Multiversal Dungeon

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Scheduled vote count started by snow eternal on Oct 29, 2022 at 8:07 PM, finished with 11 posts and 3 votes.

  • [X] Zombie Room and Research
    -[X] Ancient armory - only ancient weapons racks hint at this rooms old purpose
    --[X] Put in the 4th room slot.
    --[X] Have the Zombies settle in this room.
    -[X] Chicken - write in: Chickens come from farms right? See if we can derive a Room with that knowledge.
    -[X] injured zombie - write in: This is our minion now. See if you can heal it's injuries. Use 2 mana.
    -[X] chain leggings - write in: See if we can improve this in any way. Use 1 mana.
    -[X] Continue to wait for dungeon goers.


Would it help if I drafted up plans and let you guys vote for those instead of this free form stuff or do you like it as is, also starting on the chapter.

And I guess I could leave the free form stuff and have a few premade plans
 
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The big hurdle that is preventing plans from freely flowing/forming is that we don't know jack about the system, and thus don't know what we can, or can't, do. If we had a tutorial world, or at least a full disclosure mechanics info doc... there'd likely be much more effort on the planning.
 
The big hurdle that is preventing plans from freely flowing/forming is that we don't know jack about the system, and thus don't know what we can, or can't, do. If we had a tutorial world, or at least a full disclosure mechanics info doc... there'd likely be much more effort on the planning.

I can arrange the latter even if it pains me. I will mark it as spoilers though. And honestly there aren't that many rules and all of them are related to combat.

Also I'll try and turn this next chapter into a tutorial, so ignore the tonal shift

Edit - I'm going to have to be helpful, this physically pains me.

@WCSII your a great critic so I will need your help here, what exactly needs explained better, right now the sheet is going to have some quest features you haven't encountered, some hidden mechanics like combat and research stats along with monster and trap DC, and that's it, while the tutorial chapter will have something (don't know what yet) , yeah I'm blanking, more detail on how monsters and people are drawn in can go with the informational, maybe a more in universe explanation on the research system and some examples of what can be done with it?
 
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Mind, that the biggest reason I've never run my own quest is that I'm super lazy, followed closely by the fact that I have trouble articulating my intent/thoughts.

That said, when one isn't following a set formula on world mechanics; a good start to figuring out one's own is the question, "What is the setting's premise?" This can be answered in a myriad of ways; for yours, if the opening introduction, and descriptor of the quest, plus what little of the mechanics I've seen is any indicator... then it would seem the premise for this setting is either absorption, or accumulation. The aspect that it is expressed through is the "vehicle of the premise" in this case the Dungeon.

This means that from top down view we start with Dungeon structure, resources, and interaction. Possible other categories as the mechanics get fleshed out. Structure right off hand is to nebulous to define, so we move on to resources first. So far you've defined resources as mana, space, and monsters. And since we've used mana to create space, and have not, thus far, accumulated any building materials, but rather formed, wholesale, rooms, structures within rooms, items, and monsters... Either Mana is a resource bottleneck that needs very clear instructions on how to collect and/or store; or it's so stupid easy to acquire, store, use, and manipulate that it needs a decent run down of examples on the first two, and last one to give a good idea on it availability and function. From there, the obvious segue would either be to how monsters gather mana from delvers (separate from adventurers) I.E. combat mechanics. Or if rooms somehow affect mana accumulation; so far you've not shown any such so, I'll assume that the monster resource is what is tied to Mana expenditures and gathering, hence the combat mechanics. After the monsters segment, what remains is space, which so far you've only vaguely defined as floors and room templates. So, at this point we'll skip space for the time being as well. Next segment to define your character mechanics is interactions.

This is the portion that seems to flesh out both space and structure, so we'll want to make sure we define enough here to inform basic concepts that'll be used to describe those two segments within their own sections.

So far, you've proportioned room templates, traps, mob behaviors, rewards, and room biomes to this category. So this segment seems to cover, so far, Room rules, Material resources, and Base/Mob interactions. A portion of the last would be covered in combat mechanics, but all are influenced by Room Rules. So Room Rules would have to cover room templates, mob behaviors with room types, loot tables, and trap type and restrictions with/in room types. Of those, templates would be where you'd cover how to acquire new room types, and effects. (like how we got the large stone storage room) Once you've filled out most of Room Rules, since loot tables will probably need Material resources filled in, the next to inform Material resources and loot tables would Base/mob interactions. This would cover mob types, their effects on the room/floor; and how mobs are used with Dungeon items, such as if they're used in trap maintenance. This would also list how mobs work with/for loot tables. Thus segueing into material interaction with rooms, floors, and mobs. Mining nodes, resource loot drops, and crafting material drops. Once all of this is determined you can back fill the Material Resources section for lootables, gathering, and collectables (mining or "ransacking" rooms respectively) rules. Which can inform the Loot Tables section now that you'll have an idea on what can be available.

