Motif · from book 2
The playbook
Named plays Carl and Donut can call without explanation — Panic, Mold Lion, Slime Time, Boomy Boy, Mic Drop, Go Long — after the mold lions teach them that a surrounded party needs canned reactions. Grows a play per crisis.
First appears: Book 2
Series arc
Through book 4
A play the party had first called 'Slime Time' has evolved since (B4 ch. 23).
Through book 2
Through book 3
Its plays are called in chat during the fight with Brynhild's Daughters — 'Mic Drop. Platform. Get ready.' (B3 ch. 24).
Where they appear
| Book | Chapters they are in (of the book's) | Where |
|---|---|---|
| 2 — Carl's Doomsday Scenario | 5/26 | Ch. 12, Ch. 14, Ch. 18, Ch. 20, Ch. 22 · the book's own page |
| 3 — The Dungeon Anarchist's Cookbook | 1/35 | Ch. 24 · the book's own page |
| 4 — The Gate of the Feral Gods | 1/35 | Ch. 23 · the book's own page |
By book
The playbook in book 2 — Carl's Doomsday Scenario
Conceived in the mold-lion fight, when Carl has a plan Donut has never heard (ch. 7); begun with 'Panic' (ch. 12); 'The Boomy Boy' after the Dispenser (ch. 14); 'Slime Time' (Donut's favourite), named and turned down (ch. 18); 'Mold Lion' and 'Mic Drop' at the temple (ch. 20); Go long, 'With light!' in the krasue nest (ch. 22). Either may call a play; once called, no questions.
The playbook in book 3 — The Dungeon Anarchist's Cookbook
Its plays are called in chat during the fight with Brynhild's Daughters — 'Mic Drop. Platform. Get ready.' (ch. 24).
The playbook in book 4 — The Gate of the Feral Gods
A play the party had first called 'Slime Time' has evolved since (ch. 23).