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/qst/ - Quests


File: DOS-1.png (217 KB, 478x360)
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INITIALIZING DUNGEON OS SYSTEM...
.
.
.
SYSTEM INITIALIZED.

0 STANDARD TURNS HAVE PASSED.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]

This will probably be a fairly short experiment with something I've been tinkering with.
>>
>>5549163
>DIG 1 A
Just keep going forward.
>>
File: DOS-2.png (365 KB, 488x551)
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> DIG 1 A

Command processed successfully.

1 Standard Turn has passed.

Spawner functionality unlocked.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
>>
>>5549188
> SPAWNER [1]
>>
File: DOS-3.png (351 KB, 470x536)
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> SPAWNER [1]

SPAWNER created at location 1. SPAWNER THEME set to DUNGEON_BASIC.
1 Giant Rat spawned.

Command processed successfully.

2 Standard Turns have passed.

Quirk functionality unlocked.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
>>
LOCAL DATA COLLECTED. DISPLAYING.

---

The shaking nearly threw him on his ass, severe enough that his sister didn’t laugh.

“Earthquake?” She asked. “Or geomancers?”

He stood and spat at the ground. “They better not.” His sister rolled her eyes.

“Keep that attitude to yourself before you get the house knocked down. You know they want to make an example out of someone.”

He shrugged. “They’ll take a knife to the gut the same as anyone else. Besides, the empire doesn’t care about a place out here. Must have been an earthquake.”

She shook her head. “Hasn’t been an earthquake in three hundred years, since...” Her eyes went distant ransacking the heaps of old books she had read. “Since the dungeon died.”

His eyes lit up. “Do you think it could be a new one? A new dungeon...could make us heroes you know.”

“Or kill us.” She rolled her eyes again. “Or just pull everything out of us until we’re just husks. Besides, it can’t be a dungeon. They’re all dead, at least here. Have been for three hundred years.”

“Could change everything if there was one here on the farm though. Shove one of those geomancers in and we could rip the magic right out of him, and into us.”

His sister actually shuddered and wrapped her arms around herself. “Stop saying things like that. You never know who’s listening.”

“And I keep telling you, no one is. No one gives a damn about us.”

The ground shook again, more violently, and suddenly crumbled. The siblings scrambled madly as dirt, stones and old tree roots shifted suddenly, swallowing up into a new hole in the earth. Adam found himself buried to his waist in dirt, but the shaking finally settled.

“Maddy! You ok?!” His lungs caught on the dust and he hacked for a moment.

“Yeah! I’ll get you out, just let me grab a shovel!” Footsteps faded.

The dust cleared and Adam stared at the stone archway in front of him, the level floor stretching out on the other side. Just beyond a second doorway was a ball of fire, hovering in the air. An actual fucking dungeon had just opened up under his feet.

---

THREAT DETECTED, ESTIMATED ARRIVAL = 3 TURNS.
>>
>>5549284
> QUIRK 3
>>
Go on...
>>
>>5549334

QUIRK ARGUMENT TARGET_NUMBER INVALID.

Please choose an existing room number.
>>
Quirk 1
>>
File: DOS-Turn3.png (417 KB, 542x627)
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> Quirk 1

Analyzing targeted room...Conditional Match DEFENDER_BEFORE_CORE Found.

Setting theme BASIC_DUNGEON.

Log Trap Created.

Spawners Cycling...1 Monster created.

3 Standard Turns have passed.

THREAT DETECTED, ESTIMATED ARRIVAL = 2 TURNS

Empower functionality unlocked.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
>>
>>5549681
>> DIG 2 A
got to get more rooms
>>
File: DOS-Turn4.png (515 KB, 484x744)
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LOCAL DATA COLLECTED. DISPLAYING.

---

Madeline woke up early and set to work. Cows needed to be milked. The fence needed to be inspected. Her mother was only a few months out of childbirth and needed help preparing breakfast. Dishes were cleaned, animals were fed, and a thousand other chores handled one by one. Just like every day before this one.

It wasn’t until the inevitable repair of the fence that she finally got a chance to actually talk to her brother where the rest of the family couldn’t hear. She naturally led with her strongest argument.

“This is a really stupid idea.”

“Probably!” He replied with that stupid cheerful grin of his. “But do you want to work this farm forever?”

She beat the fence post with the hammer a bit harder than it deserved. “Getting ripped in a hole isn’t going to change that.”

“We’re not going to get ripped, it’s barely a day old. I know you want out of here.”

She grimaced. It was true, which made it hurt all the more. But stepping into a dungeon, a pair of unprepared children, was just asking to have pieces of their mind ripped out...on the other hand doing the same thing every day felt the same way.

“Fine. One run. I’ve got memories to spare.”

---

> DIG 2 A

Digging...Complete. New room added.

Core automatically moved to most distant location.

Spawners Cycling...1 Monster created.

4 Standard Turns have passed.

THREAT DETECTED, ESTIMATED ARRIVAL = 1 TURNS

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
>>
>>5549723
>SPAWNER 2
>>
>>5549723
>> QUIRK 2
There isn't going to be enough time to spawn enough minions, so trap it is
>>
File: DOS-Turn5a.png (514 KB, 481x735)
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Rolled 1, 1 = 2 (2d5)

> SPAWNER 2

SPAWNER created at location 2. SPAWNER THEME set to DUNGEON_BASIC.

Spawners Cycling...2 Monsters created.

5 Standard Turns have passed.

Spawners Cycling...2 Monsters created.

THREAT ARRIVED. AWAIT COMBAT RESOLUTION.

LOCAL DATA COLLECTED. DISPLAYING.

---

“I can’t believe we’re doing this.” Adam slid down the slope of collapsed dirt.

“I can’t believe you convinced me to do this.” Madeline followed, carefully stepping down the slope, shovel in hand. “It’s a dungeon, we should...I don’t even know, report it? Not go in it.”

“And what? Lose the farm? Lose the whole town? The Tarks would kill us, level the town, and probably kill the dungeon.”

“Someone needs to know...I just don’t know who. Hold up, it’s so dark in there, I’ve got something for it though.” She reached out and scraped a hand along the dirt slope, a spray of bright sparks rolling up, a tiny ball of light forming in her hand.

He grinned as she perched the light on her own head where it seemed to stick. “And you’ve been telling me to keep my head down.”

“What the Tark’s don’t know won’t get us all killed...I hope.” She scraped another ball of light into existence and set it on her brother’s head. “A shovel and a pitchfork. We’re so fucked.”

“Hey, what’s the worst that could happen, we forget how to milk a cow?”

She grimaced. “I could forget that spell. Or how to read. Too late now though, let’s go in.”

They stepped through. The edge, between dungeon and the outskirts of their farm, was immediately obvious. A pressure, like a thousand staring eyes seemed to push down on them, scanning, analyzing, watching every detail.

“It’s suffocating.” He looked around in the dark room, the light on his head barely piercing the dark.

“Dungeon gaze. Just by walking in we’ve made it a little stronger. It’s how they grow, watching, learning.”

“Right, and we can steal it back to get stronger?”

“If we make it to the core in one piece.” She jerked her head at a noise in the dark and drew a little closer to her brother. “Something’s in the room!”

---

INVADER: Madeline Brookside. Level 1 Farmer. 10/10 HP.
INVADER: Adam Brookside. Level 1 Farmer. 10/10 HP.
DEFENDER: Giant Rats 5d2.
DEFENDER: Log Trap 1d4.

DISPATCH TO EXTERNAL CHAOS SYSTEM.
> Roll 5d2
> Roll 1d4
>>
>>5549723
> QUIRK 2
>>
Rolled 4 (1d4)

>>5549737
>>
Rolled 2, 1, 1, 2, 2 = 8 (5d2)

>>5549737
Rat gang
>>
Rolled 4, 2 = 6 (2d5)

Blood, fur and chaos.

Rats, as big as a dog, charged out of the dark corners of the room. Madeline panicked, closed her eyes and started swinging wildly with her shovel. The first swing somehow hit something, reverberating up her arm, then furry bodies slammed into her and knocked her to the ground. Scratching, clawing and biting, mildew smell in her mouth as clothes ripped and bits of her flesh were torn out.

Adrenaline overcame panic and she rolled, somehow getting her hands back on the shovel and forcing the rats back. She opened her eyes just in time to see her brother take a log to the face, hurling him across the room to land next to her, his face and arms covered in cuts and gouges.

Beady red eyes rushed toward them.

---
2 Giant Rats defeated.

INVADER: Madeline Brookside. Level 1 Farmer. 6/10 HP.
INVADER: Adam Brookside. Level 1 Farmer. 2/10 HP.
DEFENDER: Giant Rats 3d2.

DISPATCH TO EXTERNAL CHAOS SYSTEM.
> Roll 3d2
>>
Rolled 1, 2, 2 = 5 (3d2)

>>5549758
>>
Rolled 1 (1d5)

Her first swing missed, and her heart jumped to her throat as the rat lunged, then it soared past her. She span as her brother screamed, rats knocking him to the ground, ripping and flaying. The life went out of his eyes mid scream as she slammed the shovel down over and over until all that was left was pulped flesh and the red stains on her face.

---

Commencing Data Extraction of Adam Brookside...Extracting Farm Tool Use.

---

“Hey! Maddy! I’m still here! I’m still here!” Adam hugged his sister’s shivering form tightly despite the gore.

“It ripped your throat out! One of this things had your guts in its mouth!”

Adam shuddered as the memories shot through his head. “Yeah, I guess they got me. But then the reset triggered, and I’m fine. Let’s keep moving, I want whatever it took back.” He leaned down to pick up... “Uh...Maddy, what is this?” He held out the object, holding it awkwardly.

“It’s a pitchfork you idiot.”

“I...fuck, I don’t know what you’re holding either.”

Madeline wiped gore and tear stains from her eyes. “It took your memory of farm tools? Don’t think you’re getting out of chores that way. Let’s go, I think it’s just one more room.

---

3 Giant Rats defeated. Invaders moving to room 2.
INVADER: Madeline Brookside. Level 1 Farmer. 6/10 HP.
INVADER: Adam Brookside. Level 1 Farmer. DISABLED.
DEFENDER: Giant Rats 2d2.

DISPATCH TO EXTERNAL CHAOS SYSTEM.
> Roll 2d2
>>
Rolled 1, 2 = 3 (2d2)

>>5549786
Come on rats!
>>
Adam shivered as he stepped into the next room, his body fading and becoming transparent.

“I don’t think I can do anything Maddy, be careful...”

His sister gripped the...thing tightly and nodded. Two rats jumped her, scratching, biting and clawing and he shuddered as his sister lost more blood, more flesh to the monsters, then she crushed one with a brutal stomp, and pinned the other to the wall with her weapon...whatever it was.

The oppressive feel of dungeon gaze faded, his body becoming solid again. They’d won...sort of.

“Come on, let’s get your memories back.” His sister practically dragged him along to the core.

“Wait...what if we bargained with it?”

Maddy grimaced. “With what? One of us needs to teach the other what a shovel is.”

“It can take other kinds of memories too, right? Of people? What about Caroline?” It felt dirty to suggest forgetting his baby sister but...she was just a baby right? Plenty of time to make new memories.

“I...I don’t know. It has to accept the bargain anyway. It’s up to you.”

“I’m going to try it.” He walked up to the core, a great flaming orb, like the sun contained in glass and laid a hand on it.

---

> BARGAIN

OFFERING: Family Connection (Caroline Brookside) +20 DATA
REQUEST: VISITOR DATA (Adam Brookside) -10 DATA

ANALYSIS: Target will gain strength, but dungeon acquires additional DATA.

>ACCEPT
>DENY
>>
>>5549799
>>ACCEPT
>>
>>5549799
>ACCEPT
>>
>>5549799
>ACCEPT
>>
“You can teach me how to use...this thing? Right?”

“It’s a pitchfork. Of course I can.”

“Well, you should get something too then. Don’t worry about me.”

Madeline scrubbed at the blood on her arm for a moment. “I...ok. Yeah, I don’t want this to be for nothing.”

She put her hand on the orb.

---

> BARGAIN ACCEPTED

> THEFT. Lesser Light Orb Observation Stolen by Madeline Brookside.

40/25 DATA Acquired. THEME AWARDED. THEME COMMAND UNLOCKED.

DISPATCH TO EXTERNAL CHAOS SYSTEM.
> Roll 3d100
>>
Rolled 42, 20, 35 = 97 (3d100)

>>5549822
Hey, give the orb back!
>>
Rolled 76 (1d100)

>>5549822
>>
THEMATIC POSSIBILITIES DETERMINED.

CHOOSE 1

> 42. The Season of Autumn
> 20. Temple of Light
> 76. Museum
>>
>>5549836
>20. Temple of Light
>>
>>5549836
> 76. Museum
>>
>>5549836
> 42. The Season of Autumn
We are under a farm
>>
>>5549836
>Temple of Light
>>
>>5549836
> 42. The Season of Autumn
>>
>>5549836
> 20. Temple of Light
>>
Locking it for
> 20. Temple of Light
>>
File: DOS-Turn5b.png (553 KB, 588x756)
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They were outside again. Madeline’s head buzzed, the skill she knew, overlapped with the power from the dungeon she had stolen...something was happening there. The rest of the day was a blur of washing bloodstains and mending the worst parts of her clothes. As the sun was setting she ducked into their shed and cast the spell again, sparks gathering up in her hand, but then kept going, building more light, more power...

The ball of light burst into a ball of flame shimmering in her hand. She screamed and dropped it where it burst on the floor, burned her toes and set a small fire. She panicked and stamped on the flame as she heard a voice.

“Madeline? Everything ok?” Her father called out. Shit, shit, she still needed to repair her clothes, agree on a cover story, and definitely not burn down the house. But she had a skill! A real combat skill!

---

> THEME Acquired. Temple of Light

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
>>
>>5549868
> THEME [2] [Temple of Light]

lets try this out.
>>
>>5549868
>QUIRK [TARGET NUMBER] 2
>>
>>5549868
> THEME 1 Caryatid, Statues, Entrance, Portico
Let's turn the rats into holy statues
>>
Rolled 2 (1d3)

>>5549879
>>5549883
>>5549885

Resolving...
>>
>>5549888
Why are you rolling? Mine is basically the same as this one
>>5549879
>>
>>5549894
No wait nevermind, it's because he went for the second room instead of the first right?
>>
File: DOS-Turn6.png (514 KB, 480x740)
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> Quirk 2

Analyzing targeted room...Conditional Match DEFENDER_BEFORE_CORE Found.

Setting theme BASIC_DUNGEON.

Log Trap Created.

Spawners Cycling...2 Monsters created.

6 Standard Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”.
>>
>>5549902
> THEME 1 Temple of light
Let's try a holy entrance again
>>
>>5549902
>THEME [1] [Temple of Light]
>>
>>5549902
>SPAWNER 3
what % does empower increases ?
>>
>>5549902
support >>5549903

next time we need to communicate more.
>>
> THEME 1 Temple of Light

Applying Theme...
Log Trap Transformed into Judgement Gaze. 1D4 and Reduces target’s attack by 1.
Giant Rat Transformed into Ivory Watchers. 1D3. Vigilant, cannot be surprised.

Spawners Cycling...2 Monsters created.

7 Standard Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”.
>>
File: DOS-Turn7.png (502 KB, 468x725)
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>>5549916
>>
>>5549916
>SPAWNER [3]
Sugoi, gonna change theme in the second room next
>>
btw you forgot to put more monsters in the picture
>>
>>5549916
> EMPOWER [1] [Ivory Watchers] [1]
>>
>>5549916
QM, quick question, does the order change what's in the room?
Say we put a spawner and the change the theme, would the monster be different then if we changed the theme and then put a spawner?
>>
>>5549927
anon, let's make another spawner in the empty room first so that it'll be making monster in the meantime we do other things.
>>
>>5549928
Because depending on the answer, I'm either supporting this anon
>>5549921
Or changing room's 3 theme and then put the spawner next turn
>>
>>5549928

Themes aren't effected by order of events. Quirks can be.
>>
>>5549933
I see
>>5549916
I'm supporting
>SPAWNER [3]


Anons, I have an idea for a plan
Next turn we
> THEME 3 [Temple of Light]
Then we
> QUIRK 3
Then we
> EMPOWER [1] [Ivory Watchers] [1]
That way we find out about the mechanics
>>
>>5549939
sure we can do that as well. sounds like a good plan
>>
>>5549939
sure
>>
File: DOS-Turn8.png (516 KB, 468x722)
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Adam felt incredible. The bargain with the dungeon had made him stronger and faster, breezing through his chores, as long as his sister was there to remind him what all the funny sticks and things were. And sure, he was a bit clumsy with them now, despite vaguely remembering using them most of his life, but what did it matter when he was burning with power! And his sister had somehow turned her little light spell into an actual ball of fire! They had to go back, get more power, actually become somebody that could leave this patch of farmland.

---

THREAT DETECTED. ESTIMATED ARRIVAL = 3 Standard Turns.

> SPAWNER 3

SPAWNER created at location 3. SPAWNER THEME set to DUNGEON_BASIC.

Spawners Cycling...3 Monsters created.

7 Standard Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”.
>>
>>5549966
3 turns?
We have enough time to do that plan
> THEME 3 [Temple of Light]
>>
>>5549966
support >>5549969
>>
So, a question about empower, is the target number the amount of units empowered, or how many levels to strengthen them?
Is there a limit of how much we can do at once? Like empower from 1 to 5? Is there a cost?
It's fine if you want us to find some of these question through experimentation
>>
>>5549969
>+1
>>
File: DOS-Turn9.png (519 KB, 466x722)
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> THEME 3 [Temple of Light]

Applying Theme...
Log Trap Transformed into Judgement Gaze. 1D4 and Reduces target’s attack by 1.
Giant Rat Transformed into Ivory Watchers. 1D3. Vigilant, cannot be surprised.

Spawners Cycling...3 Monsters created.

9 Standard Turns have passed.

THREAT DETECTED. ESTIMATED ARRIVAL = 2 Standard Turns.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”.

>>5549972
Target number refers room number
>>
>>5549980
> QUIRK [3]
>>
>>5549980
> QUIRK 3
So what's destination number?
Huh, so changing the order didn't end up changing the trap.
Still, we should have one anyway
>>
>>5549980
>Quirk 3
>>
File: DOS-Turn10.png (508 KB, 456x721)
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>Quirk 3

Analyzing room...condition CORE_ROOM met!

PUZZLE Test of Harmony created. Test difficulty increases based on number of invaders, 2 damage dealt to each invader per failure.

PUZZLE Limit reached.

Spawners Cycling...3 Monsters created.

10 Standard Turns have passed.

THREAT DETECTED. ESTIMATED ARRIVAL = 1 Standard Turns.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”.


>>5549982
Destination Letter is used when you empower a room
>>
>>5550003
> EMPOWER [1] [Ivory Watchers] [1]
>>
The test of the core room got me curious, btw what would it be if it was a themeless room instead ?
>>5550011
>+1
>>
>>5550003
> EMPOWER [1] [Ivory Watchers]
>>
>>5550012
I'm curious about that to.
Would it end up just as a Judgement Gaze?
Would it be another puzzle if we didn't put the temple theme before?
>>
>>5549980
By the looks of it traps are better than mobs.

> Quirk 3
>>
>>5550014
Oooh that's right. If we can only have one puzzle per theme, then BASIC_DUNGEON should have its own
>>
>>5550016
I mean, individually they are but the spawner auto-makes more everyturn so it works out. We got unlucky the first time 'coz we weren't waiting for invaders soon e made the 2nd spawner a bit late.
>>
>>5550016
You just made me think of a question, how many quirks can each room have?
Can a room have a puzzle and a trap? Or even two traps? maybe Two spawners and no traps, with two different types of monsters? Or maybe empower is what changes a monster to have different types
>>
File: DOS-Turn11.png (517 KB, 471x722)
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Rolled 4, 4, 5 = 13 (3d5)

> EMPOWER [1] [Ivory Watchers] [1]

Empowering Ivory Watchers...
GUARDIAN created. Test of Courage. 3D5. 15 HP.

Spawners Cycling...1 Monsters created.

