The Furnace - A simple Dungeon Core Quest

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Ah yes, small thing that is actually quite big.

Minions you lose INSIDE the dungeon can be respawned again at half cost if they die.
Minions you lose OUTSIDE the dungeon cannot.
Going to put in the mechanics right now.
 
[X] Plan Welcome Food
-[X] Where are your minions?
--[X] Half protecting the dungeon, arranged to protect the core and avoid being swarmed.
-[X] Do you want to use spells?
--[X] If needed.
-[X] How will your minions fight?
--[X] They'll focus on keeping the core and themselves safe with a loose formation. The bone blade should be ambushed before it can do much damage.

Note: I don't see anything on notion, like a list of monsters, etc. Could you make an informational post with that info?
 
[X] Plan Welcome Food
-[X] Where are your minions?
--[X] Half protecting the dungeon, arranged to protect the core and avoid being swarmed.
-[X] Do you want to use spells?
--[X] If needed.
-[X] How will your minions fight?
--[X] They'll focus on keeping the core and themselves safe with a loose formation. The bone blade should be ambushed before it can do much damage.

Note: I don't see anything on notion, like a list of monsters, etc. Could you make an informational post with that info?
HAve you toggled "Current Monsters"? If you open it, there should be a Database with all the monsters. You can open by clicking on the arrow near the title.
 
[X] Plan Welcome Food
-[X] Where are your minions?
--[X] Half protecting the dungeon, arranged to protect the core and avoid being swarmed.
-[X] Do you want to use spells?
--[X] If needed.
-[X] How will your minions fight?
--[X] They'll focus on keeping the core and themselves safe with a loose formation. The bone blade should be ambushed before it can do much damage.
 
[X] Plan Welcome Food
-[X] Where are your minions?
--[X] Half protecting the dungeon, arranged to protect the core and avoid being swarmed.
-[X] Do you want to use spells?
--[X] If needed.
-[X] How will your minions fight?
--[X] They'll focus on keeping the core and themselves safe with a loose formation. The bone blade should be ambushed before it can do much damage.
 
So, I rolled the combats. Congrats, you won, with 4 Cogworks killed (but you can bring them back with 2 Vitae total, so it's not a big deal. Some of them also level up) and a couple of injuries. I hope I get next week to write the update.
 
Hello, I did not forget about this quest. Just that between my PhD, the other Riot Quest I became the master, the Riot Quest I'm keeping the bookeping and the other Urban Fantasy Quest, update time is expected to be quite long.
After updating the database for the riot quest, I'll work on the update for this one, so stay tuned.
 
VII - Metal over Undeath
The first of your foremans gathers half of the CogWorks and the Smog Elemental and starts moving toward the entrance to "greet" the invader.

The other minions remained near your core, waiting for any strangler coming through.

The shambling group entered your Dungeon and now you were able to notice their formation better. The harponeer zombie, while shambling like the others, showed for brief instants improved coordination, almost walking normally in some rare instances. The other showed no sign of being better than just walking corpses and quick work of them should be done.

When all of them entered the room, almost simultaneously their head turned in the direction of your minions, walking toward them. That's when the conveyor belt started moving.

They didn't stand a chance: all of them, already unstable, dropped to the floor, giving all your minions a window of opportunity.

The Foreman, face hidden behind his welding mask, dropped first his hammer and then his tweezer against the Harponeer zombie, which was the biggest menace. A sickly crunch accompanied the attacks, but the zombie looked unfazed by his broken bones, slowly raising again.

The smoke elemental tried to engulf the zombie, but he withdrawned when he almost hit his core with mechanical precision.

The four cogworkers charged in, most of their attacks not strong enough to deal more than scratches on dead skin, but one of them manage to mangle his foot. Shambling more than before, the zombie raised again and his brothers behind him. And they suddenly lunged, trying to get their hands on your servants, hidden by the smoke of the Elemental.

The Foreman, looking at the bone-plated zombie, screamed "Retreat!".

There were more traps to trigger and they were proving harder than expected.

In the retreat, the harpooner, with a sudden lunge, pierced entirely one of the Cogworks, that cease to move with a loud screech of wheels. Confirming his victim killed, the zombie shaked the mechanical corpse from his weapon, before advancing again. Another cogwork was grasped by one of the less preserved zombie and tear apart by inhumanely strong jaws. The other minions managed to avoid their fate, even if one of the other CogWorks was nearly grasped by the undead tide.

In the new room, the remaining minions grouped together, ready for what would have survive the heated gas of the exhaust pipes.

The answer was "half of the zombies". The almost decomposed one ended with their remaining flesh destroyed by the intense heat, collapsing to the floor. The other, while visibly damaged, were still moving through.

Now it was time for the offense: the Smog Elemental, like he did in the last room, filled every single space with smoke, confusing the zombies.

The Foreman launched himself at he harpooner, but he parried with unexpected coordination both attacks. Some small glipse of intelligence were visible behind his bloated, glassy eyes. Then, a sudden attack from the harpooner hit the orc, opening a large gash in the shoulder.

This time, the Smoke Elemental was quick enough to engulf the enemy, burning him from the inside before, but getting violently dragged out by one of the other two remaining enemies.

The two remaining cogworks runned against the almost newly dead monstrousity: the first managed, with a sudden jump, to push him against a wall with a loud crack. Spinning victoriously, the CogWork didn't notice the remaining zombie grasping him, then smashing him repeatly against the floor only a mess of cogs remained.

