Dungeoncore Quest

Voting is open
Striking a bargain
Winning Plan:

Example Hunter

[X] Research Unit: Hunter Hatchling (-1Dp)
[X] Spawn Unit: Hunter Hatchling x5 (-10SE)
-[X] 3 In Prison
-[X] 1 In Heated Room
-[X] 1 in Hunter Lodge
[X] Research Room: Hunting Lodge (-3Dp)

[X] Buy: Hunter Lodge (-3SE)
-[X] Between Heated Room and Prison


[X] Brand him

- [X] Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)

[X] Let them all in under the king's oath that no harm shall befall yourself




You consider your options. They could very easily just barge in and rush through your rooms. Maybe your Key Room might give some of them pause, but there's so many that it would be impossible to actually stop them. Without even considering how well equipped they are. Something inside you is rather irked, and scared as well. Just seeing them, throwing around punches that woulg go straight through your minions… it makes you shiver.

So you decide to honor their request. To not anger them and to somewhat answer back their respectful demeanor, even if your whole nature is screaming at you. It feels like something huge is staring at you, something ancient, a will and dominion so much greater and bigger than your own.

So, you gather your energy, and do all you have ever known how to do. You have lived a short, easy life until now. That is going to change, one way the other, depending on how your talks go. You splurge on what you had considered a fancy, but might be just what you need. Hunters

(-1 Dp) (5 Total)

These creatures will be, eventually, able to exit your Domain, and somewhat enforce your will in other places. But you're not quite done, as you can feel that just having them around will not be enough. No, you know just what you need to make your own Party. What some may call a barrack, others a monster den, but to you is just the Hunters' Lodge, where they come to rest and enjoy the fruits of their travels. They will form a pack of five, with a leader at the helm, and do your bidding, coming back every so often to deliver tìwhat they gathered and show you their progress.

(-3 Dp) (2 Total)

Now all you need to do is actually spawn five creatures, while correctly branding the dwarf. For the first time in your life, you try to aim and control how the Energy permeates inside the humanoid's body, and feel still resistance. That is, until the King, ignoring the growing brawl around him and focusing only on you, nods his head. After that, it slides in as easily as it always has.

(Surrendered Adventures provide a fixed amount of Energy, no matter the circumstances. They can still be kidnapped as normal.)

[Dolgi Dolgisson gains Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)

(-10 SE) (9 Total)

The five eggs roll to the floor beside your crystalline body. It might be just your impression, but it almost feels like you are getting bigger. Huh. And you still don't fully understand how the flow of energy actually… flows towards you, not why it does. Sure, it's convenient, but why? And how?

"H-hello? Can you hear me?" You faintly hear a voice resonate in your mind. That's a first. Just one more for the day, it would seem. It feels good to experience so many new things, even if soime of those can be rather labor and energy intensive to accomplish.

"I'm glad? Our texts all say Dungeons are generally… pretty simple in the beginning." You wonder what he means by that. Your focus shifts, and you find him relaying what you're saying to the king. You expected to find the whole fight still going on, but now every one of the banner bearers are calm, tugging their beard or grumbling under their breath.

"Listen. We're willing to Swear an Oath that no harm shall befall you during our visit, in exchange for seeing your Core." Well, that's rather unexpected. You decide to make the actual attempt, and stop focusing on the king's beard (and its rather intricate design), instead trying to think at the only other entity capable of hearing you.

"Greetings, dwarf Dolgi Dolgisson. I hereby accept your Oath, and welcome you inside. Just give me a moment, I have somethig to do." He seems rather surprised, and quickly starts relaying your quick exchange to the ancient monarch. Meanwhile, you get on the task of completing the latest room.

Hunter's Lodge

  • This Room is designed with the aim of supplying a Party. It has comfy Nests, little trinkets and some books laying around. You're not sure why the books are here, but they are. Maybe one day they'll be useful.
  • Effect: Increase Available Party Number to one.
  • Each Party is composed of five members, and led by a Leder. They can be sent to gather foreign resources, to hunt prey, to fight battles, or really anything you want them to do.
Hunting Hatchling

  • This creature, heavily inspired by the Roudy Hatchling, with some traits from a Kitty Hatchling, is a hyperactive ball of scales and energy. It dreams of nothing but growing enough to lead a Party, or join one, and scurry around in the larger world to fulfill your wishes.
  • Effect: STR Challenge an Adventurer.
  • Base dc: 7
(-10 SE) (9 Total)




Soon enough, all the dwarves once more gather in a sensible formation, forming a square around their king. They march onwards, slowing a little through the small entrances. They look around, and are rather surprised by the rooms. Chatter once more explodes in the group, but the king's gaze does not sway. He is not impressed, it would seem. They move onwards, and reach the prison. There, the convoy stops in its tracks. Silence once again falls on the group, as they seem to observe the damaged body of your late eight legged foe.

