Defend the Core! (Dungeon Core Quest)

Vote 25
Adhoc vote count started by Thunderstruck221 on Jan 29, 2024 at 3:55 PM, finished with 26 posts and 14 votes.

  • [x]Plan: Maximize Completion
    -[x]Floors (4 Dice, 2 Free Dice)
    --[x]Prehistoric Ecosystem x1, 35 MP, 71%
    --[x]Cavern Ecosystem x2, 30MP, 29%
    --[x]Oasis Groves x3, 90MP, 33%
    -[x]Monsters (4 Dice, 2 Free Dice)
    --[x]Megafauna Monsters x1, 30MP, 78%
    --[x]Adapted Prehistoric Monsters x2, 120MP, 73%
    --[x]Basic Fungi-Based Monsters x1, 10MP, 28%
    --[x]Crystal Symbiote Monsters x2, 80MP, 51%
    -[x]Traps (4 Dice)
    --[x]Basic Curse Traps x1, 20MP, 71%
    --[x]Gas-Based Traps x1, 20MP, 62%
    --[x]Chemical Traps x2, 70MP, 37%
    -[x]Research (4 Dice)
    --[x]Invader Techniques x1, 25MP, 58%
    --[x]Radiation Mutation Research x1, 60MP, 78%
    --[x]Word of Power x2, 80MP, 51%
    -[x]Core (4 Dice)
    --[x]Carved Core x1, 60MP, 67%
    --[x]Basic Ambush Points x3, 60MP, 30%
    [X] Plan: Biped love
    -[x] Floors
    --[x]Fourth Floor: 1 Free Dice
    --[x]Prehistoric Ecosystem: 1 Die
    --[x]Armory: 2 Dice
    --[x]Cavern Ecosystem: 1 Die
    -[x] Monsters
    --[x]Megafauna Monsters: 1 Free Dice
    --[x]Lizard Bruisers: 2 Dice
    --[x]Lizard Acolytes: 2 Dice
    --[x]Boat Monsters: 2 Free Dice
    -[x] Traps
    --[x]Basic Mechanical Traps: 2 Dice
    --[x]Basic Curse Traps: 1 Die
    --[x]Gas-Based Traps: 1 Die
    -[x] Research
    --[x]Invader Techniques: 1 Die
    --[x]Radiation Mutation Research: 1 Die
    --[x]Set Gear: 2 Dice
    -[x] Core
    --[x]Basic Ambush Points: 2 Dice
    --[x]Carved Core: 1 Die
    --[x]Summoning Circle: 1 Die
    [X]Plan: Industrial Revolution
    -[x]Floors (4 Dice, 2 Free Dice)
    --[X]Prehistoric Ecosystem x1 dice -35MP
    --[X]Cavern Ecosystem x1 dice -15MP
    --[X]Witches Hut x2 dice -60MP
    --[X]Rune Hall x2 dice -50MP
    -[X]Monsters (4 Dice)
    --[X]Basic Golem Monsters x2 dice -20MP
    --[X]Megafauna Monsters x1 dice -30MP
    --[X]Basic Fungi-Based Monsters x1 dice -10MP
    --[X]Adapted Prehistoric Monsters x1 dice -60MP
    -[X]Traps (4 Dice) + 2 free Dice
    --[X]Basic Runic Traps x3 dice -75MP
    --[X]Basic Curse Traps x1 dice -20MP
    --[X]Chemical Traps x1 dice -45MP
    --[X]Gas-Based Traps x1 dice -20MP
    -[x]Research (4 Dice)
    --[X]Invader Techniques x1 dice -25MP
    --[X]Radiation Mutation Research x1 dice -60MP
    --[X]Artifact Weapons x2 dice -60MP
    -[x]Core (4 Dice)
    --[X]Basic Ambush Points x2 dice -40MP
    --[X]Summoning Circle x1 dice -30MP
    --[X]Carved Core x1 dice -60MP
Thunderstruck221 threw 6 100-faced dice. Reason: Monsters Total: 206
21 21 8 8 5 5 88 88 83 83 1 1
Thunderstruck221 threw 6 100-faced dice. Reason: Floors Total: 244
86 86 8 8 62 62 57 57 3 3 28 28
Thunderstruck221 threw 4 100-faced dice. Reason: Traps Total: 129
6 6 24 24 95 95 4 4
Thunderstruck221 threw 4 100-faced dice. Reason: Research Total: 168
10 10 7 7 92 92 59 59
Thunderstruck221 threw 4 100-faced dice. Reason: Core Total: 232
66 66 24 24 45 45 97 97
Thunderstruck221 threw 8 100-faced dice. Reason: Background Rolls Total: 359
11 11 99 99 51 51 12 12 62 62 4 4 32 32 88 88
 
Vote 25
Adhoc vote count started by Thunderstruck221 on Jan 31, 2024 at 4:01 PM, finished with 25 posts and 19 votes.

Whoops, Accidentally put the post before the vote
 
Vote 26
Adhoc vote count started by Thunderstruck221 on Feb 2, 2024 at 3:23 PM, finished with 15 posts and 6 votes.