This section of your mechanics can thus be used to finally fill out Dungeon structure. Which will cover Floor interactions, Floor rules, Floor uses, and Composition. Composition would inform Floor uses, which would inform Floor interactions, which would inform Floor rules. Composition would take pretty much all that you've figured out about rooms, condense it, and lay out how it functions as a "floor". That would lead into how to floors function for the dungeon itself. That flows into how to use either/or both to design floors toward a theme in interactions. Which finally will allow a full idea on the mechanics (rules) for Floors.



Um... that's about as concise as I can get it, off the top of my head, without going back over it for a few hours trying to puzzle out how to whittle it down to something not a ranting mess.
 
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Um... that's about as concise as I can get it, off the top of my head, without going back over it for a few hours trying to puzzle out how to whittle it down to something not a ranting mess.

its good though, and what I was looking for, I have already written 1k words on this so far and I'm only on combat mechanics, so this might just be tonight's chapter.
 
quest mechanics part 2
The premise of this story has multiple parts, largely based on what the voters want. But in a general sense the goal of the dungeon will be to somehow change or influence the plots of the fictional settings it enters. It will do this by either killing important characters or providing those characters with loot or combat experience.

Right now though, and this is temporary, you are too weak to actually do this, so the current goal will be acquiring the power to make a difference, so the first arc of the story will be focused on that.

You will be taking monsters and items and introducing them to a new setting/universe through your dungeon, to do that you need to have both monsters and items.

The dungeon is fundamentally a pocket dimension that can choose to open doors between itself and other realities to grow in power and size. And eventually it should grow into a reality in its own right.

You will note that I said doors, right now you can only have one and that will remain the case for quite awhile, but eventually you can have multiple doors to multiple realities.

Mana

Mana is the resource you use to interact with the world, you gain this either passively or through combat.

There are also flavors of mana like ice, fire, stone, water, air, gravity. But for practical purpuses they don't matter and are largely theatcrical, though they do play a role in upgrades and research which will be explained in the respective section.

Passive mana growth is based on how many floors you have, and grows rapidly 10,30,60 would be the first three floors, though this may need to be balanced later. Passive mana growth should mainly indicate how many monsters your mana can sustain.

Through combat there are many ways to gain mana but they all come from the same two sources, every monster or delver that enters your dungeon has a set amount of mana I.E the zombies had 5 mana each, that is the total mana you could get from them. Your spiders also have a mana count, you spent 1 mana per spider and when they died you received that mana back.

I will walk you through the first fight and how the mana gained figured out. Zombies each worth 5 mana and spiders each worth 1, first a zombie is captured, earning you half its mana, then 3 spiders are killed, earning you their full mana, then the second zombie is captured earning you half its mana, that's 8 mana. The total you earned from the fight.

To break it down further,

Killing a monsters gives you all its mana

Capturing a monster earns you ½ its mana

Forcing a monster to retreat earns you ½ its mana

Combat mechanics

Now that we have learned how combat can gain you mana we can go into the combat mechanics.

Let's start it simple, combat mechanics are based on a room by room basis, as each room has a set DC, let's go through an example, specifically your second room.

This is an unupgraded barracks room with spiders and tripwires, spiders have a DC of 40, trip wires have a DC of 40, (when unupgraded)

The first roll will be to see if the tripwires activate, if they do the delvers get disadvantage on the next roll.

The second roll will be to see if they beat the monsters, this is mainly for my benefit and does not mean they will die or lose, just if they will take damage or kill any of the spiders, a 40 means they kill 1 past that up to an 80 means they kill up to 3 and 81+ means they kill all the spiders. This is not a firm rule but more a general one, a child who rolls an 80 might instead manage to run straight through the room without killing a thing.

In fact a better way to put it would be "how well they handle the room" rather than anything firm, a 39 and below means they fail the room.

Now the room itself gives advantages to the spiders too, a DC of 40 is if the spiders are in a standard room alone, with them hiding under the beds the DC is instead 60, but only if they aren't spotted, which would happen if the dungeon delvers are cautious and roll higher than the spiders.

So the room on a whole has two skill checks, a DC 40 for traps (to determine if the rooms traps activate) and a DC 60 for monsters or threat (you start with a base DC based on a monsters strength, it is then further modified by the tactics or plans you use with the monster I.E +20 because ambushing from a hiding place).

If a non plot relevant mob or person enters the room and fails that last check they could die or be forced to flee.

You can modify combat further by changing your monster's behavior.

You can have the spiders go for the kill, they use venom and go for vital spots. If the last DC is failed the delver dies.

