The Furnace - A simple Dungeon Core Quest

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[X] Plan: Safety Hazards
Nice plan, but maybe we should make sure our Foreman and cogs exercise caution while collecting. Rather not reveal ourselves just yet. It's one thing if somebody walks into the dungeon. We can kill them to make sure they don't alert others of our location, but it's a bit harder if we're spotted on the surface. (It's not that I don't want to start luring people to their demise, just want to make sure we're prepared first. Plus a bit of prep time always helps.)
 
[X] Plan: Safety Hazards



I'd say we should just speed run trying to get more options for spells and monsters for our beginning, cogworks and foremen are fine as chaff but I'd like something more substantial.
 
Vote closed, I'm going to write the update after lunch.
Adhoc vote count started by Abyssius on Sep 17, 2023 at 6:55 AM, finished with 13 posts and 7 votes.

  • [X] Plan: Safety Hazards
    -[X][ROOM] Create a room between entrance and core.
    --[X] Place several broken pipes facing inwards that release bursts of steam at random intervals.
    -[X][CREATURE] Create 3 CogWorks
    -[X][RESEARCH] Spend one progress to Increase the Vitae Reserve
    -[X][MONSTERS] Have the Foreman go out with 3 Cogs to collect materials.
 
III - The Morass of Petroronto
[X] Plan: Safety Hazards
-[X][ROOM] Create a room between entrance and core.
--[X] Place several broken pipes facing inwards that release bursts of steam at random intervals.
-[X][CREATURE] Create 3 CogWorks
-[X][RESEARCH] Spend one progress to Increase the Vitae Reserve
-[X][MONSTERS] Have the Foreman go out with 3 Cogs to collect materials.

III - The Morass of Petroronto


Your voice is the crackling of burning wood and with your scalding words, you communicate your intentions to your Foreman, who nods.

"I would need the CogWorks to transport back the fuel. That would leave the Furnace without guards."

In response, from your casted body, three small creatures emerges. The Foreman stares at them, before giving his approval. "Then we'll be out. We will be back with info and nourishment."

You don't need to tell him to keep a lower profile: he knows that a new born baby is vulnerable to predators and that's what your Dungeon currently is: just a baby.

While the Foreman is leading the expedition, you rearrange your Body, expanding in size: a new room, similar to your previous entrance, is manufactured, except that this one has the valves running in the walls exposed toward the entry of the room, leaking at random highly pressurized and scorching vapor. In the new room, you move your new CogWorks for protection. While waiting, you focus on your mana reserve: currently, you have enough space, considering the small trickle of Vitae that your being produce. But you will need more, in case you encounters more beings to process.

The Foreman and the Cogworks slowly traversed the misted plains near your Dungeon. Without any knowledge of the surroundings, the best plan was to pick a direction and travel to it until they encountered something that they could use. The mist of Domoter made difficult to look far, but it also meant that it was difficult to spot them.

After a thirty minutes voyage, they encountered something interesting, where they could get fuel.

The mist around the bog was stagnant, tinted by darker hues compared to the normal color of the fog. Small critters and mosquitos buzzled and whirred in the area, avoiding the unnatural flesh of your Orc. The dark waters were empty of vegetation of the normal vegetation, with only the putrescent floating woods on the surface of the water. Replacing his left arm with a shovel, the Foreman and the CogWorks began shoveling peat to bring back to their Core.

The work proceeded smoothly, until they saw ripples from the water. Suddenly, a skeleton, missing one arm, emerged from the black waters, moving against them. With a quick swing of his arm, the Foreman decapitated the skeleton, who stumbled on the river in pieces. Without giving a second thought, the skeleton was united with the previously collected peat to be returned to the Core. Maybe it would found something interesting from burning the twice unliving corpse.

After packing their cargo, they were ready to move back to the Dungeon, but the sound of voices attracted their attention. Hiding behind the rotting tree, they tried to localize their source.

On the other side of the bog, half hidden by the blackish mist, a group of ten human was searching the swamp. They were dressed in black, with their shining coats and boats treated to keep the water outside. Hats and hoods kept their face covered, but even from the distance, your creatures were able to observe that parts of their clothes were decorated with pieces of bone, attached to the hats, the coats or their strange weapons. They resembled strangely contraptions made of bone or a material similar to wood, in the shapes of hooks or claws, which they used to gather skeletons and half decomposed bodies from the deep waters and place them on the river, where the other half of them took them to what looked like a cart, almost hidden by the mist. They proceed methodically, cleaning one sector of the swamp after the other, moving together and with no one stranding too far from the others. When the occasionally undead attack them, they responded rapidly, breaking down the creature and collecting its remain.

Before the men could get too close to your creatures, they promptly decided to return before being spotted.

When they returned, you were finally able to increase the amount of Vitae you could store at the same time. The peat was good nourishment, even if it wasn't good enough as fresh humans. But you would get them in time: you don't think you can take those "Dredgers", but maybe a smaller groups of them …

You almost didn't notice when the Foreman dumped the remains of the skeleton, but once it reached your flames, your entire focus was on the creature.

It wasn't a normal skeleton, not in the sense that was a decomposed human. It was almost like one of your minions, made by Vitae, but the energies that composed it were … wrong. You can't exactly put your metaphorical fingers on what was wrong, but you would say that it was a poor product, badly manufactured.

Maybe by burning more samples from this bog, you would understand what exactly you are dealing with.