11 Standard Turns have passed.

THREAT DETECTED. RESOLVING COMBAT...

---

“Alright, what is this?”

“Uh...pitchfork?” He guessed.

Madeline rolled her eyes. “I can’t believe you barely remember what a pitchfork is. Dad probably thought you were drunk.”

“Yeah, but did you see how much firewood I could carry at once?”

She sighed as they slid down the slope. “Yeah, if the dungeon wants you to carry the firewood that...that’s different.”

The dungeon had changed. The rough entrance was now a marble arch, leading to a black and white tiled floor. The room was well lit, despite a lack of any torches and another marble archway waited on the far end. Above the door a winged statue waited, and beneath it a suit of armor stood, arms folded, two swords driven into the ground on either side of it. Dimly beyond that was the cavern from before, no doubt crawling with rats.

“It’s gotten a lot bigger...”

Her brother grinned and swung his pitchfork inexpertly. “So have we. And look, an actual sword! Imagine if I got a hold of that?”

“That thing is going to take your head off. Again.”

Adam just hefted his pitchfork and charged.

---

INVADER: Adam Brookside. Farmer Level 2. 20/20 HP 1D5.
INVADER: Madeline Brookside. Hedge Mage Level 1. 15/15 HP. 2D5.
DEFENDER: Test of Courage. 3D5. 15 HP
DEFENDER: Gaze of Judgement. 1D4.

DISPATCH TO EXTERNAL CHAOS SYSTEM.
> Roll 3d5
> Roll 1d4


>>5550024
One quirk per room. One monster(or monster spawner) per room.

>>5550019
One puzzle per floor of the dungeon.

>>5550012
BASIC_DUNGEON puzzle...maybe a block puzzle? Towers of hanoi?
>>
Rolled 2, 1, 4 = 7 (3d5)

>>5550035
>>
Rolled 3, 3, 1 = 7 (3d5)

>>5550035
Empowered guardians first.
>>
Rolled 4 (1d4)

>>5550035
>>
They were amazing. The suit of armor came to life, both swords jerking into the air and moving in to attack. His body just responded, sprinting across the room, barely noticing the wave of pressure did I really give up my baby sister? . He weaved past the floating swords, the first missing entirely, the second leaving a red ribbon of his blood from a shallow cut, but nothing worth worrying about. He slammed his weapon, whatever it was called, into the suit of armor, sending the helmet flying revealing nothing underneath. It punched back, probably breaking his nose, but Adam didn’t care as he reeled backwards. His sister was hurling bolts of fire and he was fighting a suit of magic armor in a dungeon.

He was finally somebody worth a damn.

---

INVADER: Adam Brookside. Farmer Level 2. 11/20 HP 1D5-1.
INVADER: Madeline Brookside. Hedge Mage Level 1. 13/15 HP. 2D5.
DEFENDER: Test of Courage. 3D5. 3/15 HP

DISPATCH TO EXTERNAL CHAOS SYSTEM.
> Roll 3d5
>>
>>5550057
I was thinking our mobs would wipe the floor with the intruders but no...
>>
Rolled 4, 5, 3 = 12 (3d5)

>>5550057
>>
Rolled 1, 2, 3 = 6 (3d5)

>>5550057
>>
>>5550063
Good
>>
>>5550061
well, they got stronger as well but no worries 'coz we still have 2 more floors to work with unlike last time.
>>
>>5550061
Maybe the rats will nibble them to death
>>
One thing that bothers me about this kind of quest is the complexity creep. I saw other quests that were like this one and the qm kept adding stuff every update.... it's a wonder it lasted like 7 threads
>>
Also did you dropped your vermin quest like that? Not even a heads up
>>
>>5550089
Vermin Quest isn't mine, I'm shirking Lost Garden right now to toy with this, but I'll get back to it shortly.
>>
INVADER: Adam Brookside. Farmer Level 2. 2/20 HP 1D4.
INVADER: Madeline Brookside. Hedge Mage Level 1. 10/15 HP. 2D5.

---

Madeline smacked a floating sword out of the way, then ducked under another, a thin line of hair scattering from the blade. Another firebolt ignited in his head as her brother wrestled with the suit of armor, weapon forgotten. The two rained blows on each other, pieces of armor scattering, her brother’s flesh mottled with red and black bruises. She finally found an opening and slammed a firebolt into the back of the armor, bringing it to a shuddering stop.

The flying swords clattered to the ground.

“Fuck.” She collapsed to the floor with them. “We’re outclassed.”

Her brother dropped down as well. “We won, didn’t we?” He swayed, throwing out his hands.

“The first room. You’re about to drop, I’m exhausted...” She staggered up, calling up her orb of light and peered at the next room. Red eyes glinted in the dark and she took a step backwards. “We need help. Those rats would eat us alive.”

“They’ll just get stronger if we turn back.”

She shook her head. “Only so much though. Dungeons have rules, things that hold them back. And maybe it’ll make a resource room or even a treasure room. One of these needs to learn to harvest the monsters too, there’s probably good stuff in that armor.”

“Can we make it do that?” Adam staggered up and picked up one of the previously floating swords.

“I...I don’t know. I’ll look through some of my books. Let’s get out of here though, we’re beat.”

Adam hefted the sword and gave it a few swings. “Got this though.”

---

INVADERS ANALYZED. 60/50 DATA Collected. Special Action Acquired.

> Acquire New Theme
> Auto Apply Theme ‘Temple of Light’ to Floor 1
> Triple Dig
>>
File: ExtractedData11.png (26 KB, 375x445)
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>>5550132

DATA SUMMARY
>>
>>5550132
> Triple Dig
Three more rooms
>>
>>5550132
>Triple Dig
>G, A, A
>>
>>5550132
>Triple Dig
2xF & 1xG
>>
>>5550134
Actually, does the autoapply counts to both current and future rooms? Because it would be the better option in that case
>>
>>5550138
Current rooms without a theme and all future ones when they're created, but just for this floor.
>>
>>5550138
If it counts for future rooms, then it surpasses triple dig in two theme changes (since room 2 would get one)
Unless we try to mix and match different themes, or if triple dig is also an upgrade, instead of a one time deal.
>>
>>5550141
In that case
>>5550132
>>5550134
Changing to
> Auto Apply Theme ‘Temple of Light’ to Floor 1
>>
>Triple Dig

>>5550035

> Choose three locations to dig rooms into
>>
>>5550156
A, F, G
>>
>>5550164
>+1
>>
File: DOS-Turn11b.png (685 KB, 603x805)
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> Triple Dig A, F, G

PROCESSING...New Rooms Complete.

11 Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”
>>
>>5550180
> THEME [2] [Temple of Light]
>>
>>5550180
> SPAWNER A
Start getting some minions out while we focus on other things
>>
>>5550184
>+1
>>
Taking a break for a few hours, I'll try and bang out a few more turns this evening. I'll probably do one more invasion Monday or Tuesday then call it, at least until I finish Lost Garden up.
>>
>>5550209
no problem. btw what's your timezone ?
>>
>>5550209
I'm guessing empowering rooms is how we could make thing like resource rooms, treasure rooms, or even other type of special rooms, right?
>>
>>5550092
Sorry, the style was similar
>>
>>5550180
>Spawner [a]
We indeed have to fill the rooms to get the most outta em. Sad that they will only spawn rats. For now...
>>
File: DOS-Turn12.png (660 KB, 755x823)
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>Spawner [a]

Processing...Spawner created. Assigned theme BASIC_DUNGEON.

Cycling Spawners.

2 Monsters created.

12 Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”

Alright, that's it for tonight. See you all around this time tomorrow and we'll try to knock a few more turns out, but sadly my time is pretty limited through the week.
>>
>>5550476
>Empower [5]Room[5]
>>
>>5550476
>Empower [5]Room[5]
>>
>>5550476
> EMPOWER 5 ROOM
>>
>>5550476
> THEME [2] [Temple of Light]
Come on, we can't have rats in the middle. We can have a cave before proper entrance like fallout vaults, or a side cave, but no mid-dungeon rats.
Why did you guys chose dig 3 instead of a floor theme anyway?
>>
>>5550654
I don't know why anons voted for that
I'm empowering the room 5 because I want to find this out
>>5550218
>>
>>5550654
Dude, we only had 1 themeless room, so it wasn’t worth it.
>>
>>5550874
It applied to all future rooms as well.
>>
>>5550877
Well, all future rooms on this floor.
Still, it would surpass triple dig in worth after two new rooms.
>>
Yeah the theme boon was better but we suffered a momentary stroke and we didn't run the numbers. Also why tf empower room 5.
>Theme room [2]
I can support experimenting but for next turn
>>
>>5551019
At least the triple dig turned our temple themed dungeon into a cross.
So it's still themed!
>>
>>5551020
I'll change to
> THEME [2] [Temple of Light]
But I still want to know what empower room does
>>
>>5550476
>THEME [2] [Temple of Light]
>>
>>5551020
True that
>>
>>5550476
>Empower [5]Room[5]
>>
>>5550476
>THEME [2] [TOL]
>>
File: DOS-Turn13.png (662 KB, 755x814)
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> THEME 2 Temple of Light

Applying Theme...
Log Trap Transformed into Judgement Gaze. 1D4 and Reduces target’s attack by 1.
Giant Rat Transformed into Ivory Watchers. 1D3. Vigilant, cannot be surprised.

Spawners Cycling...1 Monster created.

13 Standard Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”.


>>5550550
A small note, Empower asks for a target NUMBER (Room in your dungeon) and a destination LETTER (which refers to undug areas)
>>
>>5551358
>empower [5] [Room] [F]
>>
>>5551369

PROCESSING...
>>
File: DOS-Turn14.png (714 KB, 923x814)
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“A dungeon!?”

“Say it louder, I bet the Tarks didn’t hear it in the capital!” Adam hissed.

The other boy blinked a few times, then repeated himself in a whisper. “A dungeon?”

“Yeah, swing by later and I’ll show you. But keep your mouth shut!”

---

>empower [5] [Room] [F]

Empowering Room 5...Expansion into Area F Complete.

Spawners Cycling...1 Monster created.

14 Standard Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”
>>
>>5551389
>empower [3] [Unit] [G]
>>
>>5551393
>empower [3] [Unit] [G]

ERROR. GUARDIAN_MAX Reached.

15 Standard Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”
>>
>>5551412
What, that used a turn? I thought the last time we input an invalid command we got to redo it.
>Quirk 5
>>
>>5551418
It didn't, I just copy pasted from the wrong spot.
>>
>>5551412
>Spawner 5
>>
Rolled 2 (1d2)

RESOLVING...
>>5551422
>>5551418
>>
File: DOS-Turn15.png (729 KB, 924x820)
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“You know, I thought you were lying...or stupid or something.”

Madeline smirked, leaning on her shovel. “He is pretty stupid.”

“Shut up Maddy. You want in Michael?”

The larger boy flinched a little and stared at the marble archway. “Is that statue a guardian?”

“Yeah. Swords come up and fly around. Almost took us out, but...”

“Oh fuck...you want me to go in with you.”

Adam picked up a bundle of cloth wrapped in the corner, revealing a pair of swords. They had faded a bit, picking up rust and a few chips, when they left the dungeon, but they were still functional weapons.

“You want one? I bet there’s more deeper in, and Maddy is trying to figure out Harvesting. I know you want an edge when you enlist. You saw how much stronger I’ve gotten when we unloaded the cart.”

Madeline scraped her fingers along the wall, sparks swirling together into a ball of fire. “Both of us.”

---

QUIRK at room 5...CONDITION DEAD_END met!

Small Resource Created! Dungeon Cap - A useful resource for crafting low tier potions

Spawners Cycling...1 Monster created.

Resources Cycling...1 Resource created.

THREAT DETECTED. ESTIMATED ARRIVAL 3 TURNS.

15 Standard Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]

AVAILABLE THEMES: “Temple of Light”
>>
>>5551441
>Quirk 5
>>
>>5551441
>Quirk 4
I look away for one second and the dungeon is getting gimped again
>>
>>5551441
I wonder if there will be a way to change placement. I feel there is to many fights in a row. Need some thing later to sweeten the pot for baiting people. Thinking after two fights and the more loot after 3 fights.

> DIG 4 to A
>>
>>5551445
That was a joke by the way.
If empowering expands a room, then that's probably how to get more units in one room
>>
>>5551448
we just got a thing to sweeten the pot, the dungeon cap
>>
I wonder how to make a treasure room.
A quirk in a dead end room?
>>
>>5551450
Sorry, thinking we need something more. As in gold as well to sweeten the deal for the people untrained in potions. Maybe we make room 3 a pick 1 loot door. So people will risk round 2 more often.

>>5551451
That or room themes, I think.
>>
>>5551455
I think theme would change the resources, not the type of room.
We could pop a quirk on 6 to find out
>>
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>>5551448
Something like this?
>>
Rolled 2 (1d3)

>>5551443
>>5551445
>>5551448

RESOLVING...
>>
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> Quirk 4

QUIRK at room 4...CONDITION CORE_ROOM_PUZZLE at limit.
CONDITION CORE_ROOM_KEY met!

Spawners Cycling...1 Monster created.

Resources Cycling...1 Resource created.

THREAT DETECTED. ESTIMATED ARRIVAL 2 TURNS.

16 Standard Turns have passed.

PLEASE ENTER A KEY LOCATION:

> ROOM IDENTIFICATION NUMBER
>>
>>5551469
6
>>
>>5551469
Can our mosnters make use of the resource or it's something for the adventurers only ?
>Spawner 6
>>
>>5551475
We are choosing where to put the key to the core room right now
>>
>>5551448
I wasn't planning on it, to encourage more organic growth, but I might add SWITCH, which would do about what you'd expect.
>>
>>5551469
6 then
>>
File: DOS-Turn16b.png (734 KB, 931x809)
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KEY ASSIGNED TO ROOM 6.

16 Standard Turns have passed.

THREAT DETECTED. ESTIMATED ARRIVAL 2 TURNS.

SWITCH command unlocked! THEME must match to SWITCH!

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
> SWITCH [TARGET NUMBER] [TARGET NUMBER] [ QUIRK | UNIT ]

AVAILABLE THEMES: “Temple of Light”

That's it for tonight! I'll try for another few turns tomorrow.
>>
>>5551497
>quirk 6
>>
>>5551503
I'll support this.
But if the key counts as a quirk, then
> THEME 5 Temple
>>
>>5551459
yeah that would work.

>>5551488
Understandable, but cool of you to do.

>>5551503
Backing as well.
>>
>>5551503
>+1
>>
>>5551497
support >>5551503

at least some more security for the key to our heart.
>>
>>5551497
>QUIRK 6
>>
>>5551503
+1
>>
File: DOS-Turn17.png (894 KB, 1044x792)
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> Quirk 6

Analyzing targeted room...Conditional Match KEY_ROOM Found.

Creating OBSTACLE. Basic Pit. Invaders must pass a martial test or take 3 damage when passing this OBSTACLE.

17 Standard Turns have passed.

THREAT DETECTED. ESTIMATED ARRIVAL 1 TURNS.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
> SWITCH [TARGET NUMBER] [TARGET NUMBER] [ QUIRK | UNIT ]

AVAILABLE THEMES: “Temple of Light”

No time for more tonight
>>
>>5552727
>Empower [6] [Quirk] [6]

better defenses.
>>
>>5552727
>Empower [6] [Quirk] [6]
>>
>>5552727
I think we ought to put something in the shroom room so they're not just a gimme.

>QUIRK [5]
>>
>>5552755
>+1
>>
>>5552730
>>5552736
Empower's third option requires a destination letter

>>5552755
+1
>>
>>5552727
>> THEME 4 ToL
>>
>>5552917
The destination is for when you empower a room, since the room expands. >>5550003
I think Quirks and Units don't need it
>>
>>5552934
QM says otherwise >>5551358
>>
>>5552940
Anon, I just linked a post where QM said that the destination number is for empowering rooms.
Also when we empowered the guardian, the destination letter was the same as the room, and it went through
>>5550035
Meaning it doesn't matter for units, but when another anon voted to empower a room using the same destination, he did that clarification
>>
>>5552952
Although QM might just have skipped that part when making the guardian, or choosing the same room as the destination for units is possible, as well as choosing another room.
Either way, we haven't empowered a quirk as well, so we don't know how it for for those
>>
>>5552727
> EMPOWER [6] [ROOM] [G]
>>
>>5552730
I wholeheartedly agree.
>>5552727
>EMPOWER [6] [QUIRK]
It seems we don't have to specify the number of the quirk >>5552730 >>5552736 just the room where the quirk is.
>>
>>5552727

> EMPOWER 4 UNIT
I want a rat that makes all the rules.
>>
>>5553261
You can only have one guardian at the moment. You could always try to make your current guardian not a guardian though...
>>
>>5552727
>EMPOWER [6] [QUIRK]
>>5553276
we should further empower the guardian after this
>>
>>5553276
Alright.

Will we be able to empower a spawner later? It could be cool to have a swarm room with a puzzle to challenge people.
>>
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Rolled 10 (1d15)

> EMPOWER [6] [ROOM] [G]

Empowering Basic Pit...transformed to Large Basic Pit. Requires two might tests to pass. Failure results in 3 damage.

Cycling Spawners...All spawners at Maximum for room size

Cycling Resources...1 Resource Created

18 Standard Turns have passed.

THREAT DETECTED. RESOLVING...

---

“Ok, are we ready?” Madeline patted the bulky gambeson, a slight smell of mildew coming off of it. It smelled, but every little bit helped, and Michael had lucked into being able to take the old cloth armor before it turned into rags and bandages.

“So that thing is going to attack as soon as we walk in?” Michael peered at the suit of armor.

Adam nodded. “Yeah, the swords start flying too. They’re pretty sharp, so uh...stay sharp too. There were rats too, but we haven’t seen them since the first time.”

“Shit...I can’t believe we’re going into a dungeon.” Michael checked the padded satchel, four tiny vials set into it. “God I hope we get something to offset the cost of these.”

Adam hopped in place. “We will. That thing is the toughest thing the dungeon has-”

“Unless it has a boss.” Madeline cut in dryly.
“Which will only be the core room...right? Right?”

Madeline sighed. “Yeah, bosses are always in either core rooms, or guarding the stairs to the next floor. We see a boss though, we turn back. I don’t think we’re ready.”

“Yet!” Adam grinned and pointed his sword. “Let’s go!”

---

INVADER: Adam Brookside. Level 2 Scrapper. 25/25 HP. 1d15. Might Advantage.
INVADER: Madeline Brookside. Level 2 Hedge Mage. 20/20 HP. 2d10. Presence Advantage.
INVADER: Michael Guardkin. Level 2 Cadet. 20/20 HP. 5d2. Might Advantage.

DEFENDER: Test of Courage. 3D5. 15 HP.
DEFENDER: Gaze of Judgement. 1D4. Target loses 1 Attack Power.

---

DISPATCH TO EXTERNAL CHAOS SYSTEM

> Roll 3d5
> Roll 1d4
>>
Rolled 3, 1 = 4 (2d10)

ANALYZING PROBABILITIES...
>>
Rolled 2, 1, 2, 2, 2 = 9 (5d2)

ANALYZING PROBABILITIES...

STILL AWAITING EXTERNAL CHAOS SYSTEM...

> Roll 3d5
> Roll 1d4
>>
>>5553794
>>
Rolled 2, 3, 2, 2 = 9 (4d3)

CONSIDERING TARGETS...

The largest clump of numbers attacks Adam. The next largest attacks Michael, with the last targeting Madeline. It's good to be a back liner.

STILL AWAITING EXTERNAL CHAOS SYSTEM...

> Roll 3d5
> Roll 1d4
>>
Rolled 4, 5, 4 = 13 (3d5)

>>5553803
>external chaos system is low power, consider using internal chaos system
>>
Rolled 2 (1d4)

>>5553803
>>
Rolled 5, 1, 2 = 8 (3d5)

>>5553803
Rollin’ for one.
>>
Adam bulled straight into the fight, slamming his blade across the suit of animate armor, ripping the helmet cleanly off, taking a punch to the gut and a slice across the back for his trouble, held back a little by the cheap armor, but still staining with a red line. Michael moved in more cautiously, weaving and dodging, but still taking a cut to the arm when he broke for the armor, driving his blade between plates of armor. Madeline knelt low, scooping two handfuls of fire into her hands, and hurled them, one glancing off a leg, the other slamming into a mail boot, knocking it aside. Michael gave a twist and literally tore the armor in half, pieces separating to clatter on the floor.

