The Furnace - A simple Dungeon Core Quest

Voting is open
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?
At the beginning, you'll probably encounter easier fights because I need to check if the combat system is working and to get a feeling on how difficult I can make encounters. This is from a mechanical stand-point. Basically: if I see that you clean the floor with your enemies, I raise the difficult of the next encounter. If I see that you survive your last fight half-dead, I'll probably lower it a bit or keep it steady but giving time to recuperate.

From a narrative pointo of view, the easiest enemies are random creatures roaming or small organizations and will be probably your first fights. By small organizations, I mean something like a bandit camp, a necromancers with some undeads, something on this scale.
On the middle difficult, you get troops or adventures (with lower case a) coming from the nation where you'll spawn (which will also be decided in the next vote). They have bigger number, more resources and can present a harder challenge for several incursions. But if you prove yourself to be too dangerous, they will call the experts.

Which are the Adventurers with the uppercase A, blessed by the Gods.
Copper, Iron and Steel Adventurers will probably show themselves by attaching themselves to previous groups to collect info on the monsters and the traps. They are the recruits of the Adventurers, tasked with getting experienced while avoiding too many risk. Probably a Copper Adventurer will be sent in the early game to check if you really exist, but without planning to get too deep in the Dungeon.

Silver, Gold and Platinum Adventurers are the ranks where they will try to put you down for good if they can. They are less common than the previous tiers of Adventurers, but they have several blessings and fighting experience.

If they start to get too many losses, you can probably expect one Mithril, Adamantite or Celestium rank Adventurer to lead the raid from that point on.
If they should fail, the Adventurer guild leader, Chosen by their own God, ranked "Vitae Aufero", will pay you a visit.
If he should fail in taking you down, congratulation: you win the quest.

Hope I'm able to make things as interest as they currently sounds.
 
At the beginning, you'll probably encounter easier fights because I need to check if the combat system is working and to get a feeling on how difficult I can make encounters. This is from a mechanical stand-point. Basically: if I see that you clean the floor with your enemies, I raise the difficult of the next encounter. If I see that you survive your last fight half-dead, I'll probably lower it a bit or keep it steady but giving time to recuperate.

From a narrative pointo of view, the easiest enemies are random creatures roaming or small organizations and will be probably your first fights. By small organizations, I mean something like a bandit camp, a necromancers with some undeads, something on this scale.
On the middle difficult, you get troops or adventures (with lower case a) coming from the nation where you'll spawn (which will also be decided in the next vote). They have bigger number, more resources and can present a harder challenge for several incursions. But if you prove yourself to be too dangerous, they will call the experts.

Which are the Adventurers with the uppercase A, blessed by the Gods.
Copper, Iron and Steel Adventurers will probably show themselves by attaching themselves to previous groups to collect info on the monsters and the traps. They are the recruits of the Adventurers, tasked with getting experienced while avoiding too many risk. Probably a Copper Adventurer will be sent in the early game to check if you really exist, but without planning to get too deep in the Dungeon.

Silver, Gold and Platinum Adventurers are the ranks where they will try to put you down for good if they can. They are less common than the previous tiers of Adventurers, but they have several blessings and fighting experience.

If they start to get too many losses, you can probably expect one Mithril, Adamantite or Celestium rank Adventurer to lead the raid from that point on.
If they should fail, the Adventurer guild leader, Chosen by their own God, ranked "Vitae Aufero", will pay you a visit.
If he should fail in taking you down, congratulation: you win the quest.

Hope I'm able to make things as interest as they currently sounds.
Fair enough, that all sounds interesting and kind of heartening that we won't be utterly obliterated if we get unlucky, still, I'm very much looking forward to interacting with the world and picking our themes once we get to it. I'll probably go with dark glass, hive and jungle myself.
 
So how would Monster Tiers relate to Adventurer Ranks? What tier would be recommended to deal with a Steel rank for example?
 
So how would Monster Tiers relate to Adventurer Ranks? What tier would be recommended to deal with a Steel rank for example?
Probably something that's above our basic starter monsters but not something that could be a first floor boss or mini boss. A steel rank I'd say could be taken out by a group of basic monsters easily enough, especially if they have been debuffed.
 
So how would Monster Tiers relate to Adventurer Ranks? What tier would be recommended to deal with a Steel rank for example?
The honest answer is: still undecided.
I have decided that Monster Ranks and Adventurer Ranks are not equivalent (a Copper Tier Adventurer is stronger than a Tier I monster and therefore a Steel Adventurer is stronger than a Tier III), but because the system is untested, I don't have enough information to say for certain how strong a Steel Adventurer is compared to a monster. Plus, I want to have the freedom to tweak the parameters of the Adventurers if I see the system having problem.

