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A Sapient Megadungeon is You (Generic D&Dish fantasy)

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((Well, not that mega, but you could be if you work at it!))

Index: Character Sheet (here), 1...

Darkened

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((Well, not that mega, but you could be if you work at it!))

Index: Character Sheet (here), 1 (here), 2 3 4 5 6 7 8 9

Omakes: Untitled (a2znut)

Character Sheet
Name: Hidden Palace, the Cavern of Lewd Perversions
Theme: Cavern

Reputation: A Beginner's First Test
Danger: 5
Reward: 4
Mystery: 4

Statistics:

Treasure: 2
Monsters: 1
Traps: 3
Layout: 2
Magic: 2

Merits:
Extreme Element: Darkness
Voiced (Upgrades: Mimicry)
Actual Dungeons

Abilities:
Maximum Rooms: 3

Monsters: Wild animals

Layouts: Hallways, Dirt Floors, Slippery Floors, Decorations (crude)

Trap Triggers: Treasure Chest, Trapped Treasure Chest, Pressure Plate (subtle), Reverse Pressure Plate, Trip Wire (obvious)
Traps: Boulder Chase, Poisoned Needle, Arrows, Spikes, Pit (shallow)

Magic: Spellbook

Special: Rocks Fall, Everyone Dies


Note: Abilities are general examples. You can combine them relatively freely. And improvisation is encouraged. Other options that are not significantly more complex than those listed can be added with an appropriately detailed plan for a trap or monster and GM approval.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Introduction

You were carved into the mountains when the gods first made the world. Born of the cracks in rock, the smallest mistake of a god who couldn't be bothered to chase perfection. For thousands of thousands of years you slumbered, an ordinary cave no different from any other. Animals took up inside of you. Bears and bats and other beasts that live in caves. Their life, their breath, gave you the faintest awareness in your dreams. But that time is indistinct, vague.

Then the kobolds appeared. Small and reptilian with weak limbs and weaker minds. They knew not the true gods, and so took to worshiping you. their home itself, instead. Small prayers for small creatures. You first awoke then, to the chorus of tiny voices with their petty worries and petty sacrifices. You heard but never answered. What were they to you?

And then the adventurers came. With swords and spells they bathed your floors in blood. Kobold and animal alike died in agony, their blood wetting your floor. Awoken through prayer, and baptized with blood you gained true life. No longer was your consciousness fleeting or brief, no longer were you detached from the world and uncaring. You first knew with the small prayers of a small people. But you first felt with their small deaths.

Blood, lost life, the despair of a desperate people. These were your first sensations, your first pleasures.

And yet now, the kobolds are dying out. Years of adventurers scavenging for treasure have driven your people, your food, to the brink of extinction. What will happen when they die? Will you fade back to a mere cave, unfeeling and unaware? Will you awaken in some distant future with new inhabitants? Or will you die with your pathetic kobolds. For the first time you feel fear.

You can do nothing but watch. The petty tributes that granted thought and feeling have not granted you action. And yet, as if by providence, it happens. The leader of the kobolds, the greatest of the least leaps forward. The adventurer, the hero, facing him turns easily to knock him out of the air, but his foot slips on a floor wet with blood. He has the barest moment to marvel before your kobold's ax takes him in the throat.

His body falls, one corpse amongst many. Yet this life is more. Worthier. This hero's blood is a feast you have never tasted before. But it isn't enough. Enraged, his comrades strike with renewed vigor, murdering every last kobold child. If this is how you must die, at least you tasted such bliss beforehand.

And yet this blood is worth more, you can feel it sinking into you, dying your dirt and your stones, empowering you. Experimentally you move. The rocks around your solitary entrance collapse, trapping the remaining adventurers inside. Then, you simply erase their rooms. The floor and ceiling fall into each other and the weight of a mountain falls on these unlucky adventurers. They perish in a moment without ever realizing their doom. Their blood is satisfying, filling, transformative. But it is so much less than the first human you ate. Without the struggle, you find it... wanting. Unenjoyable. The gain so much less than it could be.

Driven by instinct, you shift once more, carving out a cave entrance, crafting new caverns, the corpses buried deep below. Then you wait.

Adventurers come, looking for the kobolds or perhaps vanished friends. Again you kill them. What you gain is not enough to sustain you. Already your new-found liveliness begins to fade. Your thoughts dim and feeling becomes a mere memory. The next time you cannot be so overt. Luring bears and wild animals into your body with sweet scents, you ambush the sole adventurer who comes. His blood runs thick with life and despair. So, that's the trick. The sacrifice must be fair. They must have a chance to escape, to fight and die trying.

