Dungeon Crawler You!

Adhoc vote count started by eaglejarl on Jun 4, 2023 at 11:40 PM, finished with 40 posts and 21 votes.
Voting is closed.
 
*does the rolls*

Wow. For a minute there I was worried he was going to get nothing at all.

Drew needs to roll 52 or less in order to get a thing:

$ dice 1 100 dex
=> 95

$ dice 1 100 charisma
=> 94

$ dice 1 100 acrobatics
=> 87

$ dice 1 100 sword
=> 100

$ dice 1 100 plunder
=> 79

$ dice 1 100 wooden ships and iron men
=> 76

$ dice 1 100 cannon cocker
=> 4

$ dice 1 100 conjure cannon
=> 44

$ dice 1 100 attack me hearties
=> 79

$ dice 1 100 platinum eyepatch
=> 90

$ dice 1 100 double boss box
=> 18

$ dice 1 100 swing on rope
=> 26

$ dice 1 100 pirates friendly
=> 5

$ dice 1 100 rogues not hostile
=> 89
 
Well. I mean, at least we got both the canon and the enhancement to canons? That's probably better than the previous set with just those two, even if he still doesn't have Plunder. And he does have the two benefits that were the decent hits in the previous set. So it's definitely better, even if still disappointing compared to what the class implied.
 
Unfortunately, he didn't get Attack, Me Hearties, which could have come with pirates loaded up with the Pirate's Luck effect. That's the only bit I'm disappointed about. We were lucky enough to get the doubled boss box effect.
 
*does the rolls*

Wow. For a minute there I was worried he was going to get nothing at all.

Drew needs to roll 52 or less in order to get a thing:

$ dice 1 100 dex
=> 95

$ dice 1 100 charisma
=> 94

$ dice 1 100 acrobatics
=> 87

$ dice 1 100 sword
=> 100

$ dice 1 100 plunder
=> 79

$ dice 1 100 wooden ships and iron men
=> 76

$ dice 1 100 cannon cocker
=> 4

$ dice 1 100 conjure cannon
=> 44

$ dice 1 100 attack me hearties
=> 79

$ dice 1 100 platinum eyepatch
=> 90

$ dice 1 100 double boss box
=> 18

$ dice 1 100 swing on rope
=> 26

$ dice 1 100 pirates friendly
=> 5

$ dice 1 100 rogues not hostile
=> 89
Sigh, farewell plunder, it was nice knowing you.
But we got good cannon stuff! And the gameable luck boost.

Does Levy have any opinion on how likely it is that the cannons shoot things they weren't issued as ammunition by the Dungeon?
And does he think he could craft containers for chemicals to be shot out of the cannons? (Assuming a fitting crafting station is bought, assuming Taylor supplues the chemicals)

Lets see If we can get access to parts of the Level 15 version of the spell by crafting them ourselves.
 
Is there usually such a tight deadline for choosing a class? I thought Former Chil Actor was supposed to choose in response to what they find on the floor, so limiting it to an immediate choice seems to go against the class' point.
 
About the skills:
Well, at least we can turn the trains into cannon wagons. and double boss boxes isn't anything to scoff at either.
Is there usually such a tight deadline for choosing a class? I thought Former Chil Actor was supposed to choose in response to what they find on the floor, so limiting it to an immediate choice seems to go against the class' point.
I'm pretty sure it was limited within a certain time period, even in DCC.
 
Is there usually such a tight deadline for choosing a class? I thought Former Chil Actor was supposed to choose in response to what they find on the floor, so limiting it to an immediate choice seems to go against the class' point.
Yes. It's canonically 6 minutes and that time period starts within a minute or two of reaching the floor.
 
@eaglejarl does the train have hanging handles?


Those would pretty much have to count for Pirate's Luck. Bar grips or luggage racks maybe not but it's worth swinging from them to try. Even with a charisma build and not getting the acrobatics ranks he has twice the dexterity and strength of any pre-Crawl gymnast or stuntman.

Plus there's always clinging to Leo or Taylor Leia style if they find the height to swing with their rope or yo yo. Stair/escalator wells perhaps.

While the party wait for station 81 it's time to get on chat.


Things to get this floor
  • Another party member or two - the politician and medic classes that Drew is likely to get offered again get much stronger with a larger party. Powers don't matter so much as personality and teamwork.
  • A ranged attack for Moose - the incidence of mobs that damage him when bitten or body checked is only going to go up.
  • Armour for Moose likewise
  • Personal Spaces
  • Contacts
  • Publicity
 
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The trains are every kind of train imaginable from what I remember from the book. So one train might be a standard Paris subway train, while the next is a vintage 1880s steam locomotive with a cow catcher, etc. So some would have hanging stuff and others wont.
 
[x][Action] Bunker down to 83.
Right now, we're the only people on the train. It feels overly optimistic to assume that will stay true, so we should modify the train with whatever time we have. Hide pyro jelly and a couple blitz sticks under the seats in the main compartment while team trickshot looks for a engineer or conductors section.
One Taylor remains at the entrance, and uses his invulnerable skyhawk string to cordon off the door from the passenger cars.
Investigate the front of the train first; have Drew drop the cannons in the train so they have line of fire into the passenger cars if mobs are starting to survive the flames. Recall the yoyo before beginning to fire.

Why the Blitz sticks? The AI might find it funny to undercut the point of the floor by getting the mobs high on our supply first. Actually..... That's a pretty fun idea. Turn the dungeon against itself with the loot from last floor. Maybe we should try to make that a theme this floor. Dungeon Crawler Carl version of DARE. Do our drugs, not yours.

We should expect mobs to hop on at both 81 and 82.
 
