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File: SixRoomsWIthNewBossArt.jpg (560 KB, 1000x1781)
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Spawned for seemingly no reason and hidden beneath the cobblestones of the city above -- here sits a little dungeon.
A timid, lonely, little dungeon with barely any monsters or traps to defend themselves. Located underneath an abandoned orphanage in the city of Duskmire.

Unfortunately, the wicked whims of fate decided to reveal the dungeon's presence to the people of the city above and burdened it with visitors before it was well and ready to stand against the perils of the world.
And thus their struggle began. A tale of rapid expansion, fierce battles, and horrible corruption.

From a single chamber and one measly [Goblin] to an impressive amount of rooms filled with loyal subjects.

You are the Little Dungeon.

The Dungeon is currently 9 days old

Previous thread
>>5174317

Archive
https://suptg.thisisnotatrueending.com/qstarchive.html?searchall=The+Little+Dungeon+That+Could

[b[Monsters
https://i.imgur.com/1JGiYjq.jpg

Rooms
https://i.imgur.com/iWBBd6D.jpg

Rules
https://i.imgur.com/dJQ3FRV.jpg

Current Dungeon
Pic related

Buildable Rooms
- Marshland (Trap, DC 5 Strength, 3 DP)
- Pit Room (Trap, DC 5 Wisdom, 3 DP)
- Jungle Room (Trap, DC5 Constitution, 3 DP)
- Branding Chamber (Utility, 5 DP)
- Room of Bewilderment (Puzzle, DC15 Intelligence, 5 DP)
- Boss Room (Utility, 5 DP)

Spawn-able Monsters
- Goblin (Spawned, DC 8 Strength, 1 MP)
- Bugbear (Spawned, 1st: DC 14 Wis / DC 12 Str, 3 MP)
- Goblin Brute (Corruption, DC 12 Strength / DC14 after kill, 1 MP)
- Goblin Savant (Corruption, DC 12 Intelligence, 3 MP)

I had to install a special plugin to screenshot the boss monster's stats for the monster sheet as it was too long - edition
>>
Repeat from last thread

Grez pulled the large jacket around herself, feeling the lingering warmth of Viktor.
She felt like screaming. To beg them to get out. To apologize.
But she also felt the unrelenting passage of time as the seconds ticked away one by one.
In two days time, she would be dead or wishing she was.
Her mouth dropped open, words frozen on her tongue.

The sailors weren’t looking, attention firm on the dungeon before them.
”We’ll have a quick look,” said Viktor, “Get some general information about the place and get back out. Afterwards, we’ll report its location to the local mercenary station or similar and get ourselves a fat finders fee.”

“A good plan,” said Fenton, “The discovery of a prime location like this should net us more than enough to take it easy for a good while.”
He looked over his shoulder then, spotting the fear in her, “And get your leg fixed.”

Eyes wide, Grez nodded slowly.

“Viktor,” said Fenton mockingly, “Look, she fears for us.”

“Eyes forward, Fenton,” growled Viktor, he extended a hand towards Fenton – who filled it with a sword.

Fenton then drew his own, “Don’t worry, we’ll be back soon.”

And then, in a moment that was everything Grez needed, but nothing she ever wanted to see – they crossed the threshold.

[Two hostile creatures have entered the dungeon]

End repeat from last thread
>>
>>5219726
>[b[Monsters
Fuck
>>
>>5219729
Lets hipe that they are not Level 10 Legends with how rough their lifestyle was up till now. And lets hipe that the poisons will even register to their Seamen physique
>>
>>5219743
And lets hope that I can actually learn to write
>>
File: ViktorSutherland.jpg (125 KB, 800x1024)
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Name: Viktor Sutherland
Type: Humanoid (Human)
Level: 2
Health: 2

Strength: +4
Dexterity: +0
Constitution: +3
Wisdom: +1
Intelligence: +0
Charisma: +0

Once bitten, Twice Shy Skill
Viktor has advantage on saving throws made to overcome, avoid, or suppress poison and venom.

>>5219743
I had arrived at the same conclusion in regards to poison.
>>
Quick question:
Do you have a spreadsheet or something that has all the room/monster/dungeon corruptions on it, or are you making up everything by the seat of your pants?
>>
File: FentonSutherland.jpg (266 KB, 1532x1600)
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Name: Fenton Sutherland
Type: Humanoid (Human)
Level: 1
Health: 1

Strength: +1
Dexterity: +3
Constitution: +1
Wisdom: +1
Intelligence: +1
Charisma: +4

Nimble Skill
Once per invasion, Fenton can gave himself advantage on a saving throw to avoid a melee attack.
>>
>>5219746
Granted +4 to Strength Saves is not great but we just sick the mage on him after the Bug Bear suprises him

>>5219749
Lets hope the Blightbringer will deal with him.

But if not. We still have our Chad.... that we really need to name at some point
>>
So my relaxing morning of /qst/ posting did not go according to plan.
This is because of something vile called a job.
Having to work at your job. Ridiculous, really.
Someone should do something.

But I should be good to go now.
>>
>>5219748
Combination of the above.
I have tables for things like corruptions, mutations, and random encounters.

And then I have shallow information for other things like monsters.
For example I have some general information on slimes and the direct tier slimes, but no information on every slime mutation or corruption.
So say we went with a slime and rolled "Shimmerskin (Can go invisible for 1 round. For the duration, every enemy has disadvantage on saves against this creature)" on a random mutation.

Then I would basically sit for a moment and think "Slime + Shimmerskin = ???" and probably end up with something like a clear or transparent slime.
I'd then give it a name and some description, find some art or adjust existing art in photoshop, and put it in my campaign manager.

This is mostly because I have quite a few monster types and 100 mutations, if I had to flesh everything out before hand it would be a waste of time.
The overwhelming majority of them would never be picked and end up collecting dust in my campaign manager.

For all the known rooms and monsters, check the OP:
>>5219726

It has links to images with information on all the currently known monsters and rooms.
>>
>>5219806
>I have tables for things like corruptions, mutations, and random encounters.

Are you willing to share those, or do you not want to spoil anything for the Quest?
>>
[Two hostile creatures have entered the dungeon]

The brothers carefully crept into the [Jungle Room].
Its toxic inhabitants already skittering their way towards them.
The insects pounced, their stingers and fangs pointed forward.

--------------------

Need DC 8 Constitution saving throw for Fenton Sutherland (+1 Modifier)
Need DC 8 Constitution saving throw for Viktor Sutherland (With advantage) (+3 Modifier)

Please include the following message:
Rolling for TARGET against [Jungle Room]

One roll per reply
>>
>>5219815
So this is 1d20+Modifier by default.

>>5219809

>Are you willing to share those, or do you not want to spoil anything for the Quest?
I prefer to keep those hidden for the time being.
>>
Rolled 1 + 1 (1d20 + 1)

>>5219815
Rolling for Fenton Sutherland against [Jungle Room]

>>5219806
Since we are asking questions, I'll throw in a few of mine.

Shouldn't we be able to corrupt bugbears? I assumed we could corrupt any base creature we can recruit, like the goblin.

Also, how does using spells with a monster work? Can they cast a spell and attack in the same turn? Can they cast multiple spells? As examples, is a single turn, which of these are possible:
>1: Cast [Slow], unable to attack
>2: Cast [Slow], attack an invader
>3: Cast [Slow] on both invaders, attack.
>>
Rolled 5 + 3 (1d20 + 3)

>>5219815
Rolling for VIKTOR SUTHERLAND vs [Jungle Room]

>>5219817
>I prefer to keep those hidden for the time being.
That's fair.
>>
>>5219818
Wow, the jungle proving itself to be all business once again.

>>5219784
>that we really need to name at some point
Yeah, just "Unnamed" is unfitting. We could just go with Chadakplin, like the file name last thread.
>>
>>5219821
>Chadakplin
Chadaplin, or Chadaklin by themselves would be better.
>>
>>5219818
Huh.... well goodbye Fenton. Should have listened to Grez.

>>5219819
The Beefcake has advantage on the roll but he succeeds anyway.

>>5219821
>>5219823
To be honest i would liek to more split the Name into something like Chad'akplin since every time i try to prono7nce it in my head it just kinda feels awkwsrd in a single piece.

Though if we shortened it a bit Chadeklin rolls off the Tounge pretty well i think.

>>5219803
>Work

Wait that is what your supposed to do at a job? Sounds truly terrible.
>>
>>5219828
Chadaklin*

I hate my fingers for not being able to type longer sentences on phones
>>
>>5219823
>>5219829
Yeah, Chadaklin works.
>>
>>5219818
Fenton fails the saving throw.

>>5219819
Viktor succeeds the saving throw.
>>
>>5219815
It happened quickly. It reminded Grez about how she had lost Manson that first day.
She had no doubt Viktor would harbour a similar grudge against the dungeon if he managed to survive.
A viper dropped down from a tree, twisted itself around Fenton's neck, and slammed his fang into his exposed chest.
Grez wasn't sure what kind of viper it was, but it was one with a fast acting venom.
Fenton paled, collapsed, and was absorbed into the dungeon floor.
"F-fenton," Grez managed to croak.

[Hostile creature 'Fenton Sutherland' takes one (1) point of damage from [Jungle Room].]
[The health of hostile creature 'Fenton Sutherland' has reached zero (0).]
[Hostile creature 'Fenton Sutherland' has gone unconscious.]
[Hostile creature 'Fenton Sutherland' has been defeated.]
[The dungeon will now absorb hostile creature 'Fenton Sutherland'.]

Viktor grunted as he squashed some bugs underfoot.
He heard the half-orc's lament and looked over.
Too late to help, but just in time to see his brother disappear.
Situation turning dire, the sailor turned and began to make a dash for the exit.
The goblins were already lying in wait. They moved.

[Monster [Goblin Raid Leader]'s skill [Scream and Shout] has activated.]

------

Info
> Attack Viktor (+0)
> Attack TARGET (+0 target's modifier to the saving throw)
End of info


Goblin Savant - DC14 (12+2) Intelligence
3 Essence remaining
> Attack Viktor (+0)
> Cast a spell: Arcane Explosion (Cost 3 Essence)
> Cast a spell: Slow (Target: Viktor) (Cost 1 Essence)
> Do nothing

Goblin Raid Leader - DC 14 (12+2) Strength
> Attack Viktor (+4)
> Do nothing

Goblin Blight Bringer - DC 14 (12+2) Strength
> Attack Viktor (+4)
> Do nothing

Bugbear - DC 16 (14+2) Wisdom (First attack only)
> Attack Viktor (+0)
> Do nothing
>>
>>5219882
Goblin Savant
> Cast a spell: Slow (Target: Viktor) (Cost 1 Essence)

Bugbear
> Attack Viktor (+0)
>>
>>5219882
Goblin Savant
>Cast a spell: Slow (Target: Viktor) (Cost 1 Essence)
Followed by:
Bugbear
>Attack Viktor (+0)

If the Bugbear succeeds the sneak attack it's a one-shot kill. The rest of the Goblins hang back because if the Bugbear fails they have to tank Viktor while the Savant shoots him with Magic.
>>
>>5219882
Supporting >>5219883
>>
>>5219882
> Cast a spell: Slow (Target: Viktor) (Cost 1 Essence)
Goblin Raid Leader - DC 14 (12+2) Strength
> Attack Viktor (+4)
Goblin Blight Bringer - DC 14 (12+2) Strength
> Attack Viktor (+4)
Bugbear - DC 16 (14+2) Wisdom (First attack only)
> Attack Viktor (+0)

There is literally no reason to have the others not attack him. If they die they will respawn.

>>5219885
Viktor is fleeing, we don't need to worry about tanking, we need to worry about downing him before he can escape, and the more we attack him with, the more likely that will happen.
>>
>>5219927
Only one can attack him at any time anyway. The rest can get in Line to cut of his escape route.
>>
>>5219929
No, multiple can attack at the same time, see last time people got into the goblin room, multiple goblins were able to attack one target. Not attacking with everything is letting him escape for free for no benefit. The other option that isn't "Attack" is literally "Do Nothing".
>>
>>5219927
>>5219929
I was under the impression that only one monster could attack at a time, but looking at the rules it says:
>By default a monster can only fight a single monster at a time
>Multiple monsters means multiple rolls.
Which means they probably can, actually. With that in mind:
>>5219883
Goblin Raid Leader
> Attack Viktor (+4)
Goblin Blight Bringer
> Attack Viktor (+4)
It's been a while, I'm fuzzy on the specifics
>>
>>5219931
We've already seen multiple monsters attack a single character
>>
>>5219882
Okay changing vote from >>5219895
to
> Cast a spell: Slow (Target: Viktor) (Cost 1 Essence)
Bugbear - DC 16 (14+2) Wisdom (First attack only)
> Attack Viktor (+0)

First the Bugbear then the Rest with
Goblin Raid Leader - DC 14 (12+2) Strength
> Attack Viktor (+4)
Goblin Blight Bringer - DC 14 (12+2) Strength
> Attack Viktor (+4)
>>
>>5219932
Previous instance of multiple monsters attacking same target: https://suptg.thisisnotatrueending.com/qstarchive/2022/5115656/#p5147558

and read down
>>
Results

Goblin Savant DC14 (12+2) Intelligence
>Cast a spell: Slow (Target: Viktor) (Cost 1 Essence)

Goblin Raid Leader DC 14 (12+2) Strength
> Attack Viktor (+4)

Goblin Blight Bringer DC 14 (12+2) Strength
> Attack Viktor (+4)

Bugbear - DC 16 (14+2) Wisdom (First attack only)
> Attack Viktor (+0)

-----------------

Need multiple saving throws for Viktor Sutherland
Rol a 1d20 + the modifier listed above under the monster you're rolling against.

Please include the following message:
Rolling for Viktor Sutherland against MONSTER_NAME

One roll per reply
>>
Rolled 19 + 4 (1d20 + 4)

>>5220019
>Rolling for Viktor Sutherland against Goblin Savant
>>
>>5220024
Ignore the modifier, I'm retarded
Not that it matters lol
>>
Rolled 8 (1d20)

>>5220019
Rolling for Viktor Sutherland against Bugbear

>>5220024
good thing he didn't need to roll against the savant

Also don't forget to roll twice for each monster because the slow gives him disadvantage
>>
Rolled 18 + 4 (1d20 + 4)

>>5220027
Well, that 8 spells death for Viktor. Good try sailors, but not good enough. Lets get the rest of the rolls done.

>>5220019
>Rolling for Goblin Blightbringer
>>
>>5220027
>good thing he didn't need to roll against the savant
Ignore me, I'm giga retarded
I though so but then saw the DC next to the Savant's name
>>
Rolled 1 + 4 (1d20 + 4)

>>5220019
>Rolling for Viktor Sutherland against Goblin Raid Leader
>>
>>5220026
>>5220027
>>5220029
>>5220040
Stop, stop. He's already dead.
No need to roll anymore.

I'll see if I can write something real quick before I run D&D so people can start voting on what to do with the captives.
>>
Small creatures burst out of the surrounding foliage, Viktor grit his teeth as he turned to run.
A set of powerful bounds later, he was near the entrance and left the goblins in the dust.
He stared at the entrance and the half-orc beyond it. She seemed to mouth some words, tears rimmed her eyes.
Viktor couldn’t understand them. Like an entire sentence spoken in the span of a word.

She briefly pointed at something, but then pressed her hands to her face and looked away.
Viktor tried turned his head, but was doing so in slow-motion. His eyes caught something on the edge of his vision.
A massive maul was being brought down in a large, overhead swing. Wielded by some impossibly huge, furry creature.
He saw it coming and urged his muscles to move. To dodge. To do something.
Viktor’s mind raced through a thousand motions while his body was struggling to execute even one.
The sailor stared as death approached. The maul collided with his face.
He felt his facial bones crack and shatter. Darkness followed.

[Hostile creature 'Viktor Sutherland' takes two (2) point of damage from [Bugbear].]
[The health of hostile creature 'Viktor Sutherland' has reached zero (0).]
[Hostile creature 'Viktor Sutherland' has gone unconscious.]
[Hostile creature 'Viktor Sutherland' has been defeated.]
[The dungeon will now absorb hostile creature 'Viktor Sutherland'.]

----------

Invasion summary: Victory

All creatures and traps in the dungeon have been bested.

Amount of enemies beaten: 2
Amount of dungeon points (DP) gained: 5*
Amount of monster points (MP) gained: 2

Hostile creature 'Fenton Sutherland' is currently held by the dungeon
Hostile creature 'Viktor Sutherland' is currently held by the dungeon

*Average level of enemy group times 3 (Rounded up)

----------

[Total amount of Monster Points (MP) remaining: 4]
[Total amount of Dungeon Points (DP) remaining: 8]

[The invasive force has been defeated.]
[All monsters within the dungeon will now respawn and traps will reset.]

----------

Fenton Sutherland

>1 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Monster Points]**
>2 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Dungeon Points]**
>3 - Release hostile creature 'Fenton Sutherland' (Triggers [Sadism] trait)
>4 - Keep hostile creature 'Fenton Sutherland' in captivity
>5 - Other (Write-in)

Viktor Sutherland

>1 - Consume hostile creature 'Fenton Sutherland' and gain 3 [Monster Points]**
>2 - Consume hostile creature 'Fenton Sutherland' and gain 3 [Dungeon Points]**
>3 - Release hostile creature 'Fenton Sutherland' (Triggers [Sadism] trait)
>4 - Keep hostile creature 'Fenton Sutherland' in captivity
>5 - Other (Write-in)

**1 + Level

Side-note: Just noticed I gave out 3 MP / 3 DP for Rollen who was a level 1 wizard.
Should’ve been 2. Oh well.
>>
>>5220109
>2 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Dungeon Points]**
2 - Consume hostile creature 'Viktor Sutherland' and gain 3 [Dungeon Points]**
>>
>>5220109
>2 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Dungeon Points]**
>2 - Consume hostile creature 'Fenton Sutherland' and gain 3 [Dungeon Points]**
>>
>>5220109
>Strip them of any money they may posess then
>2 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Dungeon Points]**

>2 - Consume hostile creature 'Fenton Sutherland' and gain 3 [Dungeon Points]**
>>
>>5220109
>1 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Monster Points]
>2 - Consume hostile creature 'Viktor Sutherland' and gain 3 [Dungeon Points]

We only need to consume one of the brothers to afford two rooms, in this case Viktor is the most important because he grants more DP than Fenton. With 11 DP we can build the following rooms:
[Branding Chamber] + [Puzzle Room], leaving us with one spare DP
OR
[Branding Chamber] + 2 trap rooms/Spawn rooms

Preferably what we'd do is build the [Branding Chamber] and then expand the [Bugbear Den] to it's next tier with the remaining 6DP. This will give us one mutation on the Bugbear we currently own (another mutation if we also leave the base Gobbo in there aswell), and consuming Fenton for Monster Points will let us immediately spawn a Hobgoblin, a drastic increase in Dungeon difficulty.

If people prefer the [Branding Chamber] + [Puzzle Room] instead, consuming Fenton for Monster Points are still the preferable choice since with 6MP we can spawn one additional Bugbear to inhabit the [Bugbear Den], while also corrupting the base Gobbo in to a Savant, again drastically increasing the difficulty of the Room compared to just a normal Gobbo and the Scout.
>>
>>5220135
My thinking is that with the boss in place, we probably don't need to worry about immediate defense and should be thinking more long term, especially since the puzzle room will help us defend as well. It is better long term to rush more DP to get closer to getting the second level, which gets us more DP income and better rooms and monster spawns.
>>
>>5220147
We're honestly not as well protected as you seem to think we are. There's only a single minion outside of the Boss Room that can take more than a single hit, which is the Bugbear, while the others will be taken off the field in one blow if we're unlucky. While we have a buffer of +2 to all DC's taken in the first room, it's hardly a guarantee to counter enemy statlines. Had Viktor succeeded the Wisdom check the only minion that could've hoped to damage him reliably was the Savant. 65% is a nice buffer against failure, especially with the disadvantage from Slow, but it's not a guarantee of success, and it will be harder when we go up against proper parties with more than two unprepared sailors. They will have Magic Items, buffs and debuffs of their own to counteract our shenanigans.

A party of four or five invaders above Level 1 would probably have little problem with the first room, even if one or two of them fail the Jungle DC it won't kill them (All Level 2 invaders have had 2 HP thus far, not to mention magic items can increase HP), and their statlines will most likely be closer to that of Fenton with positives across the board making it more difficult for us to land successive hits to actually kill them. If they manage to get through the first room in the Dungeon's current state the Boss is the only obstacle left, and while he has an impressive 6HP his DC isn't that high, only managing a base 14 DEX/STR check (though with 2 damage per successful hit). If the Boss gets debuffed with Slow and the invading party has +1 (maybe even +2) on average to both DEX and STR, we'll be rolling at best with a 65% chance of succes with disadvantage, at worst 55% with disadvantage. Those are not great odds at all and failing to kill a party of five that makes it that far wouldn't be a surprising outcome.

The Boss is the final obstacle of the floor, not the main defense, and treating him as such will leave our core dangerously exposed. Best case scenario the Boss doesn't need to fight, as we've either killed all invaders before they reach the Boss room, or bled them dry enough that facing him is not an option for the invaders and they leave instead. Right now we don't have the minions in the field to bleed any large, competent groups before they reach the boss room.
>>
>>5220202
A key point you're missing is that now we will probably be getting extra defenses in the puzzle room, which has had a popular appeal to build. We don't know exactly what it will do, but a 15 DC int check that affects the entire party negatively in some way is a very good addition.

I also think you're underselling how powerful our boss is. First of all, it's not reasonable to assume any significant number of parties will have access to the Slow spell (which we have only seen on our minions), and that if they did, that many would even have the "mana" left to cast it by the time they reach the boss. Also, if we did identify a caster like they, we could focus it down with our monsters to make the party less able to defeat the boss. Even still, our boss has advantage on its first turn and can potentially charm an enemy to fight for us, perhaps even one of the casters.

And on top of this, we are still getting MP from this raid even if we fully invest the consumption into DP, so we are still becoming harder to defeat.
>>
>>5220147
>>5220202
I think the Puzzle Room will help immensely with the Improvement of our defenses in general.....

The extra Savant is a tempting proposition though...... In comparison it would lower our time to get the next level of the dungeon by two extra days and i think going lower sooner will be way more useful than just investing in these lower quality creatures right now.

and i believe that we will need the extra Defense a lower Level brings if we want to withstand those corrupt clerics and Paladins coming for us.
>>
>>5220109
>2 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Dungeon Points]**
>2 - Consume hostile creature 'Fenton Sutherland' and gain 3 [Dungeon Points]**
Between the branding chamber, puzzle room, hobgoblin spawn and the next floor, there is a huge amount of rooms we need to buy.
Monster wise, the only ones that are worth the MP right now are another goblin savant and bugbear, which is just 6MP. It's not worth getting MP over DP while we have so many rooms we need, especially since we will get sufficient MP just by winning regardless.
Plus with 4 MP, we can already get another bugbear, which will up the difficulty significantly.
>>
>>5220109
>1 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Monster Points]**
>2 - Consume hostile creature 'Fenton Sutherland' and gain 3 [Dungeon Points]**
>>
>>5219806
>This is mostly because I have quite a few monster types and 100 mutations, if I had to flesh everything out before hand it would be a waste of time.
Based wise GM
>>
>>5220109
Note: There will be a slight nerf to the "Slow" spell.
Like all other offensive / hostile spells, it will have a saving throw involved.
This will be a DC 12 Wisdom Saving throw. (In line with the savant's other saving throws).
The spell not having a saving throw was an oversight.
>>
>>5220109
Here I am wondering why everyone was copy/pasting double:
>1 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Monster Points]**

While it was me that was at fault. I copy/pasted those lines and forgot to change the name.
My bad. Had to write that update in a hurry.
>>
Voting closed

>2 - Consume hostile creature 'Fenton Sutherland' and gain 2 [Dungeon Points]**
>2 - Consume hostile creature 'Viktor Sutherland' and gain 3 [Dungeon Points]**

>Strip them of any money they may possess
I noticed other people making similar comments in the previous thread.
I'll start including these I suppose. Might prove handy in some way or another.
>>
>>5220270
Ok, then how do you compensate for Haste? Will there be a DC to effectively cast it, or will it just be a better option when available?

Also, pretty sure this makes Haste almost unusable, it is a very large nerf.
>>
>>5220299
makes *Slow* almost unusable
>>
>>5220284
>>Strip them of any money they may possess
Actually yeah, I mean to write this in, but forgot. They were carrying some supplies, Grez could probably use some of them, if only so she doesn't starve.

>>5220270
>>5220299
It is a big nerf, but to be fair it was very strong. Not necessarily on it's own, but the Raid Leader + Bugbear + Slow combo is really damn strong. DC18 Wisdom check, and failure means loosing 2 health.
...Though yeah DC12 is a pretty heavy nerf. Makes me wonder if they are worth the 4MP over other units. I guess an advantage the Savant has over other units is it can essentially choose between CON, INT or WIS checks to fuck with invaders.
We will just have to see, I suppose.
>>
>>5220299
"Slow" is a offensive spell. Just like "Arcane Explosion" and the Savant's default attack have DCs, so should it.
It is still affected by DC increases like the [Goblin Raid Leader]'s +2 DC increase to goblinoids or would be increased by +2 if the Savant were to be stationed in a [Boss Room].
So with the current room setup you're looking at a DC14 Wisdom saving throw.
Maybe find a magical item to push saving throw DC even higher and you're golden.
Furthermore, people seem to forget that the savant is a mere goblin. Its DCs are in line with that.

>Ok, then how do you compensate for Haste? Will there be a DC to effectively cast it, or will it just be a better option when available?
The nature of the spell is different.
I initially made "Slow" as the inverse of "Haste".
Haste of course doesn't have a DC attached to it as it is a "Complementary / Buff" spell rather than an offensive / debuff spell.
Just like how D&D's "Slow" has a saving throw and "Haste" doesn't.

Assuming you have 1 "Essence", even if you have four allies, you can only give one ally the "Haste" buff to give him advantage on stuff.
But given one enemy, you can use one cast of "Slow" to force disadvantage on everything (effectively giving all your allies advantage).

I hope this makes sense. I'm open to discussing this further, but right now being able to cast "Slow" with impunity seems like a problem.
>>
>>5220325
>Maybe find a magical item to boost DC
Anything like that would probably be better suited to a better caster than just for the use of Slow, but sure.

>mere goblin
Good point, goblins probably should be weak, though maybe you can then make the argument that maybe it shouldn't cost as much if it's supposed to be weak.

>you can use one cast of "Slow" to force disadvantage on everything
Same can be said for one powerful ally of a small/one man party being buffed to force advantage on everything.

I just think its use cases is now very limited, because casting Slow even once means we can't cast the AoE, which is very powerful.
>>
>>5220218
>but a 15 DC int check that affects the entire party negatively in some way is a very good addition
True, it is a strong deterent against parties without high INT characters, but against well rounded party it is not as good.
Rollen, as a Level 1 Wizard for example, had an INT modifier of +4. He would turn the base chance of 70% for a failure to a even 50/50. But this is a worst case scenario and I could just be doomposting.

>First of all, it's not reasonable to assume any significant number of parties will have access to the Slow spell
I disagree. Rollen had access to Haste which is a reverse version of Slow, target Ally gains Advantage against all rolls in the current room. It is entirely reasonable to expect that any Wizard will have access to either Slow or Haste as a minimum.

>and that if they did, that many would even have the "mana" left to cast it by the time they reach the boss.
Depends entirely on the mana pool and on the amount of 'Threat' that exist within the Dungeon. Right now we have only two rooms where the threat level is large enough to warrant spellcasting (in my opinion), the Jungle and the Boss Room. Rollen used up his mana before dying in the last room of the Dungeon, using one Mana per room. If a Level 2 Wizard has a Mana Pool of 3, it is reasonable to assume he would make it to the Boss Room with 1 mana left with the current level of threat if he casts 2 spells in the Jungle and 0 in the Den (I assume 0 casts in the Den because there's just a Base Gobbo and a Scout there, not really a threatening crowd). There could of course also be Magic items that increases the Mana Pool of the wielder or Mana Potions to allow for more spellcasting.
If we can increase threat in the Dungeon with more minions (forcing more spellcasts to negate failed checks or to buff/heal a party member), we're more likely to exhaust a Wizards MP before they face the boss.

>Also, if we did identify a caster like they, we could focus it down with our monsters to make the party less able to defeat the boss.
Not neccessarily something we can do in all invasions going forward. Ben mentioned a skill called [Intercept] during his invasion, we don't know the specifics but it's quite easy to guess. "The User intercepts an attack or skill that targets an Ally", or something like that. Rollen also had [Barrier] to negate failed checks, so a higher level Wizard with a larger mana pool would be able to protect himself more easily. Not to mention Taunt abilities that force a target swap which are bound to show up eventually, which will make it more difficult to snipe squishy backliners.


In the end I prefer to look at this from a petspective of 'How can we lose from here?', and the biggest hole right now is how few minions we have stationed in the Den and their low quality. We can at least get a Savant for the AoE with our current MP, but I would've wanted a Bugbear on top of that to solidify the threat in that room. Oh well, next Invasion then maybe
>>
>>5220325
I think the nerf is perfectly reasonable, as is the justification that it is just a mere goblin. And it makes sense that offensive spells should have a DC. The monster itself is fine as it is, the only thing that is a little off now is the price.
I would not be confident in saying that a Savant is now better then a Bugbear, which is cheaper.
Though I guess you could justify it's price with how versatile it is.
If nothing else, this nerf makes the Savant less of a no brainer purchase, and the price has to be seriously considered. You could buy two brutes with DC12 Strength for one Savant, which is now a trade off that had to be considered, since the DC's will be the same.

But yeah ultimately I think it's fine. Doesn't make it useless or anything, still a very useful monster, just not AS useful.

>>5220353
>I just think its use cases is now very limited, because casting Slow even once means we can't cast the AoE, which is very powerful.
To be fair the AoE was never that strong, it was very much situational. Against a few, strong invaders with high CON, slow would most likely achieve more, by forcing one (or even multiple) enemies to take more damage from allies. Consider the BugBear getting a DC18 if slow lands.
Though if you are dealing with a horde of rats, the explosion would be amazing, unlike slow.
If nothing else they check different stats, so which spell is used would depend on the invaders.
>>
>>5220411
>Consider the BugBear getting a DC18 if slow lands.

Where doe sthe extra 2 DC come from? Slow just gives Disadvantage. And the Bugbear Sneak Attack DC is just a DC 14 WIS Save that gets an extra +2 from the Raid Leader

Granted witht he DC it will be alot more in Line with the DND Version of Slow but that is an AOE and would be horribly busted for the first level of our little Dungeon
>>
>>5220411
>If nothing else, this nerf makes the Savant less of a no brainer purchase
Something being a no brainer implies it is so good that the rest pales in comparison.
What I'm going for is a scenario where each of the monster options seem like a competitive choice.
Where some might be better in certain scenarios.

>though maybe you can then make the argument that maybe it shouldn't cost as much if it's supposed to be weak
The price of the savant is based around it AOE ability.
Through it, the Savant is basically like a mobile trap room.
But unlike a trap room, its DC can increase through external factors like the [Goblin Raid Leader].
Furthermore, I think the price of the Savant simply feels high because of the low amount of invasions.

Spellcasters are tricky and I'm not gonna claim I'm doing them justice.
There's also things that haven't been revealed that I need to keep into account.

I hope you can forgive me for adding a DC to the "Slow" spell and that it doesn't feel like I pulled the rug on anyone too badly.
>>
“A feast!” cried the Sadist in uncommonly cheerful tones. It hummed in pleasure.
”There’s even an orchestra supplying soothing tones!” it added.

The Scholar side-eyed its fellow ego and then turned towards said ‘orchestra’.
Guilt-wrecked and screaming, Grez lay bawling on the cold, cavern floor.

“That sweet melody!” cried the Sadist, running its hands down its face.

The Scholar winced at the heartless display, “Such senseless cruelty,” it muttered.
Sometimes, the behaviour of the Sadist worried it.
It couldn’t comprehend how one could revel in the suffering of others.
The Scholar decided to focus on its own efforts.
”Splat,” it said in an effort to cheer itself up a bit.
The sailors were crushed into a fine magic paste that the dungeon readily absorbed.

[The Dungeon has consumed hostile creature 'Fenton Sutherland']
[The Dungeon has gained two (2) Dungeon Points (DP)]
[Total amount of Dungeon Points (MP) remaining: 10]

[The Dungeon has consumed hostile creature 'Viktor Sutherland']
[The Dungeon has gained three (3) Dungeon Points (DP)]
[Total amount of Dungeon Points (MP) remaining: 13]

The Scholar smiled to itself, “Now we can finally focus on what really matters.”

[Total amount of Monster Points (MP) remaining: 4]
[Total amount of Dungeon Points (MP) remaining: 13]

[Entering 'Architect Mode']
>>
Architect Mode
Please refer to the OP for an up-to-date list of all the rooms and monsters currently open for purchase.
You can also choose to expand existing rooms.

[b[Monsters
https://i.imgur.com/1JGiYjq.jpg

Rooms
https://i.imgur.com/iWBBd6D.jpg

Rules
https://i.imgur.com/dJQ3FRV.jpg

Check out the “Rules” post in the OP for the dungeon building rules.
To clarify: When it says "Threshold" what I mean is "Room size threshold".
I will make sure to adjust this in the next OP.

----------------------------

STARTING WITH ROOMS

To suggest the construction of a room, please stick to the following format:

>ROOM_NAME at PLOT#

Example
Jungle Room at 1

If your suggestion requires the movement of an existing room, please use the following format.

>ROOM_NAME at PLOT#, MOVE EXISTING_ROOM TO PLOT#

Example
Jungle Room at 8, Move Bugbear Den to 2+4
>>
>>5220859
>[b[Monsters
Motherfuck. Again?
>>
>>5220805
>I hope you can forgive me for adding a DC to the "Slow" spell and that it doesn't feel like I pulled the rug on anyone too badly.
Nah, you've convinced me.
It was a bit abrupt with just "oh by the way it was nerfed" but you explained yourself, and your reasoning is solid. I think it's fine.

>>5220778
Yeah I don't think advantage/disadvantage was ever explained actually, I assumed it made the DC harder.
In other words Source: my ass.
My bad.
But I looked it up in DnD and assuming it's the same, it means the lowest of two dice rolls.
That makes it WAY better then I though, Jesus.
>>
>>5220859
>Branding Chamber at 12
Maybe invaders will go into the room and have to go through the jungle again.

>Room of Bewilderment at 9, move Boss Room to 5
>Move Core Room to 6
I'm really torn between putting the puzzle room at the beginning or the end. On the one hand, if they fail at the beginning, the whole fresh gang suffers from... something, but then they have a better chance of solving it as their wizard is definitely alive.
Later on, it will impede them when they might already be missing the brains of the team, but it's effect might be less impactful.

Ill put it at the back for now, since Goblin Vietnam will be better to take care of people Grez lures in. Maybe.
>>
>>5220859

>Branding Chamber at Plot 12

>Room of Bewilderment at Plot 9, Bosschamber to Plot 10 and Core Room to Plot 11

Simply make the Dungeon longer and if anyone tries to get into the Branding Chamber to save someone they will have to brave the Jungle again
>>
>>5220885
I would only put the Boss Chamber at 5 if it is confirmed that there wont be a passage between the room and the Bugbear Den so that the Room of Bewilderment can not be bypassed
>>
>>5220888
Fair enough
>>5220885
Changing vote to support>>5220887
>>
>>5220890
We should invite Grez afterwards and tell her we can start working on her freedom from the specter of enslavement by the Merchants she owes money to.

Then knock her out have healed and put her on the Worktable to rewrite the brand so its bound to us being able to track and command her if we need to.
>>
>>5220892
I do really like that one idea that an anon had some time ago to make Grez the boss of one of the later floors.
>>
>>5220893
We can try this but we really need to enslave her first and infuse her into ourself. And we also need to make sure her concience wont be in our way in the future.... and have her more indebted to us
>>
>>5220893
We did find that book talking about that dragon that had the Dungeon core infused into its Chest maybe something similar but less drastic could be done to Grez. So that we can still let her go outside to trap some easy fools
>>
>>5220887
Supporting.
>>5220892
This.
>Also, Ask instinct and Grez about creating item. Can we spawn wealth? Can we absorb her and remake her whole as a reward, with a contract mark indicating she is ours? A good sadist can repair his toys to keep damaging them the longest.
>>
>>5220859
Ammending my votr slightly from >>5220887

To also include

>Also, Ask instinct and Grez about creating item. Can we spawn wealth? Can we absorb her and remake her whole as a reward, with a contract mark indicating she is ours? A good sadist can repair his toys to keep damaging them the longest.

>>5220954
Completely forgot about that again. Thank you for reminding me
>>
>>5220887
+1
>>
>>5220859
>Branding room at 12
>Room of Bewilderment at 9 move boss room to 14 and move core room to 15
> Marsh room at 1 for the same reason >>5220887 places the branding chamber at 12
>>
>>5220965
Discuss if you want to use the last 3 DP on the "Marsh Room"
Gonna proceed with what has been voted on for now.

Voting closed

>Branding Chamber at 12
>Room of Bewilderment at Plot 9,
>Boss chamber to Plot 10
>Core Room to Plot 11

Added:
- Branding Chamber (5 DP)
- Room of Bewilderment (5 DP)

Total cost:
- 10 DP

Remaining:
- 4 Monster Points (MP)
- 3 Dungeon Points (DP)
>>
>>5220977
>Discuss if you want to use the last 3 DP on the "Marsh Room"
No.
If we are getting something, it's either the next floor, or maybe upgrade the bugbear camp.
Personally I think we save up for the floor.
>>
>>5220977
>Marsh Room
No, we want to save up the DP right now
>>
>>5220977
>Marsh Room
Nope. I want to save for a new floor. I would have written down one if i considered it
>>
>>5220980
>>5220982
>>5220983
Alright. Just wanted to make sure everyone's room suggestions were considered.
>>
>>5220980
>>5220982
>>5220983
Fair enough
>>
>>5220977
We are abusing our little Helper Sprite again aren't we?

Maybe we should research a Spirit Mansion where he can have servants to take his mind off of work.
>>
Ok guys, looks like there is a consensus on saving DP for next floor. We can discuss the next important point : MP spending.
I don't want to buy any low-level monsters. Saving MP for next floor Tier1 or Hobgoblins, then corruption of already-existing unit are the priority for me. Bugbears can be understandable choices, coupled with raid leader they are unseen fearsome foes. However, thanks to Grez we had a little snack giving us better chances for next invasion with more rooms. So what are we going to do?
>Voting to stockpile MP unless someone change my mind.
>>
>>5221073
Definitely not worth getting anything low tier anymore. Ideally we would get nothing but hobgoblins and maybe one Savant for each room but the best choice DP wise is to save for the next floor instead of upgrading the Bugbear den, which leaves us with just Bugbears and Savants as decent monsters
I think we can spend our point to get another Bugbear in the second room, and upgrade the one basic goblin we have left into a Savant, so we have a spellcaster in each room. That would make the second room a significant hurdle instead of just a speed bump.
With what we have now, I would vote for
>Buy Bugbear into Bugbear Den
>>
>>5221081
You know, we can also corrupt bugbears into Brutebear and Savantbear. We never did, it's more expensive, but we can.
>>
>>5221090
I like the idea of at least seeing what the Savantbear is. However, I don't think we have enough MP for that right now, so that would require us to save right now.
>>
>>5221102
and this is why I'm voting for stockpiling MP. Although I share >>5220376 anon's concern about our defensive strength, we have increased tremendously in defense since last time. I really hope QM won't send us dnd Avengers right now, and scale the difficulty around the level of 4 level 2 / 3 level 2 and 1 level 3 adventurers; for which we should have fairly high chances. Last time QM explicitly said we aimed for "stronger tomorrow" against "weaker today", so I really hope we are at least a lil bit above the curve, allowing us to stockpile more and get one shot at dungeon life.
>>
Finally finished creating the "Room of Bewilderment" and the "Branding Chamber" in the mapping tool I use (DungeonDraft).
Update should follow shortly.

Considering the above replies, a brief question:

Vote: Spending Monster Points (MP)
>1 - Save up MP for now
>2 - Spend MP

If it ends up being "Save up MP for now" we'll simply skip spending MP for now and continue with the story.
>>
>>5221117
>>2 - Spend MP
Gotta get an extra Bugbear
Or something
>>
>>5221117
Save MP
>>
>>5221073
Preferably we would have at least one Hobgoblin per room before we dig downwards, but that is a serious investment of both DP and MP. We should at least buy another Bugbear to shore up the minion count and to give us more chances at mutations if we decide to build the [Hobgoblin Barracks].

I'd like to see something like this for our first floor minion layout:
Jungle Room:
>Current minions + 1 Hobgoblin
Bugbear Den/Hobgoblin Barracks:
>1 Hobgoblin, 1 Bugbear, 1 Savant + the Scout
>OPTIONAL +2 Hobgoblins, +1 Savant

Just getting two big hitters in the Hobgoblins will give our dungeon more punch, the attack flexibility helps to negate characters with high single stats (right now we're very Strength heavy minion wise, so getting something that can attack with Dexterity would help a lot), and their HP make for a good obstacle which is also something we lack right now. It's also not 'terribly' expensive at 6DP and 13MP (16 if we count the Bugbear), something we should get if we can repel an invasion of 4 people at Level 2. We'll also be able to mutate the Bugbears if we chose to upgrade to the Barracks.
Again though, this will detract from reaching the lower floor and will most likely not win any vote, but it would make us safer.

The optional path is even more of a pipe dream, but it would turn the Hobgoblin Barracks in to an absolute nightmare for low-to-mid level parties as it will have 9HP worth of Hobgoblins to go through while they're either bombarded or slowed forever by the Savants. And if we do go down the optional path we should swap the Scout for the Raid Leader to make it an even larger pain.
Worth to note also is if we build the Hobgoblin Barracks and spawn Hobgoblins is that it would be good to build and expand a trap room for 6DP to mutate those Hobgoblins at some point, after we've fortified the second floor.
>>
>>5221117
>2 - Spend MP
Buy one Bugbear and station it in the Den
>>
>>5221117
>1 - Save up MP for now
>>
>>5221117

>2 - Spend MP

lets get some more security and stay ahead of the Bellcurve.. hopefully.
>>
>>5221117
I'm >>5221073

Save MP
>>
>>5221117
Changing my vote>>5221120 to support >>5221121
>>
>>5221148
To expand on my point of view,
"A stronger today mean a weaker tomorrow".
This is short-term gain where we already have set the bossroom, the puzzle and the gobzard for next invasion. We will need the scaling and the additional MP for first monsters of second floor.
>>
>>5221156
I don't see how buying a Bugbear is a "short term gain". Even if we had Hobgoblins unlocked, Bugbears are a solid monster, and I think getting one in each room is a good move. They are also our only source of WIS checks we can buy, (apart from [slow], but that is a spell and deals no damage) and it's a check of 14, on par with the hobgoblin. Not to mention the potential for double damage.
Getting one will not make us worse later, it is a solid investment either way.
More then one, I would agree is not worth it when we can get better stuff later. But just the one is fine, I think.

I also don't share your optimism for our immediate safety, but even without that the above points stand
>>
>>5221197
Bugbear is a "short term gain" because we'll delay stacking tier2 monster once we carved the 2nd floor.
>>
>>5221117
>>1 - Save up MP for now
>>
>>5221220
Well even if we get the required Mp to expand downwards and get the Tier 1 spawner down there.

