Defend the Core! (Dungeon Core Quest)

Vote 27
Adhoc vote count started by Thunderstruck221 on Feb 16, 2024 at 4:01 PM, finished with 8 posts and 5 votes.

  • [X]Plan: Monster Revolution
    -[X]Floors (5 Dice)
    --[X]Delta Ecosystem: With your newly expanded floor you can now work on new ecosystems, one that seems like would provide a large increase in mana would be creating a delta ecosystem, therefore lessening the costs of all aquatic monsters through the use of more waterways allowing invaders to be attacked more often. (20 Mana per Dice 125/375) 3 Dice
    --[X]Rune Hall: From subtle carvings to large rune-covered doors, the rune hall with their even stouter denizens and pointy hats, ensures that every magical trap in your dungeon is in proper shape, making sure they have enough mana and are repaired when they inevitably break due to the invader stomping through your dungeon. The rune hall promises to be on top of repairing your magic-based traps and save you time and mana which can be spent on other things. (25 Mana per Turn 0/225) 2 Dice
    -[X]Monsters (5 Dice):
    --[X]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 78/125) 1 Free Die
    --[X]Crystal Symbiote Monsters: With the discovery of the rock-like protrusions on some of your prehistoric monsters, you can now try to take it a few steps further by specifically mutating your prehistoric and regular monsters to accumulate crystals on their body, whether just general mana crystals or even some more rare forms of elemental crystals, you can grant another boost to a decent population of your monsters, contributing to the diversification of your forces, making sure there is no overall weakness in your forces. (40 Mana per Dice 84/100) 1 Free Die
    --[X]Lizard Scouts: Scouts, something that has been a mostly untapped ability of yours. While your monster's strengths are top-notch, their scouting ability is not. Consistently some of your stronger monsters have walked into traps set up from a variety of invaders. By modeling your new monsters off of the rogues that litter your dungeon, you can create scout-type monsters to spring and disarm these traps. (30 Mana per Dice 0/245) 2 Dice + 1 Free Die
    --[X]Lizard Soldiers: While your Lizard bruisers have their brawn to match up against even the stronger invaders, their intelligence leaves much to be desired. However, by taking the time to go over their abilities and increasing them across the board you can bring them to a further level, making sure that they can fight on an even greater level, coordinating with each other, and bringing extreme strength to those who would enter your dungeon. (45 Mana per Dice 0/235) 2 Dice + 1 Free Die
    --[X]Adapted Prehistoric Monsters: While you now have prehistoric monsters, with their old evolutionary abilities which are an outside problem to a variety of invaders entering your dungeon, things that they have never encountered before. However, just because your prehistoric monsters only started with this ability doesn't mean you can't spread it throughout your monster forces, making all of them just that bit harder for invaders to attack. (60 Mana per Dice 52/75) 1 Die
    -[X]Traps (5 Dice):
    --[X]Basic Mechanical Traps: Whirling gears powering swinging blades, to massive hammers falling on invaders, your mechanical traps are some of the more specialized traps. With no mana embedded in these traps and the strength of metal in these traps ensuring that these are obstacles to be avoided rather than fought through, this aspect ensures that it will force the less athletic invaders will struggle to pass these trials (15 Mana per Dice 83/215) 2 Dice
    --[X]Pressure Traps: Pressure, it's all around you now that you notice it, from within the earth's core or from distant stars. Now that you know it exists you can now tell when the pressure mounts within your dungeon. With this sense, it makes perfect sense for you to take it and make a new weapon against the invaders. From airtight pressure chambers to the strange water spells that cause a crushing pressure on those who dare enter spell circles. You can take your new knowledge of pressure and use it to truly milk the invaders of their mana. (50 Mana per Dice 86/105) 1 Die
    --[X]Pyrotechnic Traps: Mana ore explosion, something unexpected but now something that you can take advantage of, by placing a variety of mana ores beside each other you can now weaponize these explosions to activate when invaders come close to them, making a variety of new traps which blend into the background, only showing how much mana has been stored in these mana materials when they explode. (25 Mana per Dice 0/175) 2 Dice
    -[X]Research (4 Dice):
    --[X]Ancient Mana Types: Ancient Monsters, while they may have been inoculated into your mana types now, that doesn't mean you can't begin research on these older, more primeval types of mana. While it may not have a lot of uses, as most spells require the newer mana types, that doesn't mean it is without use, this will help you further develop your theories about mana allowing you to refine your mana collection skills. (30 Mana per Dice 86/375) 2 Dice
    --[X]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 157/500) 2 Dice
    -[X]Core (4 Dice):
    --[X]Hidden City: With the creation of more of your truly intelligent monsters, you may have created a problem. While the rest of your monsters are fine sleeping pretty much anywhere you designed for them, it seems that the bipedal monsters need more social interaction than the various rites and customs your regular monsters go through. By taking these more social creatures and hiding them deep within your tunnels, so deep that your frequency is almost blinding, you can create a miniature city like the one outside your dungeon, a place for your intelligent monsters to rest and be social. (45 Mana per Dice 80/265) 3 Dice
    --[X]Absolute Mana Control: With the revelation of how much mana you truly waste, showing in the shimmers which you now know as wasted mana, the energy that could fuel a multitude of projects. You can now spend the time honing your mana control until you no longer feel like you will waste all the mana you have at your disposal. (40 Mana per Dice 0/350) 1 Die
Thunderstruck221 threw 5 100-faced dice. Reason: Floors Total: 226
47 47 60 60 22 22 26 26 71 71
Thunderstruck221 threw 9 100-faced dice. Reason: Monsters Total: 422
32 32 51 51 72 72 16 16 76 76 48 48 24 24 70 70 33 33
Thunderstruck221 threw 5 100-faced dice. Reason: Traps Total: 240
54 54 30 30 92 92 55 55 9 9
Thunderstruck221 threw 4 100-faced dice. Reason: Research Total: 236
48 48 30 30 94 94 64 64
Thunderstruck221 threw 4 100-faced dice. Reason: Core Total: 222
12 12 54 54 97 97 59 59
Thunderstruck221 threw 8 100-faced dice. Reason: Background Rolls Total: 285
11 11 33 33 17 17 8 8 32 32 38 38 97 97 49 49
 