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We will want to set up as close to the front of the train as possible before we reach stop 81. That gives us the best angle to rake fire along the platform and then down the train. It also minimises the number of doors behind the cannon that enemies can get in. Front rather than back because that gives us a look at the platform before the train stops and also so we don't have cannonballs overpenetrating into the engine/driver.
 
We will want to set up as close to the front of the train as possible before we reach stop 81. That gives us the best angle to rake fire along the platform and then down the train. It also minimises the number of doors behind the cannon that enemies can get in. Front rather than back because that gives us a look at the platform before the train stops and also so we don't have cannonballs overpenetrating into the engine/driver.
If Drew could plant the cannons on the roof of the train station that'd likely work the best for that stop. The cannons last for a minute, and depending on the line we're on that could either be enough time to get all the way to 83, or half of the first stop. No way to know.
 
If Drew could plant the cannons on the roof of the train station that'd likely work the best for that stop. The cannons last for a minute, and depending on the line we're on that could either be enough time to get all the way to 83, or half of the first stop. No way to know.
We don't know if there's clearance to set up on the roof but even if we could, we'd want to be able to shoot down the inside of the train because we have to assume mobs will board despite our efforts and we will want to kill them before the cannon goes away. We've been going for about 24 hours straight at this point and it's another 2 stops until we even look for a safe room. Maximum efficiency, minimum melee, no stunts on the roof where tiredness can kill us are the order of the day.
 
@eaglejarl does the train have hanging handles?


Those would pretty much have to count for Pirate's Luck. Bar grips or luggage racks maybe not but it's worth swinging from them to try. Even with a charisma build and not getting the acrobatics ranks he has twice the dexterity and strength of any pre-Crawl gymnast or stuntman.

Plus there's always clinging to Leo or Taylor Leia style if they find the height to swing with their rope or yo yo. Stair/escalator wells perhaps.

While the party wait for station 81 it's time to get on chat.


Things to get this floor
  • Another party member or two - the politician and medic classes that Drew is likely to get offered again get much stronger with a larger party. Powers don't matter so much as personality and teamwork.
  • A ranged attack for Moose - the incidence of mobs that damage him when bitten or body checked is only going to go up.
  • Armour for Moose likewise
  • Personal Spaces
  • Contacts
  • Publicity
A minute per spell lvl, Spell being at lvl 5 it is 5 min duration.
Oh did it start at five! I misread that, great!

That means we're pretty safe getting to the saferoom, even if we have to blow the ability. Might be a good idea to, to get some additional xp before lootboxing.
 
I like the idea of going to the front of the train and having Drew fire back along it. Just not right now. I think we're too tired and have been running on too much high stress/ intensity to attempt that now. I think getting off the train 83 and firing into the 5 of the doors when the next train comes is good enough before heading for the safe room for loot and shut eye.

Taylor has ready made metal barricades to drop out for fire fights. We should be able to use those to block the doors to some extent. It will also give him an idea of size for the future to block them better.
 
I like the idea of going to the front of the train and having Drew fire back along it. Just not right now. I think we're too tired and have been running on too much high stress/ intensity to attempt that now. I think getting off the train 83 and firing into the 5 of the doors when the next train comes is good enough before heading for the safe room for loot and shut eye.

Taylor has ready made metal barricades to drop out for fire fights. We should be able to use those to block the doors to some extent. It will also give him an idea of size for the future to block them better.
We're strategizing on how to get to the saferoom, currently. I think staying on the train is the safest bet.
 
My thought is that Drew uses Summon Cannon at Stop 81. Hopefully the stop lasts less than 5 min so by the time we lose the cannon there are no more mobs boarding and the ones that did board are battered or dead. We get a sit down until Stop 82 but it probably isn't a 5 hr sit down so we have to fight more but at least we've got an idea of train fighting and had that rest. Stop 83 we perform a fighting alighting. If the cannon is available by then it will depend on how mobile it is and the gap between train and platform for exactly when we summon it.
 
[x] Magic Chainsaw
At stop 83, we get our personal space and a crafting table for Levi. Then Taylor takes a heavy duty chainsaw, from Home Depot, and plunks it on the table. "Can you enchant this up into the Texas Chainsaw of Massacre or something like that?"
 
Expectation management: The next chapter will drop Friday.

It's written, it's gone out to my earlybird patrons as part of a compilation of the entire story. Tomorrow it goes to non-earlybirds, Friday it shows up here.
 
Sigh, farewell plunder, it was nice knowing you.
But we got good cannon stuff! And the gameable luck boost.

Does Levy have any opinion on how likely it is that the cannons shoot things they weren't issued as ammunition by the Dungeon?
And does he think he could craft containers for chemicals to be shot out of the cannons? (Assuming a fitting crafting station is bought, assuming Taylor supplues the chemicals)

Lets see If we can get access to parts of the Level 15 version of the spell by crafting them ourselves.
The cannons so far as (you have seen / Levi knows) are mostly regular cannons. They show up ready to fire and loaded with whichever ammo type the caster chooses from the available options. They do have self-loading capability, so if you don't know how to work a cannon then they will quench, clean, pack, load, and prep themselves for you. (You still need to actually pull the lanyard to fire them.) Humans can typically load the cannons faster than the self-loading option, at least with a bit of practice. And, of course, you can load them with whatever you like.


Those would pretty much have to count for Pirate's Luck. Bar grips or luggage racks maybe not but it's worth swinging from them to try. Even with a charisma build and not getting the acrobatics ranks he has twice the dexterity and strength of any pre-Crawl gymnast or stuntman.
Some trains will have them and I will definitely make a point of using that.

[x][Action] Bunker down to 83.
I'm afraid voting closed Sunday. You should definitely hold onto the Magic Chainsaw plan for the next chapter though.
 
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