We are done with the first turn.
You got a new room, a new available trap and your Vitae Capacity has been increased by 2. You got 5 Vitae by your expedition, but from the next one I will probably roll for danger. So, considering the 3 for the new CogWorks, the 1 for the Trap and 3 for the Room, you currently sit at 9 Vitae
All the infos are updated in the Notion Board at this link: The Furnace Core
Setting infos are updated in their ThreadMark.

Please, vote by plan with the following format:
[J] Plan Smart
- [CREATURE] Create X CogWorks
- [ROOM] Create an additional room
- [RESEARCH] Spend one progress to Increase the Vitae Reserve
- [MONSTERS] Go scouting outside.

Vote will be open until the next weekend. Let the game begin.
 
Might have missed it, but where can I find how much Progress we get each turn? I do know we can spend Vitae for Progress at a 1:1 ratio.
 
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[x] Plan: big brain engineering
- [CREATURE] Create 1 foreman and 2 cogworks
--[X] Try to summon/ create a scrap spider, a arachnid made out of scrap, old metal parts and cogs around the size of a largish wolf. Rank 1.
- [RESEARCH] Spend one progress to Increase the the rank of our monsters
- [MONSTERS] put a few of out cogworks and foremen to work and see if they can't excavate some materials from the wall surrounding our dungeon.
 
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- [CREATURE] Create 3 foremen and 4 cogworks
I'm not sure you have enough Vitae to do this: you have 9 and a Foreman is 3 Vitae each, while a CogWork is 1 Vitae each.
- [ROOM] Create a room off the main path, in the eastern corner of what our dungeon currently is, and if possible designate it as a 'tinkering room'
Currently, you are at cap for the number of rooms available.
 
In that case maybe I'll reduce it to 1 for man and 2 cogworks? I think the math should workout then.

In that case I'll just skip the room thing if that's fine by you.
Yep, the only doubt about your plan (just because I don't know if it's something desired or not): with 1 progress in Monster Rank, you will go to 1/5 progress required. If you want to do an additional room, could be useful to increase the room cap by spending that progress here and then do another room next turn.
I don't want to influence you, it's just that I know that the mechanics aren't clear enough, so I want to clarify to be sure that everything is allright.
 
Yep, the only doubt about your plan (just because I don't know if it's something desired or not): with 1 progress in Monster Rank, you will go to 1/5 progress required. If you want to do an additional room, could be useful to increase the room cap by spending that progress here and then do another room next turn.
I don't want to influence you, it's just that I know that the mechanics aren't clear enough, so I want to clarify to be sure that everything is allright.
Oh no I get what you dare saying but I just prefer focusing on our monster first and foremost, increasing our room limit would be good as well but I'd prefer making sure we have something we can work with that won't be pasted by bob the level 1 adventurer in our first intruder encounter.
 
So using progress/Vitae allows us to increase our monster rank, but what action do we use if we just want to design a new monster? Would the classify under creature or research?
 
So using progress/Vitae allows us to increase our monster rank, but what action do we use if we just want to design a new monster? Would the classify under creature or research?
Ah, that's why no one was proposing monsters.

You can just give me a description of the monster and the rank and I will propose you a template with the traits. In the same way the last turn winning plan proposed the new trap.
 
Ah, that's why no one was proposing monsters.

You can just give me a description of the monster and the rank and I will propose you a template with the traits. In the same way the last turn winning plan proposed the new trap.
Got it. Welp, time to go to the drawing board then. I've got ideas for monsters that I need to put into words. I do sort of have an idea for a trap I guess. Even though it's not much of a trap. Unless you count hurting someone's pride. I just got inspired because I was replaying Portal recently. Don't take it seriously. I don't expect it to be accepted, but it'd be cool if it did.

Trap: A speaker is placed in the rooms of the Dungeon, allowing the Dungeon itself to mock the actions of those who enter as they make their way through the factory. Deals no actual damage, but might hurt the pride of an insecure adventurer.
Again this is mostly a joke. Don't take it too seriously.
 
Ah, that's why no one was proposing monsters.

You can just give me a description of the monster and the rank and I will propose you a template with the traits. In the same way the last turn winning plan proposed the new trap.
Alright in that case I have written in trying to summon/create a scrap spider, tell me if it needs any fixing or anything and I'll get right to it.
 
[x] Plan: big brain engineering
- [CREATURE] Create 1 foreman and 2 cogworks
--[X] Try to summon/ create a scrap spider, a arachnid made out of scrap, old metal parts and cogs around the size of a largish wolf. Rank 1.
- [RESEARCH] Spend one progress to Increase the the rank of our monsters
- [MONSTERS] put a few of out cogworks and foremen to work and see if they can't excavate some materials from the wall surrounding our dungeon.
 
I say we should make a spider like thing and have him explore because a spider can easily move around in this corrupted bog and yet small enough to not be easily seen.

Edit: Also maybe we can get some wood and make wooden mechanical men. We will need weapons or at least tools for our guys. Like is there tar nearby that we can make traps or flamethrower?
 
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I say we should make a spider like thing and have him explore because a spider can easily move around in this corrupted bog and yet small enough to not be easily seen.

Edit: Also maybe we can get some wood and make wooden mechanical men. We will need weapons or at least tools for our guys. Like is there tar nearby that we can make traps or flamethrower?
Well since my plan with the scrap spider is winning the turn after we might throw a few at exploring stuff to see how they perform, they should be fast enough to be decent scouts at the very least.

Eh wooden men unless they re reinforced by magic like the marionettes from edlen ring might not be a good idea, we are working with heat and forging as a theme here. But maybe soothing like the finis demon from dmc2 would work, I have no complaints about making a flamethrower trap though.

Also, if anyone has any other monster ideas, shoot and I'll see about sticking them in my plan.
 
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