Dungeoncore Quest

Voting is open
Dwarves Aloof
Well. You've now got an interloper frolicking around where she ought not to. Namely, inside of you. As the dwarven marching song becomes weaker and weaker, you consider her carefully. She could attempt to rush your core and end you, and you're quite sure she'd be able to move past your Key Room.

This calls for a new defensive measure. Something physical, but that might get through armour. Something that will keep bothering even someone much stronger than a level two. Something determined to punch through to their bodies, inflicting what they wish to do to you upon them. So you once more focus on the shape the more physically inclined hatchling takes. By now you've gotten quite the experience, and as such you can do much more than you did before.

You compare them to one another, and quickly realize which parts will dictate the creature's body, in particular the musculature. Its bones shall be harder, as to sustain more damage, even if they'll cause its movements to be slower. Its muscles shall shift in such a way as to focus on the neck, making it longer and almost half again as thick as its siblings', and the overall musculature will be weaker. This will have the side effect of making it rather… simple-minded, as it is, but that is of no concern to you.

You will still like it, as you do all your creatures. From the smartest to the mightiest, to the most useless of them.

With these adjustments, such a creature would latch onto an adventurer's body and refuse to let go, mindlessly trying to eat them. The only thing they can actually digest is stone, so they will not consume the bodies, unless you wish for them to and order them to bite down. Instead what will happen is that they'll remain attached at their hip, leg, or arm, making for a very good distraction. They'll also probably leave behind a scar. Funnily enough, the more armoured a target is, the more effective they'll be, as their gear will work against them.

You'll dub this creature the Chubby Hatchling, for its rather cute body and behavior. The face they make while biting is also rather chubby, so you feel very justified in your name. It has absolutely nothing to do with their rather rotund bodies, and anyone that says differently definitively deserves the incoming bite.


Unlocked:
Chubby Hatchling (3 SE)
  • This rather cute Hatchling will bite down on an unlucky adventurer, should they be unable to dodge their furious charge. And they will bite hard, refusing to let go. This rather cumbersome addition to their armour will surely harm them. And don't call them chubby, whatever you do.
  • Effect: Triggers a DEX Challenge. If failed, 1 ap is taken, and a permanent 2 malus to all dice rolls is added. Once the challenge is failed, it can only be retriggered when the first adventurer has fainted.
  • Base DC: 7; Base Malus: -2


By now your focus has once more moved to the dwarven woman. She seems to be huffing and puffing this and that way, lowly grumbling about this and that. While you do hear her King's name often being repeated, mostly in curses, you're not quite sure what she's talking about.


"-amn fool, leaving me behind without a way to contact the DungeonCore. Damn it, this is literally rarer than a once-in-a-lifetime opportunity, and it might already come to an end thanks to this? Bah! Next time I see his wife, I'll make sure to tell her what to do to his bear, oh yes!
I know he's been hoarding Kardraz's special ointments, and should a few nobles hear about it there are sure to be grudges to placate. I swear, if he costs me this just because of his newfound happiness, he'll soon find himself with a deeper grave than his present one. Bah! Younglings these days! You give them a throne and still..." She does not seem to wish to stop. Until she does. And then palms her face. "Listen Core, if you can hear me and understand me, but given we have a signed contract from you it seems evident that you did, I'll surrender now. Please give me the same Mark that you gave that Dolgi buffoon." And so she does, letting all the air out of her chest and eventually fainting.

That is, from your understanding of her biology, something rather extreme.

(Level 4 Aide Dungeon Sophos Mathilda Graypeak has surrendered. +2 SE)

Well.
That's something.

Something you probably have to think about. Eventually. For now, you want to get expanding. The itch in your mind has grown, and while buying the new Hunting Lodge has surely helped, you're now looking at a much more tantalizing prize. A second Floor. The change such a thing will have to you… Well, you can hardly wait. So with much trepidation, you start to funnel your Energy. You were on the verge of greatness, basically needing a pittance of Energy to ascend, when a bothersome thought entered your mind and refused to go away.

She seemed rather interested about you. Wouldn't she care about something like this? You think about it, metaphorically feeling the change about to happen. But reason won out, and you soon found yourself shifting your focus on where she is staying stasied in the prison. And in a few seconds, you Branded her as well, just the same as you did for Dolgi.

[Mathilda Geraypeak gains Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.) [Branding an Adventurer has gained you some Energy.] (+4 SE)

And soon enough she plops back to the entrance, being teleported back to the small gate now signaling where you begin, and the mountain ends. She lays there, sleeping for a while, before groggily waking up. "Hnggg. J'ush five more minutesh." And she rolls to her back, once again asleep.

You wait a while, and eventually she does finally wake up again.

She blinks up to the rough stone ceiling, and immediately starts cussing. "Where for my Ancestor's left nut am I?!" Screaming and flailing, she gets up on two shaky legs, looking at the cavern with her back to your entrance. "Whu? Where am I?" She looks around briefly, turning her head this and that way, just to come short of an actual answer. Then she notices the runic glow coming from behind her and swivels around.

