[] murder is the best plan (6 mana)
- arm the child with weaponry and let him fight your creatures until he becomes strong enough to deal with the invaders (6 mana)
[] a dungeon should have loot right? (7 mana)
- fill the dungeon with loot for the kid to get and use.
- spawn leggings, helmet, chestplate, bow, arrow (7 mana)
- don't kill the kid but fight him
[] chainmail is iron right? (5 mana)
- try and spawn just iron for the kid to use (5 mana)
-just giving it to him would be a waste, put it in the store room so he has to fight some of your monsters and give you mana.
AN-
these are just premade plans, you are encouraged to modify them or add more detail.
other plans are also viable.
honestly these are just the pieces of plans rather than full plans.
hmm...mixing the give equipment and making iron might be the best choice.
Though one question is what exactly do the villagers as a faction look like?
Cause lore wise, their ability to craft is very limited, and well...
The fact this child is looking to make an iron golem is notable since lore wise it is unknown if any of them actually knew how to make more, as they more appear where there are concentrations of villagers. And the fact that villagers have limited ability and understanding of making stuff, unlike their fellow cousins that are the players or Steve...
I mean, the Illaigers are essentially a cargo cult trying to replicate the works of the builders with magic and wool, including stuff like 'beds' that are just wool and carpet.
The fact this child is looking to make an iron golem is notable since lore wise it is unknown if any of them actually knew how to make more, as they more appear where there are concentrations of villagers. And the fact that villagers have limited ability and understanding of making stuff, unlike their fellow cousins that are the players or Steve...
it is notable that the kid is trying to make a golem, but in this case it is not unheard of for groups of villagers to try and make a golem if one doesn't spawn or show up, but it isn't a minor effort and it isn't guaranteed to work, because unlike Steve they actually need magic to animate the thing rather than a pumpkin.
think of it this way, villagers have no special abilities, they are just cube shaped people. so while Steve can build a house or golem in an hour (as in start from nothing and get tools to do it) a village would do the same in days or weeks (and they would need to have tools to do it), and that's with multiple villagers working.
I mean, the Illaigers are essentially a cargo cult trying to replicate the works of the builders with magic and wool, including stuff like 'beds' that are just wool and carpet.
[x] chainmail is iron right? (5 mana)
- try and spawn just iron for the kid to use (5 mana)
-just giving it to him would be a waste, put it in the store room so he has to fight some of your monsters and give you mana.
[x] chainmail is iron right? (5 mana)
- try and spawn just iron for the kid to use (5 mana)
-just giving it to him would be a waste, put it in the store room so he has to fight some of your monsters and give you mana.
[X] a dungeon should have loot right? (7 mana)
- fill the dungeon with loot for the kid to get and use.
- spawn leggings, helmet, chestplate, bow, arrow (7 mana)
- don't kill the kid but fight him
[X] a dungeon should have loot right? (7 mana)
- fill the dungeon with loot for the kid to get and use.
- spawn leggings, helmet, chestplate, bow, arrow (7 mana)
- don't kill the kid but fight him
[X] a dungeon should have loot right? (7 mana)
- fill the dungeon with loot for the kid to get and use.
- spawn leggings, helmet, chestplate, bow, arrow (7 mana)
- don't kill the kid but fight him
If you guys are doing "a dungeon should have loot right" you should discuss where exactly you want the loot. I don't need that info but it could add flavor or detail, like everything in storeroom or armory? Hid some of it in spider webs?
Also do you want an interlude from the kids perspective before he found the dungeon to get more info on the situation, or do you want me to just post the info. I could do the pair info whenever but the more thematic kid pov would take a bit.
I have decided to do both, but to post the summary of events first so you are all more informed quicker, the interlude will probably come after the next chapter.
The village is moderately sized with roughly 24 villagers, the kid is the blacksmith's son and his name is smith, the blacksmith was killed because he was either making weapons or trying to make a golem.
[*]The pillagers took the villages previous golem and stole all of their iron and valuable the boy only has a hammer because his dad kept an extra with his grandfathers old things, he uses his grandfathers old hammer.
[*]The pillagers at the outpost only number 12 but the attack that hit the village had 20+ with illager support.
[*]The pillagers raid the village for food and supplies every week, sometimes killing villagers who either don't have anything to take or try to hide supplies.
[*]Kid left the village to try and mine some iron to make a new golem, he is a minecraft villager going into a minecraft cave system, that does not have a long life expectancy.
