Year 1026 Orsi, Okrasi Province, Slaria
"Give it to me straight," you tell the guildmaster in front of you. Quickly he reaches into his desk and pulls up a pile of papers. "Based on the new laws passed, we have finally been able to document all forms of monsters from the dungeon." Quickly handing over a paper, you look down at it and see all forms of plants and animals, some easily seen and some more bizarre. "The dungeon seems to favor large amounts of plant and animal monsters, each enhanced through their mana affinity and the environment created in the dungeon, roughly at Tier 1 in strength. While this is beneficial for us, as it provides food for ourselves and the kingdom, there have been sightings of monsters that run away when seen, probably a prototype of a monster. From the description we have been given, we believe they will breach Tier 2."
With that, he hands over a different piece of paper covered with various large reptiles, most able to swallow a human whole. "We have already informed the Tier 2 adventures in the city of what monsters will show up and they are prepared to go hunt them to gather data, but it will be tough, we can expect an increase in the death when these monsters are finished, however not enough for us to go into negative thankfully," and with that you leave to report to your liege lord about what the guild master has said.
Turn 5
Mana: 490 (360 Mana per Turn)
16/20 (14 DP per Turn)
Floors (3 Dice):
[]Faean Ecosystem: With the established basic ecosystem, it allows the specialization of the dungeon ecosystem, by manipulating plants throughout the dungeon you can begin to induce mana-specialized mutations in the ecosystem which theoretically would lower the cost of mana-based traps by providing more mana in the air and surrounding area for these magical traps to utilize so that they can perform at high levels and make a greater challenge to invaders. (20 Mana per dice 25/200)
[]Cavern Ecosystem: While the basics have been established you can go one step further and tailor your ecosystem to the area in it, caves. By growing more mushrooms and mutating plants to become beneficial to a cave system you can create the conditions to allow more proliferation of physical traps. Whether hiding behind a taste placement of vines or an actual boulder held up by branches, you can fit more physical traps in a cavern ecosystem allowing you to get traps in a smaller space. (15 Mana per 25/200)
[]Swamp Ecosystem: Water, one of the advantages you have in your dungeon, is a siren song to the world outside of your dungeon, a hot harsh place where a drop of water disappears instantly. By overfilling your dungeon with water and mutating plants to take advantage of this increase in water you can begin to form a swamp-like ecosystem, which provides boosts to the detrimental effects of your environmental traps. (20 per dice 136/200)
[]Small Animal Dens: With the creation of basic resources, you can now create specialized storage places for your resources to reside, allowing you to place monsters within these places, creating a place for monsters to ambush from, allowing you to save mana as well as keep the invaders on their toes. By seeding these dens with a variety of small animals, from bunnies to birds you can hide monsters within them to attack unsuspecting invaders. (15 Mana per Dice 0/200)
[]Herb Garden: From flowers to various spices, you can create specialized areas where you can grow plant-based resources. These plant resources are something that the invaders, hunt for hours in your dungeon, but by making a dedicated area to place them you can then hide various plant-based monsters inside them as well. Forcing them to brave your perfect ambush points to gather the food they require, allowing you to save on mana as well as kill desperate invaders. (10 Mana per Dice 0/200)
[]Basic Quarters: While Monsters are made from mana and don't require rest, building basic quarters in your dungeon would allow you to store more monsters inside your floors and allow for longer fights between you and your invaders allowing you to more of that sweet, sweet mana. (10 Mana per Dice 60/100)
[]Basic Workshop: While some traps are easy to replace some may not be, that's where the workshop comes in, allowing you to hold a variety of little helpers to automate various tasks throughout the dungeon saving you mana for replacing parts every time as well as allowing for repairs of various features throughout the dungeon. (10 Mana per Dice 0/100)
Monsters (4 Dice):
[]Basic Intelligent Bipedal Monsters: Kobolds, Goblins and Imps, and various other intelligent creatures created by dungeons, usually the first intelligent monster each dungeon makes. While only smart enough to use stone tools each has been deadly to unsuspecting rookies in large enough numbers, using ambush tactics these basic intelligent lives will be sure to cut down on those pesky invaders. (15 Mana per Dice 0/200)
[]Basic Sprite-Based Mana Monsters: Fairies, motes, spirits, some of the first mana-based life forms dungeons create, usually in the form of their starting affinity. While not much at first, all of these forms of mana-based life are known to swarm unsuspecting invaders who come for treasures of your body. After all, while one of the weakest mana beings there is a reason most dungeons make them first. Their dirt cheap, most dungeons pump them out by the thousands with just one piece of mana. (15 Mana per Dice 0/200)
[]Bug-Based Monsters: From the swarms of locusts to the agile scorpions, there is a multitude of bugs in the surrounding desert, which when exposed to your mana, will create monsters for your dungeon, eerily coordinated these bugs will be able to react quickly to any incursion into your dungeon and provide an easy way for you to attack the invaders who will enter your dungeon, after all, bugs breed fast and are plentiful in the surrounding area. (10 Mana per Dice 0/300)
