't take any of these quests with the right reasons, that's the whole point. The showrunners are dangling survival in front of us to rejoice in how low we'll go, and if we don't go far enough, we die.
 
Club Vanquisher is worth checking out. Carl got a naughty tattoo early and didn't get a choice but our party managed to not run into goblin babies.
 
Club Vanquisher is worth checking out. Carl got a naughty tattoo early and didn't get a choice but our party managed to not run into goblin babies.
Perfect example. The showrunners put a Neighborhood Boss right next to a room full of explosives. Carl and Donut got their Desperado pass from putting together 2+2, but surprise, surprise, the Boss Room was full of babies.

This show is evil. We haven't seen it much yet, but it'll force us to do evil things, either on purpose or accidentally. I don't think there's a way out of it. Particularly with Club Desperado quests. There's no way this ends without us feeling filthy. We're either going to get used to it or die- but we're probably going to die anyway.
 
...sorry, Carl got in by being a baby killer?
Kinda a setup accident. Man threw a bomb into a door with a boss. A boss room littered with goblin babies.

He only found out about the infanticide by looking at his achievments.
Nope he found out right as he set off the explosives, Donut told him. (She didn't think it was important that she saw a bunch of babies inside, therefore she didn't tell Carl.)
Cats are assholes. The end.
Quote from the book below
Donut heaved for breath. "Yes. A huge. Ugly. Goblin. My word. I do not like running. He was sitting down, reading a book. Blow it, blow it good." I jammed the button. "There sure were a lot of babies in there, too," Donut said in that last moment before the blast.
 
Last edited:
There should be loot boxes from the floor 2 finale. Even at basic mob drop rates they killed a fuckton of wasps. C'mon @eaglejarl, the girl has a skill to grind!
Grumble, grumble, fine.

She didn't think it was important that she saw a bunch of babies inside, therefore she didn't tell Carl.)
Cats are assholes. The end.
This is true 100%. Although, in fairness, she had been a sophont for about a minute at that point, so it's unsurprising that she was still fuzzy on morality. (Okay, okay, more than a literal minute, but only a few hours or a day, something like. I'd need to check the timeline to be sure exactly.)
 
Last edited:
[] Plan: playing society quests
-[] Open Leos boxes
-[] Check Out Club Vanquisher
--[] do they have counter quests to the Desperados?
-[] discuss 'saving Madame' (warning her about the poison) with Levi
--[] are Desperados quests throwaway or do they influence the simulated society?
---[] would it change how npcs interact with us?
--[] would we meaningfully screw over other runners by working against a quest?

Edit: got answered without needing a whole story post.
 
Last edited:
[X] Plan: playing society quests
-[X] Open Leos boxes
-[X] Check Out Club Vanquisher
--[X] do they have counter quests to the Desperados?
-[X] discuss 'saving Madame' (warning her about the poison) with Levi
--[X] are Desperados quests throwaway or do they influence the simulated society?
---[X] would it change how npcs interact with us?
--[X] would we meaningfully screw over other runners by working against a quest?
Write-in options are fine unless stated otherwise, but I can simply answer all this:

Everyone's boxes are already open. I'll retcon it into chapter 27.

Yes, Vanquisher offers entrance quests. Levi is very firm about the fact that the Desperado is the more useful affiliation and wants at least one of you to get entrance.

Vanquisher quests are never as straightforward as "Desperado is currently offering a quest for X, make that not happen." That may end up being the outcome but it's generally not obvious that this will be the case.

> are Desperados quests throwaway or do they influence the simulated society?

The latter.

> would it change how npcs interact with us?

If they know about it, yes.

> would we meaningfully screw over other runners by working against a quest?

No way to know.


Also:

You can split up and do individual quests or you can do it as a team and all get the pass if you succeed.

Typically, the clubs only give a quest to one person or team at a time so you aren't in direct competition. You have a certain time limit to finish it, and if you don't then you fail the quest and it will go back up on the board for someone else to take.

They will not let a single person or team take more than one quest at a time.

You can give up on a quest after accepting it, but you will not be allowed to take another quest from them for 24 hours.

These are the only quests on the board when you walk up, but Levi tells you that a new one is always posted shortly after one is taken. There will never not be quests available.

They will not give you quests that are not on the board, so if you don't like these it's not as simple as asking for something else. Obviously, you can have one member of the team take one of these quests in order to see what the next one is.

You don't have to do Desperado Club quests to get a Desperado Club pass. Simply doing "bad" things, even by accident, can get you an achievement and a loot box that will contain a pass.

Desperado Club passes are tattoos. You get them in loot boxes. They auto-equip upon opening the loot box.

Opening loot boxes is an all or nothing thing. You cannot refuse to open some but not others.
 
I don't think we should save the madam without an explicit quest. Killing her is another crawler's ticket into the Desperado Club, with supplies and contacts they'll need to survive. Her life expectancy is a week, which is when the level will collapse, she will die, and she'll be recycled for the next season.
We got qm confirmation that we wouldn't lock someone out of Club Desperado, as the quests are infinitely respawning.

