Be a Dungeon - The Quest

How you want combat dice results shown during updates?

  • First option, purely narrative

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  • Second option, show simple results

    Votes: 3 20.0%
  • Third option, show us all the numbahs!

    Votes: 9 60.0%
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Monday, Dungeon Date 01/01/0001

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Suddenly, light.

Not a...
Light is Born

Metrux

Gentle Demon Lord
Location
Brasil
Monday, Dungeon Date 01/01/0001

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Suddenly, light.

Not a blinding flash or a resplandent and divine explendour. Simply there was light, more like a shine, very slowly changing colors. Illuminating a cubic room, with a small natural looking tunnel to somewhere. Outside was bathed in a much stronger and hotter light, one that didn't change colors and that was there for an already long time. In the sun light some grass can be seen, and in what seems far away, even some trees.

You only notice it all was trembling when it stops, could've trembled for seconds, minutes, hours... You shake your metaphorical head, it's been a couple moments, you tell yourself. Another thing you notice with this thought, is that a will fills the cave with a single, perfect room. The will of a cristal, so very small, so very fragile, so very you. And yet no body, although it feels like you should have one. Imbibed on the rocky wall furthest from the entrance, it, or you, sits motionless, changing colors. That's why there is new light, and that is why everything shook. A new dungeon has been born.

Somehow you know that the very first thing a dungeon must do is choose it's starting species. No, not animals or goblins, biological beings are not natural for dungeons, although you think they can learn to make their own. No, it starts with a simple choice between four magical species: Elementals, Fae, Slimes and Skeletons. Elementals are the most spiritual, while Skeletons are the most phisical, Fae are the most magical, while Slimes are the most variable and changeable. Every one of them has benefits, and this primordial choice can define the future of any dungeon.

Not too much pressure to choose, since the rumbling should've made everything run from the cave, if there was anything nearby to run, but the choice must be made anyway. And you feel curious, even a little giddy, about this choice. Sooner should be better, since this strange visible blue square explains the races and the choice, and doesn't get out of your vision. Honestly, you can see through it. Honestly, you don't know how you can see without a head or eyes. Honestly... You're using that word too much. Make a choice, and let's see what we get...

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Elementals: Lumps of energy given form, elementals are purely made of their elements, having no need to eat, drink, sleep or breath. The simplest elementals are as weak as small animals, but they grow both in power and inteligence.

Fae: Half spiritual beings, these creatures have weak and soft bodies, but can naturally use simple magic. Although in their evolution fae never become beings of strong body, relative to their level, their magic amplifies and changes in their paths, making them terrible foes nonetheless.

Slimes: Amorphous phisical beings, slimes are somewhat weak and depend on their natural acidity to hunt and eat. By evolving slimes gain some of the most impenetrable resistances, but they will never evolve a consciousness.

Skeletons: Considered undead, most skeletons are more akin to a golem, only using bones as a basis. Brittle and breakable, they are yet nigh immortal to conventional means. The evolutions for skeletons tend to increase or reinforce their phisical prowess, although mages and liches are not impossible, it takes true effort for a skeleton to possess a conscience.

Mana Reserves: 0010

Species Choice
[] Elementals, powerfull with clear weaknesses.
[] Fae, weak bodies wielding great magic.
[] Slimes, low cost in exchange to lacking power.
[] Skeletons, breakable but strong.

____________________________________________________________________________________________

So, this is a new idea, a new quest and a new experiment. Here's hoping for some new players, aswell :B Bear with me while we build the basis, it shouldn't take long, and I do have a story planned. As always, thanks for reading :3
 
Like a common quest, everyone votes for what to do with the dungeon, in a plan format, with timeskips possible in the plan, like waiting until X Mana for something. There will be a daily roll for events, such as animals coming, strange things happening, being found by humans, but unless there's a need for a change in plans, it will go as planned. The diference for this quest is the Soul Bound.