You can have them go for a capture, they use their webs to try and entangle the delver, in this the monsters will roll against the delver. The spiders would have a +20 on their roll for the first attack, the delver's bonuses obviously varies based on the delver but once again using zombies as an example, they had a -10 to all rolls and a -20 to all trap rolls. If the spiders win the roll they will entangle the delver, the delver then may roll to try and break the web.

You can have the spiders go for non-lethals/training, like not using venom and avoiding vitals. This will affect most of their bonuses but will stop the "poisoned" status effect from being applied. We will go more into that with the monsters section. Here if the DC is failed the delver is either incapatcitaed or driven off, usually the latter.

So for combat a room will be given a set DC based on the monsters and plans you have set, a delver will then roll to see if they get past the room, that is combat in the basics.

Human or sapient delvers

Now you're a dungeon, you are meant to get these as your main delver, at least eventually. But there are some different rules to these than the non-sapient variety.

First and most important, you cannot modify the floor they are on easily, in gameplay terms the cost of an action is doubled if it's on the same floor and tripled if it's the same room, actions are also restricted. You cannot delete a room with a delver in it, if an action would directly affect the delver I.E turning the floor to lava, you cannot do it.

This role is governed by me rather than a hard thing. I decided if it can or cannot be done, but common sense should get you pretty far.

Second, if a sapient kills or fights a monster in your dungeon they grow stronger / get better. For weak monsters like the spiders this is not noticable, for something like the elemental it would be, but it would still not be a drastic improvement.

And third, they cause killed monsters to drop loot (note, not all monsters drop loot, explained further in loot section)

Otherwise they are the same as anything else.

Monsters

These are creatures formed from your mana to defend your dungeon.

Let's break down the spider for this one.

Base DC 40, how hard the monster is to fight.

Ability,

Venom - applies a debuff with a successful attack unless the target is immune to venom debuff is -20 and also deals damage over time.

Spider web, a group of 4 spiders is capable of maintaining and building a single web capable of severely hampering a human sized delver. This means attacks on the delver get advantage and that they get disadvantage on all rolls. This is DC 60 to get triggered in its current location, I will assign other DC's for the webs on a case by case basis. If they crit fail they get stuck.

Monster evolution.

If a monster does something impressive and gains some mana, as determined by me or if it just receives a lot of mana, it can evolve. Evolutions through impressive actions are better than a merely bought one. So if you have a monster that has done something impressive you can spend mana to evolve it, at which point I will give you options you can vote on.

Let's go into an example: the spider that single handedly wrapped up the zombie, if evolved, would gain two options, greater spider (even larger and better) or trapping spider (larger but less of an increased size increase than the greater, gains the ability to fire restraining webs).

It would take 4 mana to evolve it and would raise the spider's threat tier by 1 ranking, the spider can gain mana by giving it mana or by killing/beating delvers, it currently has 2/4 mana on its evolution path. (half of the zombies 5 mana, basically it gains an equal amount of mana as you do)

Boss monsters

This is technically a subset of evolving monsters, but it has some unique rules and features, let's get into it.

Acquiring boss monsters, if a monster performs an exceptional feat or repeatedly performs impressive feats it will be granted the option of evolving into a boss monster.

If this is selected "which why wouldn't it be?" you will gain the ability to designate any room on the floor as a "boss room" inside this room the boss will have no upkeep and be buffed, the room will also take on features related to the boss.

Or you can not designate a room and instead an extra room will be added onto the end of that floor, what exactly that room will be is up to me but it will have features from both the boss and the floors biome.

This is currently bare bones but should hopefully give you an idea,

Biomes/floors

Floors have features, biomes determine those features.

Biomes are essentially a floors theme, they determine what the floor has and can have effects on the monsters or the floor as a whole. They can also have unique resources or loot I.E a magical forest biome will spawn magial herbs on the floor.

If the biome is ancient keep the floor can only have rooms that would go in a keep, so nothing like caves, trees, ponds, rivers, deserts. If you think somthing can go in a keep you can request that and I will provide a mana cost for the room or I will veto it as not fitting the floors biome or you not having the right materials.

Each floor has a set amount of mana avalible for monsters, I.E the first floor has ten mana of monster upkeep, meaning you can only have 10 mana upkeep worth of monsters on the floor, this is to keep you from spawning your highest end monsters on the first floor, forcing to become more difficult the deeper you go.

Upgrading rooms can be found in the upgrade section.

You aquire new room templates by aquiring new biomes or upgrades, or by simply asking and explaing why the room fits the floors biome.

You unlock biomes by building new floors, this will let you pick a new biome for that floor from a list I give you based on the dungeon so far, like if you do more with the chicken you may get a farmland or ranch biome option for your second floor.

(I am currently debating on wether or not to let you upgrade all your floors or to only allow the deepest floor to be modifed, though I am leaning towards the former)

Research

This is a broad and undefined section, but essentially you describe what you want to do and I tell you what happens, but I will try to break it down and define it.