They stood and panted for a moment. “Easier that time.” She gasped.

Adam grinned. “Yeah, not as bad.” He reached awkward to pat his back. “Still got me good a couple times, but I think I’m good.”

Michael looked at his arm and twitched. “Should we do potions? We only have the four.”

Madeline nodded. “No taking chances, I’m going to try and Harvest something.” She knelt and picked up the fragments of armor, trying to collect her mana, calm her breath, feel out the item that might lurk inside the pieces. After a moment something twitched and caught and she pulled it out, the armor dissolving into smoke. She stared at the three hard gray chips in her hand.

“Hey Michael, what is this?” She glanced over as the boys drained a potion each, tucking the empty vials into their bag.

He squinted then grinned. “Lesser mana gem. Might be able to pay for the potions if we get a few more at least.”

“Thank god, I thought it was just a rock and the dungeon was an asshole.”

The three turned toward the next room and Adam sighed. “I really hate that statue in the back, I think it’s messing with my head. Ready?”

---

INVADER: Adam Brookside. Level 2 Scrapper. 20/25 HP. 1d14. Might Advantage.
INVADER: Madeline Brookside. Level 2 Hedge Mage. 20/20 HP. 2d10. Presence Advantage.
INVADER: Michael Guardkin. Level 2 Cadet. 20/20 HP. 5d2. Might Advantage.

DEFENDER: Ivory Watchers. 5d3, Cannot be Surprised
DEFENDER: Gaze of Judgement. 1D4. Target loses 1 Attack Power.

---

DISPATCH TO EXTERNAL CHAOS SYSTEM

> Roll 5d3
> Roll 1d4
>>
Rolled 2, 1, 1, 1, 1 = 6 (5d3)

>>5553864
>>
Rolled 2, 1, 2, 1, 3, 3 = 12 (6d3)

>>5553864

CONSIDERING TARGETS...

STILL AWAITING EXTERNAL CHAOS SYSTEM...

> Roll 1d4
>>
Rolled 1 (1d4)

>>5553880
>>
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Rolled 2, 1, 2, 3, 2 = 10 (5d3)

Madeline looked at the ranks of statues, each one an eye pleasing white stone of a robed woman. She glanced up and met the gaze of the statue her brother had mentioned and shuddered. Mom was going to kill her for doing this, putting both them in danger, dungeons could rip the soul right out of those reckless enough, what was she thinking putting the family in danger like this-

“Get out my head!” She screamed, both of the boys jumping in surprised. A sharp pain shot through her head.

“Maddy?”

The statues lunged. She dodged one, then collided with another. It slammed into her shoulder, sending her spinning, another tripped her and sent her tumbling to the floor. She raked her hands on the floor and flicked them upward, hurling a pair of firebolts, stone shattering easily. Her brother sporting a fresh black eye cleaved another in half, while Adam more carefully cut the last two down.

Adam pulled her up. “You ok?”

“Yeah...it just got me thinking about mom...somehow. Let me Harvest and we’ll keep moving.” She scooped up a handful of stone fragments, focused for a moment, and an object fell into her hands, a tiny white statuette. “Cute. Probably worth something at least.”

---

INVADERS AT ROOM 3.

INVADER: Adam Brookside. Level 2 Scrapper. 17/25 HP. 1d14. Might Advantage.
INVADER: Madeline Brookside. Level 2 Hedge Mage. 17/20 HP. 2d9. Presence Advantage.
INVADER: Michael Guardkin. Level 2 Cadet. 18/20 HP. 5d2 (Max 2). Might Advantage.

DEFENDER: Ivory Watchers. 5d3, Cannot be Surprised

---

DISPATCH TO EXTERNAL CHAOS SYSTEM

> Roll 5d3
>>
Rolled 1, 2, 3, 1, 1 = 8 (5d3)

Piling up those data rewards...

CONSIDERING TARGETS...
>>
Rolled 2, 2, 3, 1, 3 = 11 (5d3)

>>5553904
>>
Adam didn’t waste any time gawking in the next room. He hurled himself at the pale statues, who jerked to life in response. Fire flashed to his left, steel to his right. A few stone fists crashed into him, bloodied his nose, bruised his shoulder, cracked his shin, but he could take it. Every room they advanced was another step forward, a little stronger, a little better. He swung recklessly, cleaving a head from its shoulders, and the room was clear, a few bits of stone still clattering to a standstill.

He turned. “Everyone good?”

Madeline spit blood on the floor and grimaced. “Took a punch, but I’m good. You’re starting to look pretty rough though. Drink another potion.”

“I’m fine. Anything good from the harvest?”

Madeline glared but started on the harvest, producing another tiny statue. Michael joined him at the altar at the far end of the room. Three tiny golden hand bells sat on the table.

“Act in harmony and the path forward will be revealed. Discord will result in correct.” Michael read aloud. “Do they mean the bells? And what’s correction?”

Madeline glanced over. “Probably pain of some sort.” She pulled a light orb together and peered into a side room. “Big room over here, I don’t see anything in it from here. Hold on, I’m going to try pinging it.”

“What’s a ping?”

Madeline ignored him and set the floor, closing her eyes. She raised a fist and dropped it to the floor with an audible ‘ping’ of noise.

“It’s a mapping spell, only good for one room...mushrooms?”

“Mushrooms?”

Madeline hopped up with a grin. “Yeah, dungeon caps! The dungeon finally did something nice for us! It’s got a giant room growing dungeon caps!”

Madeline shot into the room and he hurried after her.

“Hey! Don’t just rush off!”

---

One collection of mushrooms later they assembled in front of the bell altar and nervously picked up a bell each.

“Ok...on three.”

> Roll 3d3, until all three numbers match. Invaders take 2 damage for each failure, and will make attempts until one of them is on the verge of defeat.
>>
Rolled 2, 3, 1 = 6 (3d3)

>>5553926
>>
Rolled 1, 1, 3 = 5 (3d3)

>>5553926
I will just continue rolling every couple minutes if that is acceptable to the System
>>
>>5553932

Yeah, go for it
>>
Rolled 1, 2, 2 = 5 (3d3)

>>5553926
Dam this trap hurts more that I thought it would. I wonder what it odds of matching is.
>>
Rolled 2, 1, 1 = 4 (3d3)

>>5553926
>>
Rolled 3, 3, 5 = 11 (3d6)

>>5553926
>>
Rolled 3, 3, 3 = 9 (3d3)

>>5553926
>>
Rolled 2, 1, 2 = 5 (3d3)

>>5553941
>>5553926

Oops here 3d3 instead
>>
>>5553942
Cool so it was 33.33...

Still 2 x 7 damage is good for making them think twice. Hope it was still worth it for them as it was for us.
>>
>>5553931 Fail
>>5553932 Fail
>>5553938 Fail
>>5553939 Fail
>>5553942 Pass

8 AOE Damage unless I'm missing something

That's it for tonight, see you tomorrow.
>>
>>5553956
Cool. Thanks for running.
>>
>>5553956
So they all are somewhere around the 10 HP mark. So they are quite bloodied already... sadly all that is left for them to overcome is the pit.... i have little hope that it will safe us on its own

What should be next on the bill for expansion. Maybe a larger enttance room with more place for Spawners....

Definetly a Boss monster i would guess
>>
>>5554212
The spawners have shown themselves to be unable to keep up with the invaders’ scaling. I say we go for more types of traps like the pit and puzzle
>>
>>5554235
Well they still provide some sort of an obstacle and our rolls this time were complete and utter shit.

But you are right. Just put down a Spawner for some defenses and try some more Traps to work with in conjunction.

That staue that weakens invaders should be pretty good.

And a Bossmonster should be in the cards. Hopefully.
>>
>>5554235
Have we tried empoering a room witha spawner yet?
Maybe that's the key to get stronger units without turning them into guardians/bosses
>>
>>5554257
Yes we have tried. The QM system said "room monster cap reached" or something and we wasted a turn. Empowering seems to increase number of monsters and that's it...

Shit. Our rolls were Shit and theirs weren't. That's one problem... I agree that we need more traps and that they are better than monsters. Did any trap caused damage I wonder? Our rolls were too bad damn it!!!
>>
>>5554261
Can you point the update that happened? The only cap I can find is after we empowered the units themselves not the room the units were in.
Also QM said that didn't wast a turn and he made a mistake
>>
>>5551412
>>5551420
>>5551441
Linking to the posts I'm talking about
>>
>>5553789
I'm thinking increasing room size would get us more monsters because of this
>All spawners at Maximum for room size
So I want to find out if it only increases amount or it makes them stronger.
Maybe increasing the room size of the guardian would do that?
>>
>>5554272
Lemme browse through
>>
>>5554294
>>5554272
>>5551412
>>
>>5554300
That's exactly what I linked here >>5554273, it was to empower a unit, not the room it was in.
And we didn't lose a turn, Sys made a copy paste mistake.
>>
Madeline clutched her head as the massively applied off key bell strike reverberated, shaking her entire body with an unpleasant vibration. Her brother swayed and Michael clutched the edge of the altar, knuckles and face white.

“I. Said. On. Three.” She spat between teeth.

Adam rubbed the side of his face. “I thought you’d say go afterwards.”

“We’re not saying go. On three.”

---

The room shook. Her stomach shook. Her head shook. Her vision shook. She found herself vomiting noisily into the corner of the room. Bells echoed.

“I used to like bells too.” She glared at the nearest wall. “I’m sticking you with all my choir songs if I get a chance. See if you like it.” She turned and glared at the two boys.

“Not after two! Immediately after I say three. Everyone still good?”

The boys nodded.

“Ok. One...two...three!”

---

Madeline stared at the ceiling, listening to the pleasant echoing reverb of the crisp unified bell tone. Underneath it, somehow harmonizing with it, was the whisper of smooth stone sliding away.

“Fuck you dungeon!”

Maddie winced at the discord of her brother’s voice and sat up, immediately seeing the issue. Beyond the altar a section of wall had slid away. Beyond that wall was an ornate padlock, held against the door by four sturdy gleaming steel chains. She groaned and laid back down, hair fanned out behind her.

“Ok, I think we’re done for now.” All she had were bruises, guilt, and a headache, but she knew on some level that she was badly beaten, and so were her companions.

“We’ve still got two potions.”

She shook her head. “We should save them. I’m beat, I can see you swaying from here, and Michel doesn’t look much better. As long as the dungeon isn’t too much of an asshole we can come back in a couple days and try again.” She closed her eyes and tried to remember everything she had read about dungeons over the past few days. “They grow stronger from seeing new things and people, so maybe it’ll have something new in a couple days, since we brought Michael and I showed it a new spell.”

Adam sighed. “I feel like we’re close.”

“Yeah, me too, but I don’t want to waste time relearning a spell either. Let’s go home.”

---

ANALYZING COLLECTED DATA...

110/75 DATA ACQUIRED! New THEME awarded!
110/100 DATA ACQUIRED! DELVE action awarded! Special action awarded!

DISPATCH TO EXTERNAL CHAOS SYSTEM...

> Roll 1d100
> Roll 1d100
> Roll 1d100
>>
Rolled 100 (1d100)

>>5554357
>>
>>5554358

OVERLOAD...ADDITION CHAOS REQUIRED.

> Roll 2d100

STILL AWAITING PREVIOUS CHAOS

> Roll 1d100
> Roll 1d100
>>
Rolled 4, 18 = 22 (2d100)

>>5554360
Rolling for overload
>>
>>5554361

PROCESSING...

> 4. Taiga (Boreal Forest)
> 18. Wind
...
...
THEME "Howling Blizzard" available as a choice.
>>
Rolled 98 (1d100)

>>5554360
>>
Rolled 82 (1d100)

>>5554360
>>
Rolled 1 (1d100)

>>5554357
third roll?
>>
File: Data18b.png (40 KB, 370x722)
40 KB
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>>5554371

CHOOSE NEW THEME

> 100. Fusion. Howling Blizzard
> 98. Vine choked
> 82. Catacombs
>>
>>5554376
Jungle, if you were curious
>>
>>5554384
> 100. Fusion. Howling Blizzard

>>5554386
neat sadly i was too late. but the howling Blizzard sounds interesting.
>>
>>5554384
> 100. Fusion. Howling Blizzard
>>
>>5554384
> 100. Fusion. Howling Blizzard
>>
>>5554384
fuck, cataboms is always cool as h*ck!!
> 82
>>
>>5554384
> 82. Catacombs
Catacombs beneath a temple is thematic
>>
>>5554384
>100. Fusion. Howling Blizzard
>>
>>5554384
>100. Fusion. Howling Blizzard
>>
>>5554384
Catacombs is a good go to for temple. I hope we get it later.

As Howling Blizzard will be nice for fleshing out the floor. The light temple as a beacon in the cold and the party having to fine where we place the key in a large room. If not the key maybe they now have to make the trip thought a frozen waste to the temple. Get some snow monsters and we are good to go.
>>
>>5554518
how about the core is always on the top floor and they have to stumble through the blizzard and find the key in the snow?
>>
>>5554532
I think the delve action is going to let us dig another floor.
So it may be better to go down to get more monsters, and only expand this floor to get a treasure room or boss room.
>>
>>5554532
Make the key white just to mess with them as a hardcore mode. If someone gets metal detection it will be strong for the party. Assuming the key is metal.

>>5554534
Going with that and assuming we do big winter room themed set up. We may want to make spots on the next floor to let people warm up. Using it as a way to guild their actions into our traps or the like. If it stays small like this first floor just a room every so often will do. To hard and costly in supplies will not be good for long term. Got to let new blood have a chance.

I can't wait till the core gets to see more from the people to grow. We got to think of ways to keep texting people. Now I'm thinking Ninja Warrior the dungeon.
>>
>>5554565
Maybe we could apply the winter theme to 1, with the guardian and all
You have to face the yeti through an avalanche to reach the abandoned temple.
I still prefer the catacomb though

>We got to think of ways to keep texting people.
Maybe we can put some signs around? Something like enjoy your visit, bring friends!
>>
>>5554577
Shit I meant to say testing, but yeah signs will help with communicating. The bring friends alone could lead to more people with new abilities to saw us. Granted it feels like there is lore in the background to worry about, maybe. Not sure what kills the dungeon.

It would be great to build up ways to gather knew intel from the outside. Like some kind of mid game building inns or schools to study people passively.
>>
>>5554384
> 100. Fusion. Howling Blizzard
Petition to 'adopt' the human farmers and not hurt them too much.
Other invader are fair game, but I like them.
>>
>>5554638
Fuck them. Mortals stay OUT! OUUUUUUTTTT!
>>
>>5554638
MORTALFAGS GET OUT OF MY DUNGEON.
>>
THEME "Howling Blizzard" acquired.

SPECIAL ACTION UNLOCKED.

Action will be awarded after DELVE.

> Auto Theme Floor 2
> Chaos Dig(5) Floor 2
> Instant Boss (with theme) Floor 2
>>
>>5554781
>> Auto Theme Floor 2
Damn that Chaos Dig is getting better... but auto theme is too damn good to pass it up again. Even if the boss is so attractive as well
>>
>>5554781
> Auto Theme Floor 2
More value on the long run
>>
>>5554781
> Auto Theme Floor 2
Better for turns.

If we go with the winter world plan. Instant Boss (with theme) Floor 2 could be better. Just keep empowering the room till it covers a good size. With digging random rooms to let people hold up in. If we are lucky it will look like log homes for theming.
>>
>>5554781
> Auto Theme Floor 2
>>
>>5554800
I understand and agree. Instead of digging new rooms we just ENLARGE that one. I hope there aren't limits to room size and if they are, hopefully deeper floors allows larger rooms
>>
>>5554805
Yeah. If things go to plan it would make a boss yeti that roams in the enlarged room. Then the people can run to random placed homes(dig rooms) for loot and safety.
>>
>>5554814
Sounds fun, yeah. A challenge that's different from the usual crawl
>>
>>5554814
Maybe there could be some type of puzzle hints and keys in the winter village too, that way adventures would have to go through most of the to be able to progress.
Throw in one or two cabins with combat encounters, and it becomes something of a risk vs reward.
just got to remember to add enough treasure and resources to make it worth it
>>
>>5554828
>just got to remember to add enough treasure and resources to make it worth it
But why? Why would we be helping our would be attackers? They don't want a mutual relationship, they just want to bleed us down to the marrow
>>
>>5554854
Got to bait people in some how. If we bleed them more it is worth it.
>>
>>5554781
Instant boss floor 2
>>
>>5554854
The more invaders see, conquer and loot, the more data we get at the end.
If we just defeat them and drain them of their memory, they wouldn't be able to dive again.
Even in the case of destroying them, it is better we do it after they experience everything, to get all the info they are worth.
Also if we don't put enough rewards, they can just decide it's bullshit and leave midway.
>>
>>5554867
They're already getting ahead of us on the power curve. We should never leave a treasure without a trap. If they're persistent they will get one or two rooms in and then run, meanwhile we get lots of time to dig and grow.
>>
>>5554890
They are indeed very strong and they are kids
>>
I'd say we start putting rewards when we see delvers calling it quits. Why should we put rewards if they believe they can reach the core? Which is the rewardest of rewards
>>
>>5554939
That's true, which is why the rewards I talked about is after we made the theoretical death puzzle of Yeti doom with a locked door to the core.
You know, to make sure they actually bother with it.
>>
Also I have a feeling the reason units are kind of weak and traps are way better, is because last time QM tried to run one of these, it was the other way around, so he overcorrected.
>>
> Autotheme Floor 2

CHOOSE THEME

> Howling Blizzard
> Temple of Light
>>
>>5554982
> Howling Blizzard
Thought of going with temple and changing floor 1 to blizzard, but it would take too many turns
>>
>>5554982
> Howling Blizzard
>>
>>5554982
> Howling Blizzard

>>5554984
My hope is we can switch floors later.
>>
>>5555013
Howling Blizzard.

I predict that once we Delve, we wont go back to edit upper floors. Keeps the decision space smaller.
>>
>>5555039
Understandable from the QM side. Still I'll just hope and if not we can still make use of the ideas.
>>
>>5555039
reading my notes eh?
>>
>>5555077
No, I'm just a professional game designer who understands game design.

On that note, lets not delve until we put some defenders in the mushroom treasure room.
>>
>>5554889
I can kind of see how this game is going to go. If we try to play nice we get more data from stuff they bring in. If we play hard, the mortals are going to continually sacrifice precious memories for more strength, turning into automatons.
>>
>>5555135
Makes sense actually
>>
>>5555039
I agree. Any recommendations to avoid skill bloat?
>>
>>5555145
I think QM decides when we get or lose skills. Going down a floor is both a good threshold to cross for gameplay shakeups as well as a goal for players to work towards.
>>
Auto Theme “Howling Blizzard” Set to Floor 2.

Single usage of DELVE Unlocked!

DELVE locks your current floor configuration, and creates a new floor. Your Core is replaced with a Core Altar and stairs leading to your next floor. All effects are stronger on a deeper floor, and hero damage is divided by the floor number.

---

Ok, I'm going to pause the quest at this point and get down to just one quest before I continue this one. Hopefully Lost Garden won't take too much longer to finish, then I can zero in on this one. Any questions or feedback is greatly appreciated, trying to make a really streamlined system that lets me process a lot of turns quickly without losing my mind on book keeping, without sacrificing too much of the interesting bits at the same time.
>>
>>5554638
They are kind of cute.
>>
>>5555359
Aww, you're breaking my heart QM.
Some kind of rules doc would be nice if you want to avoid too many false commands. Can keep it vague to allow more discovery.
It does seem like traps are more powerful than monsters, though i guess monsters grow each turn while traps stay the same.

I'd like an emphasis on being able to place stuff that will shape the way mortals go through the dungeon. I noticed thaylt wizard girl made a run for it whenever treasure was available, a good way to break formation and give free hits.