To explain a Soul Bound monster ou first must talk about Dungeon Monsters. These types of creatures are created through Mana in ways impossible for anything that isn't a dungeon or a god, but diferently from god creations, dungeon monsters have no soul. They exist and live only to serve the dungeon, pratically as extensions of it's will. A Soul Bound monster, though, has a soul. It happens when a creature from outside the dungeon willingly
gives its soul, thus making it bound to the dungeon, applying most of the "rules" for dungeon monsters to this being, without taking his mind, soul or feelings.

Why is it important? Well, because players can become Soul Bound monsters.

When the opportunity for a new Soul Bound comes, I'll speak with one or several players to choose who shall receive it, while also hearing them out for what they want for the monster. It may seem arbitrary, but this is a privilege, not a right. You have almost full control over what your Soul Bound do, thus a player that has one should vote separetely for his creature and for the dungeon, his vote just like from any other player.

This is an experiment, I'm not a very experienced writer, and this could all very well be a really bad idea. I'll do it anyway, seems interesting both to me and to the players :D This bear with me, speak with you have doubts or opinions, I'll try to address everyone.


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The world should be mostly fantastical, with all kinds of creatures, be it near or not from the Dungeon, although it's possible for dungeons to receive a form of translocation. I might even accept new monsters, races or even NPC characters, as long as they are well written and reasonable.

There is a different technology level from our world, simply because magic and things advanced differently. As an example, people have jeans as common, but there are no mechanical guns, although similar magic ones do exist. It should be closer to the medieval than not, and I'd be happy to answer any doubts or specifics.

It shouldn't be expected for you to have humans or another sentient race entering your dungeon so soon, this is partly to make it easier on me, and partly to make it easier on you, since a common begginer adventurer is still a higher threat than a couple of wolfs... And both tend to come in higher numbers.

Some info, especially things on monster attributes, powers or dungeon evolutions, I reserve my right to say "I can't tell you that". Mostly that is because it could imbalance the game, and thus it wouldn't be good to tell, but asking once is never a problem, and I'll tell what I can't answer.
 
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Dungeon Sheet
Title: Pixie Dungeon
Floors: 01
Species: Fae
Mana Capacity: 112
Mana Well: 3 (Daily)


Type: Natural Cave
Boss: -- / --
Rooms: 02
Creatures: Pixie (4); Elfling Wasp (9);
Extras: Filled with grass; A single orange tree in the first room;


Scuttles - Lv1 - ?? Mn (To revive)
??? - Lv1 - ?? Mn (To revive)


Pixie - Lv1 - 3 Mn
Elfling Wasp - Lv1 - 3 Mn
Giant Worker Ant - Lv1 - 6* Mn
Giant Soldier Ant - Lv1 - 5* Mn
*It's still new and you know little about it, observing some or absorbinb more should decrease the costs until its base one.

Emerald Garden Grass - 1 Mn/m² (Can grow more naturally)
Berry Bush - 5 Mn
Orange Tree - 8 Mn

[ -- / -- ]

[ -- / -- ]

[ -- / -- ]


New room - (10 x Floor) Mn - 5x5x2 meters
Excavation - 1 Mn/m³
Monster Lv2 - 100 Mn
New Monster Species - 5000 Mn
Evolve Boss - 50
Second Floor - 250
 
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Combat System
So, to make things easier and simpler most of the things will be narrative, though I prefer the certainty of numbers, they would hinder and slow down things. Thus, here I will explain what is not narrative, or not only narrative.

Each creature has a couple of stats, the basic ones are Life, Attack and Defenses. Life is simple, a number of hits the creature can take of damage before dying. Attack and Defenses work against one another, and the value represents d10's rolled. So, if a creature has Attack 2 it will roll 2d10, while a creature with Defenses 3 would roll 3d10. The results are put in order of highest to lower, and then compared. Any attack dice left over is considered an auto-hit. A hit will do base damage 1, but this can be changed with equipment, through the use of skills or by Specials. Examples:

Attacker rolls 2d10 = [4, 7]
Defender rolls 3d10 = [5, 3, 6]

So, in this example the Attacker has won once, while the Defender won the other, since 7<6 but 4<5. A tie is commonly broken in favor of the Defender, unless a Special changes that. The dice left over from defence is ignored, being the lowest of the trio. The attacker made one hit of 1 damage.
Example2

Attacker rolls 3d10 = [3, 8, 2]
Defender rolls 2d10 = [5, 4]

In this example the Attacker has also won once, while loosing once, 8>5 and 3<4, but since it had an extra dice, the 2 stays as an auto-hit, making the attacker hit twice, for a total of 2 damage.