You know what you must become.


Character Creation:

1. Choose 3 stats to start at 3, 2 and 1. Every other stat will start at 0. Different stats will synergize differently and may give you unexpected bonuses.

Treasure: Treasure: Your ability to fill your dungeon with gold and rewards to lure adventurers in. Each escaping adventurer can bring tales of your treasure out with them. Used to improve your Reward Reputation. Also allows you to create fake treasure if you have a sufficient trap skill, and arm your monsters with magical gear if your magic is high enough.

Monsters: What is a dungeon without monsters. Craft false life from stone and dirt. Their sacrifice feeds you not and they are no true being, simply extensions of your will. More points here allows you to create more varied and powerful beasts.

Traps: Your ability to fill your dungeon with traps and puzzles. From simple pressure plates to boulders to cursed treasures, the variety you can spawn with high ratings is endless. Sure you could simply drop the ceiling on adventurers, but it matters not unless you give them that chance.

Layout: Layout: The complexity of a dungeon you can manage. At low levels you can arrange a few rooms, while more points here allow you to make your dungeon longer and more mazelike, causing adventurers to become lost and frustrated. More rooms means more chances to kill each party of adventurers

Magic: Your ability to craft magical traps and treasures. More magical power will not only allow you to craft more monsters and traps in each dungeon, but also to create spellcasting monsters and magical versions of traps.



2. Choose a Name: What shall people call your caverns?


OOC: So, you'll play the dungeon while parties of unique adventurers with personalities, histories, etc sneak in and try to loot you. Nominally you'll create a layout in advance, but because that would be a bit boring, it will go room by room, allowing you to adapt traps to torment or kill each specific party. Depending on what merits you get and how the dungeon acts (Choosing to spare certain adventurers or really trying to kill others) the dungeon's personality will develop and it can become capable of interaction, which might change the speed of things a bit.

I guess Dungeon Keeper would be the obvious antecedent for this, though I've never played any of those games.
 
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Hm, interesting.

Well then, I vote;

Layout: 3
Treasure: 2
Traps: 1

Is this the correct format?


I like the idea of a long hall of traps, testing the wit and perception of adventurers.
Perhaps we shall acquire monsters later. (I like golems.)
 
That works fine,

Though a layout of 3 will let you start to make a few side rooms, actual doors, etc. Up to 8-10 discrete areas to kill off adventurers if you so choose.

For a simple hallway with maybe 2 or so distinct areas, 1 or so would suffice.

And traps 1 would be something along the lines of very obvious pressure plates and trip wires with obvious mechanics. You'll probably kill peasants or really stupid types, but most clever types would avoid them without even needing the rogue or whomever to go be extra careful.

It's possible, but you'll probably be growing fairly slowly to start since killing anyone would rely more on luck than actual intent, or very careful placement of traps.

Since it'll probably be helpful, here's a bit more precise scale as to what you can get:

Treasure: Your ability to fill your dungeon with gold and rewards to lure adventurers in. Each escaping adventurer can bring tales of your treasure out with them. Used to improve your Reward Reputation. Also allows you to create fake treasure if you have a sufficient trap skill, and arm your monsters with magical gear if your magic is high enough.
X: Create only Bronze coins and vender trash items
1: And silver
2: And gold as well
3: And simple weapons which can be used to arm your monsters

Monsters: The strength of monsters you can create. Proceeding from kobolds to dragons, these monsters are a part of you.
X: Fill your dungeon with ordinary animals
1. Make Kobolds- The weakest of the weak
2. And Goblins who are marginally more useful
3. And orcs and ogres who are actually significantly stronger than weak adventurers

Traps: Your ability to fill your dungeon with traps and puzzles. From simple pressure plates to boulders to cursed treasures, the variety you can spawn is endless.
X: Traps, what are those?
1. Craft simple traps, solitary spikes or arrows that can easily be dodged, trap doors and obvious pressure plates.
2. As 1 but your traps are fairly well hidden
3. Craft more complex traps, falling boulders, explosives, entire walls of shooting arrows and large arrays of spikes.