Turn 19: New Decade Results
AN: The next turn may take a bit of time for me to get out due to being busy for a bit.
Year 1041, Oris, Okrasi Province, Slaria

You open the guildhall to a raucous amount of noise, adventures singing ballads, telling tales and experiences. Some of the younger members are sided up against veterans, lapping up the tips and tricks they have gained from their time in dungeons. Walking further in past the mercenary board, with its Likva sponsors, you find your teammates at one of the back tables. Quickly getting welcomed in you begin to hash out new teamwork skills. After all, you need to adapt to the ever-changing dungeon, with a new suite of spells and strange affinities spreading throughout your dungeon.

Choose 2:
[]Floors:
From living breathing ecosystems to labyrinthine corridors floors encapsulate them all
[]Monster: Roaring monsters and spelling slingling gremlins, monsters are those that directly stand up against those who dare enter your halls.
[]Traps: A constant plague to a dropping boulder, traps are what keep invaders from your body without the physical component of monsters.
[]Research: From the flows of the world to items that harness the latent energy of the universe, research is the way to get them.
[]Core: A hidden room to a crushing rule on all that enter, core is for your entire dungeon top to bottom.

Turn 19:
Mana: 705 (855 Mana per Turn)
DP: 24/150 (234 DP per Turn)
[]Delta Ecosystem:
With your newly expanded floor you can now work on new ecosystems, one that seems like would provide a large increase in mana would be creating a delta ecosystem, therefore lessening the costs of all aquatic monsters through the use of more waterways allowing invaders to be attacked more often. (20 Mana per Dice 254/375)

Starting off with a bang, the new decade has already started to look promising. Investing an extreme amount of your effort throughout the year, you have excavated all of the ecosystems for yourself and have already seeded some of your monsters into these new winding waterways. While you still have to develop your secondary plants and animals, you have made a good amount of progress for the first year of the new decade.

[]Rune Hall: From subtle carvings to large rune-covered doors, the rune hall with their even stouter denizens and pointy hats, ensures that every magical trap in your dungeon is in proper shape, making sure they have enough mana and are repaired when they inevitably break due to the invader stomping through your dungeon. The rune hall promises to be on top of repairing your magic-based traps and save you time and mana which can be spent on other things. (25 Mana per Turn 98/225)

Runes, symbology that hold mana and channel it for various effects, mostly based on the collective consciousness of the sentient beings of the world. To truly create a hall to repair the various rune traps throughout your dungeon, you have to get creative, not only do you have separate magical traps solely made from runes, but you also use a variety of runes to trigger effects in your other traps, from your plant traps to your chemicals, runes are embedded throughout your dungeon. However, after a quick brainstorm you believe that by granting your tiny helpers more magic, they will be able to repair the traps throughout your dungeon. But to see your vision realized you still needed to actually make the rooms for them to operate.

[]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 78/125) (+4 DPpT) (+5 MpT)

Quickly spreading throughout your dungeon, you have seeded all of your aquatic plants, and both new and old designs have been placed. Each is designed to take advantage of the various weaknesses that the invaders have showcased. Some drag more fragile invaders into the water while some drain vitality from the more strength-based invaders, making them lose strength at opportune moments. Whatever the reason, your traps have been shown to have worked mostly and already the effects can be affected throughout your dungeon. (+4 DPpT) (+5 MpT)


[]Crystal Symbiote Monsters: With the discovery of the rock-like protrusions on some of your prehistoric monsters, you can now try to take it a few steps further by specifically mutating your prehistoric and regular monsters to accumulate crystals on their body, whether just general mana crystals or even some more rare forms of elemental crystals, you can grant another boost to a decent population of your monsters, contributing to the diversification of your forces, making sure there is no overall weakness in your forces. (40 Mana per Dice 135/100) (+12 DPpT) (+5 MpT) (Unlocked Alloy Monsters)

Taking up where you left off, you have quickly finished the crystal monsters which led you to another way to spread the synergies throughout your dungeon. Embedding the crystals has been a breeze now that you better understand the process and quickly monsters with crystals growing out of them have been spread throughout your dungeon. From the jade-colored swamp drake that manipulates the various plants in your swamp to the silver crystallized rabbits that eluded all but the deftest hands in your dungeon. You have added a whole new enhancer to your dungeon and are already reaping the rewards. (+12 DPpT) (+5 MpT)

[]Lizard Scouts: Scouts, something that has been a mostly untapped ability of yours. While your monster's strengths are top-notch, their scouting ability is not. Consistently some of your stronger monsters have walked into traps set up from a variety of invaders. By modeling your new monsters off of the rogues that litter your dungeon, you can create scout-type monsters to spring and disarm these traps. (30 Mana per Dice 164/245)

With the continued work on your city, you decided to take the time to add some more structure to your bipedal monsters. Taking the more agility-based brutes you have upped their ability to perceive the world and the reflexes to go with it. However some errors have been made in the process which will require ironing out, but that is just a matter of putting more effort into the process to make sure everything is ironed out.