The items and monsters in your dungeon are made of mana, which means they have variable shape, research is basically adding or mixing mana to get new or improved templates.

This can be done to anything in your possesion even if its not dungeon made.

Combining items, lets go with a few examples here,

() combine (1) silk spool and (1) tattered chain leggings, material cost 2 mana, mana willing to spend 3.

Then you will get something like "loot template unlocked (silken greaves)" the next chapter

Or you could just add mana to one thing
() infuse mana (1) silk spool, use 2 mana

And get "template unlocked (mana infused silk spool)"

Or just repair something broken

() repair tattered chain leggings, 2 mana

And get "chain leggings"

Or you could combine a monster and an item

() combine (1) giant spider and (1) minor elemental stone (stone) use 10 mana

And get "monster schema unlocked 'earthen spider'"

You take the traits of each item or monster and combine them, and you get something a little like both.

Rolling and crits

This is just a section for crits really, a crit is either rolling a 100 before bonuses or getting double the DC.

Upgrades

Spending mana to improve things.

Some rooms or items can unlock options to improve them, if you decide to spend the mana to upgrade them I will take the current "image" of that room and make it better, a store room with nothing but a stone elemental in it will take on features that are both stone elemental and store room, like stone shelves.

Upgrades are widly varible and function much like researching, but can also include a rooms "story" like if a room has repeatly lost every fight and you upgrade it there might be scattred bodies of dead monsters in the room, or if it somehow got flooded the room might be perpetually damp and dripping with a new bonus to water monsters.

This can be infulenced by describing what you want an example

() upgrade barracks (8) mana

I want this room to be the ideal location for delvers to rest and heal. Is one option another would be. This would make the room a safe zone and make it provide a healing effect when someone rests in the beds.

I want this room to hide all the monsters and traps and trick adventures. This might cause closets and hidden compartments to form, and make the traps more difficult/deadly

Loot and items

Things adventures take from your dungeon, or could take from your dungeon. This could be somthing as simple as a rock you spawn on a shelf or rare magical herbs or items.

(this section will be expanded later when I have more to add/ more energy)

Quests

optional tasks given by the system to the dungeon, may come with rewards like monsters, items, or biomes.


AN -

this is mostly complete but if you think its missing something or needs more information please ask.

@WCSII that should have answered most of your things, I hope, but now I need a nap
 
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So, I have a suggestion to my fellow SBers. Let's be a collector. Like if we already have that monster, let's kill it. For the mana. If it's an Sentient Dungeon Goer(Usually, Humans), let's have the dungeon monsters on auto pilot. Unless, they get near the core. Then let's go ham.
 
Night 2, the second fight begins.
Okay first thing first, dealing with the injured zombie. Leaving it in the storeroom while it was still hostile didn't feel like the best idea. Having a hostile creature that close to your core was manageable while you were fighting it sure, but just leaving it sitting there? Not going to happen.

Your stone elemental was more than capable of dragging the zombie throughout your dungeon, and the barracks would probably serve better as an impromptu prison anyway, just tie the zombie to the bed with silk.

So you set your elemental and with a bit more thinking your new zombie to trapping your guest, with the spider on standby to tie it back down.

Then it was time to expand your dungeon, the zombie needed a place to stay, and while leaving it in the store room could have an interesting story, something like the reanimated corpse of a soldier who died fighting the elemental invading the keep, you felt like you could do something better, he was half armored which implied he didn't have time to finish equipping his gear, and the armor was tattered implying its age, so if you placed him in an armory the story could be "ancient soldier died fighting in the armory before he could fully equip himself" which fit that specific zombie better.

And you also had plenty of mana to spend.

Creating a room wasn't any different from when you were still in the void, mainly because you were still technically in the void, the hallway between your core room and your storage room stretched and widened until it could fit the armory and then the armory started to form.

Hooks to hold swords sprouted from the wall, armor stands formed and stood empty, empty racks that would have held spears grew, you could see where bows or crossbows could have sat, a few tables had clamps that showed they might have been used for weapon maintenance. And over all of it dust formed, and hidden under the dust were piles of rust where weapons had rotted away. More and more minor details filled in like the stones getting stained and weathered with age and rust stains forming on the wall.

Maybe skeletons would have been better for this room, if the metal had fully decayed how could there still be flesh on the zombie, that was a plot hole, but "magic" preventing it from decaying to far could fill that hole, the zombie and it's armor didn't decay because of the magic preserving and animating it, and there no more plot hole.

Now that you had a home for your zombie you could work on the other one, and when your attention fell back on the barracks you saw the zombie practically cocooned in webbing, with a tiny spider standing proudly on top of it.