We can only spend so much MP on Monsters due to the Roomlimit for them. We can only place so many monsters down there before needing to expand again. Something we might not have the MP for before the next Invasion.
>>
>>5221231
I would prefer stockpiling as I fear/expect Tier2 monster to be really expensive. Something along the line of 10 MP by monster; they will also propel the power level of the dungeon quite high.
In my mind, replicating the floor 1 strategy of speedrun-upgrading tier 2 monster then spawning one and make him a tier 3 boss is the way to go for a safer floor. This will need 15DP for floor, at least 5DP*2 for the monster camp, 5 DP for the boss room (total : 30). Regarding monsters, we'll need 10MP as soon as second floor is diggydig dug (15MP) to be sure to be able to spawn a monster, this is doable on next invasion if we stockpile MP and invest solely on DP. I feel like bugbear might be a bit of a DP waste, the wisdom save is "just" for damage buff if attack is successfull.
>>
>>5221117
>save
>>
>>5221156
>A stronger today mean a weaker tomorrow
I do not understand how you arrived at this conclusion. How exactly is investing in minions that increase the probability of us killing invaders a net loss for tomorrow if we grow the fastest by killing and consuming invaders? Those Monster Points will not stop invaders if they are unspent, and with 11 days of passive DP gain before we can expand to Floor 2 on our own, it's expected that we'll be invaded at least once during that time. Better to have an additional Bugbear in the field to kill those invaders with and turn them to Monster Points for Floor 2 than to sit on them and maybe take a loss or let invaders escape the dungeon.
>>
>>5221254
I arrived to that conclusion because I take into account the loss of future opportunities (I detailed just above). Buying bugbears is detrimental to optimal floor 1 layout (because hobgoblins are better and let's face it, we'll spend our future DP to dig, so less monster spots) and will delay progression of Floor 2 acceptable defense line creation (Boss room with a tier 3 second floor monster)
>>
>>5221251
>I would prefer stockpiling as I fear/expect Tier2 monster to be really expensive. Something along the line of 10 MP by monster;
...Why would you think this?
The only thing we know is that it gives us access to higher tier monsters. You know, eventually. We have not been given the specifics, but I assume it would be closer to something like
>1st floor monsters:
>tier1->tier2->tier3
>2nd floor monsters:
>tier2->tier3->tier4
In which case a tier 2 monsters we will start with will be the same rank as a Bugbear, with most likely a similar cost and power level. I doubt we will immediately unlock a monster that costs 10MP, that would be a ridiculous assumption to work off of.
>the wisdom save is "just" for damage buff if attack is successfull.
It's still our only good source of wisdom checks, and one that deals double damage if the enemy fails. It's anything but a waste.
>>5221263
>Buying bugbears is detrimental to optimal floor 1 layout
Again, Bugbears are great. And it's not like I'm advocating for buying a shitton of them, just one per room. In this case, 1 extra Bugbear.
Consider that we have our four strongers monsters in the first room (because they have amazing synergy and work best against fresh teams) which leaves us vulnerable to shit like [haste]. It is best to have an at least decently well populated 2nd room, which it currently really isn't. An extra Bugbear will go a long way.
>>
>>5221281
I'm diggin up the archive. I thought second floor would be tier4->tier5->tier6. Can't found any definitive proof of either my or your assumption. This is why I wanted to stockpile MP.
Although I have to clear a small yet crucial point : I don't consider buying bugbear as a waste of MP. Only not the optimal choice based on what I know, plus what I assume.
>>
>>5221291
I briefly dug into the archive, but found nothing and gave up. If you find something, please let us know.

>I don't consider buying bugbear as a waste of MP. Only not the optimal choice based on what I know, plus what I assume.
Acknowledged.
Personally I think we are already greedy enough as it is by saving for the second floor instead of getting the Hobgoblin barracks, or another trap room or something. Saving both DP and MP is asking for trouble.
>>
Waving his wife and kids goodbye, Blue Spark materialized into the dungeon’s plane of existence.
It felt like it had been good long time since it was last called upon so it was filled with fresh displeasure.
Despite being summoned here, no work was forced upon it just yet.

Both of the dungeon’s egos were having a stand-off.

“That’s quite a lot of Dungeon Points,” noted the Scholar, as he was staring at the other ego.

“Indeed it is,” replied the Sadist, folding his arms.

“One might suggest the purchase of something called a [Room of Bewilderment],” stated the Scholar.

“One might,” replied the Sadist, eyes narrowing, “If their favourite pastime was sniffling glue.”

“I was curious!” spat the Scholar, then coughed, “I need that room for research.”

”You wanted to help the orc lady, right? I’ll be needing a [Branding Chamber] for that,” added the Sadist, “Clearly, that’s the room we should be building.”

The Blue Spark swivelled its back from side-to-side as it followed the conversation.

“Half-orc, but how altruistic,” said the Scholar, “What’s the catch?”

The Sadist shrugged, “Since it’s something you want we would be spending your half of the points to build it.”

Raising an eyebrow, the Scholar replied, “Certainly. Why, I won’t even have a need for a [Room of Bewilderment] to help us research the various books the scoutmaster has brought us. I’ll be far too busy analysing you. Tell me, was there, at any point, a backflip in the mental gymnastics you performed just now?”

The Sadist growled, “I need a [Branding Chamber] to analyse that [Contract Mark] so we can bind her to our will!”

“Well, I need a [Room of Bewilderment] to research magic and the books we’ve acquired!” spat the Scholar.

It dawned on Blue Spark where this was heading.
Overtime. It was heading towards overtime.

Both egos turned towards the Blue Spark simultaneously and barked their commands: a “Room of Bewilderment” and a “Branding Chamber”.

As expected, hard labour awaited. Not one, but two rooms had to be made.
Perhaps its mother had been right and it should’ve taken that job as a guide for that mute elf boy.
The light emanating from the Blue Spark dimmed slightly. It headed off to work.
>>
>>5221369

An unhealthy amount of grinding noises, blowtorch hissing, and a broken cement mixer later – the Blue Spark completed both rooms.
It reconsidered its stance on joining an union.

[Room [Branding Chamber] has been constructed.]
[Total amount of Dungeon Points (DP) remaining: 8]

[Room [Room of Bewilderment] has been constructed.]
[Total amount of Dungeon Points (DP) remaining: 3]

The walls of the [Branding Chamber] were lined with chains and shackles, where prisoners could be kept.
The centre was dominated by a large, round forge.
Hanging over it was a chute that would feed it coals and ensured the flames dancing within the forge were always red-hot.
A branding iron rested within the forge, sporting an ever-changing brand.
Various cages dotted the room, circular as well as common, square ones.
The biggest eye-catcher beside the forge was a stockade that stood within a magical circle.
The carpet of blood underneath it really pulled the room together.

The Sadist smiled, then remembered they had just consumed their only two captives, and frowned.
Like a wolf searching for prey, its hungry gaze eventually found the sobbing form of Grez near the entrance.

Meanwhile on the other side of the dungeon’s mindscape. Which was not that far off, really.
A good-natured individual might go around calling it cosy, but in reality the place had some privacy concerns.
Regardless, on the other side of the knee-height fence of the mindscape, the Scholar cackled in glee.

Its presence swam through the new chamber.
It dances between the various bookshelves and rushed past the dozens of tomes of knowledge contained within.
More than anything, it swirled around the large lectern that stood amidst a powerful magical circle.
“This it it,” it laughed, “Any tome placed on this will result in a painful lesson, indeed!”

Both egos lost in ecstasy, the Blue Spark quietly made its exit and returned home.
It had been promised meatloaf, after all.

----------------------------------

>1 - Spend MP
>2 - Go speak with Grez
>3 - Check out the "Branding Chamber"
>4 - Check out the "Room of Bewilderment"
>5 - Other (Write-in)
>>
>>5221375
>Go speak with Grez
>Check out the "Branding Chamber"

It's about time we get her properly enslaved.
>>
>>5221375

Need 3 d100 rolls for the initial three brandings that come with the "Branding Chamber".

Please include the following message:
Rolling for initial random brand

One roll per reply
>>
Rolled 88 (1d100)

>>5221375
>1 - Spend MP
Spawn an additional Bugbear

>2 - Go speak with Grez
>3 - Check out the "Branding Chamber"

>>5221380
>Rolling for initial random brand
Lets get something useful here.
>>
Rolled 42 (1d100)

>>5221377
+1

>>5221380
Rolling for initial random brand
>>
Rolled 77 (1d100)

>>5221380
>>
Rolled 77 (1d100)

>>5221375
>1 - Spend MP
Spawn an additional Bugbear

>2 - Go speak with Grez
>3 - Check out the "Branding Chamber"

>>5221380
Rolling for initial random brand
>>
>>5221389
>>5221388
one didn't include the message but the one that did rolled the same thing anyways, lol
>>
>>5221388
>>5221389
huh.
>>
>>5221388
>>5221389
Dub 77s gotta be worth something.
>>
I'll post more information regarding the "Branding Chamber" tomorrow.
I'm not certain if I like the "Branding" mechanics at the moment, I need to think them over before I reveal them.
>>
>>5221375
>Go speak with Grez.
I'm sticking to my old guns :
>Also, Ask instinct and Grez about creating item. Can we spawn wealth? Can we absorb her and remake her whole as a reward, with a contract mark indicating she is ours?
>>
>>5221441
>Posted at 00.19

So... Is tomorrow today or tomorrow?
Will a stronger today post number mean a weaker tomorrow?
>>
>>5221860
It's today.
>>
>>5221870
Nice!
>>
Contentment. The Dungeon had just acquired two powerful utility rooms.
It was time to see how these could be put to use.

Ever the curious one, the Scholar pulled itself away from its new chamber, “So, how does yours work?”

An undeniable look of superiority etched into its face, the Sadist replied, “Instinct, tell Scholar all you know about 'Brands' and the [Branding Chamber].”

-------------------------------------

[Investigating 'Branding'.]

Query: Instructions
Context: [Branding Chamber]

Response:
In the event that hostile, non-dungeon creatures are defeated they can become the recipient of a “Brand”.
These can be applied using a dungeon room called a [Branding Chamber].
The dungeon can choose to apply either a known brand or imprint a completely random one.
Applying a random “Brand” to a creature does not mean you understand it well enough to add it to your library.

Branding, as a process, is performed by adjusting the recipient’s “blueprint” and therefor very taxing on them.
The “Brand” will appear somewhere on the recipient’s skin.
Cutting away the skin or otherwise removing it through non-magical means will cause it to appear elsewhere on the body within a day. Its effects are not stopped during this time.

- Only one “Brand” can be applied per recipient, per day.
- Currently, a recipient can at most receive three (3) brands.
- A recipient can only have one instance of a specific brand at a time.
- There is no cost involved when applying a known or random “Brand”.

As “Brands” are simply forced adjustments of the structure of the recipient, they can be removed.
This can be done through powerful cleansing magic cast using “Essence” or by the dungeon.
When performed through the dungeon, removing a brand costs either one (1) Dungeon Point or Monster Point.

Alternatively, should you encounter a creature that has a “Brand” or “Curse Mark” you do not yet posses in your list of known “Brands”, you can choose to analyse it and learn its effects – adding it to your library.
Analysing a “Brand” in this way costs either one (1) Dungeon Point or Monster Point.
The “Brand” is “picked apart” during this process and will be removed from the creature it is on.

-------------------------------------

The Scholar scratched the side of its head, “Interesting, but couldn’t you have told me this all? This is sorta your ‘thing' isn’t?”

The Sadist scoffed, “The ability to delegate is what signifies a leader.”
It clasped its arms behind its back, “Instinct, what brands are currently known to us?”
>>
>>5221906

-------------------------------------

[Investigating 'Brands'.]

Query: Known Brands
Context: Library

Response:
The following “Brands” are known to the dungeon.

42 - Brand of the Broken Man
The adjustments to your body applied by the brand have allowed you to become all-knowing.
Thousands of years worth of knowledge poured into your mind.
A burden of knowledge that proved to much to bear and broke you.
You become prone to ramble, delusions, and conspiracies.

The target had disadvantage on all “Wisdom” saving throws.

77 - Brand of Icarus
Standing between the seven of perfection and the seven hundred-seventy-seven of the creator, seventy-seven grants limited control over the creation.
It allows one to determine the meaning of perfection and mould the recipient to that image.

You can change one physical aspect about the recipient.
Including, but not limited to: race, gender, skin colour, height, and similar attributes.

88 - Brand of Eternal Vigil
Constantly on edge, forever on guard: the target is no longer able to sleep.
The target is immune to spells, skills, or abilities that induce sleep.

Regardless of what it was before, the target’s constitution modifier becomes a -3.

00 - Brand of Cruel Intent (Acquired through Corruption of Sadism)
The recipient becomes more assertive, controlling, and takes delight in suffering of others.
Furthermore, they become more charming and persuasive when it comes to tempting others to act according to their will.

00 - Brand of the Crazed Scholar (Acquired through Corruption of the Crazed Scholar)
The world is filled with wonder and mystery. How awful.
The recipient of this brand gains an unrelenting hunger for knowledge.
They will go out of their way to acquire magical items and study the arcane.

-------------------------------------

“I think it’s time for hands-on experience,” said the Sadist, “Have our hobgoblin, if we can even still call it that, have a friendly little chat with the orc.”

“We should really get around to naming him,” said the Scholar, “He’s unique. He deserves a name.”

-------------------------------------

Taking suggestions for a name for “Unnamed” the hobgoblin boss.
Reply to this post with your suggestions and we’ll have a voting round.
No need to vote on any entries just yet.

Talking to Grez
>1 - Tell her that the dungeon has found a to get rid of her mark.
>2 - Thank her for her efforts so far, mention you hope for another supply tomorrow, and send her on her way.
>>
>>5221910
Also taking write-ins for Grez.
>>
>>5221910
>ask instinct if we can spawn gold and the mechanics behind it.
>welcome grez in for doing a good job tell her we will uphold our end of the deal absorb her, remove brand and then study the brand using 2 monster points
>if we can make a decent amount of money with 1 monster point do so. We can give it to grez ans use her qs shopping
>depending on what grez's brands do, if it enslaves her to us use that first otherwise offer brand of icarus to change her shape/race however she wishes. We all know sje has an orc complex. Next day we should apply brand of cruel intent.
Op can we use more then one brand of icarus? Or apply its effect more over a long period of time.
.
>>
>>5221910
I believe the name 'Chadakplin' was somewhat the consensus from the last thread.

>Tell her that the dungeon has found a way to get rid of her mark, though it requires more resources. Offer her a boon for her loyalty should she want it (Brand of Cruel Intent) and mention you hope for another supply tomorrow.
>Hand her any lose items from Fenton and Viktor (Swords, backpack etc.) that she can sell and make some cash. Maybe it'll be enough for a healer.
Grez doesn't know how the Dungeon works, even if she fails to bring someone back tomorrow we can still remove her mark, but play it off like we're making a sacrifice for her sake.
Offer her the Mark of Cruel Intent, but don't force it pn her, to buff her already strong Charisma so she has a higher chance to lure victims to us. It might also make her feel less guilty about sending people to their deaths, and she may even start enjoying it. A perfect path towards corruption.
>>
>>5221910
Oh man, I am going to like this mechanic.
The Brand of Icarus has some serious trolling potential. Imagine we beat Ben and then throw him back out as woman. My god, it would be glorious.
Though the other two brands are also really useful. We are going to get some good mileage out of this chamber.
Also, the Brand of Cruel Intent is PERFECT for Grez. No longer will she have to worry about that pesky conscience of hers, and she gets more charming to lure people back here.
Not to mention, she is the one who made us a sadist in the first place, wouldn't it be poetic if we did the same to her? I think it's destiny at this point.

Name suggestion wise, someone suggested "Chadaplin" and "Chadaklin" as modification that roll off the tongue a little easier. I like both.

>1 - Tell her that the dungeon has found a to get rid of her mark.
Tell her that she has done ~splendid~ work and that thanks to her, we are one step closer to ridding her of her mark. We just need to get a good look at it. Please go into the dedicated branding facility and we will take it from there, no worries.
Eventually we could bluff that the mark needs to be replaced by another brand, and that we just so happen to have one at the ready.
>>
>>5221910
I want the Hobgoblin out absolute Chad to be called Chadaklin.

But the longer Version Chadakplin is also fine though much more of a Tongue Twister.


Supporting >>5221924
Also
>Ask Instinct if we can spawn Gold or other things mortals consider valuable.
>>
>>5221910
>1 - Tell her that the dungeon has found a to get rid of her mark.
>>
>>5221924
Any Chadakplin variation is good for me.
I'm glad my name suggestion was accepted in addition to my design.
>>
>>5221910
>1 - Tell her that the dungeon has found a to get rid of her mark.
She bringed amazing value with the sailors. She deserved to be unbrand, fixed, then rebranded as ours using the current brand she have.

Brand of Icarus is damn amazing. By putting/removing we will be able to almost turn her into changeling, so stealthier and harder for urban legend of demi-orc girl baiting people to death.

We need to focus on healing her feet, else we will turn our best outside of dungeon asset into dead meat.
>>
The way I see it, the only reliable way of getting a new brand short of luck like with Grez will be to brand someone with a random brand, release them, hope they come back then analyse it off of them.
Could be worth doing once we are not so worried about getting found.
Or if we catch something like rats again.

>>5221920
>Op can we use more then one brand of icarus?
It says
>- A recipient can only have one instance of a specific brand at a time.
>>
>>5221951
Well, does removing brand of Icarus remove effects?
>>
>>5221968
>As “Brands” are simply forced adjustments of the structure of the recipient, they can be removed.
It's not explicitly stated, but explanations like the above means it is very likely it removes the effect. They are not a permanent modification, but "forced adjustment". I imagine they would "adjust" back without the brand.
>>
>all these votes for just letting Grez get rid of the contract mark while we still have no way to directly control her
If we give Grez what she wants by removing her Contract Mark and the money to heal her foot right now she has no reason to come back to us, or stay in Duskmire for that reason. Without the leverage she'll just leave the city to escape Ben and put this whole ordeal with the Dungeon behind her. If we want to keep her around as an asset we need to tie her to us some other way first, and the best way to do that is to give her the Brand of Cruel Intent before we remove her Contract Mark and let it's influence work her into taking a sadistic interest in throwing people in to the Dungeon and watching them get devoured.

Just letting her have what she wants now is a mistake.
>>
>>5221978
Well, my full plan is removing the contract mark, study it; rebrand Grez with a contract more of our taste to make sure she stay our loyal little dungeon whore. Then the fun begins.
>>
>>5221978
Removing a brand to study it means we can replicate it. Which means we can just apply one of our own, problem solved.
Besides, we have to get rid of it ASAP, or else the loan sharks are gonna look for her.
>>
Hey guys,
Grez will become our thing, right?
We can make her try to solve the Puzzle room for days where she can't find some people to feed the dungeon? This way we'll grind the arcana secrets within better
>>
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>>5221986
I feel replacing her Contract Mark with another right of the bat could cause a great deal of resentment. She's doing this to get rid of it, not replace it with another after all. Chances are she could try to find ways to circumvent any order we give her through the Contract Mark by chosing to interpret it wrong or by simply chosing to fail on purpose. "Oh you wanted me to bring more people, sorry couldn't hook anyone tonight on purpose", that sort of thing.
I feel it would be more 'organic', so to speak, if she was given the BCI and felt a rush seeing people being slaughtered in the Dungeon, and wanting to feel that rush again by continuing to work with the Dungeon.

Maybe I'm just overthinking this, but I feel this would work out better than simply slapping a replacement Slave mark on her.
>>
>>5222009
And as a true Sadist, she would delight in dungeon suffering. And will bring a level 42 party to utterly crush the dungeon and laugh in our despair.
What about... Lying to her?
"Sorry miss, tried our best, could only change the target of the curse, you're working for us now. If we manage to grow in power, you'll 100% get your freedom.
>>
>>5222009
For what it's worth, I get what you are saying, and putting the Brand of Cruel Intent on her first would be a better way of roping her in willingly... but you run the risk of her pulling shit like this >>5222014 or just running away altogether, since nothing would tie her to us anymore.
Besides, to be perfectly frank we are really not that bad of a "boss" to have. Didn't the loan sharks tell her she would work for them as a whore? Or "job" is much more dignified then that. If we give her some/all the possession the people she ropes in had, it might even be downright nice. Better then anything else an orphan gets to look forward to, no doubt.
Combine that with what we already told her about cleaning the city of its scumbags, and we've got a very nice argument to feed her so she cooperates. And we have a silver tongued devil to deliver said argument. I think it will be fine.
Hell, if that's not enough, we just tell her that we will remove our slave mark after a few weeks or months. You know, work off the debt of us removing her slave mark. That stuff is expensive to remove, normally. Fair trade, no? During that time the Brand of Cruel Intent will work it's magic, and with any luck she will want to stay.
>>
My Thursday campaign has concluded for now.
The players have been asking for another campaign, but I should have some Thursdays open for the time being so I can work on the quest.

>>5221968
>Well, does removing brand of Icarus remove effects?
Removing the brand removes its effects, yes.
This goes for any mark.

The Hobgoblin's name will becomes: Chadaklin
If you disagree, reply to this post.

>Ask Instinct if we can spawn Gold or other things mortals consider valuable.
Will be asked.

>Check if the bodies of Fenton and Viktor had anything valuable on them
Will be done.

What to do with Grez
I'm seeing a lot of discussion.
We'll just take it one step at a time.
What "Brand" to apply afterwards (if any) will happen after this vote.

>1 - Remove the [Contract Mark]. (Spending 1 MP)
>2 - Analyse the [Contract Mark]. This also removes it. (Spending 1 MP)
>3 - Remove the [Contract Mark]. (Spending 1 DP)
>4 - Analyse the [Contract Mark]. This also removes it. (Spending 1 DP)
>5 - Don't remove the [Contract Mark] for now
>>
>>5222127
>2 - Analyse the [Contract Mark]. This also removes it. (Spending 1 MP)
>>
>>5222127
>2 - Analyse the [Contract Mark]. This also removes it. (Spending 1 MP)
>>
>>5222127
>2 - Analyse the [Contract Mark]. This also removes it. (Spending 1 MP)

And keep her confined for now. Tell her its for negotiations on how to proceed from here and future cooperation. We are her BEST bet of staying alive well fed and not a cripple in the future.

Glad to hear your players had fund. Maybe ask one of them if they would like to be the BRIGNER OF TORMENT- I mean the GM for the next campaign.
>>
>>5222127
>2 - Analyse the [Contract Mark]. This also removes it. (Spending 1 MP)
>>
>>5222127
Voting closed
Getting rid of the mark seemed to be the consensus, so I don't think anyone would object to the choice that was made.
>>
>>5222174
Late to the party, would have voted on the consensus.
>>
The Scholar thought for a moment, “How about Chadaphlin?”

The Sadist waved a dismissive hand, “Nah, that wouldn’t work.”
It tapped its chin a few times, “What about Chadaklin? Now there’s a name that swells with power.”

“What?” replied the Scholar, “That’s the same thing I suggested.”

“No it isn’t,” replied the Sadist.

“How is it different?” cried the Scholar.

“I suggested it,” remarked the Sadist.

“Argh, you’re so petty. Fine, whatever. Chadaklin it is,” said the Scholar as he threw up his hands, “Let’s just send Chadaklin to the entrance already.”

-----------------

Lounging in its seat in the [Boss Room], the massive hobgoblin drew in a breath.
It had observed the changes made by the Blue Spark with interest, but couldn’t help being disappointed.
The large, impressive double doors that had been the entrance to its room earlier had been replaced by the back of book case.
He felt like it didn’t quite have the same touch to it.
A voice appeared in the back of the hobgoblin’s mind.
It was the frantic one, the one that always sounded like he was in a hurry.

”Hey, you. Yeah, you. You’re, uh, Chadaklin now. That’s your name. Good strong name. Anyway, go to the entrance. We’ve got a guest,” said the voice of the Scholar.
The connection broke abruptly.

Chadaklin the hobgoblin slapped his knees once and got up and wandered towards the bookcase to shove it open.
There was a slight groan as it swung open, nothing too bad. It seemed like the bookcase meant to open this way, a hidden passage. It closed the secret door behind itself and frowned. No skulls lined the entrance of his [Boss Room].
”So far for tradition,” he said, continuing on his way to the entrance.

It passed through the [Bugbear Den] which contained a [Goblin Scout] and a [Goblin], both creatures positively trembled as they spotted the dungeon boss for the first time.
They weren’t sure that they could match his height even if they stacked all the goblins together.
Chadaklin would like to familiarize himself with the rest of the goblin folk at some point, but right now it was acting on orders.
He gave them a nod as he passed.

-----------------

The resident [Bugbear] was feeling pretty good about itself.
It had been able to sneak up on its first enemy just now and dealt a devastating blow that ultimately won them the battle.
It had only been spawned recently, so it wasn’t too sure about things like performance reviews, or even what they were, but it was confident that it would be a good one.

It decided it had earned a good nap for its efforts and dozed off.
A little while later it awoke with a start, there was a slight rustle coming from the jungle that surrounded it.
Panic ensued. Had there been another invasion and had it overslept?
Faint fantasies of positive performance reviews diminished to nothing, it rushed to meet the source of the noise in the hope of redeeming itself.
>>
>>5222261

It collided with a set of abs and was forced to slowly crane its neck upwards, something it didn’t often have to do.
The bugbear swallowed, it was the boss. It didn’t even remember seeing the towering figure leave the [Boss Room] before, but here it was.
A massive hand extended itself into the direction of the bugbear, but ultimately settled on its shoulder.
The bugbear squeaked. The hobgoblin lumbered past.

The remaining goblinoids began to follow the boss as it made its way through the [Jungle Room].
Well, all of them except for the [Goblin Bright Bringer] which spent most of its downtime licking poisonous frogs.
Eventually, Chadaklin arrived at the entrance where he spotted the small, balled-up form of Grez.

“You did well,” he said with a powerful, yet comforting tone.

The small ball of Grez unfurled, she looked up, “I killed them.”

“No,” stated Chadaklin, “They did this to themselves.”

Grez simply stared, confusion clear on her face.
She absent-mindedly clutched her leg.

[Corruption trait “Sadism” is influencing the Dungeon’s behaviour.]
[Hobgoblin skill “Silver Tongue“ is being applied.]

“You lead them here for the treasure,” continued the hobgoblin, “The treasure is real. it’s probably around here somewhere if the journal is to be believed. They happened to stumble upon the entrance themselves and, despite your warnings, they entered. The dungeon simply defended itself. They even mentioned encountering a dungeon before. They should’ve known how it would react. Despite that, and your warnings, they entered the dungeon. You did nothing wrong, in fact – you did well.”

The half-orc wiped part of her sleeve over her eyes, “But this wouldn’t have happened if I had never lead them here.”

Chadaklin waved a hand, “You’re too paranoid. You’ll have to be harder if you want to cleanse the city. Sure, you lead them here, but you didn’t force them to enter. You advised against it. Would this have happened if they went to a different tavern? Should the local that suggested said tavern to them feel guilty? How about their captain that decided to dock their ship here? It never ends.” said the hobgoblin, thinking for a moment, “If anyone is to blame, it’s the dungeon. Not because the dungeon killed them, they knew how it would react to their presence, but because we asked you to find people and lead them here.”

Grez stared morosely at the ground and nodded.

“Because the dungeon cares about you,” continued the hobgoblin, “In fact, we might be the only one. Everyone out there seems adamant to kill you. To capture you. To punish you. Instead, the dungeon is desperately trying to find ways to save you.”

The half-orc continued staring at the ground and began tracing little circles on the cavern floor.
>>
>>5222264

The Sadist’s presence hung around the hobgoblin like a cloak, tainting his every word and action.
”Bringing people here was dangerous for the dungeon. What if the sailors had just turned around brought their entire crew? This could’ve been the end for us, but we took that risk – to save you.”

The hobgoblin began to pace around slightly, “Remember, we needed some way to get additional resources so we can help you get rid of that [Contract Mark]. The dungeon doesn’t want anything bad to happen to you. Hey, Grez?”

Eyes still slightly puffed up from the crying and clearly exhausted, Grez looked up.

“I don’t want anything bad to happen to you,” said Chadaklin, flashing her sombre smile, “You’re my only friend. Everyone else out there seems to want to destroy the dungeon and me with it. You got us what we needed. You helped us.”

Chadaklin extended a hand into the direction of Grez, “Now let us – help you.”

Grez’s jaw dropped, “You mean…?”

“That’s right,” replied Chadaklin, “We found a way to get rid of your [Contract Mark].”

Despite everything, Grez still seemed doubtful, she reached out towards Chadaklin’s hand, only to withdraw it moments later, “I don’t know if I can trust you…”

Chadaklin relented, “Trusting somebody you barely know can be scary, but if you can’t trust me – then that would mean that you are all alone. That nobody cares for you. I think that would be far scarier and it doesn’t have to be like that, because I care for you. Even though I might be the only, I care for you,” said the hobgoblin and extended his hand a second time.

Grez swallowed, stood, and took his hand.

[One hostile creatures has entered the dungeon]

-----------------

The Scholar snapped his fingers in annoyance, “Drat,” it said, “Still hostile even after all that, huh?”

“Trust me, we’re making progress. Right now she might be turning to us because we are the only real option she has, but I think her opinions will shift in due time. We need to back up our words with actions,” replied the Sadist, “It’s only a matter of time at this point.”

-----------------

Need DC 8 Constitution saving throws for Grez Wildflower (-1 modifier)

Please include the following message:
Rolling for Grez Wildflower against [Jungle Room]
>>
Rolled 3 - 1 (1d20 - 1)

>>5222266
Rolling for Grez Wildflower against [Jungle Room]
>>
Rolled 2 (1d8)

>>5222266
Rolling for Grez Wildflower against [Jungle Room]
>>
Aaaaannnd we are getting provided with free invasion success. We'll even see if dungeon absorption will recreate her feet.
>>
Well, at least we get some points, and we don't need to kill her.
>>
>>5222269
Good thing it doesn't change much, in the end.
We will even find out if we can do something about her foot.
...She might be mildly pissed though.
>>
>>5222279
We can bullshit our way out of this.
"As a dungeon, Killing consenting people does not result in capture, but real death. Sorry for the half truth, it was a test to see if we could restore your foot by capturing you."
If this works, "we couldn't completely remove the contract but we edited terms. Help us grow stronger and we'll completely remove the mark."
If this doesn't,
"You wanted to get wealth from us at our first encounter. How so? We need to get funds to fix your feet."

This should mitigate the mild piss
>>
>>5222274
>We'll even see if dungeon absorption will recreate her feet.
Doubt it. It probably restores defeated invaders to the state they were in before they entered, meaning Grez's foot is still damaged. If she was actually acting as our minion, she probably would be restored fully. But then she wouldn't be attacked by the Dungeon either when trying to enter. Maybe next time Grez tries to enter we hand her the Ring of Vitality first so that she doesn't die from the Jungle Room.
Upside, we now have a good excuse for reapplying the contract mark.
>"The Dungeon can not act against it's instincts. A price must be paid to allow release, and the Brand is the safest price. Otherwise another limb would have to serve as the cost."
>>
File: Grez - Copy.jpg (70 KB, 684x962)
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Name: Grez Wildflower
Type: Humanoid (Half-orc)
Level: 1
Health: 1

Strength: -1
Dexterity: +1
Constitution: -1
Wisdom: +2
Intelligence: +1
Charisma: +3
>>
>>5222378

Chadaklin took her by the hand and lead Grez into the dungeon.
It was a bit of an odd sight, the hobgoblin being eleven foot tall and Grez herself being five foot four.
Almost like a child being escorted by her parent, her arm was angled upwards.
Things had been hard lately, she had been crying a lot. A lot. However, things were finally looking up.

----------------

“Good, she’s in,” cried the Scholar, “Now knock her the fuck out! I want magic putty!”

The Sadist winced, “You have no tact,” said the Sadist, “Chadaklin, put her to sleep, but be smart about it. We don’t want to give her a reason to doubt us.”

----------------

Chadaklin nodded at the unseen voice and then turned towards Grez, “I’m not gonna lie to you, Grez,” he said, looking down, “Removing the [Contract Mark] will hurt. It might be best to not be awake for this. We can gently put you to sleep and it’ll all be over when you wake up.”

Grez hesitated for a moment and stared at the small army of goblins that surrounded her.
They probably would’ve attacked her already if they truly had bad intentions. She nodded.

Hands guided by the Scholar’s knowledge, Chadaklin began picking up some colourful flowers and held them out towards Grez.

The half-orc blushed slightly, “These are beautiful,” she said, taking the flowers.

“They are poisonous,” said Chadaklin.

“Oh,” replied Grez, quickly holding the flowers at arm’s length.

“From what I understand It’s not a painful poison,” said Chadaklin, “If you hold them to your face and take a deep breath you will pass out in seconds. We’ll take it from there.”

Grez heart was beating rapidly, was she really going to trust the dungeon with her life?
She stared at the flowers she was holding at a distance, her hands were already starting to feel numb.
It was a gamble, she knew. However, not playing this round would mean losing for certain in two days time – when her [Contract Mark] expired.
Grez shook her head in an attempt to fight of the jitters, brought the flowers to her nose, and inhaled deeply.

[Hostile creature 'Grez Wildflower' takes one (1) point of damage from [Jungle Room].]
[The health of hostile creature 'Grez Wildflower' has reached zero (0).]
[Hostile creature 'Grez Wildflower' has gone unconscious.]
[Hostile creature 'Grez Wildflower' has been defeated.]
[The dungeon will now absorb hostile creature 'Grez Wildflower'.]
>>
>>5222388

[The invasive force has been defeated.]
[All monsters within the dungeon will now respawn and traps will reset.]

----------------

Invasion summary: Victory

All hostile creatures in the dungeon have been bested.

Amount of enemies beaten: 1
Amount of dungeon points (DP) gained: 3*
Amount of monster points (MP) gained: 1**

Hostile creature 'Grez Wildflower' is currently held by the dungeon

*Average level of enemy group times 3 (Rounded up)
**Amount of monster points gained equals the level total of all bested invaders

----------------

META
Just noticed I gave out 2 MP during the previous invasion when that should’ve been 3 MP.
I’ll add that now.
END OF META

[Total amount of Monster Points (MP) remaining: 6]
[Total amount of Dungeon Points (DP) remaining: 6]
>>
>>5222389

Grez’s unconscious form disappeared into the jungle floor and was immediately transferred to the [Branding Chamber].
The ceiling of the place was thick with smoke and the blazing forge brought forth a blistering heat.
The dungeon, with all its odd little intricacies, brought forth Grez from its depth and propped her up while a small goblin wearing a torturer’s cap puffed into existence.
The little creature jumped onto a small stool and began working the bellows, feeding the flames and heating the branding iron that rested within.

“Calm down there, little buddy,” said the Scholar, stifling a cough, “No need for that just yet.”
”We just want you to check out the mark on her shoulder for now, tell us what it does,” it added.

The little goblin stared towards the ceiling for a moment, reached out towards the branding iron and held it up imploringly.

”No, no. Put it down,” pressed the Scholar.

Saddened, the goblin’s head titled towards the floor and it let the branding slip from its grasp.
It jumped down from the stool, scooted it towards the unconscious Grez, and stepped onto it to have a better look at Grez’s [Contract Mark].
Then, it reached into a pocket and pulled out a set of glasses that had many lenses set in a row, magnifying anything viewed through them.

Using the back of its hand, It tapped the mark once or twice – indicating that it was rock solid.
The goblin slid its glasses up to its forehead and held up a hand, open palm facing upwards.

“What does it want now?” said the Scholar.

“I think it wants some magic to work with,” replied the Sadist, digging into the reserves, “Here you go. Waste it and I’ll hang you.”

[One (1) Monster Point (MP) has been spend for the purposes of analysing Grez Wildflower’s [Contract Mark].]
[Total amount of Monster Points (MP) remaining: 5]

The supplied magic floated down into the [Branding Chamber] where it coalesced into the shape of a needle as it settled on the palm of the small torturer’s hand.
It got to work.

As the egos observed the creature as it performed its craft, they noticed that the magical needle did not so much pierce the skin, rather it poked, prodded, and punctured through the magical circle imprinted on Grez’s shoulder.
It began dissecting it. Breaking the [Contract Mark] apart in separate pieces, each of which it had a long good look at.

There were layers, upon layers to it. Some of which were intertwined, overlapping circles. While others were runes that neither of the egos recognized.
The pieces didn’t seem to want to part with Grez, there was some definitive resistance there.
The goblin had to work pretty hard to detach some of them from the half-orc. Even in her unconscious state, the pain occasionally caused Grez trash around.
After a good while, it removed the final chunk of the magical circle from Grez, inspected it briefly, and nodded.
>>
>>5222394

------------

Contract Mark (Curse Mark)
A complex magical circle that can be used to enforce a contract.
The circle itself has to be placed upon the recipient, which is often the person in the subordinate position.

Said recipient will be forced to magically comply with the contents of the contract when able or forced to perform certain acts when in breach of contract.
All of the terms, clauses, procedures, and protocols, can be found in the contents of the contract and should be carefully scrutinized.
The main complexity of this mark comes not from the magical circle, but from the contract it enforces.

The contents of the contract can be either directly inscribed into the circle or written down on a piece of parchment, like a physical contract, and then later pressed onto the skin where the [Contract Mark] is placed.
The contract will be then be absorbed into the magical circle and become part of it just like as if it had been directly inscribed.
The [Contract Mark] will activate once the recipient voices their consent.

Alternatively, a “blood bound” contract can be formed by creating a [Contract Mark] on the skin of an individual of both parties and then pressing a contract, which both have signed in blood, to the magical circle.
In this instance, both parties are magically obligated to comply with the terms on the contract.
These are more often used when both parties involved are of equal standing.

------------

“Sweet!,” cried the Scholar as its eyes lit up, then coughed into a fist, “I mean, splendid. What now?”

------------

Grez Wildflower

>1 - Consume hostile creature 'Grez Wildflower' and gain 2 [Monster Points]
>2 - Consume hostile creature 'Grez Wildflower' and gain 2 [Dungeon Points]
>3 - Apply a “Brand” to Grez Wildflower and then release her
>4 - Apply a “Brand” to Grez Wildflower and keep her in captivity
>5 - Release Grez Wildflower without applying a “Brand” (Triggers [Sadism] trait)
>6 - Other (Write-in)

I’m aware that I’ve yet to hit upon the things listed below, I'm working towards it
>Ask Instinct if we can spawn Gold or other things mortals consider valuable.
>Check if the bodies of Fenton and Viktor had anything valuable on them.
>>
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That will be all for today, I will be back in something like 10h.

As a side-note, we've hit 50.000 words.
Which isn't a lot compared to some of the quests out there, but is for me.
I'd like to thank everyone for their participation up until this point.
I have so much more planned for this quest and hope that you'll be here for it.
>>
>>5222396
>Apply a “Brand” to Grez Wildflower and then release her
>Brand of Icarus: Make her shorter

We've already got her pretty well under our sway, but we should still not be *TOO* evil too her, yet.
>>
>>5222400
>apply brand of icarus. I dunno make her more beautiful fix her leg?

Im glad you here to do it QM ive enjoyed every update of this. Also this whole gez sidleplot has been great.
>>
>>5222396
>The [Contract Mark] will activate once the recipient voices their consent.
Okay, that is going to make this tricky, actually.
Of course, she was already tricked once into a agreeing to a contract that was different then she was told, so we could try the same thing, but she might be hesitant to agree to anything for obvious reasons.
I guess we will just have to risk it and hope she doesn't betray us until we can get her to agree to a solid contract. Or bind her another way. Until then I propose:
>3 - Apply a “Brand” to Grez Wildflower and then release her
>Brand of Cruel Intent
This will modify her behaviour to make her more agreeable to our methods. It should go a long way to drawing her to our side permanently.
>>
>>5222396
>Brand of Cruel Intent
>>
>>5222400
Happy to be here QM, I've enjoyed this quest a lot so far.
I am pleased to hear you have stuff planned, I look forward to seeing it.
>>
>>5222396
>3 - Apply a “Brand” to Grez Wildflower and then release her
- Brand of Cruel Intent
>>
>>5222396
>3 - Apply a “Brand” to Grez Wildflower and then release her
>Brand of Cruel Intent
>>
>>5222396
>3 - Apply a “Brand” to Grez Wildflower and then release her
>Brand of Cruel Intent
Obvious choice here.
>>
>>5222396
> Brand of Cruel Intent
>>
So... How is Grez leg so far?
>>
>>5222624
Festering....

Its festering. She really needs a healer or will either be a cripple and or dead
>>
Voting closed
>3 - Apply a “Brand” to Grez Wildflower and then release her
>Brand of Cruel Intent
>>
>>5222396
>Apply a “Brand” to Grez Wildflower and then release her. brand of icarus, try to heal her leg
>>
Hey QM, I profoundly and thoroughly love the fact you have more time for the thread and we're getting back to dungeon antics nowadays.
Can't wait for next big invasion.
>>
>>5222396

“Now,” said the Sadist with a devious grin, “We do what I’ve been wanting to do for a long, long time.”
It nudged the little torturer to action and the goblin rushed over and grabbed hold of the branding iron with glee.

“Give her one of mine,” said the Sadist, “Let mine be the first. I want her to know who she belongs to.”

The little goblin nodded and began to work the bellows, the coals began turning red-hot and the symbol on the end oft he branding iron began to shift through various shapes before finally settling on the [Brand of Cruel Intent].

Tiles and stonework began to curl back to create a path towards the pillory, the wooden device seemed to open up by itself, allowing the arms and head of the unconscious Grez to be slotted into it.
The dungeon helped where needed, moving the body to the pillory and providing a stone pillar underneath the half-orc's stomach to prop her up and ensure she wouldn’t simply dangle from the wooden device.

--------------------


I’m wondering what to do for the brand placement.

>1 - Take suggestions for the brand placement
>2 - Roll for the brand placement (table will be made public)
>3 - Just let the QM decide

What does the [Brand of Cruel Intent] look like?

>1 - Take image suggestions
>2 - Just let the QM decide
>>
>>5222761
>>Brand placement
>3 - Just let the QM decide
Don't really have a preference myself.
Though I would stipulate that it isn't in an easily visible spot, like that forehead or something. That could be problematic later.
>>Brand look
>2 - Just let the QM decide
Don't really mind either way.
>>
>>5222761
>1 - Take suggestions for the brand placement
Since it's an actually chamber staffed by a Goblin worker we should be able to chose where the brand goes.

>2 - Just let the QM decide
>>
>>5222761
Placement
>1 - Take suggestions for the brand placement

Somewhere inconspicious would be preferable for this brand.

Look
>2 - Just let the QM decide
>>
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>>5222761
>Take suggestion for the brand placement
Left Buttcheek. Hidden enough.
>Image
Picrel
>>
>>5222785
Time for some shitty symbolism :
The circles represent a target. Objectives of the brand bearer.
Whatever way they come from (3 lines below), they now are focus enough (target) to control and make suffer other (new way, different from the other but still going in the same direction)
As the new way is narrower, this attract people impliclty attracted by other with strong vision, thus making the bearer more charming.
>>
Voting closed

I’m wondering what to do for the brand placement.
>1 - Take suggestions for the brand placement

What does the [Brand of Cruel Intent] look like?
>2 - Just let the QM decide

>>5222785
Pretty good symbol, it'll do fine.
I'll just run with this since others don't really seem to mind one way or another.

---------------------

Take suggestions for the brand placement
>1 - Upper back
>2 - Lower back

>3 - Chest

>4 - Stomach

>5 - Face (Right)
>6 - Face (Left)

>7 - Neck

>8 - Upper leg (Right)
>9 - Upper leg (Left)

>10 - Lower leg (Right)
>11 - Lower leg (Left)

>12 - Foot (Right)
>13 - Foot (Left)

>14 - Butt (Right)
>15 - Butt (Left)

>16 - Shoulder (Right)
>17 - Shoulder (Left)

>18 - Upper arm (Right)
>19 - Upper arm (Left)

>20 - Lower arm (Right)
>21 - Lower arm (Left)

>22 - Palm (Right)
>23 - Palm (Left)

>24 - Back of hand (Right)
>25 - Back of hand (Left)

>26 - Write-in
>>
>>5222803
Sticking to my left buttcheek choice.
>>
>>5222803
>15 - Butt (Left)

somewhere that should always be nice and hidden. and make sure she is always reminded it is there when she sits down.
>>
>>5222803
>1 - Upper back
Seems like a good spot, I suppose.
>>
>>5222803
>1 - Upper back
Either this or the back of the Shoulder would do.
>>
Need a tie-breaker vote
>>
>>5222804
Changing my buttcheek to ward upper back for the sake of untiebreaking.
>>
>>5222803
>15 - Butt (Left)
>>
>>5222803
>1 - Upper back
>>
>>5222803
>>1 - Upper back
>>
>>5222803
Voting closed
Upper-back it is.
>>
>>5222943

“Put it on the shoulder,” said the Sadist, “Where you just removed the other one.”

The hooded goblin dragged its stool back to the pillory and began to hover the heated metal over Grez’s shoulder.
It then looked upwards towards the ceiling, waiting for confirmation.

“Do it,” commanded the Sadist, “She will stay asleep.”

The small torturer looked over Grez for a moment, wondering how he was going to apply a brand without waking up the woman.

“Get on with it, man. No captive wakes unless the dungeon wants them to,” cried the Sadist.

The Scholar cocked its head, “You don’t wanna wake her and hear her screams? I thought you liked that?”
”This is your first brand, isn’t it? I thought you would’ve wanted to get the most out of that,” it questioned.

“I know,” said the Sadist, gritting his teeth, “But I can’t have her screaming anymore. I’ll have to find a new toy.”

“Is this…compassion?” gasped the Scholar, holding its hands in front of its mouth, “Empathy?“

“Ew,” said the Sadist, its facing twisting in disgust, “No. I would’ve surely woken her, and enjoyed the shrieks and sobbing, if we had applied any other brand, but the [Brand of Cruel Intent] is mine.”
The Sadist stepped forward and clasped its hands behind its back, looking down on Grez as she hung unconscious in the pillory, “She’s being remade in my image,” it said.
Its face turned serious then, like a school teacher determined to correct a student that has gone astray, “And screaming is not part of that image.”
”Well,” it added, enjoying a brief chuckle, “Not her own.“

The red-hot metal connected with Grez’s shoulder, sizzling.
A searing pain shot through Grez as the branding iron hit her skin, yet she remained asleep and the sensation was lost on her.

The Sadist let out an exaggerated, almost mournful sigh, “Pity.”