The king's eyes might seem a hair higher, but you can't be sure, as at the time you were busy looking at Mordin trying to curl around a dwarf's two handed hammer, and get swinged around like a toy, much to the soldier's enjoyment. Meanwhile, Murmur lays in wait right above the King, while Mute is waiting for someone to fall for its trap.

You quickly advise Dolgi of the danger, and both him and the king are surprised. This time you can confirm it, as you are paying special attention to the stony face of the monarch.

Needless to say, they eventually march further in, just to once more stop and look around the hunter's lounge. This time, it's not the king's expression that changes. In fact, he remains as stoic as he always seems to be. What does give you a good feeling is some of the bearers dropping their jaws, while others literally started praying to their Ancestors.

You don't really understand why, but you do feel good about it.

Eventually they gather their wits (and a couple of them manage to fight off the energetic hatchling, as they keep jumping from shield to shield and generally be menaces). They reach the key room, which once more garners a strong positive reaction. In particular, they seem to be stricken by the actual runes of the wall, and Dolgi explains that most of them are still unknown, while others focus on the particular objects. They remark that some of them seem to be straight out of their memories, and some of them see them differently. So there's something going on.

In particular, Dolgi keeps making remarks about your intelligence, and observation. You are rather enjoying this, even if their combined footsteps do make the ground quake a little. The disturbance to your actual body is not appreciated.

They reach your Core Room, and seem somewhat disappointed. Then, you get into a heated discussion with Dolgi, as he seems to interpreter his king's will by his grunts and nods. That must be an incredibly useful ability to posses for one in his position, and when you remark as such you get a startled laugh out of the miner.




The Dwarves want a Contract.

Base Diplo Points: 0

+10 (Dealt with a problem)

+15 (Proof of avenged grudge)

-10 (Very young Dungeon)

+25 (?)

=

+40 Points

Concessions

-No Adventurer captive shall be held for longer than 3 weeks (21 days) before being branded or released. (Deal Breaker)

-No mind altering Brands dished out to friendly Adventurers (Deal breaker)

-No intentional permanent crippling or killing of friendly Adventurers (Deal breaker)

Raids

  1. 1 Raid every 3 Weeks (21 days) (Deal breaker)
  2. 2 Raids every 3 Weeks (21 days) +5 Points
  3. 3 Raids every 3 Weeks (21 days) +10 Points…
Brands
  • At least 50% of Brands will aid the subject (for friendly Adventurers) +15 points
  • Only brands that will aid the subject shall be dished out to friendly Adventurers +10 points
Trade
  1. Willingness to trade
  2. Investment of at least 5 SE in Manufacturing Rooms as soon as reasonably possible (research unlocked with second floor) +10 points
  3. Investment of at least 20 SE in Manufacturing Rooms as soon as reasonably possible (research unlocked with second floor) +40 points
War Parties
  1. Willingness to permanently assign at least one party to help the Dwarven Hold (Except for emergencies) +25 points
  2. Willingness to permanently assign at least two parties to help the Dwarven Hold (Except for emergencies) +50 points
  3. ...
-Emergency Haven: Willing to act as emergency bunker for dwarven people, putting the refugees' lives above your own safety, not only for harmed individuals or merchant caravans, but also for large portions of the populations should the Karak ever fall. (Unlock unique options, boons)

-Observer: One of the king's Banner Bearers will remain behind, to watch over your growth. This will give the King eyes and ears inside of your body, and the need to supply frech food and water for this individual will be on them, but for some reason they really didn't believe you'd accept this. (+50 Points)
  • Have them be a teacher: See to it that this individual will not only keep watch of your growth, but also give you suggestions on what to develop, based off of the dwarves' knowledge on dungeons. This will mean having a nagging voice constantly blathering in your ears, but if the one being Branded has an agreeable personality, they may grow into a researcher friend.