Every Attack will also have an type at the side of it's value, thus Attack 2 (Cut) means that it will attack with a cutting type. Most of the time this type won't make much difference, but some creatures have resistance or weakness to one type or another.

Besides the three basic stats, there are a couple extra, like mana for magic users, or leadership for commanders, but those will be explained as they appear, since most units don't have them.

There are, finally, the Specials. Specials are "changes to the basic rules", to put it simply. A slime has a chance of taking no damage even after loosing in defense, while a pixie is able to fly and thus can't be attacked by melee non-flier creatures. Each Special is diferent, thus they have their own explanation in the creature stats.

Anything besides that will be narrative or derivative from these rules, so nothing hard or complicated.
 
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Known Creatures
List of stats for known creatures:

Type: Fae
Level: 1
Description: Tiny humanoids with butterfly wings, that resemble elfs, with pointy ears, fair skin and strange colors for hair and eyes.

Life: 3
Mana: 5*
Attack: 1* (Impact)
Defenses: 1
Specials:
Being small and with a bit of magic, any fae can fly freely.
Pixies can naturally cast Wind Blast, Pixie Fire and Rejuvenation.
By being a dungeon monster, Pixie's can fully recharge their mana, except during Activity.
Cost: 1 Mn
Element: Wind
Effect: Pushes target away with wind, strength 10
Cost: 1 Mn
Element: Arcane
Effect: Burns the target with arcane energies, ranged(3) Attack 2 (Arcane/Fire)
Cost: 1 Mn
Element: Arcane
Effect: Heals the target with arcane energies, heal 2 (Arcane/Nature). May also be used to accelerate plant growth.
Type: Fae
Level: 1

Life: 3
Mana: 3*
Attack: 2 (Penetration)
Defenses: 2
Specials:
Being small and with a bit of magic, any fae can fly freely.
Elfling Wasps come to life with chitinous armor and a lance, giving them damage 2.
Elfling Wasps can naturally cast Stinger.
By being a dungeon monster, Elfling's can fully recharge their mana, except during Activity.
Cost: 1 Mn
Element: Lightning
Effect: Creates a small spear of lightning that is thrown at the target, ranged(3) attack 3 (Lightning/Penetration)


Type: Ant
Level: 1

Life: 5
Attack: 1 (Cut)
Defenses: 1
Specials:
All common insects are capable of walking on walls and other vertical surfaces, even their enemy bodies.
Type: Ant
Level: 1

Life: 5
Attack: 3 (Cut)
Defenses: 2
Specials:
All common insects are capable of walking on walls and other vertical surfaces, even their enemy bodies.
Species: Giant Centipede
Level: 1 [0% Exp]

Life: 10
Attack: 3 (Cut) / 2 (Penentration)
Defenses: 2
Specials:
All common insects are capable of walking on walls and other vertical surfaces, even their enemy bodies.
This creature is capable of doing penetration damage through it's legs while moving.
Type: Praying Mantis
Level: 2

Life: 12
Attack: 3 (Cut)
Defenses: 1
Specials:
All common insects are capable of walking on walls and other vertical surfaces, even their enemy bodies.
Mantis deal natural damage 2 on hit.
This creature can fly, but only for small periods of time.
While standing still or slowly stalking mantis make no sound. Stealth 5 (Sound).
 