[]Reptile-Based Monsters: With the basic animal monsters, created you can focus more on a few types of monsters, from the lumbering desert monitor to the speedy vipers, you can take these reptiles and enhance them through with your mana allowing you to create more specific monsters, refining mutations and bring the monsters from a small nuisance to something which even the toughest invader will struggle to face. (20 Mana per Dice 186/200)
[]Basic Tree-Based Monsters: From the swaying palm trees to the towering redwood, trees have a lot of variability with the form of trees. By taking advantage of this variability you can create the towering and lumbering monsters or a more agile and speedy fighter. However each of these fighters have one thing in common with their branches grown throughout their body, these monsters have limbs to spare. From specialized limbs to stab-to-bleed flesh-eating saps, tree-based monsters evoke an alien feeling to invaders with their many-branched growths. (20 Mana per Dice 0/200)
[]Basic Fungi-Based Monsters: From the deadly death caps to the paralyzing mushrooms of the jungles, mushrooms have a wide range of ways to spell death for an invader, but one thing most people don't think about mushrooms is their ability to act as nervous system, with beneficial mutations, you can create a monster which inhabits a whole room, from the moment an invader walks in your fungus monsters, who spit out thing like fire, to poison spores, can accurately attack those who dare enter your dungeon, all is needed is the beneficial mutations of these strains of mushroom (10 Mana per Dice 0/200)
[]Heat-Sensing Monsters: From magic to plain old camouflage, there is a multitude of ways to hide, however, one that most people don't think of is heat, something that doesn't really come up that often heat is all around us as well as requiring a very technical enchantment and it can be taken advantage of through the use of heat-sensing monsters, your monsters will be able to find anybody hiding through camouflage or invisibility. (15 Mana per Dice 0/200)
[]Aquatic Plant Monsters: A floating lilypad just waiting to become a bear trap, to seaweed which drags you into their wooden beak, aquatic plants are some of the rarer monsters that you can make, which just makes them more deadly after all most don't understand how these monsters work. By speeding these monsters throughout your dungeon you can create another layer against the invaders entering your dungeon as well as utilizing the mass amount of water you have flowing throughout your dungeon. (10 Mana per Dice 0/300)
[]Basic Affinity Monsters: Fire, Water, Air and Earth. The basic elements and the most prevalent, make up almost all of the mana generation throughout the world. By taking your understanding of the basic affinities you can mutate your monsters to wield these basic elements in conjunction with the sand mana you have already given them. This will give your monsters more options and provide two avenues of attack to the invaders who enter your dungeon. (15 Mana per Dice 14/200)
Traps (2 Dice):
[]Basic Physical Traps: Small or Tall, Complex or Simple, traps are versatile, promising to pump invaders for all their hard-earned energy. While these first few traps aren't the most complex and won't hold them forever, they don't need to, from pit traps to collapsing ceilings, these traps promise to inconvenience and set up for monsters to ambush invaders while they are down. These cheap traps won't be the most mana efficient nor self-loading but they are solid for what they are, simple and cheap. (10 Mana per Dice 0/200)
[]Basic Magical Traps: Burst of fire or bone-breaking curse, magic, and traps are a match made in hell. With the passive mutability of magic and the preparation of traps, these traps promise to surprise your invaders as they do with a few cracks or an ornate light feature to spell doom for those wandering your body. After all a small bit of mana to sap more mana is a worthy investment. (15 Mana per Dice 0/200)
[]Basic Toxic Minerals Traps: From the deadly quicksilver to the small amounts of radiation some minerals release, you are flush with ways to spread toxicity throughout your dungeon, weakening those who dare enter your body to hunt for resources. Whether a slow death or a quick one, your mineral traps are sure to pump them off their mana as they struggle to escape your traps. (20 Mana per Dice 0/200)
[]Basic Pathogen Traps: A spore or a bacteria, a spreading sickness or a rotting virus, pathogens allow you to spread death throughout your dungeon, even if those outside your halls have found a way to stop your sickness, it just means you can concentrate it further, from clouds of spores to animals which give bacteria, there are a multitude of ways to slow down and stop the invaders entering your dungeon and pump them for their mana. (10 Mana per Dice 0/300)
[]Fungi-based Traps: From spore to shroom, mushrooms are easy to hide and can have extremely detrimental effects, from the hallucinogenic spores to a form of parasitism that leads to repentant acts of violence, spores can be fine-tuned to cause all sorts of mental problems to a group of invaders entering your dungeon, creating divides in groups of invaders and making sure that they spend more and more time, being affected, making them waste their mana as well as their life to escape your dungeon. (15 Mana per Dice 0/300)