Boons
-Recognized Entity: You shall be recognized as a sovereign entity, owning the land you occupy and granted the rights of any Dwarven Noble. (-25 points)

-Clan Concession (requires Emergency Haven):
You have impressed the King. He is willing to make concessions for you, and give you preferential treatment, as a sign of goodwill and the good blood running between your Dominion and their kind.

  1. A single Defender: A single warden will be assigned to ensure your survival. They will be appointed at the previous' death, and the title will either be lifelong or until recalled by the king. A warden will always be in office, ready to defend you. (-25 Points)
  2. A Family: A familiar unit of Dwarven Nobles will be encouraged to move closer you you, effectively placing themselves in your Dominion. They will answer to you and the king both, taking the subjects' oath to you as well as the king. They may expand and prosper in time, but only fully recognized individuals of the core family will be your direct subjects. (-25 points) (Single Defender necessary)
  3. Dungeon Clan: A whole Clan will be encouraged to move closer to your Dominion. They shall leave their place in the Karak to be held by a secondary branch, and become your subjects. They will answer to you and only you, and effectively obey any and all orders. (-25 points) (Family Necessary)
Given the magnitude of these concessions, they will only happen when you reach the required development, meaning only when you unlock the third Level will the Clan move in, even if they may already start to develop the land closer to you.

Protection: You will be protected by the Karak's army, and should you come to harm they will come to youe aid. (-25 points)

Get Bribed: Convert Extra Points into SE or DP. The conversion rate is 1:1 for SE and 10:1 for DP.

Write-In: Feel free to give suggestions with reasonable prices.
 
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Hmmm while i consider the rest...

I want to add something like this:

Supplies: At least one wheelbarrow of assorted items will be supplied each month, for research and absorption

And also have this idea

Researcher: Promise to provide shelter and safety for at least one dwarf to conduct observation research on your development
 
A wheelbarrow of goods a month seems like it would cost way more than you'd expect, especially if we want it to be something new each time. The offer of Trade honestly Covers that option perfectly well.

[X] Bargained Well and Done

Concessions:

-No Adventurer captive shall be held for longer than 3 weeks (21 days) before being branded or released. (Deal Breaker)
-No mind altering Brands dished out to friendly Adventurers (Deal breaker)
-No permanent crippling or killing of friendly Adventurers (Deal breaker)

Raids:
-3 Raids every 3 Weeks (21 days) +10 Points

Brands:
At least 50% of Brands will aid the subject (for friendly Adventurers) +15 points

Trade:
-Investment of at least 20 SE in Manufacturing Rooms as soon as reasonably possible (research unlocked with second floor) +40 points

War Parties:
-Willingness to permanently assign at least one party to help the Dwarven Hold (Except for emergencies) +25 points

-Emergency Haven


Boons:

-Recognized Entity: You shall be recognized as a sovereign entity, owning the land you occupy and granted the rights of any Dwarven Noble. (-25 points)

-A Family: A familiar unit of Dwarven Nobles will be encouraged to move closer you you, effectively placing themselves in your Dominion. They will answer to you and the king both, taking the subjects' oath to you as well as the king. They may expand and prosper in time, but only fully recognized individuals of the core family will be your direct subjects. (-25 points)

Protection: You will be protected by the Karak's army, and should you come to harm they will come to youe aid. (-25 points)


Bribery: Enough SP to get the Manufactory, and if anything's left convert to DP

And of course! The contract carved in whatever shape the king deems fit, with a copy kept on the Core rooms wall to make it so.



Edit:

Actually boss, for the Family bit, do we need to pick the preceding option for the next or do we only pick one? Cause if its one i'd honestly be happy to go for the Clan option.


Edit2: als, idea for an option!

Teacher: Someone to teach us about the dwarves, the kingdom, and the world. We are effectively anew born, knowing about the rest of the world could be a major help.
 
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Can we alter this...

-No permanent crippling or killing of friendly Adventurers (Deal breaker)

Into this....

-No intentional permanent crippling or killing of friendly Adventurers (Deal breaker)

As there is always going to be some idiot or unlucky person that does such a thing to themselves somehow.
 