Layout: The complexity of a dungeon you can manage. At low levels you can arrange a few rooms, while more points here allow you to make your dungeon longer and more mazelike, causing adventurers to become lost and frustrated.
X: You can only create a single chamber
1: Rearrange yourself into two or three linked rooms in a row with open doorways.
2: Rearrange yourself into several smaller rooms with lockable doors. At this level you may also change your theme, becoming a tower, tomb or something more exotic instead of a simple cave
3: Rearrange yourself into up to a dozen rooms of varying size in a generally linear pattern

Magic: Your access to magical powers and treasures. More magical power will not only allow you to craft more monsters and traps in each dungeon, but also to create spellcasting monsters and magical versions of traps.
X: Magic, what's that?
1: Use a cantrip or three to benefit your dungeon creation
2: Add a single more significant enchantment to one feature of your body
3: Add 2 magical effects to your body. Freely arrange cantrips and small scale effects.
 
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Ah. Well then, I think I shall change my vote~

Traps: 3
Treasure: 2
Layout: 1

Edit;
A name, huh...
Well, The Dungeon of Easy Loot works.
 
Traps: 3
Treasure: 2
Layout: 1

Name: The Dungeon of Easy Loot.
 
Traps 3, Treasure 2, Layout 1 --3 votes
Layout 3, Treasure 2, Magic 1 -- 1 vote
Layout 3, Treasure 2, Traps 1 -- 1 vote
Magic 3, Layout 2, Treasure 1 -- 2 votes (via IRC)

Traps>Treasure>Layout>monsters/magic seems to be winning at the moment. Will leave votes open for a bit while I edit up the second half of character generation.
 
traps 3
treasure 2
magic 1
Kobold Caverns shall be our name.
 
Traps 3, Treasure 2, Layout 1 --6 votes
Traps 3, Treasure 2, Magic 1 -- 1 vote
Layout 3, Treasure 2, Magic 1 -- 1 vote
Layout 3, Treasure 2, Traps 1 -- 1 vote
Magic 3, Layout 2, Treasure 1 -- 2 votes (via IRC)

Kobold Caverns -- 1
Dungeon of Easy Loot -- 2
Cavern of Lewd Perversions -- 1 (via IRC)
Gold Depths -- 1
The Steel Path -- 1
Going to leave voting for a name open for now, since only half the people voted on that last round.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

You reconfigure yourself and your abilities, channeling the blood you've eaten to better suit your mission. Animals have helped so far, but they're weak, vulnerable, distractable. Besides, you'd much rather grind prey down personally. So you focus on traps: spikes and arrows, boulders and pits and crashing ceilings. All with the barest chance to notice and stop them, the faint possibility of survival.

++++ Traps Improved to 3! ++++
++++ Tripwire (Obvious) and Pressure Plate (subtle) were Learned ++++
++++ Arrows and Spikes were Learned ++++
++++ Pit Trap (shallow) was Learned ++++

Next you turn your attention to the rewards. You could leave yourself a mystery, to be explored and conquered. But you've seen adventurers hunt your kobolds before. They struck for gold and precious gems. Bounty they could take for whatever arcane reason such beings might want shiny stones. You shape the earth inside you, upturning gems and gold and silver. Refining them, shaping them till they glow.

With a casual thought, you move a coin to your entrance, to linger there, tempting any who pass by and see the glint of gold. The money serves no purpose to you.

++++ Treasure Improved to 2 ++++
++++ Gold, Silver and Gemstones were learned ++++


It's simple logic to hide your treasure away, put it behind complex locks to thwart adventurers, make them struggle to peer inside rather than simply taking the treasure and running. Even more logical is the chance to trap those locks, something to kill any who fail to spot the danger in their rush to acquire those strange rocks.

++++ Traps 1+ and Treasure 2+: Treasure Chest was Learned! ++++
++++ Traps 3+ and Treasure 2+: Trapped Treasure Chest was Learned ++++
++++ Poisoned Needle was Learned ++++

Another idea occurs to you. If you can create a trap that activates when someone steps on a surface, would it not be easy to make a trap that activates when someone takes treasure away from a chest or the ground?

++++ Traps 2+ and Treasure 2+: Reverse Pressure Plate was Learned ++++

You feel confident in your ability to entrance prey, and your ability to kill them, but it would do no good to simply leave your treasure out where any can see, your dangers visible from the entrance. Gently you reshape your floors, pinching yourself together in the middle is easy and allows you to partition yourself into several rooms, hiding the brunt of your traps and your treasure from prying eyes. Changing your surfaces is harder, but layering stone with dust and dirt serve wonders to hide even your simplest traps.