The branding iron remained pressed to her green skin as the bloody circle underneath the pillory began to light up.
Small drops of crimson began to creep their way up the pillory like leeches.
Grez kicked and trashed in her sleep, but she was bound at every angle. Beads of sweat began to form on her skin.
Eventually, the leech-like droplets made their way up the pillory and onto her skin, they gathered where the brand was being formed. Once there they seeped into her skin and the outline of a red, magical circle began to appear around the brand. Faint at first, but becoming more apparent with each leech.

Once the circle fully formed, a tiny shockwave burst forth from the brand. Nothing much more than the puff of smoke that might appear above a witch’s cauldron, but a telling sign for those in the know.
The hooded goblin turned his gaze towards the ceiling – and nodded.
>>
>>5223015

Surrounded by pulsing magic was a symbol that had a large dot in its centre, surrounded by two circles of increasing size. Three paths seemed to enter at the lower part of it, yet only one path come out on top. A symbol for those that enjoyed taking in people from various walks of life and twisted, manipulated, and hurt them until these people acted according to their will. Until only one path remained for them. The [Brand of Cruel Intent].

Slowly, the magical circle faded to nothing, only the brand remained.

“It is done,” stated the Sadist.

“That was fascinating,” said the Scholar, “In a gruesome kind of way. I’d love to learn more about it.”

“In due time,” promised the Sadist, lying.

The Scholar’s presence hovered around in the [Branding Chamber], inspecting the new brand.
”Hmm,” it said, “I don’t think she’ll be all that happy to find out we simply exchanged one mark for another. It’s probably better than the fate that awaited her, but still.”

---------------------------

What do you tell Grez about the mark?

>1 - Be honest. You got rid of the [Contract Mark] and replaced it with one of your own choosing.
>2 - You got rid of the [Contract Mark], but you don’t mention the new brand.
>3 - Lie. Say you got rid of the effects of the [Contract Mark] by sabotaging it through burning.
>4 - Lie. Say you got rid of the [Contract Mark] and replaced it with one that will help her.
>5 - Other (Write-in)
>>
>>5223016
>"We rid you of your mark. Removing it completely would have put you and us in danger. So we overwrote it into something else. Something that will help you and i hope you can see it as something of a Sign of trust that we improved you instead of being just sloppy about it and maybe cripple you."
>>
>>5223020
Supporting.
>>
>>5223016
>4 - Lie. Say you got rid of the [Contract Mark] and replaced it with one that will help her.
A boon, a token of appreciation from the Dungeon.
>>
>>5223020
+1, good idea
>>
>>5223016
>4 - Lie. Say you got rid of the [Contract Mark] and replaced it with one that will help her.
A token of our appreciation.
>>
>>5223020
+1
>>
>>5223020
Supporting
>>
>>5223016
>Lie. Say you got rid of the [Contract Mark] and replaced it with one that will help her.
>>
Voting closed
>>5223020
I'll sorta go with this.
Which is sorta this
>4 - Lie. Say you got rid of the [Contract Mark] and replaced it with one that will help her.
>>
>>5223174
I'll have to postpone the update until tomorrow, it's getting lengthier than I thought.
>>
>>5223212
Are we tomorrow yet?
>>
>>5223785
We are indeed tomorrow, but I'm not sure when I'll get around to finishing the update as I have to prioritize today's D&D game.
>>
>>5223813
Ok, have fun with your game :)
>>
“She won’t mind,” said the Sadist, “Because we’ll tell her we had no other choice, but went through great effort to get her a mark that’ll help her out in the long run. It’ll allow her to become an agent worthy of portraying my image.”

“You know, you’ve been saying prideful things like ‘image' and what not, but right now she’s far from that. Look at her leg, it’s gruesome, that is,” said the Scholar, pinching his nose, “Your ‘agent' is going to be limping around the city like a ragged beggar. Can’t we just fix her leg?”

The Sadist frowned, “I couldn’t do that even if I wanted to. It goes against who I am.”

“That just seems like you’re hard-headed about it,” replied the Scholar, folding its arms.

“Argh, you don’t understand!” cried the Sadist, momentarily losing his composure.

“A few days ago when the scoutmaster overheard Ben and Grez talking she mentioned something about needing coins to see a healer. Maybe that’s an option. The dungeon won’t be healing her, you will have your self-important principles all sorted out,” tried the Scholar.

“Fine,” replied the Sadist, voice drenched with sarcasm, “We’ll give her the [Ring of Vitality] and she can go and trade it for gold or coins or whatever.”

The Scholar twitched, “I WOULD RATHER DIE!” he roared.

“See,” cried the Sadist, pointing at the other ego, “NOW, you understand. I just can’t do it.”

Red-faced, the Scholar tried hard to calm himself down, “Pfff. Alright, trying to give her some coins or whatever is not a bad idea though. Did those two we consumed earlier have anything on them?”

The Sadist shrugged, “We ate them. There’s nothing left.”

“Bugger,” said the Scholar, “Not even a single coin then?”

“Everything on or with a person we devour gets turned into…” began the Sadist, then struggled for the next word.

“Magic paste,” supplied the Scholar helpfully.

Magic paste. There’s no residue or leftovers,” said the Sadist, “We don’t have anything.”

The Scholar thought about coins for a moment. Despite not have any at the moment, the dungeon seemed to know what they looked like. Perhaps it was because they had absorbed a few at some point in time,
“Hmm,” said the Scholar, pinching his chin, “I suppose we can make some. I mean, we can make entire rooms and whatever. There’s a downright jungle in the dungeon. We should be able to manage some coins or a gemstone, right?”

The Sadist relented, “I don’t see why not.”

“Good, let’s release Grez and we’ll give her some coins,” said the Scholar with a smile on its face.
>>
>>5223947

The Scholar’s presence swam towards the [Jungle Room] and focused for a moment, it began to visualize the form of a coin in its mind and willed the dungeon to create them near the entrance.
A short rumble later, a small stack of coins appeared near the entrance, “Hehey, there we go! Hah… Damn, I love the arcane.”
It generated another stack of coins, simply because it could.

The other ego was staring, clearly impatient.
“Ehum,” said the Scholar, “I got the coins. We can release her.”

[The Dungeon has released hostile creature 'Grez Wildflower']

Bruised, bloody, and recently branded shoulder still bare, Grez was unceremoniously thrown out of the dungeon onto the cavern floor near the entrance.
She rested in the dirt for a long moment, stuck in a daze.
A few coins hit the ground next to her, clinking as they hit the stone – bouncing this way and that.

The Sadist chuckled.

“What?” replied the Scholar.

“Come on,” the Sadist said, gesturing at Grez and the coins that surrounded her.

“I don’t get it,” stated the Scholar.

“Forget it,” said the Sadist with a sigh.

To its surprise, the dungeon watched as the coins that lay scattered around the half-orc began to distort at the edges.
Moments later, something seemed to break and the coin dissolved into a brief puff of smoke and glitter, much like the one that happen when a monster dies in one of the rooms.
The smoke dragged itself back to the dungeon entrance like a wounded animal, disappearing into the ceiling once it had gone beyond the entrance.

“That should’ve worked, no?” asked the Scholar.

“It clearly didn’t,” answered the Sadist, brow furrowing and thinking things over, “I recall the dungeon once overhearing Grez and her friend talking about ‘endless wealth’ from the dungeon. There is a way.”

“Instinct,” called the Sadist, “Tell me about valuable items and objects that can be taken outside the dungeon.”
>>
>>5223949

-------------------

[Investigating 'Generating Objects'.]

Query: Generating valuables, items, and coins
Context: To be taken outside the Dungeon

Response:
Every dungeon has complete control over its internal environment.
This includes, but is not limited to, rooms with: ornate tiles, massive cliffs, giant pools, and massive structures.
All this is accomplished through the dungeon’s innate abilities granted by the [Dungeon Core].

Items or objects spawned by the dungeon will de-spawn when removed from the dungeon.
These items are made manifest by the dungeon’s will and can only exist as long as the dungeon feeds magic to them in order to continue their existence.
There is, however, a way around this.

Items or objects that need to persist beyond the borders of the dungeon need to be self-sustaining and fully realized.
This can be accomplished by expending Dungeon Points (DP).
The amount of Dungeon Points (DP) required to fully realize an object depends on the object.
Complicated objects (such as those consisting of valuable metals) generally require a greater density of magic and will cost more DP to realize.
Once an item is realized using DP, it can not be converted back into DP. This is a one-way process.

Dungeons that have been “Broken” will leak their daily allowance of Dungeon Points (DP) into their rooms by default and can therefor serve as gathering grounds for hostile creatures and resources can be taken out of the dungeon.
Similar to how defeated monsters sill respawn, resources present within the dungeon will regenerate and become infused with magical essence over time, allowing them to be gathered more or less infinitely.

-------------------
>>
>>5223960

“So, we can basically create anything as long as we are willing to pony-up the Dungeon Points for it?” said the Scholar, tapping his chin, “I wonder how many points we would have to spend to get enough money for limpy over there to get herself sorted. We can ask her, but she seems pretty out of it. ”

The Sadist turned his attention to the goblins and called forth the [Goblin Raid Leader].

Upon being called, the [Goblin Raid Leader] stood at attention, awaiting the next order.

The Sadist pointed at the recently created pile of coins that were apparently dungeon-bound, “Throw coins at her until she wakes up.”

After a few coins hit home, Grez finally gasped and pushed herself up from the ground.
Confused, she scanned her surroundings for a moment before clutching at the shoulder were the [Contract Mark] had been.
She no longer felt the delicate linework or the soft warmth, instead there was something else.
She traced it with her fingers, but couldn’t make much of it.
There was a shape to it, some kind of symbol, and it felt bumpy.

Heavy footfalls rang through the [Jungle Room], the creature they belonged to revealed itself after brushing aside some large leaves – Chadaklin.
“Welcome back,” he said, sporting a friendly smile.

The half-orc looked up at the hobgoblin, her fingers tracing the brand, “What have you done to me?”

Chadaklin stared for a moment, silent as words were whispered into its mind, “We made you better. The [Contract Mark] proved difficult to erase, so we had to overwrite it with something else. It’ll help you. It’s made to aid you on your new path. Cleansing an entire city requires a strong will, this will give you that. See it as a token of trust.”

[The curse mark 'Brand of Cruel Intent' is influencing the behaviour of Grez Wildflower.]

Grez’s face turned in disgust, “I don’t remember asking you to give me a new mark,” she said, “I hope you don’t think I owe you for that or anything. I’m glad the [Contract Mark] is gone, but I’m thinking I might’ve traded it for something worse.”

Chadaklin folded his massive arms and raised an eyebrow, “Worse than a life of servitude when the contract expired?” he said, “Besides, it’ll help you with your new quest. We noticed how difficult it was for you to make the necessary sacrifices. This will help.”

Grez’s brand lit up, the symbol turning a scalding red as if the brand was being applied anew.
The half-orc hissed through clenched teeth, then let out a deep sigh.
>>
>>5223963

[The curse mark 'Brand of Cruel Intent' is influencing the behaviour of Grez Wildflower.]

She waved a dismissive hand as she fought through the pain, eventually the glow dulled and the pain faded, “Yeah,” she said, “Helping the city is a great thing, but I can’t help but feel like we’ve been too ambitious. We should start a bit smaller.”

Chadaklin didn’t seem to care either way, so he nodded in agreement, “Very well. The Lower District then?”

Grez held up both of her hands with some space between them and brought them closer together, “Smaller.”

The hobgoblin shrugged, “The neighbourhood?”

The half-orc brought her hands even closer together.

”The orphanage?” tried the hobgoblin, tiring off the game.

Grez dropped one hand and instead opted to pinch together finger and thumb, “Smaller still.”

“The orphan friends you grew up with?” said Chadaklin, anger beginning to slip into his expression.

“No!” shouted Grez, “Me! We need to help me! I’m tired of suffering and being in pain and all that. When is it Grez’s turn? You know there is a saying that goes: ‘Before you can help others, you should help yourself’. Well, I’m gonna help me first. I mean, half the people out there would stab me and the other half would rob me. Some would do both! Some others would do worse! I’m in no hurry to help any of those freaks. My leg is fucked and I’m always in pain. Fuck everybody else for now, I’m gonna help me first.”
”Besides, all my friends are dead,” she added, like it was an after-thought.

-------------------

The Scholar eyed his fellow ego suspiciously, “Uh, what’s happening?”

“A miracle,” replied the Sadist, sniffing.

-------------------

Chadaklin nodded sagely, “Sensible,” he said, “Since we’re establishing trust -- How can we help you?”

Grez turned her head this way and that, “I noticed you threw coins at me earlier. Thanks for that, by the way,” she said, “I could use some money. Seems like you have some to spare.”

Chadaklin briefly turned his attention to the ceiling, listening to the incoming messages.
”Very well,” he said, “Sadly, we don’t know that much about the currencies of the city above. Tell us about it.”

[The curse mark 'Brand of Cruel Intent' is influencing the behaviour of Grez Wildflower.]

Grez pouted at the massive hobgoblin.
“Proud little dungeon, so powerful and wise, yet basically a hermit. Unaware of even the most basic things,” said Grez mockingly, “I suppose I could tell you. If you asked really nicely.”

Chadaklin, normally a picture of self-control, felt his fingers twitch, “You understand we’re trying to help you?”
>>
>>5223967

“Nah, you have an ulterior motive,” replied Grez, lazily staring at her leg, “I’m beginning to understand how you think.”
”How this,” she said, gesturing at general direction of the dungeon, “All seems to operate.”

Chadaklin pinched the bridge of his nose, “Just tell us about the currencies in Duskmire, will you?”

“I don’t know,” said Grez, scratching her arm, “I don’t feel like I really want to? Do you know what I feel like doing?”

The massive hobgoblin sighed, “What?”

“Well, my leg has been hurting like there’s no tomorrow. And judging by the puss there might, in fact, not be,” replied Grez, “I think I’m gonna be needing A LOT of gold to get it fixed, but Healers are soooo expensive. Little old me would never be able to afford it. I guess I’ll have to make some gold quickly – somehow."
A wide grin appeared, she then winked at the hobgoblin, "Maybe by selling out the location of a certain dungeon?”

Grez looked back at Chadaklin with a face that belonged to the morally bankrupt, somebody that would have no issue with handing over their very mother if they had something to gain from it, “Unless you have a better idea, of course?”

Chadaklin didn’t immediately respond, opting to just stare at her.

Grez scrunched up her face, making a show of thinking very hard, before her eyes went wide and she held up a finger, “Oh! I know!” she cried, her facing turning serious, “Give me back my fucking ring. That thing is worth at least 400 gold pieces. Yeah, I didn’t forget.”

“Oh, that’s 4000 coins, by the way,” said Grez, giving a small nod with her head, “I know the numbers are hard for you and it’s a biiiiig, scary world out there and you enjoy being a recluse, but here’s a free lesson: One coin is a tenth of a gold coin. Normal coins are basically a mixture of all kinds of metals, among which a small amount of gold, and are, shocker shocker, worth less than a full gold piece. One coin, normal coin – keep up, gets you a bread or a beer. If people need smaller coins than that then they clip them,” she continued, making a scissors gesture with her hand, “We call those half-coins or quarter coins.”

“Well, I said the lesson was free, but you’re gonna give me about 400 gold worth for it, so,” she said, laughing, “Maybe not free. I’m gonna need at least, like, 200 gold coins to get my leg fixed after all.”
>>
>>5223969

------------------

The Sadist roared, “Gods! She’s insufferable. So demeaning!”

“A miracle,” said the Scholar, smiling smugly.

“I’ll get her back for this, you just watch, but it’s too early to have our cover blown,“ said the Sadist, gritting his teeth, “I don’t suppose you want to part with the [Ring of Vitality]?”

[The personality trait 'Magical Hoarder' is influencing the behaviour of the Scholar.]
[The personality trait 'Magical Hoarder' is influencing the behaviour of the Scholar.]
[The personality trait 'Magical Hoarder' is influencing the behaviour of the Scholar.]

RRRRRRRRRREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

The Sadist frowned, “Figures.”

“Instinct,” yelled the Sadist, “How much realized gold coins can we create for a single Dungeon Point?”

------------------

[Investigating 'Generating Objects'.]

Query: Amount of gold coins
Context: To be taken outside the Dungeon

Response:
Even though small in size, gold is a rare metal that is difficult to realize.
Roughly a hundred gold coins can be realized for one (1) Dungeon Point (DP).

------------------

[Total amount of Monster Points (MP) remaining: 5]
[Total amount of Dungeon Points (DP) remaining: 6]

>1 - Give Grez 400 gold coins as a substitute for the [Ring of Vitality] (4 DP)
>2 - Give Grez 200 gold coins so she can go fix her leg (2 DP)
>3 - Promise to loan Grez 200 gold coins that she can pay back by bringing more people here phrased as a business arrangement. Tell her she’ll make some gold for each person she brings. (2 DP)
>4 - Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill), but still lend her 200 gold coins afterwards to heal her leg. Optionally mention you could change her appearance. (2 DP)
>5 - Call her bluff, risk getting your location revealed, give her nothing. She’ll likely die or lose her leg without the gold.
>6 - Other (Write-in)
>>
>>5223970
That's it for now. I'll be back after D&D, after about 4 hours.
>>
>>5223967
I wonder if Chadaklin could reach out of the dungeon to squish Grez Head.

Not that i want him to do that but i would be interested to know if that would be possible.

And the Sadist is proud. I am so proud of him. He is learning.

>>5223969
and damn. She should really not piss of Chadaklin. If she pisses him off to much she might not make it out with just a flower the next time she wants something from the dungeon.

>>5223970
>4 - Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill), but still lend her 200 gold coins afterwards to heal her leg. Optionally mention you could change her appearance. (2 DP)

So Chadaklin rolls against Grez? Does he have Modifications?
>>
>>5223972
Have fun QM.

I know that i will have fun tortur- I mean challenging my own players fleeing from a massive magical explosion
>>
>>5223970
>- Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill), but still lend her 200 gold coins afterwards to heal her leg. Optionally mention you could change her appearance. (2 DP)
>>
Damn, this instant of a change and this impactful of a change. I thought the mark would slowly seep in to her attitude over a day or two, but she just came out of the Dungeon all sassy like she owns the world. This might've been a mistake, it is unlikely that we will be in a position to form a consensual Contract with her now or even get her to enter the Dungeon again. The dream of Grez as a Hero Unit seems to have died too young, how sad.
Hopefully if she throws a schmuck or two in to the Dungeon she'll get a taste of the sadistic pleasure of seeing people be devoured and will stick around with us. Otherwise we need to work on a contingency plan to deal with her.

>>5223970
>4 - Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill), but still lend her 200 gold coins afterwards to heal her leg. Optionally mention you could change her appearance. (2 DP)
Do not mention we have a way to alter her apperance. Hopefully she can be inticed to enter the Dungeon if she's attracted too much heat topside (under the guise of us wanting to protect an asset) or as a reward for bringing us more growth fodder. Then we can take her out or remove the Brand if we so wish and try to find a way for her to accept a contract.
>>
>>5223970
>4 - Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill), but still lend her 200 gold coins afterwards to heal her leg. Optionally mention you could change her appearance. (2 DP)
>Definitely mention the appearance.

Didn't think the Brand acted that fast, damn. At this rate, she will be a complete scumbag in no time!
We are gonna need to rope her in quickly with something, before her head gets too big. We should try to form an agreement that she lures people here and we pay her for it, but in exchange, she stays quiet. With any luck, her greed (and newfound cruelty) will push her to work for us and it will all be dandy.
Ideally she agrees to a contract mark stipulating that she cannot mention the dungeon in any capacity, but gets money for each person she brings to us.
Definitely mention that we can change her appearance. It gives her another reason to work with us, instead of trying to blackmail us for money.
Worst case scenario... she doesn't know we have a monster that can exit the dungeon.
>>
>>5223970
>>4 - Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill), but still lend her 200 gold coins afterwards to heal her leg. Optionally mention you could change her appearance. (2 DP)
>>Definitely mention the appearance.
>>
>>5223970
>>5224047
Actually, I'll add the following to my vote:
>6 - Other (Write-in)
>Say that we give her 200 gold coins because she brought two people. If she brings more, she will receive more.
Get started on the sales pitch early. Give her something to think about.
>>
>>5223970
Ammending vote from >>5223975
to include >>5224058
>>
>>5223970
Well it seems like we can pay her pretty well given we get about 5dp per level 1 person with 3 from the fight and 2 from consuming. Giving 1 to grez seems like a good idea

>6 - Other (Write-in)
>Pay her 200 for the 2 people she brought in and to fix her leg.
>offer her a contract where we pay her 100 gold per person she brings us that we can defeat

1 - She must obey the orders of the Dungeon
2 - She will be payed 100 gold in return for each person she feeds to the dungeon that can be easily defeated by the dungeon or specifically requested by the dungeon.
3 - She is prohibited from revealing the Dungeon's intent, only luring victims.
4 - She must hide her nature as a agent of the dungeon unless ordered otherwise by the Dungeon
5 - She must protect and help the Dungeon and must try to rescue them should they be endangered
6 - She is prohibited from intentionally harming the Dungeon, directly or indirectly
7 - She must always directly tell the truth to the dungeon, unless ordered otherwise by the dungeon.
8 – In case of the contract dungeons incapacitation, she is to prioritize the recovery of the dungeon.
9 - In case of the dungeon's death, she is freed from all responsibilities unless the contract is inherited by a specified party.
10 - Possession of the contract does not make one the contract holder, they must either be the original, or have inherited it.
11 - There will be a 15 minute break for 4-6 consecutive hours of work or a 30 minute break for more than 6 consecutive hours.
12 - For every 40 hours worked in service to the dungeon 4 hours of vacation time is afforded and may be stored up to to 80 hours.
13 - vacation time must be approved by the dungeon and requested a week beforehand.
14 - contract terms may be changed with the consent of both parties after it is signed.


something like this can probably be refined better
>>
>>5223970
>Give her 300 Gold coins
>This is what the one you brought were worth. More people, more gold, or other goods, for you.

>Ask Instinct about creation of magic items
>>
>>5223970
hey QM if we have in the contract that she is considered a creature of the dungeon will that stop her from being considered a hostile creature?
>>
>>5224149
>hey QM if we have in the contract that she is considered a creature of the dungeon will that stop her from being considered a hostile creature?
Rather than a "dungeon creature", external creatures can become "dungeon allies" at which point they would be considered non-hostile.
But for that to happen the creature needs to either fully trust the dungeon or be somehow magically compelled to never harm the dungeon like through a contract or a some form of charm / mind control spell.

No more updates today. I'll update again tomorrow.
I'm gonna head to bed somewhat earlier today because I'm a Formula 1 pleb and I gotta get up early tomorrow because the race is in Australia.
>>
>>5224239
Good Night, sleep tight.

Ok guys, now QM is asleep...
How about bribe Grez with "Dungeon Delving" as long as she is not allied?
We say we'll give her extra recompense as far as she can delve in ourselfs, so we actually train her and farm point while building trust in giving her back a part of the Invasion DP?
>>
>>5224245
not really doable due to sadist. We will need to hurt her or brand her again each time.

>>5224239
ok that works well enough the current contract I made should satisfy that I think.

updated contract

1 - She must obey the orders of the Dungeon
2 - She will be payed 100 gold in return for each person she feeds to the dungeon that can be easily defeated by the dungeon or specifically requested by the dungeon.
3 - She is prohibited from revealing the Dungeon's intent, only luring victims.
4 - She must hide her nature as a agent of the dungeon unless ordered otherwise by the Dungeon
5 - She must protect and help the Dungeon and must try to rescue them should they be endangered
6 - She is prohibited from intentionally harming the Dungeon, directly or indirectly
7 - She must always directly tell the truth to the dungeon, unless ordered otherwise by the dungeon.
8 – In case of the contract dungeons incapacitation, she is to prioritize the recovery of the dungeon.
9 - In case of the dungeon's death, she is freed from all responsibilities unless the contract is inherited by a specified party.
10 - Possession of the contract does not make one the contract holder, they must either be the original, or have inherited it.
11 - There will be a 15 minute break for 4-6 consecutive hours of work or a 30 minute break for more than 6 consecutive hours.
12 - For every 40 hours worked in service to the dungeon 4 hours of vacation time is afforded and may be stored up to to 80 hours.
13 - vacation time must be approved by the dungeon and requested a week beforehand.
14 - Either party may end this contract with one weeks notice
15 - If the contract is ended a nondisclosure agreement will be enforced
16 - The nondisclosure agreement states the signee may not willingly spread information about the dungeon
17 - contract terms may be changed with the consent of both parties after it is signed.
>>
>>5224245
Not dungeon delving, as that gives Grez more information about us if she decides to sell us out.
Paying her 1DP's worth of coin to enter the dungeon once a day however, to be defeated and inflicted with a random brand that we will then detach from her and add to our repitore. We get 1DP and 1MP per day and access to new Brands while Grez gets a steady income that she can use to pay for lodging and food.

>>5224254
Bruh, we're playing a quest not starting a Labour Union. At most we need the first 5 and the 7th of those clauses (the 6th clause will not let her lure victims to the dungeon since they could potentially harm us, however unlikely that may be. And mandate breaks? Vacation time? Non-disclosure agreements? Giving HER the option to end the Contract at will? Seriosly?), but preferably we achieve total control over Grez similarly to how we control our spawned minions. Hopefully we can find a random brand that enslaves people without the need for their consent so we can bypass the Slave Mark we have now.
>>
>>5224254
>contract
Yeah there is no way she is gonna agree to some of those. Especially the first rule. What kind of dumbass would agree to that?
In the end, the important rules are:
>Cannot reveal the location and existence of the dungeon in any way, directly or indirectly.
>Will receive gold coins for each invader brought to us that we kill
The specifics need to be hammered out so it can't be abused, but that is basically it. If she cannot reveal our location, she is no longer a threat to us and we can take it slow with bringing her to our side more permanently.

For what it's worth, if we ever need a nuclear option, we just need her consent.
And it's been established that we can torture those we capture, on top of holding them indefinitely. We can probably force a contract on her, it's just that she would not cooperate willingly then, which wouldn't be optimal.
>>
>>5224289
well I was thinking grez would be more likely to say yes if there were some benefits. and its not like an eternal trap which was the whole issue with the other brand so saying your stuck with me forever would probably provoke the same "I need to do anything to get out of this situation" response.

I mean really we are hoping to treat grez as more of an employee as I don't think we are going to get like mindless servant.

So just change 6 to directly and remove indirectly? I want a way to prevent her from just grabbing the largest adventuring party to kill us.

>>5224320
well revealing the location of the dungeon is kind of important for luring people in.

also what other rules then 1 would they reject?

so overall remove rule 1
change 3 to Cannot reveal the location and existence of the dungeon in any way, directly or indirectly unless for the purposes of rule 2
change 6 to remove indirectly
and if you all want I can remove 11-16
>>
>>5224392
>well revealing the location of the dungeon is kind of important for luring people in.
Not necessarily. Consider how she lured the two sailors in, tell them there is treasure down there, and let them find the dungeon themselves, then walk in.
I mean, if you want to be really strict with the definition, then technically that is indirectly revealing the dungeon's location, but for the most part a rule like that is necessary so she doesn't pull "do X or else I tell everyone there is a dungeon here" every 5 seconds.
We will just have to add an exception for people she is luring in.

Other rules that are not good ideas are 5 and 8. What could she even do to help if the dungeon is "in danger"? If invaders have reached the core, she is not going to be much help. Also she is kinda going to be hard to replace, so frankly between a breaking attempt and her getting shanked by Ben or some other invaders, she is better off getting out of dodge.

All the rules about breaks and vacation are also pointless. She brings people when she brings people, she cannot be expected to work non-stop. She will have to stagger bringing people lest she attracts too much heat on herself. I would think of her less like an employee, and more like a contractor. She brings in people, she gets payed. Nothing more, nothing less.
Also, the contract is terminated or modified if both parties agreed. No ending the contract by one side. That is just asking for a disaster.

With any luck, she will not gather a really strong party because we are her source of income. We just have to show her first-hand that working with us is lucrative and she won't want to pull funny shit like that anyway.
>>
>>5224447

you have a good point, the lure of treasure under the orphanage was a good pull without stating where we are.

>1 - She will be payed 100 gold in return for each person she feeds to the dungeon that can be easily defeated by the dungeon or specifically requested by the dungeon.
>2 - She cannot reveal the location and existence of the dungeon in any way, directly or indirectly except for the purposes of rule 1
>3 - She must hide her nature as a agent of the dungeon unless ordered otherwise by the Dungeon
>4 - She is prohibited from intentionally harming the Dungeon, directly
>5 - She must always directly tell the truth to the dungeon, unless ordered otherwise by the dungeon.
>6 - In case of the dungeon's death, she is freed from all responsibilities unless the contract is inherited by a specified party.
>7 - Possession of the contract does not make one the contract holder, they must either be the original, or have inherited it.
>8 - contract terms may be changed with the consent of both parties after it is signed.

How's this then. I still feel like 2 will gimp her ability without the exception but I do agree having her yell it out as a threat would be an issue. Hopefully the magic contract will do well enough with rule 1 attached to 2.
>>
>>5222400
First, based.
>>
>>5223970
>>4 - Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill),

>"You were on a timer before, close to becoming a slave all the way into your bone marrow. That's now gone, but too bad, you are on a new timer now".
If you want your leg fixed, and hopefully not lose it, you better give us more people, a hundred gold coins each."

Do we remember Grez that her leg is our fault? Nah
>>
>>5223970
>4 - Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill), but still lend her 200 gold coins afterwards to heal her leg. Optionally mention you could change her appearance. (2 DP)

> The 200 Gold Coins are for luring the sailors to the Dungeon successfully, 100 each.

This establishes a working relationship, the pricepoint for it, and gives incentive to Grez to continue working with the Dungeon because if the Dungeon gets destroyed/core damaged she goes back to begging/slutting/whatever. If we arent gaining DP/MP shes not getting paid.

I respect the long drawn out contracts but holy fuck this is a 4chan quest yall are making this too goddamn complicated.

Work with me here, Grez is already being influenced by the Sadist Brand after being awake for 5 minutes. The Brand will need time to fully rewrite her personality. We just need her working with us long enough for her motivation to be converted from Money to Sadism.

Again, this is a 4chan quest not a multiyear Vampire The Masquerade game. Id wager at this rate 3, maybe 4 parties successfully defeated for the Brand to take hold and for her to embrace the Sadism.

----

I am proposing this path because other anons really want to see Grez working with/for the Dungeon, with the end goal of Grez possibly becoming the Dungeon level 2 Boss. We need her alive, healthy, and hopefully gaining experience ( through social deceit/bargaining ) to reach this goal. I propose this as the path to get there.

Optional/Discuss - Give her 10 additional Gold Coins so that she can afford to buy clothing/food/round of drinks to better sell the image that she found an easy dungeon prime for the picking to a weak party. This could potentially be risky. Counterpoint, those that know her / have seen her with the busted leg are going to be suspicious of how she afforded healing anyways; so this path lets her explain it away as Successful Dungeon Hunt/Kill. She still needs to be careful picking her marks because the dungeon needs to be able to win to reduce the number of people that are aware the Dungeon exists.
>>
>>5224833
>Also we can scatter a few coins in the branding room, to incentize greed and Vietnam Backtrack.
>>
>>5224833
I still think a contract is far more helpful then some ambiguous situation where she doesn't know if we will keep paying her building resentment especially with the way the sadist love to toy with her.

We gave her a spine with this brand we should at least try to respect it. The contract is basically assuring us that she wont fuck us and assuring her that we will pay her no two ways around it. It doesn't matter so much if the brand isn't in full effect as it is getting her attached to us in a way that doesn't potentially jeopardize us. We are still weak, if she feeds us like 5 dudes for the cash and then goes to a large party we are fucked.

The way that the contract mark works as well it will be better to have an official contact and even better a blood bound contact so we are bound to pay her as assurance we are on her side and preventing any shenanigan's from our split minds refusing to pay her as we will be magically compelled too.

The important bit is the wording
"Said recipient will be forced to magically comply with the contents of the contract when able or forced to perform certain acts when in breach of contract.
All of the terms, clauses, procedures, and protocols, can be found in the contents of the contract and should be carefully scrutinized."

If we want to use a contract mark we probably should write it out like this so we don't get fucked over later.
>>
Voting closed
I've read through all the comments and I've concluded the following:

>Attempt to persuade Grez by reminding her there are still people out there looking for her and she’ll be dead on the morrow if nothing is done (DC12 /w advantage because of Chadaklin’s ‘Silver Tongue' skill) (2 DP)
>Give her 200g to heal her leg, but mention that the 200g are a reward for bringing in the two sailors and with more rewards forthcoming if she lures in more people
>Mention the possibility of a contract that would enforce this (Exact terms to be determined)
>Mention that the dungeon has an ability to change her appearance (2 in favour, 1 against. Rest made no mention)


>>5223975
>So Chadaklin rolls against Grez? Does he have Modifications?
No, but I've lowered the DC to 12 to take into account any modifications he might've had.
If I start handing out stats for monsters I'm gonna have to keep doing it and I'd rather not.
>>
>>5225337
So persuasion, she does get money BUT it is payment. If she wants more she has to keep hustling...

I want to impose her a penalty. She has to give up something for healing her leg.
How about we tell her that she should use that money to lure more people in? That it is an "investment" instead of going right away to fix her leg; that we are testing her ambition and resilience.
>Do you want to spend that money and heal your leg, or do you want to carry on for another day and reap greater rewards?
>>
The Dungeon decided it wasn’t just going to give in to these demands.
Grez’s new brand seemed to have provided her with an attitude.
One in dire need of adjustment. She just needed to be reminded how fickle her position really is.

---------

Constantly having to look down on Grez, both in the literal as well as figurative sense, was taking a toll on Chadaklin’s back, he corrected his posture and stood his full height, he held up his hands as if the victim of a robbery, “Oh, no. You really have us now,” he said, every word oozing sarcasm, “I suppose we better give you all the gold you want.”

“Yes,” replied Grez in uncertain tones, “And hurry up with it.”

[Two (2) Dungeon Points (DP) have been spend to generate and realize two hundred (200) gold coins.]
[Total amount of Dungeon Points (DP) remaining: 4]

The hobgoblin lazily gestured towards to the ground next to him and gold coins began appearing rapidly – one by one.
They formed towers of ten, the chimes of gold coins stacking filled the cavern.

“Two hundred gold pieces,” stated Chadaklin, “What do you plan to use them for?”

Grez eyed him suspiciously, “Like I said, I’ll have my leg fixed. Get rid of the pain. So I can walk and run again.”

After lightly tapping the side of his head like he had made a mistake, Chadaklin spoke, “Of course, you’ll be needing those legs of yours,” he said, picking up two coins from a stack and letting them fall back down, “To outrun the rest of your problems.”

The half-orc frowned and tried to retort, but the large hobgoblin continued.

“How long will it be, I wonder, before the moneylenders find you? Using the [Contract Mark] is just a way to find you. Not the only way. Thank you for the lesson on currencies, by the way. One gold piece is worth ten coins? That sure does make five hundred gold pieces sound like an enormous sum. Not an amount somebody would easily forget about, I imagine,” he said, picking up some coins and holding them between his fingers – making them seem tiny in comparison, “Also, I couldn’t help but notice that nearly all the invaders up until his point have been human. Not a lot of half-orcs to be found in the city of Duskmire, I take it?”

Grez felt her control on the situation slip, she swallowed, “You made your point,” she said, flashing a smile of fake confidence, “Maybe I’ll just skip town after this. There’s plenty of other places. I just need you to hand over that gold, as was the deal.”

Chadaklin held up the coins between his fingers, “There is no deal. There has never been deal,” he said, letting the silence stretch out for a long moment, “But there can be.”
>>
>>5226478

The half-orc laughed, but it was one of near desperation, “What? You want me to reveal your location to the world then? What’s the gold for if not to buy my silence?” she said, wincing as pain flared up her leg – a pain she might be forced to deal with for a good while longer.
She wrinkled her nose, the smells wafting from the jungle suddenly seemed sickly sweet.

“It is payment,” said the hobgoblin flatly, “It seems like you’re going through a bit of an episode right now and we won’t fault you for it. You’ll be needing that confidence in the days to come. This gold is part of our earlier arrangement. We’re in this together. Although it seems like you might’ve forgotten that.”

“So you’re just gonna give me the gold?” asked Grez, puzzlement clear on her face.

“Yes,” said Chadaklin, “This and much more. One hundred gold pieces for each individual you manage to lure into the dungeon. This gold is payment for the Sutherland brothers you brought in earlier.”

The hard image Grez had been projecting crumbled, “Sutherland?” she said, “Was that their last name? How do you know that?”

Chadaklin noted the change, “It was,” he said, “I know that and much more. You’d be wise not to underestimate the capabilities of the dungeon. Our methods are many and varied. Remember the journal? How did you think we acquired that? There are few places were the claws of the dungeon cannot reach.”

Grez’s brand flared up, as it sizzled her earlier bravado seemed to return once more, but she chose to stand in silence – teeth gritting.

“You seem unstable,” observed the hobgoblin, returning his attention back to the coins, occasionally looking up, “But don’t worry. We care about you, Grez. We’ve mentioned this time and time again. We are the only one that cares for you. Don’t burn the final bridge and leave yourself stranded amidst the flames. We can both profit from this partnership. We could even make it official through a contract. We can even change your appearance, make you disappear. All this and so much more.”

His gaze fell upon the half-orc then, “All we require from you is to be a loyal dog that doesn’t attempt to bite the hand that feeds it.”

---------------------

This is a bit of a weird roll.
Might not end up doing these again in the future.
It'll likely be HOSTILE_CREATURE vs MONSTER saving throws again in the future.
This roll would've been something like Grez rolls versus Chadaklin using her wisdom (insight) modifier, but with disadvantage because of the "Silver Tongue" skill.
But I can't very well change the nature of the roll after it has been voted on.

---------------------

Need a DC12 intimidation roll for Chadaklin.
This roll is made with advantage because of the "Silver Tongue" skill
So: 2d20

Please include the following message:
Rolling for Chadaklin against Grez
>>
Rolled 8, 3 = 11 (2d20)

>>5226479
Rolling for Chadaklin against Grez
>>
Rolled 6, 15 = 21 (2d20)

>>5226479
Rollin for Chadaklin against Grez
>>
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>>5226485
Truly our Dungeon is a cursed existence. A 70% probability of landing a 12 or above on the two rolls and we don't even get close both times.
>>
>>5226490
I'm sorry
>>
>>5226490
>>5226518

This is just the nature of this Quest. Anything important always goes wrong... Its like a Law.... if i ever find that Murphy guy that penned that law i will give him a piece of my mind about applying it to quests as well.
>>
>>5226490
Being the dungeon is suffering, it seems.
>>
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>>5226485
>>5226486
>>5226490
FUCK IS THIS BULLSHIT
>>
I guess grez is just gonna die in a ditch somewhere we gave her an excellent deal shes just dumb for not taking it at this point.
>>
>>5226584
With any luck, she will just leave temporarily, then eventually realise that we gave her a very good deal and come back to earn more cash.
Hopefully.
>>
>>5226485
>>5226486
Damn. We would had need a double advantage to pull that out.
>>
>>5226618
Triple*, the 15 was on the fourth roll. I can't wait to fail our next important roll even with bonuses.
>>
>>5226584
I guess it's in character with her making bad life choices.
>>
>>5226603
if she does not die then we can hope that at least she will keep her mouth shut. If not... well we will send the Goblin after her and just shank her and if that is not possible. Well we will sell her out.

And if she does come crawling back... well the price we demand will have increased
>>
>>5226626
Yeaaaaaah you have a good point. Honestly i think it was the sadist mark that fucked us here. Probably would have been better off with a random.
>>
Time to have our scout ambush her and kill her. Cut our losses.
>>
>>5226478
Damn grez!!! HMMM half-orc needs correction!!! Damn sassy kid
>>
The two stared at each other. Long enough that it made some of the goblins uncomfortable.

“Give me my fucking money,” said Grez eventually, “Before I change my mind and rat you out anyway.”

Shrugging, Chadaklin handed over the gold, “You know that saying about snitches?”
The ground underneath the coins shifted and was moved towards the entrance and then toppled towards the cavern floor, sending the stacks of coins sliding over the cavern floor.

“Yeah,” said Grez, pocketing a few gold pieces, “Snitches get riches.”
”I’ll be back for the rest later,” she said, “I’ll use a few coins to get myself a solid backpack and some other supplies.”
She felt confident now, more than ever before. Bartering the price of the healing down a bit wasn’t gonna be a problem.

“Better spend all that gold quickly,” said Chadaklin, “You’ll have little use for it when the Blackwood brothers track you down and find out that you weaselled your way out of the contract.”
”That is, of course, if Ben doesn’t kill you first,” he added.

Grez gave him a look of utter contempt, “Fuck you. You know, I was almost tempted to take your offer. Turn me into a new person, one that doesn’t have to worry about all the shit Grez had to deal with. Somebody that doesn’t have fangs or green skin. Somebody normal,” she said, “But in the end I just can’t trust you. I asked you to remove the [Contract Mark] and you gave my a different one instead.”

A mark she wouldn’t even been able to get removed.
She had heard of powerful, cleansing magic that could rid people of things like this, but, unlike basic healing spells, magic like that was only available in the upper district.
A place that wasn’t particularly fond of people originating from the barbaric races.
It also carried a cost with it that made the price of healing her leg pale in comparison.
Grez took a deep breath. Before anything else, she was going to have to get her leg healed.
She pocketed a few more coins and set out towards the surface.

The walk towards the surface was difficult, even harder than the trip towards the dungeon had been.
Her leg ached with a fury she hadn’t even considered possible.
She only made it to the bottom of the cellar stairs before she slumped down against the wall, panting.
The ground was strangely moist and filled with debris from where the wall had toppled inwards.
>>
>>5226658

The dungeon’s offer had been tempting, but something about being subservient to something like that, subservient to anything for that matter, just rubbed her the wrong way.
There was also the fact that it had been the dungeon that had mangled her leg and devoured her friends to consider.
She had watched them die. Myrin had already been decapitated, but both Myrin and Rollen had been squeezed to a pulp.
Grez remembered the way Rollen’s cheeks had puffed up and his eyes had bulged before he died – a giggle escaped her.
Immediately, she clasped her hand over her mouth.

“It’s the pain,” she said, using the wall to get up.
She took a look at the staircase leading up and braced herself.

Several agonizing minutes later, she finally made it to the orphanage courtyard.
A murder of crows sat on the ruined mansion, stared at her, and cawed.
Darkness reigned all around. Judging by the sky, dawn was still hours away.
It would be a long while before any shops or temples opened.
She could always make a lot of noise and see if that woke up anyone inside the stores of temple, but that carried with it a risk she wasn’t sure she was desperate enough to take.

The half-orc sat down on the tall grass that surrounded the orphanage dorm and began picking at her bandages.
A repulsive stench hit her the moment she peeked under a bandage, she laughed, “Fuck.”
Grez had waited far too long, she sighed.
Maybe she was desperate enough after all.

-------------

Just trying out some additional kinds of rolls to make the story more interactive.
This is in an attempt to break up what would’ve been another 2000 word update.

Need a DC15 Constitution roll for Grez Wildflower. (-1)
Success = She will tough it out and wait for morning.
Failure = She will be unable to bear the pain and risk detection by knocking and yelling outside buildings
Failure by 5 or more = The risk of losing her leg will push her towards despair and even higher risks
Failure by 10 or more = Extremely desperate measures

Please include the following message:
Rolling for Grez Wildflower to withstand the physical and mental torment of her festering leg.
>>
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>>5226485
>>
Rolled 6 (1d20)

>>5226661
Rolling for Grez Wildflower to withstand the physical and mental torment of her festering leg.
>>
>>5226669
Oh boy, let's see what she considers "extremely desperate measures"
>>
>>5226669
>with -1, it's a failure by exactly 10
Hahahahahahaha FUCK
>>
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>>5226669
>>
>>5226669
>>5226676
Fuck's sake.
>>
>>5226669
Critical Constitution failure
---------------------

The crows observed her as she sat between the tall grass.
It sure was a chilly night. Her skin felt cold and clammy.
The pain from her foot shot up from her leg and she flinched, clutching her gut.
Staring into the distance with a mixture of fear and disbelief, she toppled over.
The crows went into a frenzy, cawing and clicking.

“What’s happening?” she managed, wheezing, “it’s my leg that should be hurting.”
Sweat began to collect on her skin. Her pupils dilated.
Grez tried to stand, but was overcome by a spell of dizziness that send her back towards the ground.
She lay in the grass, breathing heavily, “Ah,” she whispered, in a moment of almost serene detachment, “I’m dying.”

No self-respecting doctor worth his salt would call this region their home and the nearest temple was at least a couple of blocks away.
Grez wanted to scream, to cry out for help, but she could scarcely breathe.
Her limbs twitched, as if they wanted to tremble involuntarily.

-----------------

Upon the endless, withered plains, a pale rider looked towards the galaxy-speckled sky.
He pulled the reins of his gaunt horse. Heeding the call.