Her eyes snap open, her mouth falls to the floor, and her eyes begin to twinkle. "Oh, Ancestors. It ain't no dream, huh?" She stands there, looking at your entrance for quite a while. Even if you can't really understand the emotion she's showing, you know you ought to give her space to settle down, and so you do. You go back to looking around, trying to find a good place to place your first new floor, where the flow of Energy would least be disrupted. The obvious answer is to replace the current Core Room, and you probably will do that, all things considered.

It is then she finally has gathered her wits enough to talk to you, and you can feel her mind fainly reaching out to yours. It feels much different from Dolgi's, at least in part because his own, you now realize, was somehow safeguarded. Hers is not. Should you wish to, you could probably send Energy into her Mind. It will have some effect on her, but you think that gradually feeding her a single unit per day should let her survive. At least until the fifth. Then... who knows?

Oh. It seems your wandering mind has already lost you the start of what she has to say. You once more focus on what's on her mind. "-nd so, I'm really, really glad I can document your growth. Like, you honestly don't understand how big this could be for my race as a whole. I already have some theories, and should you want me to, I will share them with you. Just say the word, and I'll tell you anything you want to know. Oh geez, thank the Ancestors I packed for a lot of writing. It might just get me through until my da and ma get here, yes. Ahh, just thinking about the idiot's smug grin is making my blood boil. Ancestors damn that fool of a king-"

Well. It seems like chit-chatting is, in fact, a common occurrence among dwarves. Now you know.
Anyway, on to more important matters. You'd like some peace, and you know of only one way to get it. "-nd I really don't know what your walls are made of. Every time we asked her, she told us to bugger off, and that we ought to have more respect for our ancestors, but with your permission I will-"

No, this is definitively too much. "Please desist. My Mind reels every time I think of what you're saying." Yes, you may be exaggerating a little, but she was literally jumping at the chance of tearing down your walls. That ought to warrant a strong reaction, no matter who you ask. This sends her into a stunned silence, and she just stands for quite a few seconds. "Thanks." Maybe you're wrong, and she is quite nice to listen to your request so quickly. "You can talk?!" And now she's screaming once more.

Damn it. You were just getting your hopes up for some lasting quiet. "Yes, I can. No matter how hard I may wish the contrary." At this, she squeals, and once more begins blubbering about all sorts of things. Well, she would, if you didn't cut her off immediately. "Tell me Sophon, why is it you wish to study me?" She seems to think about your reasonable question for a few minutes, and the pause gives your assoulted mind time to think.

And the result is that you might just have found a solution to your problem. And look, just in time to test it. She once more opens her mouth to talk, just to cover it a few moments later, blushing a little. Once again she tries to start talking, and this time she seems to be more secure in her intentions. "It's because we dwarves are borne of a dungeon, oh mighty Core. Please understand, that this may very well tell us something fundamental of our very species. Maybe of the world as we know it, given the role you Dungeons play in the flow of Mana. See,-"

You're quick to stop her once more. "You may now call me Drag-Karak, as this is the name I've chosen for myself." At that, she pauses for a beat. And then reality seems to settle in around you. Your walls quake, the very mountains move as your walls grow stouter, materials change, torches spring up in all your rooms, and small doors sprout between your rooms.

But the biggest shift occurs at your entrance. There, an inscription you can't read seems to carve itself in your stone, and for some reason you get the distinct meaning it may be traduced to 'Welcome to Karak Karkakarak'. So apparently getting a name would have influenced you. Good to know. "Did you just name yourself?! Just like that?!" And she's once more back to screaming. This is getting real old, really quick. "Aye, I am. Now stop all your huffing, and get your wits back to you. One of your kind ought to be calmer, no?"

"Ancestors above! I just witnessed a baby Dungeon's naming! Oh, Ancestor gods, inspire me to save everything I've witnessed to memory. Ah, I can still see them, burned in my retinas, the tendrils of Mana shifting their flow! Let me just write it all down real quick." And in what may seem animalistic fervor, she hunches by one of your new torches and begins scribbling fanatically on a little diary.

Your mind hangs over her like an anvil, and you can't help but find some measure of fondness when she closes her eyes to 'see better the flows of Energy'. While it is probably rather unhealthy, you want to help her a little, and with a small burst of might, you will the closest light source to burn brighter. It does, but this seems to go unnoticed by who was supposed to be your teacher. And then you once more hear echoes from the caves. A quick song about… crushing orcish skulls, and not letting the party be split in two?
[An Adventurer Party of five is approaching you!]
[Thunni Whi-]
Well, at the risk of sounding crass, you'd like to say fuck that.
(-10 SE) (31 Total)
So you finally buy the second floor, placing it in the place of the first.
And it all fades to black, as your doors slam shut, and you hear the soft thump of soft flesh on stone, crowned by twin cries of joy from within and desperation from without.
That will be a problem for when you have a second floor, you decide.