[]Lizard Soldiers: While your Lizard bruisers have their brawn to match up against even the stronger invaders, their intelligence leaves much to be desired. However, by taking the time to go over their abilities and increasing them across the board you can bring them to a further level, making sure that they can fight on an even greater level, coordinating with each other, and bringing extreme strength to those who would enter your dungeon. (45 Mana per Dice 142/235)

Following the same thought process as your scouts, you have quickly started enhancing your bipedal brutes. While something of a chore, making sure that all enhancements work together cohesively and that there will be no errors in the process as the scouts have eaten into the time it takes to actually enhance every product of your brutes. However, with more time devoted to it, you can finish this project and gain a stronger and more cohesive force.

[]Adapted Prehistoric Monsters: While you now have prehistoric monsters, with their old evolutionary abilities which are an outside problem to a variety of invaders entering your dungeon, things that they have never encountered before. However, just because your prehistoric monsters only started with this ability doesn't mean you can't spread it throughout your monster forces, making all of them just that bit harder for invaders to attack. (60 Mana per Dice 85/75) (+16 DPpT) (+5 MpT) (Unlocked Ancient-Hybrid Monsters)

Picking up from where this left off, you have quickly finished your update to your general monster population. Now it is a coin flip whether the invaders entering your dungeon will face a monster with a more prehistoric tilt to their mana types or a standard mana type. Already the amount of chaos has been huge, with invaders falling as their counterspells stop working or being faced with prehistoric mutations on standard monsters, allowing a greater versatility in your general forces. (+16 DPpT) (+5 MpT) (Unlocked Ancient-Hybrid Monsters)

[]Basic Mechanical Traps: Whirling gears powering swinging blades, to massive hammers falling on invaders, your mechanical traps are some of the more specialized traps. With no mana embedded in these traps and the strength of metal in these traps ensuring that these are obstacles to be avoided rather than fought through, this aspect ensures that it will force the less athletic invaders will struggle to pass these trials (15 Mana per Dice 167/215)

Work has continued on you making your mechanical traps, while slightly overshadowed by the effect of finishing your update of prehistoric mana to your monsters, your mechanical traps have continued to be designed, from dart traps, to even in one instance walls that crush invaders between them. However, while they may have been overshadowed doesn't mean there isn't an opportunity to continue to develop these traps.

[]Pressure Traps: Pressure, it's all around you now that you notice it, from within the earth's core or from distant stars. Now that you know it exists you can now tell when the pressure mounts within your dungeon. With this sense, it makes perfect sense for you to take it and make a new weapon against the invaders. From airtight pressure chambers to the strange water spells that cause a crushing pressure on those who dare enter spell circles. You can take your new knowledge of pressure and use it to truly milk the invaders of their mana. (50 Mana per Dice 172/105) (+15 MpT) (Unlocked Deep Affinity) (Unlocked Murky Water Ecosystem)

With all the kinks gone in your pressure traps, you have quickly placed them throughout your dungeon and have seen some strange effects from one of your traps, taking the pressuring crushing spells you have placed them on some of your water areas and have seen a strange mutation in the fabric of mana around it. Collapsing in on itself the mana seems to take on a strange slightly incoercible mana type. While something of a strange effect you believe with some work you can further understand how this mana type works. (+15 MpT) (Unlocked Deep Affinity) (Unlocked Murky Water Ecosystem)

[]Pyrotechnic Traps: Mana ore explosion, something unexpected but now something that you can take advantage of, by placing a variety of mana ores beside each other you can now weaponize these explosions to activate when invaders come close to them, making a variety of new traps which blend into the background, only showing how much mana has been stored in these mana materials when they explode. (25 Mana per Dice 64/175)

Explosions, something that has been more of an invader technique than one of yours. Fire mages cast exploding balls of fire everywhere as well as the variety of other explosions that the three other basic elemental mages can do. While you may still feel the effects of these explosions you can turn the tables on them by instead exploding them. While making the traps to ignite explosion has been a slow process you believe that with just a bit more effort your traps will be ready to explode on unsuspecting invaders.

[]Ancient Mana Types: Ancient Monsters, while they may have been inoculated into your mana types now, that doesn't mean you can't begin research on these older, more primeval types of mana. While it may not have a lot of uses, as most spells require the newer mana types, that doesn't mean it is without use, this will help you further develop your theories about mana allowing you to refine your mana collection skills. (30 Mana per Dice 164/375)

Doing a deeper dive into the ancient mana types, you have seen some changes in the fabric of life mana, more bestial than anything like the refined healing ability, you have theorized that this is due to the absence of more sentient life and the changing of life mana as invaders continue to develop civilization. Another strange thing is the absence of a strong metal mana type. More broken up than the unified mana type, it seems that the various metal spells are in different parts of affinity such as the conductivity of metal being found in a combined lighting and earth spell rather than a dedicated metal spell. Whatever the reason, you have embedded these ancient mana types into some of your monsters with your push to add some new mana types to your general monster forces.

[]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 315/500)

Dedicating a large part of your year, you have divided deeper into the more specialized affinities of the world. Taking up a large part of your year was trying to figure out why some ratios are some stringent than others, taking exact amounts of mana to a large smattering of mana. However, besides the process of figuring out ratios, some highlights include the cracking of the oil mana made up currently of a mix of water-fire-life mana as well as the dedicated plague mana type, a strange inverse life mana mixed with death mana, and a dash of blood mana. While these have been the biggest discoveries there is also the truly massive amount of mana types that have slowly been found for you, although most aren't probably of use to your dungeon.