-----------------

The focus came and went from her eyes, she could see some people in the far distance.
There, at the tavern. A place that was only a few hundred feet away, but might as well have been miles out.
Grez lay there between the tall grass and under the cover of darkness.
A bout of confusion swept over here, her head lulling from side-to-side.
Eventually facing towards the dorms and what hid underneath.
She remembered how the wounds she had sustained in the dungeon had healed after her capture.
”No,” she croaked, tears rimming her eyes, “No, no, no…”

-----------------

There was the sound of somebody falling down a staircase.

-----------------

Her head spun, blood ran from her mouth, and she spat out two teeth.
Luckily, a brick had broken her fall when she had tumbled down the stairs.
The pain was everywhere now, her bloodstream had spread the infection throughout the body.
Followed by sepsis. Grez crawled, dragging her battered form through the cellar and onto into the caverns beyond it.

What would’ve been a fortune a mere week ago was now a nuisance, she used what little strength she had to shove aside the gold pieces that lay scattered in front of the dungeon and were preventing her from getting her hands down to crawl forward.

The goblinoids watched from their hiding spots as the half-orc hauled herself into the dungeon.

Grez gasped for air, “P-please,” she said, as foam began to form at the corners of her mouth, "Help me!"

[One hostile creatures has entered the dungeon]
[Hostile creature “Grez Wildflower” has recently been bested and harvested by a dungeon.]
[Amount of harvestable material diminished. Half the usual rewards will be gained.]
>>
>>5226800

Name: Grez Wildflower
Type: Humanoid (Half-orc)
Level: 1
Health: 1

Strength: -1
Dexterity: +1
Constitution: -5
Wisdom: +2
Intelligence: +1
Charisma: +3

Curse Mark: Brand of Cruel Intent
The recipient becomes more assertive, controlling, and takes delight in suffering of others.
Furthermore, they become more charming and persuasive when it comes to tempting others to act according to their will.

-------------

“Well, that’s something,” noted the Scholar, curiously observing as Grez began to spasm, “Septic shock or maybe a seizure soon?”
He turned to his fellow ego, “Doesn’t look like she’ll last long in a fight. What should we do?”
”Also half-points? What a scam,” he added, folding his arms.

--------------

Getting a little ahead of things here, but this will be my last update today and I figured this would be a better discussion point than a single constitution roll which she will likely fail.

>1 - Consume hostile creature 'Grez Wildflower' and gain 2 [Monster Points]
>2 - Consume hostile creature 'Grez Wildflower' and gain 2 [Dungeon Points]
>3 - Apply a “Brand” to Grez Wildflower and then release her
>4 - Apply a “Brand” to Grez Wildflower and keep her in captivity
>5 - Remove a “Brand” from “Grez Wildflower”
>6 - Propose a [Contract Mark] before helping her
>7 - Propose a [Contract Mark] after helping her, assuming an increased amount of trust
>8 - Release Grez Wildflower without applying a “Brand” (Triggers [Sadism] trait)
>9 - Other (Write-in)
>>
>>5226805
>6 - Propose a [Contract Mark] before helping her
Same deal as before, but after we find some way to save her life (??), she gets 25 gold per person brought to the dungeon instead of 100. Also some others had some contract stuff, so probably include that as well to keep her bound to us.
>>
>>5226805
>6 - Propose a [Contract Mark] before helping her
Wow, this was what I was hoping would happen.
I was expecting far worse.

...Not too sure what we can really do here though.
After all this effort, it would be a waste to consume her.
We don't really have a brand that can help here either.
We can probably get her to agree to a contract, which is great, but we can't heal her or anything.
Are the people we keep in captivity kept in stasis? If so, then I guess we can keep her in captivity until we can heal her or something.
Any other ideas?
>>
>>5226805
Can we heal her op? If so yes
>6 propose a [contract mark] before helping her.
>>
Instinct, what sorts of actions can we take with dungeon allies? Can we use MP to heal/augment them?
>>
Wait a sec, what if we made her an official monster of the dungeon? That should regen her right? Is that even possible?
>>
>>5226805
>>2 - Consume hostile creature 'Grez Wildflower' and gain 2 [Dungeon Points]
meh
>>
>>5226805
>6 - Propose a [Contract Mark] before helping her
>If she accepts, conjure a healing potion and medicine using Dungeon Points (DP)
Contract mark in exchange for saving her life. That's an offer Grez can't refuse in the slightest. Now, here's the hard part: how the fuck do we heal her? We can't reveal our location to outsiders that actually know what they're doing, and the dungeon can only brand, consume, or cripple any intruders it captures. And at this point Grez would die from a stiff breeze. I remember instinct saying that we can manifest whatever we want in exchange for coughing up Dungeon Points, so maybe we can give her a healing potion so she isnt at death's door and medicine to stave off the sepsis. If we pull this off, she will be in our debt (even though we jacked up her leg in the first place).
>>
The golden question is how many DP to make a healing potion?
>>
>>5226814
>Same deal as before, but after we find some way to save her life (??)
>but we can't heal her or anything.
>Can we heal her op? If so yes
>Now, here's the hard part: how the fuck do we heal her?
Ah, that's on me then. I thought this was clear this was always a thing the dungeon could do.
I normally wouldn't point things out like this, but I feel like this has been a failure to communicate things properly on my part.

----

Over the course of this quest people have been stabbed, maimed, beaten, or worse, but had the option to be released.
People like Rollen got stabbed, but were conscious and coherent after their capture.

From shortly after Grez was released after her scuffle with Ben

>Watching Grez limp, the Scholar looked remorseful, “Can’t we help her somehow?”
>“No!” spat the Sadist, folding its arms, “I worked hard on that.”
>“But I noticed people get restored when we defeat and capture them, yes?” asked the Scholar.
>“Yes, but only up until I get my hands on them, that is.” replied the Sadist.
>The Scholar looked at the Sadist like he should’ve been the one with ‘crazed’ in its title, “Can you not?”
>“No. I can’t not.” replied the Sadist adamantly, “It defines who I am. I torment things.”
>“But you’re not tormenting any of the goblins,” said the Scholar.
>“Of course not. They’re part of me. Part of us.” said the Sadist, “Self-harm is for masochists.”
>“So, if we bind her to us somehow, make her part of us, you won’t break her bones anymore?” tried the Scholar carefully.
>“…I would consider it,” said the Sadist, looking away.

From the most recent update
>She remembered how the wounds she had sustained in the dungeon had healed after her capture.
>”No,” she croaked, tears rimming her eyes, “No, no, no…”

Magically restoring somebody back to full health has always been something the dungeon could do.
If it wasn't then "Releasing" people (if you hadn't had the Sadist corruption) would mean invaders would die on your doorstep.
The problem at the moment is making Grez an ally so that the "Sadist" would consider restoring her.

>>If she accepts, conjure a healing potion and medicine using Dungeon Points (DP)
Would actually be possible as well.
>>
>>5226805
>6 - Propose a [Contract Mark] before helping her


Well Grez here we are again. You want our help. Here we are. We would have been more willing to help before you were so disrespectful. Should we perform and amputation and then heal her. Or try our luck with feeding her a healing potion to reduce the pain she is in before putting her into storage until morning.

I would not spend any real resources on her until we can confirm we can help her inside of us.
>>
>>5227066
huh okay. would forcing her into a contract work for the Sadist considering her an ally?

With the terms laid out here >>5224540

i would consider it so. But you are the ultimate arbiter for that if the Sadist would consider those Terms satisfactory.
>>
>>5227072
The terms from >>5224540 would work, with slight adjustment.
See also >>5224239

>4 - She is prohibited from intentionally harming the Dungeon, directly
This would effectively make her non-hostile. Which should be good enough.
You could change the wording or add other clauses to make it more explicit.
The main difference between a contract now and a contract back then would be the context surrounding the negotiations.
>>
>>5226805
>>5226814 +1
>>
>>5226805
ammending vote from >>5227068
to support >>5226814
with >>5224540
as a base contract.
>>
>>5227072
Supporting.
>>
>>5227072
Not entirely sure why we'd stick with the old contract now, the situation has changed drastically. We can probably push actual enslavement to the Dungeon on her right now if we so choose, Grez has very little room to argue since she will quite literally die if she refuses. Remember:
>Extremely desperate measures
>>
>>5227126
a certain willingness to actually uphold the contract would be useful. So making the Terms too harsh would just lead to more resentment and her maybe "Misjudging" the strength of people she brings.


But that is just my interpretation.
>>
>>5226805
>>2 - Consume hostile creature 'Grez Wildflower' and gain 2 [Dungeon Points]

She outlived her purporse
>>
>>5227133
seriously, anon, why do yo struggle so much saving this little thing when it is the dungeon the one that needs protecting.

https://youtu.be/rrDsv8HiCyc?t=150
You enjoyed the girl. So did I and that's all
>>
>>5227128
Not taking advantage of her desperation to get us a more one-sided deal is a mistake, in my opinion. The deal is currently too lenient and we could get away with a contract that gives us more power over her.
Am at work, so I don't have time to write much.
>>
>>5227115
It's me phoneposting.
I'd like to amend the contract with the following terms :
>Include 'healthcare' as free healing as much as desired
>Include advantage of modifications (one free, switchable after 5 preys)
>Reduce gold of prey to 50.
25 is a bit harsh.
>>
>>5227128
Simple: we tie her life to the Dungeon. If we die, she dies. If at any point we can get some kind of brand to do that, that's a hardcore form of slavery.

Who knows, she may even like it.
>>
>>5227177
>Who knows, she may even like it.
Not with the Sadists Brand. And not without magical reinforcement.

Am >>5227128
Phoneposting
>>
Vote will close roughly 2 hours from now
Decide if you want to add or change anything about the base contract from >>5224540
I'm seeing some discussion and speculation regarding changes, but not a lot of suggestions (with votes) beside the change in pay.

I'll try to answer any questions you might have in the meantime.
If the replies to >>5227066 are anything to go by then there might be other things which aren't entirely clear.

>Are the people we keep in captivity kept in stasis?
Yes.

>>5226941
>Instinct, what sorts of actions can we take with dungeon allies? Can we use MP to heal/augment them?
As mentioned. healing can simply be done as long as the ally is within the dungeon.
Furthermore, allies can be granted "boons" (and other things) to strengthen them. More on that later.
There's also a "levelling" mechanic for all non-dungeon creatures, which could come into play if a hostile creature or dungeon ally survives for a long time.
But that's not something you'll have to keep in mind all too much, more just something that might happen. (Think "Milestones" from D&D)
>>
>>5226835
I will vote for this >>5224540 contract.
I also vote for changing gold per invader to 50
>>
>>5227189
Sticking with the 50 gold and Healthcare.
>>
>>5226805
Changing vote again from >>5227097
To support >>5227209
>>
>>5226805
>6 - Propose a [Contract Mark] before helping her
Alter the base contract:
>>5224540
Remove Clause 1 and replace it with:
>'She will work at the behest of the Dungeon to lure people who are easily defeated to the Dungeon'
or something similar to dictate that she must feed us on the regular.
Reasoning: These magical contracts have magical kickbacks, and if we're ever in a position to not pay her (either because we need the resources for something else or simply because we don't want to) I don't want to take that kickback. We can still pay Grez for every schmuck she brings in, this way we lower our own obligations so we can dodge any repercussions from the contract if we can't make the payment for some reason.
If people aren't too hot on this idea, at least lower the Gold payout to 50 per person like >>5227162 suggested.

Alter Clause 8 so that the Dungeon may also change the contract at will without consent of the other party. Grez still retains the right to negotiate, but letting her have a Veto in the contract is a no-no. This is more like a panic button for us to use if we suspect any treachery from her, but if she doesn't step out of line we don't need to use it.

Also ask her if she's unhappy with the Brand of Cruel Intent, and if she wants it removed. Maybe even explain to her that the brand was a neccessity for her being released, and that the alternative was to damage another of her limbs to allow release.
>>
Voting closed
>6 - Propose a [Contract Mark] before helping her
>>5224540
>50g instead of 100g

>>5227162
>Include 'healthcare' as free healing as much as desired
Included by default.

>>5227223
>'She will work at the behest of the Dungeon to lure people who are easily defeated to the Dungeon'
I understand the intent, but (unlike the dungeon) Grez doesn't have a solid way of estimating people's strength.
She can use her own judgement at best. Which works fairly well for fighters and other physical types, but less so for casters.
>>
>>5226805
>Getting a little ahead of things here, but this will be my last update today and I figured this would be a better discussion point than a single constitution roll which she will likely fail.
So if the "invasion" is a thing that should happen but you are skipping for the point of brevity, shouldn't we still get the DP and MP for a successfully defended invasion?
>>
>>5227256
Yeah. Don't know how you want to round, but we should get half of 3 DP and a MP, so... 1 DP and 1 MP?
>>
>>5227256
>>5227260
Yeah, no worries. Those will be included.
>>
I'm also going to take the liberty to decide where to place the [Contract Mark].
It felt like a bit of a senseless vote last time. I assume the main idea is that it is out of sight.
>>
>>5227268
Nice idea. I love not losing a day between left buttcheek and shoulder where it should play 0 role in the story.
>>
Grez lay there, barely clinging to consciousness. Knowing full well that closing her eyes meant closing them forever.
She hated that she ended up here. Thrown herself at the mercy of the dungeon, but had little choice.
Survival comes first, everything else comes later. Mostly because you needed the former to accomplish the latter.

After a brief discussion there was a mental nod from the dungeon, a snake slithered over and, looking apologetic about it, bit her on the arm.

[Hostile creature 'Grez Wildflower' takes one (1) point of damage from [Jungle Room].]
[The health of hostile creature 'Grez Wildflower' has reached zero (0).]
[Hostile creature 'Grez Wildflower' has gone unconscious.]
[Hostile creature 'Grez Wildflower' has been defeated.]
[The dungeon will now absorb hostile creature 'Grez Wildflower'.]

[The invasive force has been defeated.]
[All monsters within the dungeon will now respawn and traps will reset.]

-----------

Invasion summary: Victory
Notice: Rewards have been reduced as hostile creatures have been bested by a dungeon in the past day
Further attempts to harvest material from “Grez Wildflower” will result in no rewards.

All hostile creatures in the dungeon have been bested.

Amount of enemies beaten: 1
Amount of dungeon points (DP) gained: 2*
Amount of monster points (MP) gained: 1**

Hostile creature 'Grez Wildflower' is currently held by the dungeon

*Average level of enemy group times 3 (Rounded up)
**Amount of monster points gained equals the level total of all bested invaders (Rounded up)

-----------

[Total amount of Monster Points (MP) remaining: 6]
[Total amount of Dungeon Points (DP) remaining: 6]

The goblins watched as Grez was drawn into the dungeon floor.

[Item “Gold (17)” realized by this dungeon found on the hostile creature. Acquire?]

The Dungeon gave its assent, the coins were stored in the [Core Room] for the time being.
Furthermore, the [Goblin Scout] was instructed to retrieve all the gold pieces that Grez has so carelessly thrown around on the cavern floor.

[Item “Gold (183)” realized by this dungeon has been retrieved by [Goblin Scout]. Acquire?]

Once more, the dungeon gave its assent. The total sum of two hundred gold pieces now rested in the [Core Room].
The Scholar gave the other ego a look. “What?” said the Sadist, “I was going to give it back. Can’t leave it lying around.”

“If you say so,” said the Scholar, sighing, “I suppose we should have a look at that leg of hers.”

The Sadist held up a hand, “No need to be hasty,” it said, “Let’s have a chat with her first.”

[Captive “Grez Wildflower“ is being transferred to the [Branding Chamber].]

-----------
>>
>>5227321

Grez’s eyes snapped open, the gigantic hobgoblin was looming over her.
A smell of iron, in part because of the blood and in part because of the cages, came over her.
She lay on a dirty blanket in a corner of the room.
Whatever fantasies of relief had come to her were betrayed and violently thrown out as the pain of the rampaging infection hit her once more.
The agony was so overwhelming she trashed around on the ragged blanket.
She felt so very cold. Yet, warm, humid air wafted from the [Jungle Room]. She could feel it on her left leg.
”H-help?” she managed, heaving for breath. More of a question than a desire.

Chadaklin smiled at her, “You’re missing some teeth,” he said, producing a piece of parchment, “All in due time. There’s some things we need to sort out first. You really weren’t very kind during the first set of negotiations, so don’t blame us if the terms are a little less agreeable.”

“Now,” said the hobgoblin, his gaze switching between Grez and the parchment, “Let us start to review the contract. In exchange for the restoration slash healing services provided by the dungeon, you will agree to the following terms. Clause #1: You will be paid fifty gold in return for each person you lure to the dungeon that can be easily defeated by the dungeon or specifically requested by the dungeon. The gold reward has gone down a little, you see. You don’t quite have the same negotiating strength that you had earlier. I hope that’s understandable.”

Grez’s skin was coated in sweat, her heartbeat began to slow.

Chadaklin cleared his throat, “Clause #2: You cannot reveal the location and existence of the dungeon in any way, directly or indirectly exce--”

“I consent!” screamed Grez with the last of her strength, “I CONSENT!”

Chadaklin gave the half-orc a look like he was terrible cross with her, “Now, Grez. That simply will not do. It’s important that both parties know the terms of the contract. Not reading a contract is a big reason that you got into all this trouble to begin with. Where was I?” he said, then frowned, “Guess I’ll have to start from the top. Clause #1…”

Grez’s consciousness was wavering, her eyes rolled around in their sockets, she reached out with a shaky hand and clutched the hobgoblin’s leg, “…please.”

“If you insist,” he said, taking the parchment and pressing it against the outside of Grez’s exposed, upper-left thigh.
A [Contract Mark] was already in place there. Blue light shone out from its centre.
The magical inscription expanded, including many more runes to solidify the terms of the contract into the mark.

“W-when?” said Grez, voice barely more than a whisper.

“You were out for a good long while,” replied Chadaklin, watching as the [Contract Mark] completed itself, “I, Chadaklin, spokesperson for the dungeon, consent to this contract.”
The hobgoblin looked down at her in expectation.
>>
>>5227322

Grez swallowed, “…I consent.”
The [Contract Mark] on her leg flared up, now active.
She felt the ground underneath her part and she was drawn into the depths of the dungeon once more.

[Hostile creature “Grez Wildflower” has signed a contract with the dungeon!]
[Contract: Creature “Grez Wildflower” is no longer hostile to the dungeon.]
[Contract: Creature “Grez Wildflower” is now considered an ally to the dungeon.]
[Contract: Creature “Grez Wildflower” can now choose to share her senses with the dungeon.]

-----------

[Investigating 'Dungeon Allies'.]

Query: Dungeon Allies
Context: Contract

Response:
Dungeon allies are those that have decided to work alongside the dungeon.
Though commonly cultists, individuals have also been observed to ally themselves with a dungeon.
An alliance can be established through various means, some of them being: a [Contract Mark], a [Slave Mark], wilful submission to the dungeon, and a pact made for the sole purpose of granting boons in exchange for favours.

-----------

The Sadist stared down on the unconscious form of Grez as she was held in stasis.

“This is amazing,” roared the Scholar, “An assistant that can go anywhere! Explore anything! We could send her to lost tombs and hidden chambers with filled with knowledge, like the library!”
”She needs to not be dead for that, though,” he added, “Can we finally get to that now?”

The Sadist drew in a deep breath and turned towards the Scholar, smiling in victorious satisfaction, “Yes,” he said, “Yes we can.”

The Scholar squinted, “And you’re not gonna hurt her if we release her, right?”

“Gods, no,” replied the Scholar, acting wounded by the mere suggestion, “That would be akin to self-harm. Not my thing.”

[Dungeon ally “Grez Wildflower” has been cured of all ailments and wounds.]

Although it hurt the Sadist a little bit to watch the injury on her leg fade to nothing, it understood that it was for the best.
After all, nobody wants to play with a broken puppet.

-----------

>1 - Release Grez. Give her the 200 gold pieces. Tell her to get to work and find more people.
>2 - Release Grez. Keep the gold for the dungeon. Tell her to get to work and find more people.
>3 - Release Grez, give her the gold, and chat with her a bit. (Include what you want to talk about)
>4 - Keep Grez in captivity for the time being.
>5 - Other (Write-in)
>>
>>5227324
>>3 - Release Grez, give her the gold, and chat with her a bit. (Include what you want to talk about)
>Congratulation for your amazing new decision. As a goodwill from our part, we can grant you a boon. For now, our boon available are limited, but a growing power means higher reward. So... Is there anything you wish to change about yourself?
>>
An stocky man sat in a luxurious chair, reaching behind his ear to retrieve the dog-end of a cigar.
A match was struck and used to light it, it took a fair amount of little puffs, but the flame eventually took.
”They aren’t my best,” admitted the man, in voice filled with gravel, using his yellowed fingers to scratch his vest, “But then you required hands urgently.”
He leaned back in his chair, putting his shoes on the desk that stood before him, observing the well-armoured man that sat on the opposing side of the desk.
“We can meet them now, if you like,” he said finally.

“Absolutely,” replied Ben.
>>
>>5227324
>5 - Other (Write-in)
>Give her 100 Gold Coins. "Here for your services rendered up until now. Do not believe we can not be gracious. There will be more money and boons we can grant you at a later date if you continue to serve us faithfully. For now. Do you wish to change one thing about yourself like your race or gender?"
>>
>>5227321
Wait. Why are our DP 6? They should have increased, right?
>>
>>5227330
+1
>>
>>5227338
We spent DP on making the gold
>>
>>5227324
>5 - Release Grez. Give her the 200 gold pieces. Tell her she's free to rest in the Dungeon tonight, but we expect her to be ready to continue work tomorrow.
Give her the coin she earned for bringing Fenton and Viktor, even though it's twice the amount she should get under the contract as a sign of good intentions. It also means she can get herself some equipment (or buy more magic items to drool over for the Scholar).

>>5227330
>>5227334
I'd rather we dangle a Boon as a reward for continued service rather than giving it out for free right away. She can take the Gold, that's what she earned, but for an actual Boon she should work a little harder.
And changing her looks are right out, even if she is now bound to us by contract there are no clauses that states she has to stick around with us. We let her change her looks she might get the idea to just leave since we can't force her to stay.
>>
>>5227324
Ammending my vote from >>5227334
to >Give her 100 Gold Coins. "Here for your services rendered up until now. Do not believe we can not be gracious. There will be more money and boons we can grant you at a later date if you continue to serve us faithfully. In the future we could change your race or gender. Just a glimpse of what could one day be yours if your services prove themselves valuable."
>afterwards she can take a look around the dungeon for a place to rest but in the morning she needs to be out and working for her upkeep.
>>
>>5227332
Qm can we ask instinct if we can make a bedroom? If so we probably should. Isnt the size of a dungeon room so shouldnt be too expensive.
>>
>>5227364
for now she can sleep with the Bugbears. Or the Brandig chamber if she prefers the smell.

She gets better accomodations once she actually pulls her weight. (or e decide to get a Hobgoblin Barracks)
>>
>>5227324
Release Grez. Give her the 100 gold pieces she earned by bringing the sailors. Tell her to get to work and find more people.
>>
>>5227324
>1 - Release Grez. Give her the 200 gold pieces. Tell her to get to work and find more people.
Might as well start on the right foot this time (heh)
Besides, she brought the two sailors, and Ben's two friends, right? That's 200 gold.
>>
>>5227324
This will likely end up being the last update for today.
I've got D&D soon. I'll be back tomorrow.
Voting closes tomorrow morning.
>>
>>5227439
Have fun qm.
>>
>>5227439
have fun QM. I hope your party doesn't suicide by raiding a store again
>>
>>5227324
> Release Grez
> Give her 100-200 Gold coins
> Offer appearance modification to Human to better blend in with the rest of the city.
> Suggest she buy clothing and adventuring gear to sell the persona of an adventurer that found a Dungeon.

Easiest cover story to suggest is that she got recruited by Grez, suvived the Dungeon, Grez was killed in the Dungeon.
>>
Voting closed
>Release Grez
>Give her the 200 gold pieces (4 votes for 200, 2 votes for 100)
>Relay ability to grant boons or change appearance
>She can rest for now, should get to work and find more people on the next day

Branding rule
>Only one brand can be applied per recipient per day
I'll make sure to do a vote on granting Grez an appearance change (Brand of Icarus) when that would be possible.
>>
>>5228440
rest!? now now now... she better keeps working ASAP. She can cry in company time sure, but no breaks
>>
>>5228565
Ehh i think running her like q dog would be detrimental. If she comes to like us she will probably do a better job.
>>
>>5228565
would you trust a Girl that looks like she has not slept for days?

Looking respectable(and more importantly relatively sane) enough to not draw suspicion is crucial for her new line of work.
>>
>>5228565
She bringed us people today already.
And don't worry, Ben is coming back. The Bard, cleric and Paladin too.
>>
>>5228569
>>5228580
>>5228598
>not using up humans as tools untill they are spent and dried up
Come on, we are a dungeon!!! Antagonized by everything and everyone!!!
>>
>>5228682
Using resources conservatively is this how you write that? is what will allow us to maximize the effectiveness and will deliver our greatest benefit compared to the cost we invested. You do not simply slaughter the goose if it still lays eggs.... or something like that.

If she outlives her usefulness then we can still squeeze her dry for all she is worth.
>>
>>5228691
No no no, yu don't see where I am going. What is so economic of slaves is that you work them untill they die, providing sufficient resources for them to perform at an acceptable rate.
Here we have a slave that is considered "allied" for the dungeon. We can work her to near-death, reconstitute with free dungen magic and keep it untill her psyche cannot handle it.
>>
>>5228701
No, we can not. Grez is not a slave, we can not command her to do anything. We can not force her to work endlessly until near-death. Read the clauses of the contract we had her sign >>5224540
>>
>>5228682
Look how big corporation do nowadays.
>Enough pay to live decently for one month and half
>Healthcare
>The money remaining after all expense is quite minor. Quitting company would require numbing life after droning so people spend and are stuck in the rat race
>Somehow the society function and people don't revolt.

We should aim toward this. We had centuries of smart people finding out the best strategy to get the most value out of their workforce; let's take that as inspiration.
>>
>>5228782
So we pay her 50g per person but deduct 30g under the pretense of taxes and healthcare fund? Evil...

Anyway, I am not sure if Grez knows that healing is FREE for the dungeon. We gota correct that.
Let's charge half what a healer would charge. So 100g per limb
>>
Sight blurry and with cold stone pressed against her face, Grez awoke.
She planted her hands on the ground and pressed herself away from the cavern floor, using a hand to brush of the dust and tiny stones that had stuck to her cheek.
When clarity returned to her, she gasped, and looked at her left leg.

Not a bandage in sight. No rank smell. No pain. Only smooth, green skin.
She wiggled her toes experimentally.
The half-orc clasped a hand over her mouth, it felt wrong to cry, but she couldn’t stop herself.
The best she could do was make sure nobody heard.

The truth of the matter was that she had almost died earlier, it was only by the mercy of the dungeon that she had survived.
The brand on her shoulder began to smoulder and she grit her teeth.
No, not mercy. Pure business.
A fact she reminded herself of when she stared at the [Contract Mark] on her exposed leg.

Her time in the dungeon had been like a fever dream.
She remembered little of what had happened, but the [Contract Mark] was there on her leg.
An undeniable proof of servitude to the dungeon. She took in a breath.
Grez looked over the mark on her leg, trying to make sense of the runes within.
It was a large, complicated mark and she wasn’t skilled in magic.
Seeing as the dungeon hadn’t killed her, it was likely that it stood to gain something from her continued survival.

Perhaps the dungeon had explained the clauses to her in her dazed, semi-conscious state, but no matter how hard she tried she couldn’t remember more than a singular one: make fifty gold for every shmuck you deliver to the dungeon.
She smiled, maybe this wasn’t so bad. Her [Brand of Cruel Intent] flared up once more, sizzling.
No, this arrangement had to be temporary.
But there was no reason she couldn’t profit it from it for the time being, maybe even enjoy herself a little.
Now was the time of Grez Wildflower.
>>
>>5228840

Located near the entrance of the dungeon were two sizable piles of gold pieces.
She looked over the rags she was wearing: the sweat drenched shirt, the tattered pants with an exposed leg.
Grez felt in her pockets for the money she had stashed there previously and found it absent.
She frowned and walked over to the pile with the intent to pocket a few for the second time.

An odd sensation came over her when she stepped near the entrance.
Previously, the sailor brothers… No, the Sutherland brothers had described to her a feeling of intensive hostility emanating from the dungeon.
An overwhelming hidden force of malicious intent. Grez felt no such thing here, instead it felt warm and strangely welcoming.
Something about it felt so protective. Like a shepherd welcoming back a stray sheep.
Survival instincts clutching to the fact that the dungeon had restored her earlier and so was not like to kill her now, she inched into the [Jungle Room].

[Dungeon ally “Grez Wildflower“ has entered the dungeon.]

Falling into a defensive posture, Grez eyed her surroundings.
A wild abundance of colourful flora and fauna, filled with bad memories, but no attacks were forthcoming.
She did spy a bright-blue coloured frog that squinted its eyes at her, probably forming an opinion about foreigners.

The foliage rustled. In one smooth motion, a goblin drenching vile fluids pounced at her.
Grez held her hands over herself protectively and stumbled backwards, falling onto her rear.
The attacking goblin was clubbed in the head with a large staff before the attack could connect.

A blue-robed goblin stood between Grez and the assailment, angrily pointing into the distance.
The aggressive goblin snarled and complained, but ultimately stomped off.
That was up until it tried to disappear into the jungle and instead walked into the [Goblin Raid Leader], who dragged it back to Grez.
In front of her, the vile goblin received an education and pain was the teacher.
The [Brand of Cruel Intent] on Grez’s shoulder sizzled.
>>
What could be fun is if we disguise her, have her join Ben's group, and then betray them at some opportune time.
>>
>>5228842

They would bonk it on the head, point at Grez, bark something in a guttural tongue and then bonk it again.
The beatings continued until morale improved. Eventually, the [Goblin Blight Bringer] clutched the top of its head and nodded aggressively, whimpering.
They let it go and the creature scampered off.

Grez had been watching the entire ordeal with morbid fascination, “You sure hit him a lot,” she said, face slightly flush.
The brand on her shoulder dulled, returning to a dormant state. She coughed, got up, and dusted herself off.

Confirmation. The denizens of the dungeon were no longer hostile to her. No bugs or snakes threw themselves at her.
She nodded to goblins. The [Goblin Raid Leader] nodded back, but the blue-robed savant didn’t seem impressed.
Returning to the dungeon’s entrance, she pocketed some gold pieces and moved the rest into the safety of the dungeon.
The safety of the dungeon. It was hard to comprehend.

Then, she travelled towards the surface. A slight spring in her step.

-----------------

“…I’m going to eat those coins,” said the Sadist.

“Don't,” called the Scholar

-----------------

The sun was creeping over the horizon, dawn had just barely arrived.
The streets of the lower district were still mostly barren.
Grez wondered how long she had been kept under, she faintly recalled being drawn into the depths of the dungeon and then waking up outside of it – not certain of how much time had passed.

Walking outside the orphanage grounds, she carefully inspected her surroundings – ensuring the coast was clear.
There was a sound of cloth being torn apart. Grez ripped away the lower half of her shirt, exposing her stomach.
She then wrapped the straps of cloth around her left thigh, hiding the [Contract Mark] from view.

Finally, she took a few steps and breathed in deep, smiling. It was good to be alive.
Remembering something, she felt around her teeth with a finger – even the missing teeth had been restored.

An elderly lady carrying a basket shuffled past her, stopped, and looked her over.
“Cover yourself up, whore,” she said, pointing at half-orc’s leg and stomach, then shuffled off.

Putting a few miles between herself and the orphanage (an easy feat with functional legs).
Occasionally somebody would look her way and she would avoid their gaze and hasten her step.
>>
>>5228847

Once she had arrived at the other end of the lower district, she went shopping.
Grez bought a large, leather backpack, a leather jerkin with a black shirt beneath it, proper boots, and some comfortable pants.
The total came down to twelve gold pieces. A mighty sum for the orphan Grez, but dungeon friend Grez had gold to spare.
All her wounds had been healed, any money meant for healing was now open for use.
”You have anywhere I can change?” she asked the shopkeeper.

“Right here is fine,” said the man, leaning over the counter and giving her a wink.
It didn’t seem the half-orc had appreciated the play, so he sighed, “There’s a small room in the back,” he said, pointing over his shoulder with a thumb.

Grez donned all her new clothing immediately and discarded the rags she had been wearing.
Eyeing herself in the mirror present in the room, Grez came to a startling conclusion.
She was looking good. Maybe cute even. She checked her teeth again, not only were they all there – they were perfect.
Things like a toothbrush had always been a foreign concept to Grez, but it seems like she had no need for one anyway.
There was a slight layer of grime on her, here and there, but underneath her skin was clear. Still green, though.
If there was any complaint it was that she was slightly gaunt.

This wasn’t the kind of benefit she had expected from allying herself with the dungeon, but she’ll take it.
She had never been one to take a lot of pride in her appearance, but this felt good.
The brand on her shoulder fizzled quietly.

“You look stunning, lass,” said the shopkeeper as she returned, “You come back anytime, hear?”

“Will do,” replied Grez waving the shopkeeper goodbye and vowing never to return.
She shut the door behind her, a little bell jingled.

The sounds and smells of the city opened before her.
The sweet scent of honey cakes permeated the air, the local bakeries were already hard at work.
An aroma that quickly reminded Grez she hadn’t eaten for a long while.
She allowed her nose to guide her and moments later sat outside the bakery on a bench, eating honey cakes and lightly swaying her feet.
Grez had bought an entire bag of them.

The streets began to fill with people, but Grez was lost in the simple enjoyment of a filling meal.
One of these people stopped beside her, “Grez?” said the voice.
>>
>>5228851

The taste of cake souring in her mouth, Grez looked up.
There stood a man in long, flowing robes and wearing a large, floppy hat.
He was holding a cane topped with a small orb in his hand.

”You are 'Grez'?,” said the man, raising a bushy eyebrow, “Are you not?”

Grez nodded slowly, and swallowed the mouth full of food, “Do I know you?”

“No,” he admitted, “And neither do I know you, but I have heard of you. May I sit?”

Grez scooted to the side, making some space on the bench.
The man took of his hat as he sat down, revealing a set of pointed ears.

“My name is Lionel Silvermist,” said the man, “'I’m a professor at the Birdsong Academy.”
”I have an apprentice that has spoken about you at great lengths,” added the man with a playful smile, “Rollen.”

Grez blushed slightly at the implication, she had never known that Rollen had felt that way about her.

”Only I haven’t seen him in a good long while,” said Lionel, “I was wondering if you maybe knew where he had gone.”

Trying to keep a straight face, Grez lightly shook her head.

“That’s unfortunate,” said the man with a sigh, “He can be quite sickly, you see. I fear he may have fallen ill.”

“I know,” said Grez, “He used to be much the same back in the orphanage. You seem to care a great deal for your students, I’m glad.”

The enjoyed a sensible chuckle, “Well,” he said, getting up, “I mean, he’s a bit more than a student. He’s my apprentice after all.”
He stared at her for a long moment.

Grez nearly felt herself crumble under his gaze, she reached into the bag filled with honey cakes and pulled one out, “Do you want a one?” she asked, her face a picture of innocence.

The man held out a warding hand, “No, thank you. I just ate. Well. Good day to you, Grez. Please send Rollen my way should you encounter him, will you?”

The half-orc nodded, “Will do,” she said, hastily filling her mouth with the small cake she had offered earlier.

The man donned his hat and left then, orb-tipped cane clicking against the cobblestones.

A sizzle, Grez’s brand burned. It occurred to her that she had leverage against the wizard.
She knew something he didn’t. Something he desperately wanted to know.
There was a side of her that wanted to call out to him.
A side that wanted to the string the man along and lure him towards the dungeon.

---------------------

>1 - Call out to the wizard. Ask him to follow Grez to Rollen’s last whereabouts
>2 - Let them man leave and try to find another target. (Same multi-target prompts as previously)
>3 - Contact Grez and tell her to return to the dungeon for the time being (Share cakes with goblins)
>>
>>5228860
This vote won't be open very long.
Depending on the answer I hope to follow it up with another vote so I can work on that somewhere tomorrow.
>>
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>>5228851
I always forget to post images.
>>
>>5228860

Call out to the wizard

And have the scout get ready, we might need to physically force him into the dungeon.
>>
>>5228867
greentext you dumb lard maker
>>5228860
>>>1 - Call out to the wizard. Ask him to follow Grez to Rollen’s last whereabouts
This is a fair challenge to the dungeon!!!!!!
And this Silvermist may solve the puzzle, giving us cool boons. Before dying.
>>
>>5228860
>1 - Call out to the wizard. Ask him to follow Grez to Rollen’s last whereabouts
...Shit, this is a hard decision. They are undoubtedly going to be pretty strong, and I'm not sure if they will go deeper than the jungle room, if they survive it. Probably have high INT and WIS, which gives them a decent chance to live through it too.
Also if they go missing, that will be all the more heat we attract.
...Fuck it, we might as well. If the dice go our way, this could be huge.

Now if you'll excuse me, I need to go find a goat to sacrifice.
>>
>>5228860
>1 - Call out to the wizard. Ask him to follow Grez to Rollen’s last whereabouts
>>
We should put some thought to unit distribution, if he's a mage he may have an aoe like our own.
>>
>>5228860
>1 - Call out to the wizard. Ask him to follow Grez to Rollen’s last whereabouts
Kick his ass, sea bass
>>
>>5228860
>1 - Call out to the wizard. Ask him to follow Grez to Rollen’s last whereabouts
Fuck it let's go.
>>
>>5228860
>2 - Let the man leave and try to find another target. (Same multi-target prompts as previously)
A teacher from the Mage Academy is unlikely to be a pushover, nor uneducated of the dangers of going inside a Dungeon. If he enters he'll be difficult to defeat since we have only a single T2 monster (I'm expecting at least a Level 3 opponent with some nasty spells). If he doesn't enter, at best the Birdsong Academy will know of our location, at worst the entire city. Not a terribly exciting prospect for our Dungeon right now.
>>
Probably in the minority here but I think picking on the debatably skilled wizard is the wrong move here. I know that Rollen was a nobody that got their ass kicked swiftly in the dungeon, but that kid had nasty spells that would've severely fucked us over if he had the chance to use them. Plus, there's this tidbit of info
>“My name is Lionel Silvermist,” said the man, “'I’m a professor at the Birdsong Academy.”
Even if a goddamn professor in MAGIC is somehow a wet towel in combat, he is definitely a somebody. This isn't some street urchin we can gobble up for breakfast, people will investigate this man's sudden disappearance if things go our way. We don't even have a second floor yet, and we just have 1 boss.

With all that said, I'm going for
>>5228860
>2 - Let them man leave and try to find another target. (Same multi-target prompts as previously)
Surely there is something less high risk.
>>
>>5228860
>2 - Let them man leave and try to find another target. (Same multi-target prompts as previously)
Is this "pick who we try to lure to the dungeon" thing getting old for anyone else? I appreciate the story involved, but surely this could be something rolled/decided without our input while maintaining the story right? I don't want to go through a whole rigamarole of rolling to lure, maybe failing, then rolling again, especially if this is going to be a regular thing. Seems like a waste of time and creative energy. Besides, the contract forbids her from bringing someone that isn't "easily defeated".
>>
>>5228860
changing vote from >>5228931
to >2 - Let them man leave and try to find another target. (Same multi-target prompts as previously)
>>
>>5228860
>>2 - Let them man leave and try to find another target.
This man would fold us like a paper towel.
>>
>>5228860
> 2 - Let them man leave and try to find another target.
>>
>>5228860
>2 - Let them man leave and try to find another target. (Same multi-target prompts as previously)
I feel he's too dangerous for us...
For now
>>
>>5228860
>2 - Let them man leave and try to find another target. (Same multi-target prompts as previously)
>>5229188
I agree somewhat. Maybe we should generally have rolls like for random encounters but if there is a chance for someone special like Lionel decide ourselves
>>
>>5229188
For me, the "luring" is a free benefit of our ally Grez.
The upscale of difficulty, shonen-like stronger and stronger opponent comes from our ruthless absorption tactics (imposed by Sadist personality for now; maybe we'll be able to change by enforcing a confidentiality contract to the next raiders). So I think that opportunities like those are quite free and won't count into the game's scaling...
>>
Voting closed
>2 - Let them man leave and try to find another target. (Same multi-target prompts as previously)

>>5229188
>Is this "pick who we try to lure to the dungeon" thing getting old for anyone else?
>I appreciate the story involved, but surely this could be something rolled/decided without our input while maintaining the story right?
>I don't want to go through a whole rigamarole of rolling to lure, maybe failing, then rolling again, especially if this is going to be a regular thing.
>Seems like a waste of time and creative energy. Besides, the contract forbids her from bringing someone that isn't "easily defeated".

Does anyone else feel this way?
The idea behind the Grez thing is basically "semi-random" encounters where you can pick from a list of randomized options.
I try to make these interesting. Bit of story behind them and sometimes they will trigger an encounter I had planned for a later time.

For example: DAY ONE roll
>4 - A woman wearing white, priestly robes with a expensive looking staff on her (DC 18)
This would've triggered an encounter that was teased previously.
Even if Grez had failed the roll it would've pushed that route further along.
That route will still happen regardless of interaction with Grez, but it will just continue at its own pace for now.

A fair few of them also have magical items or brands on them that they suffered in other dungeons.
>A young man clad in black leather that seems to chuckle to himself as he makes hand gestures to support some kind of daydream (DC 15)

Though I had previously mostly restricted those to higher DC encounters, but I'm rethinking that.
I'll admit that I partially also picked this "pick your poison" method so people could choose the difficulty instead of me dropping something on them that could feel too strong.

Random Grez Encounters
>1 - Keep them as they are.(With DC and rolling)
>2 - Keep the semi-random encounters, but do away with rolling (Auto-success on luring, no DC, choose-your-adventure style)
>3 - Let the QM pick random folks to lure into dungeon. (Auto-success on luring, QM will roll on a table for magic items / brands / boons -- if any)
>4 - Make them completely passive. (No combat. Simply gain some DP / MP every few days, with chance of items / brands / etc)

I'll keep this vote open for an hour or so.
If it gets enough feedback by then I'll implement it on the new set of rolls, if not I'll do the next set of rolls with the old rules for the time being.
>>
>>5229283
>3 - Let the QM pick random folks to lure into dungeon. (Auto-success on luring, QM will roll on a table for magic items / brands / boons -- if any)

to be honest. It is nice for a time. It still takes away from the main Game Gameplay loop. I truly appreciate your well written storys. Micromanaging Grez just feels like it takes so much time. So unless we specifically ask her to do something for us (find specific Item or person or she needs some help with a problem) she can take care of herself
>>
>>5229283
This is a tough one >>5229269 has a point but I feel that if done long/often enough it could start to slow things down, though so far it's been done well. Unfortunately I don't know which of those options will be the best for the quest but I'm leaning towards 2 and slightly to 1.

Even if 2 means we'll just go for the highest amount of DP we believe we can get without too much danger,. A good Qm should still be able to trick us into underestimating the threat/overestimating the reward
>>
>>5229283
>Keep them as they are.(With DC and rolling)
I personally don't expect us to be able to lure people to the dungeon forever due to increased heat of people mysteriosly disappearing and eventually having our location discovered, but while we still can I prefer to have a say in who we lure. The process could be expidited by allowing us to roll for multiple attempts simultaneously.
For example, lets say Grez has an arbitrary 4 attempts to lure people this week. We pick 4 targets out of a list of X encounters and roll against their DC at omce, those that succeed are lured to the dungeon during the week. Means we condense down the amount of times we have to stop and roll for Grez.
>>
>>5229283
>1 - Keep them as they are.(With DC and rolling)

>Does anyone else feel this way?
Not in the slightest. Getting a vote for "person we attract", a roll, then a dungeon encounter is perfectly fine. I mean, at best you could argue that the last one had a large amount of fluff but that was the first one, which needs to establish a precedent, and you already said you would scale that back. If it becomes a short, snappy vote of who to lure in, then a roll, then I think it's good. Gives us an opportunity to try and bite into something bigger too, if we want.

>Though I had previously mostly restricted those to higher DC encounters, but I'm rethinking that.
You could certainly get creative with this. Consider that the roll is only for Grez to convince them to follow her. Someone looking into the disappearances, or looking for Grez, is much more likely to follow, but also be much stronger then the DC suggests. Something like that at least.
>>
>>5229283
I'd love a mix between 1 and 3 -- Grez is starting getting autonomous and you could storybuild better
>>5229295
Now, we have contract so sadist does not HAVE to damage people.
Let's say we manage to defeat the magus. Imposing a contract with confidentiality and coming back once a week alone could be very favoable for us : farming Intel puzzle for example.
Heck, we could even gave him scholar brand so he'll stockpile magical objects on his own, then we take them from him and grant him a few gold to go back shopping.
Branding room opened us a whole new playfield; we can now be smart and stop wiping everything coming inside. Except Ben's party, with the exception of Ben. We'll gift him some nonsensical branding to make people believe he's cursed.
>>
>>5229283
>>5229302
Though for what it's worth, combining it with option 3 is also fine.
I suspect we will mostly go for easy options for a while, so if the choice is just
>sailor
>hobo
>criminal
The it might as well be automatic.
But you could throw votes like this one with the wizard at us every once in a while, where an unusual opportunity present itself, and we have to choose. I would be fine with that too.
>>
>>5229309
add to the choice the obviously crazed adventurer like the first vote (A young man clad in black leather that seems to chuckle to himself as he makes hand gestures to support some kind of daydream) and people with money issue. We can imagine a kind of contract with confidentiality, and go train in the dungeon once a week for 50 gold. This would allow to build some passive income. however, people coming in and out might bring suspicion. Maybe we should get Grez to buy the building and start a shop of her own... Maybe an adventurer gear shop?
>>
>>5229283
It was, in fact, more than "an hour or so".