Unlocked:
Effects
Boss Floor: Design a Creature as Boss Floor, letting it have +2 to its base DC. It costs nothing to assign, but 3 SE to revoke. Should a Floor Boss gain a special Prestige, it will instead become a Unique one.
-A New Floor will increase your passive Energy Gathering by +1/day to 2/day
Rooms
Maturity Ward (5SE)
  • This ward serves to quickly grow the Hatchlings into juvenile Dragons, letting them pose a much more serious threat to invaders. And also as a safe space for those quiet ones that attempt to escape their more playful siblings' bothersome pranks.
  • Allows the second Prestige of an awakened Unit.
  • You can Spawn a unit for its allotted price, then upgrade it up to five times, then prestiging it. There may be special potions, depending on the creature's history. At any point, you may spend 10 SE on any unit to make them sophomores. Then you may use this room to upgrade them further.
Hydroponics (2SE)
  • This room is full of fungi. They smell really, really bad, but some kinds of creatures will find the fragrance irresistible. You don't.
  • Produce enough food to sustain up to 5 people, even if they may wish they were dead rather than eat the damn mushroom.
  • This is a Manufacturing Room. (Investing 20 points in this will make the Dwarves very upset.)

Researchable:
Units:
Poisonous Hatchling (CON Challenge) (3Dp) (3SE)
Arcane Hatchling (INT Challenge) (5Dp) (5SE)

New Researchable Rooms:
Shedding Bay (5 Dp), (5SE)
Poison Collection Room (15 Dp) (10SE)

What to vote on:
How will your influence grow? (Top 1 will win)
[] Scaly Paradise: the lands you occupy become the most desirable to natural-born Dragons and all their descendants.
[] First Growth: Around you, a particular kind of animal will begin to rapidly evolve, increasingly coming closer and closer to sentience.
[] Mineral Renewal: Will spawn new Ore veins around you, which will renew over time.

Should you spend your resources? (35Se, 8 Dp)
[] Write-in
 
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Unlocked:
Chubby Hatchling (3 SE)
  • This rather cute Hatchling will bite down on an unlucky adventurer, should they be unable to dodge their furious charge. And they will bite hard, refusing to let go. This rather cumbersome addition to their armour will surely harm them. And don't call them chubby, whatever you do.
  • Effect: Triggers a DEX Challenge. If failed, 1 ap is taken, and a permanent 2 malus to all dice rolls is added. Once the challenge is failed, it can only be retriggered when the first adventurer has fainted.
  • Base DC: 7; Base Malus: -2
Ohhh it's adorable and amazing!
[] Mineral Renewal: Will spawn new Ore veins around you, which will renew over time.
....listen. I think this might be best honestly. Outside natural dragons could come in and bully our homemade dragons and end up warping things. As for sentience I don't think we have anything for it or any need? Dragons are already treated like intelligent and grudge bearing threats, Id say they're at minimally as intelligent and respected as tigers, if multiplied by giant scaly flame thrower, if not just out right treated as a 'people'.

Now...infinite resources? I mean, hey. We can make our homegrown babies drakes into Wyrms one scale at a time with enough time if we don't have to worry about resources.
 
[] Scaly Paradise: the lands you occupy become the most desirable to natural-born Dragons and all their descendants.
[] First Growth: Around you, a particular kind of animal will begin to rapidly evolve, increasingly coming closer and closer to sentience.

debating between these two

ok, reading back, i can get the argument against them but

1. I think if we are our own entity/nation?> we can demand certain rules from dragons (or punish them i guess)

2. The sentience thing, i dont see why we cant. i dont know what we have but lizards? moles? worms? who nknows, but wouldnt our teacher find it so very interesting if we went this route after what she told us?

Do we get benefits from these ores we spawn? or will it just be for the dwarves and invaders?
 
The infinite ore would help out our incoming dwarves and be useful in the manufacturing rooms we have to build. Best to get that, imo.

[X] Mineral Renewal: Will spawn new Ore veins around you, which will renew over time.

[X] Intellidraks
-[x] Create Maturity Ward
-[x] Research Arcane hatchling


Do we know roughly what the shedding bay will do?
 
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[X] First Growth: Around you, a particular kind of animal will begin to rapidly evolve, increasingly coming closer and closer to sentience.
-[X] Create Maturity Ward
-[X] Research Arcane hatchling
 
[X] First Growth: Around you, a particular kind of animal will begin to rapidly evolve, increasingly coming closer and closer to sentience.
-[X] Create Maturity Ward
-[X] Research Arcane hatchling
 
we should also look to spend a minimum of 20 SE on rooms, because of contract, right?
 
[X] First Growth: Around you, a particular kind of animal will begin to rapidly evolve, increasingly coming closer and closer to sentience.
-[X] Create Maturity Ward
-[X] Research Arcane hatchling
 
[] Scaly Paradise: the lands you occupy become the most desirable to natural-born Dragons and all their descendants.
[] First Growth: Around you, a particular kind of animal will begin to rapidly evolve, increasingly coming closer and closer to sentience.

debating between these two

ok, reading back, i can get the argument against them but

1. I think if we are our own entity/nation?> we can demand certain rules from dragons (or punish them i guess)

2. The sentience thing, i dont see why we cant. i dont know what we have but lizards? moles? worms? who nknows, but wouldnt our teacher find it so very interesting if we went this route after what she told us?