[]Hidden City: With the creation of more of your truly intelligent monsters, you may have created a problem. While the rest of your monsters are fine sleeping pretty much anywhere you designed for them, it seems that the bipedal monsters need more social interaction than the various rites and customs your regular monsters go through. By taking these more social creatures and hiding them deep within your tunnels, so deep that your frequency is almost blinding, you can create a miniature city like the one outside your dungeon, a place for your intelligent monsters to rest and be social. (45 Mana per Dice 241/265)

With the final excavation of your city, you have started to tailor your buildings explicating to the monsters inside your dungeon. From the strange buildings that sell items to the places that hold extreme amounts of paper, you have tailored it to the requests of your denizens. However, they still require some time to finish adding the final touches to the hidden cities that are spread throughout your dungeon.

[]Absolute Mana Control: With the revelation of how much mana you truly waste, showing in the shimmers which you now know as wasted mana, the energy that could fuel a multitude of projects. You can now spend the time honing your mana control until you no longer feel like you will waste all the mana you have at your disposal. (40 Mana per Dice 59/350)

While you were shocked by the sheer amount of waste you produce from your mana spells, you have slowly but surely started to spend time ironing out the inefficiencies in your mana control, hopefully leading you to truly gain an iron grip on the mana around you. However, that still requires work and effort to put towards this project.
Rumour Mill
More Troops for Likva:
With ever-increasing amounts, more and more mercenaries are leaving the lands of Syria and heading to the strange war that the Likva seem to be facing. Already reports have returned of a gruesome grindstone, enemies hidden in every corner and hill, with strange spells which freeze and drain the life out of anyone it touches, very few mercenaries have made it back to tell the tale.

Slow down of Economy: As more and more mercenaries head out of Slaria, it seems that the economy has slowly slowed down, with an ever-decreasing line it seems that the amount of people entering dungeons may be reaching a point where parties can enter more than two times a week. What this will lead to nobody knows, some predict an increase in profits as more time in the dungeon supercharges growth or some expect a larger amount of deaths due to exhaustion. Whatever happens, it seems that this is new territory for everyone.

Invader Stats:
31k Invader Total (3.8k Growth per Year - 2.5k Deaths Per Year)
Food: Large Surplus
Water: Medium Surplus
Mana Materials: Medium Surplus
 
[X]Floors
[X]Monster


We don't need a completely equal dice pool, I think Research and Core are progressing at a decent pace. There always seems to be more we need to do with Floors and Monsters on the other hand.
 
lands of Syria and heading to the strange war that the Likva seem to be facing. Already reports have returned of a gruesome grindstone, enemies hidden in every corner and hill, with strange spells which freeze and drain the life

High peaks and snow-covered passes: The land of frost and mist, Drugon, is known for its mountains which surround the country from the north and west, blocking the country from the worst of the cold wind which rushes from the ice caps above and the western winds from across the great sea, giving them fertile land through the volcanic soil and heat dome which surrounds the land. However, not all is well in the country as the people of Drugon are still recovering from throwing off the colonial power, Likva, and its army of core-studded mages, harvested from all of the dungeons of its vast empire. To prepare for when they return, the government has declared all who are 18 and above, men and women, to join the army for 2 years. These conscripts are pushed into newborn dungeons throughout the land to harvest their mana-rich materials to build their industrial base. (Low Death Points, High Resource gain) (Ice Dungeon Core: Unlocks access to Ice-themed mana, monsters, and traps)
So, I figure nows a good time to bring up that the new trade partner is an empire. An empire that, is probably not the British, wants to regain their Old Colonial Holdings. Now, I'm not saying we should expect an Invasion or that those Adventurers who left are being made to fight. What I am saying is that some 5 to 7 turns from now, we probably here about whether or not their war ends, and then another 5 to 7 from what, Likva will may start snooping around for more....colonies as it were.
 
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Turn 20: Doors Close, Doors Open
Year 1042, Oris, Okrasi Province, Slaria
As you enter the area, you immediately notice the doors that surround the walls on all sides, intricately carved, and you and the raid group around you slowly enter the arena before you, covered in carvings all over, reminiscent of claws dragging through the stone. Taking in the truly high ceilings, covering areas above the group in shadows, you finally notice it. Glinting above in the ceiling sits a truly monstrous lizard. Crystals glint off the hide of this titanic monster, it slowly but surely moves on the ceiling towards your group. Trying to act like you haven't seen it yet, you walk back to the light mage in your little group and point it out to them. With a thought, a ball of light is lobbed at the monster and you truly see the issue, swarming all over the ceiling more of the blasted crystal cover, the bipedal monsters of the dungeon, and with a silent command, they all jump from the ceiling on top of the group.

The vicious melee surrounds everyone in the raid group, arrows, spells, and other projectiles slamming into the towering monster before you. Wiping off the blood on your daggers, you pause for a second as you notice in the distance a group of bipedal monsters are pulling open a door. Realizing what would happen if those doors open you quickly yell out to your leader. "We need to stop that door!" As you activate one of your tattoos, glowing in a yellowish color, your speed quickly speeds up and you slide through the legs of the megafauna above you, but not before slashing its ankles on the way through.

Rushing up to the group of brutes and acolytes in front of you, a movement by the boulder and a quick look shows one of the other parties which you formed this endeavor with. His lizard-like eyes stare at you as you motion toward the door, as comparison enters his eyes he pulls out a canister with a large green marking on the front. Pushing it into your hands he pulls out some needles and throws them at the brutes. Now finally understanding the assignment you pull the cord and chuck the gas into the melee behind you, rushing towards the lizard-like rouge to help him stop the bipeds from opening the door.