With your test subject fully restrained it was time for science, you could feel that the amount of mana in the zombie had diminished by about half and that more was slowly but steadily draining out of it, and when you took over your zombie you had fully drained it of its half remaining mana and then filled it back up with yours, so the question was, what would happen if you drained the zombie of mana without filling it back up with your own.

So taking two of your own points of mana you drained the zombies mana to empty and watched as the trickle of mana reversed, the zombie instead absorbing your ambient mana, slowly filling up with your power, and if this was just a slower version of what had happened with the chain zombie it would be yours in 5 ish days, at least if you didn't speed it up with some more mana.

And if you had been draining mana from a zombie which had a lot of mana, what had happened to the chicken? And like that had been the cue the system pinged you with a new message "chicken (cube variant) scheme claimed" and sure enough turning your attention to its cocoon the chicken was under your full control, and it looked just a little bigger, its beak and talons being slightly sharper, and its pitch black eyes craved violence.

Well now you needed a room for the chicken, and none of your room options fit. Honestly a chicken just didn't belong in an ancient and abandoned keep, you had no idea what story could fit this in, but just killing the thing felt wrong, so you turned yourself to finding a solution, if you needed a new room template you would make one.

It needed to fit with a keep, and it needed to fit with a chicken, that left only one real option. A larder, a place to store and preserve meat, and a chicken was meat. But that only fits if you used a zombie. Just as you were going down the rabbit hole of ways to turn your chicken into a zombie one the system hit you with another message "'ancient larder' room template acquired!".

In the end you just decided to leave the chicken in the cocoon, it fit better if you just imagined it as the spiders caught and captured a chicken, and you could have it break out if the spiders were defeated. That was the best way you could think to fit it into your current story.

That was as settled as you could currently get it and so you decided to move onto the next interesting thing: your newest piece of loot, the pair of leggings your zombie was currently wearing, and you have to admit, it wasn't the most impressive thing you had seen. Well it was but the point stood, you needed to improve it and stat.

Taking just a little bit of mana you set to repairing what you could, closing some of the largest tears in the chain mail and fixing links that were about to break, it was just as you were about to spend a second point that your attention was drawn back to your entrance, two more somethings had just walked in.

A skeleton with a bow, wearing a golden helmet and chest plate, and another standard zombie once again in the same jeans and blue t-shirt, that skeleton honestly worried you a bit, and who wore golden armor? But you could tell the skeleton had the same mana count as the zombie, so its main threat would be its weapon, not any super speed or strength.

and after those monsters crossed the threshold and started down the stairs you felt your three dead spiders, now alive, crawl from their cocoons and take position in their room.


Dungeon rooms
You have 5 rooms available on your first floor excluding your core room, and can only build hallways from one room to the next, no mazes just yet.

[] Standard room - a relatively small room that once served an unknown purpose, the thick layers of dust coating the ground may conceal traps.

Cost - free (no upgrade available)

[] Decrepit store room - a room full of old decaying shelves, the shelves are empty and there is no sign of what they once held.

Cost - 2 mana (upgraded room cost 4 mana)

[] Ancient barracks - A room full of old wooden bed frames and ancient mattresses, sleeping on these is probably a poor idea.

Cost - 4 mana (upgraded room cost 8 mana)

[] Ancient armory - only ancient weapons racks hint at this rooms old purpose

Cost - 4 mana (upgraded room cost 8 mana)

[] stone store room - a large storage room with stone shelves and wooden crates, it has been changed by stone infused mana.

Cost - 5 mana (upgrade cost 15 mana)

[] ancient larder - a room that once stored preserved meats to feed those who worked in the keep, now its shelves and hooks hold only dust. The room is still kept cold through unknown means.

Cost - 3 mana (upgrade cost 6 mana)

[] write in - if a room would go in an ancient keep you can suggest it, I will then either veto or list a mana cost.



Monsters

[] Giant spider (Rank F) - an ordinary spider mutated by a dungeon's power, it has grown to a larger size and the webs it spins are significantly more durable.

can be evolved

Cost 4 mana, upkeep 1 mana, spawns 4 spiders

[] Minor stone elemental (Rank E) - a living mass of earth aligned mana inhabiting a small pile of stones.

Can be evolved

Cost 10 mana, upkeep 4 mana, spawns 1 stone elemental

[] zombie(cube variant) (Rank F+) - a zombie with cube shaped limbs and features clad in tattered jeans and a light blue shirt, the crisp lines making up its form are unsettling to look at.

Can be equipped

Cost 6 mana, upkeep 1 mana, spawns 1 zombie (cube variant)

[] chicken(cube variant) (Rank F-) - a chicken composed of right angles and cubes, mutated by a dungeon's mana to be stronger and more violent.

Cost 4 mana, upkeep 1 mana, spawns 5 chickens(cube variant)

Traps

[] Trip wire - a line of string between 2 stone walls, unlikely to trip anyone but the unaware or distracted.

