The Furnace - A simple Dungeon Core Quest

Voting is open
[X] [Japanese] Endless old style Japanese city with spiritual gardens, beautiful lakes and small forests. Dungeon is full of oni, yokais, samurais, tengy and other weeb things.
 
Since some of you have already done so, I would say max two theme for each user.
Cool then, thanks for letting us know in that case I have a different theme prepared already.

[X] [dark glass] Dark glass or 'ard-shei' in the old tongue is a form of a highly magical material that bares superficial resemblance to glass and has the bazaar ability to animate itself once it absorbs enough ambient magic around itself, spawning dark class creatures as it is brought to life. Dark glass creatures are highly resistant to spells and magical attacks as they take on the magic of spells and attacks and grow stronger from them, this with their propensity to assimilate other materials to grow more dark glass makes them highly dangerous and infamous.
 
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Okay, indication on the minions would be appreciated, but I have an idea of what to do in case. Probably going on Planar Entities like D&D.
Don't know why I didn't think of it before, but beings like angels, cherubims, and seraphims would be a pretty good choice for a theme like this. Or any other holy beings. If we're going for a DND comparison I think the most accurate would be Celestials in this case.
 
[X] [The Underground Factory] Deep within the dungeon, a factory ignites. Convery belts start to move, as materials are turned into monsters created with a single purpose in mind. The elimination of adventures. All to create a world for machines, and only machines. Although lacking in materials, the factory has ways of solving this issue. With each adventurer slain, the dungeon takes what they left behind. Weapons, armor, and accessories are all melted down and used to fuel the factory. Each death fuels the factory until only those made of metal remain. Metal blades grind, hammers pound against hot steel in sync, and the killing machine activates.
 
Don't know why I didn't think of it before, but beings like angels, cherubims, and seraphims would be a pretty good choice for a theme like this. Or any other holy beings. If we're going for a DND comparison I think the most accurate would be Celestials in this case.
Maybe instead of this maybe going for the theme of redeemed demons would be a good idea? Basically instead of radiant and celestial beings you'd have redeemed demons that are flip on the idea of demons.
 
Question: Do dungeons modify their environment or do they create a pocket dimension?
Both options could be possible and I would think that mostly depends on the final theme we are going for.
I envisioned Broken Horizon mostly and Holy Sanctuary as pocket dimensions, but Undergound Factory and Jungle feels to me more terraforming in nature.
 
Maybe instead of this maybe going for the theme of redeemed demons would be a good idea? Basically instead of radiant and celestial beings you'd have redeemed demons that are flip on the idea of demons.
That also seems interesting. I wouldn't be opposed to that. Or maybe both? Angels and other holy beings leading demons on the path of redemption sounds like a cool concept.
 
[X] [Museum] In these new yet ancient seeming halls, adventurers who fail to survive will find themselves immortalized, their gear, visages, and even flesh on display, with placards telling of their journey throughout the dungeon. Many hazards to the adventures roam the dungeon from the acidic and slime like janitors, to the collectors who can turn adventurers to stone, to the uniformed security guards. But the question is are these displays a grim mockery or a mournful memorial?

[X] [The Carrion Pits] The layout of this dungeon is a bit different to others. Instead of progressing horizontally with the occasional vertical passage, this dungeon is instead made up of one or more central shafts with a plethora of side tunnels and ledges. But this is not the only way this dungeon differs from others, the walls and floors are made up of a pinkish red stone, somewhere between stone and flesh. As for monsters? The most common are these creatures: giant black centipedes with an iridescent sheen as tall as a house cat and as long as three, with spines jutting out from their sides that have iridescent skin stretched between them creating giant gliding wings. They mostly feast on the bodies of fallen(literally) adventurers. The other common monster is a tiny bug which injects fallen adventures with a mixture of healing solution and paralytic. This keeps the adventurers alive for a long time as the pain of the centipedes tearing bloody chunks out of them nourishes the monsters.
 
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[X] [The Underground Factory] Deep within the dungeon, a factory ignites. Convery belts start to move, as materials are turned into monsters created with a single purpose in mind. The elimination of adventures. All to create a world for machines, and only machines. Although lacking in materials, the factory has ways of solving this issue. With each adventurer slain, the dungeon takes what they left behind. Weapons, armor, and accessories are all melted down and used to fuel the factory. Each death fuels the factory until only those made of metal remain. Metal blades grind, hammers pound against hot steel in sync, and the killing machine activates.
 
Both options could be possible and I would think that mostly depends on the final theme we are going for.
I envisioned Broken Horizon mostly and Holy Sanctuary as pocket dimensions, but Undergound Factory and Jungle feels to me more terraforming in nature.
Personally I would like both simply because the aesthetics for some of the themes would be awesome when applied to the surrounding environment.