Turn 20:
Mana: 1560 (855 Mana per Turn)
DP: 24/150 (234 DP per Turn)
Floor(5 Dice):
[]Fourth Floor:
With the revival of your fossil monsters as well as the variety of even stronger monsters entering your dungeon, you can now build a fourth floor. This will expand your limits and hopefully, finally decouple at least a decent part of your mana generation from the whims of the invaders who live outside your dungeon. (1 Dice)

[]Shadow Ecosystem: Hidden in the half-light of your tunnels, you have gained an idea. With the expansion of a second frequency you want to make use of it to its fullest, spreading from a variety of shadow corners of your dungeon, you can make a world of shadow. These hidden floors will take advantage of the way your monsters now have the shadows cling to their skin, and create a truly frightening environment for the invaders to enter, full of dark ambushes and gleaming claws this environment promises to lead to more invaders to their deaths. (50 Mana per Dice 0/195)

[]Mangrove Ecosystem: Growing a variety of mangroves over one of your swamp ecosystems, you can create a perfect environment for your illusionary traps and monsters to fight. From the hidden pathways, which are just the roots of some truly giant mangrove trees, you can lead these invaders further and further into this natural labyrinth, afterall all it takes is one brief distraction and their slipping into the poisonous waters underneath. (30 Mana per Dice 0/200)

[]Delta Ecosystem: With your newly expanded floor you can now work on new ecosystems, one that seems like would provide a large increase in mana would be creating a delta ecosystem, therefore lessening the costs of all aquatic monsters through the use of more waterways allowing invaders to be attacked more often. (20 Mana per Dice 254/375)

[]Murky Water Ecosystem: The crushing depths, something that is impractical at a base level, not having enough water or space to create the effect of thousands of feet of water crushing someone. However, by embedding the spell to increase the pressure of water inside the entire ecosystem, you can make a truly perilous area for invaders to explore. From within these murky depths monsters that should never see the light of day hunt down invaders who struggle and fight against the ever-growing pressure of being in something so antithetical to their entire existence. (60 Mana per Dice 0/205)

[]Lizard Hoards: From your smaller venous geckos to the large lizards that wander your dungeon you have an abundance of reptiles that live inside your dungeon. By tailoring large parts of your dungeon you can increase the comfort as well as the lethality of your monsters, making tailor-made ambush spots, therefore increasing the mana you gain from all types of reptiles inside of your dungeon. (20 Mana per Dice 0/275)

[]Monster Reefs: A crocodilian monster to schools of sand-bending fish your dungeon is seeded with all sorts of aquatic monsters, therefore it makes sense to tailor the waterways even further to specific species, increasing the total number of monsters you can hold as well as the efficiency of them. (25 Mana per Dice 0/225)

[]Gremlins Shop: From complex machinery to labyrinthine floors, the gremlin shop with its goblinese denizens and their knack for gears and trickery is sure to repair and revamp any physical-based trap in your dungeon. It promises to increase the mana you can save, allowing you to spend more of your elsewhere rather than rearming every physical-based trap in your dungeon. (20 Mana per Dice 0/275)

[]Witches Hut: Dangerous compounds to quick spreading diseases, the witches hut with its green-skinned, chemical-focused denizens allows them to create a multitude of various concoctions, from dangerous pathogens to toxic minerals these denizens promise to refill all of your environmental-based traps, saving you the time it takes to find replacements as well as mutate them into the correct configurations. (30 Mana per Turn 0/175)

[]Rune Hall: From subtle carvings to large rune-covered doors, the rune hall with their even stouter denizens and pointy hats, ensures that every magical trap in your dungeon is in proper shape, making sure they have enough mana and are repaired when they inevitably break due to the invader stomping through your dungeon. The rune hall promises to be on top of repairing your magic-based traps and save you time and mana which can be spent on other things. (25 Mana per Turn 98/225)

Monsters (5 Dice):
[]Curseland Dragon:
While not a true dragon, this boss is sure close, by taking the old mutations of the fossil monsters and applying them to your already strong monsters, you can now make a truly monstrous monster. Covered in crystals and adorned with the affinities of earth and curses. This boss bears the ancient grudges of a more primordial time, stalking a cursed land, you are sure this boss will stop invaders in their tracks. (60 Mana per Dice) (16/335)

[]Basic Golem Monsters: Giant rock with no weak point to a viscous acid monster, your basic golem monsters promise to be a large roadblock against invaders, separating from other monsters in that rather than become overall stronger, you take the approach of being harder to damage, from the liquid like slimes to the rock golems, these monsters promise to force invaders to fight differently to defeat these monsters. (10 Mana per Dice 0/225)

[]Elemental Monsters: Bodies of flame to air-shaped whirlwinds, you can now in an entirety direction in regards to affinity, rather than giving monsters various flavors of attacks you can now make monsters solely of affintiatied mana, making them their own attacks and forcing mages to the forefront to deal with these new monsters, making them rely on counter-affinities to even damage them rather than a standard steel covered invader. (15 Mana per Dice 0/175)

[]Swarm Monsters: A pack of bipedal monsters, or a lounge of lizards, you can take your experience with making hive minds of bugs and instead start connecting monsters with each other, allowing them to coordinate to an eerie degree, movements precise and fluid as one whole group. However this comes with a cost, these monsters will be weaker individuals, and a large portion of their mana put towards keeping the link open and running. (40 Mana per Dice 0/225)

[]Room-Sized Plant Monsters: Twisting roots filling a whole room, to vines covering every angle, you can create rooms in which have to fight an entire room of the same monsters, allowing you to focus more monsters on other things as well as allow the room-sized monster increase coordination, making them capable of complex tactics because they share the same mind. (40 Mana per Dice 0/125)

[]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 0/125)

