Dungeoncore Quest

Voting is open
Second Raid, An unlucky miner
(5 days later)
(+5 SE) (6 total)
You did it! After endless days of toil, you reached your goal! What you manage to do is… change the room. The Heated Room, in particular. Yes, you had to spend some energy for it, but in the end, all is well!
(-1 SE) (5 Total)
Now the walls are covered in glowing ridges, that somehow release minuscule quantities of energy in the air. By your estimate it would take a single room centuries to need to be recharged once more. And now the two rowdy minions can actually fight. Already they are squaring off, both prepared to jump the moment the third occupant of the room tries anything funny.

And while they are at it, sizing one another up (or trying to slick off to behind one of them), something unexpected happens. The room's wall starts to crumble. You were already aware of what was going to happen, as you had felt the vibrations in the stone. Someone was crushing it while singing, possibly launching some kind of instrument at it. At an honestly slow rate. Your own methods were so much faster it wasn't even funny.

What comes from beyond is at first, a glimmering, pointy piece of metal. As soon as it is retracted, and apparently the light shines through, an eye looks into the room. By now your minions have already hidden, and seeing an empty, lit room the newcomer seems to start screaming. "Hey! Whose house is this?! And why didn't you sorry lot notify the mining guild you were so deep down?!" Well, he seems to be rather angry.

"I swear on the Ancestors, if one 'o ya lads isn't at least four centuries old, I'll personally scrape off all yer beards!" The pick's pace increases considerably, as apparently the anger fuels the man's body. "And stop ignoring your elder, you tossers! Oy! I swear this time I'll make sure the fine is all on your sorry ass!" Well, his screaming once more jumped up in volume.

He finally manages to dig a door for the room, still screaming all the way. "And what kind of idiot doesn't have doors between rooms, huh?! That's literally another fine right there! The Hold's law! Which clan are you?! I bet it's the Stonebreads again!" Well, now he's going off on a tangent. "In times like these making trouble! Shame on you lot! If yer ancestors had a speck of it, they'd have tugged your bears and gave you an ounce of good… sense?" Still screaming, he rushes into the room, pick high in the air.

Dolgi Dolgisson, Level 1 Dwarven Milita

  • STR: 2 (5)
  • DEX: 1 (-5)
  • CON: 3 (6)
  • WIS: -2
  • INT: -2
  • CHA: -2 (-4)
Perks
Dwarf:
This is a proud member of this staunch race. They are compact balls of anger, always ready to tank any hits and slay any enemy. Unfortunately, this comes with a steep price.
(+3 Con, +3 Str, -6 Dex-2 Char)

Items:
Miner's Gauntlets:
These hardy gauntlets have seen a long time of use. Possibly centuries. Their hardy leather, reinforced and sewed over many times, make for a good defensive measure, protecting the hands of the wearer. And reminding them of happier times, now long gone.
(+2 Con, +1 AP)


Dolgi's Roll against Heated Room (DC 11 CON)

[Dolgi Dolgisson rolls a 3 against DC 11 CON challenge. He adds his +6 CON to his result.]
[Dolgi Dolgisson loses.]
(You guys are so lucky)
[Dolgi Dolgisson loses
-1 Adventure Point]
[Dolgi Dolgisson has 1
AP left.]


Dolgi's
Roll against Rowdy Hatchling 1 (DC 7 STR)

[Dolgi Dolgisson rolls a 18 against DC 7 STR challenge. She adds her +5 STR to her result.]
[Dolgi Dolgisson passes the challenge.]


Dolgi's
Roll against Rowdy Hatchling 2 (DC 7 STR)

[Dolgi Dolgisson rolls a 2 against DC 7 STR challenge. He adds his +5 STR to his result.]
[Dolgi Dolgisson passes the challenge.]


Adventuring party enters empty
Prison.
Adventuring party enters
Core Room.

Dolgi's
Roll against Depressed Hatchling (DC 7 CHA)

[Dolgi Dolgisson rolls a 8 against DC 7 CHA challenge. He subtracts his -4 CHA to his result.]

[Dolgi Dolgisson loses.]

[Dolgi Dolgisson loses
-1 Adventure Point]

[Dolgi Dolgisson has
0 AP left.]


[Dolgi Dolgisson has been defeated!]

[Defeating Dolgi Dolgisson has awarded you +2 Dungeon Points.]
[Defeating Dolgi Dolgisson has awarded you +2 Soul Energy.]




After weeks of extreme cold, surrounded by nothing but naked stone, deep in the heart of his mountain home, the sudden change in temperature hit hard, and fast. It hit deep in his bones, under his ehavy coat that all of a sudden felt really, really oppressive, and his now sweaty body that is now facing three Drakes. Three young drakes. Meaning somewhere deep beneath his family's home there is a giant lizard, waiting for their vaults to fill up, just to devour them all and keep the bling.

