Multiversal Dungeon

Where the zombies could see them clearly
The elemental is currently a pile of rocks on a shelf, a trip wire is in front of the shelf. If the zombie trips the snake could jump on it, and the snake weighs 50 pounds.

Also it's made of stone, the prime feature of a stone elemental is durability, a second one is strength. The elemental is stronger and tougher than a zombie, so it can probably handle one by itself if it can wrap around it.

The spiders are hidden under the beds, if a zombie trips they could dog pile it before the zombie gets up.

Also the web trap, that should stop a zombie for a bit unless it roll good
 
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[X] Capture the zombies in the storage room.
-[X] Create or move a box on top of the entrance shelf, then have a minor stone elemental push it to block their exit after they pass.

The way I see it, these are just free monsters for us.
 
[X] Dungeon Core Infection
-[X] When the Zombies trip, have your Stone Elemental at the ready to sit on them.
-[X] Then restrain them even further with your Spiders.
-[X] Use mana to try and take control of the Zombies.
-[X] Kill them IF Control fails.
-[X] Wait for more Dungeon Goers.

What you guys think? Pretty good right.

Edit: Usually, the smarties would be making the plans. Yet here I am.
 
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@snow eternal
Question will they drop all they're loot like in minecraft? I mean the...players?
I HAVE BEEN SUMMONED!

if your asking if you kill them and get their stuff, yes. If your asking if you can kill steve and get 1728 blocks of gold... no. Inventories' aren't a massive thing here they can't hold that much. also you probably won't see any players, that's to meta for me, at best your getting steve and that won't be for awhile.

also we need a name for the rock snake
 
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I HAVE BEEN SUMMONED!

if your asking if you kill them and get their stuff, yes. If your asking if you can kill steve and get 1728 blocks of gold... no. Inventories' aren't a massive thing here they can't hold that much. also you probably won't see any players, that's to meta for me, at best your getting steve and that won't be for awhile.

also we need a name for the rock snake
Honestly, any decently equipped and skilled player could probably just blip us over. I mean, between the equipment and construction shenanigans players can do...

We are kinda way below ender dragon level threat, and a pickaxe+speedbuild would be very tough for us to deal with, even if they couldn't actually mine apart our dungeon.
 
Aww~. So, Steve isn't a Super Human that fights Dragons, Withers, Raids, and Annoying hordes of monsters?
I never said that, in fact in this setting he's done all that without dying, but he's also basically a cryptid like herobrine. He can still respawn though, fell in lava in the nether and that's the only time he died, (no that's not just because i'm salty I died in the nether on a hardcore world, shut your mouth).

he even still does massive build projects, he just goes around building massive constructions and then abandons them.

is this spoilers? no cause your a dungeon and you can't actually get to any of those buildings.... yet. so it may have been spoilers but for like a while in the future(or never if you don't routinely visit the setting) and I really don't care about giving you spoilers.

but yeah steve would wipe the dungeon, he is classified as a "hero" threat, you need S class monsters to beat the dude note the plural.
 
Vote closed
Scheduled vote count started by snow eternal on Oct 27, 2022 at 2:37 PM, finished with 19 posts and 4 votes.

  • [X] Dungeon Core Infection
    [X] Capture the zombies in the storage room.
    -[X] Create or move a box on top of the entrance shelf, then have a minor stone elemental push it to block their exit after they pass.
    -[X] When the Zombies trip, have your Stone Elemental at the ready to sit on them.
    -[X] Then restrain them even further with your Spiders.
    -[X] Use mana to try and take control of the Zombies.
    -[X] Kill them IF Control fails.
    -[X] Wait for more Dungeon Goers.


I have started on the next chapter
 
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Night 2, the first night and the first fight
You could feel the mana wafting off of these zombies, it was an order of magnitude more than the chicken was off putting. Which when you consider that the chicken only gave off 1/50th a point of mana an order of magnitude wasn't actually that much.

Still these were actual monsters, not just small critters that walked into the dungeon, these could actually be a threat so you needed a plan beyond just capturing them.

The first thing to do was to consolidate your forces, the storage room was the best idea for that, the traps were stronger and there were more obstacles for the zombies. Your spiders only took a few seconds to exit their room and crawl through the spiderweb trap and they were soon posted up on the shelves.

Now you just need to wait for the zombies to get to your store room.

Sending your senses ahead you watched as the zombies reached your first room, at which point the unarmored zombie immediately tripped over one of the rooms tripwires, when it hit the ground you saw teeth fly from its rotting jaw. The teeth were perfect cubes. Still the first zombie had broken the frayed string of the trap, allowing the armored zombie to safely walk past the disarmed wire and then narrowly avoid tripping on the second, presumably by accident.

