Winning Vote:
[X] Research
-[X] Stealthy Hatchling
-[X] Key Room
[X] Brand Him
[X] Name Depressed Hatchling
[X] Inspect the new entrance?
The poor thing is holding its snout, crying in pain. In the other room, all three defeated hatchlings are slowly recovering. Scales grow back unnaturally quick, as blood runs down the walls and is absorbed by the floor. Interesting. It seems your own minions can't be properly killed. So it is, with its tail literally tucked between its legs, that it once more it coils on itself, still looking at you with its sad, lonely eyes.
You have decided to reward this creature. From hence forth, it shall be named, Mordin. Mordin, the lonely guardian at the end of the Dungeon. The creature only the most daring and dangerous of foes will lay eyes upon. Your last line of defense from any and all invaders capable of actually threatening your existence.
But first things first. You have to keep some kind of order, or you'll keep losing yourself every time something odd happens around you. So. Dealing with the passed out old miner. You opt to infuse him in your Energy, like you did with the little mage. It worked once, it will again. Right?
[Rolling…]
A Brand, not too dissimilar from the glowing, rough runes on the Heated Room's walls, comes to be on his chest. You can tell because it glows strong enough to see through clothes. The beautiful blue light keeps on, without blinking out, even if he is unconscious.
Huh.
[Dolgi Dolgisson gains: Glowing Rune. No darkness can hold this rune's light back. You will always see what's in your surroundings, even in the least lit of caverns. Should you need it, snuff it out to avoid being noticed with a mental command.]
(+2 SE) (7 Total)
He is, as was the little girl, teleported to your entrance, this time outside of the hole he made with his pick. The improvised weapon is still laying, now beside his owner, as he slowly comes to. He rubs his head, scratching his belly and opening his eyes to see the familiar ceiling of one of his tunnels.
For a second the only thing he cares about is his oddly itchy chest. So he yawns, and holding himself on a wall, starts to get on his feet. Then he stops. How is he seeing without a light on? When did he fall asleep? He suddenly hears a growl, and finds three familiar draconic faces staring at him, two hungry for a fight while the third seems rather full of mirth.
He screams a little, misses his pickax as he tries to grab it, and falls on his ass. Then he looks as his still itching body, and screams a little more as he sees the seemingly runic encryption upon it. After a while of his literally heavy breathing and screaming he finally calms down. "What in the name of the Ancestors was I thinking?! If one of me elders saw me, they'd rightly call me a bumbling beardling!" He palms his head, full of shame. "But all things considered, I didn't do so bad for myself… Even reached the core room." His eyes are not too unhappy at that remainder. "Maybe after all it's not so shameful. Bah! I'll let the elders be the judges of this."
He once more turns to your three minions. "Lookit lads, while I'd love to give it another go, I fear that my people should know you lot are here. And they you at least don't kill on sight. I'll have this thing here examined, and if it ain't a curse you can expect a little gift next time I come around. Probably along with whoever will have to write you up a contract. Ack! The shame of it!" He turns around once more, slowly ambling off in the darkness, using his tool as a support.
Good enough. That's dealt with, so let's get to something a little more interesting. You now have a connection to the outer world. This is… refreshing, really. For one, a very small quantity of light enters through the hole. Well, there is more that gets out, but from what your senses tell you there would still be a tiny bit of luminosity.
So there is, somewhere, a natural source of light that can make its emanations reach all the way to wherever you are. Apart from that, what you notice is that your senses go as far as goes the light coming out of the room. Well, to be more precise, you can 'see' things in the tunnel in front of the entrance. You can sense it, but you can't exactly affect anything. Pushing it, you might be able to affect minimally all other things, but otherwise it is out of your reach. There seems to be a hard limit on your rooms' walls.
You discovered this by making the entrance to your own body as fancy as you could, adding a number of the lines and making it bigger, while also adding pillars on the side. Now rather than a door it resembles more a gate. So that's nice. This took you a long, long time, given that the further it is from your core, the harder it is for you to modify it. It is probably more about being closer to the edge of your 'domain', the area of influence over the world granted you by your Rooms, of which they are the physical manifestation, but given you only develop in one direction you can't really know.
Time passes.
You keep yourself busy. This time, a long, long time passes by. Like, a really long tie. Almost double what time passed before.
(+9 SE) (16 Total)
What you do, in fact, is design a great many new tools for your defense. First things first. A Room with a door. You heard the miner talk about it, and the idea resonated with you. So you designed a truly terrible room. Inside of it, there are a series of chests, and various objects sprawled all around. Among them one, and only one, is the key that will open the door.
Every time the invaders can't find the right key, they'll lose precious time, letting your minions attack them. You foresee adding quite a few nice surprises to this feature, such as explosive fakes, or taking the key out of the room and hiding it in another room, forcing them to change their path and try to reach it.
Well, that is for when you have many more rooms.
On the other hand, it seems you passed a treshold of some kind. You felt it when suddenly you could develop yourself in an extra dimension. Height. You can now make another floor, which will let your nature feed you new designs. Who knows what you'll discover? Unfortunately this will be a costly and lenghty process, that will probably have side effects. What you know for sure is that you will probably go unconscious, and remain locked to the external world.
So, you should probably do it only after a raid.
Speaking of. There seems to be beasts gathering outside. The chittering of your playful creatures seems to have lured them, probably thinking of finding easy prey. Thankfully, you've just finished designing a creature whose scales should be able to easily blend in, fooling the senses of those less… bright, yes.
Already you can see them, the next batch of invaders. These ones probably wish to call your depths home, and would stop at nothing to achieve this. A clutch of juvenile Spiders has come, to challenge your authority over the hole you've made for yourself in these apparently dangerous caverns.
A small horde of wild Spiders is approaching the dungeon!
Juvenile Small Cavern Spider1, Rank I (Spider 1)
Rank 1 Creature
- STR: +1
- DEX: +3
- CON: 0
- WIS: -3
- INT: -3
- CHA: 0
Juvenile Small Cavern Spider 2, Rank I (Spider 2)
Rank 1 Creature
- STR: +1
- DEX: +3
- CON: 0
- WIS: -3
- INT: -3
- CHA: 0
Juvenile Small Cavern Spider 3, Rank I (Spider 3)
Rank 1 Creature
- STR: +1
- DEX: +3
- CON: 0
- WIS: -3
- INT: -3
- CHA: 0
Juvenile Cavern Spider, Rank 2 (Spider)
Rank 2 Creature
- STR: +2
- DEX: +4
- CON: +1
- WIS: -3
- INT: -3
- CHA: -1
Perks
Hardened Carapace: This creature's outer body has been refined to resist any and all damage. It shall last longer than its brethrens, and it will be the last to breath its last. (+1 AP)
(In brakets are the names that will be used for the rolls)
Research:
Sneaky Hatchling(2 SE), Key Room(3 SE), Second Floor (10 SE)
(-2 DP) (1 TOT)
What to vote on:
(Total: 1 DP, 16 SE)
[] Buy new Rooms?
-[]Where (Between which other rooms) to put them?
[] Spawn new units?
-[] Where to put them?
[] How to deal with prisoners. (Kill/Kidnap/Brand)