I'm mostly seeing combinations between 1 and 3.
I suspected that people would vote for 2, since it meant still having the option to pick, but not having to go into a "roll loop".
That goes to show the importance of the occasional meta vote like this.

I'll more or less keep going with with what I have.
Splitting the encounters into two categories: "Search" and "Run-in".

"Search" is basically when you explicitly tell Grez to find a person to lure into the dungeon (Selection of options).
"Run-in" is like the wizard from just now (Yes / No choice on luring).

I'll try to keep the search rolls short and snappy.
Maybe by using something along the lines of >>5229295
>>
>>5229364
Sounds good.
This anon's >>5229295 idea also seems like a pretty good way to speed up voting, once it become routine enough.
>>
>>5228860

There were too many uncertainties.
Sure, the man was covered in magical bling, which would be great to acquire.
The problem was that they would first have to succeed in taking those from him.
Grez decided to let he man go for now.
If needed she could always visit the Birdsong Academy and tell him she had some second-hand information on Rollen’s last whereabouts.

Birds chirped in the distance, horse-drawn carts rolled by.
Grez sat in the bench in front of the bakery for a long moment.
The past few days had been consumed by her quest to get her leg fixed.
Leg now finally restored and general body better than ever, she needed a moment to plan her next move.

She had gotten rid of the [Contract Mark] of the Blackwood brothers, but her debt still remained.
Adding Ben and whatever allies he could muster up into the mix, that still meant there were two groups constantly on the lookout for her.
The Blackwood brothers were all business.
They might not appreciate the fact that she got rid of the [Contract Mark], but she was confident that they would let it go if she increased the amount of gold given to them.
Ben, however, was more difficult. His sole desire was the death of the dungeon and herself.

An intrusive thought popped into her mind. One that the Grez from a week ago would’ve never had.
What if she simply had him killed? There’s plenty of cutthroats, mercenaries, and assassins in the city of Duskmire.
What if he simply had an “accident”? Fall from a set of stairs somewhere and end up a crippled mess at the bottom of it?
Full of bruises, broken bones, and wailing his lungs out. Grez smiled as she entertained the thought.

That did it then. All her problems could be solved. Solved with gold pieces.
Then her current plan of action was to acquire as much of it as she could.
And there was nothing more profitable, by far, than the money she could make through her deal with the dungeon.

She dusted the honey cake crumbs off her clothing and and went into a nearby tavern.
It was probably for the best to wait until dusk with all these people searching for her.
Grez rented a room in a nearby tavern and waited for nightfall.

As the sun went under, Grez set out to explore the city, on the prowl for her next victim.
The pure, sinister intent of it quickened her heartbeat. What a rush.

----

Grez’s [Brand of Cruel Intent] gives her advantage on these checks. (Roll included in brackets after DC)
1 - A female bard with long, blonde hair hidden under a tricorne hat, flirting with anything in sight (DC 10) (2d20)
2 - An tall, muscled near-orc of a woman, carefully sipping ale and making herself seem small (DC 13) (3d20. Yes, 3)
3 - A four-man party of adventurers enjoying a nice meal while discussing a prospective quest (DC 15) (2d20)
4 - A half-elf taking in the sights of the city, her wolf companion at her side. (DC 18) (2d20)
5 - A rare dwarf paladin carrying a massive, decorated maul and his two dwarf retainers (DC 20) (2d20)
>>
>>5229390
Imagine these in there >
>>
>>5229390
>A tall, muscled near-orc of a woman, carefully sipping ale and making herself seem small (DC 13) (3d20. Yes, 3)
The 4-man party is tempting, will give us lots of resources, but a DC15 is a little scary without any buffs and they could be stronger than us. The not!-Amazonian Warrior with the 3 dice is a near guaranteed success, so she'll have to do.
>>
>>5229390
>2 - An tall, muscled near-orc of a woman, carefully sipping ale and making herself seem small (DC 13) (3d20. Yes, 3)
It's tempting to aim high, but it's probably best to focus on easy marks until we at least get a second floor.
Then we can start attracting more challenging prey.

The shy orc woman seems strong, but the WIS and INT checks in the jungle room should probably be enough.
>>
>>5229390
>2 - An tall, muscled near-orc of a woman, carefully sipping ale and making herself seem small (DC 13) (3d20. Yes, 3)

Since Grez can only guess at the strengths and weaknesses of people physical people are probably for the best right now. Even if they have little loot.
>>
>>5229390
Voting closed
>>A tall, muscled near-orc of a woman, carefully sipping ale and making herself seem small (DC 13) (3d20. Yes, 3)

Need DC13 saving throws for Grez Wildflower (+5) (+3 Charisma modifier and +2 from journal / treasure story)
Roll comes down to: 3d20+5 (Taking the highest d20)

Please include the following message:
Rolling for Grez Wildflower against tall, muscled near-orc of a woman
>>
Rolled 5, 1, 15 + 5 = 26 (3d20 + 5)

>>5229430
Rolling for Grez Wildflower against tall, muscled near-orc of a woman

A roll like that? Shooting fish in a barrel.
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>>5229434
well it was still needed. The first two rolls would not have made it. Ouch.
>>
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>>5229434
Success, big money time incoming. Floor 2 is approaching faster than expected.
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>>5229434
Well play mate.
>>
Ok, here's my plan.
>Get Orc in dungeon
>Orc didn't make it
>propose a contract to the orc : can't try to break the dungeon, can't disclose location, can come once a week, the better she does the greater rewards.
>>
>>5229467
I don't like the idea of letting more people live that know about the dungeon, even if we have them under contract. The more people that know, the more likely something will slip or someone will notice a brand or someone finds a loophole or something. Better to just eat her imo.
>>
>>5229470
People will know about us at some time.
You want the town to know about us as some kind of friendly training ground and a valuable ressource to keep around, or a menace to be dealt with as soon as possible?
>>
>>5229473
I'd rather not expedite the process for long enough to not need to care what the rabble think of us.
>>
>>5229473
That literally does not matter, people will want to break us to get rich either way. Besides, don't broken dungeons still generate monsters? A broken dungeon is way better as a training ground. Less risk.
Also, we will hardly get a "friendly reputation" by forcing people to accept a contract under threat of death. Or, you know, branding them each time they come to the dungeon.
For what it's worth, it's not a terrible plan, but it's too risky. The whole reason we gave Grez the Brand of Cruel Intent and treated her relatively well is so she supports us willingly, making her unlikely to try and pull some bullshit by finding a loophole in the contract.
Some random stranger will absolutely try to let everyone know they are in deep shit somehow, and we can only draft so many autistic contracts before we overlook something.
>>
>>5229478
>Help me, I'm in deep shit, I have a very well payed optionnal confidential income stream
>>
>>5229483
>optional
>>
>>5229489
>>5229467
>can come once a week, not Have to come once a week.
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>>5229490
imagine choosing to not consume them and then telling them they don't have to come back
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>>5229483
Right, I though you wrote
>has to come once a week
instead of
>can
My bad, apparently I can't fucking read.
But my point about loopholes still stands, anyone we release might find one and try to bring back a strong party to break us. Or someone finds the contract mark on a family member/lover/whatever and starts an investigation.
Also the contract as you put it means they could literally just fuck off and never come back.
Honestly, Grez will provide us with enough bodies, no need to complicate this even more.
>>
>>5229494
>>5229492
>Also the contract as you put it means they could literally just fuck off and never come back.
Of course. This is why I don't bring this for Archimagus WhatsIsNameAgain.
But we are dragging poor, low life there. You usual broke gambler or addict, with an opportunity to get easy money.
>>
>>5229496
You are ignoring the whole brand thing. Anyone who come is needs to get branded, and none of the brands we have are even remotely friendly. I'm not sure many people will come all that often.
And, again, any motherfucker finds a way to spread the word and all of a sudden the entire city wants our ass.
Simpler and less risky to just eat them.
>>
>>5229364
>I'll try to keep the search rolls short and snappy.
I lied.
>>
>>5229501
You're right on one point. Even with my assumptions, giving money as an incentive can get back to bite us when the target accumulate enough to pay for remove the contract mark.
However, this is still the way I want to go for desperate low lifes. Turn them into drones, and maybe get them to ambush dangerous parties inside the dungeon later
>>
>>5229503
well, at least it wasn't a multi-post affair, and the actual luring post still can be short
>>
We can create fake gold coins within the confines of the dungeon for free right? We should make a breadcrumb trail in the jungle to the branding room to try and get two triggers on the trap. Visible gold pieces might help lure people in too.
>>
>>5229503
You monster...
Happens to us all

>>5229506
I didn't even think about that, there goes one loophole.
I was thinking that if someone finds the contract mark on someone, then the marked person could gives vague hints like "Man the Orphanage is really broken down, huh?" which has nothing to do with the dungeon but narrows it's location enough to be found easily. There are only so many degrees of separation the word "indirectly" can cover before someone can somehow lead another person on the right track.
I'm sure there is more we could think of.
>>
>>5229512
this is a good idea, I like it, though it does remove some mystery as to which is the "right way to the core"
>>
I just realised, aren't the terms of a contract marked into the Contract Mark? Then literally all on has to do is find it, and the first thing they will see is "You cannot reveal the dungeon's location" which gives them everything they need to start searching.

>>5229512
Very good idea. just make the trails go everywhere to obfuscate the right path and it could be great bait.
>>
>>5229525
"Follow the term disclosed on the piece of paper you willingly agreed to sign without divulgating the contents"
>>
>>5229512
Thirding the fake gold idea
>>
>>5229533
That could work... or it could not.
It says here >>5222396 that:
>All of the terms, clauses, procedures, and protocols, can be found in the contents of the contract and should be carefully scrutinized.
>The contents of the contract can be either directly inscribed into the circle or written down on a piece of parchment, like a physical contract, and then later pressed onto the skin where the [Contract Mark] is placed.
The above seems to imply that the contract containing all of the terms has to be on the skin of the recipient at the end of the day. It might mean a loophole like that is not possible.
Though there is nothing explicitly saying it isn't possible so I guess that's one option.
>>
>>5229549
at the end of the day, it's just a simple matter.
Do we want to keep gobbling everything coming nearby or try to get less lethal? I'll go for less lethal, because i'm scared of getting crusade'd.
>>
>>5229553
That's fair.
Personally, I think we are gonna get crusaded either way since we are essentially a gold mine on steroids.
With that in mind, being discreet is best, which means no loose ends.
>>
Ok lets try and draft up a new more solid contract that can adress some of the concerns we ran into and be more wildly applicable. I still feel we shouls be picky with who we do this too as i agree to many is suspicious and a bunch of homeless jobbers would suck and a bunch of homless jobbers coming home rich would be sus.

Non slave version

>1 - the subject of the contract will be payed (varible decide on person) gold in return for each person they bring to the location of the contract holder that can be easily defeated by the contract holder or specifically requested by the contract holder.
>2 - the subject of the contract cannot reveal the location and existence of the contract holder in any way, directly or indirectly except for the purposes of rule 1
>3 the subject of the contract must hide the any brand they have recived willinging or unwillingly and cannot reveal or allude to any brand they have received directly or indirectly.
>4 - the subject of the contract must hide their nature as a agent of the contract holder unless ordered otherwise by the contract holder
>5 - the subject of the contract is prohibited from intentionally harming the contract holder, directly
>6 - the subject of the contract is prohibited from intentionally harming themselves directly or indirectly, except to the benefit of the contract holder
>7 - the subject of the contract must always directly tell the truth to the contract holder, unless ordered otherwise by the contract holder.
>8 - In case of the contract holders death, the subject of the contract is freed from all responsibilities unless the contract is inherited by a specified party.
> 9 - Possession of the contract does not make one the contract holder, they must either be the original, or have inherited it.
> 10 - contract terms may be changed with the consent of both parties after it is signed.
> 11 - the subject of the contract cannot remove, attempt to remove, ask others to remove, any brand they have recived willingly or unwillingly without the consent of the contract holder

Slave version is just add
> - 12 the subject of the contract must obey all commands by the contract holder.
And change 10 to > - the contract terms may be changed at any time by the contract holder.

For people who we farm for gold we can remove 5 so they remain hostile and change one to be
> 1 - the subject of the contract will be payed (varible decide on person) gold in return for attempting to approach within 5 feet of the contract holder and failing to do so.

I assume the contract holder is the core

This should be more tight with no references to the dungeon so really it could be any soul sucking monster that wishes to eat people for power.

Any suggested changes are welcome.

Also we may want to ask grez she will will take a 25gp raise for updating the contract.
>>
>>5229561
So, this is a good template for me. It covers the job of Reel (lure prey in, contract + Sadist brand), and the job of Fertilizer (prey wich disparition will raise question, so stealthier to get them coming back and back again).
What about creating a kind of contract for scholars?
They should aim to stockpile magic items (using scholar brand) and get payed more so they go back and buy more magical items.
>>
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Spending the late hours of the day on the search for her next victim, Grez found herself in an open-air tavern named the Hunters' Refuge.
A simple place with a handful of firepits dotted across the area and a large, circular bar.
The majority of its patrons were congregated around the bar, where hard liquors flowed more plentiful than ale.
Rather than use cups, they simply asked the barman to top of their flasks – they all seemed to carry those.
Seasoned adventurers, one and all. They had a hard look to their faces and conversed with intent.

A few had formed small groups at their own tables, private gatherings that had various animal companions lurking near them – hoping for scraps.
Finally, you had to have the lone wolves. Sitting by themselves, staring daggers at anyone hoping to make conversation.
These people would never end up in a long-term campaign, they were simply not built for it.

Like the lone wolves, yet different in other ways, was a tall, muscular half-orc.
She sat by herself at a table near a firepit, but not that near.
Like she was enjoying its flame, but being apologetic about it. The very edges of warmth.
Unlike the rest of the patrons she was sipping ale out of a large flagon.
The half-orc sat hunched forward, shoulders bent inward in an attempt to make herself seem smaller.

This was the first other half-orc Grez had seen in many weeks and she could tell that either the city or something else had taken a toll on the poor woman.
This was going to be easy.

No longer a rags wearing orphan, but now a fully kitted out individual with the backing of a powerful entity, she confidently sauntered her way to the bar and shouldered past the patrons, ordering herself a stiff drink.
The barman delivered her the drink with all the patience of a man who knows bravado when he sees it.

Grez took her drink and sat down at the same table as the tall half-orc.
The other woman didn’t notice her until Grez scooted in close and sat directly opposite.
Only then did the half-giant managed to pull her attention away from the bottom of her mug, she had been simply staring into the flagon.

The woman looked up, made brief eye contact, and looked back into her flagon.

“Greetings,” said Grez, flashing a friendly smile that went unobserved, “It’s nice seeing another half-orc around.”

The woman nodded at her flagon and used both hands to raise it to to her lips, where it remained.
Like a shield jutted out in defence, the warrior behind it peering over its edge. She took a sip.

“My name’s Grez,” continued Grez jovially, “Are you from around?”

Mug held before her, the half-giant slowly shook her head, gaze not leaving the content of the flagon.

Grez’s eye twitched, her brand sizzled, this was sheer disrespect and she would not stand for it.
“Look at me!” she roared, slamming a hand on the table.
Some of the patrons near the bar looked over momentarily, but quickly lost interest.
>>
>>5229571

The half-giant began to shiver, but her eyes were on Grez now, “Zarkha,” said the woman.

“Zarkha? What the hell is that?” barked Grez.

“Me,” said the woman carefully, “I’m Zarkha.”
She took a sip from her flagon but was careful not to let her eyes fall from Grez.

“Zarkha,” said Grez, testing the name, “That’s a good name.”
”You’ve got some impressive muscle there, Zarkha, I bet you’re strong.” added Grez.

Zarkha’s face flushed a deep crimson, hid half her face behind her flagon, and shrugged.
The words came from behind a fortified position, “N-not anymore.”

Chuckling incredulously, Grez gestured at the woman’s arms, “What do you mean, not anymore? Look at those biceps!”
Zarkha’s body was certainly impressive. The tank top she was wearing highlighted the muscle even more.
Grez had no doubt a set of washboard abs was hidden underneath them.
”You can’t tell me you have a body like that and don’t slay dragons and have adventures!” she added.

Zarkha lowered her flagon and clearly struggled to retain eye contact with Grez, “I d-don’t do adventuring anymore,” she said, “I’m r-retired. I work in the q-quarry outside the city now. I’m just here to deliver s-stuff.”

Grez eyed her critically, “S-stuff?” she echoed mockingly.

The half-giant nodded slowly and took a long sip from her flagon, “I’m no good in battle a-anymore.”

Grez eyed the woman up and down, an event that didn’t go unnoticed – Zarkha covered herself with her large hands like she was an exposed maiden, “Don’t stare,” the half-giant murmured, eyes downcast.

The woman was a sheep. A large, burly, crush-your-head-with-a-hand sheep.
>>
>>5229566
Im not sure we want to do the scolar one. The brand will make them hoard the items without giving it up. Although we could do somthing with the library trap if it actually gives us somthing for compleation.
>>
>>5229572

Suddenly, Grez realized she had been going about this all wrong.
”There’s a treasure somewhere in the lower district and you’re gonna help me find it,” she stated flatly.

Eyes widening, Zarkha apologised profusely, “I’m sorry. I c-can’t. I can barely hold my axe without shaking!”

“I wasn’t asking,” said Grez, standing up and staring at Zarkha with disdain, “Get up. We’re going now.”
When no movement was forthcoming, she struck the massive orc hard across the cheek, “GET. UP.”

There was a faint sound of something sizzling, the origin unknown.

Zarkha got up, one hand pressed against the cheek that had been struck.
Her knees were shaking and eyes downcast. The half-giant nodded and went to stand beside the table.
Upright, she towered over Grez. She had to be at least seven foot tall.

Grez walked around the tall figure and kicked her behind the knee, causing the powerful legs to buckle.
Zarkha fell to her knees. Grez leaned in towards the other half-orc’s ear and whispered, “You’re gonna follow me, you understand?”

Eyes rimmed with tears and lower lip trembling, Zarkha nodded.

Grez lightly slapped the half-giant twice on the neck, “Now there’s a good girl.”

Together they walked off, leaving the Hunters’ Refuge behind them.
The patrons stared in disbelief, one person coughed lightly and excused himself.

------------------------------

Rest of the update and the combat portion will follow later today, I have to run some errands.
>>
>>5229572
Lol i like this new grez shes a hardass
>>
We should probably make a contract for combat helping the dungeon esp as we can revive anyone who falls so its not a real threat to them.

Can add in

>1 - the subject of the contract will be payed (varible decide on person) gold in return for defending the contract holder from hostiles

>2 - the subject of the contract will be paid (variable amount to be determined) for personally felling a hostile per hostile.

This way grez can get in some training.
I say when she returns with this schmuk we offwe this upgrade with the other contract changes

I suggest 50 for each so she is incentivised to fight for us and kill for us and bring in people she thinks she could probably beat for the extra cash. Plus we can have some drama when she fights ben and it will be glorious.
>>
>>5229576
pfahhhaha.

wow. well lets see if Grez can get her into the dungeon so the Goblins can do the rest.

as a person with a heart i bleed a little doing this to someone like that. The asshole in me just sees something new to torment.
>>
>>5229587
Liking the contract.
>>5229575
They hoard item. They HAVE to come back because of contract. We defeat them. We get the item and hoard them. They get compensational gold. Rinse and repeat.
>>
Can't say it's not effective, but with her current attitude Grez will draw much more attention to herself. At this rate the rumor will spread quickly about a very aggressive Orc going about recruiting people whom are never seen again afterwards.

As for contracting people, I disagree with the notion of contracting people left, right and center just because we can. We got extremely lucky with Grez. Mangling her leg and ruining her chances of paying back her debt, getting thrown in to the Dungeon by Ben (due to our failed scout roll) so we could propose a deal to remove her Contract Mark (while also completely cutting the last ties she had to anyone above ground), and finally her having to choose between dying or making a deal. It was a perfect blend of failures and successes that brought about the desperate circumstances neccessary for this. And because we're the only one she has left we have her conditional loyalty for now, which will hopefully turn to a neccessary existence in her life to satisfy her future sadistic urges.

Zarkha is not in the same position as Grez, she's working the quarry and has a steady income. She is not desperate like Grez was, she has no loan sharks breathing down her neck, no old friend-turned-arch-enemy hunting her down and no rotting leg threatening to kill her and she doesn't even want to fight even if she's buff as shit. She's better off as resources rather than another Contract Target, honestly.

Lose Lips sink Ships, we should be careful about who we trust enough to let walk out of the Dungeon, especially since we'll be forfeiting resources by letting people go.
>>
>>5229576
Wow, I almost feel bad.

>one person coughed lightly and excused himself.
Me too, random patron. Me too.
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>>5229635
Zarkha is integrated in society. Her disapearing will lead to questions.
Her coming back with pockets full of gold might legitimate Grez as someone having some real leads to hidden treasures of the city.
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>>5229666
Her coming back with pockets full of gold is also going to raise questions. Different ones, but the answers lead back to the dungeon all the same.
Except there will be someone other then Grez to question, someone who has no reason to keep their lips shut.
I mean, shit, even if we agreed that the whole "pay people to get their shit kicked in and get branded" scheme is a good idea, Zarkha is really not ideal. She is a nervous wreck who probably couldn't care less about training, and has no real need for money. Especially if it means facing what is likely some sort of trauma around fighting.
If the contract does not state that she needs to come back, she never will. And in exchange we have a loose end dangling about in the city.
>>
>>5229666
A quarry worker going missing will not begin an inquiry in to their disapperance. Remember, we're in the slums and no on here is important enough to warrant a search (Rollen being the only current exception). No one came to look for Fenton or Viktor, both were in similar positions to Zarkha. Their ship most likely set sail without giving them a second thought. Similarly no one would spare more than that about Zarkha. "Oh, she's no longer coming to work. What a shame. Welp, these rocks aren't going to cut themselves." I'd rather have the resources we get from turning her in to paste than have to worry about another pair of lips that we have no control over and who's loyalty is questionable at the absolute best of times.
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>>5229673
I think she behaves like this because of a Brand. Removing said Brand could turn her into asset
>>
>>5229681
Hmm a submissive brand could be useful.

>>5229576
You know op dispite it taking awhile i do love the sidestories with grez and you do a good job of not making it monotonous and very enjoyable giving us vignettes into the city


>>5229666
I think her coming back with treasure is more dangerous. We can change grez's appearance to basically anything ans as long as we stick to undersierables we will probably start rumors of somthing dissapearing people but we should be safe for a long time

Short term we should be working on immidiate power boosts so we can kill ben and close up loose ends. Then afterwords we can work on long term planning and use grez to recruit people to work for us.

When we are in long term mode it is probably better to not be lethal but our best targets to not raise suspicion is adventurers. They get handfuls of money randomly from unkown sources all the time and so long as we require them to have the contract before knowing about the dungeon (grez can probably apply it) we can safely raise our numbers. Probably targeting down on their luck adventurers and just try to keep the secret running as long as we can, and as our power and influence grows we can reasses our new options.

Basically lets try to make a well paid contract army that we can train.
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>>5229688
And that's why I think the half giant can be usefull. Granted, pocket full of treasure might not be the way to go, but let's see the giantess stats before just 'nomming her
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>>5229688
Not the worst long term plan. Nothing we should be doing now, but eventually we could carefully try to recruit people to do our bidding.
Though I will say:
>grez can probably apply it
I HIGHLY doubt it.
>>
>>5229576
Personally I feel like Grez is attracting too much attention - IE,
> 'The patrons stared in disbelief, one person coughed lightly and excused himself.'

Someone is tracking Grez.
I think Zharka is a bad mark. The group voted for it and the play is already in motion, Im just adding another voice that I think this is a Bad Call and is going to end up bringing more heat on the Dungeon than we want. Too stable of a job, probably a good worker with a bad past that is going to have their boss/friends/coworkers asking questions.

Grez should have stuck to the slums instead of this more reputable establishment. Oh well, cant change it now.

We need to get Grez to agree to the appearance change ASAP. She is likely to not agree to it until the trackers story arc resolves.
At best, he follows Grez into the Dungeon and we can kill him off.
At worst, Grez is captured and interrogated and spills all details.
Middle ground result is he disappears and reports back to whatever superiors sent him that Grez has been found alive and send a bigger team to result in one of those two outcomes.
>>
>>5229707
Well the group that put on grez's inital brand was able to do so with the contract refering to the group rather then the person applying it so we probably can have proxies do it i hope.

The issue is we need them to agree ro the deal and be stuck with it before they know they are working with a dungeon. Becuase if they know we are a dungeon first then we get stuck with the join or die scenario because we dont want anyone spreading around there is a dungeon. Loose lips sinks ships after all.
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>>5229712
Shit your right we need to convince grez to change her appearance.
>>
>>5229713
No, I just mean that Grez is not a wizard of any kind, so they cannot apply a magical brand. At least, I highly doubt it.
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>>5229732
Oh, good point
>>5229576
Qm how does branding work exactly, can we have grez do it by proxy or would she need to know magic to do it?
>>
A pleasant twenty minute stroll later, during which Grez barked commands and Zarkha nervously played with her hair, they arrived at the threshold of the dungeon.
The sticky smells of the [Jungle Room] wafting in their direction.

Grez lazily gestured at the dungeon before her, sweeping her hand in a half-circle like the world’s worst cart salesperson.
“Here we are,” said Grez, firmly rooted in the belief of perfect control, “Treasure ahead. Let’s go.”

The tall half-orc cowered in front of the entrance, “This is a d-dungeon, isn’t it? I’ve seen them before.”

-----------

“Finally!” roared the Sadist, “Some respect. It is about time people cower appropriately.”

“Hmm, she must’ve left her spine at home,” remarked the Scholar with a slight chuckle.

-----------

Grez clapped slowly, “Yeeeey. Well done. It is a dungeon. A treasure dungeon. It gives you free gold pieces if you get to the end.”

“W-what?” replied Zarkha, turning towards Grez, “But t-that makes no se---”

The sound of the slap echoed though the cavern.
Zarkha yelped, fell to her knees, and clutched her cheek with both hands.

Grez squatted down next to her, “It’s a treasure dungeon.”

Zarkha nodded fiercely.

“Say it,” said Grez.

“It’s a treasure d-dungeon,” echoed Zarkha.

Grez was enjoying this far more than she would ever admit.
The [Brand of Cruel Intent] pulsed contently.

“Maybe you’ll survive and you can buy yourself something nice,” said Grez, patting Zarkha on the shoulder, “You saving up for something?”

Zarkha nodded, “I a-am,” she said, still holding her cheek, but too terrified to let the question go unanswered, “But it’s very expensive.”

“Ooooh~~~” replied Grez, “Maybe a pretty dress for the goliath?”
”Pfft. At your size? Just buy a fucking blanket,” she added, standing up, “Get up. We’re conquering this bitch.”

The half-giant made no further movement, frozen to the cavern floor, “I d-don’t even have my weapo – Argh!” she said, forced to cry out in pain.
Grez pulled at Zarkha’s hair until she was forced to stand and was then pushed into the dungeon.

[One hostile creature has entered the dungeon.]
[Dungeon ally “Grez Wildflower“ has entered the dungeon.]
>>
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Name: Zarkha
Type: Humanoid (Half-orc)
Level: 5
Health: 6
Strength: +8
Dexterity: +1
Constitution: +4
Wisdom: +1
Intelligence: -1
Charisma: -3

Giant’s Fall Skill
You’ve personally destroyed the core of a two-level dungeon.
You gain a permanent +1 to your health.

Great Weapon Master (Axe) Skill
Your skill with the axe is without question.
You deal 2 points of damage instead of 1 when using an axe.

Frenzy Skill
All saving throws to combat melee attacks are made with advantage when made below half health.

Brand of the Meek Curse Mark (Brand)
The world is so domineering and it’s honestly terrifying.
You are easy to push around, quick to scare, and docile.

Regardless of what it was before, the target’s charisma modifier becomes a -3.
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>>5229770
Anxiety spiked. Danger all around.
Zarkha once again found herself in place like the one that had cursed her with a career-ending brand, a dungeon.
Tears flowed freely. “P-please, Grez,” she sobbed, “Let’s leave!”
Unfortunately, it was too late. Snakes slithered. Bugs skittered. The bushes rustled.

“We’re not leaving until I say we are!” roared Grez, holding her arms.

---------------

Need DC 8 Constitution saving throws for Zarkha (+4)

Please include the following message:
Rolling for Zarkha against [Jungle Room]
>>
Rolled 6 + 4 (1d20 + 4)

>>5229773
Rolling for Zarkha against [Jungle Room]
>>
>>5229773
And forgot the image as always.
>>
>>5229770
Jesus Christ.
Thank GOD she does not have an axe on her.

>You’ve personally destroyed the core of a two-level dungeon.
T-That dungeon was a scrub, I'm sure.

Using Charm on her with Chadaklin is going to be fun.
>>
>>5229770
damn. The Girl is tough.

We will need to curse her to reliably get damage through.

And she destroyed a Two level Dungeon.... If she manages to get to Chadaklin this is actually gonna be interesting.
>>
I kinda wana contract brand her as a slave and have grez as co owner so we can give her a sub.
>>
>Zarkha: Level 5
Jesus Christ she is actually worth 15DP if we kill her. That's insane. Instant Level 2 Spawn Room with Tier 2 Minions.
>>
>>5229775
Rolled 6 + 4 (1d20 + 4) against DC 8 Zarkha saves

------------

Bugs raced their way up Zarkha’s legs, she shrieked and began smacking them away.
A few found open skin, but none of the venom seemed to affect her all that much.

------------

Info
>Attack Zarkha (-1)
>Attack TARGET (-1 target's modifier to the saving throw)
End of info

Goblin Savant - DC14 (12+2) Intelligence

3 Essence remaining
>Attack Zarkha (-1)
>Cast a spell: Arcane Explosion (Cost 3 Essence)
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
>Do nothing

Goblin Raid Leader - DC 14 (12+2) Strength
>Attack Zarkha (+8)
>Do nothing

Goblin Blight Bringer - DC 14 (12+2) Strength
>Attack Zarkha (+8)
>Do nothing

Bugbear - DC 16 (14+2) Wisdom (First attack only)
>Attack Zarkha (+1)
>Do nothing
>>
>>5229794
>Goblin Savant
>cast slow

>Goblin raid leader
>do nothing

>goblin blight bringer
>attack Zarkha

>bugbear
>attack zarkha


I think we keep raid leader back so he dosnt die early accidentally
>>
>>5229794

Goblin Savant
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)

Goblin Raid Leader - DC 14 (12+2) Strength
>Do nothing
for now the buff is to useful

Goblin Blight Bringer - DC 14 (12+2) Strength
>Attack Zarkha (+8)

Bugbear - DC 16 (14+2) Wisdom (First attack only)
>Attack Zarkha (+1)
>>
>>5229794
Goblin Savant
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
Goblin Raid Leader
>Do nothing
Goblin Blight Bringer
>Attack Zarkha (+8)
Bugbear
>Attack Zarkha (+1)

QM, the Raid Leader is supposed to have a DC of 10, no? 12 with the bonus.
>>
>>5229794
Goblin Savant - DC14 (12+2) Intelligence
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
Goblin Raid Leader - DC 14 (12+2) Strength
>Do nothing
Goblin Blight Bringer - DC 14 (12+2) Strength
>Attack Zarkha (+8)
Bugbear - DC 16 (14+2) Wisdom (First attack only)
>Attack Zarkha (+1)

We want to keep raid leader alive so he can buff the Savant and whoever else survives this first round of combat.

Anyways, what is the point of the:
Info
>Attack Zarkha (-1)
>Attack TARGET (-1 target's modifier to the saving throw)
End of info

That keeps popping up in combat? It doesn't make any sense, and we already know how to vote or else we wouldn't have voted before. Very weird.
>>
>>5229794
>Goblin Savant
>Cast a spell: Slow

>Goblin Raid Leader
>Do nothing

>goblin blight bringer
>attack Zarkha

>bugbear
>attack Zarkha
>>
>>5229806
Just in case new people check out the thread.

Conclusion

Goblin Savant
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)

Goblin Raid Leader - DC 12 (10+2) Strength
>Do nothing

Goblin Blight Bringer - DC 14 (12+2) Strength
>Attack Zarkha (+8)

Bugbear - DC 16 (14+2) Wisdom (First attack only)
>Attack Zarkha (+1)

>>5229804
You are correct. Seems like I got overzealous in my copy/pasting

--------------

Need DC 14 Wisdom saving throw for Zarkha (+1) - Goblin Savant (Slow)
Need DC 14 Strength saving throw for Zarkha (+8) - Goblin Blight Bringer
Need DC 16 Wisdom saving throw for Zarkha (+1) - Bugbear

Please include the following message:
Rolling for Zarkha against MONSTER_NAME

One roll per reply
>>
Rolled 20 + 1 (1d20 + 1)

>>5229854
>Rolling for Zarkha against Goblin Savant
>>
Rolled 5 + 8 (1d20 + 8)

>>5229854
Rolling for Zarkha against Goblin Blight Bringer
>>
Rolled 6 (1d20)

>>5229854
Rolling for Zarkha against bugbear

>>5229855
Fucking christ girl
>>
>>5229855
>>5229856
Wow, the slow got resisted but the fucking Blight Bringer managed to *barely* hit her? Damn.
Isn't this the first time the Blight Bringer ever hit someone? About fucking time.
>>
>>5229854
>Just in case new people check out the thread.
I think it causes more confusion than anything, /qst/ people already know how to vote. It doesn't even include an explanation or anything, it's just random attack prompts.
>>
>>5229862
yes, the first time it hits anything and it's someone who has +8 against them lol
>>
>>5229862
At least the other goblins managed to step up after Savant's failure
>>
>>5229869
at least he is still alive and can try again next round... maybe she will take some poison damage. It is only a 15% chance that she does. But damage without chance of retaliation is very useful.
>>
>>5229854

The [Goblin Savant] was the first to act, casting a mighty spell at the tall half-orc.
Blue lines of magic soared through the air and tried to take hold of Zarkha, she felt her sensations slow.
With a grunt of effort she broke through the spell through sheer force of will. It lasted but a moment.

But that moment was all it took. A set of razor sharp teeth clamped down on Zarkha’s arm.
The [Goblin Blight Bringer] snarled and tore, the poison from its fangs seeping into the wound.

[Hostile creature 'Zarkha' takes one (1) point of damage from [Goblin Blight Bringer].]

Zarkha gripped the creature by the neck and send it flying, stumbling slightly after the throw.
The [Goblin Bright Bringer] landed hard onto the floor, but sprung up like nothing had happened.
She looked down at her hand and saw several version of it hovering over one another, her vision was blurring.
A slow action poison had made its way into her veins.

[Hostile creature 'Zarkha' is affected by a slow acting poison.]
[Hostile creature 'Zarkha' will start to feel the effects from the poison in the next room.]

As she stared at her hand, the [Bugbear] burst from the bushes and brought its weapon down on her shoulders.
The impact send Zarkha buckling at the knees and gasping for air.

[Hostile creature ‘Zarkha' takes two (2) point of damage from [Bugbear].]
[Hostile creature ‘Zarkha' has three (3) health remaining.]

She tried to backhand the [Bugbear] with a closed fist but failed to do so, losing her balance in the process and going to a knee, “I don’t even w-want to be here…” she whimpered.

----------------

Pick actions for the following goblins

Goblin Savant - DC14 (12+2) Intelligence
2 Essence remaining
>Attack Zarkha (-1)
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
>Do nothing

Goblin Raid Leader - DC 12 (10+2) Strength
>Attack Zarkha (+8)
>Do nothing

I’m assuming you simply want the [Goblin Blight Bringer] and the [Bugbear] to attack again.

Need DC 14 Strength saving throw for Zarkha (+8) - Goblin Blight Bringer
Need DC 14 Strength saving throw for Zarkha (+8) - Bugbear

Please include the following message:
Rolling for Zarkha against MONSTER_NAME

One roll per reply
>>
Rolled 8 + 8 (1d20 + 8)

>>5229890

Goblin Savant - DC14 (12+2) Intelligence
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)

Rolling for Zarkha against Goblin Blight Bringer
>>
Rolled 18 (1d20)

>>5229890
Goblin Savant
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
Goblin Raid Leader
>Do nothing

Rolling for Zarkha against Bugbear
>>
>>5229890
Goblin Raid Leader - DC 12 (10+2) Strength
>Do nothing
>>
>>5229890
Goblin Savant - DC14 (12+2) Intelligence
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
Goblin Raid Leader - DC 12 (10+2) Strength
>Do nothing
>>
>>5229890
Shouldn't we get a chance to roll for the slow? In case it succeeds, we should get the chance to roll again for the disadvantage it grants this turn
>>
>>5229890
In hindsight it wasn't a good idea to do the rolls for the [Bugbear] and [Goblin Blight Bringer] before deciding on the Savant's action.
He could've cast his spell at the start of the turn and maybe given Zarkha disadvantage. Hmm. Something to keep in mind.

Should the slow hit then these:
>>5229894
>>5229893

Can be rolled again.

----------

Need DC 14 Wisdom saving throw for Zarkha (+1) - Goblin Savant (Slow)

Please include the following message:
Rolling for Zarkha against Goblin Savant (Slow)

One roll per reply
>>
Rolled 16 (1d20)

>>5229902
Rolling for Zarkha against Goblin Savant (Slow)
>>
>>5229901
Yeah, I noticed the same thing.
>>
>>5229902
the dice gods decided that in fact no the Slow did not succeed >>5229903
but yeah something to keep in mind for the future....

just goes to show that Zarkha is absolutely no pushover
>>
For what it's worth, the room already dealt 3 damage and poisoned her. And she still has to deal with the Savant, who has a real change of injuring her further. Pretty good so far.
She should go down to Chadaklin at the latest.
>>
>>5229916
Hopefully we get to see that puzzle room in action with her
>>
Meek though she may be, she did wish for survival. The brand did not prevent self-defence.
Scared out of her wits, Zarkha stood tall – knees trembling.
The [Goblin Blight Bringer] ran at her like it was some kind of wild animal, tongue dangling between exposed teeth.
It pounced, jumping towards her and she raised her fist in an effort to meet him.
Zarkha’s fist collided with the creature’s skull and what followed was a sickening crunch.
The goblin slammed into the ground and bounced once or twice before coming to a halt and dissipating into sparks and glitter.

One more time a spell was cast, but it once again failed to take hold, much to the frustration of the [Goblin Savant].

The [Bugbear] swallowed. Sneak attacks were no longer an option so it came down to a battle of pure strength.
With a roar, the [Bugbear] brought down his Morningstar and Zarkha barely managed to avoid it.
She planted a solid hit into the creature’s kidney, the [Bugbear] stumbled – clutching its side.
Zarkha muttered a sorry, but it was lost on the creature.

[Monster Bugbear' takes one (1) point of damage from [Zarkha].]

--------------

Pick actions for the following goblins

Goblin Savant - DC14 (12+2) Intelligence
1 Essence remaining
>Attack Zarkha (-1)
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
>Do nothing

Goblin Raid Leader - DC 12 (10+2) Strength
>Attack Zarkha (+8)
>Do nothing
>>
>>5229916
Speaking of Chadaklin, do we even have a boss theme for him yet? Every boss needs a boss theme. Here's a contribution of mine when the first invader makes it to his chambers
https://youtu.be/s_AndBgBDwE
>>
>>5229921
Goblin Savant
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
One last time. If it lands, the Savant might just kill her since I don't think they fight in melee, which prevents Frenzy.
Goblin Raid Leader
>Do nothing
>>
>>5229921
Goblin Savant - DC14 (12+2) Intelligence
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)

Goblin Raid Leader - DC 12 (10+2) Strength
>Do nothing
>>
>>5229921
Goblin Savant - DC14 (12+2) Intelligence
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
Goblin Raid Leader - DC 12 (10+2) Strength
>Do nothing
>>
I want to say that slow dc only 12 is too little, because we are not lucky, can DC+2 in the second time?
>>
>>5229931
maybe with the better versions of savants we can get better versions / better spells, but this guy *is* just a goblin
>>
>>5229921
>Goblin Savant - DC14 (12+2) Intelligence
>Cast a spell: Slow - DC 14 (12+2) (Target: Zarkha) (Cost 1 Essence)
>Goblin Raid Leader - DC 12 (10+2) Strength
>Do nothing

Once we defeat Zarkha we should first study her brand before anything else so when we convince Grez to let us change her appearance we can instead replace the brand of sadism with the brand of meekness and renegotiate the contract to be far more favorable to us before replacing the brand of meekness with the brand of icarus
>>
Need DC 14 Wisdom saving throw for Zarkha (+1) - Goblin Savant (Slow)

Please include the following message:
Rolling for Zarkha against Goblin Savant (Slow)

One roll per reply
>>
Rolled 3 + 1 (1d20 + 1)

>>5229940
Rolling for Zarkha against Goblin Savant (Slow)
>>
Rolled 9 + 1 (1d20 + 1)

>>5229940
Rolling for Zarkha against Goblin Savant (Slow)
>>
>>5229942
Well play.
>>
Zarkha is currently afflicted by Slow

Slow (Cost: 1 Essence)
Cursus an invader with disadvantage on all saving throws within the current room if they fail a DC12 Wisdom saving throw.

Need DC 14 Strength saving throw for Zarkha (+8) - Bugbear
This roll is made with disadvantage because of the "Slow" spell (2d20+8, take lowest)

Please include the following message:
Rolling for Zarkha against MONSTER_NAME

One roll per reply
>>
Rolled 8, 9 + 8 = 25 (2d20 + 8)

>>5229950
>Rolling for Zarkha against Bugbear
>>
Considering that the Savant has no more essence, I assume he will be attacking while the Raid Leader does nothing to provide the buff.

Need DC 14 Intelligence saving throw for Zarkha (-1) - Goblin Savant

Please include the following message:
Rolling for Zarkha against Goblin Savant

One roll per reply
>>
Rolled 17, 2 + 1 = 20 (2d20 + 1)

>>5229955
Rolling for Zarkha against Goblin Savant
>>
>>5229956
>one roll per reply
>-1
>>
Rolled 15, 12 - 1 = 26 (2d20 - 1)

>>5229955
Should we just roll again, since we are just gonna attack until the Savant dies?

Rolling for Zarkha against Goblin Savant
>>
>>5229961
No, because the Savant is probably about to die right now
>>
>>5229961
I mean might as well.

>>5229956 -- Zarkha Fails
-1 health for Zarkha. 2 health left.

>>5229956
-1 health for Zarkha. 1 health left.

>>5229966
She gets "Frenzy" but that only works on melee attacks.
So it doesn't cancel out in this instance and she would've rolled a 12. which is a fail.

Need one more Savant roll.
>>5229955
>>
>>5229971
I figured since you said one roll per reply, the second rolls on each of our posts wouldn't have counted
>>
>>5229974
Ah, I'll update it in the template for clarity.

I consider "Need DC 14 Intelligence saving throw for Zarkha (-1) - Goblin Savant" one roll.
Even if that roll ends up being 5d20 or something.
>>
Rolled 7, 11 + 1 = 19 (2d20 + 1)

>>5229971
Rolling For zarkha against goblin savant
>>
>>5229983
Goblin Savant > level 5 Min Maxer ez
>>
>>5229983
Woops, confused + and -.
Oh well.
>>
>>5229983
Poor Zarkha got nearly soloed by the Savant.
RIP

Gotta say, slow is CRAZY good. Against one strong opponent like this it is very useful.
>>
Ok; time to push my agenda.
She already as Mark of the meek.
Can we please make her sign a contract of "Fertilizer" type for getting her sweet, sweet DP?
>>
>>5229987
How about we get her DP by consuming her?
>>
>>5229986
yeah especially if we can exploit their weakness with something.

this would have still been nearly impossible if we only had Strength Attackers left.

>>5229987
i actually want to remove the Mark to learn it and maybe try some other random marks out on her.
>>
>>5229987
Wait, we can't analyze her brand and then absorb her? There should be no need for a contract to observe her mark before digesting her.
>>
>>5229990
if we consume her at least get the mark first. Then we can have some use for her and no need to research that random brand.
>>
>>5229987
How about this:
We remove her Mark so we can recreate it ourselves, then kill her for point?
I still maintain that we should avoid loose ends.

