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

[X] Desire, offer to those that plumb your Depths their hearts desire, a wish, knowledge, power, treasure and adventure beyond their wildest dreams, companionship, even an end if they so desire, you will use whatever you can
 
Would treasure be to obviously for us or be perfect to get treasure hunters and other greedy people to come to our Dungeon?
 
Current Tally:
Adhoc vote count started by WilyMachineKing1 on Jan 20, 2023 at 7:47 PM, finished with 18 posts and 10 votes.
 
[X] An increase in Mana Generation
[X] Weapons: Everybody loves tools of mass destruction


Rumors of treasures are a good way to entice greedy adventurers into our lair.

For now, the allure of powerful weapons should suffice for now.
 
Closed Tally
Voting is now Over
Scheduled vote count started by WilyMachineKing1 on Jan 20, 2023 at 3:30 AM, finished with 24 posts and 13 votes.
 
Day 1
[X] Knowledge: The power to obtain knowledge

[X] Projecting your vision to see more of your dungeon


Knowledge. Knowledge was a good lure to bring adventurer's here. Knowledge of secrets, of power, of anything. That was always more effective, sure having weapons could work, but having the Knowledge to make the weapons? That would be much more enticing.

With that, knowledge shall fill in books and such similar items. All while you tested your new your ability you had. You could now project your vision, much more than what you could do before. Because now, you can now exit from the underground, and see what was above you.

Oh, wow. This place has definitely seen better days. Like, some sort of disaster came through here and maybe an absolute mess.



Discovered Ruined Village!

Well, that seems ominous. As far as you are aware, you can find no signs of life, that much is clear. Hmm, when you get that entrance up, perhaps you can send some minions to explore the place. But for now, time to do the Second Floor, as well as plan for other things for the next day.

6 Days Left Until Second Floor is Done.

Right, now then, time to have some planning to do. Time to plan things out.

Planning time!
Mana: 100/100

Gold: 100/100


[ ] Grimm Cultist Initiate: A newly inducted Cultist. Has flimsy HP, numerous, has a myriad of tools and makeshift weapons. 5 Mana. Can be promoted to Acolyte with 5 Mana.
[ ] Grimm Cultist Acolyte: A more equipped variant of a Cultist Initiate, primarily uses ranged weapons, slightly higher HP than Initiate. 10 Mana to buy. Can be promoted to Devotee with 10 Mana
[ ] Grimm Cultist Devotee: An Initiate that gives buffs for his fellow Initiates, agitating them to fight harder. Costs 20 Mana.

[ ] Beowolf: Cost 3 Mana
[ ] Creeper: Cost 2 Mana
[ ] Ursa: Cost 5 Mana
[ ] Boarbatusk: Cost 3 Mana
[ ] Servitor: 1 Mana
[ ] Mining Servitor: Focuses on Mining. 1 Mana.
[ ] Combat Servitor: A Servitor for Combat. Jack of All Trades. Costs 2 Mana.

[ ] Doctor Merlot: A mad scientist who wishes to see how far his research in Grimm can go, and is willing to see it no matter what. 30 Gold.

[ ] Mine: A structure used to get gold and other materials needed for upgrading and buying. Cost 3 Gold.
[ ] Workshop: A place where equipment and more can be created and studied. Costs 3 Gold.
[ ] Monster Lab: A structure created for the interest of improving Monsters. Costs 5 Gold.
[ ] 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.
[ ] 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.


[ ] Grimm Bait: A pod in which triggered, releases negative emotions that attract Grimm. Cost 2 Gold
[ ] Negativity Bomb: A bomb that gives both physical and mental damage depending on target's willpower. 3 Gold
[ ] Grimm Arms: 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. 3 Gold
[ ] Pitfall: Your basic trap that let's those who step onto it, fall into the hole. Cost 1 Gold
[ ] Spike Trap: Spikes coming out of everywhere to skewer anyone unfortunate. 2 Gold

[ ] Grimm Wrath: Increases the fury of Grimm. 3 Gold
[ ] Grimm Despair: Decreases all Agility of Adventurers. 3 Gold
[ ] Grimm Apathy: Decreases Strength of All Adventures. 3 Gold


[ ] One Random Monster Tree. 10 Gold
[ ] One Random Trap. 10 Gold
[ ] Random Resources. 15 Gold

RWBY Tree
[ ] Dust Mine: A mine filled with Dust Crystals. Cost 10 Gold.

[ ] Further and Improve the Grimm Tree. 0/50 Gold
[ ] Further and Improve Servitor Tree. 0/100 Gold
[ ] Improve yourself. 0/100 Mana
[ ] Upgrade Mines. Costs 5 Gold.
[ ] Upgrade Workshop. Cost 15 Gold.
[ ] Upgrade Monster Lab. Cost 15 Gold.
[ ] Uprgrade Grimm Shinre. Cost 15 Gold.

AN: Here it is, sorry it took so long. Hope you guys enjoy this.
 
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Hmm no upgrades unlocked by mines and servitors to increase gold per turn?

Dust Mine seems potentially useful if we can make use of it. For research, improve grim tree and probably do some upgrades.

Though @WilyMachineKing1 [ ] Uprgrade Grimm Shinre. Cost 15 Gold. is listed twice is that correct?
 
Hmm no upgrades unlocked by mines and servitors to increase gold per turn?

Dust Mine seems potentially useful if we can make use of it. For research, improve grim tree and probably do some upgrades.

Though @WilyMachineKing1 [ ] Uprgrade Grimm Shinre. Cost 15 Gold. is listed twice is that correct?
Ah, hold one a second let me fix those. Sorry about that.

Edit: Now it's fixed with new Servitor Monsters.
 
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