Cost - 1 mana

[] (special trap) spider web - a thick web spun by a dungeon enhanced spider, will hamper and slow movement if triggered)

Cost - 2 mana (or have a spider build the web)

Loot

loot is used to both reward challengers and to entice further challengers.

[] Spools of silk - silk from dungeon spiders, carries the same magic enhanced durability for upwards of a year. Chance of dropping from slain spiders

Cost - 1 mana

[] Minor elemental stones (stone) - fragmented pieces of a lesser stone elemental, useful for certain magical rituals. Chance of dropping from slain minor stone elementals

Cost - 1 mana

[] Chain leggings (low quality) - a lightly tattered and slightly frayed pair of chain leggings, the loops of iron are cubes instead of circles. The damaged pair of leggings will offer minor protection.

Cost - 2 mana

Worlds

World hopping is on cool down for 2 more days

Dungeon

Floors - 1/1

Floor 1 - rooms 3/5

Mana - 1/20

Mana production - 4 per day (10 base, -4 elemental, -1 spiders, -1 zombie, -.2 chicken)

Monsters - 7

Traps - 3

Kills - 0


Research
Here you can write in experiments you want to do, write in your plan and how much mana you are willing to spend on the plan. Keep in mind that the larger or more complex the task the more mana it will take. Remember, intent matters.


[] Chicken - write in

[] injured zombie - write in

[] chain leggings - write in

[] spools of silk - write in

[] minor elemental stones (stone) - write in

[] tripwire - write in (include room)

[] spider web - write in

[] write in - any dungeon feature can go here including monsters, the dust, the scones, the floors/walls/ceilings, the beds, the stairs, the entrance, if it's in the dungeon and your's you can experiment with it.

AN -

I will probably need to add more things to that behemoth of a quest mechanics thing, but it should be enough for this chapter.
I'll put in a premade vote later, once people have discussed a bit.

next chapter I am actually going to show the dice rolls too.
 
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[X] Research Tripwire (1 mana)
-[x] Plain stone brick room

Hopefully we can learn to attach it to a dart trap or alarms to make them do more than just knock zombies down
 
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Maybe have a tripwire attached to a rusted suit of armor on the walls holding a rusty greatsword etc. Stepping on the wire causes the armor to collapse and drop the weapon, "coincidentally" at the intruder
 
[] armored zombies (1 mana)
- [] use a spider to cover the zombie in web as a pseudo armor, only one spider leaves the barracks to do that (1 mana for spool of silk)
- [] have zombie hold or distract the skeleton while the elemental kills the zombie
- [] once invading zombie is dead gang up on skeleton with all mobs

[] let the dungeon handle itself (1 mana)
- [] see how your standard plan holds up to an actual test, monsters stay in their own room and attack with the patterns you gave them
- [] while the dungeon runs itself continue fixing the leggings (1 mana)
- [] intervene if the mobs look like they will make it past the store room

AN-

we don't really have a lot of mana right now, so we can't do much but we can do some stuff.
 
[X] armored zombies (1 mana)
- [X] use a spider to cover the zombie in web as a pseudo armor, only one spider leaves the barracks to do that (1 mana for spool of silk)
- [X] have zombie hold or distract the skeleton while the elemental kills the zombie
- [X] once invading zombie is dead gang up on skeleton with all mobs
 
[X] armored zombies (1 mana)
- [X] use a spider to cover the zombie in web as a pseudo armor, only one spider leaves the barracks to do that (1 mana for spool of silk)
- [X] have zombie hold or distract the skeleton while the elemental kills the zombie
- [X] once invading zombie is dead gang up on skeleton with all mobs
 
Vote closed
Scheduled vote count started by snow eternal on Oct 31, 2022 at 4:01 PM, finished with 9 posts and 3 votes.
 
day 3 - the third days dawn
You had a bit more freedom with your plan now that you didn't need to capture both the creatures alive…. Or unalive? Intact, now that you didn't need to capture both the creatures intact.

The skeletons ranged weapon did pose a bit of a threat though, the spiders and chicken couldn't take an arrow and the zombie would likely die to them quickly without armor, the elemental would probably be fine but you needed that for the second zombie, the spiders didn't exactly do that great last time they tried and sending an identical but armored copy of the zombie at it seemed like a coin toss.

Similar strength but yours being armored meant you should win but it would be a close thing, and the rock snake could definitely handle a single zombie, so you just needed to solve the arrow problem, your zombie could serve as a mobile shield for your spiders but that didn't mean much if it would die to quickly, so it needed better armor.

A quick glance at your mana showed you probably didn't have enough to train and turn the chain leggings into a full set of chain armor, which would probably be your best available option but you could afford a sheet of silk, and magical silk was fairly tough.