[]Sonic-Based Monsters: While the frequencies in your dungeons were painful, at least you learned something from the experience, by taking your experience with sounds you can now create monsters that turn those hated sound waves against them rather than yourself. These monsters promise to disrupt various mana attacks as well as cause an overall loss of coordination with their attacks. (15 Mana per Dice 0/125)

[]Fairy Monsters: First found in your visions, you can make these small creatures to hopefully help you better understand the frequency which emanates from your faean domain. These creatures would be small in stature and fly on two wings assisted by their mana, this affinity mana would allow them to cast more magic than their small size would suggest and give more groups of monsters truly dedicated magic casters. (40 Mana per Dice 0/125)

[]Imitation Monsters: With the recent growth of hidden rooms, you can keep up the paranoia inside the dungeon, from strange voices whispering or screaming for help, to strange monsters, eerily similar to everyday objects except for the fact that they lure you into them and then strike, with tongues, venom and teeth, these imitation monsters are sure to trick any adventures entering your dungeon. (20 Mana per Dice 0/175)

[]Pyrotechnic Monsters: With the completion of your monster mines, you can now begin work to creature monsters that take advantage of your new discovery of pyrotechnics by putting two different types of mana materials together it generates an explosion which you can take advantage of by developing monsters, whether the actual materials or ones which just weapons made out of these materials, you can create a new weapon in your fight against the invaders. (25 Mana per dice 0/200)

[]Basic Mushroom Men: With your spreading experience with intelligent monsters, you can now change from a primary animal focus to a more plant-based approach. By taking an understanding of how to form intelligence and adding it to your mushrooms, you can create a creature with full ability to use the multitude of effects that your mushrooms have in their grasp. From fire to paralyzation and even ones that cause mutations, you can give these effects to a truly intelligent life form and watch as these mushrooms use it to the fullest. (40 Mana per Dice 0/155)

[]Hive Mind Monsters: Mushrooms, the nervous system of plants, sometimes spread throughout an entire forest. By taking this information you can apply it to the rest of your monsters, by taking in a variety of mushroom parts. These monsters can be added to a tactical network. Eerily coordinating to take down invaders and responding faster than ever before you can truly take up the strength of your monsters with this ability. (50 Mana per Dice 0/105)

[]Shadow Monsters: With the way your frequency now grants your monsters the ability to hide in shadows more easily, you have gained the idea to make monsters out of these shadows. While you have no idea where to start with these plans, how to even animate shadow, an intangible substance in the first place, or how to make them attack when they are intangible, you believe that all it will take is some hard work and of course, mana to bring your vision to life. (45 Mana per Dice 0/245)

[]Lizard Scouts: Scouts, something that has been a mostly untapped ability of yours. While your monster's strengths are top-notch, their scouting ability is not. Consistently some of your stronger monsters have walked into traps set up from a variety of invaders. By modeling your new monsters off of the rogues that litter your dungeon, you can create scout-type monsters to spring and disarm these traps. (30 Mana per Dice 164/245)

[]Lizard Soldiers: While your Lizard bruisers have their brawn to match up against even the stronger invaders, their intelligence leaves much to be desired. However, by taking the time to go over their abilities and increasing them across the board you can bring them to a further level, making sure that they can fight on an even greater level, coordinating with each other, and bringing extreme strength to those who would enter your dungeon. (45 Mana per Dice 142/235)

[]Lizard Calvary: Movement, one of the things that you have an extreme edge on against the invaders. While they have to slog through the winding corridors of your dungeon and fall to traps and ambushes. You can take this edge a step further by binding something that has been a long time coming. By taking your basic animals and your bipedal lizard you can bring them together into a single unit. Riding their animal companions you can make a fast-moving force that can attack in a blitz and leave the invaders wrong-footed. (30 Mana per Dice 0/165)

[]Airship Monsters: The sky above, something you can barely see from the entrance of your dungeon. However with the ever-growing ceilings as you dive deeper and deeper into the dungeon you believe that you can create mobile platforms in the surrounding air inside your dungeon. These platforms will hold a variety of monsters that can utilize their ranged attacks to harass invaders without stopping, forcing them to counter this air-based attack, taking time away from their attack to your more landlocked monsters. (40 Mana per Dice 0/155)

[]Crystal Monsters: Reminiscent of the out-of-control crystal that has haunted your dungeon, you can take your experience researching this crystal and instead try to create a new type of monster. Fully made in these pieces of crystal these monsters promise to be extremely tough to fight and be pain to truly break into their vulnerable core. (75 Mana per Dice 0/95)

[]Lizard Sorcerers: A meld of your newly made acolytes and the already-established sprites. By binding the small mana sprites to the acolytes you can increase the affinity these sorcerers have access to, utilizing more and more specific elemental spells for a decreased cost. However, binding these sprites to the lizards may have a few cosmetic changes as the lizard's affinity increases. (50 Mana per Dice 0/115)

[]Lizard Wizard: Taking the opposite direction from your sorcerors instead of focusing on just one affinity, by diversifying in affinity and the spells, you can give your magic lizards access to more utility from fire spells to just simple force spells your lizards will be able to counter any spell that the mage invaders use. (45 Mana per Dice 0/175)

[]Chemical Monsters: With your understanding of chemicals you can take it one step further and make monsters who use this property. Reusing an old concept you can create an amorphous body specially designed to the chemicals inside of them and force reactions when ambushing invaders. Besides your slime-like creatures, there are also a few more solid monsters in the mix as well, but whatever their shape these monsters promise to be a trial for invaders. (40 Mana per Dice 0/220)

[]Alloy Monsters: Both figurative and literally you can take your understanding of how crystals can be added to monsters and make a mix of metal and flesh, these monsters taking the durability of metal and the flexibility of flesh. However these monsters also represent truly pure metal monsters, golems made out of pure metal, hitting harder and withstanding truly dangerous blows, whatever monster you want you are sure that these monsters will increase the defense of your dungeon. (60 Mana per Dice 0/245)