[]Flower-based Traps: From seed to petal, flowers are some of the more inconspicuous things to have in a dungeon, from paralyzing flowers to one that spontaneously combust, flowers have a wide range of uses when correctly mutated, all it takes is the mana to create those mutations and then you are in business, these traps promise to hamstring the invaders entering your dungeon, afterall while some may look down, a flower is so easily ignored that they are all guaranteed to fall into the trap. (20 Mana per Dice 0/200)
Research (4 Dice):
[]Mana Connection Network: Mana is everywhere, that is known but what isn't known is that dungeons are intelligent mana, holding these thoughts inside a physical medium keeps the intelligent mana from reacting with the world outside of it and killing the core. This case of sapient mana bestows dungeons with the ability to send messages through mana, by sending this message mana through the flows of the world, you will be able to connect and talk to the dungeons throughout the world. (10 Mana per Dice 21/100)
[]Basic Mana Ring: With the creation of basic mana flows and the resulting growth in mana production from invaders entering your dungeon, you can begin large-scale conversions through a mana ring. By leading mana in a circular route around your core, it allows a longer process of conversion allowing you to save large parts of mana which is lost when you de-affinaited the mana in your dungeon. This will overall increase the amount of mana in your dungeon and make the ring around your core visible to the mass presence of mana.(5 Mana per Dice 0/200)
[]Basic Mana Storage: While something that most don't like to talk about mana decays, whether it's because of an unwanted reaction between affinities or a more hidden reason. Mana dissipates usually over a month, for a good reason too at least for those invaders, if it didn't the land would be a mutated wasteland as when affiliated mana dissipates it usually does in an explosive reaction, usually inside some poor animal causing rapid mutation and frenzy as their brain goes into chemical imbalance. At Least outside a dungeon, inside is a different story. By utilizing various crystallized rocks you can safely dissipate affinitated mana, lessening the burden on your core. (15 Mana per Dice 181/200)
[]Specialized Affinities: With the completion of basic affinities it is time to research specialized affinities, from blood to sand. These affinities are often made through bizarre combinations between the four basic elements from the use of earth, water, and fire to make ice to the use of water, earth, and air in specific quantities to make blood affinity. It will take a long time to go through each grouping of specialized affinities but at least it isn't mind-boggling and mana-twisting high affinities such as time or space. (20 Mana per Dice 0/500)
[]Basic Mana Items: From swords that never need to be sharpened to clothes that keep you warm, mana items are everywhere. Usually formed from instilling affintiated with a specific intention, the cost of these items can be cut down through the use of runes, specific points of concentration, and even small gems to bring down the cost of these weapons, allowing you to produce more and attract more invaders into your body hunting for these riches. (15 Mana per Dice 40/100)
Core (3 Dice):
[]Basic Wall Reinforcement: Invaders are a violent and destructive force, which raid your body for various mana-rich resources. If there is a wall they can break, they will, by reinforcing your walls beforehand you can gain an advantage over those who would enter your dungeon and stop them from creating a straight line throughout your dungeon. (10 Mana per Dice 59/100)
[]Basic Ambush Points: Invaders have some of the weakest senses, they can't hunt through smell, nor understand all of a room from a sound. These weak senses allow for the creation of ambush points, places where monsters can attack from the shadows. Creating dedicated ambush points creates a surplus of places to attack from allowing your monsters to choose where to ambush from and giving a sense of variability to each group as there is always a different ambush location. (20 Mana per Dice 0/200)
[]Basic Statistical Counting: By counting how many people enter each day and how they act, you can get a sense of whether more or fewer people will enter your dungeon as well as what they want. This allows you to tailor your body so that the invaders will get captured by their greed and fall into traps as well as lull them into a false sense of security by tailoring monster numbers to overpower them with the least amount of monsters. (10 Mana per Dice 0/200)
[]Stealth Fields: Through the use of notice-me-not enchantments, you can hide your monsters from the focus of invaders, allowing them to spring more ambushes against them. However, due to the mana-based application of these enchantments, there is a chance that mages may be able to sense them, but that is a small chance after all, it takes specific skills to sense mana. (20 Mana per Dice 0/200)
[]Hidden Tunnels: Movement through the can be treacherous not just for the invaders, but by installing hidden tunnels throughout the dungeon, you can create a hidden system of tunnels to ferry your monsters from place to place, allowing you to hold more monsters in general as well as allow monsters to escape from conflicts if it is known that they are going to lose, allowing you to recoup costs for monsters in your dungeon. (15 Mana per Dice 0/200)
[]Hidden Vents: While not noticeable to the majority of the population some can see mana throughout the world, by installing hidden vents throughout the dungeon, you can hide where the mana is going, stopping people from utilizing this trick to get through mazes or in the eventuality of a mana surge which would make mana visible through sheer quantity, hide which way it is to the core. (15 Mana per Dice 154/200)