This is what is going on in the dwarven miner's mind. This, and a slew of curses and prayers for the Ancestors' mercy, as he rushes to exit the room. You only see his diminutive figure slowly move on its little legs towards the door he made just seconds ago. And then he slams on an invisible barrier, barring him the exit. He turns around, and cornered beast that he is, readies his pick.

Once the pick rises, and once it comes down on the kitty's head. It is knocked unconscious immediately. The two more combative stop and look at one another, suddenly in a very good mood. What they don't expect is for the dwarf, standing just a hair taller than the both of them, to rush them. He manages to throw the closest one in the air in a show of herculean strength that impressed even you.

While one of them is falling, the other has had time to begin pouncing on the diminutive form of the transgressor. As he glides in the air, fangs showing and claws at the ready, aimed to strike at vital points, his foe merely juts out his own gloved finger.
His sharp talons slide off of his protected hands, and he ends up hitting his nogging on the stone-like hand. Then, still not finished, he swings his tool wildly, hitting the descending creature square in the chest. The pick's head goes right through, knocking off some scales, and impales the little reptile on its iron.

The dwarf lets it go so quickly it might have been hot. Unaware to you, he now fears having sent a much scarier creature in a frenzy. Slaying a Dragon's kin in their den is, after all, a painful way to commit suicide. He looks around, and focuses on the walls. What he believed to have been the runes of his people turn out to be naught but crude imitations, more or less crude and meaningless doodles.

Yet, the darkness hides other creatures, and his now paranoid mind reminds him of his duty to his home. So he once more picks up his tool, and attempt to break whatever barrier stopped his retreat. You watch him once more swing wildly on empty space, and find it hilarious when he lets go of the weapon, as his hand is stopped by the barrier while the tool is let trough, and once more goes back to cursing.

Unfortunately now he has little choice but to forge on. And yet, his mind is now foggy. The Room's effects have finally broken through his stony constitution, and the immense heath has now clouded his mind. So he wobbles forward, already halfway to falling every step, until he manages to arrive to your core.

If you had eyes in your crystal body you'd be able to see him, and observe as his face is once more colored by surprise. "A D-dungeon! Oh, thank the Ancestors!" He falls to his knees, and passes out as your last defenders jumps in the air, flying trough the space he occupied but moments ago.

It doesn't stick the landing.

Well. At least it tried.

What to vote on
[] Spend Energy? Research something?
[] How to deal with the defeated adventurer?
-[] Kidnap
-[] Brand and get him out
[] What do you want to see in the Raids' Interim?
 
Last edited:
I'd say brand him and kick him. He did good work finally getting us a connection with the outside, so no need to keep him tied up!

Hopefully whatever he gets is positive, as thanks for breaking us into the area.

Otherwise do we still have the apprentice wizard or did branding her free her as well?

Edit: Also also, our Depressed Hatchling beat the first adventurer to reach our Dungeon. If that doesn't deserve being Named then nothing does!
 
Last edited:
[X] Research
-[X] Stealthy Hatchling
-[X] Key Room
[X] Brand Him
[X] Name Depressed Hatchling
[X] Inspect the new entrance?

We have a prison now, right? Maybe we can kidnap the next one
 
Last edited:
[X] Research
-[X] Stealthy Hatchling
-[X] Key Room
[X] Brand Him
[X] Name Depressed Hatchling
[X] Inspect the new entrance?

So do we have any idea what to name the Depressed Hatchling or are we leaving it to QM?

Edit: Also we got 2 dungeon points from this encounter, lets unlock the Key room so we have a door finally between our rooms instead of just constant open caves
 
Last edited:
The mage was released after being branded. When someone is kidnapped, they roll a daily dice with a 85 DC. If they pass, they get branded and the dc lowers a little. Meanwhile, they provide some extra Soul Energy daily.

Edit: Beware that you can specify what effect a brand will have. They get more powerful the more there are, but as a baseline you'd be able to either increase or decrease all their rolls by 2.
 
Last edited:
Third Raid, Foul Beasts of the Caves
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)
 
Last edited:
I'm giving an example of spending, given like this you can't survive this Raid.

[X] Buy Prestiged Complex Key Room (Needs to pass the challenge twice to proceed) (3 base price + 3 upgrade + 3 upgrade + 3 upgrade + 1 prestige)
- [X]Between Prison and Heated Room
[X] Spawn Unit Sneacky Hatchling (2 SE)
-[X] In new Complex Key Room
[X] Move Depressed Hatchling and Kitty Hatchling to the new Comples Hatchling Room

[X]How to deal with Prisoners
[X]Kidnap as many as you can, put down the rest.
 
