Dungeon deity

Environment, traps, and monsters.
The environment is essentially the flavor of your dungeon and more importantly decides what bonuses you have! As you have selected a room dungeon layout, your environment will also decide how many rooms you have!

Choose your environment, choose 1(500 points):

[]Undead Village(Costs 0 points):
A simple village environment similar to villages in feudal Japan. The rooms will be sections of the village and as the hunters progress, they will find more and more skeleton peasantry that will fight them. At the midway point of the dungeon, there will be a small barricade staffed with skeleton peasants that will throw rocks. After this room is destroyed(The barricade) peasants will stop appearing randomly in the future rooms.
Effect 1: 20 rooms.
Effect 2: Skeleton peasants(F rank monsters: Mob type) will appear after the first room, rooms 2-5 will have 2-3 peasants, rooms 6-9 will have 4-6 peasants, at room 10 there will be 8-9 peasants manning a 3'6 tall barricade that will throw rocks at the hunters, after room 10 there will be no more spawnings of peasants.
Effect 3: Leadership abilities will have a +10% effect.


[]Disheartened war camp(Costs 50 points): A war camp whose leader fell before any of his warriors did. The rooms will be sections of the war camp with 3 main parts. The entrance, the camps tents, and the headquarters, each with their own effects.
Effect 1: 20 rooms.
Effect 2: The entrance is room 1-5, which consists of a field and on room 5 an open gate. Monsters here will gain +20 to defense rolls.
Effect 3: The camp's tents are room 6-14. Monsters here will gain +20 to attack and defense rolls, samurai will gain +15 to attack rolls, and a barricade that is 5 feet tall will appear at room 14
Effect 4: The headquarters are room 15-20. If only samurai exist in room 15-20 all samurai gain +40 to attack and defense rolls, if not than reduce gain by half. The boss monster of room 20 will have 2 of their stats ranked up by 1.


[]Write in?(Do not go over 50 points in value. If you need confirmation on how much something is worth then show me your environment and I'll say the price.)


You also have the option of traps! Traps will be randomly put throughout the dungeon and depending on the trap, can turn around the battle.

Choose 0-2 traps(500 points):

[]Grasping peasants(Costs 0 points):
Getting too close to the walls will allow the hands of peasants to grab at the hunter. Effect: Those being grabbed will have -15 to defense rolls.

[]Gunpowder flash(Costs 20 points): If a hunter doesn't see this trap and steps on it, the gunpowder will light up with a bang disorienting those nearby and alerting monsters within 1 room range of the trigger to than charge into said room. Effect: Once triggered those nearby take -20 to attack and defense rolls for one round, monsters 1 room away will be alerted and charge into the room where the trap was triggered.

[]Spirit pedestal(Note: Only one will spawn)(Costs 15 points): If a spirit pedestal is messed with, a spirit of the land will be summoned to fight the invaders. Effect: If pedestal is damaged, a spirit made out of earth will be summoned to fight intruders. Spirit is a F+ rank monster that after being killed, will regenerate at the pedestal two more times before ending the cycle. The spirit is capable of retreating and waiting for opportune moments to strike.

[]Write in?(Should not cost over 20 points. Should be written similar to that of the above.)

We now have to buy our monsters! We are not assigning them yet, however it is recommended to visualize that. What points you don't use, will go towards the boss monster and possibly the mini-bosses. I recommend leaving about 100 points, 50ish for the boss, and the other 50 for the two mini-bosses.

Choose as many as you can afford(Leave a bit for the boss)(500 points):

[]Skeleton peasant(Costs 8 points)(F rank):
A skeleton peasant from feudal Japan, wearing cloth and holding a small knife. These skeletons often appear in large numbers being led by a samurai of sorts.
Rating:
Strength:
F rank
Agility: F rank
Health: F+ rank(8/8 wounds)
Skills/Abilities:
Mob mentality: Samurai(F rank):
When 4 or more skeletons are being led by a samurai, gain temporary +2 wounds, +10 to attack and defense rolls.


[]Dishonored skeleton samurai(Costs 16 points)(F+ rank): A samurai who's lord died before them. This type of skeleton excels in leading the peasantry rabble into battle. These once samurai are cursed by the spirits of the land, for when they enter battle they take damage with the longer they are in battle the more damage they take.
Rating:
Strength:
E- rank
Agility: F+ rank
Health: F+ rank(10/10 wounds)
Equipment:
Worn samurai sword(F- rank):
A samurai sword that is worn by battle. Attack rolls gain +10 and on first attack this bonus is doubled.
Broken chest piece(F- rank): A chest piece that used to hold an emblem of their lord. Defense rolls gain +10 and Durability is F- rank.
Skills/Abilities:
Dishonored: Samurai(E- rank):
The spirits have cursed this skeleton for their dishonorable act. Effect: When entering battle take 1 wound, every round double the wound damage taken(1,2,4,8, etc.).
Samurai leadership: The dishonorable(F rank): When leading peasants gain +10 to attack and defense rolls, those being lead gain +5 to attack and defense rolls, and +1 wound. When fighting alongside other dishonored creatures ignore any dishonored debuff for 1 round.


