Darkest Dungeon®

Darkest Dungeon®

View Stats:
Party Time Apr 10, 2016 @ 11:28am
Unique Deaths *end boss spoilers*
Alright, so I got this idea when I was looking over the crusaders page on the wiki, in the quotes section. Of course there were some interesting ones, like the fact that he had a wife/betrothed before he left for the crusade and that she could have possibly died. But one quote in particular struck me and it was for one of the the final bosses moves.

SPOILERS START

The boss and move in question are the heart of darkness's "come unto your maker" which is an instant kill on one of your party members, no matter have healthy or sane they are, making it all the more painful by making you choose who has to die. All the classes have unique quotes for when they are chosen, with the crusaders being "unholy foulness! I will take you with me!". Perfectly in character for a zealous warrior isn't it?

SPOILERS END

All that aside it gave me a pretty nifty little idea. What if when your heroes were struck by a deathblow, they had a chance to do something amazing. They would have to have some experience of course, and the chances would be low, but something like this could really help both in game and irl, because I know I'm not alone when it comes to getting emotional with this game, even if it's not advised. We've all gotten attached to one particular character and have built them up, put them on a pedestal and given them the best of everything, hell you might have even renamed them to something more personal which no joke is the worst possible thing you can do. Only to have them die to a bunch of fish folk who got four crits in a row.

But imagine if in your heroes last moments, they did something to redeem themselves and you. potentially saving the quest, and replacing that horrible, bitter feeling, with a triumphant tenderness, that would make sure you would forever remember this character as a true sentinel against the maddening forces of the abyss. Below I have listed a number of positive and negative actions that could trigger upon death for each character

Abomination (Human Positive):
In a last ditch effort to save his allies, the Abomination leaps at the enemy comp and wraps his manacles around them, reducing their speed and accuracy for the next five turns
Abomination (Human Negative):

The Abomination turns to the rest of the party, remarking on how death will be a mercy to them, causing minor sanity damage
Abomination (Beast Positive):

The Abomination makes one last desperate charge, running through the entire enemy composition, scrambling their positions and doing minor damage

Abomination (Beast Negative):
Lashing out against his party members, the Abomination rakes the first two rows, doing minor damage and a minor bleed

Arbalest (Positive):
The Arbalest Shoots off a flare, clearing all marks, debuffs and granting a small accuracy buff

Arbalest (Negative):
The Arbalest tries to point to her killer, but instead motions towards an ally, marking them

Bounty Hunter (Positive):
The Bounty Hunter reels back and throws his hook into the backline, dragging the furthest enemy to the front, causing a huge bleed and halving their accuracy for the next few turns. Or deliver a massive right hook, doing moderate damage with a decent crit chance and a guaranteed stun.

Bounty Hunter (Negative):
After the battle is finished, a map is found on the Bounty Hunters corpse, giving the party false information of the path ahead

Crusader (Positive):
The Crusader makes a massive strike, doing major damage and executing any averaged sized undead enemies, should the crusader kill his target, the entire party receives a stress heal

Crusader (Negative):
Decending into a zealous rant, the crusader lashes out an ally who isn't religious, causing stress damage

Grave Robber (Positive):
The Grave Robber will reach into her satchel and produce a map, revealing a large portion of the surrounding area

Grave Robber (Negative):
Instead of dying, the grave robber runs away, stealing a random supply item and keeping her trinkets, she will later be a random enemy encounter, where she will always be surprised to see you and will attempt to fight back, until she's the last one standing or below fifty percent health, at that point she will begin to beg for her life, you will retrieve your trinkets when you kill her in this encounter

Hellion (Positive):
Instead of dying, she revels in the danger, beginning a slow count down to her death (three actions), where she has a massive damage boost and can preform any of her attacks. If the battle finishes before the countdown ends, she will survive, and can be boosted off deaths door with food, but won't be able to enter this phase again

Hellion (Negative):
The Hellion will let loose a blasphemous screech, causing huge stress damage to any religious party members

Highwayman (Positive):
Letting off one last shot, the Highwayman aims for a random enemy, doing pistol shot damage with a high crit chance, ignores protections