>>5229992
Very true. The Blight Bringer got a nearly miraculous hit in, and the Bugbear hit with the initial WIS check, but after that the entire room got bodied. The Savant being ranged and INT check saved this encounter.
>>
>>5229987
She's worth 6 Monster Points if we eat her, we get fucking 15 Dungeon Points for besting her. We'll have a Tier 2 Spawn Room filled with T2 minions after this if we eat her.
>>
Rolled 17 (1d20)

>>5229939
Ehh i think we should probably not fuck with grez for awhile build trust and give her autonomy. She will serve us better if she likes us and thinks we are good for her.

>>5229987
I think we are better off eater her and after ben is dealt with using grez to recuit some dudes for that before they know we are a dungeon. Forcing people into contracts they dont want will build a lot of animosity. We should try to be as fair as we can.

Ok with this amount of dungeon points lets make grez a room this was an excellent haul.

>ask instict if we can make bedrooms.
>>
>>5229997
yeah after this we should expand downward and find out what we can have down there.....
>>
>>5230000
she can sleep with the Bugbears. no need for a Bedroom just yet. and she has her own room in an Inn.rv2km
>>
Honestly I kinda wanted her to reach Chadaklin just for the charm roll.
Imagine it.
15DC with -3 modifier, disadvantage because of monstrous and her mark. 3d20, worst dice picked, effective DC 18.
The fluff would have been beautiful.
>>
Ok, so I have to get up early tomorrow so I will post the entire descriptive beatdown following all the rolls that were made tomorrow.
In the meanwhile however, I'll share with you the spoils of this encounter and the vote for what to do with Zarkha

----------

[Total amount of Monster Points (MP) remaining: 6]
[Total amount of Dungeon Points (DP) remaining: 6]

----------

Invasion summary: Victory

All creatures and traps in the dungeon have been bested.

Amount of enemies beaten: 1
Amount of dungeon points (DP) gained: 15*
Amount of monster points (MP) gained: 5**

Hostile creature 'Zarkha' is currently held by the dungeon.

*Average level of enemy group times 3 (Rounded up)
**Amount of monster points gained equals the level total of all bested invaders

----------

[Total amount of Monster Points (MP) remaining: 11]
[Total amount of Dungeon Points (DP) remaining: 21]

----------

What to do with Zarkha?

>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]
>2 - Consume hostile creature 'Zarkha' and gain 6 [Dungeon Points]
>3 - Apply a “Brand” to 'Zarkha' and then release her
>4 - Apply a “Brand” to 'Zarkha' and keep her in captivity
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
>6 - Release hostile creature 'Zarkha' (Triggers [Sadism] trait)
>7 - Keep hostile creature 'Zarkha' in captivity
>8 - Other (Write-in)
>>
>>5230010
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)

sleep well QM and get some well deserved rest

>>5230000
Nice Quads
>>
>>5230010
>In the meanwhile however
???

Yeah, I'm sleeping.
>>
>>5230010
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
Sleep well QM
>>
>>5230008
Well, you win some and you lose some. I'm just waiting for the moment that Chadaklin and Ben come face to face, and then Ben getting his face beat in. I want that trophy.
>>
>>5230010
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
>>
Rolled 1 (1d20)

Hmmmm if we remove the brank of meekness which she was saving up for, could we talk to her and attempt to gaslight her into this being for her own good and grez just wanted to remove that terrible brand with her good dungeon friend.

Then convince her to help us out in thanks
>>
>>5230010
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
Just to clarify; we get to eat her right after we analyze the brand, right? I don't want to make unnecessary write ins or choose too many options.
>>
>>5230018
Nah 6 points is too good, and letting her live is another loose end
>>
File: Rock in Great mood.jpg (107 KB, 736x723)
107 KB
107 KB JPG
>>5230010
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]

Plan for tomorrow:
- Second Floor - 15DP
- Pick floor unit type
- Expand Spawn Room - 3DP
- Spawn room full of T2 minions (??? MP)
- Wait one day, build Boss Room on Floor 2 > Place one T2 minion in the Boss Room

We've just fucking escalated real hard here, an insane power spike. We basically have no reason to fear any of the current parties coming for us. We're hopefully in cruise control mode for a few precious invasions now, time to take advantage of it and continue to sprint ahead. I can't wait to see how the QM escalates the difficulty curve to deal with this power spike.
>>
>>5230010
>>5 - Analyse the [Brand of the Meek
>>
>>5230018
Sorry to shoot this down so soon, but we JUST beat the shit out of her in DungeonQM's own words. Even if we were a sweet talking demigod that convinces a rightfully upset Orc, timid or not, to join our side, I really don't want to micromanage 2-3 outsider minions at a time, sounds like a headache AND a quest killer. What we have with Grez was only achieved through our history with her and taking advantage of her at death's doorstep, and she still has some edges to iron out. For god's sake, Zharka hasn't even been properly whipped yet!
>>
>>5230023
If Zarkha is anything to go by, these parties can be really scary.
>>
QM could we get a sneak peek at the floor two monster types?
>>
File: Mommy!.png (575 KB, 667x639)
575 KB
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>>5229571
Dommy momy orc!!!
https://ode-on-a-grecian-butt.tumblr.com/post/662796512938655744/art-by-rayluaza now now now, you can't just post that without a source
>>
>>5230023
I don't think it's worth underestimating Ben. Last we saw him he was "well armoured" and talking to a man who clearly has good money. I imagine he will have procured a solid team, and gone to the gym for GAINZ himself.
He probably got the "intercept" skill he mentioned last time he invaded, which is definitely gonna be a pain.
And the party might not all be as strong as Zarkha, who seems like a hardened veteran, (though they might be for all we know) but they will probably be level 3 at lest, likely 4. A team of 4 (though there might be more) with a competent wizard would easily go through what we have now, even if they take losses. Though now that we have a second floor, it will probably give us a very good chance of winning, I predict.
I mean this is all speculation of course, but I would not say that we don't have to fear current parties coming for us.
>>
>>5230010
Can we vote for CONSOOOOOM and analyse the brand?
>>2 - Consume hostile creature 'Zarkha' and gain 6 [Dungeon Points]
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
And then we make a sweet sweet second floor!!!!¡¡¡¡
>>
A fiendish thought occurs to me. Perhaps it's time to look into acquiring some hostages. I feel a bit awful suggesting it but I bet our scout could kidnap a small child pretty easily. That could make extremely effective leverage to get an invading party to back down if they get to the core.
>>
>>5230048
Maybe when we dont have below average shite like goblins and a floor number that isn't below the number 5. An entire city can't know about us yet, lest we're rolfstomped by Sir Dicksalot and his band of merry fags. Zarkha nearly made it to the boss room,
>>
>>5230061
(Cont, curse my itchy finger)

and while it would've been funny to see, I don't think we should take it as a sign to start being reckless. We should not rely on Chadaklin to kill or reason with higher level invaders. Ideally, he should be used for cleaning up the rabble that didnt get swept up by the jungle or bludgeoned by bugbears. Plus, we have a Grez to get schmuck snacks, no need to alarm the general populace just yet.
>>
>>5230010
>3 - Apply a “Brand” to 'Zarkha' and then release her
Branding and beating her 1 more time would yield us a lot more DP than simply consuming her. For that the Brand of the Broken Man should be used.
>>
Personally I don't think anyone will miss a street urchin in the poor district.
>>
>>5230079
Like hell we're letting her go after all the trouble it took to get her here. She just needs 1 single person in her life to ask what's wrong when she returns to work a whimpering mess and the jig is up. The first thing this coward would do is tell someone she trusts. Analyze her brand, then devour her.
>>
>>5230010
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]

I just a had a devilish idea. What if, after we defeat him, apply the [Brand of the Meek] to Ben and let him go?
>>
>>5230010
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
>6 - Release hostile creature 'Zarkha' (Triggers [Sadism] trait)
>>
Rolled 16 (1d20)

>>5230279
And then give him to grez as a slave with the contracts 100% yes
>>
>>5230344
>then give him to grez as a slave
Nah. Just fucking him over and the forgetting about him would be so much more evil.
>>
>>5230010
> >5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)

Contract > Consume > Release

I kinda want to keep Zharka alive and attempt to convince her to work with/for the Dungeon. Perhaps appeal to Orcish show of Strength/Defeat to a Superior Opponent/Contract in return for removing her Submissive Brand. We talked about having Floor 2 be Orcish and a Brandless Zharka with an actual axe will be a Threat. In other words, Zharka is worth keeping instead of consuming for 6MP/DP imo.

Other anons are probably going to disagree and we are probably going to consume, but DAMN do I want to see what she is capable of at full strength working for us.

Something to keep in mind is that all of our enemies should be expected to be at this power level and in groups of 4+. Expect the easymode party of rats timeline to be over, Grez is hobknobing with actual threats and we need to expect such.

With Floor 2 being constructed we are hitting a power spike as well but we need more victories to fill Floor 2 with actual threat monsters. The entire game has hit a powerspike and we need to be planning accordingly.
>>
>>5230363
I would be in favor of de-branding and contracting Zarkha, if it weren't for the fact that she's already busted AT LEAST one other dungeon wide open. She's just way too dangerous.
>>
>>5230010
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
I'm all in favor of contracting Zarkha.
Make her sign a contract with the dungeon (confidentiality, not allowed to try and break us, give her rewards if she makes it to the core room) while she have the mark. Getting her to come back and back again would be insanely good. A single high-level opponent is the perfect DP farm.
>>
>>5229985
4chan is weird about that, unless you type +- it reads it as plus so you probably did press -
>>5230000
Yeah it was more long term, like when it becomes clear no one is willing to trust a female half orc anymore after too many disappearances
>>5230010
5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
>>
Voting closed
>5 - Analyse the [Brand of the Meek]. This also removes it. (Spending 1 MP)
>>
>>5230363
>>5230429
Yeah, I still don't think contracting Zarkha is the right play here. We have a Grez to get us food, and we have a gobbo scout to get us stuff to stroke the [Scholar]'s autism. I don't see what sort of long term benefit Zharka can provide for us. And we're not getting her to sign a contract, ESPECIALLY right after we beat the shit out of her, and we're analyzing and therefore removing the brand that makes her a spineless wench. The only reason we snagged Grez is because every bridge to the surface crumbled before her and dangerous enemies were looking for her, and even then she refused to work for us until she was at death's door, begging for our mercy. We have zero, arguably negative leverage against Zharka, and I bet my entire ass that she'll tell us to fuck off with the contract and then rolfstomp us in round 2 >>5230369
We need stronger monsters and more floors to devour MORE Zharka-tier enemies coming to the dungeon in a week or a day's time. They're only going to get stronger from here on out, best to snatch up that well earned 6 MP/DP rather than forcing a risky long term investment.
>>
>>5230632
I for one am all for having a nice muscular half-orc dinner after we get her brand
>>
Funnily enough the best approach to contract her would be to immediately put the meek mark back on her to keep her malleable and docile.

The question we need to ask is: Is a level five berserker orc worth the eight point cost. We'd need a meek brand and a slave/bodyguard contract brand, plus the points we don't get from consuming her. In exchange we get a powerful unit.

Obviously this is contingent on being able to coerce her into slavery, but the threat of death might work wonders. We might not even need to reapply the meek mark if she'd rather live a slave than die free.

QM? Can dungeon allies become bosses?
>>
Am >>5230429 workposting.
I get your point, but still disagree.
I don't feel she is so "risky". Her old adventuring band might come looking for us, mentor/student, whatever. Each time we consumed someone we payed for it narratively. Using the brand of Meek, we can get her to sign a contract about removing said brand (the reason she's saving up) to get some sweet recuring 15 DP.
Do you prefer 6 MP/DP once or 15 DP every few days? Our stealth is done for. Between Ben, people looking for Grez, Rollen's teacher, and the Paladin party we will be common knowledge fast.
>>
Rolled 2 (1d20)

>>5230662
I think its still possible to keep it under wrapps. Rollens teacher has nothing to go off of other then grez. If we kill ben and that party that loose end is tied up. Finally we convince grez to change apperance and we are all set.

>>5230660
I just think it isnt worth making these contracts under threat of death esp with people with friends/ family who would ask about why are you going to that creepy slum every day. Also best to hold off untill we close off any loose ends before opening new ones.

I still think our best bet for the get a group to come in daily and feed us is to make contracts with adventurers with grez as a fontman. They already are going off to fuck knows where every day so thats not sus. They will also appricate the practice and getting paid for it. Its a win/win and we can hopfully stop murdering execpt in self defense when we have a few.
>>
I wasn't thinking we let her go home at the end of the day. In my scenario our level five orc lives in the dungeon from now on.
>>
>>5230660
I don't think so as allies are an outsider. They would be first be integrated into the dungeon and that means to turn them into a magical being void of will. To quote SMT nocturne, demons are inmortal beings that cannot change and humans are mortal beings that can learn and the MC is a mix of both so what is he? :^)

So I think that allies can become bosses but that comes way later, after the dungeon can... transmute? a being into another. Of course it can alter mobs but those are *the* dungeon.

>instinct, ¿Can we transform an ally into a mob? Maybe with a dungeon room that works precicely to sustain their quasi-magic form?
>>
>>5230662
>Between Ben, people looking for Grez, Rollen's teacher, and the Paladin party we will be common knowledge fast.
Which is exactly why I'm rooting for getting those delicious points by consuming her posthaste. There will be bigger, stronger, meatier victims than Zharka, and we should prepare accordingly. Instead of this longwinded route that has huge margins for failure, we should get stronger to face stronger parties. Don't forget that Zharka was level 5 and was dangerously close to getting through to the boss room.
>Using the brand of Meek, we can get her to sign a contract about removing said brand (the reason she's saving up) to get some sweet recuring 15 DP.
Nobody in the right or wrong mind would sign up to get their shit kicked in everyday for free. She's already saving money to get rid of it, why would she ever trade hard work for beatings? Infact, what would stop her from agreeing, coming back tomorrow with juiced gear from a friend and breaking us to get infinite money to pay off the brand anyway? Like I said before, we have no leverage against Zharka, and there isn't anything we can give her or dangle above her that's enticing enough to work for a fucking dungeon and leave her family and friends behind.
>>
I'll have to postpone the update to tomorrow.
I unfortunately didn't have a lot of time today.
>>
>>5230980
That's alright. I love the banter you write between the [Sadist] and the [Scholar], take the time you need tomorrow. In the meantime though I have to ask, will Chadaklin have his own boss theme?
>>
>>5230980
take your time boss, you do good stuff here and IRL.
>>5231035 and yeah this one sounded cool but not boss- enough. It doesn't sound too nice on loop https://www.youtube.com/watch?v=s_AndBgBDwE
>>
>>5231037
I was going for a theme that sounded as imposing as our chad hobgoblin was tall. I struggled to find a theme that screams "This is a huge monster and you're totally fucked".
>>
>>5231040
I forgot how large he is...
>>
>>5231040
How about that?
https://youtu.be/NFjE5A4UAJI
>>
>>5230536
Is it possible to move Chadaklin to a different boss room, or is he stuck at the top of floor 1? He's too cool to keep as the first boss.
>>
>>5231479
Since he is a Goblin at the core that would violate the ONE SPECIES clause of the rules unless the second level would also feature Goblins.

And he can be a big Roadblock at the beginning so that people will be much more softened up for the second floor where they will not only find Tier 2 Creatures at the Minimum but also more puzzles and more dangerous traps.
>>
>>5231497
Maybe we could make a later floor Goblins? Chadaklin is ridiculously powerful for this early in the dungeon. Maybe have floor 4 or 5 all Hobgoblins, or something.
>>
>>5231504
Why would we stick it out with Goblins when we can get better units instead? I do not want to compromise our ability to defend ourselves because you want to move our first boss further down. Besides, he'd lose his mutations since we'd have to unassign him from the Floor 1 Boss Room and then assign him to another Boss Room.
>>
>>5231504
I would rather not.... Goblins are a Shit Tier Unit. And Chadaklin is very useful for where he is if we want to negotiate with someone. Monsters can only roam on their own floors. So that means that we would have to let someone down far into the dungeon to negotiate if we do not have any ability to negotiate on the first floor.


also what >>5231506
said
>>
>>5231479
>>5231504
>He doesn't think the first boss should be a speedrun killer
He's fine and dandy where he is. He's the ultimate CHAD of the goblin floor, and can enact our will most conveniently. Plus, I'm pretty sure that moving monsters from the boss room would make them lose their buffs, which would be pretty bad. He's too cool to be moved to a lower floor. That, and first impressions are everything, I want the first invaders that make it to the boss room to shit their pants when they're eye level with red, glistening 6-pack abs.
>>
>>5231504
Stop insisting with goblins man. Chadaklin is a mutant, it says so in his description.
Lower floors can have way cooler stuff. Don't conform with goblins.

Alright, 2nd floor. Do we go with snakes? how about ghosts and ghoul? Or is the undead something too mainstream?

How about we make the 2nd floor hellraiser like and put the branding chamber there? The sadism will certanly be pleased. And the 3rd floor will be the magician's
>>
>>5231676
I think we should wait until we know what our options for monsters are, the only type we know we can create are slimes AFAIK
>>
Taking damage and breathing heavy, Zarkha stood amidst the remaining goblins.
She threw a careful glance towards Grez and was surprised to find out she was completely unharmed.

“Come on,” shouted Grez, “What’s that big body for? You’re not gonna tell me you’re losing to a bunch of GOBLINS, right?”

Zarkha swallowed and nodded, she turned her attention back to the enemies before her.

Feelings hurt, the [Goblin Savant] channelled his magic one final time with the final dregs of his essence.
This time the magic finally took. Things were beginning to slow down for Zarkha, unable to get her body to react as she would like.

The bugbear watched as the spell took effect and grinned, raising his weapon high.
An overheard swing with all of his strength behind it. Effective, but slow and terribly predictable.
Even with her reduced speed, Zarkha was able to plant a fist on the bugbear’s chest – cracking the sternum underneath.
The Morningstar fell from the goblinoid’s unresponsive fingers and the creature faded into sparkly dust.

[Monster 'Bugbear' takes one (1) point of damage from [Zarkha].]
[Monster 'Bugbear' has been defeated.]

Their vanguard crumbling, both the [Goblin Raid Leader] and the [Goblin Savant] took a hesitant step back.
The raid leader barked some wild commands and the savant unleashed a primal cry as he simply unloaded bolts of magic on Zarkha.
All sense of decorum gone. Zarkha took some heavy steps into the direction of the goblins, but with the spell weighing her down it was like wading through neck-deep water and fighting against a heavy current.

Still, she made good progress – until the magical bolts hit. They hit home one after the other, the bolts slamming against her skin.
First against her lower leg and the agonizing pain caused her to stumble. Red-hot rage hit her then, a remnant from the past.
A feeling she would have submerged herself in a previous life. A feeling she would’ve let herself be consumed by.
But that was another Zarkha, one that cleaved enemies in twain and did not yelp at the sight of her shadow. Still, the rage took and allowed her to press on.

[Hostile creature ‘Zarkha' has two (2) health remaining.]

The following mage bolt hit her straight in the gut, the force of it tearing the lower part of her tank-top to shreds and revealing the abs beneath – though now heavily bruised.
A feeling of nausea came over her. The enemy was far away, but she was getting closer.
Each step promised an end to this suffering. All she had to do is get rid of the final goblins.

[Hostile creature ‘Zarkha' has one (1) health remaining.]
>>
>>5231807

Zarkha charged like an enraged boar, twigs cracking underfoot and dust trailing in her wake.
The other Zarkha from times past would’ve roared here. Some kind of battle cry, maybe.
All the current one could do is rush at the goblins with eyes-wide and fearful.
The distance closed. Three more steps and she would be on them, Zarkha raised her fist.
A magical bolt hit her in the side of the head and her vison waned, eyes rolling into the back of her skull.
Her momentum carried her forward as she went tumbling towards the ground, crashing into the dungeon floor and sliding several feet forward before coming to a stop inches away from the [Goblin Savant].

[The health of hostile creature 'Zarkha' has reached zero (0).]
[Hostile creature 'Zarkha' has gone unconscious.]
[Hostile creature 'Zarkha' has been defeated.]
[The dungeon will now absorb hostile creature 'Zarkha'.]

Darkness took her.

---------

META NOTE: This is the same summary as earlier

Invasion summary: Victory

All creatures and traps in the dungeon have been bested.

Amount of enemies beaten: 1
Amount of dungeon points (DP) gained: 15*
Amount of monster points (MP) gained: 5**

Hostile creature 'Zarkha' is currently held by the dungeon.

*Average level of enemy group times 3 (Rounded up)
**Amount of monster points gained equals the level total of all bested invaders

---------


[Total amount of Monster Points (MP) remaining: 11]
[Total amount of Dungeon Points (DP) remaining: 21]
>>
>>5231811

Witnessing the entire battle with bated breath, Grez was unsure how she should feel about it, but very much aware of how she actually was feeling about it.
It was exhilarating. Watching what was, although hard to admit, a far physically superior member of her own race beaten into submission was intoxicating.
She placed a few fingers on her cheek and felt the heat there, her breathing was erratic.
“I’ll be back for my money later,” she said, a distant look in her eyes, “I should go.”

Grez pocketed a few gold pieces from her stash within the dungeon and left, but not before throwing a final glance towards Zarkha as she was being absorbed the dungeon, then leaving hastily.
Returning to the surface.

[There are one-hundred and seventy-five (175) gold pieces remaining in the dungeon.]

---------

The Scholar watched the dungeon’s new ally leave, “You’ve messed her up,” it said, looking slightly concerned.

“I know,” said the Sadist with a frown that quickly turned in a wide grin, “It’s great, isn’t it?”
”The absolute power that a single brand has,” it added, “Aren’t you excited to explore this power further?”

The Scholar briefly considered the morality of all this and decided such things like morals stood in the way of progress and decided to forget all about them, “Yes. It’s been fascinating. I mean, I’m a little sad we haven’t gotten around to placing a book in the [Room of Bewilderment], but learning by doing can be riveting. Also, I’m glad to see that she is adjusting to her brand. She was so unstable in the beginning. Highs and lows.”

The Sadist nodded sagely, “That’s the way of it. A peak, a crash, then slow adjustment.”

“How far along is she from true completion, you reckon?” asked the Scholar.

“We would have to take a look at her brand to be certain. But she’s progressing nicely.” replied the Sadist.

The Scholar raised an eyebrow, “What does a completed brand look like?”

Their perception twisted, the Sadist directed their all-seeing gaze to the massive half-orc currently kept in stasis, “You see what seems to be a collar around her neck? That line? Almost like some sort of imagery written underneath skin?”

The Scholar squinted, “Yeah, I can see it. That’s her brand? Doesn’t look like a brand.”
It pulled out a small notebook. It was all very educational.
>>
>>5231813

“It is,” replied the Sadist, “Final stage one. That must be her [Brand of the Meek]. It starts as a magical circle, then turns into a brand that’s slightly raised above the skin – “bumpy”, and finally it heals and turns into that. Though the final shape of the brand differs with each brand. Generally, the further along a brand is – the more extreme its effects. Though are some exceptions to this. A completed brand is also far more difficult to get rid of than a new one. If Grez needed two hundred gold for what we can do with little effort then it wouldn’t surprise me if that brand would’ve cost hundreds if not a thousand gold to get rid off.”

“I see,” replied the Scholar, scribbling furiously in his notebook, then shutting it, ”Do you think we should be checking in on Grez at all? She seemed a bit odd.”

The Sadist smiled knowingly, “No need. She just needs a moment to come to terms with her, ah, new interests.”
It turned the attention back to Zarkha, “Instead, let’s focus on expanding our library shall we?”

The Scholar was getting into the swing of things now and rubbed its hands together in anticipation, “A fine addition to our collection.”

[Captive “Zarkha“ is being transferred to the [Branding Chamber].]

The small goblin with the torturer’s hood patiently waited with its hands clasped behind its back as the large half-orc was bubbled to the surface.

“Analyse that brand,” commanded the Sadist, “Add it to the collection.”

The tiny torturer nodded, looked at the placement of the brand on the neck and then to the pillory and lightly shook its head.
It pointed twice towards the branding chamber’s floor and flicked its fingers upward.
The room began to rearrange itself, the pillory was sucked into the floor and replaced with a large table with chains and cuffs for all limbs.
Zarkha was placed face-up upon it and the goblin secured all the limbs and got to work.

“Wait,” said the Sadist, grinning, “I want her to be awake for this.”

---------

The deep slumber faded from Zarkha, she opened her eyes with great effort and tried to rub her eyes.
The hand didn’t make it beyond the freedom the chains allowed, signalling its presence with a rattle.
Zarkha eyes snapped open and she rapidly tested each of her limbs only to find them equally chained.
Plunged head first into terror, she began trashing around in her bonds, “H-help!” she cried.

The small goblin with the torturer hood watched the display with mild annoyance and waved a hand.
There was the sound of gears turning and the length of chain attached to each of the cuffs was aggressively shortened.
Zarkha’s hands and feet were now firmly restrained, no movement was allowed. She screamed.
>>
>>5231816

“Does she really need to be awake for this?” said the Scholar, “It kind of seems like it’s complicating things for the worker over there.”

“The worker is a pro,” scoffed the Sadist, “They don’t mind.”

---------

The tiny torturer was having a horrible day. Not only did it have to meticulously disassemble a completed brand, it had to do so on a very much alive and awake person.
It snapped its fingers and summoned what was essentially a head vice and had the dungeon clam the half-orc’s head between it.
Now she couldn’t move. Which was great, but she was also screaming – which was less than great.
The muscles underneath the [Brand of the Meek] flexed and bobbed with every wail from the creature.
It couldn’t possibly express how much it minded this.

[One (1) Monster Point (MP) has been spend for the purposes of analysing Zarkha’s [Brand of the Meek].]
[Total amount of Monster Points (MP) remaining: 10]

The process began and did not stop for a long time. Each portion of the brand had to be pried from beneath the skin.
It was almost more surgery than analysis. Zarkha was awake for all of it.
Occasionally the goblin would excuse itself for a moment and, away from prying eyes, raise its hood and use a small sponge to clear the sweat from its face.
As time passed, Zarkha switched to dull, emotionless acceptance.

Carefully, the small torturer pried the final piece of the brand from Zarkha’s neck.

[The [Contract Mark] has been removed from hostile creature ‘Zarkha’.]
[The Curse Mark [Brand of the Meek] has been added to your library.]

-----------

Current "Curse Mark" library
https://i.imgur.com/9XM6AeC.jpg (It was too long)

-----------
>>
>>5231821

Zarkha lay silent on the table, recovering from the ordeal. Her breathing calmed down.
Before she even bothered opening her eyes she boomed forth a battle cry that reverberated through the dungeon and beyond, the chains that bound her clanged as they snapped taut.
The table underneath her groaned under the strain. Her veins bulged beneath her skin and the muscles flexed with such force that joints between her bones voiced their complaints.---------

---------

“Look at her,” scoffed the Sadist, “Futile effort.”

---------

The wood from the restraining table began to crack and splinter.

---------

“Uh,” said the Scholar, “Maybe just lower her into the ground. To be sure?”

The Sadist coughed, “Yes. Just to further emphasize how futile her efforts are. Of course.”

“Of course,” replied the Scholar nervously and gave the command.

---------

Zarkha, table and all, suddenly dropped a few feet toward and into the ground, arms and legs disappearing into the dungeon floor.
Only her torso and head were still above ground.
Her face was set into an expression of nothing but primal, hate-induced rage, “You will not be the first dungeon I shatter, nor will you be the last!” she cried, gritting her teeth to try her strength at her current bonds, “I will take my axe and skin your orb layer by layer until it is small enough to hold in the palm of my hand and then I will crush it! Splinter it to tiny pieces! I will summon my forces, alliances young and old and beat you until breaking!”

She inhaled deeply, snorted, and planted a large glob of snot and spit on the torturer, “You! I will splatter your brain across these very stones!”

The stones holding down the half-orc’s arms wobbled, but remained in place, firmly pressed down by the dungeon.
”And that skinny-armed wench that brought me here will regret she ever crossed me!” she spat, “Beat me? Yank at my hair? Make me fight her battles? My former self was pitiful and weak, but will a creature of honour compared to the fate I have in store for that cunt. She will serve until death.”

---------

“Well, isn’t she just lovely?” said the Scholar, “What now?”

What to do with Zarkha?

>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]
>2 - Consume hostile creature 'Zarkha' and gain 6 [Dungeon Points]
>3 - Apply a “Brand” to 'Zarkha' and then release her
>4 - Apply a “Brand” to 'Zarkha' and keep her in captivity
>5 - Release hostile creature 'Zarkha' (Triggers [Sadism] trait)
>6 - Keep hostile creature 'Zarkha' in captivity
>7 - Other (Write-in)
>>
>>5231825
>I will summon my forces, alliances young and old and beat you until breaking!”
See, I believe her.
Lets... not.

>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]
>>
>>5231825
>2 - Consume hostile creature 'Zarkha' and gain 6 [Dungeon Points]
>>
>>5231825
>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]
>Strip her of all her Possessions first

>"I dont know what kind of scrub Dungeon let itself be beaten by you. But i am not stupid enough to let you go. Know that you helped us along quite a lot"

I want to taunt her a bit while killing her. May she make our next spawns strong
>>
>>5231838
+1
>>
>>5231825
Oh she's just a doozy. Shame she can't make good on those threats when she's been consumed. You'd really think she'd be a little more grateful to us for removing that brand of hers. Ingratitude is the way of the world.

>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]
>>
>>5231825
>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]
Let's give the boss on the second floor hold an axe just to taunt her after death if it can hold one
>>
>>5231825
>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]
Come to Papa, sweet sweet Monster Points. Good thing she was already meek when she entered the dungeon, what a piece of work she is.
>>
>>5231859
if she had not been meek then Grez would have most likely been dead by now.
>>
Ugh, I want her, but I'm pretty sure she'd rather die than accept a slave/bodyguard contract. Death it is.
>>
>>5231838
+1
>>
>>5231825
>>2 - Consume hostile creature 'Zarkha' and gain 6 [Dungeon Points]
>>
>>5231825
>2 - Consume hostile creature 'Zarkha' and gain 6 [Dungeon Points]
>>
>>5231825

>2 Consume for DP

Lower floors are more expensive to build, and I'd like enough for a boss room and a spawner.
>>
Voting closed
>1 - Consume hostile creature 'Zarkha' and gain 6 [Monster Points]

No more updates today though.
Tomorrow's D&D was cancelled, so maybe update tomorrow, but Easter and all so maybe not.
Next official update day is Monday.

>>5230029
>QM could we get a sneak peek at the floor two monster types?
Will be revealed after building the second floor.

>>5230030
>now now now, you can't just post that without a source
Didn't know that was required. Will try to do that moving forward.

>>5230660
>>5230731
>QM? Can dungeon allies become bosses?
Not while they remain dungeon allies, no. :^)

>>5231035
>Chadaklin have his own boss theme?
Haven't really considered music all that much.
I think I linked a youtube video once.
Maybe I'll have to use it more. For like taverns and such.
>>
>>5232229
>Didn't know that was required.
It is in no way required, he's being retarded. In fact, please don't go through the effort to provide sources, it would only clog up updates more and serve as a distraction. Image search exists.
>>
WHY THE FUCK DID MONSTER POINTS WIN
AAAAAAAAAAARGH MY SECOND FLOOOOOOOOOOOOOR
>>
>>5232316
>>5232229
Also yes, it was more of a manner of speech to demand the source. I can find it myself easy easy
>>
>>5232504
We got 15 DP from beating Zharka, don't know why you're so upset. It costs 15 DP to make a new floor, and we have 21 DP left right?
>>
>>5232539
because dungeon points are more useful and harder to come by!!!!
>>
>>5232539
After getting the second floor, we'd be left with 6 DP, and 6 DP is insufficient to get both a creature room and a boss room, and we don't even know what options or other goodies we might want yet. 6 DP *Might* get us a creature room on the second floor.

>>5232555
also this
>>
>>5232555
>>5232557
Shit, didn't even realize that. Damnit all.
>>
>>5232555
>DP
>harder to come by
>passively gain DP per day times the amount of floors we have
>gain DP equal to average enemy invader level times 3 (Smaller parties = more DP. Larger parties = more MP)
>can be gained by consuming invaders

>more useful
>trap rooms trigger a single DC for 1 damage (at least on Floor 1), unless invaders are lured back in to the room again or can be compelled to search the room
>utility rooms either trigger no DC (Branding Room) or has a high check but is limited to 1 room per floor (Room of Bewilderment)
>cost for normal trap rooms are higher for 'decent' DC's (12DP for a 4-square room with an 11 DC on Floor 1, versus a 6DP cost to get a T2 Spawn Room that spawns a Bugbear for 3MP with one 14 DC followed by a 12 DC)

Sorry, I'm going to have to disagree. DP are not particularly more rare than MP (their gains depend on party size and level, and if there are no invasions we gain infinitely more DP than MP) and they are certianly not more valuable. Minions will do the heavy lifting when it comes to defending the Dungeon, as was shown during the last invasion. Remove any minion of your choice from the Jungle Room and the outcome becomes a toss-up:
>No Bugbear > Zharka takes 2 less damage
>No Blightbringer > Zharka takes 1 less damage and isn't poisoned
>No Raid Leader > We lose some of our checks (Blight Bringer loses it's first check, removing 1 damage and poison)
>No Savant > Zharka takes 3 less damage and isn't rolling with disadvantage

We should always strive to at least be 90% minion-capped at all times to ensure we can properly defend ourselves against invaders, which means we need to spend somewhere between 3-5 times as many Monster Points on populating the trap rooms we build compared to the cost of the actual trap rooms themselves. If we in the future start getting invaded back to back by larger parties our MP gain will outpace our DP gain and our priorities on consuming invaders will change as a result, but right now we need minions over Rooms since we're using only 60% of our current minion capacity. Building another floor and a T2 Spawn Room right away (assuming the cost for rooms are the same on Floor 2), we'll be using only 40% of our total minion capacity and with the Boss Room we're bound to build right after it'll be 37.5%. We need to fill out our Minion Capacity first and only then spawn more rooms.
>>
>>5233284
I would assume that the costs on the Next floor will likely go up by at least 50%. So DP will still be very important but i agree with you that not having MP to even start filling the new empty rooms makes those Spawn rooms rather pointless.

If my assumption about cost is even slightly correct we could not even afford a Level 2 Spawner and a Bossroom anyway. They would be either 15 DP at best or 18 DP at worst depending on how the QM rounds everything
>>
>>5233284
Okay, you convinced me, MP matters and filing up each room is priority.
>>
>>5233284
>Minions will do the heavy lifting when it comes to defending the Dungeon, as was shown during the last invasion.
This is only because that's how we geared our dungeon. Our dungeon is extremely minion-focused, and the majority of our defenses are centered around minions. We would still have a potent defense if we invested into DP based defenses instead. What you fail to account for when you hypothetically remove certain minions is what they would be replaced by.

Also, in the context of the current vote, DP is very obviously what we should prioritize, because we can't even afford a spawner+boss room to be able to properly optimize our minions on the second floor, and we already have 10 MP, which should easily be enough for a high quality minion or two.
>>
By the way, I've got a new idea for how we can orient our first floor. We can move the bugbear den to the left of the Jungle so that invaders have three choices of where to go, and can potentially activate the trap three times if they guess wrong twice. We would move the minions currently in the Den into the Puzzle room so that they will still contribute to defending the route to the core.
>>
>>5233408
Minions can not be stationed in a Room of Bewilderment under any circumstances. otherwise that Idea would have some merit if we can find other Puzzle rooms that allow Monsters inside of them..
>>
>>5233436
ah, darn
>>
>>5233436
Speaking of the second floor I think that once we have DP we should make the Room of Bewilderment the first room enemies have to go through, and after that focus on branching paths that force enemies into Jungles or whatever equivalent we get
>>
>>5233481
well we could go one Trap Room. Then the Room of Bewilderment and then the branching pathways would be a good idea i believe. Even if the chance is small we can still try. and if enemies get to strong.. well the Room can become the first room on the floor.
>>
Hey QM,
Can we go in dungeon building mode before Ben's invasion?
Let's dig the second floor. With the remaining DP, I'll go for either a second Puzzle room or Monster Spawn.
>>
I think we want the Bewilderment room to be after a minion room, so we have a chance to geek their mage.
>>
>>5233617
that matters little when it is on the second level and therefore the second one we can force the enemy through. When the enemy reaches it they will have gotten through Chadaklin already and he might have already sniped them... or you know.. the goblins got to them.
>>
>>5232229
>Next official update day is Monday.
Still believing, there are at least 2 more hours of Monday left.
>>
>>5232229
The Scholar raised an eyebrow, “Paste?”

“Paste,” confirmed the Sadist.

The remaining visible portions of Zarkha were dragged underground, followed by a terrible squelching sound.

[The Dungeon has consumed hostile creature 'Zarkha']
[The Dungeon has gained six (6) Monster Points (MP)]

[Total amount of Monster Points (MP) remaining: 16]
[Total amount of Dungeon Points (DP) remaining: 21]

“You’d figure she would, you know, take the situation into consideration a bit more,” said the Scholar, “Being a captive on the chopping block is not quite the place to be making death threats.”

The Sadist shrugged, “It’s nice change of pace from the constant begging though. Don’t get me wrong, I like the begging and the pleading, but there’s something nice about the seeing this roaring flame of defiance and then just snuffing it out.”

“That’s a boatload of potential purchases we got from her though,” said the Scholar, “Let’s have a look, shall we?”

[Entering 'Architect Mode']
>>
>>5234804

Architect Mode
Please refer to the OP for an up-to-date list of all the rooms and monsters currently open for purchase.
You can also choose to expand existing rooms.

Monsters
https://i.imgur.com/1JGiYjq.jpg

Rooms
https://i.imgur.com/iWBBd6D.jpg

Rules
https://i.imgur.com/dJQ3FRV.jpg

Check out the “Rules” post in the OP for the dungeon building rules.
To clarify: When it says "Threshold" what I mean is "Room size threshold".
I will make sure to adjust this in the next OP.

---------------------------

STARTING WITH DUNGEON POINTS

>1 - Build a new floor (15 DP)
>2 - Build a new room (Depends on room)

For rooms, see below
To suggest the construction of a room, please stick to the following format:

>ROOM_NAME at PLOT#

Example
Jungle Room at 1

If your suggestion requires the movement of an existing room, please use the following format.

>ROOM_NAME at PLOT#, MOVE EXISTING_ROOM TO PLOT#

Example
Jungle Room at 8, Move Bugbear Den to 2+4
>>
>>5234805
>1 - Build a new floor (15 DP)
Start with this. I imagine getting this will get us new information, so we can decide how to spend the rest after.
>>
>>5234805
>1 - Build a new floor (15 DP)
Let's go down a floor to see what we have down there before we spend our Minion Points.
>>
>>5234805

> Build a new floor

Floooooooooor
>>
>>5234805
Supporting

>>5234808
>>
>>5234805
>1 - Build a new floor (15 DP)
>>
>>5234805
>1 - Build a new floor (15 DP)
>>
>>5234805
>1 - Build a new floor (15 DP)
Floor time
>>
>>5234805
>>1 - Build a new floor (15 DP)
>>
>>5234805

>1 - Build a new floor (15 DP)
LET'S GOOOOOOOOOO
>>
>>5234805
>https://i.imgur.com/dJQ3FRV.jpg

Floor chads lets go. Then more monsters.
>>
>>5234805
> Build a new floor (15 DP)
>>
Voting closed
>Build a new floor (15 DP)
>>
>>5235148
Wait.
First, we'll check what kind of monster tier 2 enable.
Then, we'll have to check if cost stays the same with levels.
I feel like a puzzle room would be a priority investment anyway. We still have goblin to corrupt after all, expanding the bugbear den can be worth it : I want to stack mutated hobgoblins.
>>
>>5235303
Are there ways to gain new corruptions WITHOUT increasing the breakage level? Room and Monster variety are the spice of a Dungeon's life.
>>
>>5235148
Depending on the cost of rooms and the quality of the minions we get on the floor, it might actually be worth it to expand the Bugbear Den into the Hobgoblin Barracks instead of building anything on the second floor until after the next invasion.
If the room cost is the same, then we of course do:
>T2 Spawn Room
>Spawn as many T2 minions we can

If not, it's probably best to do:
>Spawn Bugbear (13MP Remaining)
>Upgrade Bugbear Den to Hobgoblin Barracks (Mutate the two Bugbears)
>Spawn 2 Hobgoblins (3MP Remaining)
>Upgrade Base Gobbo to Savant
>Alternatively skip the second Bugbear and the Savant and get 3 Hobgoblins instead.
This would give us one Hobogoblin/Savant/Bugbear per room with main Strength/Dexterity/Intelligence checks and situational Wisdom/Constitution checks, a good balance against most invaders. With the Puzzle Room and Chadaklin on top of this it is very likely we can beat the next invasion and then work on the second floor with the resources we gain from that.
>>
>>5235505
I agree fully. Depending on how the math works out, there could still be a lot of merit to propping up the first floor. If nothing else, the second room is still really weak with just a goblin and the goblin scout, and getting an extra Bugbear & Savant in there would already be a huge improvement for just 6 MP.
>>
>>5235505
Supporting upgrading our Gobbo to savant. Excellent use of MP in my opinion. We need to expand twice to get access to Hobgoblins. However, mutating our troops is important.
Still dreaming of getting the key lock one day to create more interesting layouts.
>>
>>5235505
the base Gobbo should be turned into a Brute due the fact that last time the spawn room has been expanded it turned into a Raid leader.
>>
>>5235570
That's not how this works, any base goblin can turn into a raid leader, the mutations are random. Transforming into a brute force is strictly a waste of MP.
>>
>>5235570
That was because we rolled the "keen mind" mutation for that particular goblin, I'm pretty sure
>>
>>5235576
>>5235579
so i checked the archive and it seems like i made a mistake then. You both are right.
>>
>>5235609
I can't blame you. I thought the exact same thing you did until QM explained he was rolling for mutations.
I mean, what are the odds that we roll for poison when getting a mutation in the jungle? I assumed it was deliberate and didn't bother checking twice.
>>
Hey QM, should we expect an update today?
>>
>>5235623
Since its Tuesday and that means he will most likely be prepping for DND. Madlad that he is. Most likely not

>>5235505
Goblin to savant sounds like a good idea. Still wome defences should probably be on the second layer. Even if just a Puzzle Room.

Fortifying our front lines with more magic will probably be very useful with a Hobgoblin or two thrown in for flavor
>>
>>5235638
Well i'd prefer use our MP corrupting existing units and save up Monster spots for Tier 3 Hobgoblins.
>>
I also think many adventurers will think twice after reaching the stair to the second floor and retreat, not knowing the damn thing is empty
>>
>>5235722
it also might make some panic or despair and make less optimal choices even if they continue
>>
>>5235722
well at least a Puzze Room should then be down there just to complete the illusion if they think that maybe just maybe the Dungeon has already thrown everything it had at them and they might just have a straight shot at the core.
>>
>>5235738
I mainly want to put a room of bewilderment on the main path in case they end up missing the one on the first floor.
>>
>>5235776
The only rooms that should not be on the main path are utility rooms that contribute nothing to the defense other than potentially making invaders backtrack into trap rooms.
>>
>>5235784
>My bad I rechecked the thread and it's the branding chamber that is off the main patt not the room of bewilderment, honestly makes a lot more sense
>>
>>5235776
they can not miss the one on the first floor. its impossible. It is the only way into the Boss Room.

But yeah it has to be on the main route for maximum effect. Afterwards we can expand a trap room around some corners to make it look like branching paths are a thing. Maybe with some fake Gold in utility rooms to lure them in and force more saves.
>>
>>5235795
I bringed forward an idea of trap/Puzzle room wich is a lock. Some rogues might be able to pick it, but most opponents should get stuck and placing key inside branding room will ensure some backtracking in our vietnam jungle.
>>
>>5235797
i remember that. Something to research and then make sure we return to the first floor to place the lock somewhere... and then several more places just to make it like a World of Warcraft game with like a billion checkpoints per Quest where you just have to walk from A to B while killing shit on the way.
>>
>>5235800
QM said we might eventually get it but that it would be a long way off
>>
Alright, I finally got some time again. Sorry for posting so little the past two days.
Let's see how far we can get today in the whole floor / room / monster upgrades stuff
>>
>>5235835
>Sorry for posting so little the past two days
It's ok. Your quest is amazing.
>>
The Sadist gestured at empty air, “There’s quite a few choices to consider,” it said, weighing his options, “So I thin – Where did you get goggles?”

The goggles snapped into place.
”It is time to take this whole thing to…” said the Scholar, pausing for effect, “…A new level!”

[The Dungeon has paid for a new floor to be added to the dungeon. (15 DP)]
[Total amount of Dungeon Points (DP) remaining: 6]

The Sadist grunted in the painful tones of the exceedingly greedy.

A Blue Spark appeared.

“We’re building an entire new floor!” roared the Scholar, waving its hands in excitement.

A Blue Spark disappeared.

The egos eyed each other in mild annoyance.
”Is it allowed to do that?” asked the Scholar, “Is this like a protest?”

