Fell Omens [Dungeon Quest]

[X] A Licensed Diabolist. You graduated six months ago. You assumed you were going to intern under an experienced dungeon boss, but then this position came up and it was too good to pass up.

I was going to vote for Theologian or 'I kinda just wanted a chapel,' but then I took a second glance at this one and... Something about the 'intern in a demon-summoning law firm' theme just speaks to me, y'know? You can really hear the horrific screams from beyond the pale underlying every word.
 
[X] A Theologian Ascendant. Knowing what you know, a place of worship is the best place to start on becoming a god.
 
I was going to vote for Theologian or 'I kinda just wanted a chapel,' but then I took a second glance at this one and... Something about the 'intern in a demon-summoning law firm' theme just speaks to me, y'know? You can really hear the horrific screams from beyond the pale underlying every word.
There's a book series and paid CYOA story (Choice of the Deathless) about something close to this premise. It's... not terrible. For a paid CYOA game, I guess. Probably the best one I've read for what that's worth.
 
[TUTORIAL HELP BOX] Malevolence
Okay, so here's the broad strokes of the first and most basic mechanic of this quest.

Malevolence

The basic unit of dungeon building. Malevolence is what keeps your dungeon going; it powers everything from the traps, to the lights, to the auto-torture rack (you have one of those, right?), to the device that goes 'ping'. It shapes the dungeon to its master's wishes, where they might otherwise be only barren rock.

As your reputation grows, you will attract Evil Spirits™ to your lair and your dungeon's Malevolence will slowly rise, allowing you to build more rooms and upgrade existing ones. Destroying rooms or removing upgrades that would otherwise cost power will free up Malevolence for use for other things.

Losing Malevolence is pretty difficult. There's two main ways it can occur. If you abandon a dungeon for a long period of time, it will slowly lose malevolence over time (until it eventually reaches a state similar to the dungeon at the start). Alternatively, if the dungeon boss (i.e. you) is killed or driven off by an adventurer/adventuring party, the dungeon itself will take a sizable loss of Malevolence, depending on how humiliating and/or well-deserved the loss was.

It should be noted that being evil for the sake of being evil will not get you more Malevolence. This isn't Fable.
 
So is there a difference between certain Evil Spirits, and how do we collect Malevolence from them?

Technically, yes. Effectively no. Evil Spirits™ aren't exactly very smart and they aren't powerful enough to influence things by themselves. They're attracted to dungeons (especially ones with either a powerful or charisma boss), and the dungeon kinda just leeches power off them. If the dungeon lies dormant, they'll kinda just wander off. If a hero defeats the boss, some of them will likely get distracted and wander off. If there's a hero in a dungeon and the hero clears a room, they'll get scared and will refuse to re-enter the room until the hero leaves.
 
Technically, yes. Effectively no. Evil Spirits™ aren't exactly very smart and they aren't powerful enough to influence things by themselves. They're attracted to dungeons (especially ones with either a powerful or charisma boss), and the dungeon kinda just leeches power off them. If the dungeon lies dormant, they'll kinda just wander off. If a hero defeats the boss, some of them will likely get distracted and wander off. If there's a hero in a dungeon and the hero clears a room, they'll get scared and will refuse to re-enter the room until the hero leaves.

Are there "higher tiers" of Evil Spirits? And do they have certain preferences as opposed to power and maliciousness?
 
[X] A Theologian Ascendant. Knowing what you know, a place of worship is the best place to start on becoming a god.
 
I would have taken the Diabolist... but those "I wann be a dark god"-votes are taking the lead too far ahead. So...

[X] "I kinda just wanted a chapel."
 
[X] A Theologian Ascendant. Knowing what you know, a place of worship is the best place to start on becoming a god.
 
VOTING LOCKED

[X] A Theologian Ascendant. Knowing what you know, a place of worship is the best place to start on becoming a god.
No. of Votes: 5

[X] "I kinda just wanted a chapel."
No. of Votes: 5

[x] An Unbroken Cleric. The 'Light Gods' may have converted your country, but they can't convert your freedom! (…That didn't sound right)
No. of Votes: 1

[X] A Licensed Diabolist. You graduated six months ago. You assumed you were going to intern under an experienced dungeon boss, but then this position came up and it was too good to pass up.
No. of Votes: 1

Total No. of Voters: 12

I'm going to give this another hour. If the vote's still tied, I'll use my executive vote :p.

EDIT: Alrighty, I'm going with the 'safe' option. If you guys want to become a dark god later, then you can do that, but for now, you kinda just want a chapel.
 
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A Dark and/or Stormy Night [Part 3]
You honestly don't have any real reason to choose the Chapel over any other room. There are reasons to choose it, but they aren't really much of a concern. It's just something you want. It's an aesthetic thing, okay? And being a dungeon master is 90% aesthetics. Or so you're told.

The room that warps around you comes to echo your sentiments. It isn't a particularly unique look; a dark red carpet rolls across the stone floor, leading up to an altar so garishly 'evil'-looking that would probably spontaneously combust if placed in any actual light god's temple. The light streaming through the stainglass windows suddenly tints purple and ominous figures shift in the images when they think you aren't looking. The organ (because of course there's an organ) begins to drone ominously.

Not bad.

That's the room, to be clear. The automatic rendition of Toccata & Fugue is predictably amateurish.

Now, a single room obviously doesn't make a dungeon. Thankfully, the earth around you remembers the touch of Malevolence and will likely bend to your will far more easily.

What's first on the agenda?

CHOOSE ONE

[] Tunnel to the surface. The sooner you start making a nuisance of yourself, the sooner you can start raising the dungeon's malevolence.
[] Just the basics for now. You'll dig out a couple of rooms for the essentials, then get to more pressing matters.
[] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind.
[] You'll take a rain check on tunnelling. You're going to mess around with the Chapel first.
 
[X] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind.
 
[X] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind.
 
[X] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind

Yeah!!!! We are here for the long time! Right guys!!!!!!?.........right???............
 
[X] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind.

Agreed. Powerful dungeons don't just spring up overnight. They take time and dedication to build.

Exactly. I am quite glad we will not rush to the surface while screaming our name at the top of our lungs... preparing everything to be in good shape before starting the business is probably the best course of action.
 
[X] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind.

Just set some springfall traps, a few IEDs, maybe a turret or two (more if you have the More Turrets mod) and you're all set.
 
[X] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind.
 
[X] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind.
 
[X] Infrastructure first. Your dungeon isn't going to be the sort of thing four adventurers can knock over in an afternoon, and you're going to build with that in mind.
 
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