With the time you had it would be more of a silk cloak then anything better fitted, but considering the skeleton and zombie were already walking down the stairs better work could wait till you had more time. So you sent a spider with a spool of silk to meet the zombie as it walked towards the store room, you were fighting there again, hopefully the silk trap could take another out.

(first room rolls, skeleton 13 zombie 86, DC 40, tripwire trip skelly, twice)

The monsters were just reaching your first room as the spider started to equip your zombie, and you watched as the rest of your monsters entered positions to ambush the invaders when they entered the storeroom. The thought that maybe the skeleton would be more agile given its dexterous weapon was proven rapidly false as it immediately tripped over the first of the trip wires while the zombie simply strode on, the skeleton had managed to get up only to trip over a the rooms second wire as the zombie left the room and entered the barracks.

(second room rolls, skeleton 37 zombie 33, DC 40 no monsters, both trip, skelly aint there so it is just delayed for the fight)

The zombie's grace ended with the second room though, as it immediately tripped over a wire and slammed its head onto a bed frame, still that wasn't enough to stop the zombie for long and it was soon walking towards your store room, right towards the newly fixed spiderweb trap.

(web trap, zombie 51, DC 60, trap activates zombies rolled now down -20)

The zombie walked right through the same trap as the last one, and you were beginning to see a trend with the zombies' average intelligence. It wasn't looking like a very high average.

(3rd room roll, zombie 30-20=10, it fails and also trips.)

Apparently taking its brethren's example to heart the zombie immediately tripped over the wire just inside the door, and was dropped upon by the elemental snake before it could even attempt to get back up, and within seconds the snake had wrapped around its neck and head and begun squeezing, the zombie head soon gave to the elementals strength and crumpled.

"Zombie (cube variant) killed! 5 mana gained!"

That had taken a short enough time that the skeleton was still only halfway through the barracks having already tripped on a wire in the room while your snake was killing the zombie, giving your elemental enough time to climb back on the shelf.

(3rd room roll, skeleton 30, it fails and also trips)

As the skeleton tripped for the 4th time you began to think you had over prepared, still the tripwire gave you an opportunity to attack, and your monsters took it, the elemental and zombie crashing into the skeleton before it could get up.

The armor of the skeleton prevented the fight from ending the same way as the zombie had, but that didn't mean the zombie couldn't disarm it as the elemental restrained it, then it was simply a matter of killing the skeleton without damaging the armor, which was as simple as removing its helmet so the elemental could crush it.

"Skeleton (cube variant) killed! 5 mana and new schema gained!"

"New loot acquired! Old golden helmet, old golden chest plate, old bow, and arrow!"

That fight was decidedly easier than the first, and you had gained plenty of mana and items. But the fight had lasted long enough that sunlight was shining through your entrance.

It was a simple flex of thought to send all of your monsters back to their spots to wait for a new delver to come in, and it was only an hour or so after you finished off the skeleton that your next delver entered.

This one was different though, when they crossed the threshold of your entrance you felt the mana on your floor seize up and slow down, and while you could still see through and move it, taking any actual action with your mana would be difficult, the reason for this was soon explained by the system.

'Your first sapient delver has arrived! Dungeon actions are discouraged in their presence.'

Taking a closer look at this disruption to your floor showed you that it was a child, or a teenager might be a better description, still made from the same cubes as the rest of this world and your dungeon. They were clad in a simple tunic, not the jeans and t-shirt you had expected, with a large cube shaped nose, a glance at the teens weapon showed that it wasn't really one, just a blacksmithing hammer and a stone chisel, both old and worn.

You didn't know how to check the health of something cube shaped but your limited guess put the kid in about as good shape as his tools, his tunic was worn and slightly tattered, his body was covered with bruises, and he looked about as thin as a cube could get.

It was vaguely impressive that the kid had made it to your dungeon if the monsters outside were anything like common, though if monsters were common they probably had ways to deal with them.

"Side quest found!, 'training your first hero', a child from a nearby village has discovered your dungeon, and is looking to explore your depths in order to find the materials to build a golem to defend his village from the monsters and pillagers that are raiding it, will you help this child build his golem, train him to protect his village, or to kill and defeat the pillagers to prevent all future attacks?

victory conditions, pillager outpost defeated, or golem crafted, or 3 pillager raids held off.

Completing the quest will result in a reward!"

Well that was something new, and apparently there was a village nearby, in fact this quest thing had already given you a lot useful information even if you didn't do anything and just killed the child for its mana.

[] write in - do you attempt the side quest, and if so how?

Dungeon rooms
You have 5 rooms available on your first floor excluding your core room, and can only build hallways from one room to the next, no mazes just yet.

[] Standard room - a relatively small room that once served an unknown purpose, the thick layers of dust coating the ground may conceal traps.

Cost - free (no upgrade available)

[] Decrepit store room - a room full of old decaying shelves, the shelves are empty and there is no sign of what they once held.