If by the end of the evening no more votes are forthcoming, I'll call it here and only count the current one (Bargained Well and Done) as winner.
Red12 threw 8 2-faced dice. Reason: Which Plan? Total: 11
1 1 2 2 1 1 2 2 1 1 2 2 1 1 1 1
 
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[x] Plan: crawkid is bad at plan names
- [x] 3 Raids every 3 Weeks (21 days) +10 Points…
- [x] Only brands that will aid the subject shall be dished out to friendly Adventurers +10 points
- [x] Investment of at least 20 SE in Manufacturing Rooms as soon as reasonably possible (research unlocked with second floor) +40 points
- [x] Willingness to permanently assign at least one party to help the Dwarven Hold (Except for emergencies) +25 points
- [x] Emergency Haven: Willing to act as emergency bunker for dwarven people, putting the refugees' lives above your own safety, not only for harmed individuals or merchant caravans, but also for large portions of the populations should the Karak ever fall. (Unlock unique options, boons)
-- [x] Clan Concession (requires Emergency Haven):
You have impressed the King. He is willing to make concessions for you, and give you preferential treatment, as a sign of goodwill and the good blood running between your Dominion and their kind.
--- [x] A single Defender: A single warden will be assigned to ensure your survival. They will be appointed at the previous' death, and the title will either be lifelong or until recalled by the king. A warden will always be in office, ready to defend you. (-25 Points)
--- [x] A Family: A familiar unit of Dwarven Nobles will be encouraged to move closer you you, effectively placing themselves in your Dominion. They will answer to you and the king both, taking the subjects' oath to you as well as the king. They may expand and prosper in time, but only fully recognized individuals of the core family will be your direct subjects. (-25 points) (Single Defender necessary)
-[x] Recognized Entity: You shall be recognized as a sovereign entity, owning the land you occupy and granted the rights of any Dwarven Noble. (-25 points)
- [x] Observer: One of the king's Banner Bearers will remain behind, to watch over your growth. This will give the King eyes and ears inside of your body, and the need to supply frech food and water for this individual will be on them, but for some reason they really didn't believe you'd accept this. (+50 Points)
--[x]Have them be a teacher: See to it that this individual will not only keep watch of your growth, but also give you suggestions on what to develop, based off of the dwarves' knowledge on dungeons. This will mean having a nagging voice constantly blathering in your ears, but if the one being Branded has an agreeable personality, they may grow into a researcher friend.
- [x] Protection: You will be protected by the Karak's army, and should you come to harm they will come to youe aid. (-25 points)
- [x] Bribery: Enough SP to get the Manufactory, and if anything's left convert to DP

starting point: 40
+10
+ 10
+40
+25
+ 50
= 175

- 25
-25
-25

175 - 75 = 100

100 - 20 SE = 80 = 8 DP

My reasonings :

Only brands that will aid the subject shall be dished out to friendly Adventurers +10 points

it makes no sense why they would want a 50% chance of us harming friendly adventurers, and it makes no sense to take the risk of a friendly turning *unfriendly* due to a sense of revenge

Willingness to permanently assign at least one party to help the Dwarven Hold (Except for emergencies) +25 points

Technically, we're already giving them *alot*

Maybe we can renegotiate terms later, but we dont even have a ful party to lend out yet, so i think it'd be smarter to just promise this one that we have for now

A Family: A familiar unit of Dwarven Nobles will be encouraged to move closer you you, effectively placing themselves in your Dominion. They will answer to you and the king both, taking the subjects' oath to you as well as the king. They may expand and prosper in time, but only fully recognized individuals of the core family will be your direct subjects. (-25 points) (Single Defender necessary)

I dont think we need to spend any points on getting a full clan right away, when future generations will make up that very same clan, and in the meantime a family between the both of us will help keep the peace in case anything sours between us

Observer: One of the king's Banner Bearers will remain behind, to watch over your growth. This will give the King eyes and ears inside of your body, and the need to supply frech food and water for this individual will be on them, but for some reason they really didn't believe you'd accept this. (+50 Points)
  • Have them be a teacher: See to it that this individual will not only keep watch of your growth, but also give you suggestions on what to develop, based off of the dwarves' knowledge on dungeons. This will mean having a nagging voice constantly blathering in your ears, but if the one being Branded has an agreeable personality, they may grow into a researcher friend.
I happen to think this is beneficial, regardless of those extra nice points :3 Its something that benefits us both.