I'd also like to have a gimmick on each floor we can choose to activate once per invasion, to keep that part less passive. Could be darkness, or a flood, or scattering the party, or moving a room.
>>
When quest?
>>
>>5559621

Trying to finish Lost Garden first, just been busy unfortunately.
>>
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>>5560280
How about now?
>>
>>5567382

> Are we there yet?

Not yet!
>>
Madeline shut the barn door behind her as the two of them set to work, her milking the cows, Adam cleaning stalls.

“Ok, we’ve got a problem.”

There was a thud and a curse as Adam somehow managed to impale the wall with a pitchfork again. “What kind of problem?”

“How do we sell this stuff?” She nodded toward the back of the barn where a rotting blanket, a heap of straw, and a pile of broken tools hid their heap of dungeon treasure.

“Uh...I guess we just take it to the general store?”

“Yeah, but you know Mr. Fairweather and dad always talk whenever dad goes into the store. And this isn’t exactly common stuff around here. He’s going to ask questions.”

Adam hissed. “What about the mushrooms? You already exchanged those, right? With the swamp hag.”

“Don’t call her that! Miss Goodbalm is...a little eccentric, but her daughter is nice.”

“And weird.”

“And nice. And Miss Goodbalm definitely gave me a look when I traded with her, but people already think she’s a little weird anyway so I hope she won’t say anything.”

“Right, but Mr. Fairweather talks to everyone. And knows our dad. So we’ve got a pile of treasure, but no one to sell it to.”

Adam winced. “What about Sam?”

“That...is a stupid idea.”

“But?”

“But it would probably work. Sam’s dad is...”

“A smuggler. Probably. Allegedly.”

“Yeah...”

Nothing else tonight
>>
>>5573658
Glad to see you back
>>
File: DOS-Turn18b.png (727 KB, 919x802)
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18 Standard Turns have passed.

PLEASE ENTER A COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION IDENTIFIER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
> SWITCH [TARGET NUMBER] [TARGET NUMBER] [ QUIRK | UNIT ]
> DELVE - WARNING, LOCKS CURRENT FLOOR

AVAILABLE THEMES: "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5574750
> THEME 4 TOL
We should finish up this floor before moving on.
So aplying all the themes and making a boss
>>
>>5574750
> QUIRK 5
>>
Rolled 2 (1d2)

>>5574761 1
>>5574774 2
>>
File: DOS-Turn19.png (779 KB, 805x708)
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May Goodbalm stared at the mushroom. She leaned forward and sniffed it, a long slow intake of air and spores that would have sent most people to the ground hacking and coughing. Her mother was alternating humming and singing behind her, in a cheery mood having made a good trade for the mana charged mushrooms.

“Where’d we get these mom?”

“Oh? One of the village children brought them in, the Brookside girl I think? Why?”

“Where’d she get them from?”

Her mother shrugged. “Doesn’t matter. Mana charge like this, must have grown off a magical corpse, probably some trader’s exotic pet died and got tossed out. Pity we don’t get things like this anymore.”

May pulled the battered old copy of ‘Fey, Fungals and Fumes’ toward her and flipped through the pages. Hell Spore, Entropy Bloom, Delirious Dongle...

Dungeon Cap. She stabbed her finger at the page, opened her mouth, then stopped. Think May...how does this go down? Reasonable explanation, follow up suspicious, discovery that brings the Tark’s inquisitors down on them? No, no, no...

Her mother started toward her and May slammed the book shut. “I’ve got to run an errand!”

“Oh?” Her mother tilted her head, the long too greasy to be pretty hair they shared hanging toward the ground. “What for?”

“I...I...”

“Oh, I see. Asking the Brooksides about the mushrooms eh?” She smiled playfully.

May swallowed. Oh no, oh no, had she figured it out? Mom seemed like an airhead but she was pretty smart, oh fuck.

“Maybe visit that son of theirs? Oh, I remember those heady days...You are the right age I suppose, and the Brooksides are a nice enough family.”

May’s face glowed with heat. “Um, I’ve got to go.”

---

19 Standard Turns have passed.

Cycling Spawners...2 Monsters Created

Cycling Resources...1 Resource Created

> QUIRK 5

Analyzing targeted room...Conditional Match DEAD_END_RESOURCE Found.

Transforming SMALL RESOURCE to SMALL TREASURE


Please enter a COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
> SWITCH [TARGET NUMBER] [TARGET NUMBER] [ QUIRK | UNIT ]
> DELVE - WARNING, LOCKS CURRENT FLOOR

AVAILABLE THEMES: "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5574807
I had a feeling a quirk would turn into a treasure, now we wasted a turn
> THEME 4 TOL
>>
>>5574810
At least on the bright side, now we know for sure
>>
>>5574810
>+1
>>
File: DOS-Turn20.png (773 KB, 800x701)
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Adam met up with Sam behind the temple of all places. Sam was the smaller of them, eyes glittering, bouncing on his toes as he actually sidled up to Adam.

“You’ve got something interesting, don’t you?”

Adam fought back the smile Sam was trying to infect him with. “Yeah, but I need to know you can keep your mouth shut about it.”

“I’m hurt! I’m wounded! I’m really, really curious now. Show me! Show me!” Sam bounced, rocking on his feet.

Adam chuckled. “I’m serious, get the whole town burnt to embers serious. Can you keep your mouth shut?”

Sam paused, for a moment, completely still, then started pacing, following a worn patch of grass. Adam had a feeling this wasn’t Sam’s first time meeting back here. Sam glanced up at Adam, then down at the grass, eyes calculating, smile gone.

Sam nodded. “Alright. What’s in the bag?”

Adam opened it and both boys leaned in to look inside. Sam reached inside, feeling the ivory statuettes, the mana crystals, eyes lifting to meet Adam’s. His voice dropped low.

“You uh...you need help burying a body? Dad’s got a few places prepped just in case and-”

“What! No! No. Nothing like that! I just want to sell this stuff. Quietly. No questions! Far from here.”

Sam chewed his lip and lowered his head to stare at the bag.

“I really want to know where you got this from.”

“The no questions part is pretty important, Sam. And there’s a few things we’re going to want to buy...quietly as well.”

---

20 Standard Turns have passed.

Cycling Spawners...2 Monsters Created

Cycling Treasures...1 Treasure Created. Treasures at Maximum for Room Size.

Applying Theme...
Giant Rats Transformed into Ivory Watchers. 1D3, Cannot be Surprised.

Please enter a COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
> SWITCH [TARGET NUMBER] [TARGET NUMBER] [ QUIRK | UNIT ]
> DELVE - WARNING, LOCKS CURRENT FLOOR

AVAILABLE THEMES: "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5574848
Theme, 6, Temple of light
>>
>>5574848
Either
> EMPOWER 4 UNIT
Or
> EMPOWER 1 UNIT
Whatever is the one that gets us a boss
>>
>>5574851
Or would we need to switch the units between 1 and 4 before empowering it to get a boss?
>>
>>5574848
>Empower 4 Unit
I'd like to try empowering the treasure room to see what that does as well. Maybe it'll make it trapped or something.
>>
>>5574863
I think it might make a better treasure instead
>>
But we can't know for sure without experimentation.
>>
>>5574851

Bosses have a characteristic where they're automatically switched to be core adjacent.

You got a Guardian by Empowering a Monster Spawn.
You can only have one Guardian on the First Floor.
What happens if you empower a Guardian feels like a fairly logical progression to me...
>>
>>5574867
In that case

>>5574863
switching to
>Empower 1 Unit
>>
>>5574864
Well empower can target either room or quirk for the treasure room, I'd think targeting quirk which made it into a better treasure in the first place would increase the treasure more, whereas targeting room would probably do something else.
>>
>>5574867
So I'm sticking to
>>5574851
> EMPOWER 1 UNIT
Let's get that boss
>>
>>5574871
Empowering a room makes it larger. Room 5 has already been empowered once, it's why there are two treasures there
>>
>>5574873
And empowering rooms is what the [DESTINATION LETTER] is for.
When empowering a quirk or units, we don't use it, but when empowering a room we have to put an adjacent one, so it expand that way
>>
File: That Which Judges.png (105 KB, 215x226)
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Locking...
>>
The sun was setting, the last few chores of the day winding down. Adam was hiding the jingling bag of silver coins with the rest of their stash and Madeline was convincing the last stubborn cow to come into the barn for the night, when May Goodbalm, the witch’s daughter had come onto the farm and walked up to her with her too wide eyes.

“I want in.”

Madeline flinched. “In what?” She looked around, although she wasn’t sure if it was to find help or to make sure no one was around.

“Dungeoncap. Mom just calls them Manafruit, but the book calls them Dungeoncap. They haven’t grown here since the Tarks killed the dungeons. I want in. I want to go to the dungeon.”

Madeline took a shallow breath, teeth pushing down on the inside of her lips until it hurt enough to make her stop. “I don’t know what you’re talking about, I got those from a trader.”

May shook her head, hair swaying like the willows that surrounded her home. “Swampshit. Too fresh. You got them local. There’s only two ways that happened, you murdered a powerful spellcaster, or someone’s very expensive pet, or you have a dungeon.”

Madeline took a step forward, forcing May to stumble back. “And what if I did murder a powerful spellcaster? And you just confronted me, alone, at dusk.”

May’s eyes fell for a moment, then lit up. “I can smell the mana on you. I can be useful, I know how to take care of wounds, patch people up, make medicines. You’re going to need someone with my skills, even mom will catch on eventually if you keep showing up with fresh ingredients that are impossible to get around here.”

Madeline frowned and sighed. “Not worried about the murder thing?”

May shook her head again and shrugged. “You’re nice, even to me, even to mom. Even if you did murder someone, you would have had a good reason. I’ll find it if you don’t show me, it’ll take a few days but I’ll track the smell...probably get ripped down to hollow by myself though. Please? Please?”

Madeline groaned and covered her face in spite of the lingering manure on them.

“Tomorrow night, northwest corner, right after dark. Don’t be late.”

May practically vibrated, fists clenched. “Yes! This is-”

“A secret! A very very tight secret! Don’t fuck it up!”
>>
File: DOS-Turn21.png (770 KB, 802x705)
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21 Standard Turns have passed.

THREAT DETECTED. ESTIMATED ARRIVAL 3 TURNS.

Cycling Spawners...2 Monsters Created

Cycling Treasures...Treasures at Maximum

Empowering Test of Courage...upgraded to Boss: That Which Judges. 3D5. 30HP. Gains an additional attack die for each unique Temple of Light Trap, obstacle, or puzzle that has triggered this floor.

BOSS detected at incorrect POSITION. Correcting...


Please enter a COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
> SWITCH [TARGET NUMBER] [TARGET NUMBER] [ QUIRK | UNIT ]
> DELVE - WARNING, LOCKS CURRENT FLOOR

AVAILABLE THEMES: "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5574902
> QUIRK 1
Got to replace the one that we just lost
>>
>>5574902
>Dig 6 G
Gotta expand the treausre room for more to pop up
>>
>>5574906
+1, this also buffs the boss
>>
Also we should turn the trap room into TOL so that it is both better and then also buffs the boss, but after that we might just want to delve.
>>
>>5574945
I kind want to turn the treasure room to temple of light before delving too, just to have a full themed floor.
>>
Oh, and maybe a TOL resource room, I'm very curious what it would be.
It could be gimping our dungeon in terms of combat, but resources seem to attract more challengers. As long as we are strong enough to defeat or turn them away, it would get us more data.
>>
File: DOS-Turn22.png (783 KB, 807x705)
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May followed her nose, starting at the corner of the farm, catching the tingle of mana, the tang of blood, and the faint smell of...soap? Something like soap. Sort of like the aura that rolled off the church on rare occasions. She was early of course, but she had to see it. The undergrowth and high grass was covering it well, but the collapsed earth was easy to spot if you spent most of your childhood watching out for sinkholes in a bog. They’d need to do something by the time winter got here, if they still managed to keep the secret until then.

She was tingling with the possibilities! Ingredients! Fresh magic! She slid down the hill and found the entrance, a marble archway leading into a well lit room filled with beautiful ivory statues. May perched sat at the entrance, nose just on the edge and took a long deep breath. Mana, soap, and blood. Definitely shouldn’t walk in then.

She checked her bag. Bandages, poultices treated with potions, anti-venom, snap-bags, and...the offering. She took a deep breath, it had taken ages to hand copy every page and diagram, and then ages more to handcopy another one, hoping to sell it. Hopefully this would be better.

“Ok...I’d like this back one day. Please.” She carefully pushed a thin bundle of papers tied together with twine and bound with thin sheets of wood across the threshold. It sat there for a moment, then with a soft muted explosion turned into a cloud of white motes and vanished.

---

Data Acquired: Madam Goodbalm’s Guide to Medicinal Plants

Data Level: 110

22 Standard Turns have passed.


Cycling Spawners...2 Monsters Created

Cycling Treasure...Treasure at Maximum

> Quirk 1

Analyzing targeted room...Conditional Match MONSTER Found.

Creating SMALL_TREASURE.

THREAT DETECTED. ESTIMATED ARRIVAL 2 TURNS.

Please enter a COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
> SWITCH [TARGET NUMBER] [TARGET NUMBER] [ QUIRK | UNIT ]
> DELVE - WARNING, LOCKS CURRENT FLOOR

AVAILABLE THEMES: "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5574959
>Theme 6 TOL
Weird, did we really have no monsters in the previous rooms we put traps in? That doesn't seem right.
>>
>>5574977


Yup, definitely changing the Quirk system on floor two. I wanted something that would produce organic layouts with a mix of treasures, resources, traps and obstacles, but I feel like it's more frustrating than mysterious.

Most of your traps were triggered off DEFENDER_BEFORE_CORE as you dug your core hallway out.

Even bigger spoiler:



In priority order...

In Core Room-> Puzzle(Limited)
In Core Room-> Lock & Key (Limited)
In Core Room-> Small Treasure
In Key Room->Obstacle
Before boss->Rest Area
After boss->Large Treasure(Limited)
In Boss Room-> Support
Defender Before Core -> Trap
Guardian before resource-> Support
Monster before resource-> Trap
Guardian before Treasure-> Support
Monster before Treasure-> Trap
Monster -> Small Treasure
Guardian -> Medium Treasure
In dead end without resource-> Small Resource
In dead end with resource-> Small Treasure
In crossroad-> Small Trap
In corridor-Puzzle(Limited)
In corridor-> Obstacle
Trap



Apologies for any frustration.
>>
>>5574959
> THEME 6 TOL
Shit, the only trap here is the options we fell for
I'll be honest, I prefer lost garden, this system is way to obtuse. The dungeon feels schizophrenic, not organic
>>
>>5574986
Specially with the whole thing with the treasure overriding the resource as well
>>
>>5574986
>>5574987
>>5574981
Nevermind, I didn't update before posting.
If you plan of fixing it, then it's alright.
Would we get a different boss if we upgraded without the trap? Because it consumed the trap, but demoted the unit.
>>
>>5574986


Quirks are definitely not working the way I wanted them too, but there's a reason I used the word experimental at the top of the thread.

I'm trying avoid choice bloat and straight hallway trap spam, but yeah, there's not enough intentionality to the current design.

Slam the DELVE button, we'll try something else :)

---

I adore Lost Garden too, but gosh is it so much more work to write. Lost Garden can do almost anything within certain loose limits, while DungeonOS has incredibly strict limits that really help keep things in line.

>>
>>5574981
Yeah this does look rather confusing. It's all good if you're planning to fix it, and I was enjoying things anyways.
>>
>>5574991

The trap moved into the boss room with the boss. Which technically is two quirks in one room but uh...we'll just ignore that.
>>
>>5575004
yeah I'll vote for DELVE after this last addition
>>
>>5575009
I'll vote to TOL 5 and then dive
>>5575004
Fair enough.
By the way, is this a modified version of the falling star system? In the qtg you said you were AVA
I can understand why you would want to change, we got very minmaxer by the end.
>>
>>5574959
>Theme 6 TOL
>>
Rolled 2 (1d2)

>>5575016
What was I thinking with those golems...not that the Saplings would have been any better.

More or less different systems. You'll note that there's no mana or other resources, part of my vendetta against complexity, slightly hampered by my innate love of complexity. And of course the loss mechanic is quite different as well.

I do kind of want to revisit Falling Star's systems with more of a focus acquiring Personalities in the Core...maybe by killing people and absorbing them into it? Probably ought to get a small program to manage some of the resource management though...

Better focus on the present :)


I'm going to tiebreak between the two Theme commands, since I'd hate to DELVE on a three way tiebreak.

>>5575016 1 TOL 5
>>5575028 2 TOL 6
>>
>>5575040
I actually wanted to TOL 6, then TOL 5 to complete the floor and then delve.
>>5574986
It's why I voted for it here
>>
File: DOS-Turn23.png (790 KB, 808x705)
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23 Standard Turns have passed.

THREAT DETECTED. ESTIMATED ARRIVAL 1 TURNS.

Cycling Spawners...All spawners at Maximum for room size

Cycling Spawners...2 Monsters Created

Cycling Treasures...Treasures at maximum for Room Size.

>Theme 6 TOL

Applying Theme...
Large Pit Trap Transformed into Hall of Whispers. 2 Presence Tests to pass. 4 Damage on failure.


Please enter a COMMAND

> DIG [ORIGIN NUMBER] [DESTINATION LETTER]
> SPAWNER [TARGET NUMBER]
> QUIRK [TARGET NUMBER]
> EMPOWER [TARGET NUMBER] [QUIRK | UNIT | ROOM] [DESTINATION LETTER]
> THEME [TARGET NUMBER] [THEME IDENTIFIER]
> SWITCH [TARGET NUMBER] [TARGET NUMBER] [ QUIRK | UNIT ]
> DELVE - WARNING, LOCKS CURRENT FLOOR

AVAILABLE THEMES: "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5575048
You guys are the nicest dungeon, big giant room with two treasure chests and no monsters...
>>
>>5575051
> THEME 5 TOL
Finish the floor and then DELVE
>>
>>5575040
This straight up wasn't even a tie anyways, I voted TOL 6 >>5574977

>>5575051
> DELVE - WARNING, LOCKS CURRENT FLOOR

>>5575055
I mean we tried to trap it multiple times but the "formula" I guess didn't want it
>>
>>5575055
>>5575065
also monsters are kind of trash, why would you bother spending a turn getting a monster when basically everything else will do more
>>
>>5575065
Yeah, we tried to put monsters, but turned into resources.
Tried to trap the resources and turned into treasures, changed the resources and lost us a turn
>>
>>5575067
That's true as well, traps are stronger then monsters
Specially if there is an AoE spell. They don't even get to do damage
>>
>>5575055
Makes up for burning all their resources on the traps.

>>5575067
I assume a rogue added to the party later will balance the trap damage.
>>
>>5575077
if they manage to just negate trap damage we're going to have a real hard time doing *any* damage
>>
>>5575068
>>5575070

Attacks are simultaneous, your monsters should always get at least a single attack off. And if you wanted monsters you should probably use the SPAWN command. An empowered room could support ten monsters, enough to have a 10d3 attack against invaders, as opposed to a trap, which would fire off twice in an empowered room, dealing 2d4 (plus effects).

Sorry if I've gone too cryptic here.
>>
>>5575079
Make enough rooms with spawners it will were them down. Bigger rooms will likely mean more attacks before they can heal.

>>5575080
Cool.
>>
>>5575051
>Dig 6G
>>
>>5575084
please no, we want to move on from this cursed floor and be stronger, we are wrapping up here
>>
>>5575080
We used the spawn command, and it turned it into a resource room.
How were we supposed to know we could use spawn gain, but this time it would get us monsters? Just like trying to apply a quirk would the delete the resources? For all we know, using spawn again would just delete the treasure and turn it back to resource, wasting yet another turn
>>
And yes, I'm incredibly salty about the resource room override an the wasted turn
>>
>>5575088

See >>5551434

The command executed on the room was QUIRK, meeting the condition DEAD_END.