[X] Buy Prestiged Complex Key Room (Needs to pass the challenge twice to proceed) (3 base price + 3 upgrade + 3 upgrade + 3 upgrade + 1 prestige)
- [X]Between Prison and Heated Room
[X] Spawn Unit Sneacky Hatchling (2 SE)
-[X] In new Complex Key Room
[X] Move Depressed Hatchling and Kitty Hatchling to the new Comples Hatchling Room

[X]How to deal with Prisoners
[X]Kidnap as many as you can, put down the rest.
 
[X] Buy Prestiged Complex Key Room (Needs to pass the challenge twice to proceed) (3 base price + 3 upgrade + 3 upgrade + 3 upgrade + 1 prestige)
- [X]Between Prison and Heated Room
[X] Spawn Unit Sneacky Hatchling (2 SE)
-[X] In new Complex Key Room
[X] Move Depressed Hatchling and Kitty Hatchling to the new Comples Hatchling Room

[X]How to deal with Prisoners
[X]Kidnap as many as you can, put down the rest.
 
Spiders' Raid, Part I
Winning Vote:

[X] Buy Prestiged Complex Key Room (Needs to pass the challenge twice to proceed) (3 base price + 3 upgrade + 3 upgrade + 3 upgrade + 1 prestige)
- [X]Between Prison and Heated Room
[X] Spawn Unit Sneacky Hatchling (2 SE)
-[X] In new Complex Key Room
[X] Move Depressed Hatchling and Kitty Hatchling to the new Complex Hatchling Room

How to deal with Prisoners Tie
[X]Kidnap as many as you can, put down the rest.

[X] Kidnap one, kill the rest



[1d2 = 2]

[X] Kidnap one, kill the rest won



Well then. Should these foul beasts actually attempt to raid you as you are, you'd probably not be able to repell them. And something tells you that hosting them for any prolonged period of time will be a greatly… displeasing experience.

As such, an impromptu redesign is in order. You have just unlocked the Key Room, something that needs a strong intellect to surpass. Might as well trust on that to hold them, while your creatures bring them down. And what better do hunt an animal, than the Sneaky Hatchling? Its blending abilities should allow it to easily hunt them down one by one, and stop the Raid in its tracks.
(-2SE)
So you focus your Energy, and make the biggest investment of your existence thus far. You already knew you could greately increase something's capabilities, may they be an entity such as your creatures, or a room. Time to put the real scope of your creativity to the test. You shape the room in the most appropriate location you could think of, and immediately begin to spawn your latest defender, while ordering the existing ones to appease your whim.

The Room quickly takes shape. It is, since its conception, not made to be empty. As such, for the second time in your memory, you direct your Energy to take a shape different than a trap's- various objects now litter the ground. One, and only one among the hundreds of little things can open the massive door that now occupies the far end of the room, the one closest to your Core.
(-3SE)
It shall be your shield. But such a shield would crumble, if hit by any kind of lucky guess. This shall not do. You won't be brought low by mere beasts. Once more you start to channel your energy into the room, and as it greedily gulps down all you are worth for, it changes.
(-3SE)
The objects on the ground grow more and smaller, going as far as literal hay and children's toys, rusty weapons and battered shields, empty bowls and vases, and so much more. Meanwhile, its walls grow heavy with glowing inscriptions. The eery blue light they give off suffuses the room, and the stone grows bigger, heavier and more imposing. The two gigantic slabs of what seems to be granite inscribed with unknown and glowing symbols will stare down any and all invaders, daring them to attempt and reach further into your depths.
(-3 SE)
This room has become a true test, the barrier which only the worthy will be able to surpass. Or the very lucky. But you're not done. A simple stroke of good fortune may still mean your death. You'll not be done in so easily. The skittering grows stronger, and your feeble senses can now make out the lanky shapes emerging from the darkness. Their bleak eyes stare onwards, unused to the light and underdeveloped, while they slowly advance, as if striding on silk, as easily broken as sturdy, but always at its maker's service.
(-3SE)
Then, a bigger, darker shape emerges from the gloom. It does not dance on invisible strings, as do its smaller siblings. This confident specimen has nothing to fear in such a place, or so it may think. Emboldened by the lack of perceived threats, is strides towards your entrance. Already it looks hungrily at your Hatchlings, all but ready to consume them, while they eagerly await the incoming fight, both sides drooling at the prospect of coming out on top.

The many legged creature's main feature, its carapace, darker than the shadow it emerges from, makes it stand out among its soon-to-be peers. Looking at it, seeing your light being reflected off of its dark curves, you find nothing but grim certainty in your mind. This… well, let's just say it might actually pose a threat.