The sure advantage you have over Adventurers is the disparity in numbers: to kill you, they need to go through your minions. Basically, even if an Adventurer can mop the floor in a 1vs1 against a Tier I monster, you won't do a 1 vs 1.
So, it's a prep and ambush game? Let's hope we can enjoy it for a long time!
Yes, basically I'll roll a dice (I won't tell which one) to see how many turns are between each incursions, so you have turns to prepare and then we go full Combat updates until the enemies retreat.
Considering that barring some particular exceptions, if they see things go very wrong, they'll try to leave.
 
Sorry for the double post
But I just want to signal than in 3 hours and 10 minutes I'll probably close the call for Idea and start with the next vote.
 
Oh! I got another one!

[] prison of the damned
At first it was just a normal cave that has gone on unusually long. Then, they found the wall. Just some stones at first it as other branches were explored, more blocked the way in the same direction.... But they were all connected, for they all bore writings in different languages, some so old it has been forgotten long ago some only known from ruins on the other end of the world and some still spoken in other realms. But they all tell the same thing, to stay away, to bury the walls and to never ever come back... As if the symbols of danger were not enough warning.... Even the few defences that were found were all facing inwards.
Then, someone found the door...

Not demons, necessary, I just used damned because I had no better idea, but basically the old "sealed evil in a can" just on a large scale....
Kinda like if the SPC foundation was buried and abandoned with everything inside locked up.
Or Tartarus, for a more mythological example.
 
[] prison of the damned
At first it was just a normal cave that has gone on unusually long. Then, they found the wall. Just some stones at first it as other branches were explored, more blocked the way in the same direction.... But they were all connected, for they all bore writings in different languages, some so old it has been forgotten long ago some only known from ruins on the other end of the world and some still spoken in other realms. But they all tell the same thing, to stay away, to bury the walls and to never ever come back... As if the symbols of danger were not enough warning.... Even the few defences that were found were all facing inwards.
Then, someone found the door...
Approved.
 
Vote closed, give me the time to make the new post.
Adhoc vote count started by Abyssius on Sep 1, 2023 at 1:37 PM, finished with 59 posts and 22 votes.

  • [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] [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.
    [X] [The Flesh] Rivers of blood and bile, roots of bone, walls of warm flesh filled with puss, and with tunnels more like veins as the very structure pulses with the endless drumming of an unseen heart beat. What is this creature no one knows; is it the form of a slumbering god-beast or something stranger still. All people know is that there is value to be found with in it ever growing depths provided they can survive its horrors. For within its confines the very land comes alive to defend itself like an immune system attacking a infection, and if the body itself doesn't kill you the myriad of parasites and monsters will having grown strong and mutated from consuming the flesh of their home.
    [X] [Classic] Who doesn't love a classic? Spiked ceilings, snake pits, sand traps, arrows in the wall, skeleton soldiers. Yea, the good stuff.
    [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.
    [X] [A Holy Sanctuary Defiled] A beautiful forest area complete with mountains and lakes. It would be a beautiful sight, if not for the feeling of wrongness that affects all who enter, and the more observant might notice the odd details. This area filled with nature seems almost... artificial. As if each mountain, tree, and lake were specifically placed and made. The quiet of the forest is unnatural, as the lack of truly intelligent life shows itself, with no animals or creatures to be found. Yet, it always feels as if something is watching. With each step adventures take, the feeling of disgust fills the area more. As if the very land itself is judging them for what they are. Mortals with undeserved power. Adventures will find their divine blessings weakened here, for there is only one true god in this dungeon, and they will exterminate all mortals who dare to tread upon this holy ground.
    [X]The Abyss: in the debts of the ocean far from the light of the sun and the gods above lie strange lifeforms and stranger magics. This dungeon bring the darkness of the deep waters on the surface, to the horror of its dungeon's delvers.
    [X] [The Broken Horizon] The Broken Horizon is a treacherous place, for it is formed of perpetually floating landmasses, small and large. Hurricane force Winds, massive thunderstorms and the constant smashing and rumbling of floating Islands colliding with eachover make it extremely dangerous, and that's without taking into account the numerous kinds of flying creatures.
    [X] [Puzzle-land] Puzzles and more puzzles. Everything is puzzles! You cant go five feet before being smacked in the face with another puzzle! And getting one wrong answer can be a death sentence. Will wear them out, both mentally and physically.
    [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.
    [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.
    [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.
    [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.
    [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.
    [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.
    [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-II: A New Choice.
So, by collecting and organizing again all the various idea proposed. We have the following list:
- [Fury of the Ancient Jungle]
Proposed by Sindri the loyal
this theme focuses primarily on lizardfolk or lizardmen, lizardfolk are a ancient if primitive race that operate on cold logic and are feared for their powerful Jaws, affinity for other reptiles as well as a habit of being capable of being fairly strong magic users with a particular habit of having wind and nature aligned magic users. Lizardfolk themselves are stout, tall and make are crafty enough to create basic tools and weapons if they ahvr sufficient materials lying around, additionally there several subspecies such as the great saurians being the most common, varan being bigger and dimmer then the saurians and the kameons being the smallest but the most cunning and intelligent, with a higher then average chance of being magic users.
- [Aberration]
Proposed by SeQuester
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.