[*]the dungeon is in between the pillager outpost and the village, but it is also closer to the village and not on a direct path between them.
[*]your in a forest right next to some plains, as in your on the border of a forest.
A dungeon really only had one option to help adventures, give them an adventure. You had to hurry though, any changes to your dungeon needed to be made before the kid could walk down the stairs, and while you had the monsters and traps that a dungeon should have you decidedly lacked the loot.
First the kid needed a better weapon, the worn hammer he had was not designed with combat in mind. The thing was liable to snap the first time something hit the wooden handle and had nearly no range. A bow would probably be your best option for arming him, and if he really came from a village he should have some idea about how it worked.
It'd be no use if you put the weapon in a room with monsters in it, so you spawned them right at the bottom of the steps, the kid would practically trip over them and there was no way he could miss it, one bow and ten arrows.
The rest of the loot was rapidly scattered throughout the dungeon, the leggings in the spider's den, and the helmet and chestplate in the armory, hanging on one of the old suits.
( kid rolled a 97+10 cautious = 57)
The kid entered the first room of your dungeon with a look of fierce determination on his face, only marred with a hint of fear, shown in how tightly he gripped his tools.
He wasted not a moment before scanning the room, spotting the bow and arrows but not going for them until he was certain that the room was safe, you commended the caution. This was someone who knew monsters lurked in the dark, not a child who merely feared the night.
He grabbed the bow once he was certain the room was safe, and started walking forward to examine your trip wires, following them to where they melded seamlessly with the wall. You were a bit surprised as he walked back toward the stairs and grabbed a piece of crumbling masonry. Only to watch as he threw a stone at the tripwire from the presumed safety of the stairs, he looked almost disappointed when nothing happened.
With a shrug the kid walked over the first and second trip wires and cautiously looked into your second room.
"First room cleared! Loot found bow, arrow x10 / monsters killed N/A / traps activated 1, loot will respawn the next day!"
You weren't really expecting a system message on a room by room basis, and if it was a routine thing with sapients you were definitely going to need to find a way to disable that. If you ever had multiple parties running it would rapidly get annoying.
(kid rolled 37+10 bow +10 cautious = 57)
The kid entered this room with the same cautious attitude as the last and judging by the way he stiffened at the sight of the rooms coating of webbing this world probably had spider monsters, which was not an ideal, you still ordered your spiders to forgo venom just in case, you didn't want to automatically fail your first quest just because you killed the child.
With an arrow nocked and his head on a swivel the kid cautiously entered the room but he still nearly missed the first spider as it lunged at him, he instinctively let go of the string and let an arrow fly, right into a pillow behind the spider.
The spider lunged at the kid's face and started biting at him as the kid wildly flailed his arms at the spider, trying to pry it off, he eventually managed to get the spider off of his face before wildly stomping on it, killing the bug. His face now covered in bits and marks from the spider's legs.
You thought the kid would run after that, a giant dinner plate sized spider latching itself onto your face would be enough to freak you out, so you were surprised as the kid just crouched down and grabbed the bolt of spider silk and put it in his bag before he continued exploring the room.
The kid managed to fight each of the spiders one by one, slowly accumulating more and more wounds. But you could see he was learning, he managed to hit one of the spiders with an arrow and crushed another with his hammer, the only spider that caused him any more panic after the first was your longest lived one, who managed to climb up the kids back and had webbed up one of the kids arms so he couldn't reach the spider.
If the kid hadn't managed to fall in such a way as to crush the spider he would have lost even with the spiders attacking one at a time.
In the end he grabbed the leggings you had placed on one of the beds and turned towards the next room into the dungeon, you thought he was going to try and push into the third room but he seemingly thought better of it, turning around and leaving your dungeon.
(4 spiders killed, each worth one mana, so 4 mana gained.)
"4 spiders lost! 4 mana gained!"
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.
[] 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 chestplate (average quality) - a heavy golden chestplate, 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.
[] chicken (uncooked) - a farily 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 3/5
Mana - 7/20
Mana production - 4 per day (10 base, -4 elemental, -1 spiders, -1 zombie)
Monsters - 3
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 -
its been a bit, the kid found some chainmail in the dungeon, which is technically iron, and he might come back, more monsters might be appearing now that your mana has spread further and the pillagers that are raiding the village could find your dungeon.