++++Layout Improved to 1++++
++++ Maximum Rooms increased to 3++++
++++ Dirt Floors Learned ++++


Here too you see connections. Adventurers love shining stones and gold. They chase beauty. And the more entranced they are, the less likely they are to see the traps for the glamor. Yes, you can see the pragmatism of beauty though you don't understand why adventurers would prefer such appearances to simple stone. Gems and colored stone, patterns carved in your rocks to better obscure traps. Your ability here is yet limited. You can carve the rocks to something resembling aesthetics, round or straighten corners, place gems in the walls to reflect light, or change your colors. But even simple geometric patterns elude you for the moment.

++++ Layout 1+ and Treasure 2+: Decorations (crude) was Learned ++++

One last revelation slips through, it would be easy to slant a floor or arrange for a larger trap, to chase foes with a boulder or simply make ascending hard.

++++ Traps 2+ and Layout 1+ Slippery Floor was Learned ++++
++++ Traps 3+ and Layout 1+ Boulder Chase was Learned ++++



The effort of your transformations consumes you, but you feel strangely pleased with the results. Vanity and aesthetics are alien concerns to one such as you, but you find yourself appreciating the power they represent. Survival, blood, feasting. Yes, you can appreciate beauty on those terms.


Despite the fact that your resources are expended, you can feel one last opportunity for growth, the despair of that first hero lingers along with your most recent kill; waiting, ready to be transformed into something... more.


1. Choose 2 merits from the following List:

[ ] Divine/Demonic Crucible: Sacrifice the hero's essence to attract a god (or demon) to make your dungeon a sight for a trial. Gain the ability to create unique feature in one room dependent on the god/demon who answers. However, these challenges are fundamentally a trial for the faithful. Adventurers who pass such trials will receive some blessing that makes defeating them harder in the future. Those who fail the trial or seek to avoid it will suffer a curse instead. Neither blessings nor curses generally fall within your control. Only one of the below may be chosen:

-[ ]The Warrior Undefeated: A trial of single combat. A single adventurer must represent the party and face some enemy you've prepared.
-[ ]The Archdevil of Justice- Adventurers must overcome a room's challenges while obeying some restriction. "No weapon may be drawn" or "No blood may be shed" are common examples. Your traps and monsters are bound by the same restrictions.
-[ ] The Goddess of Betrayal- To proceed, a party must sacrifice at least one member. The precise form required of the sacrifice is variable
-[ ]The Grand Fiend of Courage- Any who wish to pass must face an illusion of their greatest fear and continue forward
-[ ]The Guardian of all Secrets: To pass, the adventurers must discover a dark secret of one of their own.
-[ ]The Purveyor of Wisdom: Adventurers must successfully answer three riddles of your choosing to advance.
-[ ]The Eternal Gambler: Adventurers must win a fair game of chance to proceed. The precise terms can be established with each trial.
-[ ] Write-in.

[ ]Quest Spot: A repeatable quest occurs inside you. Adventurers will be sent to your location repeatedly even if you offer no treasure. Your reward reputation increases by 20% permanently (minimum +1). The details of the quest must be fixed and fairly simple, but can be used to trap adventurers and will upgrade with the dungeon.

[ ]Voiced: Grant yourself speech in the language of men. You may speak to adventurers, taunting them, tricking them and tempting them or simply engaging them in conversation. Prerequisite for Corrupter

[ ]Incarnate: This power allows you to incarnate yourself in any of your monsters besides a champion, boosting its abilities and allowing you to interact more directly with adventurers. Without Voiced, speech is still impossible.

[ ]Actual Dungeons Actually Included: Instead of simply killing higher tier adventurers (hero and above) you may elect to capture them instead. The potential fates of captured adventurers will vary depending on your other abilities ranging from holding them hostage as treasure to corrupting them and incorporating them into your defenses.

[ ]Champion: You can create one specific monster with more independence and power. Stronger than its peers this monster will have unique abilities. Unfortunately only one of each champion may be created at a time. Moreover each champion has its own personality and abilities somewhat beyond your control. This does mean they possess power independent of yours. Champions are generally upgraded versions of monsters who have a history in your dungeon.

Character Sheets: Obtain more detailed information about each adventurer before they enter your trials.