- [A Holy Sanctuary Defiled]
Proposed by RainyDayMessiah
A beautiful forest area complete with mountains and lakes. It would be a beautiful sight, if not for the feeling of wrongness that affects all who enter, and the more observant might notice the odd details. This area filled with nature seems almost... artificial. As if each mountain, tree, and lake were specifically placed and made. The quiet of the forest is unnatural, as the lack of truly intelligent life shows itself, with no animals or creatures to be found. Yet, it always feels as if something is watching. With each step adventures take, the feeling of disgust fills the area more. As if the very land itself is judging them for what they are. Mortals with undeserved power. Adventures will find their divine blessings weakened here, for there is only one true god in this dungeon, and they will exterminate all mortals who dare to tread upon this holy ground.

- [The Underground Factory]
Proposed by RainyDayMessiah
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 Abyss]
Proposed by LotusPocus
In the debts of the ocean far from the light of the sun and the gods above lie strange lifeforms and stranger magics. This dungeon bring the darkness of the deep waters on the surface, to the horror of its dungeon's delvers.

- [The Broken Horizon]

Proposed by 01paradox01
The Broken Horizon is a treacherous place, for it is formed of perpetually floating landmasses, small and large. Hurricane force Winds, massive thunderstorms and the constant smashing and rumbling of floating Islands colliding with eachover make it extremely dangerous, and that's without taking into account the numerous kinds of flying creatures.

- [Endless Hive]
Proposed by sevgre

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.

- [The Flesh]
Proposed by KingCrimson1081
Rivers of blood and bile, roots of bone, walls of warm flesh filled with puss, and with tunnels more like veins as the very structure pulses with the endless drumming of an unseen heart beat. What is this creature no one knows; is it the form of a slumbering god-beast or something stranger still. All people know is that there is value to be found with in it ever growing depths provided they can survive its horrors. For within its confines the very land comes alive to defend itself like an immune system attacking a infection, and if the body itself doesn't kill you the myriad of parasites and monsters will having grown strong and mutated from consuming the flesh of their home.

- [Classic]
Proposed by Crawkid
Who doesn't love a classic? Spiked ceilings, snake pits, sand traps, arrows in the wall, skeleton soldiers. Yea, the good stuff.

- [Puzzle-land]
Proposed by Crawkid

Puzzles and more puzzles. Everything is puzzles! You cant go five feet before being smacked in the face with another puzzle! And getting one wrong answer can be a death sentence. Will wear them out, both mentally and physically.

- [Japanese]
Proposed by Dark Baobab

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.

- [Dark Glass]
Proposed by Sindri the loyal
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.

- [Museum]
Proposed by The Well Wisher
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?

- [The Carrion Pits]
Proposed by The Well Wisher
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.

- [The Forgotten Library]
Proposed by Zalkon
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.

- [Vermintide]
Proposed by BrainyPicker

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.

- [Liminal]
Proposed by Derpmind

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.

- [The Crystal Caverns]
Proposed by Archmage Zoltan

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.

- [The Crypt]
Proposed by Archmage Zoltan

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

- [Fungal Bloom]
Proposed by KingCrimson1081

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.

- [The Lost City]
Proposed by TheCount
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?