Highwayman (Negative):
Trying to get a shot off, the highwayman instead shoots whichever ally is infront of his, doing minimal physical and stress damage, along with a slow

Hound master (Positive):
While the Hound master may fall, his loyal companion shall stay, the hound has half the masters health, but double the dodge and can use all skills that belong to the hound, if you complete the quest with the hound still alive, he will not be able to be brought on anymore quests, they instead sit by their masters grave, a faint wimper audible whenever you enter the graveyard screen

Hound master (Negative):
Instead of the master being dealt the final blow, the hound leaps in front, in an attempt to protect his master, the hound master will stay on deaths door and will cause stress damage to your entire party until he is killed, should he survive, he will leave your roster, the weekly notice, alluding to suicide

Jester (Positive):
Instead of dying, the Jester will move to the back of the party and will play a random tune on his lute whenever it is his turn, giving the team either a boost in stats, or a stress heal. After the battle is finished, the Jester will die, causing minor stress damage to the party, but his final moments inspiring them none the less

Jester (Negative):
The Jester will submit to his madness, running from the battle and returning to the hamlet as an NPC who is sparely mentioned, if any hero is left inactive for too long, he will mock them, increasing stress by a small amount, this will continue on for the next five weeks

Leper (Positive):
The Leper will randomly preform two moves from his movement, both of them being guaranteed crits, can't make the same moves twice and must make at least one attack

Leper (Negative):
The Leper will be flung across the party from the sheer force of the blow, landing on a random party going, stunning them and giving them a case of leprosy

Man-At-Arms (Positive):
The Man-At-Arms will fall on his shield, randomly guarding a team mate for the rest of the fight and keeping his position in the party, preventing it from collapsing

Man-At-Arms: (Negative):
The Man-At-Arms bellows at the rest of the party, reducing their dodge and speed, along with doing minor sanity damage

Occultist (Positive):
The Occultist will take the blow, disappearing from the fight, before reappearing from a portal, a writhing mass of tentacles crushing the attacker, absorbing half it's health and restoring it to the Occultist, the Occultist will then take on the form and hp that the enemy had when it died should he be death blowed again, after that, the rest deathblow will be fatal

Occultist (Negative):
The Occultist makes a desperate plea to his dark patron, causing a shrill screech to echo through the corridors, all battles inbetween rooms will be replaced by random eldritch enemies, none can come from the darkest dungeon

Plague Doctor (Positive):
The Plague Doctor will attempt to treat her allies, removing all blights, bleeds and diseases. Or, on a mission to retrieve medicine, the Plague Doctor will reveal that she was hiding a dose for herself, giving it to the party before dying

Plague Doctor (Negative):
In a desperate attempt to save herself, she will consume a random bandage or antivenom before dying

Vestal (Positive):
Lifting up her mace as she falls to her knees, she will fully ignite the torch and provide a small team wide protection buff before dying

Vestal (Negative):
Cradling the torch in her bloody hands, she smothers the flames as she dies, reducing the torchlight to zero and causing minor sanity damage

Antiquarian (Positive):
Runs away from the battle, tossing her censer into the middle of the fray, causing it to explode, dealing decent damage and stunning a random number of enemies (at least two), she will be found at the hamlet, although you will have to pay for her weapon again

Antiquarian (Negative):
The Antiquarian, overcome by sudden courage, attempts to slay her attacker, only to trip and die, creating a corpse on the enemy teams side

Of course some of these ideas would need to be finely tuned and balanced, already I can see that the Arbalest is a little underwhelming and could use a little balance. But oh well, it's two in the morning over here and I need to get to bed.

Oh and before I forget, I would expect those negative death events would happen when they are afflicted, wouldn't want to be too cruel now would we, although I'd like it if non heroic heroes could still do these, because let's be honest, those guys ain't gonna die any time soon, so unless you're trying to get them killed, it wouldn't help too much. Give it a small chance while normal, maybe five or six percent, wouldn't want them to be to expected now would we?
Last edited by Party Time; Apr 10, 2016 @ 11:34am
Date Posted: Apr 10, 2016 @ 11:28am
Posts: 0