Defend the Core! (Dungeon Core Quest)

Just really fell into the quest. Dunno if this has been covered yet.

Pathogen traps feels like a trap. Being a 'make people sick outside' the dungeon seems like a quick way to get high level teams to come and burn us out.
 
Just found this quest. A plan quest dungeon core is such a cool concept, i can't believe hasn't been more.

All the different options seems really cool, and while it hasn't gotten that far yet it's been very enjoyable read!

On player side, there is a lot of talk from the human side on the death toll and such. I do worry that if we push too fast, they may send in higher level teams in order to take us out before we become an actual danger. At least unless we provide more incentives to keep us around soonish.

Just a lot of mention it, which does feel like a hint hint situation to me before we overstep
 
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Just really fell into the quest. Dunno if this has been covered yet.

Pathogen traps feels like a trap. Being a 'make people sick outside' the dungeon seems like a quick way to get high level teams to come and burn us out.
[even if those outside your halls have found a way to stop your sickness]

The problem with pathogens is that if they are too effective, they will destroy us; if they are not effective enough, it is a waste of time. 300 Points is too long to wait, even at a low cost of 10 mana.

I had thoughts about when we become a large dungeon in one turn, spend 10 cubes on this action and at the same time close two stages by abruptly creating a Plague. This would be extremely unexpected.

So turn six should be a primarily utility and resource project start you think?

Make them happy to send legions into our bosom to die. Food, water, minerals, medicine and more.
We are the only source of water in the desert for miles. There are very few things that can become motivators of our death.
 
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Looking at the situation, it does seem like the eatable plant monsters is actually our current most valuable resource.

We don't know the full situation outside, but given we're in the middle of a desert, we can probably assume that general means of food production are low, so having a "guaranteed" food chain in the form of our plant monsters as a bread basket is actually a really great win for the people of the desert.

One that is more important then even goal. However, as we are becoming more dangerous, we're gonna reach the point where more people are dying then what they are gaining back in return.

There's a balance of not being too strong, but also not so weak that people can actually strike at our core if they are greedy/rivaling nations. Given of almost all recent human talk is about the high death toll, i do think we should slow down a tad, and focus on our infrastructure instead of making us more directly dangerous.

Finding ways of making our monsters have longer time before decaying could be a potenial lure. If we make the nation itself start depending on us as a food maker, they will be a lot more tied in dealing.more lethal means against us.
 
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Finding ways of making our monsters have longer time before decaying could be a potenial lure. If we make the nation itself start depending on us as a food maker, they will be a lot more tied in dealing.more lethal means against us.
It seems like they can already do that? Like, they have magic so a way to preserve or transport food is probably long since solved.
 
Magical ingredients however, seems like something they won't have much access to.

Have magical plants, foods, and Potions ingredients and we're gucci.
 
Okay, so went back and looked over everything.

We're currently in the kingdom of Slara. Mostly know for just being sand, their access to water(and presumely food) is through the various dungeons that is spread out the kingdom.

This means the primary method of gathering any and all food in Slara is through dungeons. Which means there is few other options then doing dungeon diving. As long as we provide food, they will provide sacrifices death points for us.

The Slara food issues are compunded by that fact that it's currently in a civil war, which means a lot of the normal trade routes are going to be disturbted, meaning that even if they do technically produce enough food, a lot of that isn't going to reach everyone in the kingdom. Which has caused a massive refugee crisis, as thousands are running to differnet dungeons because it's the only place where you can get food and water.

Which does mean, there is a lot more freedom before the stronger authories start striking down on us, because they are currently facing an overpopulation. Once we start reaching a tipping point on that though, they will start acting more decisively. They have commented here and there on this, but as of turn 5, it's still not exceeding the bounds of death that the King set for the Steward of the town.

This means that currently we're seeing is
-Dungeons primary purpose for the people of Slara is to provide water and food for the people.
-There is a population and refugee crisis as a result of a civil war(which seems to still be going on)
-The current town around our dungeon, is exporting food to other nobility(seemingly at a high markup, indicating that food situation isn't super great)
-There is a limit on how many people Slara is willing to tolerate, set by their king(What that limit is, is still unknow)

Slara the kingdom seems to be lacking
Agricultural means, which means that any plants and espesically magical plants/spices are going to be extremly valuable. Probaly more so then gold.
The current war, means that production lines are going to be disrubted, which means stuff like mana items are going to be very valuable. More so in a desert where the heat and cold can be extremly varriable, so a ring of weather protection as example would be worth it's weight several times over.

The dangers currently seems to be
-We kill too many people, to the point that the food they are getting out of us, becomes too inefficent in cost. Given civil war, overpopulation and the desert, this limit is presumely pretty high, but they have made noises about it as of last chapter.
-The other side of the civil war. While their best case goal would be taking over the town around us, they may seek to destroy us, if they don't think they can do that for whatever reason. Depending on how dangerous they are, this could be a huge problem or not a problem at all.
 
