London's Golden Dawn (A Professional Dungeon Team Is You) [On Hiatus]

I like most of the ideas for the layout, though one way or another we should make something that is easily changed, since we rely more on traps than monsters, some of them loose effectiveness with knowledge of them, so we must keep our adversaries always on their toes and afraid of what we have prepared for them this time. If we do the layout itself too solid and concrete, it will allow for less change in where the traps are and the area they effect, which can diminish the potential of our build. The more maleable with less costs to change we can make it, the better.
 
An easy way for a malleable layout is one Gargantuan room where the walls themselves can be torn down either through magic or just all natural.
 
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An easy way for a malleable layout is one Gargantuan room where the walls themselves can be torn down either through magic or just all natural.
True, but then we risk ye olde Dungeon Bypass tactics. If we can tear down the walls, then so can our enemies. If we invest enough in walls that they can't feasibly tear them down, then it becomes much harder for US to tear down those walls, and likely uses up Mana that could be spent on defenses.
 
True, but then we risk ye olde Dungeon Bypass tactics. If we can tear down the walls, then so can our enemies. If we invest enough in walls that they can't feasibly tear them down, then it becomes much harder for US to tear down those walls, and likely uses up Mana that could be spent on defenses.
Not necessarily. It's possible to tear something down on one side while it stands firm on the other. So really all we'll need is a back-scenes, and just need to reinforce it's durability.

Barricades are an example.
 
Not necessarily. It's possible to tear something down on one side while it stands firm on the other. So really all we'll need is a back-scenes, and just need to reinforce it's durability.

Barricades are an example.
Fair enough, i suppose, and there's no reason not to set up non-Dungeon floors to help set up our actual Dungeon and keep things running.
 
On this idea of walls changing place, what about instead of making and unmaking them, just changing places? Either through magic imbued in it, or some mechanical features that we have access to from outside the areas used in dives. Not sure if we can do that, but it's an option.
 
On this idea of walls changing place, what about instead of making and unmaking them, just changing places? Either through magic imbued in it, or some mechanical features that we have access to from outside the areas used in dives. Not sure if we can do that, but it's an option.
An option, yeah. Harder to set up, but less work in the future for having done such.
 
@Novus Ordo Mundi What are the benefits of having a General Manager?

Generally speaking, having a General Manager means you can leave a lot of the player and coaching transactions to them. A good General Manager in tune with what you want to do can save you actions and the need to vote, as well as use their own traits to find good value and diamonds in the rough. A bad General Manager, however, can do damage to your franchise for years to come via bad contracts and personal decisions. You could try and pull a Jerry Jones and be your own GM. That has it's own issues, both good and bad.

Note, that the General Manager would be mostly dealing with Adventurers (As they will be the main ones with contracts), and convincing people to accept a Contract with you for the Defense). If you choose to craft Bosses/become the Final Boss, that falls under your domain. General Managers usually have nothing to do with the non-League parts of the Dungeon, though the Houston Prosperity's GM does handle both sides. But in the end, the GM still works for you.
 
Give me a second. Rolling a 1d100 to see who is with you at the Beginning.

Edit: Huh, looks like you've got a sports journalist on your side. This will be interesting.
Novus Ordo Mundi threw 1 100-faced dice. Reason: At the Beginning Total: 79
79 79
 
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Expansion Team Creation III - The Dungeon
Alright, I have decided the way to break this tie is to take the suggestion to punt this decision down the road. If you want to hire David as a Boss, he'll be available the first time through. Now, onto the update!

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36 Blythe Road

Many people know it now, and for many decades, as George's Cafe. A nice little cafe in Hammersmith, one of the many districts in London. People would go there, eat their breakfast and lunches, and go about their day.

But to those of whom who enjoyed diving into the pre-Awakening world of magic and the divine, they knew it to be a place that was once home to a magical order. One whose existence would revive the interest in magical occultism, and influence many faiths and beliefs for decades to come, including Crowley's Thelema, and the Neo-Pagan Wicca faith, which would gain prominence post-Awakening. They would employ all manner of magicks and theurgy, furthering rituals and ceremonies to new heights, and would help develop the Hermetic Qabalah. To anyone who knew what was truly here, they knew this was the original spot of the Isis-Urania Temple, the original home of the Hermetic Order of the Golden Dawn

And praise be to the Tree of Life, it is again. Though maybe not in the way anyone imagined. You seriously doubt Woodman, Westcott, or Mathers would imagine a dungeon diving sports team to be the way the Golden Dawn is revived.