Edit: protection also costs -25, math should take that into consideration
 
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Current Contracts:
Dwarven Contract


Concessions:
-No Adventurer captive shall be held for longer than 3 weeks (21 days) before being branded or released. (Deal Breaker)
-No mind altering Brands dished out to friendly Adventurers (Deal breaker)
-No permanent crippling or killing of friendly Adventurers (Deal breaker)


Raids
3 Raids every 3 Weeks (21 days) +10 Points


Brands

  • At least 50% of Brands will aid the subject (for friendly Adventurers) +15 points

Trade
Investment of at least 20 SE in Manufacturing Rooms as soon as reasonably possible (research unlocked with second floor) +40 points


War Parties


Willingness to permanently assign at least one party to help the Dwarven Hold (Except for emergencies) +25 points


Emergency Haven
: Willing to act as emergency bunker for dwarven people, putting the refugees' lives above your own safety, not only for harmed individuals or merchant caravans, but also for large portions of the populations should the Karak ever fall. (Unlock unique options, boons)

-Observer: One of the king's Banner Bearers will remain behind, to watch over your growth. This will give the King eyes and ears inside of your body, and the need to supply frech food and water for this individual will be on them, but for some reason they really didn't believe you'd accept this. (+50 Points)

Boons:

-Recognized Entity: You shall be recognized as a sovereign entity, owning the land you occupy and granted the rights of any Dwarven Noble. (-25 points)

-Clan Concession (requires Emergency Haven):

A Family: A familiar unit of Dwarven Nobles will be encouraged to move closer you you, effectively placing themselves in your Dominion. They will answer to you and the king both, taking the subjects' oath to you as well as the king. They may expand and prosper in time, but only fully recognized individuals of the core family will be your direct subjects. (-50 Total)

Protection: You will be protected by the Karak's army, and should you come to harm they will come to youe aid. (-25 points)

Total Points: 180
Total Cost: 100
80 Points Left Over

Approved By Unnamed Drake DungeonCore and
Thulmat Graymantle​
King of Karak Azolf


 
Uh

Didn't we have it that the remaining points would be converted first to SE for the manufactory, then DP for the rest?
 
The Dwarves got a contract
You are face to face with the dwarven King, and he's face is more stony than yours. You are a crystal. It almost makes you shudder, and by the way a small smirks seems to paint his visage, you start to wonder if you actually started to tremble. He's not scary, per se, especially considering the oath. It's just that he's clearly powerful.

Very, very powerful. Just his presence is enough to shift the way that Energy flows through your body, as the beat starts to quicken and slow every time he moves steps, and how the runes closer to him shine more. You hadn't noticed it immediately, but now you have, and suddenly you're taking the conversation much more seriously.

You focus on the only dwarf capable of hearing you, and find his chest gicing off the usual amount of light. That's odd. "Listen, Dungeon. We have reasons to believe that your particular kind of creatures are rather mighty, aye? So we think we should help you along, and get you to be powerful. You want that, yes?"

Many in the room roll their eyes, and the King stands unmoving, at the center of the small army. You are quick to answer him. "Power is not everything." Short, sweet and hard to misunderstand. Trurly, you're a master of speechcraft. He seems to be left stumped by your words, and everyone in the room notices that.

It is about now that you remember that there are no minions of yours in here, and everyone seems to pay a touch too much attention to your body. You feel rather… exposed. "I-it said that power ain't everything, Lord."

"Well, it's right! What kind of stupid things are you talking about?" "Bah!" "Lookit lad! I don't talk that way to a Stonebread's warrior, or a goat for that matter." "Oi!" "We all know it's true." A murmuring of bothered beards are tugged at the apparent stupidity, but the King starts to look rather smug, as a single dwarf stands perfectly still in the midst of its bretherin as they throw a fit.

You're pretty sure she isn't even breathing, actually. Now that you really focus on her, you can see that her face is rather pale, and her armor is less metal and more leather, possibly to let her move around more. She's looking straight at you, as if you held the answer to some mystical questions, stupified by what Dolgi just told her.

For his part the King just grunts, and the whole room is immediately as silent as a tomb. Except your little minions lounging by the door, as they keep screeching and scratching. For some reason that seems to make the poor dwarf woman pale even more, as she suddenly turns around and looks at your minions. She's met by the bored stare of Mute, as it lazily stretches on a wall, and Mauler's head poking from the door head.

And its half transparent scales.

She quickly turns back around, and quickly moves towards the King. None of the dwarves seems to stop her, actually moving away from her path, all too busy mumbling about this and that clan's wrongdoings or… the size of beards.

The only three actually half serious dwarves are quick to get closer to your body, and talk to you like that. As if that would help you. The female, Dolgi, and the King. His steps are oddly quiet, and while just as gracious as before, they lack some kind of fear-inducing might. As if that part was over, and now he's about to actually get serious. As quite as a mouse, he sneaks over to you, and languidly strokes his massive beard.