With the first zombie only now getting up, you follow the armored zombie as it enters the next room, watching as it barely stumbled past each tripwire, making steady progress deeper into your dungeon. It took only 30 seconds for the zombie to walk through the barracks, and it was soon walking through the exit, it's simple mind not even noticing the web in its way.

When the zombie entered your storeroom it was covered in a thin layer of webbing, restricting the movements it could make. But still the zombie stumbled forward, right into a metal tripwire and with its legs partially restrained it couldn't lift them high enough to avoid it, toppoling right over. With the webbing restraining its arms movement the zombie couldn't get up off the floor, and to make matters worse the webbing around its foot had gotten tangled to the tripwire, trapping it.

That was entirely unexpected, you'd had your monsters ready to jump on the zombie as soon as it had fallen but the thing had just trapped itself, after a moment of waiting for a message saying you had defeated the thing you remembered it wasn't the only monster currently attacking your dungeon.

It took only a moment to find the unarmored zombie, it was currently stumbling through the triplines in the barracks but it hadn't actually fallen over yet, it wouldn't have been long before it entered the store room so you were lucky that the first zombie had essentially eliminated itself. You could handle a single zombie at a time.

The unarmored zombie entered your store room and ignored the tripwire. The armored zombie was stuck too, walking straight over it. The zombie instead turned its attention to the spiders on the shelf next to it, reaching its arms out to grab at them. With deceptive quickness the zombie snatched one of the spiders and pulled it apart, but in reaching its arm out the zombie had left itself open to retaliation as the other spiders webbed its arm to the shelf.

With one of its arms stuck it lashed out with its other arm, reaching to kill another spider with no regards to its worsening situation. But the spiders were more prepared and easily leapt out of the way of the clumsy attack, and they retaliated by trapping its other arm.

With both its limbs stuck the zombie could do little more than struggle, its feet unable to reach high enough to lash out at the spiders.

You had planned on using your stone elemental to restrain more of the zombie than just its legs, but this worked too. You sent your elemental down from the shelf and had it wrap its limbs around the zombies thrashing legs and told the elemental to squeeze.

Now that the zombie was temporarily restrained you set your spiders to trapping it more permanently.

The spiders began crawling down the zombie, covering it in silk as they went, when the zombie started bucking wildly, smashing two of the spiders up against the shelf, killing them.

Nothing your stone elemental couldn't handle though, it spread itself thinner and longer as it coiled up the zombie, holding the creature even more firmly in place and breaking its legs and hips in the process.

You set your final spider to instead tie up the armored zombie while the elemental was handling the first. And it wasn't long before the armored zombie was even more trapped than it first was.

There was nothing else to do but risk your final spider trying to trap the still bucking zombie, at least not if you didn't want to just kill the thing, and considering you had testing to do you that wasn't really an option.

You watched with bated breath as the spider slowly wrapped the still lightly struggling zombie in silk, and were a little worried about how you were going to get the elemental out of the cocoon without hurting it. But nothing happened and the zombie was soon just as trapped as its compatriot.

As the spider finished the last line of silk the system finally pinged you with the completion message "Two zombies (cube variant) defeated! 8 Mana gained!"

You were originally going to do this with the chicken, but the zombies seemed a more attractive option. Taking half the mana you had just gained you slowly forced it into the armored zombie with the goal of taking it over.

You felt a stiff resistance as you clumsily forced your mana into the zombie, slowly breaking your way through with sheer force and flooding the zombie with your mana and you went through 6 points of mana before the zombies' struggles finally ceased.

When the mana within the zombie finally settled down you received another message from the system, "monster schema, zombie(cube variant) gained!" which was proof enough that your plan had worked. You didn't really know if you wanted to do that with the second zombie though, it was kinda half dead and broken. Still you might be able to find another use for it later and it wasn't like it was going anywhere.

Finally your attention was drawn back to your final spider as it crawled its way back into the barracks, moving towards a spot under one of the beds where you felt a few spider silk cocoons forming, three to be specific.

As the fully formed your received a message "giant spiders will respawn in 1 hour"

Well that might make future defenses more complicated.

(there will be one more attack before day break, it wont be before your spiders respawn)

Dungeon rooms
You have 5 rooms available on your first floor excluding your core room, and can only build hallways from one room to the next, no mazes just yet.

[] Standard room - a relatively small room that once served an unknown purpose, the thick layers of dust coating the ground may conceal traps.

Cost - free (no upgrade available)

[] Decrepit store room - a room full of old decaying shelves, the shelves are empty and there is no sign of what they once held.

Cost - 2 mana (upgraded room cost 4 mana)

[] Ancient barracks - A room full of old wooden bed frames and ancient mattresses, sleeping on these is probably a poor idea.