>>5575091
Sorry for the grief, absolutely clarity on floor 2, I promise.
>>
>>5575095

Oh god damn it, I'm so sorry, I see the divergence in our thought process now. Should have numbered them, my bad, was insufficiently clear.
>>
>>5551441
No wait, we didn't put a spawn, we put a quirk.
My bad, it has been a while.
Wait, why did that anon even vote to put another quirk then? There can only be one quirk per room. Did he forget it too?
>>
>>5575095
>>5575098
Don't worry, I'm just dumb.
>>
Rolled 2 (1d3)

>>5575099
Pretty sure he just wanted to see what would happen.


Calling it a night. I'll tiebreak if needed next time, and we'll kick off the invasion.
>>
Also, if the ties continues, then count me to just delve.
I would rather be annoyed by letting the floor be incomplete then to stay here anymore then we have to.
>>
>>5575099
and yet it worked somehow

>>5575091
you are salty about a "wasted turn" making the honeypot room more enticing, yet your vote for this turn is to... add a theme to this room which will probably only do exactly that?
>>
>>5575108
bruh, how many times do I need to say that I wanted to trap it
>>
>>5575111
Because I thought it was a spawner being changed to quirk, so it would have changed the type of reward from resource to treasure. So like, a herbalist would find it less appealing.
Also because I was sure the intention was to add defenses, and it made it better, so it was "wasted" because of a different result.
>>
>>5575086
and how do we do that ?
>>
>>5575111
>and yet it worked somehow
It's something that added to my misconception that the resource appeared out of a spawner instead of quirk, the rules changed out of nowhere.
About the floor thing, it was just so the whole floor would have a theme before delving
>>5575120
>and it made it better
not make it a better honeypot
It's late here and it's obvious I'm not explaining myself well: I was confused why it worked and curious if you also thought that the resource room was a spawner, and so a trap would be possible. Not trying to insult you, the choice or the QM.
>>
>>5575123
DELVE unlocks the next floor, the other anon is voting to apply the theme to room 5, which usually makes the things we have stronger, but all we have there is a treasure. I don't think it's worth it, but it's better than digging which will do nothing for us but keep us on this floor for longer.
>>
>>5575123
If we delve we go to the next floor, and Sys said that he is changing the system when we do.
>>5575126
I actually changed my vote to delve here >>5575109
Anyway, goodnight everyone
>>
>>5575125
Well it was a spawner in the sense it was spawning resources. I guess I didn't think too much about it or didn't realize you could only apply 1 quirk to a room.
>>
>>5575051
> DELVE - WARNING, LOCKS CURRENT FLOOR

let them have this honeypot. it will lure them in many times and into the harder parts of the dungeon.
>>
>>5575051
>>5575208 +1
>>
Dammit, anons, we have a DOUBLE TREASURE ROOM with NO TRAPS and NO SPAWNS. You had one job! Might as well call us a Hotel instead of a Dungeon.
>>5575208
Mortal lover go away.
>>5575051
>SWITCH, 2 -> 5, UNIT
>>
I wonder how the first floor will be handled during invasions after we delve a second floor. Do they just auto-resolve the treasure and damage?
>>
>>5575130
Understandable.
Seems yesterday I was complaining a lot, sorry about that.
>>5575366
>NO TRAPS
Can't trap a treasure room, since the treasure itself is the quirk, triyng to trap it is what turned it from a resource into a treasure. The only way to trap a treasure would be to have a corridor before the room and trap that one. But I don't know if we can even dig a room between the dungeon itself.
The only other way to defend it would be to add monsters, but I think just adding a spawner would be better then switching if we did that, because a spawner comes with one free monster and produces one every turn, while swapping just changes places, and probably would downgrade the units to rats since room 5 isn't TOL themed.
>>
>>5575393
Fug, forgot to add
>NO SPAWNS
Before the second paragraph to indicate I was replying to that.
>>5575368
I'm also curious about that
>>
>>5575393
Oh, and the apology extends to Sys as well
>>
System idea: mortals can eventually achieve "mastery" of a room if we go too long without changing it. That gives us some Data but also means they can skip the room. Gives us a reason to decommission floors after a while.
>>
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24 Standard Turns have passed.

Cycling Spawners...All spawners at maximum for room size

Cycling Treasures...All treasures at maximum for Room Size.

> Initiating DELVE...
> System Update Required...Applying.
> Locking current floor...
> Generating CORE_ALTAR...
> Data Theft restricted from CORE_ALTAR...
> Auto-Theme applied

Terrain effect ‘Howling Blizzard Discovered’! Invaders will suffer damage while traversing Howling Blizzard Theme.

Warning: Unexpected chaotic energy in system, redirecting to QUIRK system...QUIRK system may be less deterministic. Heuristics deployed.

Invasion detected. Resolving...

---

Madeline peered into the first room. The suit of armor was gone, just a handful of the statue monsters. She glanced over at May, leaning against the wall of dirt opposite the entrance, occasionally bouncing off of it.

“Are you sure about this? It could get crazy in there. We can barely keep ourselves safe in there.”

May nodded. “I gave it a book, I want it back.”

“How does that work? You give it the knowledge, then take it back?”

“Basically. But the knowledge gets better I guess? Everything becomes second nature, perfect recall. Worth the risk. Might lose a few potion recipes in the process, but I’ll be fine.”

Madeline glanced over at Adam and Michael. “You two ready?”

Adam grinned. “No big armor to stop us? I’m ready!”

---

Invaders - Room 1
Adam Brookside: Level 2 Scrapper. 30/30 HP. 1d14, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 16/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 20/20 HP. 5d2 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 1 Novice Witchdoctor. 8/8HP. 1d8. Novice Snap-bag 2X.

Defenders
Ivory Watchers (5): 5d3. Vigilant.

> Roll 5d3
>>
Rolled 3, 2, 1, 3, 2 = 11 (5d3)

>>5576084
>>
Rolled 1, 2, 3, 1, 4 = 11 (5d4)

>>5576084
Targeting...

Largest group on Adam, then Michael, Madeline, May
>>
May panicked. The statues lunged, Adam laughed, and kept laughing even as two of the statues tackled him, Madeline was throwing fireballs, Michael, the nice kid she definitely didn’t have a crush on was systematically hacking through statues, bits of marble flying everywhere. It took a marble hand slamming into her shoulder, spinning her backwards before she even started to react, hurling the snap-bag out at the nearest statue.

Which didn’t even react as the contents snapped, hissed, and shrieked. Unflappable apparently. It was less than a minute that took forever before she found herself sitting on the floor, numbly tying a bandage onto the deep ugly bruise on her shoulder. Madeline patted her on the other shoulder.

“You ok?”

May swallowed and checked her bag. “Yeah, I think so. Does anyone need patched up?”

Adam grinned through a black eye. “I’ll be fine, save it for yourself, for now. We’ve got two more rooms before the bells.”

Madeline groaned. “We forgot to have May practice with us.”

“Maddie! The dungeon put a treasure chest in this room!”

The four crowded around the chest as Adam lifted the lid. A layer of copper and silver coins marked with the same face as the ivory statues, a mana crystal, and...

“Ooh!” May reached for the glass vial. “A mana glass vial. I could make stronger potions in this...can I?” She looked hesitantly around the room.

Madeline nodded. “We’re going to need all the help we can get.”

---

Invaders - Room 2
Adam Brookside: Level 2 Scrapper. 24/30 HP. 1d14, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 15/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 18/20 HP. 5d2 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 1 Novice Witchdoctor. 8/8HP. 1d8. Novice Snap-bag 1X. 8/10 Healing Used.

Defenders
Ivory Watchers (5): 5d3. Vigilant.
Judgement Gaze: 1d4. Reduces Attack of target by 1.

Dispatching to External Chaos System...
> Roll 5d3
> Roll 1d4
>>
Rolled 2, 3, 3, 2, 4, 2 = 16 (6d4)

Targeting...
>>
Rolled 2, 2, 1, 1, 1 = 7 (5d3)

>>5576114
>>
Still awaiting dice, feel free to roll again.

>Roll 1d4
>>
Rolled 2 (1d4)

>>5576129
>>
Fireballs flew, swords stabbed, ivory grappled, statues stared directly into their soul, ripping guilty thoughts to top of their mind.

“Is it weird that this is getting...normal?” Madeline caught her breath and started to work extracting an ivory statuette.

“It gets normal?” Madeline flinched a little as May knelt next to her and started tying a bandage around her head, the sting of the cut easing a little as May pulled it snug.

“You should have seen the damn rats.” Madeline spat and tried not to think about her brother’s innards. “One more, then...bells.”

---

Invaders - Room 2
Adam Brookside: Level 2 Scrapper. 19/30 HP. 1d13, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 13/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 18/20 HP. 5d2 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 1 Novice Witchdoctor. 8/8HP. 1d8. Novice Snap-bag 1X. 6/10 Healing Used.

Defenders
Ivory Watchers (5): 5d3. Vigilant.

Dispatching to External Chaos System...
> Roll 5d3
>>
Rolled 1, 1, 1, 3, 1 = 7 (5d3)

>>5576134
>>
Rolled 3, 1, 4, 1, 2 = 11 (5d4)

Targeting...
>>
The four of them caught their breath, then looked grimly at the set of bells, as May wrapped a bandage around Adam’s arm.

“Ok, what’s with the bells?” May finally asked.

Adam scowled. “We have to ring them, at the same time. The exact same time. It’s...picky. When we get it wrong...it’s like a crying baby in your ear, but louder. A lot louder.”

Michael shook his head. “Ears were ringing until this morning. Hurts.”

Madeline sighed. “We practiced, but...”

May winced. “Without me though.”

“Alright, two tries, then let’s check the other two exits. We know there’s a key somewhere we need to get too, and we need to get the mushrooms.”

---

Invaders - Room 2
Adam Brookside: Level 2 Scrapper. 17/30 HP. 1d13, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 12/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 17/20 HP. 5d2 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 1 Novice Witchdoctor. 7/8HP. 1d8. Novice Snap-bag 1X. 4/10 Healing Used.

Invaders pass the puzzle if all numbers match. One of the first three numbers can adjust up or down by one.

> Roll 4d3
> Roll 4d3
>>
Rolled 3, 2, 3, 3 = 11 (4d3)

>>5576147
shouldn't it be Room 3?
>>
>>5576149
wtf, at least we have a boss. Also, what happened to the monsters in this room, and the trap in the second room, and the treasure in the first room?
>>
>>5576151
nevermind on the treasure, I missed a post
>>
Rolled 2, 2, 3, 1 = 8 (4d3)

>>5576147
>>
>>5576149
Ack, yeah, forgot to update the room number. I think all monsters and traps are accounted for, but let me know if something's missing.
>>
“Ok, I’ll count from three. The moment I finish saying one we ring.”

May swallowed and carefully picked up the bell.
“Three...two...one!”

May swung the bell, and a single perfect note filled the room.

---

The suspiciously empty except treasure room left them all on edge, but after they dragged the boxes back to the bell room there was no denying the generosity of the dungeon. Another mana glass flask, more silver, copper and mana gems. But that just left the other corridor.

The four of them stared suspiciously at the long, too long, hallway lined with statues. Adam had thrown a rock already, doing nothing. Clearly visible, but painfully distant, a comically large and ornate golden key set on a pedestal. Even from here they could hear the murmur of whispers though.

“You think it’s like the statues on the way in?” Adam asked.

“The ones that try to kill us?” Michael asked.

Madeline shook her head. “No, the ones that get in your head. It’s definitely the ones that get in your head.” She took a couple steps forward, and winced as the sound of whispers rose, a few words becoming legible.

Nobody...failure...liar

She took a quick step back. “Dungeon, the two treasure boxes without anything guarding them was great. Awesome. Best dungeon I’ve ever been in.”

“Only dungeon you’ve ever been in.” May corrected, then paused. “Right?”

Madeline giggled in spite of herself. “Yeah. but dungeon! Fuck your mind games! Alright, everyone else wait here, I think this only needs one of us...but uh, grab me if I don’t look like I’m going to make it.”

---

Invaders - Room 6
Adam Brookside: Level 2 Scrapper. 17/30 HP. 1d13, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 12/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 17/20 HP. 5d2 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 1 Novice Witchdoctor. 7/8HP. 1d8. Novice Snap-bag 1X. 4/10 Healing Used.

Hall of Whispers - 2 Presence Tests: Roll 8d10. Each pair that doesn’t contain a 6 or higher deals 4 damage to Madeline. Madeline has advantage on this test, or she would roll 4d10, and require each individual roll to be 6 or higher.

> Roll 8d10


This seemed simpler in my head
>>
Rolled 6, 10, 3, 8, 3, 1, 6, 4 = 41 (8d10)

>>5576173
>>
Rolled 9, 2, 7, 6, 3, 1, 2, 2 = 32 (8d10)

>>5576173
I see
>>
>>5576180
oh boy, I sure do love having our invaders have multiple members with advantage in each stat trivializing our checks
>>
>>5576173
>This seemed simpler in my head
It's plenty simple, I just think it's disappointingly easy to overcome
>>
>>5576191
though the blow is softened by the fact our invaders aren't exactly trying to harm us, so we're getting a lot of "free" growth
>>
>>5576189
I just got confused on why the boss left
>>
>>5576196
It the trapped room to the key so the boss is next.
Given our track record, they are going to destroy it.
>>
Madeline started running, and she swore the hallway twisted out in front of her, the voices coming into clear stark clarity.

How could you hide this?

You’d be a failure without the dungeon

Nobody, nothing, leech of stolen power

She swallowed, kept running, words, just words shoving their way into her head, stomach twisting.

Worthless farm girl, rising above your station

Gods, that was a memory, ripped right out of her own head. She pushed more speed out as the hallway just merrily expanded in front of her, statues turning to watch. She was at the key, grabbed it, turned back.

Do you think this will make a difference?

She hesitated, for just a moment, and the voices rose like a flood, screeching insults and slurs, threats, threats to tell her parents, threats that she’d never matter, all the nastiest things thoughts in the darkest part of her, stumbling, heart jerking in her chest, vision blurring. Did she stumble and puke? Stop to scream?

You. Will. Never. Be. Anything” Another nasty memory, thrown in her face. But this one, this one she knew the response for. How to feel.

“Fuck! Your! Mind games!”

She sprinted and crashed into her brother, key held tight to her chest.

“Sis, you smell like puke.” He gave her a hug anyway.

---

Invaders - Room 4
Adam Brookside: Level 2 Scrapper. 19/30 HP. 1d13, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 10/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 17/20 HP. 5d2 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 1 Novice Witchdoctor. 7/8HP. 1d8. Novice Snap-bag 1X. 0/10 Healing Used.

That Which Judges 3D5. 30HP Gains an additional attack die for each unique Temple of Light Trap, obstacle, or puzzle that has triggered this floor. (+3d5)
Judgement Gaze. 1d4. Target loses one attack power.

> Roll 6d5
> Roll 1d4


>>5576189
Obstacles get nasty if you keep building beyond them, because everyone has to pass them separately. This circumstance is the least advantageous form of an obstacle.
>>
Rolled 2, 4, 4, 4, 1, 3, 4 = 22 (7d4)

Targeting...
>>
Rolled 3, 4, 5, 3, 3, 5 = 23 (6d5)

>>5576208
>>
Rolled 3, 2, 4, 1, 3, 3 = 16 (6d5)

>>5576208
Will they lose this fight? Probably not.
At least they don't seem to want to mindbreak us
>>
Rolled 1 (1d4)

>>5576208
I was too slow
>>
Rolled 13 (1d13)

>>5576208
Adam
>>
Rolled 5, 8 = 13 (2d8)

>>5576208
Madeline
>>
Rolled 1, 1, 2, 1, 1 = 6 (5d2)

>>5576208
Michael
>>
>>5576223
>>5576225

lmao typical
>>
>>5576227
Don't worry, It wasn't possible to beat them even if the boss rolled max damage and they rolled minimun in every roll
>>
>>5576230
We would probably be able to knock out one if Adam or Michael were attacked first, or two if the boss would go for May and Madeline first. Which could lead to a negotiation, but not a TPK.
>>
>>5576208
>Obstacles get nasty if you keep building beyond them, because everyone has to pass them separately. This circumstance is the least advantageous form of an obstacle.
Wasn't the condition for the obstacle that it was in a key room? This was rather disqualifying for building beyond it. if we wanted to do that and say put the core beyond the obstacle, it would effectively waste the room we had just built up as our original core room, and we couldn't really move the key further down because the obstacle requires the key.
>>
Eyes. Hundreds of closed eyes, on a dozen bands of stone, wheels within wheels, slowly spinning, a hulking mass of floating stone the size of a shed. Several dozen eyes opened, fixing their pupils onto the party.

“SINNERS. DESECRATORS. LOOTERS. INVADERS.”

“It talks?” Michael whispered as the two boys slowly flanked the creature, adjusting grips, bodies tense.

“YOUR SINS HAVE BEEN TALLIED AND PENANCE DETERMINED.”

Madeline clenched her fist, flames crackling to life in them.

“Three...two...”

“One!” Adam shouted and charged.

The room lit up with white fire. The dungeon monster whipped around the room at horrific speeds, stone steels spinning, streams of white fire billowing out. May was screaming, rolling on the floor beating at the flames. The beast bodily slammed into Madeline, hurling her across the room even as her fireballs shattered one of its rings. Michael did his best to intercept and block flames with his sword, stabbing, cutting and thrusting a half dozen careful measured hits.

Then Adam leapt onto the creature, hacking wildly. The stone beast wavered, slamming the boy into the wall repeatedly, bathing him in white flames, and he kept beating, slamming, and hacking, using his sword more like a pry bar than a weapon. Then it finally shuddered and crashed to the floor, stone rings collapsing onto him.

The flames went out. The three of them desperately tossed stone rings aside until they uncovered Adam’s grinning face.

“That wasn’t so bad. Anything good from the scavenge?”

---

Invaders - Room 4
Adam Brookside: Level 2 Scrapper. 6/30 HP. 1d12, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 9/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 14/20 HP. 5d2 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 1 Novice Witchdoctor. 2/8HP. 1d4. Novice Snap-bag 1X. 0/10 Healing Used.
>>
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The scavenge took longer than expected, energy twisting and pulling together into a flat metal plate...a shield, emblazoned with a familiar band of watching eyes. Madeline handed it to Michael.

“Pretty sure you’re the only one of us who knows how to use one.”

He took it solemnly. “I’ll try.”

They turned to the far end of the room. A simple white altar, and a set of staircases.

“That sucks.” Adam sat on the floor and sighed. “There’s...a thing right? When it has another floor.”

Madeline sat down too. “Yeah. A limit on what you can pull out of it. We’re not going down right? May’s...” She glanced over at the crying girl in the corner of the room.

Adam tried to stand, wavered and fell back down. “Yeah...I’m not much better.”

“Ok...Just one of us then. What’s best though?”

Michael spoke up. “It should be May. She wanted that book right? Better potions might help.”

May looked up and sniffed, shrugging her shoulders. “I was basically useless though.”

Adam looked at the singed bandage on his arm. “Pretty sure you’re the only reason we’re still alive. Barely. Get your book back.”

---

THEFT. Madam Goodbalm’s Guide to Medicinal Plants

Tallying DATA...total DATA: 135/125

New theme awarded!

> Roll 1d100
> Roll 1d100
> Roll 1d100
>>
>>5576255
You could do a switch, and there are other conditions that can produce obstacles, one of which is explicitly designed to force the entire party to cross it. None of which really matters now that we've got a new Quirk system on the next floor. I hope you guys like it.

>>5576237
Very high odds of two kills on a second round of combat, yes. But you still pulled more out of them they did you. And they don't even want to think about hitting the second floor.

Wrapping up for the night, but I'll finish theme selection.
>>
Rolled 24 (1d100)

>>5576283
>>
Rolled 81 (1d100)

>>5576283
I'm hyped to experiment with the new floor and modified system
>>
>>5576292
I can't believe DELVE scared them off. We ended up bluffing them without meaning to.
>>
>>5576296
Tree
>>
>>5576299
Bone Heap
>>
>>5576310
>>5576315
Should one of us roll again?
>>
>>5576318
Sure
>>
Rolled 41 (1d100)

>>5576321
Ok
>>
Choose 1

> Boneyard
> Tree
> Farmland
>>
>>5576334
> Boneyard
>>
>>5576334
> Farmland
Ok, I'm curious what a farmland dungeon would even be. Scarecrow monsters?
>>
>>5576334
Boneyard
>>
>>5576334
Good picks. Food for later floors with farm and parts form the boneyard.