Do we get benefits from these ores we spawn? or will it just be for the dwarves and invaders?
You will not automatically get the metals but, if you prestige one of the hunting hatchlings, and make it lead a party with at least one Chubby, you may send them out to gather it, and bring it back. If one of your creatures eats it, they'll get special prestige options. Otherwise, it'll just benefit whoever it is that owns the mines. Which could be your newfound dwarven family, if you inform them of it.
On the other hand, any and all creatures that you evolve will be loyal to you. So you could send them out to gather stuff as well.
The infinite ore would help out our incoming dwarves and be useful in the manufacturing rooms we have to build. Best to get that, imo.

[X] Mineral Renewal: Will spawn new Ore veins around you, which will renew over time.

[X] Intellidraks
-[x] Create Maturity Ward
-[x] Research Arcane hatchling


Do we know roughly what the shedding bay will do?
They will, in a way, produce a valuable trading good.
 
Vote closed
Scheduled vote count started by Red12 on Nov 3, 2023 at 4:46 PM, finished with 21 posts and 6 votes.

  • [X] First Growth: Around you, a particular kind of animal will begin to rapidly evolve, increasingly coming closer and closer to sentience.
    -[x] Create Maturity Ward
    -[x] Research Arcane hatchling
    [X] Talk with Mathilde about why she was happy/the King.
    -[X] Why did you remain behind?
    -[X] What's up with the King?
    -[X] What's your full name?
    [X] Get a name for yourself. You shall be Karak Karkakarak
    [X] Buy Second Floor (-10 SE)
    -[X] Force the QM to update the map
    [x] Example Vote, Different Name
    -[X] Talk with Mathilde about why she was happy/the King.
    --[X] Why did you remain behind?
    --[X] What's up with the King?
    --[X] What's your full name?
    -[X] Get a name for yourself. You shall be Drag-Karak!
    -[X] Buy Second Floor (-10 SE)
    --[X] Force the QM to update the map
    [X] Mineral Renewal: Will spawn new Ore veins around you, which will renew over time.
    [X] Intellidraks
    -[x] Create Maturity Ward
    -[x] Research Arcane hatchling
 
Fourth Raid, Yet more beards
Winning Tally:
[X] First Growth: Around you, a particular kind of animal will begin to rapidly evolve, increasingly coming closer and closer to sentience.
-[x] Create Maturity Ward (-5 SE) (30 Total)
-[x] Research Arcane hatchling (-5 Dp) (3 Total)



Somewhere nearby
Hide. Wait. Hunt. Feed. Lick wounds. Back to hiding. Stick looks nice. Pick it up? Hands different. Hands? Claws better. Hunting easier. Hunting easier, if more of us. Us? Us. Others. Hide? Wait.

A clawed hand for the first time picks up a stick. It joins a small group, rudimentary clubs already at hand, as they begin to dig out a trap.

Tonight, they shall feast on the green prey.



The first thing you perceive is the newly reconnected flow of Energy. Immediately after you also sense a figure lying on the floor staring up at the ceiling, and rolling back on all four to write something down. All in eery silence.
Right beside your core.
On the newly created second floor.
That's fine. The madwoman is beside you and has been left with free access to your very body up until now. That's perfectly fine. You're not worried about what she did, at all. Maybe if you repeat it enough, it'll become true, but meanwhile, you'll do as your friend Mordin has taught you.
Repress, and forge on. Can't let the wandering hands of a dwarven researcher get the better of you, after all. Also because there are quite a few angry knocks on your door, and it has finally given in to the outsiders. Ah, perfect. New challengers for your rooms to defeat.
Five bearded figures enter through your first room, and two of them sit down on the floor, possibly to gather their forces.

Thunni Whitebeard, Dwarven Longbeard (Young) Rank 3


View: https://imgur.com/a/X5hz9Av

  • STR: 5 (8)
  • DEX: 3 (-3)
  • CON: 3 (6)
  • WIS: 2
  • INT: 1
  • CHA: 1 (-1)
-Dwarf
This is a proud member of this staunch race. They are compact balls of anger, always ready to tank any hits and slay any enemy. Unfortunately, this comes with a steep price.
(+3 Con, +3 Str, -6 Dex-2 Char)
-Longbeard (Young)
This somewhat ancient dwarf has a beard reaching just past their knees, rapidly losing color. Their body is riddled with scars, their mind molded to the battlefield. They will not go down easily in a fight. Yet, they are not quite there. Just a few more years, and they will be truly an honed blade.
(Bo2 in Fights)

Dinwly Whitebeard, Dwarven Ranger Rank 3


View: https://imgur.com/a/8QXcfjp
  • STR: 1 (4)
  • DEX: 5
  • CON: 0
  • WIS: -3
  • INT: -3
  • CHA: 0 (-2)
-Dwarf
This is a proud member of this staunch race. They are compact balls of anger, always ready to tank any hits and slay any enemy. Unfortunately, this comes with a steep price.
(+3 Con, +3 Str, -6 Dex-2 Char)
-Ranger
This one is trained in the way of the hunt. They shall more easily recognize any and all traps, but otherwise find difficulties adapting to an active fight.
(+6 Dex, +2 to Room Challenges, -2 to Creature Fights)

Grugni, Dwarven Priest Rank 4


View: https://imgur.com/a/Lc2Vr3h

  • STR: ? (5)
  • DEX: ? (-9)
  • CON: ? (9)
  • WIS: ? (10)
  • INT: ? (12)
  • CHA: ? (-7)
-Dwarf
This is a proud member of this staunch race. They are compact balls of anger, always ready to tank any hits and slay any enemy. Unfortunately, this comes with a steep price.
(+3 Con, +3 Str, -6 Dex-2 Char)
-?
-?
Brands:
-? Level 1
-?? Level 2
-??? Level 4

Items:
?
?
?