[]Lone samurai ghoul(Notice: This monster is higher rank than your dungeon! Can only summon at most 3 of this monster)(Costs 25 points)(E- rank): A lone samurai who served no lord, never dishonored, always willing to help. A ghoul is a being made of both flesh and bone, normally a hideous abomination of some necromancer's experiments, this ghoul was instead crafted by the spirits themselves. Due to this, the samurai is distinctly human-like and is capable of speech.
Rating:
Strength:
E- rank
Agility: F+ rank
Health: E(18/18 wounds)
Equipment:
Loving katana(E- rank):
A katana that has accompanied this warrior throughout his journey, a warrior's true love. Effect: Attack rolls gain +30, on first attack this bonus is doubled, katana deals double durability damage that it inflicts, and katanas durability is E rank.
Freedom chest piece(E- rank): A chest piece that still has the emblem that the samurai put onto it all those years ago, a bird's wings. Effect: Defense rolls gain +20, the first defense roll will add +5 to roll for every rank in agility(Currently +15), and will negate the first debuff applied to user.
Skills/Abilities:
Lone warrior: Samurai(E- rank):
When fighting alone double the base roll and regen 1 wound every round.
The spirits protect(F rank): Once per battle, infuse your sword with a spirits blessing. The next attack roll gains +20.


[]Skeleton pistoleer(Can summon at most 4)(Costs 15 points)(F+ rank): Skeleton peasantry that has taken up a matchlock pistol. Somehow the skeleton has become proficient enough to reload the pistol.
Rating:
Strength:
F rank
Agility: F+ rank
Health: F rank(6/6 wounds)
Equipment:
Worn matchlock pistol(F rank):
A matchlock pistol that has seen better days. Effect: Gain +35 to attack roll, on hit deal 3 wounds, and takes 2 rounds to reload.
Skills/Abilities:
Mob mentality: Samurai(F rank):
When 4 or more skeletons are being led by a samurai, gain temporary +2 wounds, +10 to attack and defense rolls.

[]Write in?(Should be made similar to that of above.)

Few quick things!
1. If you don't like the environment deciding the amount of rooms, tell me. I'll just give a flat amount of 20 rooms if people don't like that.
2. 500 points! Use them wisely.
3. Use plans.
4. If we have leftovers after making the boss and possibly the two mini-bosses, somehow. I'll allow the remaining points to be used to buy another skeleton.
5. Finally, if you don't like how somethings being done, like how I'm doing the monsters without the boss, tell me and possibly make a suggestion.

Honestly decided to just spilt it up so we weren't overwhelmed. Anyway have fun!
 
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Voting closed
Welp this was informative for future organization of voting options! Since you have 23 left and I promised 100 points due to me messing up, you will have 123 points for your boss and mini-bosses.

Coming up next is boss creation and mini-bosses.
Scheduled vote count started by Blackangel on Feb 21, 2023 at 7:37 PM, finished with 10 posts and 1 votes.

  • [X] Plan war traps and ninjas
    -[X]Gunpowder flash(Costs 20 points)
    -[X] Write in Ainu string-bow trap (cost 20): the string-bow trap has been used by the Ainu people for a long time to kill deer and bears travelers be wary for if you disturb it's string trigger it's Arrow will be sure to cut you're adventure short.
 
Temp post: Current dungeon stuff
This is only important for knowing what you have. If you wanna strategize for the placements and boss, here's the info for what you have.

A war camp whose leader fell before any of his warriors did. The rooms will be sections of the war camp with 3 main parts. The entrance, the camps tents, and the headquarters, each with their own effects.
Effect 1: 20 rooms.
Effect 2: The entrance is room 1-5, which consists of a field and on room 5 an open gate. Monsters here will gain +20 to defense rolls.
Effect 3: The camp's tents are room 6-14. Monsters here will gain +20 to attack and defense rolls, samurai will gain +15 to attack rolls, and a barricade that is 5 feet tall will appear at room 14
Effect 4: The headquarters are room 15-20. If only samurai exist in room 15-20 all samurai gain +40 to attack and defense rolls, if not than reduce gain by half. The boss monster of room 20 will have 2 of their stats ranked up by 1.

Skeleton pistoleer(F+ rank): Skeleton peasantry that has taken up a matchlock pistol. Somehow the skeleton has become proficient enough to reload the pistol.
Rating:
Strength:
F rank
Agility: F+ rank
Health: F rank(6/6 wounds)
Equipment:
Worn matchlock pistol(F rank):
A matchlock pistol that has seen better days. Effect: Gain +35 to attack roll, on hit deal 3 wounds, and takes 2 rounds to reload.
Skills/Abilities:
Mob mentality: Samurai(F rank):
When 4 or more skeletons are being led by a samurai, gain temporary +2 wounds, +10 to attack and defense rolls.