He looks to Dolgi, and grunts. For his part the banner bearer's mouth falls open, but he quickly gathers his wits when the woman hits his belly. "W-we're willing to recognize your authority, DungeonCore, if you're willing to cooperate with us." You think about that for some time, while the female stares deeply into your crystalline body.

Meanwhile, the King rises his hand, and with a quick gesture orders Dolgi away. He quickly herds the squabbling barers off out of the room, placing them in the tender care of your bored Hatchlings. As soon as he comes back, you tell him "Why would I care weather or not you recognize my authority?"

Dolgi stops in his tracks, and turns to the woman. "Mathilda, why would it care about being recognized?" The King seems to be taken aback, but the now named Mathilda is not surprised. "We'd be willing to help defend it." You're quick to ask "From what?" Dolgi's head swivels to you, and then he palms his head.

"Of course it'd be able to hear us all. Look, I'll just relay what it says, okay?" At a slow nod from the monarch he is quick to rattle off your question. "From those that may wish to harm you. Not all are as feeble as unorganized beasts, mighty they may be alone." This came not from the woman but, much to all present's surprise, from the King. His voice sounds like what you imagine stone grinding stone sounds like, or what an avalache raging your way must feel.

It carries some kind of weight, even if you're not sure what that means. But as impressive as that is, for some reason it just doesn't bother you. Maybe because as hard as he may try, in the end you're the one made of crystal. Even if he does look more granitic than you.

"And what may one such as you want from one such at me?" As Dolgi voices your thoughts, the two other dwarves share a quick glance. The woman, still pale but with a decisive look in her eyes, takes out some kind of paper, along with a pen. "We can talk about that. There is much you can offer, but little we may give you back."

You wait for her to get comfortable, writing against a wall. "What we want is simple. Some dwarves will come here every so often, and they will attempt to completely explore you. This will happen regardless of what accords we reach, as we can't stop them. What we can do, is profit off of it." Seems reasonable enough to you. She keeps going "There are many ways you could help us. If you can promise us they won't be killed, or permanently harmed, more and more will try to explore you. We can help regulate the tide. And give you a little something in return, should you choose to aid us."

You think about it for a moment. "And what other ways would there be? I fear to be overrun by your… tide, was it?" You try the word in your mind, mentally chewing on it. While it does seem a little funny, using it to describe adventurers and not liquids, you have a feeling that it will be rather accurate. "You could send some of your Drakes to the Karak's defences, Ancestor knows we need it. Or make us some materials. That'd be rather helpful." As you start to get into the nitty gritty of it, you start to tunnle vision on the diminutive form of the sudden negotiator, as you fire off question after question and she readily answers. As time goes by her complexion seems to improve a little, but still seems paler than her compatriots. You wonder why.

After the contract is finally squared, you are just about ready to take your fair share, when the King suddenly speaks up. "Out. Both of you." It comes as a surprise as much for you as it does the two dwarves, and Dolgi seems to question what the King intends. But any doubts are quickly squashed by the furrowing eyebrows of the ancient, and they hurry off after leaving pen and parchment behind. He then turns to you. "Young, and already so smart. Hmm, you could grow to become a problem. One too big for us alone to take care of."

He seems to be looking at you with a calculating glint in his eyes, as if looking at just any precious gem. While you are rather offended by the threat, you can't hel but preen a little by the implied recognizement of your potential. This seems to amuse the King, even if you're not sure how he knows. "Do you even know most dungeons can't even think before the second level? Ah!" He guffaws for a second, even slapping his knee a little, but the stony face is immediately staring you down once more. "By the looks of you I think you didn't."

He begins pacing in the room from side to side.

"You… are something. And with the right help, you'll become something truly great. Maybe as much as… The timing as well is just incredulous. The Ancestors truly have an odd sense of humor." He stops, and turns to you once more. The air seems to still, waiting with a bated breath for the stone monarch's next words.

"Dungeon. I offer you thus: should unspeakable harm befall my people, I ask of you to be their haven. To accept them all in a caring embrace, no matter how many may come, or from how far. To guard them, and should it be needed, their sons and daughters, and theirs too." He looks off, eyes glossed over, and you think he's not seeing the stone wall of your core. "If the walls are breached, and they do manage to get into the Karak, I shall send my people here."