Velma Stonebread Rank 1 Noble


View: https://imgur.com/a/NV7K0Xv

  • STR: 3 (0)
  • DEX: -3 (0)
  • CON: 0 (15)
  • WIS: -3 (3)
  • INT: -3 (3)
  • CHA: 0 (0)
-Dwarf
This is a proud member of this staunch race. They are compact balls of anger, always ready to tank any hits and slay any enemy. Unfortunately, this comes with a steep price.
(+3 Con, +3 Str, -6 Dex-2 Char)
-Noble (3rd Generation)
This one is a direct descendant of this race's leading force. You'd better not hurt them, or else...
(-5 to all physical stats)

Items:
-Full Plate
Dwarven Full plate. Enough said.
(+12 to most Con challenges, -6 to Str, -22 to Dex)

Brands:
-Noble's Crest
This rune signifies this one's social standing, as a chosen among their race. It was awarded to their Ancestors by another Dungeon, that much you can tell, but little else reveals itself to your scrying.
It does probably affect both their body and mind in some way.

(+?, -?)


Rugni Stonestove Rank 2 Bard


View: https://imgur.com/a/GEWA8mJ

  • STR: +1 (4)
  • DEX: +3 (-3)
  • CON: 0 (3)
  • WIS: -3
  • INT: 1
  • CHA: 6 (4)
-Dwarf
This is a proud member of this staunch race. They are compact balls of anger, always ready to tank any hits and slay any enemy. Unfortunately, this comes with a steep price.
(+3 Con, +3 Str, -6 Dex-2 Char)

-Punchline
With but a pun, or a joke, no matter how terrible, they may balance out the party, helping all of them make it through
(Can take away at most -2 from one of any roll made in a Room, and transfer it to another roll. Usable only once per Room.)

The only woman amongst them is the first to speak up, after loudly opening her plated helmet. "Argh. Took its sweet ass time opening up, didn't it? What was that all about, oh priest?" The lone figure of the priest, the only one not winded, seems to be busy looking at where you're looking at them from. You move this and that way, and he follows your perspective.

That is going straight into the list of things that are 'definitely fine'.

And at the same time, he talks both to you, with his mind, and to the woman, with his voice. "Oh Great Karak, please accept this humble one into your depths. I have heard of already one helper having made her way to you, and I am sent to join her."-"Youngling, you'd better pay me more respect. I could hear the sarcasm from still outside these sacred doors. From my understanding, it was growing in size. Growing deeper. And that lucky... researcher got to witness it. Bah!"

He seems to be sulking, hitting in frustration the walls with his feet. That's... not quite a 'definitely fine', but not quite an 'oh no, please no". Ah, you'll just call it 'fine' and move on. After all, the other three seem to have finally gotten up. "Laddie, the wait's going to cost you more. I understand that you couldn't-" but what seems to be a ranger is rudely cut off from the walking armor, as she exclaims " 'Cost more this, cost more that', do you even know how to say anything else? We agreed upon a price, and both swore by it, no matter what happened. So that's what I'll pay you, no matter how much you insist I owe you."

The other three figures start to tug on their beard, clearly unhappy, and one in particular starts to dramatically remake their bandages, but she is quick to talk over their grumbling. "Now git, this already took long enough." And with that, they all start their long march towards your core.

Party Raid
[Party Rolls against the Stone Room DC 10 Dex]
[Thunni Whitebeard rolls a 1 against the Stone Room (after modifiers). He loses.]
(Thunni Whitebeard loses. -1 AP. 2/3)
[Dinwly Whitebeard rolls an 18 against the Stone Room (after modifiers). He wins]
[Grugni 8 rolls a against the Stone Room (after modifiers). He loses.]
( loses. -1 AP. 3/4 )
[Velma Stonebread rolls a 12 against the Stone Room (after modifiers). She wins.]

[Rugni Stonestove rolls a -2 against the Stone Room (after modifiers). He loses.]
(Rugni Stonestove loses. -1 AP to 1/2 )

[Party Engages McCheese and McMittens Dc 7, 7 Dex] (They target Rugni Stonestove)
(+2 Dp! +4 SE!)

{From now onwards, it will be formatted in such a way as to allow me to run it faster}

[Party enters Heated Room Dc 11 Con]
[Party Rolls against Heated Room]
(14 Wins, 17 Wins, 10 Loses -1Ap to 2/4, 9 Loses -1Ap to 0)
(Valma Faints, Grugni loses 1Ap)
[Grugni Uses ?, revealed to be a Health Potion, healing back to 3/4 Ap]

(+1Dp! +1SE!)