The last CogWork, not wasting the window of opportunity, slammed himself against the Harpooner. His bones, already damaged by the previously attacked, gave in with a loud crush and the zombie, now completely lifeless, collapsed to the floor.

The Foreman decided that it was time to join the other in the Core to wrap up the remaining enemies. Unfortunately, the last CogWork was stuck inside the ribcage of the zombie and was promptly taken apart from the zombie while the Elemental and the Foreman retreated.

In the new room, the battle ended quickly: one of the zombie was promptly smaked in the head by the hammer of the orc and the other missed him due to the smoke. From behind, with his saw, the other foreman cut the zombie in half. The two halves splatting on the floor with a wet noise.

The battle was won.



Somewhere far, near the Black Tower.


"Antonio, that's where you found the opening in the warehouse?"


"Yeah, probably some of the zombies awakened and smashed through the wall."


"How many we are missing?"


"Seven, mostly corpses unfit for research and one of the apprentices failed experiments".


"Vittoria won't be happy. Just send someone to see where they ended up. Probably something ate them, but better be sure."


"As the Magistra commands."


For winning the battle, your Vitae Generation is now +2/turn, your Research Progress is +2/turn. You can revive dead monsters (the four CogWarkers) by spending one Vitae for each of them.
Exp gains from the battle:
Smog Elemental: +1 Exp
Cogwork 5: +0 Exp (Dead)

Cogworks 6: +3 Exp (Dead)
Cogwork 7: +2 (Dead)
CogWork: 8: +1 Exp (Dead)
Foreman 2: +4 Exp
Foreman 1: +1 Exp

I'll update the sheet tomorrow and opening the new vote tomorrow with the level up options. You can also propose new ones if you want.
 
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We need to expand and have new minions. We could create some minions differently. Maybe set up a workshop to build more stuff. We are about to get very busy here.

Edit: also cover the zombie tracks to remain hidden longer.

[] Plan Prep
- [CREATURE] Revive one Minion
- [ROOM] Create a crafting Room
- [RESEARCH] create a shield like minion
- [RESEARCH] create basic weapons
- [MONSTERS] Go cover some of the zombie tracks
 
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VII - Metal over Undeath (Part 2)
With the corpses of the zombies stashed near your core for further analysis or to be turned into Vitae at a later data, you turn your senses inward. You can feel yourself stronger, your fire growing hotter with a white tinge for a moment. Killing the invaders seems quite evidently connected with your growth, but more attention leads to more enemies.

You need to reinforce your dungeons and your minions. Speaking about them, you can feel the connection with the dead Cogworks growing weaker with each passing minute. If you don't revive them quickly, they will be destroyed for good.
And some of them are ... changing.


Evolution options for CogWorks 6 and 7 (if they get revived). Other options can be proposed.
By becoming a Tier 2 monster, they obtain a +5% hit bonus on their skills and saving roll, +1 HP and one more trait.

[] PlateWork: By adding steel plate to cover the vulnerable gears and mechanism inside, you obtain a studier minion that can take more damage.
- Add Trait: Defensive Plating (I): + 1 HP.

[] ChainWork: They worked well when they swarmed the enemy. Adding a spinning chainsaw would make them significantly dangerous.
- Add Trait: Circle Saw (I): +1 Damage

[] ArmWork: By building them with more manipulators, they can work like the Foreman, providing multiple attacks. Of course, it will take more time for them to learn how to use it.
- Add Trait: Multi-Attack (I): For each two ranks in this skill, you can perform an additional basic attack for combat round.

Clarification: ArmWork trait is an investment: you need to obtain another level up to get the multi-attack.


Sheet is update, we can roll on.
Any minion not revived this turn will be definitely dead and experience lost.

All the infos are updated in the Notion Board at this link:
The Furnace Core

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.

I won't put an end term for the vote.
We are so back.
 
If you need an hand with a plan, I'll be glad to help. You can also say what you would like to do and I'll perform the calculation for you.
 
Well we me and amilla were talking how reviving the cogs that na evolve would be a good idea, and I'd possibly like to research more things.
So, you currently have 12/12 Vitae and produce +2/turn.
By reviving the two cogs to level up, you would spend 2 vitae, going to 10.
My personal suggestion is also to revive Cogwork 8, which has 1 exp and is 1 exp from levelling up, since a Tier 1 minion costs exactly the same as to revive it, but without the exp point. That would leave you to 9.

With 2 progresses for research, you can complete the increase in vitae reserve without paying extra vitae and get to 13 max vitae. You can also build two more rooms at a discount for 4 vitae total. That would leave with 5 more vitae to spend for minions and researches.
 
So, you currently have 12/12 Vitae and produce +2/turn.
By reviving the two cogs to level up, you would spend 2 vitae, going to 10.
My personal suggestion is also to revive Cogwork 8, which has 1 exp and is 1 exp from levelling up, since a Tier 1 minion costs exactly the same as to revive it, but without the exp point. That would leave you to 9.

With 2 progresses for research, you can complete the increase in vitae reserve without paying extra vitae and get to 13 max vitae. You can also build two more rooms at a discount for 4 vitae total. That would leave with 5 more vitae to spend for minions and researches.
Yeah, that seems like that would work out, after that I'd probably push for slowly breaching into tier 2 or getting better defences and traps. I'd do a plan but I kinda forgot the plan template for this quest and it kinda breaks my brain.
 
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