Skeleton peasant(F rank): A skeleton peasant from feudal Japan, wearing cloth and holding a small knife. These skeletons often appear in large numbers being led by a samurai of sorts.
Rating:
Strength:
F rank
Agility: F rank
Health: F+ rank(8/8 wounds)
Skills/Abilities:
Mob mentality: Samurai(F rank):
When 4 or more skeletons are being led by a samurai, gain temporary +2 wounds, +10 to attack and defense rolls.


Dishonored skeleton samurai(F+ rank): A samurai who's lord died before them. This type of skeleton excels in leading the peasantry rabble into battle. These once samurai are cursed by the spirits of the land, for when they enter battle they take damage with the longer they are in battle the more damage they take.
Rating:
Strength:
E- rank
Agility: F+ rank
Health: F+ rank(10/10 wounds)
Equipment:
Worn samurai sword(F- rank):
A samurai sword that is worn by battle. Attack rolls gain +10 and on first attack this bonus is doubled.
Broken chest piece(F- rank): A chest piece that used to hold an emblem of their lord. Defense rolls gain +10 and Durability is F- rank.
Skills/Abilities:
Dishonored: Samurai(E- rank):
The spirits have cursed this skeleton for their dishonorable act. Effect: When entering battle take 1 wound, every round double the wound damage taken(1,2,4,8, etc.).
Samurai leadership: The dishonorable(F rank): When leading peasants gain +10 to attack and defense rolls, those being lead gain +5 to attack and defense rolls, and +1 wound. When fighting alongside other dishonored creatures ignore any dishonored debuff for 1 round.


Lone samurai ghoul(E- rank): A lone samurai who served no lord, never dishonored, always willing to help. A ghoul is a being made of both flesh and bone, normally a hideous abomination of some necromancer's experiments, this ghoul was instead crafted by the spirits themselves. Due to this, the samurai is distinctly human-like and is capable of speech.
Rating:
Strength:
E- rank
Agility: F+ rank
Health: E(18/18 wounds)
Equipment:
Loving katana(E- rank):
A katana that has accompanied this warrior throughout his journey, a warrior's true love. Effect: Attack rolls gain +30, on first attack this bonus is doubled, katana deals double durability damage that it inflicts, and katanas durability is E rank.
Freedom chest piece(E- rank): A chest piece that still has the emblem that the samurai put onto it all those years ago, a bird's wings. Effect: Defense rolls gain +20, the first defense roll will add +5 to roll for every rank in agility(Currently +15), and will negate the first debuff applied to user.
Skills/Abilities:
Lone warrior: Samurai(E- rank):
When fighting alone double the base roll and regen 1 wound every round.
The spirits protect(F rank): Once per battle, infuse your sword with a spirits blessing. The next attack roll gains +20.

Skeleton ninja (F+ rank): a ninja who just like thier master failed to protect their lord and for their failure to lay down their lives to protect their lord have become cursed. These ninjas excel at reconnaissance deception and ambush.

Rating:
Strength:
F rank
Agility: E-rank
Health: F rank (6/6 wounds)
Equipment:
Tarnished Ninjatō (F rank): this short single edge sword has seen better days but it's still just as sharp as the day it was made. Attack rolls gain +10 on first attack sneak attacks gain +20.
Battered Kusari (F- rank): this chain armor has seen better days the only thing hiding the holes in it is the ninjas Gappa (travel cape). Defense rolls gain +5 durability F-.
Smoke bombs (E- rank): this piece of equipment when used completely blinds the enemy allowing this monster to escape while below half health.
Skills/Abilities:
Be one with the shadows: they get the drop on you you don't get the drop on them.
Discretion is the better part of valor: when this monster gets to less then half health it will use a smoke bomb and then retreat to lick its wounds.

All traps below unless specified have 5 uses. Will put in stats of write in later.

Gunpowder flash: If a hunter doesn't see this trap and steps on it, the gunpowder will light up with a bang disorienting those nearby and alerting monsters within 1 room range of the trigger to than charge into said room. Effect: Once triggered those nearby take -20 to attack and defense rolls for one round, monsters 1 room away will be alerted and charge into the room where the trap was triggered.

Note: Only one available. Spirit pedestal: If a spirit pedestal is messed with, a spirit of the land will be summoned to fight the invaders. Effect: If pedestal is damaged, a spirit made out of earth will be summoned to fight intruders. Spirit is a F+ rank monster that after being killed, will regenerate at the pedestal two more times before ending the cycle. The spirit is capable of retreating and waiting for opportune moments to strike.

Punji pit: a camouflage pit filled with bamboo spikes which can quite Gravely injure if not outright kill an unwary or not cautious traveler or adventurer.

Ainu string-bow trap: the string-bow trap has been used by the Ainu people for a long time to kill deer and bears travelers be wary for if you disturb it's string trigger it's Arrow will be sure to cut you're adventure short.

Tennenbishi: a handful of Makibishi made from the dried seed pod of the water chestnut usually called Tennenbishi there's no need to be wary of them unless you're shoes have thin soles.

Tetsubishi: a handful of six or eight pointed Makibishi made of iron and called Tetsubishi be wary for these will puncture all but the thickest of leather soles.
 
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