[Party Engages Much, Middle, Might, More Dc 7,7,7,7 Str] (They each target one, except Much, who goes on Grugni)
(27 Wins, 9 wins, 5 Loses -1 Ap 2/4, 12 Wins)

[Party enters Prison]
[Party Engages Mauler and Mauled Dc 7,7 Str]
(They attack Grugni and Dinwly)
(11 Wins, 9 Wins)

[Party Enters Key Room Dc 15 Wis]
[Party Engages Mordin, Mumble, Mute Dc 7 Cha, 7 Wis, 7 Dex, 7 Str]
(Mordin Vs Grugni 7, Grugni Wins)
(Mumble Vs Dinwly 0, Dinwly Loses, -1 Ap to 1/3)
(Mute Vs Grugni 0 Grugni Loses, -1 Ap to 1/4)
(Mouler Vs Thunni 10, 11 +8, Thunni Wins)

[Key Room Challenge: 19, 17, 2, 16] 1/2 Passed

[Party Engages Key Room occupants once more]

(Mordin Vs Grugni -2, Grugni Loses, -1 Ap to 0/4)
(Mumble Vs Dinwly 10, Dinwly Wins)
(Mute Vs Thunni 11,14 +8 Thunni Wins)
(Mouler Vs Thunni 8, 20 +8, Thunni Wins)

Grugni Fainted!
(+8 Dp! +16 Se!)
-??? Brand Revealed!

-Dungeon's Blessing, Level 3
This Soul has been deeply warped by another Dungeon, in such a way as to ensure Loialty and empower the subject. However, it is this very connection that makes this one's defeat that much more bountiful for any other dungeon.
[Effects:
-?
-Can use some of the Marker's Effects;
-Can be actively or passively Empowered by the Marker;
-Can talk to any Dungeon;
-Will reward twice the norm from fainting in another Dungeon.]

[Party Rolls against Key Room]
(17, 10)
The party has overcome all defenses.


Items Gained:
  • Dwarven Full Plate Armor (Level 4) [Lost, looted by Adventurers]
  • Karak Warrior Priest's Robes (Level 3)
  • Karak Warrior Priest's Good Book (Level 6)


So they march, straight into your first room. Straight into a trap. A terrible pitfall awaits them, filled with nothing but spiky stones jutting cruelly out of the floor. They all look at it and find themselves face to face with something they hadn't prepared for.

The plated woman swiftly moves to the back of her companions, both barring the exit and waiting for the others to go forth, while saying "Well, what are you waiting for then? Onwards, I'm sure you'll clear this room without a hint of a struggle, you burly men." The so-called burly men are not so happy about this, and the whispered grumbles grow stronger.

The two brothers, the fighter and the ranger, shake their heads, murmuring about shame and today's nobility, while the eldest amongst them just shakes their heads, disappointed. "Let me show you sorry lot how it's done, and we'll talk after this lass. Your whims have already caused enough trouble for the Karak. If you were to offend our latest ally..."

She seems aghast at that, almost shouting to the now moving elder, "What?! A Dungeon can be offended?! What are you talking about, oh glorious Priest? Did you hit your head on its walls a little too hard? It's just a piece of stone. Move on now! Get to it alread-"
And then your minions, that were lying in ambush, spring forth, gliding through the air and finding their target. The most dangerous, the Priest, falls to the unforgiving ground below, and one of the stones grazes his right arm, which you now notice is holding a glowing staff. McCheese really didn't hold back, it would seem. Unfortunately, a bonk on the head makes quick work of your minion, that now lays unmoving.

Meanwhile, McMittens' eyes glow with pure anger. Literally. It soars towards the plated woman, but she hears the hurried flapping of wings and blindly flails her arms, hitting your creature's head with her plated hand. This sends it flying all across the room, and it lands squarely on another Adventurer's back. The Bard, up until now silent, gives a huff as the new weight on their spine pushes them down, but their face soon sours with pain as they look towards the floor.

Immediately they scream, as a stony point goes right through their belly, and their blood begins to flow in jets to the floor. As he breathes, he also starts to throw up the red liquid, which soon enough forms a puddle at his feet. All he hears is a distant scream, and the heavy footsteps of someone in heavy armor rushing towards him. Between one blink and the next, he is now facing the room's roof. He knows a pact was made with this Dungeon, and his life should be saved, it was the only reason why they even attempted the raid in the first place, but you can't ever know for sure. So, if he is to depart so prematurely from this world, he would at least give some peace to his beloved.

"Velma, listen to me." The woman is busy holding the arm that hit the Hatchling, which is now sporting a rather suspicious imprint of plated boots. At least he won't be the only bleeding one for a while. What odd thoughts he has, as he lies dying. Still, he calls out to her once more. "Velma, listen to me." She finally lends him her ear, quickly moving to cradle his head on her legs. "Listen to me, ok? Remember what we talked about before, aye?" A few droplets fall on his face, as she caresses his hair. "You idiot. I swear if you die, I'll find you in the Ancestral Halls, and kill you again." This gets a quick laugh out of the wounded, and he can only whisper "I love you, sweetheart," before passing out.