Cost - 2 mana (upgraded room cost 4 mana)

[] Ancient barracks - A room full of old wooden bed frames and ancient mattresses, sleeping on these is probably a poor idea.

Cost - 4 mana (upgraded room cost 8 mana)

[] Ancient armory - only ancient weapons racks hint at this rooms old purpose

Cost - 4 mana (upgraded room cost 8 mana)

[] stone store room - a large storage room with stone shelves and wooden crates, it has been changed by stone infused mana.

Cost - 5 mana (upgrade cost 15 mana)

[] ancient larder - a room that once stored preserved meats to feed those who worked in the keep, now its shelves and hooks hold only dust. The room is still kept cold through unknown means.

Cost - 3 mana (upgrade cost 6 mana)

[] write in - if a room would go in an ancient keep you can suggest it, I will then either veto or list a mana cost.



Monsters

[] Giant spider (Rank F) - an ordinary spider mutated by a dungeon's power, it has grown to a larger size and the webs it spins are significantly more durable.

can be evolved

Cost 4 mana, upkeep 1 mana, spawns 4 spiders

[] Minor stone elemental (Rank E) - a living mass of earth aligned mana inhabiting a small pile of stones.

Can be evolved

Cost 10 mana, upkeep 4 mana, spawns 1 stone elemental

[] zombie(cube variant) (Rank F+) - a zombie with cube shaped limbs and features clad in tattered jeans and a light blue shirt, the crisp lines making up its form are unsettling to look at.

Can be equipped

Cost 6 mana, upkeep 1 mana, spawns 1 zombie (cube variant)

[] chicken(cube variant) (Rank F-) - a chicken composed of right angles and cubes, mutated by a dungeon's mana to be stronger and more violent.

Cost 4 mana, upkeep 1 mana, spawns 5 chickens(cube variant)

[] skeleton(cube variant) (Rank E-) - a skeleton made from cube shaped bones wielding a bow made from wooden cubes, no one knows where it gets arrows.

Cost 6 mana, upkeep 2 mana, spawns 1 skeleton (cube variant)
Traps

[] Trip wire - a line of string between 2 stone walls, unlikely to trip anyone but the unaware or distracted.

Cost - 1 mana

[] (special trap) spider web - a thick web spun by a dungeon enhanced spider, will hamper and slow movement if triggered)

Cost - 2 mana (or have a spider build the web)

Loot

loot is used to both reward challengers and to entice further challengers.

[] Spools of silk - silk from dungeon spiders, carries the same magic enhanced durability for upwards of a year. Chance of dropping from slain spiders

Cost - 1 mana

[] Minor elemental stones (stone) - fragmented pieces of a lesser stone elemental, useful for certain magical rituals. Chance of dropping from slain minor stone elementals

Cost - 1 mana

[] Chain leggings (low quality) - a lightly tattered and slightly frayed pair of chain leggings, the loops of iron are cubes instead of circles. The damaged pair of leggings will offer minor protection.

Cost - 2 mana

[] golden helmet (average quality) - a heavy golden helm, provides light protection. Its flashy looks will draw attention.

Cost - 1 mana

[] golden chest plate (average quality) - a heavy golden chest plate, provides light protection for its weight. Its flashy looks will draw attention.

Cost - 2 mana

[] spider silk cloak - a cloak made from a spool of spider silk, covers most of the torso and provides light protection, vulnerable to fire.

Cost - 1 mana

[] bow (average quality) - a bow made from cubes of wood.

Cost - 1 mana

[] Arrow (average quality) - ordinary cube shaped arrows.

Cost - 1 mana, makes 10 arrows

[] chicken (uncooked) - a fairly large uncooked chunk of chicken, feathers may be included.

Cost - 1 mana

Worlds

World hopping is on cool down for 2 more days

Dungeon

Floors - 1/1

Floor 1 - rooms 4/5

Mana - 10/20

Mana production - 4 per day (10 base, -4 elemental, -1 spiders, -1 zombie)

Monsters - 7

Traps - 5

Kills - 0


Research
Here you can write in experiments you want to do, write in your plan and how much mana you are willing to spend on the plan. Keep in mind that the larger or more complex the task the more mana it will take. Remember, intent matters.


[] Chicken - write in

[] injured zombie - write in

[] chain leggings - write in

[] spools of silk - write in

[] minor elemental stones (stone) - write in

[] tripwire - write in (include room)

[] spider web - write in

[] write in - any dungeon feature can go here including monsters, the dust, the scones, the floors/walls/ceilings, the beds, the stairs, the entrance, if it's in the dungeon and your's you can experiment with it.

AN -
the first side quest, I will once again provide premade plans after a bit of discussion on your part, remember side quests are optional. you also have 10 mana to spend.
 
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