By his next blink, the first you actually see now that you think about it, his eyes are back on your crystal. "In exchange, We, and Those of our Ranks, shall consider you peer. I shall send forth, depending on what you wish, a family or a Clan, to start to develop the land. What say you, DungeonCore?"

You are truly… stumped. You don't even understand half of what he's saying, but from the way he acts it's clear that you'd be made a fool if you were to say that. For some reason, you don't want that, you really don't. There's an easy solution for that, isn't there?

"On this day, I accept your offer, King. But the price will be steep, to use me as a house. I want a teacher, sworn to secrecy no matter what I may say or ask, and you'd better pay up." If he needs you so much, may as well get something out of it. That's what you learned from Mat, the woman that managed to wrangle off concession after concession from a sentient clump of rocks.

For a beat he is silent. For another all you hear is his sharp inhale. And then he explodes into roaring laughter, falling to the ground rolling and shaking. Dwarves and Hatchlings alike are staring from the door, but none dare (or can) enter, by your combined wills. As he keeps slapping his belly, and rolling on the ground, you get a clear look at the bearers. They seem even more surprised than you, as if they are seeing a cow fly or a stone jump.

You feel like for some this may be the first time to see their King laugh so wholeheartedly. And… are some of them crying?! What's going on with these ones? You hear a faint "Bah!", but studiously ignore it.

You feel like some questions shall forever be left unanswered, maybe for the best. While you lose time on such silly thoughts, the King rises to his knees again. Still panting, he says "Ancestors, I underestimated you indeed. Ah! Lookit lads!" Once more he has risen to his full height, but he now looks more radiant. A sunny smile graces his lips, and his voice seems fuller. His eyes are sharper, and his complexion is much more like that of his bearers.

"As soon as we're done here I'll show you sorry lot what it means to really hunt! I haven't given Gurty a run in a few too many years. I know my lad is off with it, but my girl must feel lonely out of my hands." His booming voice echoes off of the cave walls, and his bearers are as stunned as you are. Mathilda is the first to recover, and is quick to call out "Aye king!"

Soon enough, all the dwarves answer back "Aye!" "Bet on it, you old goat!" "Bah!" "See Jarl, I won that bet! Now your niece has to marry my nephew!" "When we get back, we'll hold a banquet!" The mood is much lighter, and all of them have a spring in their step as they come back to your room.

"Swift now, all you need is my sign, right?" The King seems to really have gotten some energy, and the runes on the walls suddenly spike with untold power, almost giving off heat. It's enough to completely light you, every corner and cranny stolen from the dark, as energetic blue light reaches all. He then grabs the pen, and quickly stabs it on his finger.

"There! That ought to be enough! Now off with me you lot, to get back my baby and hunt some heads! I still have a few trolls in me, I say." Like a hurricane, he moves around, huffing and puffing this and that way while happily stroking is now slightly bloody bears. You can't help but notice that the paper has started to turn blue, and while the elder dwarves are quickly following their monarch, the younger ones still have to get their mouth off of the floor.

All but Mathilda, which has fast finished the contract. As the King moves towards the exit, he spins around. "Oh, I almost forgot." With mirth in his eyes, he turns to the woman. "My dear and faithful sophos, you will be delighted to hear of the new terms." She looks at him owlishly, already gritting her teeth, ready for some kind of craziness after the unusual display. "Yes, my most egregious King. What have you two decided?" He winks at her. "You're to stay with the young one and advice him."

Everyone stops. In less than a blink, she is screaming with joy at the top of her lungs "Oh thank you Thulmat! I knew you were the right one for the throne after a-" "But beware, you're sworn to secrecy." "FUUUUUUUUUUUUUUUCK!" She literally almost ripped off a piece of her brown plaits. "Damn you, Thulmat you manchild! May the Ancestors trim your beard!"


"My dear, take care! In a while, your family will come see you. And Dungeon, do come up with a name for yourself. Make sure it has 'Karak' in it. Ta ta!" And like that he's off, followed by his hurried guards as they scurry after him, some literally tripping over themselves or some beards.
Mathilde, on the other hand, lurches on the ground. "Ancestors give me patience, and take away my strength or they will soon have one less child. He's right back to being an idiot. That damn King. It was almost better when he was sad."



(8 Dp Total, 39 SE)
What to vote on:
[] What to do between Raids?
[] Spend Energy or Dp?
[] Get a name for yourself.