The other dwarves have gathered around, and seem to be talking amongst themselves. "Bah! Such dramatics, these beardlings. I swear, when we reach the core, I'll give the new Karak a talk, and I'm sure he'll be fine." Meanwhile, the two brothers just stand there awkwardly. One of them also fell, and can't help but consider his luck compared to the unlucky wounded. Yes, he would probably have survived the bleeding, but he'd be looking at nothing but pain for a few long weeks. Pissing blood is never nice.

Meanwhile, the ranger is seriously reconsidering the bitching Noble. He had to endure the bard's long tales about his beloved, said beloved's rather... uncouth temperament, and the scenes they caused, both in and out of the Karak.

He honestly believed him a fool and told him as such many times. His friend was chasing after a Noble that didn't show a speck of interest in his advances, he used to say both to him and his clan. And a Stonebread no less. They're a rotten bunch, the lot of them. But looking at the poor woman now, he is reconsidering his opinions.

And mentally taking mental notes, as to write a successful book upon their return to the Karak. It's not every day you witness genuine noble tears, of a maiden mourning her forbidden lover no less.

Soon enough his body disappears, taken by your own, and finds itself in your Prison. The party moves on, a grim-plated Thane at its helm. Gone is the irritating bravado, replaced by stern determination. The stuff of true Dwarven Thanes.

Or so it seems, because as soon as they enter the next room, the woman kneels over, fainting on the spot from the unnatural heat, blocked by her plated armor.

But the three remaining dwarves can't stop and appreciate the irony, as the Room's occupants give them a run for their money. A true dogfight ensues, as Much bites down on the Elder's arms, just to be tossed on Thugni's shield, bashed unconscious, all the while Might and Middle corner the Ranger, and claw at his face. The nimble dwarf easily dodges, and once more his brother's shield puts an end to the Hatchling's struggle.

Still, Middle and Might struggle, assaulting them from above and below, gliding over them, waiting for an open chink in their defenses, or whipping their tails at their feet, trying to distract them. And yet, the three dwarves keep advancing, and eventually strike your two creatures, leaving their mindless bodies behind. And yet, the long struggle wasn't for naught, as now the Priest's breath is shallow and quick. It seems that with time, the heat got to his old body, and somewhat hurt him.

They reach the empty prison, and can't help but stare at their two companions. The Ranger voices his thoughts, "Elder, are you sure we can't do anything for them? I know she isn't exactly fine company, but he is my friend. And it seems his taste in women is as bad as the one he has in beers."

All he gets is a quiet shake from the hooded priest, as he traces his hands on the noble's egg. He spends some time examining both the spider, the only unknown captive, and your prison, while the other two catch their breath. Suddenly he speaks up, "From here on out, we'll be facing what equates to a cornered animal. We've probably reached the halfway point. Watch out for the traps, or sudden Effects." And once more he quietly strides forward, into the Key Room. Neither of the other dwarves notices his quiet gulps, as he quickly downs a glass bottle filled by some kind of green liquid.

The two brothers look at one another, and the eldest of the two, the warrior, talks for the first time since the last fight. "He's gotten quieter the more we delve into these depths, hasn't he?" The Ranger can only nod, before grabbing the noble's armor, left close to her egg, and stashing it in his robes, somehow. Soon enough they catch up to the now-still Elder.

It's safe to say that watching their reactions to the Key Room is rather amusing. They all fall to their knees, but Grugni straight-up hugs your walls, looking at them as physically close as possible.

Soon enough a third, and by now expected, ambush is sprung, as Mauled falls from the ceiling, trying to hit the fighter, who simply dodges. Meanwhile, the Priest is rather distracted right up until his last good arm is bitten, this time by Mute, which also whips the Elder's cane away from him. Now on the ground, all he can do is watch as unnatural feelings overcome his mind, as a sad gray Hatchling licks his face, now wet with tears.

Mute by now has had enough time to turn around, and lunge at the fighter. Thunni juts his hand forward, grabbing the Hatchling's forked tongue, and as his brother holds his maw open, he extracts one tooth. He flops to the ground, just in time to avoid Mouler's angered bite, and the Ranger fires a hidden crossbow, hitting Mordin square in the torso, penetrating between his rib cage, and letting the pained creature scurry off to the room's corners.

The tooth, the first key, is swiftly followed up by a lock, the second one, hidden in an ersatz book. Thunni quickly found it by knocking over anything 'suspicious', as he described it, and letting the itching in his beard lead him towards your last defense.

And so the two brothers manage to forge on and reach your only stair. They go down and find themselves face to face with one of the king's aides, sleeping with her face splattered over the cold stone floor.

It would seem as if she fell asleep before the raid reached her. At least now you have blackmail material on her. One more bargaining chip for you to use.

They look at one another, and silence reigns for quite a while. Finally, Thunni breaks it, by talking directly to you. "Look, Karak. We're fine enough just leaving, but please don't harm our friends. The King would come to know of that, aye?" They stand, silently and menacingly reigning over your tiny body. The Ranger seems rather unhappy with his brother, and says as much, "Look Thuny, I don't think it understands. Let me just wake up this fine maiden here, and we'll make sure no harm befalls them, ok?" The warrior just grunts, lying on a wall while he tugs his beard, grumbling under his breath.