You look at the Core within your hands, it's light pulsating between a brilliant gold and a dark crimson. The infinite possibilities within, limited only by mana, Association rules, and imagination. And it was a pity so many teams seemed to lack it. Sure, their monsters were impressive, and you had to know how to fight them. And sure, they did have traps. Simple things, like blow-dart guns if you stepped on the pressure plates. But too many of them were simply not creative enough, more caught in the spectacle to the fight.

But you are not like them. You'd were - and still are - a master trap creator. Renowned by many for your fiendishly difficult tricks and puzzles, both mundane and magical, you'd worked on many things in your career. From Dungeons wishing to increase their lethality to business wanting to improve their escape rooms, to even simple fun ones for kids to learn from, you'd gone far and done it all in your 40+ years in the craft. Hell, even the Puzzlemakers of Switzerland had collaborated with you a time or two, an honor few had.

"Mr. Huntsman, we're about ready."

You tear your gaze away from the Core, and look at the other two people in the room.

One of them, a short young man in a sharp business suit, is pointing a magical detector at you. He's the official Association representative, making sure you don't cheat somehow. That you can't tamper the Core to give you an unfair advantage, like giving you free Magi or letting you float away from an Adventurer's touch. Hey, it's never happened, but the Association has to make sure it never would.

"Of course, Mr. Garcia. Forgive me, I was just lost in the moment." You say. "This is a rather important occasion, you must agree"

Mr. Garcia nods his head vigorously. "Of course. We're finally breaking into the European market!" Well, he's not wrong. But it's not the reason for you. But hey, everyone has their own dreams and ambitions. Yours are traps. His is expansion. Mr. Garcia turns towards the other person in the area. "Are you ready?"

"Sure am, boyo! Somebody's got to cover this moment!" Sammy O'Connell responds, his camera floating next to him. ready to take the shot the moment he telekinetically presses the button.

"Now, don't be so modest. I couldn't think of a better person to cover this." You reply, as you hold the Core with both hands. You want your last moments with a physical body for quite a while to look gentlemanly. Besides, impressions are going to be key to convincing people to come to your Dungeon. And Sammy - he always insisted on Sammy, never Samuel - had been making sure that the people got a positive look at the London Golden Dawn in the Times. You'd done some sit-down interviews with him, and had even done a video together showing some of the traps you'd done in the past.

You can't deny the work Sammy's done for you. Many people in London were confused at your unique ideas for dungeons at first. Traps and rituals? Where's the creatures? But Sammy was able to spin it well. Let the American's "piss ponds" - his words, not yours - they called dungeons have their might and their magic and their bluster. London was going to be smarter. More clever. The Dungeon of the Golden Dawn would be a place where sheer force would bring nothing more than a quick loss.

Soon enough, the general public seemed to be accepting of having a unique dungeon compared to the rest of the Association. A few even relished it. Many who followed dungeon diving knew that Sammy knew his stuff. And if they could trust him, they'd trust his assessment of you.

*click* *click* *click*

"And, that's that." Sammy says with satisfaction as his camera floats into his bag. "Any last words on this side of the glowing ball of magic, Robin?"

You pause, thinking for a moment. Then a slight smile crosses your face as you get an idea. "Ipsissimus One Equals Ten"

Mr. Garcia is utterly confused, as you expected. But Sammy just smiles. "Don't worry about it, boyo. I'm sure it'll mean something eventually. Let's do this."

"Right. Whenever you're ready, Mr. Huntsman."

You look straight into the ball, the dungeon already forming in your mind. And with all the might and will you can afford, you speak out the passphrase. "Give me thy love, oh Dungeon mine."

Without even a warning, you can feel your everything being pulled into the Core…

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So, what does your Dungeon's basic structure look like? The options below are basic ideas with subvotes, simplified to prevent too many round of voting. This is for League Play, and not including non-League rooms.

[] A 16-Room Room representation of the (Sefirot/Qliphoth), with 10 round main rooms representing the 10 (Sefirots/Shells), with the 6 smaller rooms (by 10 feet) to represent where the paths of connection cross. Further votes will determine if Sefirot or Qliphot is used, if the structure is one floor or many, and the size of the rooms.

[] A 24-Room Tower. There are no rules saying the Dungeon has to be in the ground, even if almost everyone else does. Your opponents must escape each room, as they wear themselves out going up and up. Maybe you'll even make the Final Boss Fight an open air spectacle. Further votes determine the size of all the rooms.