“Don’t be silly,” said the Sadist, “They don’t have rights to begin with. What could they be protesting for?”

“Uh, Rights?” tried the Scholar.

“Ugh, none of that here, please. That never ends well,” said the Sadist, waving a dismissive hand.

-----------------

In the multi-coloured plane of sparks, orbs, lights, glows, gleams, and glints a certain little Blue Spark was hovering towards his neighbours with a keg and a friendly request.
It knocked twice, that is to say it bodily slammed into a door.
The door opened to reveal an orb filled with a slightly dulled green light with a moustache hovering at its centre.

-----------------

Several long minutes passed, but eventually the Blue Spark returned.
Seamlessly hovering from one plane to the next, but bobbing and weaving slightly.

“About time,” said the Sadist like he hadn’t already filed several complaints.
That is to say: shouting obscenities at Instinct and told it to pass these messages along to whatever manager it had, if any.
These messages were flagged as “Read” and ignored.

The air near the Blue Spark twitched and a floating, green-ish orb appeared.

“Well now there’s two of them,” remarked the Scholar.

And another. This time a glitter of cheerful yellow, jolting around happily.
Followed by a flare of passionate red, humming contently.

The Sadist narrowed his eyes and leaned in towards the Scholar, “I’m expecting little signs any moment now. Who’s our union busting guy?” he asked, voice laced with disgust, “I won’t stand for it if they propose a sit down.”

“Are we gonna get jumped?” asked the Scholar nervously.

The various lights formed a small circle where they buzzed in place until finally there was some kind of high-pitched cheer of agreement and then they disappeared into the dungeon floor.

The ground rumbled and shook.
The [Core Room] disappeared.

-----------------
>>
>>5236111

Pots and pans clanged together in the kitchens of the Sleazy Goat Inn as an earthquake rumbled.
Humphrey successfully prevented the cookware dangling on hooks from falling using his large hands, which left the rest of him fully available to watch the large pot of stew slide from the stove and hit the floor.
“That was a big one,” he said to his wife who was already in the process of scraping the fallen stew back into the pot using a ladle.

“S’all swamp,” she said, tossing another load of stew back into the pot, “Is gettin everywhere. Under homes, in the wa’er, bellow the cobbles. I cannea believe people ain’t up in arms or such. I might as well start salten the floorboards with how ofn I end up scoopin the stew off of it.”

The stew of the Sleazy Goat Inn had had character. Depending on who you asked, it also had voice lines.
Little old ladies posing as all-knowing shamans would often order a few bowls as the stew steamed and bubbled just the right way.
The fact that anything tossed into it would dissolve with a violent hiss was just a nice bonus.

It also never ran out as it was continuously refilled. It would put hair on your chest. It was not very popular with the ladies.

“Still,” he said, having understood little to nothing of his wife’s reply per usual, “Was a big one.”

-----------------

After a while, the second floor of the dungeon was completed.
The [Core Room] was no longer where it had been, instead it was replaced with a set of stairs leading to the next level of the dungeon.
The sole chamber on this new level was the [Core Room]. A new floor near empty of rooms, but filled with possibilities.

The Sadist steepled his fingers, “Excell-- ARHG” he cried as a sharp ping blasted through his mind, “What was that!?”
>>
>>5236112

-----------------

[Notice regarding: 'Spawning a new floor.]

Response:
In light of your achievement of surviving for a good while and building another floor, we’d like to bestow upon you a kit of dungeon essentials.
The very thing a self-respecting dungeon would need to flesh itself out further and start meeting expectations.
Congratulations, you too can be basic.

We look forward to your continued growth and survival.
Should this not be the case and your demise imminent, please reach out to us so we can witness your suffering for further study.

You can now build:

[Corridor] Utility (1 DP)
Exactly. It is the much coveted, deeply treasured, and highly respected dungeon Corridor™.
This dirt-cheap room can be used to connect rooms, divert invaders, and provide your dungeon with some much needed atmosphere.
Remember, if it doesn’t have long, scary hallways – can you really call it a dungeon?
Our experts guarantee that the inclusion of a corridor will increase the amount of rooms by one.

Corridors™ – get connected.

[Stairs] Utility (1 DP)
Stairs™. A sight that can inspire fear and wonder into your invaders. Is there treasure there or monsters?
The answer is usually both, but you can keep your guests guessing with stairs. Does this set of stairs lead to the final boss room where glory awaits?
Or does this only lead to a tunnel that ends with a trove of complaints and in-fighting?
Why not both? The possibilities are virtually two. Up or down.

Will the creature that is man ascend to greater heights or stumbles to deeper depths is entirely up to you – with Stairs™.

-----------------

“What the hell is going on!?” cried the Sadist.

[The Dungeon will gain two (2) Dungeon Points (DP) from today onward.]
[The Dungeon has gained "Corruption" resistance. Saving throws against breaking will now benefit from a plus three modifier (+3).]
[The Dungeon has gained access to three new spawn rooms. Listing newly acquired rooms below…]

----

Posting new spawns tomorrow, they need a bit of tweaking
>>
>>5236129
>[The Dungeon will gain two (2) Dungeon Points (DP) from today onward.]
[The Dungeon will gain two (2) Dungeon Points (DP) per day from today onward.]
>>
Alright, now we can have several corridors around each trap room that lead back into the room to make it much more likely to trigger the trap again for much cheaper. Trap rooms just got a whole lot better. Not sure what we would use stairs for though.
>>
We maybe we could have a staircase in the jungle that just leads down into a deadend. People will see it, assume a shortcut downward, then have to backtrack into the jungle. For bonus points we have the goblins wait until they go down and backup, maybe a flight of stairs will take some fight out of the heroes. Maybe we could even perch some boulders at the top of the stairwell to roll down onto them.
>>
>>5236136
>>Not sure what we would use stairs for though.
Deadends.
>>
>>5236288
meant as "in a way corridors don't already do"
>>
>>5236318
We could have a staircase go under/over a corridor.
>>
>>5236322
Would the [Sadist] enjoy inflicting psychological torture? Maiming people is fun and all but I want to know if he (it?) has taste beyond pulping people.
>>
>>5236214
Assuming these stairs look the same as the ones where the core room used to be we should definitely be able to trick a few adventurers with them
>>
Yeah, I'm diggin' the corridor connection.
Each room's out is a 4-way cross. One will bring invader forward, two will make them backtrack.
That mean the Pit room became way better.
>>
File: corridor.png (3.73 MB, 1500x3000)
3.73 MB
3.73 MB PNG
Hey QM, how many DP would a corridor layout like this cost?
>>
>>5236592
In my opinion, which is worth almost nothing, this should be linked with the topological genus of our corridor
https://en.wikipedia.org/wiki/Genus_%28mathematics%29
so I'd rule 1 for the jungle/branding room and 3 for the Jungle/Jungle/Jungle/Hobgoblin Den. What do other anons/QM think?
>>
>>5236601
I think your plan is overlooking a few things.
First, the text description implies that the corridor is essentially another room:
>Our experts guarantee that the inclusion of a corridor will increase the amount of rooms by one.
which means that the setup you propose in that image is not possible in strictly that setup.
Also if rooms automatically have openings to all neighbouring rooms, then we would need way more corridors to get something resembling what you are proposing.
And getting that many corridors is at least like 5-7 DP, at which point we could just buy an actual trap room that invaders will be forced to walk into.

What I think might work is just a single corridor/stair on the Western side of the Jungle room.
1DP, but if they walk in there they would go through the jungle again. Could be worth it.
>>
>>5236688
>Our experts guarantee that the inclusion of a corridor will increase the amount of rooms by one.
I read that more as a tongue-in-cheek way of saying corridors have no mechanic except being a room, which we can populate with monsters.
>>
>>5236689
I mean, yes? It's basically an empty room.
I see no reason or to assume or text that implies that it doesn't take up as much space as one too.
>>
>>5236691
>This dirt-cheap room can be used to connect rooms, divert invaders, and provide your dungeon with some much needed atmosphere.
>Remember, if it doesn’t have long, scary hallways – can you really call it a dungeon?

Can it really fit the bill with a 2 pixel straight hall?
>>
>>5236592
Why would you make corridors like this? It serves no purpose. It ruins the point of having multiple potential exits to the jungle room when you connect them all together to lead to the next room anyways. There is no potential for backtracking and triggering the jungle trap again.
>>
>>5236703
well, adventurer entering the corridor will have 2/3 chances of backtrack. I suppose you'd prefer having dead-end corridors. Layout can be improved, but a network of corridor with a single door leading to the next room is overall better because tracking path among spaghetti corridor is harder than remembering which door is the right one in my opinion.
Feel free to draw what you think is a good solution so we can discuss
>>
File: Corridor Option 1.png (4.03 MB, 1562x1850)
4.03 MB
4.03 MB PNG
>>5236705
>2/3 chances of backtrack
If they only ever choose completely random directions to go. If they have any sense of direction, they won't go in a direction that leads them back to the jungle room.

A network of corridors is completely unnecessary, and we wouldn't have a spaghetti of corridors, we would just have one or two that would be dead ends so they would be *forced* to backtrack instead of only having a chance to backtrack, and only if they are complete idiots.

>Feel free to draw
It really is not that complicated. Here is one cheap and easy way to do it.
>>
File: OtherCorridorOptions.png (4.02 MB, 1562x2000)
4.02 MB
4.02 MB PNG
>>5236714
And here are some other options we could use, though probably not all of them because that would get expensive. Also, if they turn out to be "fat rooms" that are normal size, we could just do option 1 that I posted originally and be well off.
>>
>>5236714
>>5236716
Any adventurer that will hear about the dungeon could know easily how to bypass that, by knowing which door is the right one. It's harder to keep track of spaghetti corridor; it requires a map. And we can give adventurer "false" maps that might be correct at higher levels, but not down the road.
Any corridor interaction which is a straight dead end will end like this :
>Urist McAdventurer opens the door. There is a corridor leading to nothing. Urist McAdventurer closes the door and we lost that DP for ever.
>>
>>5236720
>Any adventurer that will hear about the dungeon could know easily how to bypass that
If this happens, then it is no worse than your layout, and potentially better, because we can re-arrange the rooms and the correct entrance between invaders.

>spaghetti corridor; it requires a map
Yours most certainly does not. Suppose I enter your dungeon layout and go left. I see corridors going back to where I came from (to the right), or one that goes further in (to the left). No one in their right mind would not go to the left. This can be applied to all the other routes an invader might take, and no one will ever backtrack. I don't get why you can't understand this.

>Any corridor interaction which is a straight dead end will end like this
The precedent in the quest so far has been when they open the doors, they enter the new room. And even assuming this precedent is incorrect and you are right that they could just open the door, we could do one of my bending corridor ideas so they would have to go in to see if it leads anywhere.
>>
>>5236722
>If this happens, then it is no worse than your layout, and potentially better, because we can re-arrange the rooms and the correct entrance between invaders.
Spaghetti can also be rearranged

>Yours most certainly does not
I agree, this is a first layout attempt.

To be completely honest, I feel spaghetti is more "Dungeon-esq" than a few bending corridor; this is mostly a flavor thing for me.
>>
>>5236727
Again, not only is there no point in connecting the corridors, it actively makes the defense worse than if they were not connected. No matter which door you choose to go through, it is not only possible, but you have a good chance of continuing to go in the right direction if you aren't directionally challenged.

For your design to be "re-arranged", it would require re-designing it completely, which would cost points just so that adventurers couldn't memorize the layout (which they wouldn't need to because it's bad, but that's beside the point). For one like my design to be re-arranged, all that would be needed would be to move the other rooms to connect to one of the other doors, and moving rooms is free.

If you want to have corridors to make it more like a dungeon thematically, you're going to need to have a use for them, like cheaper room for more monsters (which we don't need right now). Otherwise, your idea is plainly a waste of DP to make things look prettier.
>>
>>5236592
wow, based I love the design
>>
>>5236806
Thanks, but anon here >>5236722 raised interesting points regarding efficiency of the layout.
However, as a corridor is connecting 2 rooms, i'm not sure we can do dead ends.
>>
>>5236849
>This dirt-cheap room can be used to connect rooms, divert invaders, and provide your dungeon with some much needed atmosphere.
Connecting rooms is not the only advertised use of corridors, sounds fine to me. And if it's not, we can use stairs instead.
>>
>>5236849
oh don't worry, I am only thinking on how it looks and feels.
>>
>>5236857
Put a sign on the end of each route stating that the dungeon is terribly sorry that this route is still under construction and that it hopes that they will have a nice day out camping.

Just to really mock the adventureres
>>
>>5236862
lmao that's great
>>
>>5236129
>Posting new spawns tomorrow, they need a bit of tweaking
QM is restlessly balancing. Meanwhile, stone carver forum member are discussing layout and strategies of dungeon corridors.

Take care QM, only 5 hours and 20 minutes of tomorrow left.
>>
>>5236872
Had a long day, but I'm working on things now.

Like some posters have pointed out, the initial idea was to have a corridor take up the space equivalent to a room.
The main idea behind it simply to grow the dungeon. It's rather compact at the moment.
I'm working on things to make corridors more useful, but they're just for show for the time being.
That being said, you can very much still send invaders on into a set of corridors that leads nowhere.

Corridors are the path between the rides in your average themepark.
>>
>>5236879
Also, allowing a corridor to pass by a room doesn't automatically have to mean a door is spawned if they share a wall.
As long as you are clear about the intent of the corridor I'll add doors where needed and leave them out where they are not.
>>
>>5236882
Corridors with skulls on the walls or flickering torches that may go off unnoticed. Red eyes lurking in the dark and the feeling of being followed and observed...

Corridors are good yo
>>
>>5236882
could there be rolling ball traps? Like a massive rolling ball that will roll down a Corridor propelled by magic? Could be a cool trap with long straight corridors.

Or a Trap Room that mimics a Corridor with nothing amiss and then. BAM! Crushing Trap or massive Boulder starts rolling down to crush the Adventurers.
>>
File: tegaki.png (5 KB, 400x400)
5 KB
5 KB PNG
>>5236879
>Like some posters have pointed out, the initial idea was to have a corridor take up the space equivalent to a room.
>The main idea behind it simply to grow the dungeon. It's rather compact at the moment.
So you're meaning we can make 6 corridor out of jungle room for 6dp, each taking 1 square slot on the map, right?
Picrel is a quick trackpad representation.
>>
At the end of the day, it depends of your feeling QM.
Do you wish we diggy dig all exit of trap rooms to turn them into backtracking loterie while moving doors around, which is what current rules seems to indicate, or do you prefer spaghetti corridors?
With rules as currently layed out, corridors are a good sink to high-DP invested traps (such as vietnam Jungle; max dickassery would be to connect as much as possible Vietnam Jungle to Pit Party)
>>
>>5236890
I've considered things like a rolling ball trap, but this would end up being just another group-wide check. (Doesn't mean I won't end up trying them)
I'm likely steering towards "high damage / single target" traps for the corridors for the time being.
These traps would target the person leading the party of the person in the back of the party.

Like the warrior steps onto a pressure plate and the cleric in the back receives a salvo of darts in their side.
A single person pit trap, a gate that would suddenly slam down and split the party members, a large blade that suddenly swings in from the side and crashes against the person in the lead.
These sorts of things.

But as mentioned, these things are still very much in development.
>>
>>5236892
>each taking 1 square slot on the map, right?
If by "1 square slot" you mean a space the size of a single room, then yes.
If you mean a single grid space -- then no.
>>
It'd be a significant investment, but if we expanded the jungle into a larger room we could run corridors from the jungle to the jungle, or even use the jungle as a corridor to connect and loop other rooms.
>>
>>5236892
QM means a corridor purchase would be the same size as any other room. Take our branding room for example, one corridor for 1 DP would be the same size and shape. This means we'd have to fit a "square" corridor into our dungeon design.
>>
>>5236927
This is what we were talking about earlier, connecting a trap to itself is pointless, and strictly worse than just having a dead end corridor.
>>
>>5236927
>>5236928
>>5236903
I got it.
It functionnaly take the same "space" but can we occupy with the corridor only a part of that space?
Like space is marked as corridor on the map but it's not a big open square, it's a 2 little square wide bowel allowing turns and misdirection
>>
I'm concerned that enemies will be able to see dead end corridors for what they are without entering them. I'm really curious to see how enemy groups behave when they encounter the branding room entrance since it's effectively a deadend corridor.

A big question is how meta-aware are enemy heroes? Ben acknowledged passing up a useful skill, I think there's a real possibility that experienced foes know they only face a single dc check as long as they stay in the jungle, and that they'll actively avoid leaving it until they're confident in their direction, maybe even employing scouts.

It's been amateur hour so far, but I think our next few invasions are going to involve experienced dungeon delvers.
>>
>>5236892
Something like this pic could work.
Though in this case the corridors to the branding chamber and the den are pretty useless.
The 1 room turn tunnels could be useful though, a cheap way to force multiple checks from the jungle.
Also the corridor at the beginning of the dungeon could be worth considering, to mask the presence of the dungeon. A normal corridor is much less conspicuous then a straight up jungle. It's possible that it might help us camouflage the dungeon somewhat. Maybe. If nothing else, for 1 DP, it could be worth a shot

>>5236898
1 person checks on corridors sound like a great idea. They could be unlocked with the third floor, that feels like it would be good progression. Up to you, of course.

>>5236947
It really depends on whether invaders can do the whole "peeks into a room but doesn't actually go in" thing. If yes, then that would make this particular trick much more expensive, as we would have to get corridors for every exit so that we have a chance to fool them. If they can't, then it has a good chance to work regardless.
And yeah scouts would make it much less effective, but then at least the scout would have to re-enter the jungle.
>>
Also taking suggestions for "passive" dungeon traits.
Things we don't have to roll for, but can alter the story in some way like personality shifts or curse mark ideas.

You ever have those days you feel like you're operating on room temperature IQ?
>>
>>5237006
>Mocking
would probably be pretty much what the dungeon already does. Taunting and mocking its victims and being spiteful just because it can.

>Morbid
Dungeon likes to gross people out and remind them of their mortality. Like dumping bones into piles and having small Goldcoin Mimics(or maybe fake coins just sitting there) flit around so people would have to search through these half rotten carcasses in search of a treasure that does not exist.

>Mirthful
Likes to pull pranks on its visitors. Plastic spiders dropping from ceilings. Buckets of Water dropped from a doorframe onto peopel walking through it and making people do the same kind off staff compulsively.

lately? all the time. Prepping for my exams is just the worst.
>>
>>5237006
How about a curse mark that makes others aggressive to the person branded by it, a bad luck curse mark or a berserk curse mark?
>>
>>5237006
I'm not too sure what you are looking for to be honest.
I don't know if you have something planned for the Crazed Scholar's research already, but it could be used to "unlock" certain magical items, which we could then create for DP and/or MP. Like recreating the Ring of Vitality, or other trinkets that would buff monsters. Maybe we could unlock the ability to mutate monsters, but it has a chance to backfire or something? Or give them free mutations that come with downsides.
As for the research itself, it could be advanced if people solve the puzzle rooms, or if we find magical items, or maybe if we experiment on invaders we capture.
>Curse mark ideas
-Mark that makes a person go blind/deaf/mute/etc.
-Mark of Amnesia
-Mark that gives people allergies to common foodstuff, or inability to drink anything but water.
-Mark that lures spirits/undead to the marked individual
-Mark that transforms the affected person into a child/old man.
I don't feel like I'm very good at coming up with these.

I don't really ever "feel" like I do, but when I look at stuff I do while tired I usually just stare in horror at how the fuck my dumb ass came up with the stupid shit I wrote.
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>>5237006

Like aesthetic effects? Like floor one drips blood from the ceiling, floor two whispers your regrets, a hallway where large eyes follow you, a room of mirrors where the mirrors depict the party as corpses...

Not sure what you're looking for.

A fun curse mark might be something that alters how you see, like you see everything as corpse versions, or elderly. Paranoia curse would also be fun.
>>
>>5237006
uuh... celsius?
>>
>>5237006
>Sonorours corridor
Not loud enough to cause damage but it is an incesant buzz that drowns voices
>>
>>5237006
How about corridors that are colder than normal? Not damaging or anything just uncomfortably cold.

Spiderwebs and mushrooms for atmosphere?
>>
>>5237006
Trait :
Compassionate dungeon
Mark :
Mark of stress. You have too much on your plate, preventing from functionning and bothering your surrounding
Mark of Ignorance and Mark of Apathy. What's the difference? I don't know and I don't care.
Positive marks too?
>Mark of Poison tolerance/weakness
>Mark of Balance/Lack of balance
>Mark of Swift walk/snail walk
>>
One really, really long corridor that leads to an actual dead end, but when it's done you're convinced there has to be a secret passage when in reality there is nothing and you wasted all of your time

Extra troll mode: there is a secret passage you spent hours looking for. It opens up to a really long staircase going down. There is nothing at the bottom and you wasted all of your time.

Hyper troll mode: all of this, but you find another switch that surely must lead to a secret passage.

>You hear a rumble in the stones
>Oh boy oh boy
>it's a really big rock tumbling down the stairs and there is no escape
>>
>>5237114
>At the end of a long corridor is just a statue of a middle finger.
>>
>>5237114
>>5237119
>Be me, Inquisitive adventurer
>Been delving in a new dungeon opening in my home tome with my Wizbro and my FightBro
>WaitMeForDinnerHonney.webm
>Starting up with a jungle. Wizbro start coughing up his lungs. Burns some mana, then some more when a Bugbear ambush him
>We clear first room although for a cost of a few wounds each.
>It's ok, baby dungeon usually stack all their stuff in first room, and we are 4th level anyway.
>5 doors. A gold piece trail is obviously leading to a trap, we take an other one
>We advance an empty corridor, found some stairs.
>FirstTry.png
>Downstair we are getting attacked by 2nd rank, Tier 2 monsters, we made it but Fightbro is only 1 wound left
>IllBeLateForDinner.webm
>Another flight of stairs. The room might be a scrub filter, we'll clean this dungeon in no time
>WelcolmToTheJungle.mp3
>Wizbro burns some more mana, only one essence remaining
>Try out another door
>Long ass corridor, that must be it
>Turns around a corner, turns some more
>Stairs down
>We are wary of more monsters, so Wiz use last essence to Fireball downstair
>Proceed to an empty room, with a middle finger sculpture.
>FightBro gets mad, go to kick the statue, triggers an axe trap. Got hit in the groin, is sucked in cobblestone
>We can't get out, we need to clear the dungeon to get him back
>I'm investigating the finger statue. Turns out the raised finger is a switch.
>Turns the hand into a fist. Stairs collapse into slide, big boulder comes
>KommSusserTöd.mp3
>wizbro doesn't makes it.
>No way I can clear that and I'm hungry
>SpongebobHeadOut.jpg
>Gets up the stairs again, back into the jungle, one door to freedom
>walks on scorpion, proceed to die.
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I've been watching this discussion about corridors with a considerable lack of interest, but in the spirit of saving our dungeon from the absolute clutter a corridor maze dungeon would be I suggest this simple solution:

Between Trap Room X and Trap Room Y there are three Corridor tiles that connect them, each 1x1 and unconnected to each other. Only one of these Corridors have a door to Trap Room Y, the rest are dead ends. However, which corridor has the door in it is randomized on invasion, forcing potentially two backtracks before the real pathway is found.
Of course this is easily countered by larger parties by simply splitting up and sending in one person per pathway, but in such a scenario we still force two additional saving throws for Trap Room X. Later, if we unlock Corridor traps, these pathways could be extended to let's say 3x1 and include hazards that make it too dangerous for a single adventurer to traverse, forcing additional people down each pathway.

This is the simplest and most cost-effective way to force additional checks and saves us from building clutter-mazes for infinte DP.
That said, I personally enjoy the compact layout of our first floor and would prefer to keep it that way. Leave corridoring to the lower floors instead, and maintain the cozy first floor as it is.
>>
I am mentally crippled today. Sorry. I can write hundreds of words with no effort, but mechanics trip me up. I'll try again tomorrow.
>>
Behind door number one...thirty two dart traps to the face! Behind door number two...ooh the axe blade to the crotch! Behind door number three...my god that's a lot of bees! The heroes are positively incensed to find that the way forward is actually a hidden staircase all along!
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>>5237210
I wholeheartedly agree with this post. No need to fuck around with DP when we could be spending it on actual traps. A few single corridors that lead nowhere at best.
Comfy compact dungeon is peak design.

>>5237237
No need to force it man. Sleeping on something usually helps a lot.
>>
attaching 40 dead ends corridors to a trap room
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>>5237237
no problem QM. I am not sure what is your slump ho
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>>5237142
epic dude
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>>5237210
Yes, thank you, this is what I have been advocating for the entire time.
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>>5237587
Thanks.
>>5237210
>>5237589
You know, guys, I've been spamming about corridor to make the wait for an update shorter. I like to spawn debates.
In the end, we need right now DP for Tier 2 rooms. I think corridor can turn into a low-priority DP sink to improve the dungeon, but we don't need a DP sink for now.
>>
What could be fun would be the ability to make hidden doors that heroes have to pass a WIS dc to detect.
>>
>>5237720
That'll probably be a later upgrade. Illusory walls/hidden doors are a staple of dungeon design.
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>>5237006
>Mark of feebleness: Reduces strength
>Mark of Stupidity: Reduces Intelligence
>Mark of Inebriation: Causes recipient to be permanently drunk.
Mark of Suffering: Causes constant pain to whatever bodypart it is applied
>>
>>5237006
Curse Marks

>Mark of the Profligate One
The cursed being becomes increasingly more difficult to satisfy with anything until not even the thrill of killing a Dragon would give them more than a tiny spark of satisfaction which is snuffed right out in a Sea of desire.

>Mark of the Harlequin
The being is transformed into a asexual version of itself and its face is turned into a ceramic mask that is simultaneously crying and laughing. The only way they can communicate is through interpretive dance and will waste away if they are not dancing at all times.

>Mark of the Bloodmind
Incredible Bloodthirst marks the creatures thoughts at all times of great stress. In combat they can not cast spells or profit from the positive effects of spells. They may suffer wounds to automatically succeed on spellsaving throws for one round.

>Mark of the Laughing Prince
The creature believes itself to be the most perfect creature out there. They will never even consider teaming up with someone else unless pushed to the brink of death. They will see friends as tools at best and enemies as new slaves to sate their ego.
>>
>>5237976
>>Mark of the Harlequin
>The being is transformed into a asexual version of itself and its face is turned into a ceramic mask that is simultaneously crying and laughing. The only way they can communicate is through interpretive dance and will waste away if they are not dancing at all times.

>Breakdances slowly "You mother died"
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>>5237978

Well my vote is now for floor two to be disco themed.
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>>5238140
so you want us to turn someone into the Necrodancer and have fancy Music playing that the Adventureres need to follow or they will lose health?

https://www.youtube.com/watch?v=7Ks82gn2BqU&ab_channel=PsychedelicAngel
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>>5238147

Disco hall trap room please?
>>
Some very good mark suggestions have been made, I'll be replacing some of the entries in my table with the ones listed (or a version of that).

>>5238147
>>5238190
>>5238140
You know what, I like it.
Things have gotten far too serious.
I'll add an extra option to the spawns I'm about to list. if it gets majority vote then we'll run with it.
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>>5238199
Please don't, if anything this quest is already rife with jokes and lightheartedness. At least it's only an option, but with how short the votes are, I feel like it's only inevitable we get some retarded joke room.
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>>5238190
No thanks. We gave up a 3 damage Revolver on Chadaklin because it wouldn't be thematic, a 70's disco parlour floor would clash even harder with the setting. Maybe as an out-of the way secret room perhaps, but not as a mainstay trap room.
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>>5238212
agreed, the revolver is dumb, but I would rather have even that than a disco floor
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>>5236129

[The Conquering Horde's Garrison] - Spawn (6 DP)

The drums of war sound loud and eternal. Creatures like Orcs charge from battle to battle.
They defend what is theirs, but like taking what is yours far more. The Orc’s lust for battle is so great that they will simply go out and find the next big skirmish if the amount of invaders is lacking.

Outrider (Trait)
All creatures spawned from the garrison (and the upgraded version of the garrison) will have the “Outrider” trait.
This trait ensures that all creatures spawned are fully realized and can leave the dungeon.
Allowing them to explore points of interests, plunder settlements, and even [Raid Other Dungeons].

Creatures that are not bodily present within your own dungeon cannot help to defend it.

Orc (Health: 4 HP, Cost: 4 MP)
Attacks made by orcs force a DC16 Strength saving throw against a single enemy.

Blood Frenzy Passive Skill
Saving throws made to defend against an Orc are made with disadvantage if the Orc has already defeated an opponent in the current invasion.
This trait works in and outside the dungeon.
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>>5238253

[Vale of Shadows] - Spawn (6 DP)

A mourning cry with no origin. Unexplained shivers. A spectral hand, reaching out.
Come ye' mortals and dwell within the [Vale of Shades] where ghosts, spectres, and phantasms roam.

Denizen of Darkness (Trait)
All hostile creatures have disadvantage on saving throws made against Valley-spawned monsters in the first round of combat.

Shade (Health: 4 HP, Cost: 4 MP)
Attacks made by shades force a DC16 Wisdom saving throw against a single enemy.

Haunt Passive Skill
Upon defeat, the shade will haunt the hostile invader that has bested it.
Shades are able to leave the dungeon when haunting an enemy in this way.
Other than eavesdropping, the “Haunt” can be used in the following way:
In both instances, the “Haunt” comes to an end when either of these abilities are used.

- In Combat: Momentarily posses the haunted individual, forcing them to fail their saving throw.
- Outside of Combat: Posses the individual for a short duration, forcing them to perform an act that isn’t lethal to them.
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>>5238257

[The Hive] - Spawn (6 DP)

Skittering and squirming. Slithering and screeching. These are the ways of the Hive.
Insectoids with a hard external shell, clawed limbs, and sharp mandibles.
Much like the dungeon [The Hive] seeks only to expand itself and grow the number of its subjects.

Mutation (Trait)
Hive-spawned (and the upgraded version of the hive) creatures have double the chance to mutate. (50% instead of 25%)

Swarmling (Health: 1 HP, Cost: 2 MP)
Attacks made by Swarmlings force a DC10 Dexterity saving throw against a single enemy.

Swarm Passive Skill
Individually weak, Swarmlings prosper in numbers.
When multiple Swarmlings are within the same chamber, they will clump up to form a swarm.

Swarm statistics
- The health of the swarm is equal to the amount of creatures within the swarm.
- The damage dealt by the swarm is equal to half the amount of creatures within the swarm. (Rounded up)
- The saving throw DC is equal to 10 + the amount of creatures within the swarm.
- These numbers will decrease as the amount of creatures within the swarm is reduced.
- No more than one “Swarmling” can be targeted by a physical attack a time

Example
Swarm of 8 “Swarmlings”: 8 health, 4 damage, DC of 18.
They are attacked by a warrior. He deals 3 damage, but can only target one swarmling. Swarm health becomes 7.
Swarm of 7 “Swarmlings”: 7 health, 4 damage, DC of 17.
Enemy mage uses “Fire Nova”. All Swarmlings roll a saving throw. 4 Fail and die.
Swarm of 3 “Swarmlings”: 3 health, 2 damage, DC of 13.
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>>5238266

[Chamber of Sin] - Spawn (6 DP)

Chains, contracts, and succubae – oh my. This here den of depravity is the home to devilkin and fiends.
A breed of monsters that excel at enchantment and illusion. Forcing people to do their bidding either knowingly or unknowingly.
Though most devilkin would favour spells over fists, they are still quite capable when it comes to delivering a pounding.

Lair of Mortal Delights (Trait)
Hostile invaders have disadvantage on saving throws made against charms cast by devilkin while on this floor.

Succubus (Health: 4 HP, Cost: 4 MP)
Attacks made by succubus force a DC16 Charisma saving throw against a single enemy.

Charm Skill
Once per invasion, you can force a hostile creature to roll a DC16 Charisma saving throw.
On a failure, they are charmed by you and stop attacking you.
This effect lasts until removed.

Hurts so Good Passive Skill
Succubae will deal double damage against charmed creatures.

---------

META
Yeah, I posted 4 instead of 3.
Might end up remaking "Chamber of Sin" if it doesn't get picked.
>>
>>5238270

>1 - Spend DP on a Spawn Room: [The Conquering Horde's Garrison]
>2 - Spend DP on a Spawn Room: [Vale of Shadows]
>3 - Spend DP on a Spawn Room: [The Hive]
>4 - Spend DP on a Spawn Room: [Chamber of Sin]
>5 - Spend DP on something else (Write-in)
>6 - Do not spend any more DP

Monster points come after this
>>
I think these choices make it clear that we should be spending no more MP on the first floor, these are all potent power increases relative to their costs, 4 HP DC 16 saves for 4 MP is super good compared to what our first floor options are. This also demonstrates why we should have gotten the DP last choice so we could afford to make a boss out of one of these monstrosities, but at least with 2 DP a day, it shouldn't take too long.

I really like the Orcs and Shades, with a slight preference to Orcs thematically, but to Shades for utility. forcing a failed save is very powerful, especially if we can shop for a mutation that applies a devastating effect on a failed save. This allows the shade to be useful even much later from now, as even if it is easily killed, can force a devastating effect on an invader later on in the dungeon. I also like the prospect of plundering our surroundings or maybe even dungeons with the Orcs, but their strength save is a little redundant with our strength saves on the first floor. However, we can always diversify saves with traps/puzzles, so it isn't that huge a deal.

I like the Hive thematically, but mechanically it seems weaker than the others, only potentially becoming stronger once you invest a lot into it, and becomes even weaker if the enemies have AoE. Succubus also seems strong, but less so than Orcs or Shades. Dealing extra damage to charmed creatures doesn't seem like it would matter if they are no longer attacking the dungeon anyways due to being charmed, though DC 16 Charisma attacks are notably a nice thing to have, I'd rather have the utility of Shades or Orcs.

For now I will vote for Orcs because they look cool, but if people are willing to go Shades, I am happy to switch to them.

>>5238272
>1 - Spend DP on a Spawn Room: [The Conquering Horde's Garrison]
>>
>>5238272
>3 - Spend DP on a Spawn Room: [The Hive]
>>
>>5238272
Hmmmm I like these choices but overall I think hive is the worst. Mainly because i feel like it will drop off in power really hard when things get AOE attacks.

>4 - Spend DP on a Spawn Room: [Chamber of Sin]

im voting for chamber of sin mainly because we don't have any cha damage yet so that covers the last stat I think. Also can give us more things to give to the mortals who join us.

I think orcs may be a bad idea if they skirmish without our permission but if they don't then their utility for going outside probably makes them the best choice. also using sadism and the leader thing to get commanders would be neat.
>>
Fuck, all of these are great. Goddamn I wish we could have more than one, both the Succubutt and the Shade are fantastic spawns. I wish we could pick a spooky level 2 but I have to stick with the plan.

>>5238272
1 - Spend DP on a Spawn Room: [The Conquering Horde's Garrison]
Orcs, Orcs, Orcs! The plan for turning Grez in to the Warchief of the second floor is in motion.

They can also leave the Dungeon on Raids, extreme combo with the Goblin Scout here. With it's higher stealth skills it can recon the path ahead and direct the Orc Raiding Party away from patrols and towards loot. Imagine we stake out an item shop, loot it for all it's worth when they're not looking for all they're worth and equip a floor full of Orcs with healing potions and magic items.
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>>5238272
>3 - Spend DP on a Spawn Room: [The Hive]

I like all the rooms thematically and I think this would actually be the weakest initial choice. With investment, I think it has potential to be stronger than the rest. Adventurers still have to get through the first floor filter and by then, they're ready to be chewed up. Stealth assassin giant praying mantis anyone?

It comes down to the fact I like bugga tho, so I choose bugga.
>>
So, here's my vote order, in preference :
>Chamber of Sin
Thematically perfect after Chadaklin. Charisma save is awesome, charming is awesome.
>Vale of shadow
Really like the haunting mechanism
>The Hive
I love the buggas as any other autist, but it will force us to get few big rooms to really be effective
>Conquering Horde
Although Grez boss road is nice, I think spewing orcs around is a death sentence in that location. In the wilderness would have been golden.
>>
>>5238272
>2 - Spend DP on a Spawn Room: [Vale of Shadows]
The Haunt passive Skill utility is simply too good. An act could be a lot of things for example attacking their comrades or making them move back into a trap room. It even works outside the dungeon so we could get information without having to raid and pillage
>>
Autofailing a breaking attempt with shades would be bonkers.
>>
>>5238310
yeah actually that seems to make shades pretty OP no?
>>5238257
can they be used that way?
>>
>>5238310
It would be if the invaders were the ones to roll for breaking attempts, unfortunately, we are the ones who roll to resist. Though the shades *do* have very high potential.

>>5238312
no they cannot
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>>5238272

> 4 Chamber of Sin
>>
Such cool choices, but a little scared at the thought of us being invaded by orcs from another dungeon.
>>
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>>5238323
>>
I like most but at our current situation Orc are the safest bet. Mainly because adventurers will reach the second floor debilitated and that makes them prone to dying and triggering the orc's passive
>1 - Spend DP on a Spawn Room: [The Conquering Horde's Garrison]
>>
>>5238329
City dungeon 4 the win BABYYY
>>5238310
>>5238312
>>5238314
Hey, if they kill the shades and exit the dungeon, we just order whever gets posseses to stab the party leader in their sleep. Or stab someone in plain daylight to get them imprisoned.
Even better, stab an important political figure to get the city in chaos, getting the heat off ourselves.
With stabbing you can get anywhere
>>
>>5238336
Putting the heat on them would put the heat on ourselves. Do you think they would keep our existence a secret when interrogated? The last thing we need is for city officials to find out about our existence.
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>>5238339

Sure buddy, the dungeon made you stab the senators. Uh huh. Haven't heard that one before.
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>>5238339
>>
>>5238272
>3 - Spend DP on a Spawn Room: [The Hive]

Man this is really hard.
Orcs and shades are both really good, vanilla choices with good usefulness outside the dungeon as well.
Succubus give us Charisma rolls, which we have no way to acquire right now, making it very valuable. Literally only Chadaklin has the one CHA roll, and that's it.
But my GOD swarmling's are really strong.
They need a lot of setup and they need the room space too which makes them pretty hard to mass in high numbers but the returns are insane. At higher numbers they have high HP, high DC and their damage means they would one or two hit kill most invaders. Absolute fucking monsters, Jesus. Weak to AoE so it's not without drawbacks but it has by far the most potential. Imagine if we ever grow enough for a swarm of like 12 or more of these things. Most invaders would drop dead on the spot.
Also, one thing I saw no one mention yet is the fact that hive units have 50% chance to mutate, unlike the rest. Since with the hive we are forced to rely on big rooms filled with units, we are going to be getting a LOT of mutations as we make the rooms bigger. A swarm of plain swarmings is scary enough, but if they start getting weird shit thrown in there it will pretty much just be complete hell on any invader unlucky enough to get that deep. Just... think of the possibilities.

Im gonna go with Bug's due to the above points but for what it's worth all of these are really solid, I would not complain with any of them.
>>
>>5238366
If we get to the point where we have 12 Swarmlings, we wouldn't be able to fit them all in one room unless we invested a ton into that room. Also, for the cost of 12 Swarmlings, we could instead get 6 Orcs or 6 Shades. Imagine a guaranteed 6 future save failures, or 6 raiders. Not only that, but both of those are 24 HP that doesn't reduce their DC when damaged, compared to the 12 Swarmlings 12 HP that is more vulnerable to AoE. Even with scaling, Swarmling compare very poorly to their competitors.

The point you make about mutations is good though, but I don't think it makes up for just how much weaker they are than their alternatives.
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>>5238378
For what it's worth, both the orcs and shades are really good. I seriously considered voting for them.
But you are ignoring the DC difference in that scenario. 6 orcs means a shitton of DC16 checks before killing them all, but it's not like orcs can attack at once. (yet?) And each failure means 1 damage taken. Meanwhile the swarm is a fucking DC22. They failed the roll? BOOM, 6 damage. Most likely dead.
The AoE weakness is very real, but I imagine some of the later Hive monsters won't rely on large numbers so much.
Besides, I feel like we are kinda early to raid, so that particular trait is waster for now. Also I'm wary of the whole "Creatures that are not bodily present within your own dungeon cannot help to defend it" thing.
>>
>>5238389
>Also I'm wary of the whole "Creatures that are not bodily present within your own dungeon cannot help to defend it" thing.
Say you have 4 orcs and send 3 out towards a remote enemy dungeon, then your dungeon only has one orc.
I will never run a hostile invasion as an orc invasion at the time, so the matter is mostly related to "travel time"
Say you find a dungeon that's a day's worth of travel out and send the orcs, then you won't have those orcs until they return.

[Raid Other Dungeons].
[ ]
>>
>>5238389
DC 22 is strong, but it would take a long time and large investment in just a room to get there. The current mechanics limiting creatures per room favor a smaller number of stronger creatures, and to get to 12 creatures in a room, you have to upgrade the room to be quite large, and with more expensive rooms, that is going to take a long time. Meanwhile, the Orcs and Shades are immediately strong and don't require build up.

The raiding trait isn't just useful for "raiding". We can chase down people who flee the dungeon, and also scout around more. And thanks to Grez, we probably won't have to worry much about going without invasions for too long.
>>
>>5238401
Undoubtedly good points, the hive sucks as an immediate purchase. And it's not like Outrider is bad, chasing fleeing invaders is huge. Also orcs might be able to blend in to the population, since orcs seem to be mildly accepted in the city.

But for what it's worth, the need for big rooms is somewhat offset by the higher rate of mutations, as we will have a lot of monsters in one big room we constantly upgrade, giving us a lot of mutations. We can't really know how good that could get, but considering how solid some mutations have been so far, it can't possibly be bad.

The hive is definitely the "greedy" option though, with huge potential but high costs. And the orcs, shades & succubi are in no way bad, or even worse late game since they don't have the AoE weakness.
All of these options are great, I would not mind any. To be frank I'm half voting for the hive because bugs are cool. But then the others are cool too.

>with more expensive rooms
...are they more expensive? The spawn room I assume is more expensive because we get better monsters, but the trap rooms should stay at 3 DP per "room", which would not be that hard to stack. At least that is what I assumed.
>>
>>5238272
>2 - Spend DP on a Spawn Room: [Vale of Shadows]
Shadows are cool and if we are making a disco floor then these guys would be great on it
>>
>>5238417
I don't think those orcs will be civ enough to blend... They will definitely will eat, rape and kill everything in their path. hopefully not in that order
>>
>>5238460
...yeah probably not.
They would have a better shot at it then a goblin though.
As long as they remember not to kill things on sight, at least.
>>
>>5238272
>>4 - Spend DP on a Spawn Room: [Chamber of Sin]
>>
Ooh, I wonder if/what our corruptions can do? We should have enough MP and space to spawn three of our new units, if we can maybe make one a sadist and another a scholar.

If we go succubi we'd have a dominatrix and a sexy librarian.
>>
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God damnit you spoil us QM, all these choices look good, ESPECIALLY compared to shitty gobbos. First floor peaked with Chadaklin, and we should focus MP on the second floor from here on out. That being said, I'm going to go for
>2 - Spend DP on a Spawn Room: [Vale of Shadows]
The reason I picked this is because of that lovely (Haunt) passive. Every invader that bested the dungeon came crawling back for more, one way or another. Being able to directly eavesdrop on them whenever we want is golden, and we wouldn't have to risk our goblin scout being detected. Plus, being able to fuck people over at crucial points in the dungeon WHENEVER WE WANT is an ability that would be a waste to skip out on. Imagine if old Benny got past the shade room and just so happened to "slip" down into the spiked pit trap 2 rooms over.

I wanted the Orcs badly, and I mean REALLY BADLY to achieve the "Grez becomes the #2 Dungeon Boss of the Orc Floor" dream, but I feel like the Orcs would be redundant with their strength DCs, and also be too conspicuous if they were out and about in the city. Orcs aren't all that common in Duskmire if memory serves me right, and I get the feeling they wouldn't try to hide in plain sight with their brutish nature.
>The Orc’s lust for battle is so great that they will simply go out and find the next big skirmish if the amount of invaders is lacking.
Yeesh.

The devils/fiends would be a nice continuation of Chdaklin's whole theme, despite not being a proper demon and just a hobgoblin who passed the point of no return and kept going. Though I feel like their passives and skills are charm based to a fault, I don't see them being THAT versatile. Any discussions we could have with potential acquaintances would be brought up to Chadaklin anyways, I'm not entirely opposed to them, and if there's greater benefits other than charming enemies with the devilkin, I might switch over to these guys. We do need more Charm DCs in this dungeon...

The Hive is a greedy, greedy choice that needs lots of investing to make big returns. I'm not feeling too chancy with our first expanded floor, so I'm going to play it safe. The increased mutation rate is pretty good, but chances are that we'll get a botfly instead of a xenomorph. Plus, swarmlings are specifically weak to AoE attacks, and I don't think they'll do so well against squishy wizards that can and WILL kill them with fire. Finally, I'm biased and I don't like mindless insects. No character and no communication skills with other lifeforms. Plus they just scuttle and that's it.