Just imagine for The Flesh theme having towering spires of bone sprout out of the ground and up into the sky, warts pimples and boils erupting like geysers, and crevices that open up to reveal gaping maws.

Or for The Factory having pipes and smoke stacks emerge spewing pollution into the world as part of its war against all things organic.

Either way it would be fun as a possibility to choose as the dungeon expands and becomes more powerful spreading its influence further into the world.
 
[X] [Endless Hive] A series of dark tunnels and caverns forming a maze filled with infinite sounds of buzzing and skittering. A home of an uncountable number of insects and arachnids of all sizes and abilities that will feast on anything they might find.
 
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[X] [The Forgotten Library] Deep beneath the earth's surface, in the shadows of an ancient and crumbling city, lies the Forgotten Library. This dungeon is an enormous, labyrinthine repository of forbidden books, arcane manuscripts, and mysterious artifacts left behind by a once-great civilization. It is now haunted by the restless spirits of the lost scholars and the twisted creatures spawned from the dark magic contained within the library's walls.

As adventurers delve deeper into the winding corridors and towering bookshelves, they will encounter fearsome guardians, ingenious traps, and diabolical puzzles that have been designed to protect the library's most dangerous secrets. The air is thick with an eerie silence, broken only by the rustling of ancient pages and the whispers of the phantoms that reside within. Secrets lurk in every corner, and knowledge can be as deadly as it is enticing.

Hidden among the countless tomes, powerful artifacts may be discovered, each with its own story and purpose. adventurers will be tempted to tap into the arcane secrets of the library but must decide whether the knowledge gained is worth the potential consequences - for once a secret is unleashed, it can never be buried again.
 
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[X] The [Vermintide] dungeon is composed of a vast network of tunnels and a core of glowing green crystal, this dungeon is populated primarily with rats of all kinds although it is possible for other creatures be found within that could be called vermin. The dungeon also can create crystals that are similar to it's core to increase the range of it's influence and more quickly modify something. Instead of throwing out hordes willy-nilly, this dungeon will first send out a few of it's minions to first find a good location to be attacked and then weakening it for a bigger invasion. This means that while it takes longer to send out a horde to collect vitae, it will have a higher success rate.

How does this sound? I was basically trying to make a skaven dungeon, but not just skaven.
 
[X] [The Underground Factory] Deep within the dungeon, a factory ignites. Convery belts start to move, as materials are turned into monsters created with a single purpose in mind. The elimination of adventures. All to create a world for machines, and only machines. Although lacking in materials, the factory has ways of solving this issue. With each adventurer slain, the dungeon takes what they left behind. Weapons, armor, and accessories are all melted down and used to fuel the factory. Each death fuels the factory until only those made of metal remain. Metal blades grind, hammers pound against hot steel in sync, and the killing machine activates.
 
[X] The [Liminal] dungeon is a nonsensical series of seemingly normal but unoccupied rooms: Hallways, cellars, dining rooms, bar rooms, bathrooms, tunnels, store rooms, libraries, shops, all these and more. All of them in a pristine state, as if abandoned by their former residents mere minutes before an adventurer sets foot inside. Sometimes rooms repeat themselves, sometimes rooms repeat themselves, or doorways change which rooms they led to, making navigation difficult and confusing. And as one goes deeper into the dungeon, details become... wrong. Chairs with too many legs. Inedible food made of straw or plaster. Ceilings that are far too high. Mirrors that reflect | tcelfer taht srorriM. Companions tagging along that you don't remember entering the dungeon with. Rumors abound about monsters of living shadow, able to shift in one breath from hiding in a patch of darkness to towering terrors of teeth and claws. Darker rumors speak of fellow adventurers who become lost forever, and slowly twist and change until they become uncanny abominations, cursed to never leave - and never die.
 
I'm not good at coming up with themes, especially when what comes to my mind has already been given, but I hope you will succeed author of this quest
 
[X] [The Crystal Caverns] beginning as a simple cavern with many crystals growing out of the wall, it quickly becomes nothing but crystal, with monsters made from the crystal able to break off the wall at any moment.

[X] [The Crypt] a twisting catacomb filled with the undead, they are outraged by any trespassers into their final resting place.

I'm not good at in depth descriptions like everyone else is posting, so mine wound up a bit simple.
 
[X] [The Crystal Caverns] beginning as a simple cavern with many crystals growing out of the wall, it quickly becomes nothing but crystal, with monsters made from the crystal able to break off the wall at any moment.

[X] [The Crypt] a twisting catacomb filled with the undead, they are outraged by any trespassers into their final resting place.

I'm not good at in depth descriptions like everyone else is posting, so mine wound up a bit simple.
I like 'em, the crystal caverns especially seem like a fun theme, crystalline monsters I think would be very funky units.
 