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Soul Bound Creatures
Name: Scuttles
Species: Giant Centipede
Level: 1 [2% Exp]
Age: ??? (2d)

Life: 10
Attack: 3 (Cut) / 2 (Penentration)
Defenses: 2
Specials:
All common insects are capable of walking on walls and other vertical surfaces, even their enemy bodies.
This creature is capable of doing penetration damage through it's legs while moving.
This creature freely chose to bind it's soul to the dungeon, becoming a monster. Thanks to it's origin it is capable of leaving the dungeon for (Lv * 12)h at a time. After this period, each minute outside consumes a point of life until the creature dies.

Personal Mana: -- / --
-Skills:
Name: ???
Species: Elfling Wasp
Level: 1 [0% Exp]

Life: 3
Attack: 2 (Penetration) +1
Defenses: 2 +1
Specials:
Being small and with a bit of magic, any fae can fly freely.
Elfling Wasps come to life with chitinous armor and a lance, giving them damage 2.
Elfling Wasps can naturally cast Stinger.
By being a dungeon monster, Elfling's can fully recharge their mana, except during Activity.
Cost: 1 Mn
Element: Lightning
Effect: Creates a small spear of lightning that is thrown at the target, ranged(3) attack 3 (Lightning/Penetration)
Gives the unit and any Elfling of the same or lower level a bonus of +1 on attack and defense rolls.

Personal Mana: 3 / 3
-Skills:
As a commander any elfling nearby will follow your orders, unless a higher commander or the dungeon itself pass a conflicting order.
 
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[X] Skeletons, breakable but strong.

time for a undead dungeon, better get that lich out! necromancery can be bullshit if you work it right!
 
[x] Elementals, powerfull with clear weaknesses.

What's worse than a boulder trap? A whole dungeon where the monsters are boulders (or lava)!
 
Hmm... I should probably tell you people that, whatever the choice made, you'll still be able to unlock things out of it, like insects, animals and plants, by absorbing things. It just occured to me I didn't speciffy that before.
 
meh still like a good necromancry dungeon...people just are to nice for their own good these days we need something to pour our negativity into so we don't go nuts on others.

might as well turn that aggression against invading NPC's or Wanna-be HERO'S, or wandering monsters.
(hey think we can get a spider pit?)
 
[X] Fae, weak bodies wielding great magic.

It starts with all maze of mirrors, and gets more psychedelic from there.
 
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meh still like a good necromancry dungeon...people just are to nice for their own good these days we need something to pour our negativity into so we don't go nuts on others.

might as well turn that aggression against invading NPC's or Wanna-be HERO'S, or wandering monsters.
(hey think we can get a spider pit?)

That's a must have.

Maybe with a mini-boss, like an undead or demonic spider?

Kinda easy to get, although giant spiders for the pit would take some effort... Demonic spiders are, actually, from a Fae branshing, not undead, but both are possible, depending on your choices :p
 
[X] Skeleton, breakable but strong.
If we can get some traps were absolutely golden because ain't gonna be any rouges where magic sight invalidates stealth, undead nature stops poison and bones resist daggers, ending with parties helplessly falling into pits.
 
yes....yes my fellow people!!!

the dead shall rise and obey our whims!

plus having undead means while they are vulnerable to light and other holy magic's, we can issue challenges and other little nit-picks that could slowly derail them from using them...until we get to the point where we can issue a curse on them if they try to get to the lower levels.

also beware of any sort of company that tries to make us their little Toy, we shall break THEM instead!

maybe a mist to get people lost? as well as a bog outside to lure water monsters to live in them to give us a stable supply of undead and crazy adventures? maybe we can also then add some mana dampening mists later as a upgrade?

so many choices and ideas!

this undead dungeon is going to be GREAT!
 
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[X] Fae, weak bodies wielding great magic.

I sort of want to make The Gungeon and this probably the way to do it.
 
[x] Elementals, powerfull with clear weaknesses.

Kill everyone with fire! Mwahahahaha'

Seriously though, if healing magic is a thing in this setting, an undead dungeon is just asking for a White Mage to wipe them all out.
 
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