As they ready to enter you, you instead focus on what you can do. Once more the Key Room is the center of your focus. Inside of it, you can already see Mordin clawing the walls in disbelief, moving its head this and that way, checking to make sure it's not an illusion. Meanwhile, the new Sneaky Hatchling is busy trying to escape the Kitty's pranks, as it unerringly follows it around the room despite the first's best efforts at becoming unnoticeable. Its bothered cry probably seem like the finest of musics to its hunter's ears, as the chase goes on all around the room.
(-1 SE, Prestiged.)
Well, no matter what they're doing, you have to ensure the room blocks all raiders. But you can feel it, a choice to make. This will be something irreversible, that will cement this room's very nature. You do not have the luxury of spending time analyzing it, and as such just push your energy inside it with the intent of making an impassable barrier.




[Complex Key Room
  • This room is the most direct development of the Key Room. Whereas before it would hardly faze any adventurer properly prepared, now any and all your enemies will come face to face with a sturdy, multi-layered, gate. Its sole purpose is to lock the raiders and hold them for as long as possible, letting other defences take care of them.
  • Effect: Triggers a first WIS challenge to Adventurers. Should they not pass, they will be locked in the Room and forced to try as many times as it takes to pass it. Twice.
  • DC: 15]




Ignored Options:

[Explosive Key Room
  • This Prestiged Room has the sole purpose of inflicting damage. While it still does present an hardy barrier to Adventurers, its true purpose is to bring them low, with its exploding fakes. Whereas before, many kinds of objects lay on the ground, now it's only keys. Should an invader not choose carefully, they will find themselves an explosive gift.
  • Effect: Triggers a WIS challenge to adventurers. Any that do not pass it will receive damage, losing 1AP. Should nobody pass it, the enemy party will have to once more attempt the challenge the next turn.
  • DC: 15]
[Vanilla Key Room
  • While it may seem as if the Complex Key Room is, in fact, the most direct upgrade, that is false. This room is a carbon copy of its predecessor, except there are more objects, and the lock is higher up, slightly harder to reach for most creatures. That does not make it harder to pass, but it fits perfectly in the room's spirit.
  • Effect: Triggers a WIS challenge to Adventurers. Should nobody pass, it will be issued again the following turn, while the invaders will be forbidden from surging past this Room.
  • DC: 17]
 
Last edited:
Spiders' Raid, Part II
Raiding Party:



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 (+1 AP)



Party Rolls against Heated Room (DC 11)

[Spider 1 rolls a 3 against DC 11 CON challenge. He adds his +3 CON to his result.]
[Spider 1 loses.]
[
Spider 1 loses
-1 Creature Point]
[Spider 1 Passes out]




[Spider 2 rolls a 8 against DC 11 CON challenge. He adds his 0 CON to his result.]
[Spider 2 loses]

[Spider 2 loses -1 Creature Point]

[Spider 2 Passes out]

[Spider 3 rolls a 20 against DC 11 CON challenge. He adds his +3 CON to his result.]
[Spider 3 wins.]


[Spider rolls a 18 against DC 11 CON challenge. He adds his +1 CON to his result.]
[Spider wins.]


Spider 3 and Spider's rolls against Rowdy Hatchlings




[Spider 3 rolls a 3 against DC 7 STR challenge. He adds his +1 STR to his result.]
[Spider 3 loses.]

[Spider 3 loses -1 Creature Point]

[Spider 3 Passes out.]




[Spider rolls a 1 against DC 7 STR challenge. He adds his +2 STR to his result.]
[Spider loses.]

[Spider loses -1 Creature Point 2/3]

Party goes in the Prison

Party goes in the Key Room

[Spider rolls against Sneaky Hatchling.]

[Spider rolls a 8 against DC 7 WIS challenge. He adds his -3 WIS to his result.]
[Spider loses.]

[Spider loses -1 Creature Point 1/3]

[Spider rolls against Kitty Hatchling.]

[Spider rolls a 9 against DC 7 DEX challenge. He adds his +2 DEX to his result.]
[Spider wins.]

[Spider rolls against Mordin (Depressed Hatchling)]

[Spider rolls a 20 against DC 7 WIS challenge. He adds his +2 WIS to his result.]
[Spider wins.]

[Spider rolls against Key Room]

[Spider rolls 9, subracts his -3 WIS.]

[Spider loses.]

[Spider rolls against Sneaky Hatchling]

[Spider rolls a 10 against DC 7 WIS challenge. He adds his -3 WIS to his result.]
[Spider wins.]

[Spider rolls against Kitty Hatchling]

[Spider rolls a 14 against DC 7 DEX challenge. He adds his +4 DEX to his result.]
[Spider wins.]

[Spider rolls against Mordin (Depressed Hatchling)]

[Spider rolls a 1 against DC 7 CHA challenge. He adds his -1 CHA to his result.]
[Spider
loses.]

