Risks paid off again.
Risks paid off again. Instead of spending money on treating stress for a bunch of characters that had just over 50% stress, I decided to just send them in to kill the Swine Prince. Medium length quests can actually be good for relieving stress with a little luck. My party had a bunch of ways of dealing with stress, so they pushed as hard as they could and managed to scout the location of the Swine Prince. That let them rest just one room away. They chilled out for a night, then busted in and wrecked the big pig. He had everyone down to pretty low health, but no one had to make any Death's Door saves. Everyone came out with less stress than they went in with.
Nice run for my wife's character, Jenocide, Noah Stevens, Alison Ziesel, and Stephen Holowczyk.
Alison, I named a plague doctor after you. She's kind of like a scientist, I guess. But she picked up a gambling problem, coupled with the fact she was already a bad gambler I had to send her to the sanitarium to lose the addiction.
You can make camp? Is that what you mean by chilled out for a night?
ReplyDeleteYeah, it was a medium length quest, so you get one time to camp.
ReplyDeleteQuests fail if you leave and go back to town, right? Then you can retry them?
ReplyDeleteAh... I've only completed one of the beginner quests, I've had to pull my people out of about 3 other attempts... haven't tried a medium yet.
ReplyDeleteThe only quests you can try again are boss fights. Everything else is random. But the boss's dungeon will be different.
ReplyDeleteI think I'm on... week 40-something? Done a lot of veterans, but none of the challenging. I've reached something of a difficulty plateau I think. I've got a full roster of 20 adventurers, all level 2 or higher, and most level 3 or higher. I'm finding it hard to actually screw up unless I choose to screw up. I haven't lost anyone new since about week 25 or so.
ReplyDeleteI've been imposing all kinds of weird new self-created restrictions on my town, running it like a strange Adventurer's Gulag. None of my adventurers are allowed to use torches until they earn them, which I consider a benefit of having gained level 3. Bandage and Blight potion rights start at level 2, while level 1 characters are only allowed food and shovels (which my level 0 characters only get to stare longingly at). None are allowed to run away until they've made back their initial investment costs.
And yet still, unless I'm just being stupid, I can't get them to die.
You're reminding me of this Penny Arcade, N. Phillip Cole.
ReplyDeletehttp://www.penny-arcade.com/comic/2008/06/20
One major benefit of my Gulag approach is I very quickly learned that torchless runs are the best runs. They're actually potentially broken. I get surprised less with zero light, do constant crits, and the loot is unimaginable. I'm frequently finding myself going on torchless Short-Basic runs and coming out with 10k in loot alone.
ReplyDeleteIt's so insane I kinda wish there were a way to just immediately extinguish torches upon entering.