Another idea:

[] [Fungal Bloom] Just beneath the surface there are tunnels choked with spores and fungal blooms, and entire caverns that have given over to bioluminescent mushrooms the size of giant redwoods. One would assume this would be a passive biome but they would be quickly proven wrong for just one breath of the spore cloud can kill a grown man, that is if they are lucky for the unlucky will rise again their body host to a parasitic fungus that only desires to spread itself further. Beyond the smallest of threats there are the creatures that have formed a symbiotic bond with their environment as giant greenskined creatures burst from the ground born ready for battle.
 
[X] [The Underground Factory] Deep within the dungeon, a factory ignites. Convery belts start to move, as materials are turned into monsters created with a single purpose in mind. The elimination of adventures. All to create a world for machines, and only machines. Although lacking in materials, the factory has ways of solving this issue. With each adventurer slain, the dungeon takes what they left behind. Weapons, armor, and accessories are all melted down and used to fuel the factory. Each death fuels the factory until only those made of metal remain. Metal blades grind, hammers pound against hot steel in sync, and the killing machine activates.
 
[] The Lost City
At the depth of the cave you came before a gate. It is old, with a few of the older gods depicted on it,. Some angry, some not, but it is clear they were part of a dispute over a city....
And how said city has been buried.
Just what could be the story of the city and why had the gods buried it? More importantly, what dangers and what treasures does it hides?

Wanted to throw in a fungal forest too, but was beat to it. :p
I mostly throw in the city as a connecting tissue/melting pot for other ideas, but I am sure it can be fleshed out on its own as well.
 
[X] [Japanese] Endless old style Japanese city with spiritual gardens, beautiful lakes and small forests. Dungeon is full of oni, yokais, samurais, tengy and other weeb things.
Approved. I'm not the most expert on the culture or on the folklore, but if this results in the winning option, I can do some researches.

[X] [forbidden depths] deep in the forgotten and forbidden depths of the world lie creatures best not mentioned, those Nameless things are oft said to be spawn of some dead outsider god and are known to come in various shapes and sizes that are maddening to the eye. although some strange and highly advanced creatures have also been seen amongst their hordes and tribes.

The only doubt I have on this proposal is that it's quite similar in SeQuester proposal.

[X] [Aberration] Beings warped by or birthed from forces that defy understanding. Aberration-themed creatures rarely stick to defined body plans and often exhibit malleability of form, but there are elements that stylistically unite them, such as an abundance of mouths or eyes and esoteric materials and properties (such as being partially made out of twisted space or phasing in and out of tangibility as they breathe). Despite their often disquieting or downright horrifying appearance, Aberrations rarely focus on being a primarily physical threat, relying more on abilities that affect the senses of their prey and even tampering directly with it's mind, closing in to finish disabled opponents. Aberration also tend to be rather sturdy, be it due to simple sturdiness, regeneration, or more esoteric defenses.
Particularly powerful Aberration may start to blur the line between reality and illusion, using the muddled perception of their enemies to twist space and time.

I think I would need something more, otherwise you would only risk to split your own voter base in the future.

[X] [Museum] In these new yet ancient seeming halls, adventurers who fail to survive will find themselves immortalized, their gear, visages, and even flesh on display, with placards telling of their journey throughout the dungeon. Many hazards to the adventures roam the dungeon from the acidic and slime like janitors, to the collectors who can turn adventurers to stone, to the uniformed security guards. But the question is are these displays a grim mockery or a mournful memorial?
Approved. Quite original take on the Dungeon Core.

[X] [The Carrion Pits] The layout of this dungeon is a bit different to others. Instead of progressing horizontally with the occasional vertical passage, this dungeon is instead made up of one or more central shafts with a plethora of side tunnels and ledges. But this is not the only way this dungeon differs from others, the walls and floors are made up of a pinkish red stone, somewhere between stone and flesh. As for monsters? The most common are these creatures: giant black centipedes with an irredentist sheen as tall as a house cat and as long as three, with spines jutting out from their sides that have irredentist skin stretched between them creating giant gliding wings. They mostly feast on the bodies of fallen(literally) adventurers. The other common monster is a tiny bug which injects fallen adventures with a mixture of healing solution and paralytic. This keeps the adventurers alive for a long time as the pain of the centipedes tearing bloody chunks out of them nourishes the monsters.
Approved. Basically the Dungeon will grow vertically mainly instead of the two dimenions. Only question: what does "irredentist" means?

Personally I would like both simply because the aesthetics for some of the themes would be awesome when applied to the surrounding environment.
I think the best solution is to put it to vote when we'll select the final theme.

[X] [Endless Hive] A series of dark tunnels and caverns forming a maze filled with infinite sounds of buzzing and skittering. A home of an uncountable number of insects and arachnids of all sizes and abilities that will feast on anything they might find.
Classic and approved. I have recently finished a Webtoon called "Hive", so I can make it work.