[Spider loses -1 Creature Point 0/3]

[Spider Passes out.]

Raid Complete!




It is with a bated breath that you once more channel what energy you have left into the Key room. And then it begins changing. The sneaky Hatchling falls off from the now liquid-like ceiling, and its falls makes it easily found by the Kitty Hathcling, that rushes back to bite its tail. That proves to be a poorly thought out move, as something rises from the ground right in its path. Whereas before the objects were piled up on the ground, now they neatly stored in long, long ranks, hidden behind or inside objects, like the shelf your minion bumped its nose into, or hanging from the walls or ceiling.

Finding anything in this room would be a nightmare. Even to you.

What truly makes you smile is actually Mordin. It was closely watching the walls, in particular the light they emit, when all of a sudden it started to give out. Already falling to despair, it started to whimper a little, turning around and coiling on itself. And then a surge of lights emerges, starting from the door and towards the entrance. It is not a steady light, but instead it pulses, much like a heartbeat, you imagine, as wave after wave can visibly makes its way towards you.

You can see the energy coming in, in time with the waves. So that confirms it, what shows on the walls is, in fact, the energy you naturally gather just by existing. That's nice to know. It doesn't change the fact that your latest favored minion seems to be rather captivated by the show, and seems to be unbothered by anything else as it focuses wholly on the light.

Meanwhile, the invaders have entered the first room. These huge beasts, probably veterans of many struggles, hundreds of hunts, and who knows what else, enter your body with nary a concern over their possible defeat.

And that proves to be their downfall. Your two overeager fighting minions are immidiately on their throats. They focus each on a smaller one, as the bigger bretherens prepeares to pounce on the one closest. And then its prey legchecks its adversary, leaving them open for an easy strike to the back of the body, gravelly wounding them, and it has no possibility but to jump to save its little sibling.

Too late does it realize its own mistake, as your other creature slips under his arc, and easily scratches its lumbering belly. While its carapace does hold on, it is now far from pristine. What had begun as an easy meal for the spiders, suddenly became a real and active threat. The fight from there was still, and filled with exciting moments. A jump, along with dodged fireball actually aimed at another opponent, or a painful bite to a leg, leaving a limping adversary, or a simple charge into the literal maws of death.

Until finally the invaders gathered their wits, and impaled one of the jumping lizards on the biggest's thin, sharp legs. Its sibling, enraged by the sight, launches off to claim some revenge, but the smaller creatures bog it down, latching onto its side. From there, another leg quickly finds its target, and another lizard is fighting no longer.

But their defiance was not meaningless. While a monster was fell during their struggle, two others are too tired and too weak to resist the ever increasing temperatures, so unused to concentrated heath as these predators are. And so they fall limp on the ground, as soon as the battle is over. Their last energy willingly given to help the eldest amongst them. For its part, it just turns around, leaving the weaklings to die.

The last surviving spider follows its elder, as they both skitter through empty rooms. Until they finally reach your priced Key Room. Immediately the smaller of the two is taken out, as the playful Hatchling prepared a little prank for it. Just a little something to slip on, but the hit on the back of the head was apparently enough to knock it out. Its sister, disgusted from its weakness, forges on, only to screech in pain when your latest addition vaults from the wall, attacking its undefended side.

But still it marches on, closer and closer to its destination. It does not deign to answer the challenge of the two hatchling desperately attempting to find another fault in its now battered carapace, as it know they will not find it wanting.

It calmly begins searching for the right key, languidly looking over each objects. After all, its tiny brain would need a long, long time to find the lock's matching key. Eventually, it finds something similar enough, and slowly reaches the imposing door. And it's a wrong match.

Once more, your loyal minions gather their forces, this time attacking it at the same time. This time, its instincts tell it that even its incredible carapace would crack, under such a might attack. So it dodges, almost caught by surprises, and slips on the same peel that ended its sibling. Its legs leave marks on the floors, as it attempts to slow its movements, and ends directly in front of a sleeping lizard.

The small creature, awakened by all the ruckus, eyes the outside world with bleary, groggy eyes. After all, it had dozed off looking at the pretty light. What was now bothering it? Turns out, it was a ver scary, and very very angry spider-like creature. It caused the small creature's heart to freeze in terror, as all its body attempted to move but also locked down.

For some reason, this froze the creature on the spot, leg still lunging forward to pierce the hatchling's scales, and then it topples over, the heart apparently exploded.

You… aren't sure how that happened. What you know, is that your nature tells you that you can still keep it alive. Meanwhile, you look over the other creatures. Such weaklings… such a small brain… the space they're taking up is worth more than their life. Idiotic beasts, meant for naught but slaughter.