The younger brother starts poking your teacher awake, and after another couple of memorable moments later, she finally gets to her knees. "Shtap. Lemme sleeeep. Pleeeaseee. I don't have work nomore. Whaddaya want from meee?" A little smile adorns Dinwly's face, as he keeps poking her cheek, "My fair maiden. We're the first Adventuring group."

This seems to wake her right up. "Fair maiden?!" Well, the only question was what were you expecting? "I'll have ya know I'm already losing color in mah plates, aye? Now shut yer trap and let a poor woman sleep, will ye?" She tries to flop to the ground once more, but the Ranger is quick on his feet and grabs her falling body. "Not so fast, my fair maiden. We'd like to know what fate awaits our defeated companions. I'm sure you understand we want nothing but what's good for them, aye?" This seems to just bother her more. "What did ye expect? Drak-Karak can do anything to them that's not crippling, or mind-altering. Now, get your hands off of me, and give me your name. I'd like to know who put their hands on me, I'm sure you will understand. To touch a sleeping maiden, why, if I were to spin this tale, I'm sure-"

The Ranger, now on the backfoot from the suddenly awake woman, is quick to answer, "Aye, aye I get it! Shut yer trap about this, will ya? I'm Dinwly Whitebeard, and that over there is mah-" But his brother is just as quick to cut him off, "Don't ye dare bring me into this, ya ungrateful bastard. We've got our answers, now let's get back to the Karak before the next green wave hits."

"Hey Drak, would ye kindly tell me this fine gentleman's name?" Your Mind perceives her thoughts, and you are unsure as to what to do. But before you can let it slip, she springs to her feet and reaches for the eldest of the brothers. "Not so fast, ya beefcake. What's one such as you doing here?"
The young Longbeard looks surprised at first but soon regains his composure. "Fine lady, this is extremely inappropriate. We should get to know each other, before... touching beards and plaits, aye?"

At this, your aide lets go of his hand as if burnt and falls on her ass. "Ah, look at what waking up got me, you bastard ranger." Just as quick as her fall, she shifted the blame, but the second brother is already making his way out of there, just saying "Your tastes are no fault of my own, as mad as they are. Now let's get going before the orks encircle this place."

And so they try to get out of your core but get teleported to the exit instead. "Huh. Useful." And so they march off, singing once more, crawling up the caves leading to your entrance, as the 'fair maiden' quickly moves to the heated rooms, unwilling to let the chance for a sauna slip her by. You already know she'll probably fall asleep there.

[1 Day has passed. +2 Passive SE, +1 from Captives (Spider)] = (+3 SE)

(14 Dp, 56 SE Total)
Researched Arcane Hatchling (will show next chapter)

Prisoner Brand Roll:
61; The Spider will not be Branded



What to vote on
[] Ask Mathilda something
-[] What?
[]Spend some energy on Rooms
-[] Between which Rooms?
[+ Spend some Energy on spawning Units
-[] Where?
[] Do something to your prisoners?
-[] What? To who? (Spider, Priest, Bard, Noble)

Equip these items to one creature, or stash them in a Room, increasing their DC by the Item's level, store them with their owner, making them un-lootable, or consume them to gain some DP/SE.
[] Priest's Robes
[] Dwarven Good Book



Example Plan
[X] Prestige two Hunting Hatchlings (Major and Middle) to two Party Leaders (-12 SE) (Will allow you to send out at most two parties of five creatures each)
-[X] Research Shedding Bay (-5 Dp)
-[X] Buy 4 Shedding Bays, put between Core Room and the stairs (-20 Se)
-[X] Spawn one Chubby Hatchlings in the Stone Room (-3 SE)
-[X] Spawn 4 Arcane Hatchlings, and put one in each Shedding Bay (Will begin Scale Production) (-20 SE)

-[X] Ask Mathilde who will be coming to live in you, and if they will need something to eat/drink
-[X] Ask Mathilde about herself
-[X] Ask Mathilde about the orks?

-[X] Brand the Noble with something nice and send her home, but keep the bard so she'll come back

[X] Equip the robes to Mordin
[X] Give the Good Book to Mathilde
 
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[x] Plan Wuv, Twu Wuv (5 DP, 37 SE)
-[x] Prestige Sneaky Hatchling into a party leader (6 SE)
-[x] Ask Mathilda something
--[x] Orcs are coming? What kind of stuff are orcs weak to and what do they like?
-[x]Spend some energy on Rooms
--[x] Research shedding bay (5 DP)
--[x] Buy 3 shedding bays, place around the heated room. (15 SE)
-[x] Spend some Energy on spawning Units
--[x] Depressed hatchling in the core room to keep Mathilda company (2 SE)
--[x] Arcane hatchling in the prison room (5 SE)
--[x] Spawn chubby hatchling in each shedding bay [9 SE)
-[x] Do something to your prisoners?
--[x] Brand the bard with a better singing voice and release
--[x] Brand the noble with completely red eyes and release
--[x] Release priest

[x] Give the robe to Arcane Hatchling
[x] Give Good Book to Depressed hatchling in core room

Let's see if this pair truly love each other or are just pretending. They can come back for us to reverse the stuff, if they want.

E: added in noble also supposed to be released, not just Bard and Priest
 
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