>Farmland
Off chance to make food for longer runs.
>>
>>5576348
why does a dungeon need food?
>>
>>5576357
Granted this game is ran with simple rules. I assume the adventures will need to eat at some point if the dungeon keeps growing. Leading to them doing new things for us to study.
>>
>>5576283
>Farmland.

I suggest we then unfuck our rooms and delve. At the very least get a spawner in the treasure hall.
>>
>>5576541
We are already delving right now
>>
>>5576303

May would have dropped just from walking into the core room amusingly enough, because of your Howling Blizzard theme.
>>
>>5576543
Oh, well, fuck me. It's gonna bother me that the first floor of the dungeon is such amateur hour and we won't be able to fix it, but it's probably better to get on with it.
>>
>>5576547

You'll get an option for a Renovate command occasionally, to revisit old floors, if you want to do some patchwork.
>>
>>5576334
> Boneyard
>>
>>5576334
>Farmland
>>
>>5576334
Finally here for one of these.
>Boneyard
>>5576553
Maybe a Ascend command to completely erase a floor?
>>
>>5576283
Fucking mortals reeeeeeeeee! We still have way too much easy treasure available. I mean, in the first room??
>>
>>5576334
>Farmland
>>
>>5576553
If we returned to floor 1 would we be able to use the new system and have control of what we are doing, or would use to the old one? And would we be able to change the type of quirk and move the rooms around?
>>
>>5576606
we tried to give the first room a trap like we did with the other rooms, but something about the quirk system made it a treasure instead
>>
>>5576814
Still working out the specifics, but you would not be using the floor 1 quirk system. You'll have absolutely clarity on the results of your actions.

Tentatively you'll have a pool of six single use abilities, and can use three of them. Abilities might include...

> Empowered Switch: Switch the locations of two rooms in their entirety
> Void: Remove a Quirk, Monster, Theme, or entire Room
> Insert: Place a new, themed room between two existing rooms.
> Basic: Execute a standard command, like Empower, Spawn, or Dig, but not Quirk.
> Package: Add a spawner to a room if it doesn't have one. Add a trap to a room if it doesn't have a quirk.
> Chaos Quirk: A command pulled from the Chaos Quirk table.

Still thinking about what they'll be, but something like this. An emphasis on adjustment, not outright overwriting.
>>
>>5576962
Seems fair enough
>>
>>5576962
seems interesting. makes it less obtuse what we are doing exactly.
>>
Rolled 45 (1d100)

Completely tied up between Farmland and Boneyard...which was not what I expected for a stiff competition.

We'll tiebreak on the next vote, or a dice roll if I get impatient, and I'll see if I can sneak in a few updates at work.
>>
>>5577048
boneyard
>>
Rolled 82 (1d100)

>>
File: DOS-Turn24.png (129 KB, 313x271)
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Theme Boneyard awarded!

24 Standard Turns have passed.

Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks. Ineligible Quirks will be adjusted until they become eligible.

Quirk Behavior: Dig Twice, then place a Treasure Quirk.

AVAILABLE THEMES: "Boneyard", "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5577100
>Quirk: Dig 1 -> B, Dig 1 -> C Treasure Quirk in new room C

Would that be acceptable for a command or would the digging have to be done in the same direction each time?
>>
>>5577103
That's an acceptable command.
>>
>>5577100
>Dig 1 A
since blizzard deals damage while they traverse we should just make a fuck long maze
>>
>>5577103
+1

>>5577109
Having them backtrack should also do well
>>
>>5577100
> Spawner 1
There are already enough treasures in floor one
>>
>>5577109
then why just dig only once? dig twice and if you really want you can just place the treasure in the core room.

>>5577113
kinda what i was thinking with digging in different directions. make one part a Honeypot so they spend longer in the blizzard if they go for greed.
>>
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>>5577103
>>5577113
How about dig from 1 to b, and then sideways from B instead? Then put the treasure in that room
>>
>>5577123
that could work as well if you can put it into a command i might just support it.
>>
>>5577123
then next turn maybe get a spawner and then empower the room to give it a higher cap for monsters.
>>
>>5577103
changing to >>5577123
but then we should dig to A and create a labyrinth as >>5577113 says, maximizing backtracking
>>
>>5577126
I would need a name for that room, I guess I'll just call it D
>>5577117
>>5577100
Changing to
>Quirk: Dig 1 -> B, Dig B -> D Treasure Quirk in new room D
>>
>>5577100
changing vote from >>5577103
to support >>5577123 / >>5577129
instead
>>
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>>5577113
>>5577120
>>5577128
Something like this for the long term layout?
Sorry if it looks shit, I'm using paint
>>
>>5577134
>inb4 we make a swastika dungeon
>>
>>5577134
could work just with more side rooms.
>>
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>>5577153
I think I went a little too far now
>>
File: Maze_30x40.jpg (1.27 MB, 2160x2880)
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>>5577163
well its alright. Might try something more.... complex ;)
>>
>>5577195
That image makes me question wheter adjacent rooms automatically connect or if we would choose the entrance. Depending on the answer, we could make a more complex dungeon with less digging.
Actually, could adventures try to cheat by digging or breaking the walls?
>>
>>5577198
we will have to see if we can have something like roaming mobs when someone tries to mine through our walls.

and as far as we have seen the rooms seem not to autamtically connect we need the empowerment for that on the first floor. at least i think we used it for that so that in theory more monsters/treasures can be spawned there at once.
>>
Processing...
>>
Rolled 7 (1d100)

>>
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25 Standard Turns have passed.

> Quirk B, D, D

Digging...Digging...Treasure Quirk placed.

Cycling Treasures...1 Treasure Created


Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin. Alternatively, choosing two existing rooms creates an entrance between them.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.

Quirk Behavior: Place a trap, then a room containing a resource will be randomly created.
>>
>>5577223
>Spawner 1
>>
>>5577223
> Quirk 1
It’s just efficient. If we get another room, it’s just good, because it’s more space imvaders have to travel through
>>
>>5577223
> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.
Trap room 1
>>
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Dig Command Updated.

Map Updated.
>>
>>5577246
I like how the update dig answered the question about connections, entrances and adjacent rooms
Thanks Sys
>>
>>5577223
>Spawn 2
>>
>>5577223
>Spawner 1
>>
>>5577279
>>5577267
>>5577227
Why are we turning down a free room? Quirk option is strictly better for us.
>>
>>5577223
>Quirk 1
>>
>>5577292
Hm quirk is good, but I do worry if there will be time for spawns to fill up later.

>Quirk 1 trap
Feels mean, but they do get better at them.
>>
Rolled 22 (1d100)

Processing...
>>
Rolled 9 (1d9)

Clockwise from the A
>>
>>5577316
Maybe we should spend the next three turns making a boss
Spawn and enhance twice
>>
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26 Standard Turns have passed.

> Quirk 1

Placing Ice Plume. Trap Quirk. 1d8. Target is disabled for one combat round.

Generating new Resource Room...

Placing Arctic Creeper Resource Quirk.

Cycling Resources...1 Resource Created

Cycling Treasures...Treasures at maximum for Room Size.

Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.

Quirk Behavior: Place a Trap Quirk, then Place a Treasure Quirk.
AVAILABLE THEMES: "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5577332
> Spawner 2
Start working on getting a boss monster for this level
>>
>>5577332
>Spawner 1
Not having a spawner with this trap wastes its ability
>>
>>5577335
Changing my vote to trap 1
>>
>>5577340
Trap isn’t a command, and the room already has a trap so it can’t get another one
>>
>>5577340

Did you mean Spawner 1?
>>
>>5577340
I meant spawner 1
I think you mentioned the trap I switched the words in my head for some reason
>>
>>5577332
>Spawner 1
>>
>>5577342
Meant to reply to you
>>5577343
Yes
Actually, do the quirk in the room still get transported together with the boss?
>>
>>5577332
> Spawner 1
>>
>>5577346
Yup. Might do something different on floor three, but this works for now.
>>
>>5577354
Ok, so we should probably move the core room first before making a boss
>>
We have to build spawners early because they grow in value every turn.

>>5577332
>Spawn 1
>>
I swear to Acererak we better put a spawner in room 4 before the next raid.
>>
>>5577372
That depends on how much damage would the howling blizzard damage does in two passages compared to monsters, we kind want to make that nook inviting to go before continuing further into the dungeon.
So putting a monster in 4 would be better after we put one in 2
>>
So here's a suggestion for a plan

Spawner 2
Spawner 4
Dig F
Empower Unit 1
Empower Unit 1
Spawner 1
This should fill out all the monsters and get us a boss and put a powerful trap in the core room.

It may change depend on what offers for quirks appears, if something like a trap and 2 digs appear again, we should definitely pick it
>>
>>5577385
Why do a spawner last instead of doing it early and letting it grow?
>>
Rolled 12 (1d100)

Processing...
>>
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> Spawner 1

Placing Spawner...Arctic Wolf created. 1d6. If a target is attacked by two separate wolves at the same time it is disabled for one combat round, to a maximum of once per combat.

Cycling Resources...1 Resource Created

Cycling Spawners...1 Monster Created

Cycling Treasures...Treasures at maximum for Room Size

Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.

Quirk Behavior: Place a Trap Quirk, then Place a Treasure Quirk.
AVAILABLE THEMES: "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5577426
We are making spawner 1 right now.
When we enhance 1 twice, it will turn into a boss, transporting room 1 into the core.
That means there is going to be no monster on 1 anymore, so we are going to need to replace it.
>>
>>5577445
> Spawner 2
Ok, get monsters in the room, make one of the monters into a boss, replace the monster that was lost
>>
>>5577447
Although we could turn spawner 2 into the boss too. That way we wouldn't need to dig F first
>>
>>5577445
>Spawner 2
We should definitely empower room 1 after this so that we can have a lot of wolves, which will work well with disabling parties and allowing us to do damage.
>>
>>5577445
spawner 2
>>
>>5577445
>Spawner 4, even though the room is un numbered.
I aint leaving free treasure.
>>
>>5577572
But not putting a spawner on room 2 would be letting a even greater treasure be free wouldn't it?
It's a clean path to both the core for them to salvage, and a treasure chest to boot
>>
>>5577575
We can boost core defenses much faster than other rooms.
>>
>>5577445
Didnt we unlock a new theme? I dont see Boneyard listed.
>>
>>5577581
We can't, the quirk system was changed
>>
>>5577587
The only thing that would boost the core would be making a boss.
Which is what I'm trying to push for here >>5577385
>>5577445
Hey Sys, the hole thing about the puzzle, locked door and key is still dependedent on upgrading quirks on the boss room, or did it change as well? I hope it changed
>>
If it didn't change we should probably plan ahead our core expansion so we can know where to put them.
Also, will obstacle appear in the rotating quirks, or are they bound to keys and corridors?
>>
>>5577445
>>5577332
Also Sys, wasn't the Quirk Command supposed to change between these two turns?
It stayed as
>Quirk Behavior: Place a Trap Quirk, then Place a Treasure Quirk.
>>
>>5577600
2,12,22 are all the same. What are the odds eh?
>>
>>5577605
Oh so that's what happened
Thanks for clarifying
>>
>>5577605
You should include the "seed" each turn to demonstrate quirk is random.
>>
>>5577591
You've got about a ten percent chance of puzzle coming up each turn. And the same for Lock. 60-79 to be precise.
>>
>>5577620
Interesting, so that means we can keep expanding and upgrading in any way we want until some good quirk is rolled
And that probably keep one or two non quirk'd rooms in case we roll something that needs it
>>
>>5577586
You've got it, I'm just failing at writing it down, feel free to use it.
>>
I like this new mechanic
Anyway, I'm voting spawner 4 next unless something really good appears
>>
>>5577626
Oh, and just to be sure since I made this mistake before, I'm keeping my vote to spawner 2 this turn, I'm talking about my plan for the next one
>>
>>5577613

Like these ones? I can call it out more explicitly though.
>>5577430
>>5577318
>>5577213

I did cheat the first one of the floor since you wouldn't have been able to use it otherwise.
>>
Rolled 7 (1d100)

Calculating Quirk Heuristics...
>>
>>5577671
Seems we got trap and resource room again
>>
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28 Standard Turns have passed.

> Spawner 2

Placing Spawner...Arctic Wolf created. 1d6. If a target is attacked by two separate wolves at the same time it is disabled for one combat round, to a maximum of once per combat.

Cycling Resources...1 Resource Created

Cycling Spawners...2 Monster Created

Cycling Treasures...Treasures at maximum for Room Size

Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.

Quirk Behavior: Place a Trap Quirk, a room will be randomly created containing a resource

AVAILABLE THEMES: “Boneyard”, "Howling Blizzard", “Temple of Light”, “Basic Dungeon”

That's it for the night for me.
>>
>>5577676
> Spawner 4
>>
>>5577676
>Quirk 4
>>5577685
having a spawner in the resource room is bad as it is limited by the space the resources already take up but traps take up only 1 or so spaces making it ideal
>>
>>5577692
>support
indeed
>>
>>5577676
>Spawner 4
>>5577692
We can empower the room to make space.
>>
>>5577692
Room 4 already has a Quirk, sorry.
>>
>>5577676
>Spawner 4

i wonder when the next invasion will come
>>
>>5577676
>Spawner 4
>>
>>5577692
might be different ID but changing to spawner 4
>>
>>5577676
> Spawner 4
>>
> Locking Spawner 4

---

May lifted up the bucket of swamp water and took a deep breath as the aromas wafted off. Sure, some people didn’t think swamp water made for good potions, but the sheer amount of life in each drop had to be good for health potions, right?

“That stuff stinks.” Madeline frowned as she brought in another bucket of water.

“Mmmhmm!” May grinned and stoked the fire. The first vapors started to cloud and build above the cauldron.

“Your mom doesn’t mind you setting up right here?”

May pursed her lips and scraped at the side of the cauldron with her long stirring rod, despite it being a new cauldron, freshly bought with dungeon coinage. “She seemed proud actually...thought I made the money for the cauldron picking herbs on the side.” May swore the band of eyes that marked each coin was glaring at her, judging her as she counted them out for the blacksmith.

Using the coins was a bit of a concern. Dungeon currency was the dominant form of currency, and each type of boss minted their own variation of that currency. They had lucked out though, the last caravan that had passed through town had a handful of coins with an eye theme on them, more of a cluster than a band, but hopefully similar enough to not raise suspicion. Still, they had exchanged a handful with Sam, who would weave them in with other caravans in turn, then the mix of eye cluster coins and eye band coins would hopefully just pass as unremarkable dungeon coins.

“What if the dungeon has a unique floor?” May said aloud.

Madeline wrinkled her nose as more vapor rolled off the cauldron. “That happens...one floor out of thirty? And only a dungeon scholar would notice anyway, there’s dozens of different floor types. I’ve got a book back at the house about a dungeon floor about farms even.”

May giggled. “A farm floor? Angry sheep?”

“Scarecrows and life draining corn mazes. The boss was weird though.”

May dumped herbs into the boiling cauldron, then bit the mana crystal and dumped it in as well.

“Dying in a corn maze feels pretty disheartening. What was weird about the boss?”

“It had a name. Bill. Apparently it’s a humanoid with a very sharp scythe.”
>>
---

Sam Waverider liked to think of himself as someone who had good sense. Good sense of balance, good sense of humor, good sense of being cheated at cards. Good danger sense. Which made two of his dad’s...helpers following him a concern. No reason to follow him while trying, badly, to stay out of sight, unless it was something to worry about.

He ran through a list in his head. Card debts were...acceptable, in his favor but nothing worth anger. Same for dice. None of his father’s men were the type to be sneaky if they caught him cheating, and they all cheated too anyway. He hadn’t stolen anything from them, and even if he had he sure as hell wouldn’t have left any clues...

Shit, it was the statues. It was definitely the statues. He still didn’t know where Adam had gotten them from, they had that signature dungeon make nature to them, each one a perfect duplicate down to the ‘imperfections’, but there were no dungeons in the country, right?

Right? Adam had...found a dead traveler. Or a crate that had fallen off the back of a wagon. Or...who was he kidding, Adam was a stick in the mud like most farmers, if he had found a crate or a body he would have reported it. And besides, bodies would have been found, missing crates would have been reported, unless there was another smuggler? Sam’s mind buzzed through possibilities, crossing them out one by one...impossible but...

Sam made a decision to visit the Brookside farm. He always was a fan of two birds with one stone.
>>
Rolled 59 (1d100)

Applying Quirk Heuristics
>>
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29 Standard Turns have passed.

> Spawner 4

Placing Spawner...Arctic Wolf created. 1d6. If a target is attacked by two separate wolves at the same time it is disabled for one combat round, to a maximum of once per combat.

Cycling Resources...1 Resource Created

Cycling Spawners...3 Monster Created

Cycling Treasures...Treasures at maximum for Room Size

WARNING: Threat Imminent.

Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.

Quirk Behavior: Execute two Empower commands, then a room containing a Rest Area will be created in a random location

AVAILABLE THEMES: “Boneyard”, "Howling Blizzard", “Temple of Light”, “Basic Dungeon”

Sorry for the long delay, just been a hell of a week.
>>
>>5581036
> Quirk [1] [Room] [4] [Monster]
Empowers our room to hold more wolves, and empowers the wolves in the 4 room so that we lose a minimum amount of wolves for the imminent threat (and also starts setting up our boss)
>>
>>5581041
>support
>>
>>5581036
supporting >>5581041
for the room expansion go for A
>>
File: DOS-Turn30.png (683 KB, 942x657)
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30 Standard Turns have passed.

> Quirk [1] [Room] [4] [Monster]

Empowering Room 1...Maximum unit size increased

Empower Monsters at Room 4...

Arctic Wolf transformed into Blizzard Owl. 2d6 aoe. 30 HP. This unit roams the floor, moving 2 tiles at a time and will attack once when passing by invaders.

Cycling Resources...1 Resource Created

Cycling Spawners...2 Monsters Created

Cycling Treasures...Treasures at maximum for Room Size

Invaders detected.

Resolving combat...

Not tonight though
>>
>>5581109
Sleep tight
>>
>>5581109
We empowered the monster with the resources? that means that when we make them into a boss, the resources will be brought with it to the core, so we won't be able to have a trap with it
>>
>>5581269
We aren't able to have a trap with it anyways, traps and resource both count as a quirk, and you can only have one quirk per room. We already tried to trap the resource room and it didn't work.

>>5581109
I believe you forgot to make the rest area.
>>
>>5581336
No, I didn't mean to trap the resource room, I mean to trap our core. When we upgrade the spawner with the boss, they bring the quirk with them.
We can only have one guardian, and it's now the one on room 4. When we upgrade the guardian to boss, it will now bring the resource room with them.
>>5577346
>>5577354
>Actually, do the quirk in the room still get transported together with the boss?
>Yup. Might do something different on floor three, but this works for now.
So we won't be able to have a trap with our boss in our core. And room 4 will lose the resources, that was the incentive for adventurer to visit it and take blizzard damage.
Also I wanted to dig first, to move our core out of a treasure room, because last time we turned a monster into a boss and it brought a quirk, there was also another one on the same room, so one of the quirks were deleted. >>5575008
>>
>>5581343
Unless Sys decides to throw us a bone and change the boss upgrade quirk transportation system for this floor instead of 3.
Please?
>>
>>5581346
Our maybe bring back the swap command so we could change the location of the guardian before we upgrade it
>>
Removing the quirk transportation would be better in my opinion though. or maybe even make it optional
I don't think it fits with the full clarity that was promised with new quirk system.
>>
>>5581109
Actually, a quick question
Do the quirks also follow the boss if we dig? Depending on the answer we could just Dig once, empower the boss for it to take the resource to that tile, and then dig again to leave the resource behind.
Quite convoluted but it could work depending on the answer. And we would need to think of an incentive to for adventurers to go to the dead end of room 4 instead of continuing down room 2.
Just getting rid of the hidden system that would force us to have to work around it in the first place would be better though.
>>
Wait, I'm getting worked up for no reason again.
Sorry. I'll stop shitting up the quest now.
>>
>>5581336
Gosh durnit to heck
>>
>>5581346

Analyzing user request...