[X] [The Forgotten Library] Deep beneath the earth's surface, in the shadows of an ancient and crumbling city, lies the Forgotten Library. This dungeon is an enormous, labyrinthine repository of forbidden books, arcane manuscripts, and mysterious artifacts left behind by a once-great civilization. It is now haunted by the restless spirits of the lost scholars and the twisted creatures spawned from the dark magic contained within the library's walls.
Approved.

[X] The [Vermintide] dungeon is composed of a vast network of tunnels and a core of glowing green crystal, this dungeon is populated primarily with rats of all kinds although it is possible for other creatures be found within that could be called vermin. The dungeon also can create crystals that are similar to it's core to increase the range of it's influence and more quickly modify something. Instead of throwing out hordes willy-nilly, this dungeon will first send out a few of it's minions to first find a good location to be attacked and then weakening it for a bigger invasion. This means that while it takes longer to send out a horde to collect vitae, it will have a higher success rate.
Approved. Two proposals inspired by Warhammer at the moment.

[X] The [Liminal] dungeon is a nonsensical series of seemingly normal but unoccupied rooms: Hallways, cellars, dining rooms, bar rooms, bathrooms, tunnels, store rooms, libraries, shops, all these and more. All of them in a pristine state, as if abandoned by their former residents mere minutes before an adventurer sets foot inside. Sometimes rooms repeat themselves, sometimes rooms repeat themselves, or doorways change which rooms they led to, making navigation difficult and confusing. And as one goes deeper into the dungeon, details become... wrong. Chairs with too many legs. Inedible food made of straw or plaster. Ceilings that are far too high. Mirrors that reflect | tcelfer taht srorriM. Companions tagging along that you don't remember entering the dungeon with. Rumors abound about monsters of living shadow, able to shift in one breath from hiding in a patch of darkness to towering terrors of teeth and claws. Darker rumors speak of fellow adventurers who become lost forever, and slowly twist and change until they become uncanny abominations, cursed to never leave - and never die.
Approved.

[X] [The Crystal Caverns] beginning as a simple cavern with many crystals growing out of the wall, it quickly becomes nothing but crystal, with monsters made from the crystal able to break off the wall at any moment.
Approved. Reminds me of another Dungeon Core quest on SV, short lived but with a crystal theme.

[X] [The Crypt] a twisting catacomb filled with the undead, they are outraged by any trespassers into their final resting place.
Similar to Crawkid proposal [Classic]. The main difference is that one is a catacomb, the other is a prison (a dungeon proper). Same recommendation I did before about splitting the voters in the future.

[] [Fungal Bloom] Just beneath the surface there are tunnels choked with spores and fungal blooms, and entire caverns that have given over to bioluminescent mushrooms the size of giant redwoods. One would assume this would be a passive biome but they would be quickly proven wrong for just one breath of the spore cloud can kill a grown man, that is if they are lucky for the unlucky will rise again their body host to a parasitic fungus that only desires to spread itself further. Beyond the smallest of threats there are the creatures that have formed a symbiotic bond with their environment as giant greenskined creatures burst from the ground born ready for battle.
We have Deepnest, now we have the Fungal Wastes. Approved.

[] The Lost City
At the depth of the cave you came before a gate. It is old, with a few of the older gods depicted on it,. Some angry, some not, but it is clear they were part of a dispute over a city....
And how said city has been buried.
Just what could be the story of the city and why had the gods buried it? More importantly, what dangers and what treasures does it hides?
Similar to RainyDayMessiah's proposal [A Holy Sanctuary Defiled]. Same recommendation. Welcome here v.v


So, more details, just so that we are on the same page:
- You can develop more minions, traps and room if they are similar to the main theme of the Dungeon. So for those that have similar proposal, you can still do so. That's why I don't recommend to have similar proposals that would split the number of voters.

- You will start small. I'm thinking two rooms (main room with the core + another empty room before it), three Tier I monsters (which are quite basic) and a Tier III monster that provides a more solid protection. I haven't found the time to write the mechanics yet, but Monster Tiers go from I to X. The tier increases by levelling up (from Tier I to Tier II, theoretically from I to X but it will be a LONG way up). Hallway room has also a Tier I trap and you start with a Tier I spell that you can cast during fights. I see the description about giant dungeons a "What will be".

If you have any question, I'm here.
 
The only doubt I have on this proposal is that it's quite similar in SeQuester proposal.
Understood I wasn't feeling it as much anyway so I changed it to dark glass as a theme I felt that this one would be more creative.

As for questions, I know this setting will grow as the quest grows but anything you can tell us about the setting? Like how dangerous would the average dungeon diving group be?
 
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