And so you do, letting your nature snuff out their feeble lights, as their bodies are quickly absorbed by the now liquid floors, just as swiftly transmuted into energy for you to use as you see fit.

Raid completed!

[+6 DP! (1 from Spider 1+1 from Spider 2 + 1 from Spider 3 +3 from Spider)] (7 Total)

[+9 SE! (Spider Rank I downed and killed x3 = (1 + 1x2) x3)]

[+6 SE! (Spider Defeated and Kidnapped)]


(7 DP, 16 SE Total)

This fight has given you some inspirations. Check the Research Tab.

[+18 SE (9 Days before next Raid(it's the dwarves, I'd advice trying to impress them))]

(7dp, 24 SE)

What to vote on:

[] What do you want to do between Raids?

[]Spawn Units?
-[] In which Room?
[] Buy Rooms?
-[] Between which Rooms?


[] Accept the dwarves in without a fight
[] Show them what you're made of! Nobody shall enter your depths without getting a beating!
And should you (somehow) be able to beat them:
[] Kill them all! Sweet, sweet Soul Energy!
[] Kidnap as many as you can! Brand the Rest.
[] Brand them all.
[] Release them all. Be boring.
[] Write-in!


Example Vote:
[X] Accept the Dwarves in without a fight
[X] Research Unit: Hunter Hatchling (-1Dp)
[X] Spawn Unit: Hunter Hatchling x5 (-10SE)
-[X] 3 In Prison
-[X] 1 In Heated Room
-[X] 1 in Hunter Lodge

[X] Research Room: Hunting Lodge (-3Dp)
[X] Buy: Hunter Lodge (-3SE)
-[X] On Heated Room's left side

[X] Name other Hatchlings
 
Last edited:
Yes, actually. Just describe what they would do.

Edit: I added a (very) vague description of what I proponed to the Research list. I'll also give out price tags, or tell requirements for any and all suggestions. Try to at least keep it in theme, please.
 
Last edited:
Ok!

I had an idea for a fireball trapped door but also...

[X] plan: kitties!
[X] Accept the Dwarves in without a fight
[X] Research Effect: Acid attack
[X] Spawn Unit: Kitty
-[X] 2 In Prison
- [x] 2 in slated stones room
[X] Buy: Slated stones room
-[X] Between entrence and the heated room
[X] Name other Hatchlings
 
Last edited:
We can also upgrade units right?

[X] Upgrade Unit
-[X] Mordin ×2

[X] plan: kitties!
[X] Research Effect: Acid attack
[X] Spawn Unit: Kitty
-[X] 2 In Prison
- [x] 2 in slated stones room
[X] Buy: Slated stones room
-[X] Between entrence and the heated room
[X] Name other Hatchlings
 
Last edited:
I just realized i hadnt made my votes into an official plan, fixed!
 
We can also upgrade units right?

[X] Upgrade Unit
-[X] Mordin ×2

[X] Accept the Dwarves in without a fight
[X] Research Effect: Acid attack
[X] Spawn Unit: Kitty
-[X] 2 In Prison
- [x] 2 in slated stones room
[X] Buy: Slated stones room
-[X] Between entrence and the heated room
[X] Name other Hatchlings
Yes, you can. Once you've done it five times, they get to prestige. Much like the room did.
 
[X] Upgrade Unit
-[X] Mordin ×2

[X] plan: kitties!
[X] Research Effect: Acid attack
[X] Spawn Unit: Kitty
-[X] 2 In Prison
- [x] 2 in slated stones room
[X] Buy: Slated stones room
-[X] Between entrence and the heated room
[X] Name other Hatchlings
 
Dwarven Diplomats
Winning Plan:
[X] plan: kitties!
[X] Research Effect: Acid attack
[X] Spawn Unit: Kitty
-[X] 2 In Prison
- [x] 2 in slated stones room
[X] Buy: Slated stones room
-[X] Between entrence and the heated room
[X] Name other Hatchlings



Well then. You observe the spider's body as it is engulfed in an half open, scaled casket, oddly resembling an egg. Well, that's fine. It'll stay safe and sound there, without bothering anyone for a long, long time.

(+1 passive SE gain)

You look around yourself. Defeating this particular raid has brought you right back to where you were before the splurge on the key room. Might as well make use of this newfound wealth. Beefing up the path leading up to your very core. That's the aim.

You have found a Room, buried in your natural knowledge and long overlooked. It is, relatively, simple. Stones, jutting out of the floor at precise angles, aimed to hurt anyone falling. This room would not have proven particularly useful against the spiders, but… well, not all your opponents will be eight legged predators used to dancing around their prey.