So i think we should go for grey.

Do a Desperado Quest and save madame and check Vanquisher quests.

Desperado for access.
Madame for story.
Vanquisher for access.
 
I love how Leo's already picked up on dismissive ear twitches. I can't see Sudoku being of much help or the art of polishing balls, but Drew's mixology should help with his new cool guy image. Moose's new persona is great, too.

I'm going to assume we're going questing right after we get out of the room, so the plan's only going to be what we can get quickly. Grinding and such can be done after.

[X] Plan: Awareness
-[X] While stuck in the room, get Drew to play around with Leo's skateboard (for future payoff) and discuss NPCs. There's metaknowledge there we haven't gone into. Send off messages to our contacts, catch up with friends, share info about races and classes, share info from Levi, ask them and Levi about looking for a Mystic Scholar, giving some hints towards Grease. Maybe Fireball. Or Ghost Armor.
-[X] Top priority, find a boss. If we can find a Neighborhood boss or higher, the populated map will make whatever fight we pick or trouble we start less dangerous. (Ignore this if the fight we pick is the Neighborhood Boss.)
-[X] Second, Moose and Taylor should split off and check out Vanquisher. They should have an entrance nearby. Pick up a quest. (Retroactively decided after another vote?) We'll get awareness of the local quests other crawlers might get that might incidentally oppose our own.
- -[X] If allowed, Taylor and Moose should first try to pick up a Vanquisher entry quest without leaving the party. If that works, Taylor should put maximum effort into getting a better box from the Desperado quest than the Vanquisher quest so when he (and Moose) opens both quest rewards simultaneously later he'll get the Vanquisher box first, while Drew and Leo should open their Desperado boxes asap so they get assured Desperado membership. If things go well, Taylor will have D&V membership, if they go incredibly, so will Moose. If things go badly, Taylor will have Desperado membership like everyone else.​
-[X] Third, Leo and Drew should be pounding the streets regarding the quest and looking into the drug trade specifically. It looks like it's going to be the big thing this city has. Pick up some Blitz Sticks for the hallucinogenic smoke. Maybe other drugs. Anything cheap, quick and useful.
-[X] Fourth and evergreen, talk to all crawlers we see and exchange contact details. Especially Moose and Taylor. Especially if we get info on the local city setting from quests they're doing.
-[X] Finally: Grab the most voted-for Desperado quest, and regardless of whether we're on paper one or two parties, do it together.
-[X] Extra: Taylor should hold onto Invulnerabilty until either the last moment, we get a Create Spellbook Spellbook, or the bug is closed. (Of course, no hints can be given about the possible existence of the bug until we're face to face with a Mystic Scholar.) Loan Leo Drew's spear.

There's nothing stopping a Desperado team from helping a Vanquisher team with their quest or vice versa.

Taylor specifically is better off in Vanquisher. He's going to be dealing with a lot of debuffs and negative status effects that the cigar-smoking priests there can help with.
 
Last edited:
Does Moose have the Heal spell now that he's a crawler in his own right?

Moose should get the Invulnerability book - the tank is the the most likely to need it in the course of their role.

I wonder what books are waiting for Drew in the hotel mailbox from his deluxe book club membership, I hope there's something good for Taylor.
 
I love how Leo's already picked up on dismissive ear twitches. I can't see Sudoku being of much help or the art of shining balls, but Drew's mixology should help with his new cool guy image. Moose's new persona is great, too.

I'm going to assume we're going questing right after we get out of the room, so the plan's only going to be what we can get quickly. Grinding and such can be done after.

[X] Plan: Awareness
-[X] While stuck in the room, discuss NPCs. There's metaknowledge there we haven't gone into. Send off messages to our contacts about looking for a Mystic Scholar, ask Levi how we'd go about finding one with Grease.
-[X] Top priority, find a boss. If we can find a Neighborhood boss or higher, the populated map will make whatever fight we pick or trouble we start less dangerous.
-[X] Second, Moose and Taylor should split off and check out Vanquisher. (Hopefully Taylor can be in two different parties at once.) They should have an entrance nearby. We'll get awareness of the local quests other crawlers might get that might incidentally oppose our own.
-[X] Third, Leo and Drew should be pounding the streets and looking into the drug trade specifically. It looks like it's going to be the big thing this city has. Pick up some Blitz Sticks for the hallucinogenic smoke. Anything cheap, quick and useful.
-[X] Fourth and evergreen, talk to all crawlers we see and exchange contact details. Especially Moose and Taylor.

There's nothing stopping a Desperado team from helping a Vanquisher team with their quest or vice versa.

Taylor specifically is better off in Vanquisher. He's going to be dealing with a lot of debuffs and negative status effects that the cigar-smoking priests there can help with.
Seems like a solid plan. Would you be opposed to specifically checking in with our friends from The Valkyries and the Astronomy Army though?
 