Example Vote:
[X] Talk with Mathilde about why she was happy/the King.
-[X] Why did you remain behind?
-[X] What's up with the King?
-[X] What's your full name?
[X] Get a name for yourself. You shall be Karak Karkakarak
[X] Buy Second Floor (-10 SE)
-[X] Force the QM to update the map
 
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Well now. We have allies! And an extremely giddy teacher! Huzzah!

As for a name with Karak in it…

I want something with Dragon in the name if only because i think its nice to acknowledge we are going to be a Drakk dungeon.

Otherwise buy up our second floor, research upgrades, and lets get the party started!
 
I adored that entire interaction. We just made that karaks century. We should probably look at making plant and water areas to feed and satisfy populations. And bedding areas...hm.

Oh yes I just remembered I had an idea for a couple of hatchlings but didn't know if it was okay to suggest any?
 
I adored that entire interaction. We just made that karaks century. We should probably look at making plant and water areas to feed and satisfy populations. And bedding areas...hm.

Oh yes I just remembered I had an idea for a couple of hatchlings but didn't know if it was okay to suggest any?
Of course you can make suggestions. I'll implement it either as something you get for free on next update or as a free research. Depending on how powerful it'd be for either next level or the one after.
 
Of course you can make suggestions. I'll implement it either as something you get for free on next update or as a free research. Depending on how powerful it'd be for either next level or the one after.
Oh well that is incredibly interesting, thank you kindly.
-Chubby Hatchling- This hungry hungry hatchling loves to knaw on anything it gets it's bulky jaws on. Oddly I thought it'd be a Dex challenge to represent maneuvering around it's heavy but slow attacks.
-Drooling Hatchling- Some dragons are known to breath things other than fire, such as a miasma of poison or acid. Well unfortunately hatchlings don't have the best control of it just yet. Meant to drop a basic Con check on adventurers same as Sneaky or Depressed do for Wis or Cha respectively.
-Riddling Hatchling- A little hatchling meant to challenge adventurers Int with simple riddles or questions. Bonus points for them being comedically messy or easily confused themselves.
 
Can we get a undead Hatchling?
Feed bones to one of them, and you get the option to prestige them into 'undead'. You can get bones by specifying 'not absorb bodies' during a vote, and the next raid you'll save the bodies and not convert them into SE.

Oh well that is incredibly interesting, thank you kindly.
-Chubby Hatchling- This hungry hungry hatchling loves to knaw on anything it gets it's bulky jaws on. Oddly I thought it'd be a Dex challenge to represent maneuvering around it's heavy but slow attacks.
-Drooling Hatchling- Some dragons are known to breath things other than fire, such as a miasma of poison or acid. Well unfortunately hatchlings don't have the best control of it just yet. Meant to drop a basic Con check on adventurers same as Sneaky or Depressed do for Wis or Cha respectively.
-Riddling Hatchling- A little hatchling meant to challenge adventurers Int with simple riddles or questions. Bonus points for them being comedically messy or easily confused themselves.

Thank you. The poisonous and intelligent ones already existed (and are unlocked respectively on second and third floor), but I'll make sure to add the other one.
 
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Example Vote:
[X] Talk with Mathilde about why she was happy/the King.
-[X] Why did you remain behind?
-[X] What's up with the King?
-[X] What's your full name?
[X] Get a name for yourself. You shall be Karak Karkakarak
[X] Buy Second Floor (-10 SE)
-[X] Force the QM to update the map
 
Just finishing breakfast, back in a minute to sit down to vote

Back!

[x] Example Vote, Different Name
-[X] Talk with Mathilde about why she was happy/the King.
--[X] Why did you remain behind?
--[X] What's up with the King?
--[X] What's your full name?
-[X] Get a name for yourself. You shall be Drag-Karak!
-[X] Buy Second Floor (-10 SE)
--[X] Force the QM to update the map
 
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Just finishing breakfast, back in a minute to sit down to vote

Back!

[x] Example Vote, Different Name
-[X] Talk with Mathilde about why she was happy/the King.
--[X] Why did you remain behind?
--[X] What's up with the King?
--[X] What's your full name?
-[X] Get a name for yourself. You shall be Drag-Karak!
-[X] Buy Second Floor (-10 SE)
--[X] Force the QM to update the map
It seems the dice really does not like you, my friend. Next time it'll be decided by my preference, so don't worry.
 
Voting is open
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