I have to ask though, if we get to making a 3rd floor, will we be seeing these monster choices again, or will they be replaced by better monster tiers and we never see them again? Would suck ass if we could never have Orcs, but I doubt it.
>>
>>5238272
>2 - Spend DP on a Spawn Room: [Vale of Shadows]
I really want to go for the conquering horde, but this is a lot more useful since we're in a city.
>>
>>5238272
>2 - Spend DP on a Spawn Room: [Vale of Shadows]

The Orcs are just gonna be a liability if they go out in the city. People will start asking questions where those savages came from and how the fuck they got past the outer walls to murder people in the lower district.

And the Hive is well it sounds neat.... But the AOE Weakness is brutal.... Mutation would have to be our highest priority. Though that is still expensive.

And the Chamber of Sin sounds nice...... though its kinda.... i dont know. I guess it fills a niche but the charm kinda feels useless if there is more than one creature in the attack and they can just decide to attack something else in the room.


And the Shades can help with making sure that we silence people that could become a problem later on.
>>
>>5238272
[The Conquering Horde's Garrison] > [The Hive] > [Chamber of Sin] > [Vale of Shadows]

Ive got to attempt to stick to the plan ( notloli Half Orc Dungeon Boss Grez. ) Is she weak as fuck right now? Yes. But with mutations and good rolls she could be a contender and a solid floor 2 boss, especially once she gains some experience and levels up. Maybe a regular Orc will be a better boss and she raidleads the Orc Spawn with vicious Sadism. If we cant have Orc spawn this round I hope they return for Floor 3.

Moving on - Im smitten with the thought of Swarmers getting good mutations and turning Floor 2 into just a giant chamber built around these bugs and their ( inevitable ) Queen Boss Unit ( QuBU. ) Arguments for - Floor 1 has a variety of threats and Chadaklin is no pushover himself, there is a solid chance Spellcasters are going to burn all of their mana/resources and be on metaphorical fumes by the time they hit the Swarm/Hive. Add in another Puzzle Room before the Boss and we have another fairly simple and economical floor.

The others are very interesting and have merits and I wont be sad if they win.
>>
>>5238272
>1 - Spend DP on a Spawn Room: [The Conquering Horde's Garrison]
As quite literally everyone has pointed out, every single choice here is good and we can't really lose on a pick. That said, as the anon that initially suggested that Grez could be turned to a Dungeon Hero Unit if we could spawn Orcs I'll have to put my vote down for that. A lot of time has been invested in trying to form an amicable relationship between the Dungeon and her for this purpose, not picking up Orcs will be throwing out any future potential for Grez as anything more than a Dungeon Ally.

Also, having the ability to send out Warbands to steal items and straight up kidnap civilians (invading other Dungeons can come later when we are more powerful and can spare the manpower, or simply not at all) to be used as resource fodder is much stronger than most anons seem to realize. Yes, the Orcs obviously won't be able to pass themselves off as citizens of Duskmire but they're not supposed to either. We already have two agents that can operate there: Grez, who can move around both day and night, and the Scout which is limited to night only. If there's anything we want to smash and grab, they can be responsible for scouting out how best to get at what we want and then we send in the strike force at night after we've cased out the place properly.
Hell, if we can discover a discreet way out of the city the Warband doesn't even need to operate inside the city itself, it can lay ambushes for merchant caravans and carry the goods back to the city afterwards. It would help us keep a lower profile in the city itself but still let us score some power leveling on the side.
>>
>>5238272
>2 - Spend DP on a Spawn Room: [Vale of Shadows]
>>
>>5238283
switching vote to
>2 - Spend DP on a Spawn Room: [Vale of Shadows]
>>
I'm gonna leave the vote open for a handful of additional hours as this is a weighty decision.

>I have to ask though, if we get to making a 3rd floor, will we be seeing these monster choices again, or will they be replaced by better monster tiers and we never see them again?
The initial plan was to progress to increasingly more impressive monsters, but I don't mind re-offering options that have already been presented.
Once we get to floor 3 I'll re-visit these options and bump their DCs to be in line with the other "level 3" options given.
Then people can decide for themselves what they want to use.

>Hmmmm I like these choices but overall I think hive is the worst. Mainly because i feel like it will drop off in power really hard when things get AOE attacks.
The idea behind the Swarmlings from "The Hive" was more or less an overwhelming force that's great against physical / single-target attacks and less so against AOE attacks.

>>5238293
>Orcs, Orcs, Orcs!
'Ere We Go, 'Ere We Go, 'Ere We Go!


---
People sometimes ask question to either me (the QM) or "Instinct" and I can't always find them later.
If I missed your question(s), then reply to this and point to it.
>>
>>5238266
>3 - Spend DP on a Spawn Room: [The Hive]
Bugga
>>
Oh shit, Buggas are slivoids.
One modification will propagate to the swarm. So a corrupted magical bugga will turn the swarm magical. A Brute Bugga will increase the whole stuff DC.
Is that extrapolation QM? If this works, I'll change my vote to
>Buggas
>>
>>5238865
>Instinct!: The orcs leaving the dungeon by themselves is fluff or it WILL happen???
>>
>>5239069
They might grow restless, but they wouldn't just lumber out and start slaying people.
That sentence was more meant in reference to how they can choose to leave, as in they can be commanded to do so.

>The Orc’s lust for battle is so great that they will simply go out and find the next big skirmish if the amount of invaders is lacking.
Is how they would behave outside the dungeon. I'll be more careful with my fluff going forward.

>>5238884
Sort of. Swarms have their own mutation table which do include DC increases.
Their wording is a little bit different in that they state that the DC of the swarm will be increased or their own DC by 2 and by 1 when part of a swarm and that sorta thing.

Voting closes in 2 hours
Would normally be 1 hour, but I think my fluff confused some people

Current tally
>[Vale of Shadows] - 7
>[Chamber of Sin] - 4
>[The Conquering Horde's Garrison] - 4
>[The Hive] - 3
>>
How strict is the 'Not lethal' clause of shadows? Would a target resist a command to murder a guard, knowing they'll face capital punishment, or does it just prevent forcing the target from slitting their own throat?
>>
>>5239345
to be honest a "Walk into the Dungeon alone" would probably be better in any case. In theory at least the first room could be empty and they might be able to survive the toxins if they got into the lower floors and faced the Shades.

With enough killed Shades they might actually be forced to walk through several rooms to be hones.
>>
Throw all your magic items into the dungeon would be a fun one, right as they walk out.
>>
>>5239284
Voting closed
>>[Vale of Shadows]
>>
>>5239433
:(
18 votes tho, this is quite the popular quest dn't you think
>>
Scary spooky ghosts ho!

QM, I don't know if you have anything in mind for a reworked Den of Sin, but maybe we could run a brothel that somehow connects to the surface, and also serves as a place to interface with people that doesn't involve murdering them. It could passively generate currency per day and occasionally generate interesting intel.
>>
>>5239517
Hey, that's actually a cool idea.
>>
>>5239517
>Enter the dungeon by a corridor :
>Left : to the pleasure pit; Front : welcolm to the jungle
>Left is 2 or 3 flight of stairs down, no fight or trap
>We request gold for normal service, magical items for advanced service. Advanced service include Domination (this please both personalities)
>Unbounded profits
>>
>>5239517
paying up a couple whores achieves the same result, I believe
>>
>>5239433
alright.

i have to admit i would like to test out what the corruptions do for those Shades. Maybe a Wraith for the Sadist and something akin to an Allip for the scholar where they howl mindshattering Secrets into their victims mind
>>
Hey QM when should we expect next update?
>>
>>5240347
Checking in during the D&D break. We can vote on the spending of MP real quick
You had 6 DP, spend 6 DP on the "Vale of Shadows" so you have 0 now.


[Total amount of Dungeon Points (DP) remaining: 0]
[Total amount of Monster Points (MP) remaining: 16]

Spending Monster points

>1 - Spawn a monster (See OP + 4 MP for a shade)
>2 - Apply a corruption to a creature (Working on a full cost sheet)
>3 - Don't spend any MP right now
>>
>>5240467
>1 - Spawn a monster (See OP + 4 MP for a shade)
Spawn enough Shades to fill the spawn room to capacity. Since we got one Goblin for free when we built the Goblin camp, I assume we get one Shade for free here aswell? Even if we don't, we have enough MP to spawn 3 Shades anyway.
>>
>>5240467
>1 - Spawn a monster (See OP + 4 MP for a shade) x2

>2 - Apply a corruption to a creature (Working on a full cost sheet)
>Corruption of the Scholar to 1 Shade.

I am curious what might happen here.

I hope you are having a great time with DND QM.
>>
>>5240467
>1 - Spawn a monster
>>Shade*2 (8MP)
>2 - Apply a corruption to a creature (Working on a full cost sheet)
>>Goblin into Goblin Savant (3MP)
>>Shade with [Sadism]

Buying at least two Shades is a no brainer. The one regular goblin we have left over is literally useless and making it into a Savant will at least allow it to explode into the faces of invaders once. Besides, we have no other sources of INT checks, so it's not that bad of an investment, even if it is inefficient thanks to Shades, which are fucking great.
With 5MP left over, that is probably enough to corrupt at least one shade, making it into something more interesting. We will see when QM gives is the sheet, I guess.

Also, while I'm at it, I think we should consider getting a few hobgoblins on the first floor eventually. They are less efficient then Shades MP wise, but they are our only source of DEX checks (which we have only one of with the scout, which is weak as hell) and our best source of STR checks. Also their skill to choose between STR and DEX still makes them very good, and at 3 HP they take 2 hits from an enemy that does 2 damage, just like shades, making them ultimately not that much worse. If we get better STR and DEX checks later from the Vale of Shadows, then they will become redundant, but it seems to be WIS focused, so Hobgoblins might be a legit good purchase.
I wanted another Bugbear too but those are completely outclassed by Shades so that's not happening.
>>
>>5240467
>[Total amount of Monster Points (MP) remaining: 16]
AS MANY SHADES AS POSSIBLE
>>
>>5240509
>>5240467
>1 - Spawn a monster
>>Shade*2 (8MP)
>2 - Apply a corruption to a creature (Working on a full cost sheet)
>>Goblin into Goblin Savant (3MP)
>>Shade with [Sadism]

Sounds like a solid plan to me. A double aoe on entry to the dungeon will soften up groups nicely.

The problem with hobos is we'd have to burn six dp on expanding the spawner on floor 1 before we could make them.
>>
>>5240684
+1
>>
>>5240499
+1
>>
>>5240684
+1
>>
>>5240467
changing vote from >>5240499
to support >>5240509
forgot the Goblin Savant Idea.
>>
>>5240467
>1 - Spawn a monster (See OP + 4 MP for a shade) x2
>>
I wonder if the swarmlings or an upgraded version would mutate with the ability to quickly borrow to avoid attacks would that work on AoE that wasn't made to target the ground.
>>
>>5240684
Well, it can still be usefull investment later.
For now, I'd prefer focusing on second floor.
>Priority would be upgrading fully filled shade den to tier 2; mutating shades inside
>Then, check what traps/other rooms are available. I'll prioritize Boss room and Puzzle room, which would already be a quite impressing level. Boss room is optimal on tier 2 monster (Tier advancement); we might not have something as broken as Chadaklin but it will still be a nice road block.
>>
>>5238865
>The initial plan was to progress to increasingly more impressive monsters, but I don't mind re-offering options that have already been presented.
Once we get to floor 3 I'll re-visit these options and bump their DCs to be in line with the other "level 3" options given.
Oh snap, orcs can still be a thing in the futurr, eventually. If we get to them I will vote for the orc train unless we get skeletons. Every dungeon needs skeletons.
>>
>>5242348
I wouldn't be surprised if skeletons were a mutation or upgrade for shades
>>
>>5240467
Voting closed
>1 - Spawn a monster
>Shade*2 (8MP)
>2 - Apply a corruption to a creature (Working on a full cost sheet)
>Goblin into Goblin Savant (3MP)

>Shade with [Sadism]
Will get back to this with exact cost.
>>
>>5242348
To be honest the Orcs with higher DC woulf make a better Raiding Force as well. Hell they might be smart enough to not just go out of their way picking fights
>>
>>5242452
Regarding cost : what about starting again with Corruption cost of Bugbears? Higher cost, not getting out of control?
>>
Update postponed until tomorrow because I suck at planning.
>>
>>5242965
No worries, I suck at that too.
>>
>>5242965
Suites me just fine.

See you tomorrow then QM
>>
>>5242965
Nice. I'll be there to remind you how many tomorrow is left tomorrow after 20
>>
>>5242965
I know that feel broh
>>
>>5242993
Take care DungeonQM, time's ticking and only 7 hours and 15 minutes of today are remaining
>>
>>5244007
Sad to hear your day ends at 6 pm
>>
>>5242965
I'll try to post after D&D
>>
>>5244007
What day are you on wtf it's not even 2pm
>>
>>5244180
Eurofag
>>
>>5244225
To think that there could possibly be a br*tish person in this quest, how horrifying.
>>
>>5244328
Even worst, english is not my main tongue
>>
Just got done with D&D.
I will not, in fact, be posting today and I'm painfully aware how long its been since a proper update.
Sorry to keep disappointing. Life is a mess at the moment, the next update will come when it comes.
Can't commit for the time being, if I try I just end up backpedalling on my promises.
>>
>>5244449
don't worry QM, /qst/ is mild entertainment! Don't feel compromised
>>
>>5244449

No worries. Take care of yourself.
>>
>>5244449
How dare you not keep to a promise made to complete strangers on the Internet.
Take care QM. Get whatever mess it is taken care off so you can get your Head back in the game.
>>
>>5244449
It's not disappointing. Take care of yourself above everything else first.
>>
>>5244449
Feel better soon, QM!
Can inter-room mutations happen? Might be interesting to see what the savants do with all these shades around.
>>
>>5247910
Not sure what you mean by inter-room, but goblins are restricted to their own floor, much like the shades.
Otherwise you could do things like maxing out floors and just sending the higher tier enemies to the first floor.
>>
>>5248121
I meant higher floor spawns and mutations influencing those below them.
Sure, the goblins may not be able to go into the vale itself, but maybe a few stray strands could grant some lucky savants new spells.
>>
but if Orcs can be sent outside the dungeon, can't they be sent to guard the door entrance¿? And after they beat the not-invaders they drag their half-death person into the dungeon for points
>>
>>5248289
Orcs are an edge-case in that they can essentially inhabit "Floor 0" aka outside the dungeon, but they can still not be assigned to a floor different than their own spawn floor.
Their trait is to leave the dungeon is extremely rare for a non-mutant monster to have.
But, yeah, a shade cannot be assigned to floor 1 and a goblin cannot be assigned to floor 2.

>>5248192
Monsters wandering between floors and rooms are purely for story purposes.
We had a big bit about this in a previous thread from what I remember.
Once mechanics come into a play then monsters have actually be "assigned" to a room.
They will also be forcefully moved to their assigned room once invaders walk into the dungeon.
>>
Hey QM,
I hope you're ok. Get well and take some time to get back to your pinnacle so we can keep enjoying that amazingly well written Qst.
But keep telling us you're alive if you come in the neighborhoud.
KissThxBye
>>
>>5252557
Still alive. Still planning to return.
>>
>>5253637
Good to hear. Hope you are doing well.
>>
>>5253637
Take all the time you need, we'll be here waiting for you.
Story time : you are my leftmost-tab of open quests.
>>
>>5253637
Neat, desu
>>
Hey QM,
Thread is on page 8 allready. I really hope you won't abandon us :(
>>
>>5253637
Yeah QM. Are you gonna Archive soon or should someone else do that?

Time is kinda running out
>>
>>5258680
>>5259481
threads don't get bumped after 72 hours you dumb fucks
>>
>>5259960
>threads don't get bumped after 72 hours you dumb fucks

thank you for your valuable Input. I ABSOLUTELY did not know that and did not ask that question because i would like to know the stance of the QM on the Matter.

Did you know. Threads don't get bumped after 72 hours
>>
>>5258680
>>5259481
Will update today after work.
>>
>>5260714
Bliss.
>>
An eerie quiet dwelled within the new chamber. Unlike most other chambers, the room was mostly dark.
It had the feel of a meadow found within a large forest, a clearing populated with grave stones and illuminated by shimmers of moonlight.
A ghastly wail filled the air as a creature made of smoke and shadow apparated as it it had seamlessly phased between layers of existence.
The ghastly wail ended as the spirit being completed its yawn and scratched at its lower back, right above where the legs should’ve been but there was naught there but a trailing whisper of smoke that became thinner as it went on.

[No units found on current floor. Spawning first unit...]
[A [Shade] has been spawned on the floor two (2).]

--------------

Shade (Health: 4 HP, Cost: 4 MP)
Attacks made by shades force a DC16 Wisdom saving throw against a single enemy.

Haunt Passive Skill
Upon defeat, the shade will haunt the hostile invader that has bested it.
Shades are able to leave the dungeon when haunting an enemy in this way.
Other than eavesdropping, the “Haunt” can be used in the following way:
In both instances, the “Haunt” comes to an end when either of these abilities are used.

- In Combat: Momentarily posses the haunted individual, forcing them to fail their saving throw.
- Outside of Combat: Posses the individual for a short duration, forcing them to perform an act that isn’t lethal to them.

--------------

The Dungeon gazed upon its new creation and liked what it was.
Ghosts, spirits, spectres, and wraiths were certainly up to standard when it comes to creating an terrifyingly evil dungeon.
Thus, the evilest evil decided it could do with a few more of these.

[The Dungeon spends 4 Monster Point (MP) to spawn a Shade.]
[The Dungeon spends 4 Monster Point (MP) to spawn a Shade.]
[Room [Vale of Shadows] is currently at monster capacity (3/3).]

Two more of these [Shade] creatures shimmered into the dungeon.
The trio congregated near the centre of the chamber, hovering amidst a circle of tombstones.
No words were exchanged, but they eyed each other over and bobbed up and down in approval.

[Total amount of Monster Points (MP) remaining: 5]
[Total amount of Dungeon Points (DP) remaining: 0]

--------------

The Scholar watched the curious display and found himself bobbing up and down alongside them.

“Hey,” cried the Sadist.

“Huh?” replied the Scholar.

“Stop it,” said the Sadist flatly, “Take some Monster Points and go educate another goblin, will you? Those [Goblin Savants] have been quite useful.”
>>
>>5261315

[The Dungeon spends 3 Monster Points (MP) to corrupt a monster.]
[A sliver of [Corruption of the Crazed Scholar] has taken hold in [Goblin], transforming it into a [Goblin Savant].]
[Total amount of Monster Points (MP) remaining: 2]

Yet another goblin was shouldered with the burden of intelligence, another [Goblin Savant] was created.
It remained in the [Bugbear Den] for the time being.

--------------

A handful of hours passed while the Dungeon busied itself with its new floor and the new inhabitants.
Familiar footsteps closed in on the dungeon until Grez stepped into view, she seemed to have calmed down from whatever she was going through earlier, she looked a bit out of it and she shyly tucked a loose strand of hair, that had somehow escaped from the usual ponytail, behind an ear, “You dealt with her, I assume?” she asked.

Slightly offended by its on-going role as a doorman, Chadaklin made his way to the dungeon entrance with powerful strides, once there he answered on behalf of the dungeon, “She was put to good use,” replied Chadaklin, “You won’t be seeing her again, however.”

A smile crept onto Grez’s face, one which she tried very hard to suppress, “I see,” she said, then clearing her throat and holding out a hand, “My payment?”

Fresh out of Dungeon Points, the Dungeon had currently no way to spawn any gold pieces.
Chadaklin was ordered to stall for time while the egos discussed how they were gonna spin this.

“First,” said Chadaklin, folding his arms, “Where did you go all of a sudden? The city above is crawling with those that want you dead, but you just took off.”

The half-orc rolled her eyes, “What’s this all of a sudden?” she said with a slight nervous chuckle and a blush creeping into her face, “You’re not my dad. I go wherever I want.”
”But if you MUST know,” she added, patting a small weapon at her side, “I bought a weapon. A sort of mace. Well, more of a cudgel really.”

Chadaklin raised an eyebrow, “You never carried weapons before.”

“Well,” replied Grez, folding her arms, “When I watched the half-giant pulverize a goblin’s skull with a fist I realized that could’ve been me. I’m not sure what was up with her, but most people would’ve tried for some revenge in a certain death scenario like the one she was just in. Maybe crack me over the head or stab me.”

The tall, half-devil nodded, “Why a mace?”

Grez shrugged, “With a dagger you’ve got a good chance of them bleeding out if things go south when there’s still some distance between us and the dungeon. So, I figured a mace would be better.”

--------------
>>
>>5261318

META
Art for "Stairs" and "Vale of Shadows" is not final, but I was wasting too much time on it.

I'm down to only 1 campaign for the upcoming few weeks, I'll try to update as often as I can.

---------

>1 - Tell Grez to come back tomorrow for her payment
>2 - Tell Grez you’re withholding payment until the next “delivery”
>3 - Move monsters around
>4 - Order Grez to do something (Investigate / Explore / Try and find another victim tomorrow)
>5 - Order the Goblin Scout to do something
>6 - All preparations have been made. Wait (Fast forward) to the next invasion.
>7 - Other (Write-in)
>>
>>5261322
>1 - Tell Grez to come back tomorrow for her payment
>6 - All preparations have been made. Wait (Fast forward) to the next invasion.
I think we're good, for today at least. Tomorrow we should have DP to make gold and a side hall in the Vietnam Jungle.
>>
>>5261322
>1 - Tell Grez to come back tomorrow for her payment
There's no need to lie, simply tell her that we have run out of the resource needed to spawn additional gold and that we will have the power to do so tomorrow. She is of course welcome to stay the night in the Dungeon or take as much out of her current stash to tide her over until tomorrow if she doesn't.

>4 - Order Grez to do something (Try and find another victim tomorrow)
Less like an order and more of a question if she intends to bring another victim tomorrow.
>>
>>5261322
>1 - Tell Grez to come back tomorrow for her payment
>6 - All preparations have been made. Wait (Fast forward) to the next invasion.
Can't really come up with anything more to do for now, really.

Also, QM, why we are down to 2MP?
Here >>5240467 we had 16, we spent >>5242452 11MP on getting 2 monsters + one upgrade, which should leave us with 5MP. We were gonna corrupt a shade but there was no indication of that happening so the math doesn't add up. Did I miss something?
>>
>>5261354
You are correct. Dungeon should be at 5 MP. My bad.
I think I accidentally subtracted the cost of the goblin upgrade twice.

----

[Total amount of Monster Points (MP) remaining: 5]
>>
Whooo dungeon quest returns!

If we've the points I'd love to corrupt a shade
>>
>>5261333
+1 Support

>>5261338
>There's no need to lie, simply tell her that we have run out of the resource needed to spawn additional gold and that we will have the power to do so tomorrow. She is of course welcome to stay the night in the Dungeon or take as much out of her current stash to tide her over until tomorrow if she doesn't.

But this too
>>
>>5261322
>>1 - Tell Grez to come back tomorrow for her payment
And let's fast forward please!!! invasion let's go let's go let's googogogogogooooo
>>
>>5261405
Same here.

We did already vote for it >>5242452, not sure why we didn't corrupt one. Or get to look at the price tags, at least.
>>
>>5261322
Good to see you back!

>>5261425
Supporting this. No reason not to be upfront about it.
>>
>>5261322
>>5261425
+1 Looks fine to me.
>>
>>5261322
>>5261425 +1
>>
>>5261322
Amazing update, QM.
Can we get Shade corruption price tags?
>1 - Tell Grez to come back tomorrow for her payment
>6 - All preparations have been made. Wait (Fast forward) to the next invasion.
>>
>>5261425
+1 support
So in the future, we should atleast have 1 DP left to pay Grez. I don't want her getting any ideas. Or maybe I'm just paranoid. Hopefully we can get more shades in the coming days, I want to see them in action. rattleboys mutation when?
>>
>>5261322
>1 - Tell Grez to come back tomorrow for her payment
>4 - Order Grez try and find another victim tomorrow
We could probably use some more DP or MP
>>
>>5261507
>>5261766
Because although I was 90% sure I posted about these prices before, I cannot find them anymore.
Nowhere in my notes, nowhere in the archive. I suppose they were a fever dream.

Tier monsters corruption cost
Base corruption cost + Tier level - 1

Corruption of Sadism on Goblin
1 + 1 - 1 = 1

Corruption of the Crazed Scholar on Goblin
3 + 1 - 1 = 3

Corruption of Sadism on Shade
1 + 4 - 1 = 4

Corruption of the Crazed Scholar on Shade
3 + 4 - 1 = 6

The only reason why the -1 is in there is because we already established that it costs 1 MP to Corrupt a goblin using "Sadism" and I have to be consistent.

Voting closed
>1 - Tell Grez to come back tomorrow for her payment
>6 - All preparations have been made. Wait (Fast forward) to the next invasion.
>There's no need to lie, simply tell her that we have run out of the resource needed to spawn additional gold and that we will have the power to do so tomorrow.
>She is of course welcome to stay the night in the Dungeon or take as much out of her current stash to tide her over until tomorrow if she doesn't.
>>
Ok fellow dungeon mind sparks, let's discuss the plan.
>Corrupting one Shade
>using DP to extend downward
Priority on shade Vale would allow to trigger 3 mutations possibility for the low, low cost of 6DP, opening tier 2 shade
>2nd floor boss room with a tier 2 shade
We won't get something as strong as Chadaklin, but this will be a temporary take of the boss' mantle
>use a couple DP for corridors on the first floor, trap room on the second floor.
>Wait until we get an amazing mutation on a tier 2 shade. Corrupt it and give it boss' mantle on second floor.

Thoughts?
>>
>>5263006
I agree with the growth of the Vale while the Shadows are inside. Maybe some good mutations could come out if it.

Getting a Tier 2 Shade would at best be a stopgap measure for a Boss. Bossroom is still more important than Traprooms in my Opinion on second Floor. But Trap Room should be a clode third after an expanded Vale.

I do not think that we need much in the way of corridors on the first floor since going out and getting many more Goblins. On the second floor this would become much more important since new rooms are more expensive and we can fill these cheaper rooms with Shades to combat Magic Buffs better.

Also maybe we eqnt to try and put sole trap rooms in to try and get more mutations that way. A toxic shadow sounds hilarious. i would assume a toxic shafow would poison an Opponents mind even while haubting them and maybe turn them violently insane
>>
>>5263006
Also i think putting something in a Bossroom automaticly upgrades it by one Tier which is how we got Chadaklin due to his mutation in additoon to that would also have been tier upgrade but there was kowgere to go afterwards.... so a Tler 3 Shade as Boss sounds reasonable even if he might not be as strong or as 'perfect' as our Devilgob
>>
>>5261322

META
The plan is still to skip ahead to the next invasion, but I checked my notes and realized I still had to mention a certain thing.
So small vote on that before we time-skip.

-----------------

A wayward bird chirped from within the jungle, having been drawn there by its intoxicating scents.
It chirped not because it was content, but in sheer alarm as it stared at the various creatures crawling up the trees in an effort to meet it.

“Understood,” said Chadaklin, “Your payment will have to be wait until tomorrow. The dungeon has made some big chances to ensure its survival and that has exhausted their resources for the time being.”

Grez frowned, “I thought we had a contract,” she barked, hands flailing, “Where's my money?”

“Yes, but said contract makes no mention of immediate payment. Just that there will be payment,” corrected Chadaklin, “You will get your money. Tomorrow. In fact, you are free to spend the night here if you want. There’s too many hostile forces out and about.”

The half-orc clasped her hands behind her back, put on pouting, and theatrically had one foot grind against the dungeon floor, “Awwww,” she said, batting her eyelashes, “Are you concerned about me? You going soft on me?”
She then gasped, her eyes going wide as she held her hands flat against her face, “Have you fallen in LOVE with me?”

“You know where to find your stash of gold coins should you need them,” replied Chadaklin flatly.
”There is, however, one other option,” added Chadaklin, “A boon.”

Grez rolled her eyes, slightly disappointed at the lack of reaction, “This ‘Pause for suspense' thing really doesn’t suit you. Spit it out, will you?”

-----------------

The Sadist’s eyes locked upon the Scholar, then narrowed. An intense, cold stare.

“What?” replied the Scholar, “I tried to build suspense!”

-----------------

“The Dungeon has recently acquired a new kind of brand. An extremely versatile one that allows you to change one thing about your appearance. This can be something simple like your eye-colour or things like your height, gender, or even race. With the proper modification there’s a very good chance that those that are hunting you won’t even be aware as you pass them by in the streets,” explained Chadaklin.

For once there was no witty remark. No retort, joke, or pun.
Grez simply stood there in wide-eyed amazement, rapidly blinking a few times and then just staring, mouth opening and closing as she struggled to find the words.
“…You can do that?” she said eventually.

Chadaklin gave her a strong, decisive nod.

The half-orc’s face was a flurry of emotions: disbelief, happiness, confusion, and finally – suspicion.
”Such things are rarely free,” she said, “What will that cost me?”
>>
>>5263036

-----------------

>1 - She should pay for it by forgoing tomorrow’s payment, but it is applied immediately.
>2 - She should pay for it by forgoing the next three payment, but it is applied immediately.
>3 - She should pay for it by forgoing the next three payments and it is applied after the third victim she brings in.
>4 - It’s free. A gesture of good-will from the dungeon.
>5 - It is applied immediately, but Grez has to perform some kind of task (Write-in)
>6 - Other (Write-in)
>>
>>5263037
>5 - It is applied immediately, but Grez has to perform some kind of task (Write-in)
>"You will go out and aquire Magical Knowledge in Form of Scrolls and Books for us and bring them here. If you can get it without money good but if need be money can be provided."

I kinda want her to act as a middleman to buy magic stuff. The Ring was quite nice but we will need more examples if what can be done if we want to get into creating our own boons for our monsters.

In the Meantime.... is it possible to forge Magic items that will loose cohesion outside of the dungeon and disappear without us needing DP or MP for it? Ir di they have to be fully realiz3d to get and benefit from it?
>>
>>5263037
>>5263051
Oh good idea, I still say that some point we should apply the brand of meakness somehow and renegotiate the contract to get her working for free before removing it again but that can wait
>>
>>5263051
Supporting.
>>5263056
No meaking Grez.
>>
>>5263051
+1
>>
>>5263056
She probably would not like that if we keep her a sadist afterwards. We would have to modify her memories. There might be magic for that but for such a low level pawn at the moment that would likely not be very useful right now.
>>
>>5263006
>Corrupting one Shade
Corruption right now I feel is uneccessary, I'd rather we expand the Dungeon to allow more minions on the Second Floor, and fill those up with more monsters. Extra bodies is worth more over Mutations right now, since we've undoubtedly caused someone who's not a schmuck to notice us as we expanded to Floor 2. Preferably the short term goal is to get the Second Floor to the same size as the First:
T2 Spawn Room (Hopefully mutates one or two minions) > Spawn two T2 Shades > Trap Room > Spawn One more T2 Minion > Expand Trap Room with T2 Minions in it (Hopefully mutates one or two minions) > Room of Bewilderment > Boss Room

After that, I want to return to Floor 1 and expand it so it becomes a bigger challenge. Yes, Floor 2 is more powerful but that isn't going to stop Floor 1 from damaging enemies and making them waste items and burn mana before they enter further in to the Dungeon. At the very least we should have a 4-tile Jungle and a T3 Spawn Room, which would give us 14 minion slots to fill, an average trap DC and spawnable Hobgoblins, which while not as powerful stat wise compared to a Shade is still more versatile in that it may alternate between STR/DEX checks when it attacks. If we leave Floor 1 as is now, it's basically a dead Floor aside from Chadaklin and future invasions might as well start on Floor 2 when it comes to how fresh they will be.
Another 4-tile Trap Room (Pit Trap for that Wisdom Check) is ideal, and about 5 minions per room with a few Hoboglins and a Savant each would be enough. It certianly won't kill many late game adventurers, but it will drain them of resources when they enter. That is enough.
We might also want to recycle both the Blight Bringer and the Scout and replace them with something heavier, like a Bugbear or Hobgoblin each. They're simply not powerful enough to be worth keeping around.

>use a couple DP for corridors on the first floor, trap room on the second floor.
Nah, I don't want to corridor the first floor. Save that for the lower floors, I prefer the compact layout we have now. And if we start Corridor Shenanigans on Floor 1 it will be mapped out instantly and they'll be more ready for it when they reach further in to the Dungeon. Best save that for Floors 2 and below.

Except, we give Chadaklin a Corridor in between the Boss Room and Room of Bewilderment. He said he didn't like not having an intimidating entrance after all, a Corridor filled with skulls and lit torches should make him happy.

>>5263037
>>5263051
Guess I'll back this. Honestly would've prefered it if we didn't tell her about the Mark of Icarus since I wanted to use it after (if?) we've made her into a Dungeon Hero Unit to boost her stats, but I guess the cat is out of the bag now. Not like we can back down from this after we told Grez about it, that would cause immense friction between her and the Dungeon.
>>
>>5263051
I'll support this.
We have neglected our crazed scholar side, might as well indulge them a little.
>>
>>5263006
Seems like a decent plan, with 6DP into the spawn room we can maybe mutate shades, and get a tier 5 Shade to throw into a boss room, making them into a tier 6 shade, which would be a quick way of getting a very strong boss early. We can always replace them with an actual tier 6 later, and get 3 mutations on it.(if that is how that works still).
I disagree with the corridors. It's a cute trick but it all depends on how it works exactly and I don't feel like spending DP on experimentation when we have so much shit to buy.
Also once we are done with the above, and maybe get a trap room/puzzle room on the second floor, I think it would be worth expanding the goblin spawn room to get hobgoblins. They are not as efficient as shades MP wise, but their STR/DEX checks are still very valuable, and if there are no STR or DEX checks from second floor monsters then they are our best source of it, and thus worth the investment either way.
Another things to consider is that corrupting a Bugbear with Sadism only costs 2MP, which is not a lot, and looking at how goblins got +4DC from sadism, it might be worth getting it on our one Bugbear.
>>
>>5263085
>And if we start Corridor Shenanigans on Floor 1 it will be mapped out instantly
We can change the layout for free, mapping things out is not a concern. It only costs 1 DP and can force another check on the trap room, it's very easy to justify.

>>5263051
I like the idea, but I think this makes it too easy for Grez to be greedy/sadistic about forcing us to pay for things that either she can buy or otherwise acquire without needing to pay.
>>
Voting closed
>>5263051
>5 - It is applied immediately, but Grez has to perform some kind of task (Write-in)
>"You will go out and acquire Magical Knowledge in Form of Scrolls and Books for us and bring them here. If you can get it without money good but if need be money can be provided."

>In the Meantime.... is it possible to forge Magic items that will loose cohesion outside of the dungeon and disappear without us needing DP or MP for it?
>Or do they have to be fully realized to get and benefit from it?
Not currently, no. Such things exist, but you don't have access to them.
>>
>>5263141
well if she can not aquire it herself for any reason she will have to come to us to ask for money and if she can not make a good point we do not have to give her money for it. And Chadaklin can probably tell if she is lying to us.

>>5263208
>Not currently, no. Such things exist, but you don't have access to them.

hm...... okay something to research later.
>>
>>5263037

Chadaklin smirked, “You catch on quick enough,” said the tall hobgoblin, “The Dungeon requires knowledge. Magical knowledge in particular. Your job will be to go out and acquire as much of it as you can. Be it scrolls, books, runes, or otherwise. We’ll provide the gold if it is required. Think you can manage this?”

“Not as I am now,” said Grez, gesturing at her half-orc self, “Magical stuff is rare. I suppose it can be found near the Birdsong Academy, in Arcane Avenue. You can borrow books from the academy if you’re a student, but I’m not magical – so that’s a no-go. There’s some stores in Arcane Avenue where they sell some of the books and items the academy no longer has any use for. However, most of the shopkeepers there hail from the Noble Quarters and they don’t like half-orcs much. The best shops with the most expensive and rare items are in the Noble Quarters, no doubt, but I’m not even allowed into that district as a half-orc. My best bet is probably to go to the Upper Trade District and try my luck at the auction house.”

Chadaklin folded his arms, “Won’t you need to carry a lot of gold for auctions?”

“You used to,” admitted Grez, “But there were a lot of folk from the Lower District prowling about on auction night. It was nothing short of a miracle if you carried a lot gold and made it to the auction house’s entrance with it still on you. These days you can just bid and pay for the item when you go to collect it the following day or something. Although I heard they only hold onto it for a short while before it simply gets put up for auction again and you get blacklisted from the auction house. The 'New Wind' auction house is probably the most likely to carry any magical stuff.”

“How do you know all this?” replied Chadaklin, raising an eyebrow.

“Prowling about on auction night,” answered Grez, displaying a wide grin.
She went quiet for a moment, gripping her left wrist with her right hand and tilting her head towards the dungeon floor, “Hey,” she said in a quiet voice uncharacteristic for the post-brand Grez, “You were serious about that dungeon magic, right? You’re not just having fun?”

“It is real and the offer is genuine,” replied Chadaklin, standing tall as if to add weight to his words.

Her right hand moved up her left arm until Grez was gripping the elbow, she spoke with a tremble in her voice, “I don’t want to be called a monster anymore,” she stated, “If I wasn’t a half-orc then people won’t look at me in disgust anymore. If I hadn’t been a half-orc then I might’ve been adopted when I was younger. I just want to be normal."

"Just human,” she concluded.

--------------

Super short vote: 30 min max

>1 - The Dungeon decides how Grez the “Mark of Icarus” changes Grez. (Write-in)
>2 - Allow Grez to be human.
>>
>>5263282
>2 - Allow Grez to be human.
>"If it becomes a Problem for any reason you might have to change once more."
>>
>>5263282
>2 - Allow Grez to be human.
>>
>>5263282
>2 - Allow Grez to be human.
>>
>>5263282
>2 - Allow Grez to be human.
>>
>>5263282
>2 - Allow Grez to be human.
No real reason to fuck with her on this one.
>>
>>5263282
Voting closed
>2 - Allow Grez to be human.
>>
>>5263282
>2 - Allow Grez to be human.
>>
>>5263085
>We might also want to recycle both the Blight Bringer and the Scout and replace them with something heavier, like a Bugbear or Hobgoblin each. They're simply not powerful enough to be worth keeping around.
Instead of scraping them, we can always assign to Trap room. I want to keep Scout around, he's usefull as hell thanks to the out of dungeon capacities.
>>
>>5263282
>2 - allow grez to be human.
Let het know she can always try other things out too if she wants.


>>5263036

>have you fallen in love with me

"You’ve been a naughty, haven’t you?” she said, blushing furiously, “I could’ve gotten hurt.“
She ran her fingertips over your orb, sparking flashes in your mind that send it reeling.

A surge of panic flooded your being as she lifted the orb off the pedestal, holding you a mere three feet off the ground.
It made you feel so helpless, so fragile. Your life was literally in the palm of her hands.
She took the orb and pressed its cool surface to her stomach, a comfortable warmth crept through her clothing, warming the surface of your core,
“Never hurt me again,“ she whispered, raising the orb, now a fraction of an inch away from her lips.
She took your silence for unspoken approval, “Good boy.“

The half-orc woman then placed the glass orb back on the pedestal, leaving you hunger for her warmth.
Though you didn’t have to want for her touch for long, she send all ten of her fingers sliding across the surface of your core.
It send red-hot spikes of pleasures into your mind.
The slender half-orc smiled, flaunting superiority, ”Serve me.”"
>Remind her that appeared to be her goal when she broke us the first time. Either that or some sub/dom relationship we just managed to be the dom in the end.
Also reminder that grez has always been a horny sadistic bitch and we only made it stronger with brand. Its clear the sadist part does love her two peas in a pod.

Also fuck makes sense we rolled sadist when she was like that.
>>
>>5263282

The titanic hobgoblin gave her a genuine smile, lightly stepped to the side whilst turning slightly, and gestured to the deeper parts of the dungeon, “And so it shall be,” he said.

Grez was led towards the [Branding Chamber] which had hastily been cleaned up. No need to to frighten the girl with all the blood and its sickly, metallic scent.
Still, despite the dungeon’s best efforts it was still a dark, smoky place illuminated by little more than the light creeping in from underneath the door and the fires angrily cracking within the pit.

Once there, she was lead towards the large table which had restrained Zarkha only hours earlier, though the restraints were notably absent now.
She sat down on the elevated table, feet dangling over the edge and slightly swaying.

Feeling like it had been dormant for far too long, the brand on her shoulder flared up.
A sense of approval swept through Grez as she took in her surroundings.
The cages, the pit, the branding iron.
”Lovely place you have here,” she said, her face lit up by the glow of the fire pit.

A small creature went unnoticed as it appeared behind her, sunken eyes barely visible within the torturer’s cap, a small mallet raised above its head.
It slammed the mallet down in a sweeping blow and struck Grez on the side of the head, forcing her unconscious.
The half-orc was then, with a little help from the dungeon, laid down on the table.

-----------------

“Was that necessary?” asked the Scholar.

The tiny torturer shrugged.

“It’s the [Brand of Icarus] this time” said the Sadist.

The small goblin puffed up its cheeks and exhaled heavily.
This was gonna be a big one.

The little goblin turned its attention to the bellows, once again ensuring the coals were heated to the point the coals were red-hot.
It took hold of the branding iron and patiently waited as the symbols on the end of it began to shift through various shapes before finally settling on the [Brand of Icarus].
The little torturer hovered the brand above various places until it received some sort of approval.

When the branding iron hovered above Grez’s upper-left arm, the goblin got the feedback it had been looking for.
Grez’s usual attire would hide it well. The tiny torturer pressed the red-hot metal to her green skin where it applied the brand with violent hiss.
A small symbol representing a sun. A circle surrounded by tiny triangles with their points facing outward.
A mirror image of the symbol consisting of wispy tendrils made of blue magic danced and wavered directly above the brand as the magic tried to take hold.
It seemed incomplete somehow. As if waiting for the final piece.

“Make her human,” commanded the Sadist.
>>
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>>5263476

The magical representation of the brand rapidly spun in place, casting an eerie blue glow on not just Grez, but the entire chamber.
It pulled in more energy as it spun, further brightening up the room.
Once it decided it had enough it stopped abruptly and combined itself with the brand now present on the skin.

A shockwave of blue magic travelled through Grez, modifying and readjusting the most fundamental pieces of her.
The green skin paled until it turned a fleshy white, similar to the skin colour of the majority of Duskmire’s citizens.
The magic that bounced around within Grez lit her up from within, showcasing veins, nerves, and muscles.
Though her eyes were closed, the goblin watched as Grez’s eye colour shifted from the typical orc red to a vibrant blue.
The pointed ends of her ears smoothed out.
Some other things happened here and there, it was a very extensive process that had Grez groaning and trashing with various tiny movements.

Until finally, it was done.
Splayed out on the table was an individual that was unmistakably human.
>>
>>5263478
No further updates today as I wasted too much time on photoshop
>>
>>5263487
It was a good photoshop
>>
>>5263487
Yeah not a bad Photoshop. Take care QM
>>
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>>5263478
Amazing job QM.
However, between the black lips and the "love" implication, let me introduce y'all "Goth GF Grez"

All the more fitting as final Boss of the chambers of shadows.
>>
>>5263517
we did it boys we gaslit and Stockholmed grez into being our goth gaslighting girlboss gf
>>
>>5263478
from globlin to goth
>>
>>5263517
I don't think Grez is gonna get that hot.

Good Pic though
>>
>>5264110
Well, depends on how we spec her. Maybe she can become charisma-saved base "previously adventurer in the dungeon backstabing".
>>
>>5263487
Can we ask instinct how "levels" and "leveling" works as we now have someone where that is relevent and would like to invest in their levels.
>>
>>5264294
See >>5227189
>There's also a "levelling" mechanic for all non-dungeon creatures, which could come into play if a hostile creature or dungeon ally survives for a long time.
>But that's not something you'll have to keep in mind all too much, more just something that might happen. (Think "Milestones" from D&D)

Just had a look and this thread is pretty close to slipping off the board.
I'm going to archive the thread.
>>
Thread has been archived.
I'll be spending today preparing for the next thread and cleaning up my campaign manager.
So no updates today I'm afraid.
>>
>>5266089
so you will update in a new thread next time?

Anyway. Have a great Day QM
>>
>>5266112
Yeah. New thread will be up after the weekend on Monday.
>>
>>5263478
I was afraid that's all it was gonna do, we might need a second brand, her face is still easily distinguishable if you know who you are looking for
>>
>>5266754
There is an easier way. "Reconstructive" Surgery with a Sledgehammer
>>
>Still hoping for an update today
>Although, hope is a fickle mistress
>Bountiful days, makes you feel like more of that delicious nectar, drug of the senses, marvelous crumbs of story will keep falling from the sky
>While, ducks of the park we are indeed unsure wether the nice lady will come back again tomorrow

Life is suffering, /qstPartyMembers
>>
>>5270248
I'm working on it, but updating the OP is always a bit of a thing.
>>
>>5270284
Oh well, life turns out to be beautifull.
>>
New thread:
>>5270371



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