We got qm confirmation that we wouldn't lock someone out of Club Desperado, as the quests are infinitely respawning.

So i think we should go for grey.

Do a Desperado Quest and save madame and check Vanquisher quests.

Desperado for access.
Madame for story.
Vanquisher for access.
Saving the madam would not only waste the opposed crawler's time, it would waste ours as well. We only have a week. The quests respawning doesn't give the crawler his time back, and this iteration of the madam is only going to live out the week anyway. How would you want to protect her? Any assistance or forewarning we give, the AI will gleefully use to kill the crawler we screw over then blame us.

We need time to grind skills and spells, time to shop, time to gamble, time to quest. Anything we spend our time on needs to be important.

Does Moose have the Heal spell now that he's a crawler in his own right?

Moose should get the Invulnerability book - the tank is the the most likely to need it in the course of their role.

I wonder what books are waiting for Drew in the hotel mailbox from his deluxe book club membership, I hope there's something good for Taylor.
Thanks for the reminder, but I think Taylor should keep Invulnerabilty with him. He'll be able to cast it on Moose and everyone else with Sysop on the next floor.
Seems like a solid plan. Would you be opposed to specifically checking in with our friends from The Valkyries and the Astronomy Army though?
Not opposed, I'll make it more explicit.
 
Does Moose have the Heal spell now that he's a crawler in his own right?

Moose should get the Invulnerability book - the tank is the the most likely to need it in the course of their role.

I wonder what books are waiting for Drew in the hotel mailbox from his deluxe book club membership, I hope there's something good for Taylor.
The book on Taylor would also be fine as he'll be able to cast self target spells on Moose pretty soon. Specifically putting it on Moose to make use of his mana pool is not a bad plan though.
 
I love how Leo's already picked up on dismissive ear twitches. I can't see Sudoku being of much help or the art of shining balls, but Drew's mixology should help with his new cool guy image. Moose's new persona is great, too.

I'm going to assume we're going questing right after we get out of the room, so the plan's only going to be what we can get quickly. Grinding and such can be done after.

[X] Plan: Awareness
-[X] While stuck in the room, discuss NPCs. There's metaknowledge there we haven't gone into. Send off messages to our contacts about looking for a Mystic Scholar, ask Levi how we'd go about finding one with Grease.
-[X] Top priority, find a boss. If we can find a Neighborhood boss or higher, the populated map will make whatever fight we pick or trouble we start less dangerous.
-[X] Second, Moose and Taylor should split off and check out Vanquisher. (Hopefully Taylor can be in two different parties at once.) They should have an entrance nearby. We'll get awareness of the local quests other crawlers might get that might incidentally oppose our own.
-[X] Third, Leo and Drew should be pounding the streets and looking into the drug trade specifically. It looks like it's going to be the big thing this city has. Pick up some Blitz Sticks for the hallucinogenic smoke. Anything cheap, quick and useful.

There's nothing stopping a Desperado team from helping a Vanquisher team with their quest or vice versa.

Taylor specifically is better off in Vanquisher. He's going to be dealing with a lot of debuffs and negative status effects that the cigar-smoking priests there can help with.
If you make slight changes you have my support.
  • Grease as one of the interesting spells, but not the only mentioned
  • leave create spellbook spellbook cheese explicitly unsaid, with other good spells as cover for the main prize
  • consider possibility of getting both accesses simultaniously (like leaving Pass Box unopened until we should have both)
 
Saving the madam would not only waste the opposed crawler's time, it would waste ours as well. We only have a week. The quests respawning doesn't give the crawler his time back, and this iteration of the madam is only going to live out the week anyway. How would you want to protect her? Any assistance or forewarning we give, the AI will gleefully use to kill the crawler we screw over then blame us.

We need time to grind skills and spells, time to shop, time to gamble, time to quest. Anything we spend our time on needs to be important.
Story evolving, interesting TV for viewers. (It would take an hour or two out of boss killing time, but give us a spot in the overarching evolving plot of the floor cheaply.(price measured in risk and time)

And we make friends with prostitutes.
A great social multipler. Think of everything they hear. Of everything they can chat with their clients about.
If the AI does something with the plot in the city that gives us a bunch of eyes and ears among the npc.
 
If you make slight changes you have my support.
  • Grease as one of the interesting spells, but not the only mentioned
  • leave create spellbook spellbook cheese explicitly unsaid, with other good spells as cover for the main prize
  • consider possibility of getting both accesses simultaniously (like leaving Pass Box unopened until we should have both)
I'll do the first two, but for the third, I'm imagining two possibilities. Either both Taylors are in the room at the same time, the boxes open, and each one gets one, or one earns and opens a box, then the other opens and earns a box. Either way, either they can sign up with Vanquisher and Desperado simultaneously existing in two different parties, or they can't, and don't earn two passes. What does opening the boxes at the same time add?
 
Voting is open for the next 2 days, 14 hours
Back
Top