[]Ancient-Hybrid Monsters: Taking it one step further you can continue to blend the mutations of the prehistoric monsters into a select few monsters of your dungeon, enhancing these select few monsters and truly making them something to fear with the truly unstoppable mix of new and old, making something that the world has truly ever seen. (70 Mana per Dice 0/115)

Traps (4 Dice):
[]Basic Labyrinthine Traps:
More of an ecosystem in size rather than a trap. Labyrinthine traps cover a large area, leading invaders in random directions and getting them lost, while this may seem like a lot of work, these traps are incredibly cheap and allow for a variety of ambushes throughout these huge traps, promising to stop invaders from getting deeper into your dungeon. (10 Mana per Dice 0/325)

[]Basic Mechanical Traps: Whirling gears powering swinging blades, to massive hammers falling on invaders, your mechanical traps are some of the more specialized traps. With no mana embedded in these traps and the strength of metal in these traps ensuring that these are obstacles to be avoided rather than fought through, this aspect ensures that it will force the less athletic invaders will struggle to pass these trials (15 Mana per Dice 167/215)

[]Basic Runic Traps: From an immolation rune to a paralyzation circle, you can further spread and create new runic traps throughout your dungeon, promising to fire quicker, be more complex as well and be more hidden, from runes that sense heat to ones that can sense intelligent life, you can further tailor your traps to focus on certain types of invaders to fully account for their weaknesses allowing for an increase in mana production inside your dungeon. (25 Mana per Dice 0/195)

[]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 0/250)

[]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 0/250)

[]Illusion Traps: Visual tricks, from hiding holes in the ground with these illusions to hiding a variety of other traps, hidden pressure plates, and plant traps that look like bushes, you can take these illusionary tricks and spread them throughout your dungeon. This augments your already placed traps making some of them harder to find, however, you need to refine this technique to truly hide the mana from the invaders' mages. (20 Mana per Dice 0/270)

[]Pyrotechnic Traps: Mana ore explosion, something unexpected but now something that you can take advantage of, by placing a variety of mana ores beside each other you can now weaponize these explosions to activate when invaders come close to them, making a variety of new traps which blend into the background, only showing how much mana has been stored in these mana materials when they explode. (25 Mana per Dice 64/175)

[]Tree-based Traps: Trees are some of your more understood monsters, while you may have used them to create monsters, now you can go in the opposite direction and instead create traps out of these large plants. By taking a variety of effects and granting them to one tree you can make a multi-use trap that can target a variety of weaknesses in the invaders that enter your dungeon allowing you to reap the rewards. (35 Mana per Dice 0/140)

[]Contract Traps: Contracts, something that you have made a lot of use of, from the mana laws that litter your dungeon to the research into intention mana, you have a plenitude of experience with using mana to bid invaders to do something. However you can take it one step further, by placing a variety of contracts onto some of the more intelligence-based traps and making a multitude more, you can create another way to drag invaders down a level, making them handicap themselves for their greed. (45 Mana per Dice 0/245)

Research (5 Dice):
[]Internal Mana Flows:
A mana-enhanced slash to fire-covered punches, you can take a look at how invaders flow their mana through their body, helping you to understand your monster mana flows, as well as your own mana flows, after all when entering your dungeon their mana should leave their body en-masse, leaving them deficient in mana. (35 Mana per Dice 0/300)

[]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 315/500)

[]Intention Mana: Crushing geases to smooth stands of the fae, intentioned mana is often used to bind, trick, and mislead, whether that is binding them to their word or crushing them for their transgressions. Intention mana is used for every type of bond. By researching this phenomenon more closely you can begin to unravel this mystery and allow your mana to have a distinct advantage in punishing invaders when they enter your dungeon. (20 Mana per Dice 0/300)

[]Large-scale Mana Runes: From a demon summoning circle to a war ritual, large-scale runes are used to enchant and focus various pieces of mana into a complex mana weave, opening up the world to more complex mechanics than just affinities, creating portals to making mana shields, you can create these complex functions and seed them throughout your dungeon stopping invaders from just using a counter-affinity to stop your specialized monsters and letting them roll over you. (25 Mana per Dice 0/300)

[]Artifact Weapons: Artifacts, the fusion of scientific understanding and the reality-bending power of magic, by fine-tuning the effects of magic you can get a stronger effect and a lower mana cost in general. By taking your experience with mana weapons and a deep understanding of mana and the material realm, you can start to create truly unique weapons to gift your more unique monsters. (30 Mana per Dice 0/245)

[]Set Gear: Synergies, something that you know intimately now, provide bonuses throughout your dungeon and give you an edge against the never-ending tide of invaders. By taking this understanding you can apply it to the gear you give your monsters, allowing them to gain a synergistic effect through their gear, weapons, and abilities. While costly these effects promise to apply a multiplier to your gear-making adventures, giving an overall boost to your dungeon. (25 Mana per Dice 0/295)

[]Ancient Mana Types: Ancient Monsters, while they may have been inoculated into your mana types now, that doesn't mean you can't begin research on these older, more primeval types of mana. While it may not have a lot of uses, as most spells require the newer mana types, that doesn't mean it is without use, this will help you further develop your theories about mana allowing you to refine your mana collection skills. (30 Mana per Dice 164/375)

[]Luck-Based Equipment: With your curse traps now spread throughout the dungeon you can now take the time to do the inverse, by isolating the curse signature in items, you believe that you can create the inverse effect and instead gift unnatural luck to your monsters inside the dungeon. (35 Mana per Dice 0/285)