Extreme Element. Your body has a strong association with a single element. Only one such option may be chosen.
-[ ]Volcanic: Your body is part volcano, you can create lava traps and puzzles. Fire themed monsters are easier to create. Monsters vulnerable to fire are impossible to create.
-[ ]Dark: Your dungeon is exceptionally dark. Nonmagical lamps go out quickly and those without dark vision are surely doomed. Light elemental monsters are weakened.
-[ ]Poisonous: Your dungeon teams with life. Poisonous life at that. Poisonous monsters and traps are easier to make but monsters weak to poison are impossible to spawn.
-[ ]Frigid: Your body is incredibly cold. You can create ice and snow themed traps and monsters more easily. Monsters vulnerable to the cold are impossible to create.
 
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[X] Divine/Demonic Crucible:
-[X]The Eternal Gambler: Adventurers must win a fair game of chance to proceed. The precise terms can be established with each trial.
[X] Character Sheets: Obtain more detailed information about each adventurer before they enter your trials.
 
[X] Extreme Element
--[X] Dark
[X] Quest Spot

Incarnate, Champion, and some of the crucibles seem wasted due to not having monsters. Seeing as we invested heavily in traps we should choose some sort of enhancement for it, and poison seems the best way to go to me. Darkness should hide the traps quite well for awhile.
 
[x] goddess of betrayal
because getting literally stabbed in the back is the worst thing

[x] voiced
because if we can change our voice at will the possibility of fucking with these guys is endless
 
[X] Quest Spot: A repeatable quest occurs inside you. Adventurers will be sent to your location repeatedly even if you offer no treasure. Your reward reputation increases by 20% permanently (minimum +1). The details of the quest must be fixed and fairly simple, but can be used to trap adventurers and will upgrade with the dungeon.

[X] Character Sheets: Obtain more detailed information about each adventurer before they enter your trials.

Attract more victims + obtaining more info on them. A simple, but solid, combo.
 
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[X]Voiced- Who doesn't want to be Glados?
[X]Quest spot

Aperture dungeons. Killing people with style gets more power than just killing them.
 
[X]Voiced- Who doesn't want to be Glados?
[X]Quest spot

[X] Name: Aperture dungeons
 
[X] Character Sheets: Obtain more detailed information about each adventurer before they enter your trials.

[X] Extreme Element. Your body has a strong association with a single element. Only one such option may be chosen.
-[X] Dark: Your dungeon is exceptionally dark. Nonmagical lamps go out quickly and those without dark vision are surely doomed. Light elemental monsters are weakened.

[X] Name: The Dungeon
 
[X] Extreme Element
--[X] Dark

[X] Voiced: Grant yourself speech in the language of men. You may speak to adventurers, taunting them, tricking them and tempting them or simply engaging them in conversation. Prerequisite for Corrupter
 
[X] Divine/Demonic Crucible: Sacrifice the hero's essence to attract a god (or demon) to make your dungeon a sight for a trial. Gain the ability to create unique feature in one room dependent on the god/demon who answers. However, these challenges are fundamentally a trial for the faithful. Adventurers who pass such trials will receive some blessing that makes defeating them harder in the future. Those who fail the trial or seek to avoid it will suffer a curse instead. Neither blessings nor curses generally fall within your control. Only one of the below may be chosen:
-[X]The Guardian of all Secrets: To pass, the adventurers must discover a dark secret of one of their own.
[X] Voiced: Grant yourself speech in the language of men. You may speak to adventurers, taunting them, tricking them and tempting them or simply engaging them in conversation. Prerequisite for Corrupter
 
[X] Extreme Element
--[X] Dark

[X] Voiced: Grant yourself speech in the language of men. You may speak to adventurers, taunting them, tricking them and tempting them or simply engaging them in conversation. Prerequisite for Corrupter
 
People, we want to attract victims, not scare them off.
 
ok im sorry but this is bugging me shouldn't it be sentient mega dungeon?
 
imposter36 said:
ok im sorry but this is bugging me shouldn't it be sentient mega dungeon?
Sentience: the ability to feel and experience subjectivity.
Sapience: Wisdom.
 
[X] Goddess of Betrayal
[X] Dark

Goddess of Betrayal ensures we nab at least one adventurer. Dark enhances all the delicious traps.

Kiiiiinda want Quest Spot too, but something about the idea and the rep bothers me.
 
Quick scan of the votes seems to leave things at:
Voiced 8
Element: Dark 5
Quest Spot 4
Character Sheets 3
Actual Dungeons 2
Crucible: Betrayal 2
Crucible: Secrets 1
Crucible: Gambler 1

(+2 votes from IRC)

Will leave votes open for a bit, should hopefully get the update out in a few hours though.
 
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[X] Goddess of Betrayal
[X] Dark
 

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