  • [X] Plan: Love the biped, hate the crystal
    -[x] Floors
    --[x]Box the Crystal: 1 Die
    --[x]Oasis Groves: 1 Die
    --[x]Cavern Ecosystem: 1 Die
    --[x]Armory: 2 Dice
    -[x] Monsters
    --[x]Lizard Bruisers: 2 Dice
    --[x]Lizard Acolytes: 2 Dice
    --[x]Adapted Prehistoric Monsters: 1 Free Die
    -[x] Traps
    --[x]Basic Mechanical Traps: 2 Dice
    --[x]Basic Curse Traps: 1 Die
    --[x]Chemical Traps: 1 Die
    --[x]Gas-Based Traps: 1 Free Die
    -[x] Research
    --[x]Invader Techniques: 1 Die
    --[x]Radiation Mutation Research: 1 Die
    --[x]Research the Crystal: 2 Dice + 2 Free dice
    -[x] Core
    --[x]Basic Ambush Points: 1 Die
    --[x]Summoning Circle: 2 Dice
    --[x]Starve the Crystal: 1 Die
Thunderstruck221 threw 4 100-faced dice. Reason: Floors Total: 187
51 51 5 5 99 99 32 32
Thunderstruck221 threw 5 100-faced dice. Reason: Monsters Total: 290
58 58 67 67 54 54 72 72 39 39
Thunderstruck221 threw 5 100-faced dice. Reason: Traps Total: 210
1 1 23 23 79 79 14 14 93 93
Thunderstruck221 threw 6 100-faced dice. Reason: Research Total: 446
63 63 71 71 72 72 100 100 88 88 52 52
Thunderstruck221 threw 3 100-faced dice. Reason: Core Total: 133
7 7 77 77 49 49
Thunderstruck221 threw 8 100-faced dice. Reason: Background Rolls Total: 404
86 86 49 49 74 74 23 23 32 32 97 97 28 28 15 15
 
Vote 26
Adhoc vote count started by Thunderstruck221 on Feb 5, 2024 at 8:21 PM, finished with 12 posts and 11 votes.


@Thunderstruck221 are the quality dice meant to be used on monsters we have already finished? or do we use as part of future plans?

As part of future plans.
 
Vote 26
Adhoc vote count started by Thunderstruck221 on Feb 9, 2024 at 5:45 PM, finished with 40 posts and 13 votes.