- [Prison of the damned]
Proposed by TheCount

At first it was just a normal cave that has gone on unusually long. Then, they found the wall. Just some stones at first it as other branches were explored, more blocked the way in the same direction.... But they were all connected, for they all bore writings in different languages, some so old it has been forgotten long ago some only known from ruins on the other end of the world and some still spoken in other realms. But they all tell the same thing, to stay away, to bury the walls and to never ever come back... As if the symbols of danger were not enough warning.... Even the few defences that were found were all facing inwards.
Then, someone found the door...

Not demons, necessary, I just used damned because I had no better idea, but basically the old "sealed evil in a can" just on a large scale....
Kinda like if the SPC foundation was buried and abandoned with everything inside locked up.
Or Tartarus, for a more mythological example.

So, these are all the approved options.
Here are the rules for the voting:
- ONLY plan voting. Other votes are considered null.
- You can vote for THREE plan (so approval voting is valid for this vote). So, one theme for plan.
- If a Plan gets more than 51% of the votes, I'll declare it the winner.
- Otherwise, we'll do a subvote with the first three winning plan.
- Plan must vote for the following categories:

-[] [DUNGEON THEME] Pick your favourite theme
-[] [TYPE] Pocket dimension or not
-[] [PLACE] Pick a combo of two colours among these five: White, Black, Blue, Green and Red. (So White - Black, for example).

The starting place is decided by the combo: different combos are related to different places.
I hope the rules are clear. Vote is going to be open
 
[X] Plan: legally distinct Hallownest
-[x] [DUNGEON THEME] Endless Hive
-[x] [TYPE] Pocket Dimension
-[x] [PLACE] White and Black
 
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[X] Plan: It Grows
-[X] [DUNGEON THEME] The Flesh
-[X] [TYPE] Natural Entry
-[X] [PLACE] Red and Green

[X] Plan: Feed the Machine
-[X] [DUNGEON THEME] The Underground Factory
-[X] [TYPE] Natural Entry
-[X] [PLACE] Black and Blue

[X] Plan: Moar Warp Stone Yes-Yes!
-[X] [DUNGEON THEME] Vermintide
-[X] [TYPE] Pocket dimension
-[X] [PLACE] Green and Black
 
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[x] Plan: For the Horde
- [x] Underground factory
- [x] Natural entrence
- [x] Red-Blue

[x] Plan: Buggy Empire!
- [x] Endless Hive
- [x] Pocket Dimension
- [x] Black- Green

[x] Plan: Classic
- [x] Classic
- [x] Pocket Dimension
- [x] Red-white


...do you happen to play Magic the Gathering by chance? XD
 
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-[] [PLACE] Pick a combo of two colours among these five: White, Black, Blue, Green and Red. (So White - Black, for example).
Are these Magic: The Gatherings factions? :V

[X] Welcome to the jungle
-[X] [DUNGEON THEME] Fury of the Ancient Jungle
-[X] [TYPE] Pocket dimension
-[X] [PLACE] Blue and Green

[X] Made in the Abyss
-[X] [DUNGEON THEME] The Carrion Pits
-[X] [TYPE] Pocket dimension
-[X] [PLACE] Blue and Green

[X] Plan: legally distinct Hallownest
-[x] [DUNGEON THEME] Endless Hive
-[x] [TYPE] Pocket Dimension
-[x] [PLACE] White and Black

Why growing and corrupting/converting the word would give us passive influx of materials, it's a clear threat that needs to be stopped.

So, imma going for dimensional dungeons, even if they are easier to locate or seal.

Edit: changed fungal bloom to LDH
 
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[X] Plan: Feed the Machine
-[X] [DUNGEON THEME] The Underground Factory
-[X] [TYPE] Natural Entry
-[X] [PLACE] Black and Blue
 
[X] Plan: Museum of Natural History
-[X] [DUNGEON THEME] Museum
-[X] [TYPE] Natural Entry
-[X] [PLACE] Blue and Black

[X] Plan: Welcome to the Medieval Backrooms
-[X] [DUNGEON THEME] Liminal
-[X] [TYPE] Pocket Dimension
-[X] [PLACE] Black and White

[X] Made in the Abyss
-[X] [DUNGEON THEME] The Carrion Pits
-[X] [TYPE] Pocket dimension
-[X] [PLACE] Blue and Green
 
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...do you happen to play Magic the Gathering by chance? XD
Used to, but I still like the color theory. Also your plan format is not valid: you are missing the X inside the []. You can check the votes before yours to see the correct way.
Are these Magic: The Gatherings factions?
I'm just taking inspiration from the color theory, but it's 100% original. I would have put "Crossover".
So you can get an idea where you end up, but not the exact specifics.
And I think we found the Simic player.
 
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