(-3SE)

And, much more honestly, you have a newfound need for space. You decide to add it as the first room, the one that any and all newcomers will see as a first. The one most of them will hopefully fall to. But this new room would be empty on its own. Time to make its own Hatchlings. And this time, you focus on the Kitty ones. Two new creatures are spawned, and both eggs roll to the ground beside your crystalline body.

Actually, this gave you an idea. What if there was a creature made of… crystal?

(Crystal Hatchling now researchable.)

(-4 SE)

Well, no matter. They soon enough come out of their shells, and hungry devour… each other's. Because as soon as they saw one another's, they left their own to eat their sibling's. You already know these two will be such a mindful. You dub them McCheesy and McMittens, and you watch over them as they hurry off to their destination, as they try to trip one another with their tails.

You struggle to believe this, but they just might be worst than the two rowdy ones. Actually, given you are in the mood… They will be now named Mauler, for the one that gave the spiders such a hard time, and Mauled, for the one that got impaled on Dolgi's pick.

Meanwhile, you hear a loud screech from Mordin's Key Room. There is the third pair of troublemakers. Now that you think about it, you seem to have made an awful lot of combined pairs, up to now. Maybe that's a pattern? No matter. The sneaky ones, which is currently whining, will be named Mumble, while its captor, the Kitty with its tail in its mouth, will be known, and feared, as Mute. Because while they're both silent, the most noisy one is actually the harder to notice. So you leave them to their games, and instead focus on observing the flow of Energy through the Key Room. There is something there, a realization that has to hit you yet, and you're sure just looking at it some more will eventually lead to an important discovery.

Well, looking at it more or finding more about it some other way. Like… expanding downwards. But it's not yet time. Now that you think about it, you'll probably want to make a buffer of SE, to splurge on new Rooms to pad the Core. You're fairly sure that if you go further down, new Entrances will be unlocked, and eventually you may even have to fight off more than a single raid at a time.

Such dark, dark thoughts. While they may, in fact, bring surges o Energy to your coffers, they are one and all still aimed with deadly intent. A single loss, and you might very well cease to be. It is then you percieve the faint sound of voices, echoing off the cavern walls leading up to your entrance. As they grow closer, they are joined by singing, and the rugged clanking of heavy metal on stone.

As the sound of marching boots in lockstep with the choir grow closer and closer, you prepare yourself. They do sound very much like Dolgi, and as such you believe them to be dwarves, but you can't just believe anything coming at your door will be friendly. That path leads to nothing but doom, of this you are certain.

So disquieting it is, that you awaken to another aspect of your nature, until now ignored.

(-1 DC)

A bubbling feeling comes over your Mind, and you develop a way to guide the flow of incoming Energy, letting it jut out of the walls in an incredibly harmful jet of acid, capable of melting even the iron armours of the stoutest dwarven warriors. Or so you hope, anyway, given what comes upon your entrance is anything but common soldiers.

{Unlocked Effect:

Acid Surge

  • By manipulating your Energy, you are able to manifest a surge of incredibly dangeroud acid. Anyone unfortunate enough to not dodge it is destined to suffer for a long time.
  • Effect: Triggers a party wide DEX challenge, If Failed will take -2AP.
  • Base Activation Roll: 3SE
Now Researchable:
-Horrifying Miasma (-2 to all Rolls of a specific Room.) [3 Dp]}


The first to enter your vision is, in fact, Dolgi, and you start to breath a sigh of relief. He happly sings a merry tune, and his face is much more relaxed. He is… looking extremely different from before now that you pay it some mind. His beard is now kept much cleaner, and whereas before it was almost ash, now it rivals his horns' pearly white. Also, he now has a helmet with horns! And what seems to be a full plate of armour. The pick he brandishes is still the same, if much sturdier, and with what seems to be a diamond tip, along with a banner attached to his back and the faint glow of runic light emanating from his chest, somehow gathered and amplified by a rune on his chest.

He makes for a really, really intimidating first impression.

But what really surprises you is what follows him. Or better, who. What must be at least forty dwarves, every one of which as well equipped as Dolgi, or better, march in a moving square of glistening metal, with axes, hammers and shields battered at the right times to keep the rhythm. Banners flutter, forced to move by the swift strides of their bearers.

Dolgi's is, in all honesty, rather unimpressive. It's just two picks, one against the other, on blue cloth. Yes, there are some kinds of additions attached, that catch your eyes, such as some precious ores as pendants, but it pales to some of the others. And yet, you quickly find yourself focusing on one particular dwarf. He is held by four others, upon a moving throne of unassuming stone. That is filled with Runes. So many Runes, to your sight it is literally emanating Energy, like what you'd imagine a waterfall to be.

While you admire the endless flow of pure power, you can't help but notice that it is, in fact, not beating, unlike the energy you somehow are gathering. A key difference, it would seem.