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Okay, so went back and looked over everything.

We're currently in the kingdom of Slara. Mostly know for just being sand, their access to water(and presumely food) is through the various dungeons that is spread out the kingdom.

This means the primary method of gathering any and all food in Slara is through dungeons. Which means there is few other options then doing dungeon diving. As long as we provide food, they will provide sacrifices death points for us.

The Slara food issues are compunded by that fact that it's currently in a civil war, which means a lot of the normal trade routes are going to be disturbted, meaning that even if they do technically produce enough food, a lot of that isn't going to reach everyone in the kingdom. Which has caused a massive refugee crisis, as thousands are running to differnet dungeons because it's the only place where you can get food and water.

Which does mean, there is a lot more freedom before the stronger authories start striking down on us, because they are currently facing an overpopulation. Once we start reaching a tipping point on that though, they will start acting more decisively. They have commented here and there on this, but as of turn 5, it's still not exceeding the bounds of death that the King set for the Steward of the town.

This means that currently we're seeing is
-Dungeons primary purpose for the people of Slara is to provide water and food for the people.
-There is a population and refugee crisis as a result of a civil war(which seems to still be going on)
-The current town around our dungeon, is exporting food to other nobility(seemingly at a high markup, indicating that food situation isn't super great)
-There is a limit on how many people Slara is willing to tolerate, set by their king(What that limit is, is still unknow)

Slara the kingdom seems to be lacking
Agricultural means, which means that any plants and espesically magical plants/spices are going to be extremly valuable. Probaly more so then gold.
The current war, means that production lines are going to be disrubted, which means stuff like mana items are going to be very valuable. More so in a desert where the heat and cold can be extremly varriable, so a ring of weather protection as example would be worth it's weight several times over.

The dangers currently seems to be
-We kill too many people, to the point that the food they are getting out of us, becomes too inefficent in cost. Given civil war, overpopulation and the desert, this limit is presumely pretty high, but they have made noises about it as of last chapter.
-The other side of the civil war. While their best case goal would be taking over the town around us, they may seek to destroy us, if they don't think they can do that for whatever reason. Depending on how dangerous they are, this could be a huge problem or not a problem at all.

So what im seeing is...we can use items and food as lures, perhaps medicine? and obviously, gold too
 
Vote 7
Adhoc vote count started by Thunderstruck221 on Nov 2, 2023 at 1:19 PM, finished with 26 posts and 14 votes.

  • [X] Plan: Finishing things up
    -[x] Floors
    --[x]Swamp Ecosystem: 2 Dice
    --[x]Basic Quarters: 1 Die
    -[x] Monsters
    --[x]Reptile-Based Monsters:: 1 Dice
    --[x]Basic Affinity Monsters: 3 Dice
    -[x] Traps
    --[x]Basic Magical Traps: : 2 Dice
    -[x] Research
    --[x]Mana Connection Network: 2 Die
    --[x]Basic Mana Storage: 1 Dice
    --[x]Basic Mana Items: 1 Die
    -[x] Core
    --[x]Basic Wall Reinforcement: 1 Die
    --[x]Basic Statistical Counting: 1 Die
    --[x]Hidden Vents: 1 Dice
    [X] Plan: Flat Friends Floordays
    -[x] Floors
    --[x]Swamp Ecosystem: 2 Dice (20x2)
    --[x]Basic Quarters: 1 Die (10)
    -[x] Monsters
    --[x]Reptile-Based Monsters:: 1 Dice (20)
    --[x]Aquatic Plant Monsters 3 Dice (10 x 3)
    -[x] Traps
    --[x]Basic Pathogen Traps 2 Dice (10x2)
    -[x] Research
    --[x]Basic Mana Storage: 1 Dice (15)
    --[x]Basic Mana Items: 2 Die (15x2)
    --[x]Mana Connection Network: 1 Die (10)
    -[x] Core
    --[x]Basic Wall Reinforcement: 1 Die (10)
    --[x]Hidden Vents: 1 Dice (15)
    --[x]Stealth Fields: 1 Dice (20)
    -[x] 210mana
Thunderstruck221 threw 3 100-faced dice. Reason: Floors Total: 143
57 57 59 59 27 27
Thunderstruck221 threw 4 100-faced dice. Reason: Monsters Total: 197
28 28 99 99 50 50 20 20
Thunderstruck221 threw 2 100-faced dice. Reason: Traps Total: 119
45 45 74 74
Thunderstruck221 threw 4 100-faced dice. Reason: Research Total: 237
70 70 3 3 83 83 81 81
Thunderstruck221 threw 3 100-faced dice. Reason: Core Total: 116
30 30 31 31 55 55
Thunderstruck221 threw 8 100-faced dice. Reason: Background Rolls Total: 256
19 19 50 50 19 19 60 60 31 31 35 35 2 2 40 40
 
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