[] You'll do the 3 Floor with 8 Rooms everybody else does. But you checked the Association rules, and there are no rules saying they have to be physically connected. You just have to make them accessible. It might be expensive, but you could use magical portals to make a map inaccessible. Further votes determine how many portals you need, plus the size of the rooms

[] 4 floors, 6 rooms each. One for each of the classical elements. Earth. Fire. Air. Water. The order will change each Dive, Further votes determine the size of the rooms, and the order.

[] You've got something different in mind. Tell me an idea of what you want, and if it's possible we'll enter a Sub-Vote or two to help determine various things


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Note: Rooms do cost mana, and do count against the Mana Cap. Here's a general idea of the mana cost to keep in mind. You may add height at half price.

100 Square Feet (Generally a 10 X 10 room): 1 Mana

400 Square Feet (Generally a 20 X 20 room): 4 Mana

900 Square Feet (Generally a 30 X 30 room): 9 Mana.
 
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[X] A 16-Room Room representation of the (Sefirot/Qliphoth), with 10 round main rooms representing the 10 (Sefirots/Shells), with the 6 smaller rooms (by 10 feet) to represent where the paths of connection cross. Further votes will determine if Sefirot or Qliphot is used, if the structure is one floor or many, and the size of the rooms.

This seems fun!
 
Open air, ehh? Maybe we can do something more labyrinthine... Something with more than one path, where we change the pathways together with the traps between dives. Is something like this, a 3D labyrinth in 3 floors, possible @Novus Ordo Mundi ?
 
[X] You've got something different in mind. Tell me an idea of what you want, and if it's possible we'll enter a Sub-Vote or two to help determine various things.
-[X] Three big floors, technically three rooms only, but with shifting walls that can be changed between dives, together with stairs, holes and ramps, turning it into a 3D labyrinth filled with smaller rooms and endless paths.

If anyone else has ideas to add here, feel free to say.
 
[ ] A 16-Room Room representation of the (Sefirot/Qliphoth), with 10 round main rooms representing the 10 (Sefirots/Shells), with the 6 smaller rooms (by 10 feet) to represent where the paths of connection cross. Further votes will determine if Sefirot or Qliphot is used, if the structure is one floor or many, and the size of the rooms.

[ ] You've got something different in mind. Tell me an idea of what you want, and if it's possible we'll enter a Sub-Vote or two to help determine various things.
-[ ] Three big floors, technically three rooms only, but with shifting walls that can be changed between dives, together with stairs, holes and ramps, turning it into a 3D labyrinth filled with smaller rooms and endless paths.
 
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[X] A 16-Room Room representation of the (Sefirot/Qliphoth), with 10 round main rooms representing the 10 (Sefirots/Shells), with the 6 smaller rooms (by 10 feet) to represent where the paths of connection cross. Further votes will determine if Sefirot or Qliphot is used, if the structure is one floor or many, and the size of the rooms.
 
[X] You've got something different in mind. Tell me an idea of what you want, and if it's possible we'll enter a Sub-Vote or two to help determine various things.
-[X] Three big floors, technically three rooms only, but with shifting walls that can be changed between dives, together with stairs, holes and ramps, turning it into a 3D labyrinth filled with smaller rooms and endless paths.

Pretty much what I wanted and an ideal for traps really.
 
[X] A 24-Room Tower. There are no rules saying the Dungeon has to be in the ground, even if almost everyone else does. Your opponents must escape each room, as they wear themselves out going up and up. Maybe you'll even make the Final Boss Fight an open air spectacle. Further votes determine the size of all the rooms.


I say a tower for two reasons:
1- think of the tourism we'll get if you can see the delves in person.
B- we can have traps that kick people all the way to the ground.
 
[X] A 16-Room Room representation of the (Sefirot/Qliphoth), with 10 round main rooms representing the 10 (Sefirots/Shells), with the 6 smaller rooms (by 10 feet) to represent where the paths of connection cross. Further votes will determine if Sefirot or Qliphot is used, if the structure is one floor or many, and the size of the rooms.
 
X] You've got something different in mind. Tell me an idea of what you want, and if it's possible we'll enter a Sub-Vote or two to help determine various things.
-[X] Three big floors, technically three rooms only, but with shifting walls that can be changed between dives, together with stairs, holes and ramps, turning it into a 3D labyrinth filled with smaller rooms and endless paths.
 
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