Dolgi comes to the fore, and stops right in front of your entrance. "Hey, Dungeon! We've come to talk!" He seems rather enthusiastic about it, as do many other of the banner bearers, while the King keeps his stony expression. Now that they're closer, and you have adapted enough to ignore the literal lighthouse that is his throne, you can see that he does have a rather wrinkly appearance. He must be rather ancient.

"See, I told you it would not work. Hmph!" Says one of the other dwarves, tugging on their beard and grumbling good naturedly at Dolgi. However, he is quick to answer. "Bah! Give it some time. It is still rather young." At this affirmation, a wave of grumbling seems to swipe through the small army.

They keep talking among themselves, and Dolgi is quickly growing more and more restless. "Your Majesty! I petition you to allow me to attempt what we discussed before!" He loudly proclaims, for all to be heard. What he is met is yet another sweeping of whisperers, and the barest of movements from the ancient monarch.

After a full ten minutes of silence, he finally nods, and Dolgi's face brightens. "Your majesty! This is folly! At the very least he should surrender his clan's-" The dissident is quickly bogged down by other whispers. "How dare you, of all Clans, even hint at something like this?" "Bah! The shame of you!" "Beardling! That is his Clan's possessions! They should be allowed to throw it away!" "Bah!" "But he does have a point. If he were to die..." "Pfah!"

"Look at you sorry lot!" Finally exclaims one of the throne bearers. "Questioning his majesty's choice, are we!" A beat of silence passes. "Yeah, you bumbling idiot! Of course we are!" "Watch your mouth, you glorified footstool!" "Bah!" "Lookit moma's boy! I'd recognize that kind of twirls anywhere! She did those, eh?""Leave me beard alone, ya drunkard-" "Come and show me what you're made of, young White Moon scion!" "Bah!" Soon enough, the throne is set down, and a fistfight has begun. Metal fists are flying left and right, as shields are used to bash allies and enemies both, while every so often a scream would echo as a bottle of beer is destroyed. The king, for his part, seems unbothered, but the only dwarf not taking part of the fight is palming his face.

Meanwhile your friend has entered your dominion, and is looking around. MacCheese and MacMittens are already starting to tense, certainly plotting the fowlest of tricks, such as scratching their claws on his new armour, but he is too quick on his feet. "Listen Dungeon! We've come to negotiate a pact! We want to make use of your services, and in exchange we'll give you a few things! It's not really so easy, so I ask of you that you Brand me to be able to hear your voice!"

[Level 4 Miner Clan Banner Bearer Dolgi Dolgisson has surrendered.] (+2SE)
[Character sheet is hidden.]



(6Dp, 19 SE)
What to vote on:

[] Spend Energy? How?

About Dolgi
[] Kill him
[] Kidnap him
[] Brand him
- [] Which Brand?

About the dwarves.
[] Let them all in under the king's oath that no harm shall befall yourself
[] Let Dolgi and the King's most personal guards enter
[] Barr them access, sending them away


Example Vote:

Plan: Example Hunter

[X] Research Unit: Hunter Hatchling (-1Dp)
[X] Spawn Unit: Hunter Hatchling x5 (-10SE)
-[X] 3 In Prison
-[X] 1 In Heated Room
-[X] 1 in Hunter Lodge
[X] Research Room: Hunting Lodge (-3Dp)

[X] Buy: Hunter Lodge (-3SE)
-[X] Between Heated Room and Prison


[X] Brand him

- [X] Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)

[X] Let them all in under the king's oath that no harm shall befall yourself
 
Last edited:
Plan: Example Hunter

[X] Research Unit: Hunter Hatchling (-1Dp)
[X] Spawn Unit: Hunter Hatchling x5 (-10SE)
-[X] 3 In Prison
-[X] 1 In Heated Room
-[X] 1 in Hunter Lodge
[X] Research Room: Hunting Lodge (-3Dp)

[X] Buy: Hunter Lodge (-3SE)
-[X] Between Heated Room and Prison


[X] Brand him

- [X] Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)

[X] Let them all in under the king's oath that no harm shall befall yourself
this is perfect
 
X] Research Unit: Hunter Hatchling (-1Dp)
[X] Spawn Unit: Hunter Hatchling x5 (-10SE)
-[X] 3 In Prison
-[X] 1 In Heated Room
-[X] 1 in Hunter Lodge
[X] Research Room: Hunting Lodge (-3Dp)

[X] Buy: Hunter Lodge (-3SE)
-[X] Between Heated Room and Prison


[X] Brand him

- [X] Magical Telepathy Level 1 (Allows to perceive nearby others' projected thoughts.)

[X] Let them all in under the king's oath that no harm shall befall yourself
this is perfect
 
Voting is open
Back
Top