  • [X]Plan: Jurassic Might
    -[X]Cursed Land Dragon/Badlands Dragon
    -[X]Land Only: From your roaring lizards to your dangerous bushes and trees, there are all sorts of monsters for you to make on land, this monster will only be able to move on solid ground, meaning that its arena will not have any aquatic parts to it. (+5 Mana per Dice) (+0/40 Progress)
    -[X]Megafauna: While your boss monsters have shown a general increase in size from their standard kin, you take it one step further and truly make them gigantic, towering over the invaders who dare wish to challenge your boss monster. The process of infusing your monsters with an enhanced muscular and skeletal system is costly but the payoff is worth it as you can truly make a monster to squash the invaders entering your dungeon. (+15 Mana per Dice) (+0/75) (+6 DPpT)
    -[X]Fossil: Old bones, old mana, and old evolutions, by taking this essence of a younger age, you can give your monsters an edge against the invaders entering your dungeon, from spells like they have never seen before to truly off-the-wall evolutionary mutations, you believe that these adaptations will spell the end for the invaders entering your dungeon. (+10 Mana per Dice) (+0/70) (+4 DPpT)
    -[X]Earth: A slow-rolling boulder, to a quick earthquake, earth is all around you, the main element of your body and you can give your boss control of it all. However, moving all of that stone is mana-intensive. (+5 Mana per Dice) (+0/15 Progress) (+ 1 DPpT)
    -[X]Curse: With your experience in making cursed traps, you believe that you can formulate a monster that causes misfortune to all those who dare fight against them, cursing them with bad luck and a multitude of errors and mistakes that would not normally happen. However, to generate enough curse affinity for the boss to truly do well a lot of mana needs to be used. (+7/5 Mana per Dice) (+0/30)
    -[X]Crystalline Formations: Protruding crystals to heart cores, you can grow crystalline formations inside and out of your monsters, allowing them to store mana and release it for further spells, making it cheaper overall to fund your boss monster. (+2.5 Mana per Dice) (+0/65 Progress) (+15 MpT)
    -[X]Increased Intelligence: Intelligence, something which has always been somewhat of a challenge in your dungeon, while your monsters have a razor-sharp cunning and unpredictability to truly stop invaders from using the same tactic over and over again, they haven't been truly intelligent, but you can change that, by increasing the variety of factors which increase intelligent you can gift your boss the ability to truly keep up with even the most genius invaders. (+15 Mana per Dice) (+0/40) (+30 MpT)
    [X] Plan: finish stuff and go swimming
    -[x] Floors
    --[x]Delta Ecosystem: 2 Dice
    --[x]Cavern Ecosystem: 1 Free Dice
    --[x]Oasis Groves: 1 Die
    --[x]Armory: 2 Dice
    -[x] Monsters
    --[x]Boss Monster: 1 Die
    --[x]Lizard Acolytes: 2 Dice (Quality Die)
    --[x]Aquatic Plant Monsters: 2 Dice
    --[x]Boat Monsters: 2 Free Dice
    -[x] Traps
    --[x]Basic Mechanical Traps: 2 Dice
    --[x]Pressure Traps: 2 Dice
    -[x] Research
    --[x]Specialized Affinities: 2 Dice + 1 Free Dice
    --[x]Ancient Mana Types: 2 Dice
    -[x] Core
    --[x]Summoning Circle: 2 Dice
    --[x]Hidden City: 2 Dice
    [x] Plan: nothing in the rulebook
    -[x] Buddy
    -[x] Land
    -[x] Animal
    -[x] Air
    -[x] Rune Covered
    -[x] Enchanted accessories
    -[x] Increased intelligence
    -[x] She's a dog named Buddy. She looks like a golden retriever wearing a shirt. Her fur is golden as it is inscribed with golden runes and the shirt provides extra protection and abilities. She uses her air control to jump long distances when fighting and to throw large aerodynamic objects at foes. She's smart enough to know when to stop and give mercy if the invaders offer belly rubs
    [X]Plan: Jurassic Might
    -[X]Cursed Land Dragon/Badlands Dragon
    -[X]Land Only: From your roaring lizards to your dangerous bushes and trees, there are all sorts of monsters for you to make on land, this monster will only be able to move on solid ground, meaning that its arena will not have any aquatic parts to it. (+5 Mana per Dice) (+0/40 Progress)
    -[X]Megafauna: While your boss monsters have shown a general increase in size from their standard kin, you take it one step further and truly make them gigantic, towering over the invaders who dare wish to challenge your boss monster. The process of infusing your monsters with an enhanced muscular and skeletal system is costly but the payoff is worth it as you can truly make a monster to squash the invaders entering your dungeon. (+15 Mana per Dice) (+0/75) (+6 DPpT)
    -[X]Fossil: Old bones, old mana, and old evolutions, by taking this essence of a younger age, you can give your monsters an edge against the invaders entering your dungeon, from spells like they have never seen before to truly off-the-wall evolutionary mutations, you believe that these adaptations will spell the end for the invaders entering your dungeon. (+10 Mana per Dice) (+0/70) (+4 DPpT)
    -[X]Earth: A slow-rolling boulder, to a quick earthquake, earth is all around you, the main element of your body and you can give your boss control of it all. However, moving all of that stone is mana-intensive. (+5 Mana per Dice) (+0/15 Progress) (+ 1 DPpT)
    -[X]Curse: With your experience in making cursed traps, you believe that you can formulate a monster that causes misfortune to all those who dare fight against them, cursing them with bad luck and a multitude of errors and mistakes that would not normally happen. However, to generate enough curse affinity for the boss to truly do well a lot of mana needs to be used. (+7/5 Mana per Dice) (+0/30)
    -[X]Crystalline Formations: Protruding crystals to heart cores, you can grow crystalline formations inside and out of your monsters, allowing them to store mana and release it for further spells, making it cheaper overall to fund your boss monster. (+2.5 Mana per Dice) (+0/65 Progress) (+15 MpT)
 
Vote 27
Adhoc vote count started by Thunderstruck221 on Feb 12, 2024 at 4:39 PM, finished with 14 posts and 11 votes.
 
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
 
Vote 29
Adhoc vote count started by Thunderstruck221 on Feb 26, 2024 at 3:25 PM, finished with 13 posts and 11 votes.

  • [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
    [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

@Amilia Do you know where you want to put the quality dice?
Thunderstruck221 threw 5 100-faced dice. Reason: Floors Total: 323
60 60 54 54 24 24 98 98 87 87
Thunderstruck221 threw 9 100-faced dice. Reason: Monsters Total: 551
66 66 22 22 83 83 46 46 67 67 90 90 24 24 86 86 67 67
Thunderstruck221 threw 5 100-faced dice. Reason: Traps Total: 223
4 4 87 87 39 39 26 26 67 67
Thunderstruck221 threw 5 100-faced dice. Reason: Research Total: 203
58 58 31 31 50 50 18 18 46 46
Thunderstruck221 threw 5 100-faced dice. Reason: Core Total: 238
66 66 10 10 45 45 91 91 26 26
Thunderstruck221 threw 1 100-faced dice. Reason: Quality Total: 54
54 54
Thunderstruck221 threw 8 100-faced dice. Reason: Background Rolls Total: 399
63 63 35 35 50 50 43 43 7 7 33 33 95 95 73 73
 
Last edited:
Vote 30
Adhoc vote count started by Thunderstruck221 on Feb 28, 2024 at 3:48 PM, finished with 14 posts and 14 votes.
 
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