Cost - 4 mana (upgraded room cost 8 mana)

[] Ancient armory - only ancient weapons racks hint at this rooms old purpose

Cost - 4 mana (upgraded room cost 8 mana)

[] stone store room - a large storage room with stone shelves and wooden crates, it has been changed by stone infused mana.

Cost - 5 mana (upgrade cost 15 mana)

[] write in - if a room would go in an ancient keep you can suggest it, I will then either veto or list a mana cost.

Monsters

[] Giant spider (Rank F) - an ordinary spider mutated by a dungeon's power, it has grown to a larger size and the webs it spins are significantly more durable.

can be evolved

Cost 4 mana, upkeep 1 mana, spawns 4 spiders

[] Minor stone elemental (Rank E) - a living mass of earth aligned mana inhabiting a small pile of stones.

Can be evolved

Cost 10 mana, upkeep 4 mana, spawns 1 stone elemental

[] zombie(cube variant) (Rank F+) - a zombie with cube shaped limbs and features clad in tattered jeans and a light blue shirt, the crisp lines making up its form are unsettling to look at.

Can be equipped

Cost 6 mana, upkeep 1 mana, spawns 1 zombie (cube variant)

Traps

[] Trip wire - a line of string between 2 stone walls, unlikely to trip anyone but the unaware or distracted.

Cost - 1 mana

[] (special trap) spider web - a thick web spun by a dungeon enhanced spider, will hamper and slow movement if triggered)

Cost - 2 mana (or have a spider build the web)

Loot

loot is used to both reward challengers and to entice further challengers.

[] Spools of silk - silk from dungeon spiders, carries the same magic enhanced durability for upwards of a year. Chance of dropping from slain spiders

Cost - 1 mana

[] Minor elemental stones (stone) - fragmented pieces of a lesser stone elemental, useful for certain magical rituals. Chance of dropping from slain minor stone elementals

Cost - 1 mana

[] Chain leggings (poor quality) - a tattered and frayed pair of chain leggings, the loops of iron are cubes instead of circles. The nearly broken pair of leggings will offer minimal protection.

Cost - 2 mana

Worlds

World hopping is on cool down for 2 more days

Dungeon

Floors - 1/1

Floor 1 - rooms 3/5

Mana - 8/20

Mana production - 5 per day (10 base, -4 elemental, -1 spiders, -1 zombie, +1 captured zombie)


Monsters - 3

Traps - 3

Kills - 0


Research
Here you can write in experiments you want to do, write in your plan and how much mana you are willing to spend on the plan. Keep in mind that the larger or more complex the task the more mana it will take. Remember, intent matters.


[] Chicken - write in

[] injured zombie - write in

[] chain leggings - write in

[] spools of silk - write in

[] minor elemental stones (stone) - write in

[] tripwire - write in (include room)

[] spider web - write in

[] write in - any dungeon feature can go here including monsters, the dust, the scones, the floors/walls/ceilings, the beds, the stairs, the entrance, if it's in the dungeon and yours you can experiment with it.


AN -

the zombies rolled pretty bad, except for at the end with the spiders.

I think that went well though.

why does it do that with the spoilers its driving me insane

next day is when PLOT begins, and I am excited.
 
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[X] Zombie Room and Research
-[X] Ancient armory - only ancient weapons racks hint at this rooms old purpose
Cost - 4 mana
--[X] Put in the 4th room slot.
--[X] Have the Zombies settle in this room.
-[X] Chicken - write in: Chickens come from farms right? See if we can derive a Room with that knowledge.
-[X] injured zombie - write in: This is our minion now. See if you can heal it's injuries. Use 2 mana.
-[X] chain leggings - write in: See if we can improve this in any way. Use 1 mana.
-[X] Continue to wait for dungeon goers.
 
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[X] Zombie Room and Research
-[X] Ancient armory - only ancient weapons racks hint at this rooms old purpose
Cost - 4 mana
--[X] Have the Zombies settle in this room.
-[X] Chicken - write in: Chickens come from farms right? See if we can derive a Room with that knowledge.
-[X] injured zombie - write in: This is our minion now. See if you can heal it's injuries.
-[X] chain leggings - write in: See if we can improve this in any way.
-[X] Continue to wait for dungeon goers.
where are you putting the armory, if left unanswered it'll go after the storage room. how much mana are you going to use to try to both heal and claim the zombie. how much mana are you going to use to improve the leggings, what about them are you going to improve.

also did a bit of work on the quest mechanic page, so you may want to re-read that. also adding another room option.

Edit - was no one going to tell me I forgot to add the zombie schema (edit on the edit, zombie added) (edit on the edited edit, changed the mana gained from 6 to 5 because you have one zombie now, and now I need to go back and change the monster count! I hate my brain.)
 
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