Checking for updates...

Optional update found!


Revised Boss Placement Patch: Empower will no longer be able to upgrade Guardians into Boss Type Monsters. Instead, after a predetermined number of rooms (floor/2, rounded up, times 5 + 1) have been placed the boss room will be immediately created and placed and the Core Room shifted behind it.

A selection of optional effects for the boss room will be offered at creation.

Both Core and Boss chambers will be locked from further changed at this time.

Current Required Room Count for Boss Chamber Creation: 6

Apply Optional Patch?
>>
>>5581449
I really don't like it both happening automatically and locking both rooms, if it optional after the threshold, or letting us move it around afterwards it would be better. It makes the best option to just make a long corridor until the boss room is created and only then make any side rooms.
The optional effects might be cool enough to offset the rest being a downgrade.
I'll just stop ruining everything..
>>
>>5581449
It would be enough to just not take the room quirk with us.

I vote against this. The automation seems like it could get us into quite some trouble
>>
We could always just not use the current empowered monster as our boss and just start empowering something else.
>>
>>5581509
But we can only empower one monster into a guardian.
>>
>>5574867
Found this
Hmm, can we have two guardians on floor 2, or are we still stuck on the floor 1 limitation of only one guardian?
It would solve the issue. For now.
>>
>>5581517

Ah, let's declare this as the rule.

The total number of Guardians and Bosses on a floor cannot exceed half the floor depth, rounded up, plus one. Only one Boss may be present on a floor.

Floor 1: 2 Guardians/Bosses
Floor 2: 2 Guardians/Bosses
Floor 3: 3 Guardians/Bosses
Floor 4: 3 Guardians/Bosses
Floor 5: 4 Guardians/Bosses

>>5581483
>>5581491
I'm not opposed to making the placement of the boss room something you opt into, like how DELVE operates, if that's the sticking point.
>>
>>5581571
That does solve the biggest gripe I have with the new boss mechanic.
Let's try it out then.
>>
Rolled 4 (1d4)

>>5581109

Determining rest area location.

A,C,D,G, Core Room is ineligible
>>
File: DOS-Turn30b.png (776 KB, 1142x669)
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Generating Rest Area...

Selecting Area...

Refreshing Hot Spring created! Once per invasion can be used to restore 10HP to the party and reset once per floor abilities.
>>
Rolled 7, 7 = 14 (2d14)

Ed scowled as the boss’s kid meandered out of town. “Where’s he going Lev?”

His brother shrugged. “Thinks he’s smarter than us, maybe he thinks he can handle us if there’s less people around to make a fuss?”

“This is out to one of the farms isn’t it?”

“Yeah, I think so. Kid isn’t running his own racket out here is he? Had to get those statues from somewhere.”

“Yeah, that’s why we’re following him-shit he’s running! Get him!”

The two pounded after the kid, stumbling through trees, then down a slope. A well lit entrance suddenly loomed in front of them, and the kid stopped abruptly in front of it and slipped between the two of them.

“Elders first!” He said with a smile as they stumbled through.

---

Invaders - Room 1
Ed Farmhand. Level 2 Thug. 20HP. 1d14.
Lev Farmhand. Level 2 Thug. 20HP. 1d14.

Defenders
Ivory Watchers X5. 5d3, Vigilant.

Dispatch to External Chaos System

> Roll 5d3
>>
Rolled 2, 1, 2, 1, 1 = 7 (5d2)

Targeting...

Ed and Lev will attempt to split the enemies between them, with Lev taking the larger amount
>>
Rolled 1, 2, 2, 2, 3 = 10 (5d3)

>>5581664
>>
Rolled 13 (1d14)

Sam watched the brothers fight with a sigh. Nothing was ever simple was it? He passed into the chamber as the last statue crumbled from a heavy overhand strike.

“Good job lads, I think we’re going to make a lot of money today.”

Lev span toward him. “You little shit! You just tried to kill us!”

“What, you’re scared of the first room of a dungeon?”
Lev spat and stared around. “Can’t be.”

“It is lads.” Sam knelt and worked his scavenge magic, tugging strands of fading mana into a familiar ivory statuette. “Treasure chest in the corner even. You keep me safe, I’ll keep you rich, and dad out of the loop. What do you say?” He tossed the statuette to Lev.

The two brother glanced at each, grins spreading across their faces. Sam could read the double cross plan forming between them plain as day. Good thing they were both idiots.

“Deal, you little asshole. But not a word to your dad, this place is a gold mine until it gets out.”

---

Invaders - Room 2
Ed Farmhand. Level 2 Thug. 17HP. 1d14
Lev Farmhand. Level 2 Thug. 13HP. 1d14
Sam Waverider. Level 1 Lookout. 10/10 HP. 2d5

Defenders
Ivory Watchers X5. 5d3, Vigilant
Judgement Gaze. 1d4, Target loses 1 Attack Power

Dispatch to External Chaos System

> Roll 5d3
> Roll 1d4
>>
Rolled 3, 2, 2, 2, 2, 3 = 14 (6d3)

Targeting...

Largest group for Ed, then Lev, then Sam
>>
Rolled 1, 3, 3, 3, 1 = 11 (5d3)

>>5581682
>>
Rolled 3 (1d4)

>>5581682
Judgement gaze damage so we can move on
>>
Rolled 2 (1d4)

>>5581682
>>
Rolled 6, 14 = 20 (2d14)

Sam had to admit, his father’s thugs were effective. Ed and Lev moved in first, spreading out to block off the statues as they lunged. The statues were no slouches either though, one separated Lev from his brother, while four others dogpiled Ed, kicking and beating, until Sam remembered that he was supposed to be helpful and slammed a pair of daggers into one, the stone surprisingly soft to impact. Ed kicked the others off, then Lev arrived, shattering the statues into fragments with a single heavy strike of his club.

“Alright Ed?” Sam asked, pulling the man to his feet.

Ed spat blood onto the floor and wheezed for a moment. “Thanks kid. Place doesn’t fuck around does it?”

Sam shook his head. “Yeah, but I’ve heard it has piles of treasure further in.” He pulled another statue from the monster's remains before they crumbled to dust. “And these little statues sell well too.”

Lev patted his brother on the back. “Yeah, I bet we’re close to a big score now! There’s some weird altar with bells in the next room, might be valuable!”

---

Invaders - Room 3
Ed Farmhand. Level 2 Thug. 7/20HP. 1d14
Lev Farmhand. Level 2 Thug. 9/20HP. 1d13
Sam Waverider. Level 1 Lookout. 10/10 HP. 2d5

Defenders
Ivory Watchers X5. 5d3, Vigilant
Judgement Gaze. 1d4, Target loses 1 Attack Power

Dispatch to External Chaos System

> Roll 5d3
>>
Rolled 3, 3, 2, 3, 3 = 14 (5d3)

Targeting...
Lev, Ed, Sam
>>
>>5581712
These targeting dice are fucking vicious today
>>
Rolled 2, 2, 3, 1, 1 = 9 (5d3)

>>5581707
Is this going to be our first TPK?
>>
Useful tools, but not good at correcting their mistakes apparently. Sam frowned as the statues managed to separate the brothers again, this time Lev facing the brunt of their fury. One statue seized him from behind, then three others moved in, pounding his chest until with a sigh Sam moved in and backstabbed two of them and Ed crushed the other two.

The two thugs knelt on the floor, gasping and pale, hacking up flem and blood as their battered bodies forced the worst of the damage out.

“Got a little rough there lads!” Sam announced cheerily. “Take a break! I’m going to look around.”

Ignoring muttered curses from behind them (and scavenging another statuette at the same time), Sam did a careful circuit of the room. To their right was a hallway, a glittering ornate key at the end of it. Probably some sort of gauntlet or trap they’d need to endure. This room had bells...which were almost certainly some kind of mechanism to move forward. He read the inscription and nodded, suspicion confirmed.

Another room to the left...badly lit, but the corner of a treasure chest was visible in the gloom. Just packed earth unlike the rest of this place. An unfinished room, discarded when the dungeon burrowed deeper? A cleverly designed trap? Sam took a deep breath and made a calculated decision, stepping into the dark.

Nothing. No darkling creatures, no horrific traps. He passed through the gloom, found a pair of treasures that he left unopened and paused, looking back at the two brothers. Trouble.

“Dungeon...it would be in your best interest to make sure those two forget you. Let’s see if I can make that happen.”

Sam walked back into the central room and picked up one of the bells.

“What are you doing kid?” Lev stared at the bell, a little nervous, body twitching a little after the last round of beatings.

“I guess I ring it?” Sam said innocently and gave it a shake.

Two dings, then a thousand ripped through the room, dropping Sam to his knees as his head tried to split open from the sound. Lev vomited, foulness spilling over the pristine white tile, Ed curled into a ball, weeping and twitching. Sam gripped the bell tightly, teeth gritted. An unpleasant plan to be sure but...

He really wanted this place to himself.

Sam hurled the bell against the far well and the bell split his head again.
>>
Ed Farmhand DISABLED. Commencing Data Extraction...Please choose one. All options yield equivalent DATA values.
> Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.
> Extract Club Skill.
> Extract Employer Information
> Extract Self Preservation
> Extract random theme data. New theme would be awarded.

Lev Farmhand DISABLED. Commencing Data Extraction...
> Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.
> Extract Club Skill.
> Extract Employer Information
> Extract Self Preservation
> Extract random theme data. New theme would be awarded.
>>
>>5581733
Ed
> Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon

Lev
> Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.

They would just blab on about us. Lets just kick them out. Hopefully permanently.
>>
>>5581733
> Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.
> Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.
>>
>>5581733
> Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.
> Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.
>>
>>5581733
>Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.

>Extract Dungeon Memory. Subject loses all coherent memory of the existence of this dungeon, and becomes resistant to becoming aware of the dungeon.

Sam's gonna return if we do this, more opportunitties and 2 less dumbheads knowing about us.
>>
>>5581733
Extract Knowledge of Employer x2

Sam can start his own gang through this method.
>>
>>5581733
>Both: Extract Dungeon Memory
>>
>>5581733
>Both: Extract Dungeon Memory
>>
185/150 Data acquired! Special Action Reward granted!

185/175 Data acquired! Theme awarded!

Please choose a Special Action Reward:

> Renovate: From a pool of special actions, execute up to three on a previous floor
> Accent Pack: The next three executions of THEME don’t consume a turn
> Secure: Gain a single use of the ‘Secure’ command. The Secure command digs two rooms, placing the Core in the second room. The Puzzle Quirk is applied to the first room, and the Lock Quirk is applied to the second room.

Dispatching to external chaos system...

> Roll 1d100
> Roll 1d100
> Roll 1d100
>>
Rolled 21 (1d100)

>>5582620
> Renovate: From a pool of special actions, execute up to three on a previous floor
>>
Rolled 89 (1d100)

>>5582620
Still had a name from another threqd in there.

Last one was a 96 if that is in any way relevant for you QM
>>
Rolled 74 (1d100)

>>5582620
>Secure: Gain a single use of the ‘Secure’ command. The Secure command digs two rooms, placing the Core in the second room. The Puzzle Quirk is applied to the first room, and the Lock Quirk is applied to the second room.
>>
>>5582620
>Secure
>>
Please Choose a Theme:

> 21. Dark Temple
> 96. Torture Chamber
> 74. Hellscape

Special Action Selection still open
>>
>>5582648
> 74. Hellscape

if the Hellscape is scorching hot this is my pick.

otherwise it would be the Dark temple just to pose a Juxtaposition to the holy seeming place on the first floor.
>>
>>5582656
Classic fire and brimstone.
>>
>>5582648
> 21. Dark Temple
>>
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>>5582673
neat. then sure absolutely. Go full Hellscape People will hate us for forcing them from cold to hot and then into some more pleasent climate just to throw them back into the oven and then cool them down again rapidly.

cue pick related
>>
>>5582620
> Secure: Gain a single use of the ‘Secure’ command. The Secure command digs two rooms, placing the Core in the second room. The Puzzle Quirk is applied to the first room, and the Lock Quirk is applied to the second room.

>>5582648
> 74. Hellscape
>>
>>5582620
> Secure

>>5582648
> 21. Dark Temple
More temples.
>>
>>5581021
>>“It had a name. Bill. Apparently it’s a humanoid with a very sharp scythe.”
BILL DOOR
>>
>>5582778
Wasn't he in taxes or something?
>>
>>5582620
>Renovate
>Dark Temple
>>
>>5582794
bill door is a discworld reference
>>
>>5583953
I know, "Reaperman". But wasn't there a running joke about people thinking he was in taxes?
>>
Rolled 60 (1d100)

May handed over the bag of herbs at the garrison with a smile.

“Mom said she packed a few extra burn cures since we have the festival bonfire coming up soon.”

Captain Guardkin, Michael’s father, took the package, returning the smile from behind his bushy facial hair. “Your mom is a good woman. I heard you were getting into the family art as well.”

“Ah, yeah. Uhm, is Michael around?”

The captain stared at her for a moment, then he winked knowingly. “Ahh. It is that time isn’t it?”

May felt herself turning scarlet and stomped a foot, trying to fight it back. The captain just laughed.

“Should be around Smith street right about now.”

May mumbled thanks and bolted out the door. Finding Michael was fairly easy and she fell into step next to him.

“When are we going next?”

Michael glanced around. “Are you sure? Last time...”

“Yeah...never thought a girl from the swamp would almost burn to death. Heh. But I’ve got my own cauldron now, and new potions and...”

“And?”

“I can’t believe that stupid dungeon got rid of its mushrooms! It had better have something more down below!”

---

> Calibrating Quirk...
>>
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30 Standard Turns have passed.

Theme:Dark Temple unlocked!

Single Use Command: Secure unlocked!

Threat Detected ETA: 3 Turns

Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.

Quirk Behavior: Lock the door between two rooms, placing a dungeon key, then randomly create an empty room.

> Secure [Room Ids]: Digs two rooms, placing the Core in the second room. The Puzzle Quirk is applied to the first room, and the Lock Quirk is applied to the second room. SINGLE USE.


AVAILABLE THEMES: “Dark Temple”, “Boneyard”, "Howling Blizzard", “Temple of Light”, “Basic Dungeon”


You can have multiple locks and puzzles under the new quirk system, pending it getting hilariously out of control
>>
>>5585171
Can we have multiple locks per floor?
>>
>>5585187
Ignore, I can't read

>>5585171
> Quirk [4] [5], (key in [2])
>>
>>5585171
>Quirk [E H]
after this spawner in 3 and then we start empowering things
>>
>>5585233
The Quirk doesn't dig two new rooms
>>
>>5585254
>>5585171
> Secure [Room Ids]: Digs two rooms, placing the Core in the second room. The Puzzle Quirk is applied to the first room, and the Lock Quirk is applied to the second room. SINGLE USE.
please try to read
>>
>>5585233
Ah, I assume you mean Secure, not Quirk?
>>
>>5585188
Seconding this. Shouldn't we save Secure for when we really need it? I don't think things are so pressing at this moment.
>>
>>5585171
> Spawner 3
>>
>>5585171
supporting >>5585188

securing this place should be high on our priorities and then we get a spawner and maybe empower the room after to make more space.
>>
>>5585171
>Secure [E H]
>>
>>5585261
Please try to read the very first word of what you posted and tell me if that is the Quirk command.
>>
>>5585171
>Empower 1, monster
It's a size 2 room, meaning it can spawn MORE. If we empower the wolves, we will get way more bang for our buck
>>
>>5585188
Support
If they want to rest, they will have to backtrack thorough the snow and take damage
>>
Locking in

> Quirk
>>
Rolled 4 (1d6)

Placing Random Room...
Counter clockwise from A
>>
Rolled 45 (1d100)

Calibrating Quirk...
>>
I wonder if it's best if we make it as hard as possible to enter room 5 or just focus on defenses in 1 and 2
>>
>>5586962
Doing the latter accomplishes the former because of the lock, but there isn’t a ton more we can do that way anyways. I think we should be digging some to make our eventual secure more potent
>>
31 Standard Turns have passed.

> Quirk [4] [5], (key in [2])

Creating Locked Door...

Placing Key...

Threat Detected ETA: 2 Turns

Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.

Quirk Behavior: Place an Obstacle, then a random room containing a treasure will be empowered.

Obstacles: This Quirk triggers each time an invader attempts to cross the room it contains, forcing them to pass a Test or suffer a consequence, typically damage.

> Secure [Room Ids]: Digs two rooms, placing the Core in the second room. The Puzzle Quirk is applied to the first room, and the Lock Quirk is applied to the second room.


AVAILABLE THEMES: “Dark Temple”, “Boneyard”, "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5586984
Updated map?
>>
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>>5587017

Ahem.
>>
>>5586984
>Quirk [2]
I’m thinking we can make room 2 have an obstacle, then later we can dig to the left of it, and then secure so that we can put the key on the opposite side of the obstacle.
>>
>>5586984
> Spawner 3
>>
>>5587020
Changing to support this
>>
>>5587020
Sounds good.
>>
Rolled 45 (1d100)

Locking

> Quirk 2

Calibrating Quirk...
>>
>>5587068
45
>>5586957
45

Chaotic Alignment Detected[/b]

Please choose Quirk effect
> Trap
> Obstacle
> Double Empower
> Lock
> Puzzle
> Support
> Double Dig

Please choose Quirk cost
> Chaos dig
> Add a resource
> Add a treasure
> Add a rest area
> Empower a random room that contains a resource
> Empower a random room that contains a treasure
> Chaos Dig a room with a treasure
> Chaos Dig a room with a resource
> Chaos Dig a room with a rest area
>>
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>>
>>5587074
>Obstacle
>CHAOS DIG
>>
>>5587074
> Trap
> Chaos Dig a room with a treasure
>>
>>5587084
+1
>>
Locking >>5587084


In the meantime a meta vote:

Do you want to handle the monsters of the first three rooms of the dungeon room by room, or all once?

I feel like those first three combats drag a bit on the pacing since they're basically all the same, and there's a fairly low risk to the larger invasion group. What I'd like to do is just call for 3 sets of 5d3, and one 1d4, then skip straight to the puzzle, obstacle, and boss fight. Thoughts?

> All at once
> One by one
> Something else?
>>
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“Ok. Three healing potions, four fire resist potions, extra roll of bandages, offering.”

“Offering?” Madeline peered at the black bound journal, tightly sealed with a red ribbon.

May blushed scarlet. “Just an old tradition mom told me about once. She did some delving once or twice. They say it’s good luck to bring a gift of knowledge. I don’t know if this really counts, but uh...”

Madeline shrugged. “As long as it’s not taking up space for potions. We’ve still got a few more we can bring right?”

May nodded. “Up to ten lesser. Not sure what else to make though. Out of stuff for healing potions until we get more mana crystals. Frogfoot potions probably wouldn’t be that useful. I’ve got these old aroma potions but smelling like vanilla isn’t going to do us any good.”

“That is a really weird potion to have. At least the potion limit doesn’t apply to mundane equipment.”

May coughed vigorously and reorganized the potions for the third time. “Ah, it does to magical tools though, not that I have any training on them. ”

---

Offering Received: May Goodbalm’s Journal (MOM STOP READING THIS)

32 Standard Turns have passed.

> Quirk 2

Creating Obstacle Ice Flow: 1 Nimble Test to Pass. 8 Damage on failure. Targets that fail deal half damage on their next attack.

Threat Detected ETA: 1 Turns

Please enter a COMMAND

> Dig [Origin] [Destination]: Creates a new single tile room at the Destination, and connects it to the origin.

> Spawner [Room Id]: Create a new Monster Spawner at the indicated room.

> Empower [Room Id] [Quirk/Monster/Room]: The indicated Room, Quirk, or Monster becomes larger or more powerful. Most things can be empowered twice.

