A Dungeon's Guide To Dimensional Traveling (Dungeon Core Quest)

I think that's both dandy and a little funny considering the name of our quest author here
 
Would it been better if I suggested Megaman enemies, than again I'm not sure if Dragon Age has anything to deal with machines, except maybe the dwarves.
I think he has plans in regards to that worry not
And for the dwarves the golems are less magic robo and magic cyborg servitor ala warhammer 40k if you catch my meaning
 
Both, their neighbors so equally likely to encounter either first though we'll find both eventually
 
Current Tally:
Adhoc vote count started by WilyMachineKing1 on Jan 18, 2023 at 7:41 PM, finished with 33 posts and 10 votes.

  • [X] Plan Spend to Make
    -[X] Servitor x10 (10 mana)
    -[X] Beowulf x5 (15 mana)
    -[X] Creeper x3 (6 mana)
    -[X] Ursa x2 (10 mana)
    -[X] Boarbatusk x3 (9 mana)
    -[X] Grimm Bait: A pod in which triggered, releases negative emotions that attract Grimm. x1 Cost 2 Gold
    -[X] Negativity Bomb: A bomb that gives both physical and mental damage depending on target's willpower. x1 3 Gold
    -[X] Pitfall: Your basic trap that let's those who step onto it, fall into the hole. x1 Cost 1 Gold
    -[X] Spike Trap: Spikes coming out of everywhere to skewer anyone unfortunate. x1 2 Gold
    -[X] Grimm Wrath: Increases the fury of Grimm. 3 Gold
    -[X] Grimm Despair: Decreases all Agility of Adventurers. 3 Gold
    -[X] Mine: A structure used to get gold and other materials needed for upgrading and buying. Cost 3 Gold.
    -[X] Grimm Spawning Pool: A pool of Grimm Liquid that gives birth to different Grimm types, currently can only spawn from what Grimm you have. Cost 5 Gold.
    -[X] Grimm Shrine: A dark and obscene shrine dedicated to the Grimm, gives a buff and to all Grimm Monsters and will also heal them, while also giving the Negative Energy Debuff to all non-Grimm. Cost 3 Gold.
    -[X] Further and Improve Servitor Tree. 0/50 Gold
    -[X] Improve yourself. 0/50 Mana
    -[X] Random Trap 10 Gold
    -[X] Random Resources. 15 Gold
    -[X] Dig deeper to create a second floor (Will take one week)
    [X] Get it done.
    [X] Dig deeper to create a second floor (Will take one week)
 
Voting is now over.
Scheduled vote count started by WilyMachineKing1 on Jan 17, 2023 at 8:11 PM, finished with 35 posts and 10 votes.

  • [X] Plan Spend to Make
    -[X] Servitor x10 (10 mana)
    -[X] Beowulf x5 (15 mana)
    -[X] Creeper x3 (6 mana)
    -[X] Ursa x2 (10 mana)
    -[X] Boarbatusk x3 (9 mana)
    -[X] Grimm Bait: A pod in which triggered, releases negative emotions that attract Grimm. x1 Cost 2 Gold
    -[X] Negativity Bomb: A bomb that gives both physical and mental damage depending on target's willpower. x1 3 Gold
    -[X] Pitfall: Your basic trap that let's those who step onto it, fall into the hole. x1 Cost 1 Gold
    -[X] Spike Trap: Spikes coming out of everywhere to skewer anyone unfortunate. x1 2 Gold
    -[X] Grimm Wrath: Increases the fury of Grimm. 3 Gold
    -[X] Grimm Despair: Decreases all Agility of Adventurers. 3 Gold
    -[X] Mine: A structure used to get gold and other materials needed for upgrading and buying. Cost 3 Gold.
    -[X] Grimm Spawning Pool: A pool of Grimm Liquid that gives birth to different Grimm types, currently can only spawn from what Grimm you have. Cost 5 Gold.
    -[X] Grimm Shrine: A dark and obscene shrine dedicated to the Grimm, gives a buff and to all Grimm Monsters and will also heal them, while also giving the Negative Energy Debuff to all non-Grimm. Cost 3 Gold.
    -[X] Further and Improve Servitor Tree. 0/50 Gold
    -[X] Improve yourself. 0/50 Mana
    -[X] Random Trap 10 Gold
    -[X] Random Resources. 15 Gold
    -[X] Dig deeper to create a second floor (Will take one week)
    [X] Get it done.
    [X] Dig deeper to create a second floor (Will take one week)
 
So we have some time to make some changes to the beginning of the series huh, so what race would the Warden be anyway?
Well with some new information given to me by a friend, the Warden will be from House Cousland, so Human Warrior, but the other origins are around and I have plans for them.

Oh I have plans.
 
Neat, the other origins. WOnder how things will turn out for the ones at the circle and the Dalish? Though is also what class for later...


My mind has also went to the class that is the Knight-Enchanter and now I'm wondering if at some point we could get a boss that's similar to that class. I recall it's existence was a main reason I went with mage one time during Inquisition when I normally prefer the rouge type of classes.


Hm...Geist Grimm. There was also the living trees. Which reminds me....

A giant knight similar to the one Weiss fought which I think was made of multiple geist in her trailer as a boss? How would people react to that I wonder as well?

...Enchant the giant knight armor?
 
Neat, the other origins. WOnder how things will turn out for the ones at the circle and the Dalish? Though is also what class for later...