[]Targeted Radiation: With your radiation research research finished you believe that you can now refine this concept of radiation, refining wavelengths and isolating patterns in your monster's bloodline to truly choose the best types of radiation for every new monster in your dungeon. (55 Mana per Dice 0/225)

[]Personal Teleportation: While the monsters inside your dungeon have access to the summoning circles, you believe that you can take it one step further by researching a way for a variety of your monsters to be able to teleport throughout your dungeon without having to find a summoning circle to bring them elsewhere. (75 Mana per Dice 0/150)

[]Deep Affinity: With the plans for your murky water ecosystem, it seems prudent to further research into this slightly incomprehensible mana type, something that is sure to help you further understand the effects of mana as well as the probable way to gift it to your monsters and make new forms of the various uses you have for mana types in the dungeon. (55 Mana per Dice 0/225)

Core (5 Dice):
[]Crystal Monoliths:
Mana, the most precious resource in the world, the counterpoint to matter, the answer to heat death, you can't have enough, with the creation of these crystal monoliths, rune-covered, storage obelisks that suck mana from the outside world into your dungeon, from the air to the earth you can suck in more and more mana to fuel your advancement. This influx might overstrain your abilities, highlighting the sheer amount of mana you using unless you hide it, allowing those invaders to tap into your mana streams inside your dungeon and supercharge themselves. (20 Mana per Dice 0/200)

[]Change Synergy: Now that you have spent some time getting used to how synergies are used, you believe that you can change what frequency you are focusing on and instead bring some of the other ones to the forefront, gaining new bonuses and keeping the invaders on their toes. (1 Dice) (Triggers Subvote)

[]Poison the Ground: Like termites invaders entered your land and raided your home and body for your precious resources, things made by your work, sweat, and tears, all gone due to their pillaging. Enough is enough, no more of these so-called humans entering your dungeon and skinning your children, and no more mages with their greedy eyes throwing themselves into your grinder for your core, promising unlimited wealth for their dynasty. No more soldiers apathetic to all around them, only finding joy in blood. No more rouges with their coin-loyalty, only in it for a quick buck. No more tamers, hunting for their next victim to breed and distort into an obedient puppet. No more clerics and their false worship all in it for a quick breath of their gods' power. You'll kill them all, from the toxic chemicals in every animal and water source to the clouds of sand tearing lungs and making them drown in dry land, the land is yours and only yours, they have entered your lair and you say when they die. (10 Mana per Dice 0/100)

[]Hidden City: With the creation of more of your truly intelligent monsters, you may have created a problem. While the rest of your monsters are fine sleeping pretty much anywhere you designed for them, it seems that the bipedal monsters need more social interaction than the various rites and customs your regular monsters go through. By taking these more social creatures and hiding them deep within your tunnels, so deep that your frequency is almost blinding, you can create a miniature city like the one outside your dungeon, a place for your intelligent monsters to rest and be social. (45 Mana per Dice 241/265)

[]Absolute Mana Control: With the revelation of how much mana you truly waste, showing in the shimmers that you now know as wasted mana, an energy that could fuel a multitude of projects. You can now spend the time honing your mana control until you no longer feel like you will waste all the mana you have at your disposal. (40 Mana per Dice 59/350)

[]Stimulants: Chemically increased strength, something that you thought was impossible. However with an increased understanding of how chemicals work you believe that you can weaponize these increases in strength granting your monsters a boost as well as hinder invaders as their strength, speed, and power drain out of them when exposed to your chemicals. (35 Mana per Dice 0/285)

Invader Stats:
31k Invader Total (3.8k Growth per Year - 2.5k Deaths Per Year)
Food: Large Surplus
Water: Medium Surplus
Mana Materials: Medium Surplus
 
[X] plan heat seeking swarms
-[X] Floor total 115
—[X]delta Ecosystem 2 dice 40 mana
—[X]Rune Hall 3 dice, 75 mana

-[X] monster 125 mana
—[X]Heat-Sensing Monsters 3 dice 45 mana
—[X] Swarm Monsters 2 dice 80 mana
-[X] traps 80 mana total
—[X] basic Mechanical Traps 2 dice 30 mana
—[X]Pyrotechnic Traps 2 dice 50 mana
-[X] research 130 mana total

—[X]Specialized Affinities 2 dice 40 mana
—[X]Ancient Mana Types 3 dice 90 mana
-[X] core 205 mana total

—[X] hidden city 1 dice 45 mana
—[X]absolute mana control 4 dice 160 mana

Total mana used 240+210+205=655 mana
 
[X] Plan: Get done with things
-[x] Floors
--[x]Fourth Floor: 1 Die
--[x]Delta Ecosystem: 2 Dice
--[x]Rune Hall: 2 Dice
-[x] Monsters
--[x]Curseland Dragon: 1 Die + 2 Free Dice
--[x]Lizard Scouts: 2 Dice
--[x]Lizard Soldiers: 2 Dice
--[x]Crystal Monsters: 2 Free Dice
-[x] Traps
--[x]Basic Mechanical Traps: 1 Dice
--[x]Pyrotechnic Traps: 2 Dice
--[x]Basic Labyrinthine Traps: 2 Dice
-[x] Research
--[x]Specialized Affinities: 3 Dice
--[x]Ancient Mana Types: 2 Dice
-[x] Core
--[x]Hidden City: 1 Die
--[x]Absolute Mana Control: 3 Dice
--[x]Stimulants: 1 Dice

Total Mana: 975.

Okay. This plan focuses on finishing stuff so we can pivot if we want later.
 
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hmm, what should I use the quality die on?

I was thinking of the soldier, but maybe we could risk it on the boss?
 
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