> Theme [Room Id] [Theme Id]: Apply a Theme to a given room and its contents, altering the characteristics of Quirks and Monsters within the room.

> Quirk [???]: A Quirk is any non-monster element present in a room. The behavior of the Quirk Command changes each turn, and must be fulfilled completely. Quirks cannot override other Quirks.

Quirk Behavior: Place an Obstacle, then a random room will be created

Obstacles: This Quirk triggers each time an invader attempts to cross the room it contains, forcing them to pass a Test or suffer a consequence.

> Secure [Room Ids]: Digs two rooms, placing the Core in the second room. The Puzzle Quirk is applied to the first room, and the Lock Quirk is applied to the second room.


AVAILABLE THEMES: “Dark Temple”, “Boneyard”, "Howling Blizzard", “Temple of Light”, “Basic Dungeon”
>>
>>5587101
> All at once
so long as it resolves like it would normally I don't see a problem

>>5587103
>Quirk [6]
The only place we can put it, and it should still trigger on people backtracking. After this we should really get to digging and securing, depending on where the random room goes.
>>
>>5587101
> All at once
>>5587103
> Spawner 5
>>
>>5587122
If we don't use our custom quirk here, we're gonna lose it
>>
Rolled 1 (1d2)

1 - Quirk 6
2 - Spawner 5
>>
Rolled 7 (1d7)

Assigning random room...
>>
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May shifted uncomfortably in the mismatched cloth armor.

“I appreciate it but...”

Michael winced. “Yeah, the smell just won’t come out. I’ve tried.” He drummed his fingers on his shield, the faintest of glows visible in the dusk. “You sure you don’t want me to be first in?”

Adam shook his head. “Nah, keep the girls safe. Let’s hit them hard!”

---

33 Standard Turns have passed.

> Quirk 6

Creating Obstacle Ice Flow: 1 Nimble Test to Pass. 8 Damage on failure. Targets that fail deal half damage on their next attack.

Invaders detected. Resolving combat.

Invaders - Room 1-3
Adam Brookside: Level 2 Scrapper. 30/30 HP. 1d14, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 16/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 20/20 HP. 5d2 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 2 Novice Witchdoctor. 16/16. 1d8. 3 L. Healing Potions. 4 Fire Resistance Potions. 15/15 Healing.

Defenders
Ivory Watchers (5): 5d3. Vigilant.
Ivory Watchers (5): 5d3. Vigilant.
Ivory Watchers (5): 5d3. Vigilant.
Judgement Gaze (1): 1d4. Target Loses 1 Attack.

> Roll 5d3
> Roll 5d3
> Roll 5d3
> Roll 1d4

Feel free to reroll after five minutes or so
>>
Rolled 1, 1, 4, 2, 4, 4, 4, 1, 3, 2, 4, 2, 3, 4, 3, 3 = 45 (16d4)

>>5587168

Targeting...
As usual Adam takes the largest group, followed by Michael, then Madeline, then May
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>>5587170

Targeting Results:

6 Hits on Adam
7 Hits on Michael, minus 1 Attack on Michael
2 Hits on Madeline (1 Redirected to Michael)
1 Hit on May (2 Redirected to Michael).

I'm going to apply damage dice in this order to make it a bit easier, which is different than I normally do, but should make my process a little easier.

I'd like to wrap up this combat, and the thread tonight, but things feel a bit slow (or the quest is dying from lack of interest), but I'll kick up another thread if needed. I'm quite interested to see how the invaders do against the second floor, since it's significantly nastier than the first floor.
>>
Rolled 3, 2, 2, 3, 1 = 11 (5d3)

>>5587168
>>
Rolled 1, 3, 1, 1, 3 = 9 (5d3)

>>5587168


>>5587179
Still interested. You just post at night for me
>>
Rolled 3, 1, 2, 3, 3 = 12 (5d3)

>>5587168
Honestly, I kind of forgot that there was rolling involved in this quest. I just like the choosing parts more and I always fuck up dice rolls. Absolutely understandable why players would roll dice, though.
>>
Rolled 3 (1d4)

>>5587168
>>
Rolled 1 (1d4)

>>5587248
Don't mind me, like all QMs I'm a mess of insecurities

JUDGEMENT GAZE (On Michael)
>>
The first few rooms were practically rote by now. Advance in, dismember the statues, harvest anything they could, patch up the worse hits, and advance. In practically no time Michael found himself in the bell room, wincing as May took needle and thread to a particularly nasty split cut across his eyebrow.

“Sorry I’m getting roughed up a lot.”

May grimaced. “Keeping those things off Madeline and I. Better drink a potion too, you took a lot of solid hits back there, and we’ve got the bells to handle.” She turned toward Madeline and Adam as they hauled back the treasure chests. “Any more flasks?”

Madeline shrugged. “One. Plenty of mana crystals at least. Ready for the bells? Just like we practiced. Just like last time.”

---

Summary
6 Hits on Adam, 12 Damage!
7 Hits on Michael 15 Damage!
2 Hits on Madeline 5 Damage!
1 Hit on May 3 Damage!

May expends 9 points of healing on Michael!
May expends 3 points of healing on Madeline
May expends 3 points of healing on Adam
May expends a healing potion on Michael!

Invaders - Room 4
Adam Brookside: Level 2 Scrapper. 21/30 HP. 1d14, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 14/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 14/20 HP. 5d1 (Max 2 Targets). Might Advantage.
May Goodbalm: Level 2 Novice Witchdoctor. 13/16. 1d8. 2 L. Healing Potions. 4 Fire Resistance Potions. 0/15 Healing.

Riddle of Harmony

Roll 4d3 until all four numbers match.
Invaders can adjust up to two numbers by one. For example 2222, 2323, 1223 and 1112 are a pass. 1311, 1233, and 3113 are a fail.
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Rolled 2, 2, 3, 1 = 8 (4d3)

>>5587294
>>
Rolled 1, 2, 2, 1 = 6 (4d3)

>>5587294
>>
>>5587323
Actually don't think I needed to roll there, looking at the adjustment rule. Whoops.
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>>5587330

These god damned kids and their puzzle roles.
>>
Rolled 4, 3, 5, 1, 6, 10, 2, 4 = 35 (8d10)

"Practice really paid off on this one." Michael remarked as the perfect note filled the air. The wall section slid into the floor revealing the ornate keyhole.

"I can't believe we got suckered into choir practice for it though." Adam pouted.

"I panicked ok?" Madeline set the bell down gently as they marched toward the Hall of Whispers. "Mom caught us with the choir bells and I just said the first thing that popped into my head."

"We're going to rock that recital though." May stared at the whispering hallway. "Let me handle this one."

“You sure...when it gets in your head, it hurts. Bad.”

May nodded. “Yeah...gotta share the pain right?”

May rolling to pass the Hall of Whispers, she has advantage against this test type
>>
May collapsed back in front of the group, eyes distant, breath shallow and fast, the ornate key clattering to the ground.

“I don’t think I can keep going.”

Madeline frowned and looked at her. “You seemed like you handled it pretty well, I mean I was puking halfway across last time.”

May shook her head. “Nope. Nope. No, no no no no no nope. Not ready. Not prepared. Stupid stupid stupid...” She jerked her head, blinking fast. “Here. Two lesser healing potions, three fire resist, should take the edge off the first round from the boss.”

“Are you ok?”

May shook her head. “I’m going to wait outside.” She swallowed. “Good luck.”

The young girl hurried from the dungeon.

---

May Retreats!
Madeline drinks a healing potion for 5 health
Michael drinks a healing potion for 5 health
All invaders drink a fire resistance potion!

Invaders - Room 4
Adam Brookside: Level 2 Scrapper. 18/30 HP. 1d14, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 16/16 HP. 2d8. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 19/20 HP. 5d1 (Max 2 Targets). Might Advantage.

Defenders
That Which Judges. 6D5. 30HP. Gains an additional attack die for each unique Temple of Light Trap, obstacle, or puzzle that has triggered this floor. (+3)
Judgement Gaze. 1d4. Single. Reduces attack of target by 1

Damage Dice!
Roll 6d5
Roll 1d4
>>
Rolled 8 (1d14)

>>5588279
Adam's Damage
>>
Rolled 3, 8 = 11 (2d8)

>>5588279
Madeline's Damage
>>
>>5588279
Michael's damage = 5
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Rolled 1, 2, 1, 3, 1, 1 = 9 (6d3)

>>5588279

Targeting...
>>
>>5588289
Adam = 4 Hits
Michael = 2 Hits (1 Redirected from Madeline)

Damage will be applied in this order.

>>5588284
>>5588286
>>5588287
Looks like a second round of combat, feel free to roll a second 6d5 for 'That Which Judges'

Not looking good for our invaders.
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Rolled 3, 4, 3, 2, 5, 3 = 20 (6d5)

>>5588279
>>
Rolled 4 (1d4)

>>5588279

And of course, Judgement Gaze. Poor, forgotten, little 1d4 Judgement Gaze.
>>
Rolled 3 (1d3)

Targeting Judgement Gaze...

Yes, even I forgot him
>>
Invaders - Room 4, Round 2
Adam Brookside: Level 2 Scrapper. 6/30 HP. 1d14, minimum 4. Might Advantage.
Madeline Brookside: Level 2 Hedge Mage. 12/16 HP. 2d7. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 11/20 HP. 5d1 (Max 2 Targets). Might Advantage.

Defenders
That Which Judges. 6D5. 6/30HP. Gains an additional attack die for each unique Temple of Light Trap, obstacle, or puzzle that has triggered this floor. (+3)

Damage Dice!
Roll 6d5!
>>
Rolled 1, 1, 1, 2, 3, 1 = 9 (6d3)

>>5588324
Targeting...
>>
>>5588329
Adam: 3 hits
Michael: 2 hits (1 Redirected from Adam)
Madeline: 1 hit
>>
Rolled 4, 4, 1, 3, 5, 1 = 18 (6d5)

>>5588330

Tossing the damage dice so I can wrap this before bed.
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>>5588337
sorry dude was having breakfast otherwise i would have rolled again.
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>>5588340
S'all good, amusingly I'm headed to bed, but being on thread 10 I really want to wrap the combat.
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>>5588346
so are you gonna continue this in a new thread after the combat gets wrapped up?
>>
Invaders - Retreating!
Adam Brookside: Level 2 Scrapper. -3/30 HP. DISABLED.
Madeline Brookside: Level 2 Hedge Mage. 11/16 HP. 2d7. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 3/20 HP. 5d1 (Max 2 Targets). Might Advantage.

---

Michael gritted his teeth as white flame roared and billowed against his shield.

“Thought we had fire resist!” Michael shouted. The boss does not deal fire damage

Madeline ducked out from behind him and lobbed firebolts desperately, not looking to ensure they flew true. Adam roared like a madman out there and all she could do was cower under the gaze of the judgemental statue boring into her soul. Bits of stone decorated with eyes flew across the room and white flame filled the room.

“Not sure how much more we can take!” She shouted back. Then Adam started screaming. She scrambled out from behind Michael, catching a blast of white flame in the gut almost immediately. “Help him!” She shouted at Michael and knelt, ignoring the pain of the white fire, and pulled at the mana of the world, harder than she ever had before.

Madeline used Surge, doubling her damage!

Red flame, her flame, roared out in a sudden red wall, and crashed into the massive stone monster of eyes and wheels, red flame overwhelming white, stone twisting and cracking under the heat until the beast crashed and fell to the ground in pieces.

Invader Adam Brookside Defeated

She turned and found her brother’s smoking corpse, parts just...erased without blood or burn. Her heart jerked, twisting in her stomach. The dungeon would fix it. Had to fix it. There were rules, old, ancient rules, and they were not broken, could not be broken, but still her heart paused for a moment, the longest moment, staring at the body. Then it blurred out of focus and he jerked up, gasping for air, a peculiar...not there quality to him, as if she could walk right through him. She breathed.

“Scavenge.” He gasped, locking eyes with her.

She almost laughed.

---

Invaders - Retreating!
Adam Brookside: Level 2 Scrapper. -3/30 HP. DISABLED.
Madeline Brookside: Level 2 Hedge Mage. 11/16 HP. 2d7. Presence Advantage.
Michael Guardkin: Level 2 Cadet. 3/20 HP. 5d1 (Max 2 Targets). Might Advantage.

Commencing Data Extraction...

Adam Brookside

> Extract Dungeon Memory. Target will forget dungeon exists
> Extract Choir Bell Skill. Target will need to relearn Riddle of Harmony practice.
> Extract Delver Stories. Target will be less likely to lead the charge. May trigger class change.
> Extract Sword Skill. Target will switch to a new weapon.
> Extract ??? Write in. Some data may not be available.

---

Alright, that's the last post/vote of the thread ya'll! Hope you enjoyed! I'll spin up a new thread in a few days and we'll get some data rewards.
>>
Feedback is super appreciated! Things I'm specifically interested in if you'd care to answer

> Cryptic vs Clear
When we went to floor 2 I overhauled all the prompts to be much clearer, and generally shifted to more information instead of less. Did that make things more fun, or was dealing with the cryptic and sometimes unintuitive nature of the system something interesting?

> Combat Dice
Do you want to roll them? Do you want room by room break downs, or would you prefer me to simulate the run, then fire off a narrative summary to get back to the dungeon building?

> Advice! Tips! Suggestions! Complaints!
Toss them this way!
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>>5588360
> Extract Choir Bell Skill. Target will need to relearn Riddle of Harmony practice.

>>5588362
i like the clearer Style more personally. gives me better feeling of control and what we can do.

>Combat Dice
For the combat. I think for anything more than one floor above the currently active one you could simulate it and give a summary.

Example. We delve to the third floor and you just simulate the first floor before giving us back the ability to roll on the second and third floor.

Suggestions!
Maybe a way for the Dungeon to interact with the people inside of it when they delve. Like offer them something if they turn back or find a way to show the dungeon some specific skill for a reward. Maybe a Notice Board type thing.
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>>5588360
> Extract Choir Bell Skill. Target will need to relearn Riddle of Harmony practice.
>>
>>5588360
>Extract Choir Bell Skill. Target will need to relearn Riddle of Harmony practice.
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>>5588360
>Extract Choir Bell Skill. Target will need to relearn Riddle of Harmony practice.
Hopefully this'll be enough to put a dent in their progress.

I joined most of the way through the quest and I admit the system is pretty complex, looking at it like this. I'd like a pastebin of some kind with rules and the like.
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>>5588360
> Extract Choir Bell Skill. Target will need to relearn Riddle of Harmony practice.
>Clear
Dungeon creation was much more fun when we knew what decisions we were making, no contest. This doesn't mean there is no room for mystery, but informed choices are really nice to have.

> Combat Dice
At this point a summary for the first floor would be acceptable, but I think I'd like to go more in depth whenever we get to what floor we are currently working on.

> Advice! Tips! Suggestions! Complaints!
I think Quirks are a bit too strong. It's rare that the Quirk upside is not way too good to live with the downside. All the default options have just too little power in comparison. I think this is a problem because many of the Quirks introduce randomness, like creating a random room, and this leads the floor to be largely randomly generated rather than designed by the players. I'm not sure how I would solve this. A lot of the interesting features are in Quirks, and if we see one we want we are highly incentivized to take it immediately, because otherwise we lose it. Maybe there should be some incentive to doing one of the "boring" normal actions?

Another thing I think is that there is a lack of urgency or danger. None of the invaders thus far have seemed to want to harm us, only benefit from us. On one hand, I like having some free space to grow a bit, on the other hand, it feels like we're just going to get too strong and it's kind of pointless. Maybe there can be some kind of plot where some fearful or good hearted people either discover or get thrown into us and are bent on our destruction?

The other side of this coin is how forgivable this dungeon is to its invaders. Not one person has died so far, despite being "disabled". Combined with the last point, it feels very low-stakes.

I feel like the dungeon lacks personality. I never thought this would be something I would care about in a dungeon game, but reading through The Little Dungeon That Could really shows how story and personality can add a lot to a mechanically simple game. I'd like to be able to care about what happens to the dungeon beyond just "losing or winning" (though that is important), as well as what happens to some invaders. TLDTC definitely had problems that this quest has found ways to get around though (for example, TLDTC had power creep issues that made previously built floors irrelevant; this quest has at least some guaranteed damage, which makes starter floors at least a little useful).

One last minor point is you seem to be active and seeking player rolls/votes at very inconvenient times. It seems like you have a decent amount of players but the timing isn't there for timely input. This probably isn't something that can change easily, but just something to remember that you have more players than it looks.
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>>5588526
>>5588371


>Quirks
A few ideas come to mind here. A Quirk Energy system, where you can acquire Quirk energy by performing certain actions, such as generating side paths, placing treasures, resources, and rest areas, which is used to purchase Quirks, when you want, what you want. A Quirk Bank is also an option, to store quirk options for later usage. My main concern with Quirk Energy is that it adds a lot of possible options every turn.

>Urgency/Invader death/Stakes
Symbiosis between Invader and Dungeon is definitely the 'Standard' in universe. The dungeon wants invaders to be pushed, exhibiting new abilities, bringing new equipment, bringing new allies, etc, but if it outright kills them that source of new DATA dries up. Even dungeon injuries actually heal at accelerated rates, because the dungeon wants people to come back in and continue to do new things.

That said, there are consequences to falling in a dungeon over and over without reclaiming any piece of yourself, and there are forces in the world slowly becoming aware of the dungeon that want you destroyed.

>Personality
Agreed. I've actually found myself wishing I'd started this with a person finding the core and accidently becoming its controller, and using it to accomplish some sort of goal, which I think would have added a nice layer of greater context to the dungeon building. A little late for that unfortunately, but something I'll have to remember for later.
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>>5588681
well the Dungeon could awaken to a personality after absorbing enough memories and gathering data. a bit robotic in the beginning maybe but gathering steam and being somewhat influenced by the people coming in. he would be pretty based do to the amount of farmers.
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125 KB JPG
>>5588689
Farmer dungeon
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>>5588689
Two farmers, a rookie town guard, a witchdoctor's apprentice, two thugs and a smuggler. A varied life to be sure.
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>>5588526

Just tossing ideas around in my head at the moment.
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>>5588681
A Quirk Energy or Point System can work without listing a lot of options. You could just add something like:
> Spend Quirk Points

While having a separate image or something with the options to spend them, which you wouldn’t need to post with every update.
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>>5588360
>Extract Choir Bell Skill.
>>
The obscurity is interesting, but ill excecuted, I am sorry I can't give a good critique with a decent solution
>>
Making the dungeon more explicitly antagonistic would be fun for me. At the moment its unclear what the stakes are for us as the dungeon gestalt, except that mortals are referred to as Threats. The OS itself can have a lot of personality too, as it seems to be something external to our own will especially because we can make mistakes. We already get the scenes outside the dungeon framed as spy footage, and dispatching to the external chaos engine. I could imagine trying to accomplish goals to unlock features of the OS, like hunting for passwords or building particular structures. The concept of each floor coming with a new "version" of the OS also includes opportunities to shake up the gameplay.

Having an external document with documentation for all available commands would help reduce post size and have more complex rules.

I see mortal raids as like the duels from YuGiOh. Our deck has to constantly evolve to counter the strategies of the incoming mortals. For the sake of complexity, that also means we have to lose parts of our dungeon sometimes so we can build something new.
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>>5589584
Yeah, much of the design is like a turn-based RTS, with a tech tree to traverse. Something I'd like to see is to have a stable of boss monsters or other units that can talk to us. Not like full characters, but will remark on stuff like a unit in an RTS would. That would add a lot of personality and catharsis to the world. Imagine something like...

>[Choose Boss]
>Magma Worm - Volcano Theme - 1 heat damage dealt per turn - "I haven't eaten bones in a long time. I miss the taste."
>Orc Warlord - Orc Fortress Theme - Berserks after taking damage - "My steel is sharp, my teeth are sharp. Give me an order."
>Puppeteer - Circus Theme - One random mortal per turn fights for the other team - "They'll dance! Dance for my amusement!"
>>
>>5588360
>> Extract Choir Bell Skill. Target will need to relearn Riddle of Harmony practice.



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