My mind has also went to the class that is the Knight-Enchanter and now I'm wondering if at some point we could get a boss that's similar to that class. I recall it's existence was a main reason I went with mage one time during Inquisition when I normally prefer the rouge type of classes.


Hm...Geist Grimm. There was also the living trees. Which reminds me....

A giant knight similar to the one Weiss fought which I think was made of multiple geist in her trailer as a boss? How would people react to that I wonder as well?

...Enchant the giant knight armor?
Sounds like a fun idea.
 
Prologue Results
[X] Plan Spend to Make
-[X] Servitor x10 (10 mana)
-[X] Beowulf x5 (15 mana)
-[X] Creeper x3 (6 mana)
-[X] Ursa x2 (10 mana)
-[X] Boarbatusk x3 (9 mana)
-[X] Grimm Bait: A pod in which triggered, releases negative emotions that attract Grimm. x1 Cost 2 Gold
-[X] Negativity Bomb: A bomb that gives both physical and mental damage depending on target's willpower. x1 3 Gold
-[X] Pitfall: Your basic trap that let's those who step onto it, fall into the hole. x1 Cost 1 Gold
-[X] Spike Trap: Spikes coming out of everywhere to skewer anyone unfortunate. x1 2 Gold
-[X] Grimm Wrath: Increases the fury of Grimm. 3 Gold
-[X] Grimm Despair: Decreases all Agility of Adventurers. 3 Gold
-[X] Mine: A structure used to get gold and other materials needed for upgrading and buying. Cost 3 Gold.
-[X] Grimm Spawning Pool: A pool of Grimm Liquid that gives birth to different Grimm types, currently can only spawn from what Grimm you have. Cost 5 Gold.
-[X] Grimm Shrine: A dark and obscene shrine dedicated to the Grimm, gives a buff and to all Grimm Monsters and will also heal them, while also giving the Negative Energy Debuff to all non-Grimm. Cost 3 Gold.
-[X] Further and Improve Servitor Tree. 0/50 Gold
-[X] Improve yourself. 0/50 Mana
-[X] Random Trap 10 Gold
-[X] Random Resources. 15 Gold
-[X] Dig deeper to create a second floor (Will take one week)

You made the choices and expending your mana and gold to bring out the newest additions to your dungeon, already servitors were joining their brethen in aiding the Dungeon while the Grimm joined the first Beowolf in patrolling and guarding the dungeons. Your traps were being prepared as knowledge of spells came into your mind.

As for structures well, the Mine was set up instantly as the Servitors went down to mine for gold and other treasures. Meanwhile the Grimm Structures had an.... interesting effect.

First up, the Grimm Spawning Pool sort of.... rain down like rain before forming into a very large puddle. You think its a puddle. Already it was bubbling as a beowolf came out and roared.


That was something.
Following that was the Grimm Shrine, it can best be described as a shrine but made with what looks the Grimm Liquid but now solid, it was also rather small, and inside contained multiple statues of all kinds Grimm and right now was letting loose a black aura, so it was getting to work.

Well that was good you thought as you began to expand some Mana onto the Servitor Tree and wanted to see the results. And oh boy this seemed interesting.

First up was the upgrade for them was increased working speed and increased endurace, which was very good in your opinion when it was to deal with labors that took too long or needed a hard body to get through.

Up next was improving your self, and from the mana you put you have gotten:

[ ] An increase in Mana Generation
[ ] A defensive shield around you, while weak, should offer some protection from damage
[ ]
Projecting your vision to see more of your dungeon

From the store, you were given one random trap and one random resource. First was traps.

Roll 1d100 for Trap: 67

A small puddle of Grimm Liquid that when stepped on, makes several arms come out of the puddle to restrain the adventurer who stepped in.

Huh, neat, those can be very useful for restraining and letting the monsters jump onto them while the adventurer struggled to get out. Very useful.

Alright, next up was Resources randomized from the Store.

Roll 1d100 for Resource: 54

You just got what you expect is average for a Dungeon Core, at least, you think so. The resource you got was just some Iron, probably for forging and all that.

Pretty nice stuff you got all things considered, and the iron and upgraded Servitors can be useful for completing the Second Floor. Heheheh, who knows, maybe some dwarves or others could accidentally dig here.

But, when you do get ready to get adventurer's in, you need a method of corruption, a lure, all that jazz. Which should you use? Besides treasure and loot.

What do you use as a method of Corruption/Lure?
[ ] Knowledge: The power to obtain knowledge
[ ] Weapons: Everybody loves tools of mass destruction
[ ] Write in


With that done, you prepared for the first day, ready to get thing prepared. Here's to a good future and a prosperous yet interesting life as a dungeon core.

AN: Here you guys are, the prologue, up next is the 1st Day. Have fun with voting and taking some time and try out some omakes as well. could earn you some neat stuff for you all.
 
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[ ] An increase in Mana Capacity
[X] An increase in Magical Generation

Former mostly, the latter is.. curious. I wonder about its purpose.
EDIT: Removed a vote/mark from one option...

[X] Knowledge: The power to obtain knowledge
Dragon Age... @_@; Mages are shunned upon if I recall...
 
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[X] Projecting your vision to see more of your dungeon
This interestingly suggests we can't overlook our dungeon entirely as is.

[X] Knowledge: The power to obtain knowledge
Gotten have forbidden knowledge with the negative emotion demons from beyond space and time, right?
 
Wonder if mechashift weapons or things to teach about aura

Question can the dungeon do a pandora and use hope as a lure though not sure what that hope should be though.
 
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