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

So, from what I understand, Jans is suggesting that for room 2, and plan pervert for room 3?
 
Jans said:
These aren't impossible to defeat. They're the same traps that we would have otherwise and a sufficiently skilled adventuring party could circumvent them pretty easily. The lethality part comes from luring them into a false sense of security.

Its not impossible, we're targeting other factors besides direct difficulty to ensure a kill. Mind games are a vital part of the dungeoneering experience after all!

Thing is, yours doesn't give them a fair chance. And I would also consider as breaking character (from earlier).

To note, their despair seems to add to the taste. Thus yours is to the contrary. If anything, yours is closer to a bare minimum adjustment from invoking a 'rock falls, everyone dies', as opposed to 'a fair, despairing death'.

(Which, admittedly, is a pretty fucked up (ie Hilarious) thing for your DM to do. I've killed a large chunk of one party and killed another with setups similar to this. A bit more complicated, but they were fairly high level and had a rogue with them.)

To be fair, that is a killer GM/DM setup taken to ruthless bent instead of sadistic. As it requires at least three key factors present amongst all players to have any chance (that includes your 'not impossible').

What we need is a sadistic one. Not a ruthless one.

That aside plan pervert is better fit as a second room. It isn't nowhere sufficient as room three.
 
Well, here's another idea:
Room 2
[] A 3 metre wide, 3 metres high, 55 metres long hallway that leads towards on a slope, and it has slippery floors. Every 5 metre's, there's a hollow in both the walls that contains gold coins. Right in front of the inlet and bowl is a subtle pressure plate, that if triggered will cause spikes to shoot out from the ceiling and the far wall of the inlet. Underneath the bowl is a reverse-pressure plate. If more then half the contents of the bowl are emptied, the spikes are activated. Additionally, halfway between each of the inlets and bowls, there's a tripwire, which triggers spikes to sprout up from the floor. Halfway down the hallway, faded and illegible fresco's and carving's adorn the walls, something you "lament" about. Within the exact centre of the hallway, there's a subtle pressure plate that extends from one side of the hallway to the other. This is currently inactive, until it's primed by something in the 3rd room. This pressure plate trigger's the Boulder Chase.

Note: not an actual vote from me. Just a suggestion.
 
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*sigh* I don't mind this quest taking a turn for the porn, but Plan Pervert just looks so boring. Why can't we wait to go NSFW until we have the abilities to make a decent go at it?
 
Winged One said:
*sigh* I don't mind this quest taking a turn for the porn, but Plan Pervert just looks so boring. Why can't we wait to go NSFW until we have the abilities to make a decent go at it?

Because by that point, we'd be locked out of it anyways

Do keep in mind we're developing the dungeon's personality presently. Going 'murderhobo' is not a good idea for various and obvious reasons.

Also, the GM did note we lack the proper levels in things for it to be NSFW. This time/currently.
 
To clarify a few things. Fair does not mean "Adventurers must have an even shot at things" it means you have to play by the rules. Finite number of traps, monsters, etc. No crushing everyone under random rockslides because you're angry, etc. You are welcome, encouraged and expected to build something that's rather unfair for them, so long as you don't 'cheat' in doing so. That is the kind of fairness demanded. If I've posted in the thread and haven't pointed out that a plan is unacceptable or would seriously penalize you in terms of things like fairness or the like that aren't all that well explained generally assume it's valid. (... Saying that, I'm probably going to miss some really awful plan that's not remotely valid in like the next 3 posts.)

Re: NSFWish stuff later. You can do it later. You're formative here, and some stuff might get lockedish out if you go super honest or straightforward or 'fair' or just mega-bloodthirsty none shall live. That said, there's not that much range between troll and pervy troll... Especially since you don't really have any strong reference frame for human sexuality yet. (A vague understanding of kobold relations is going to let you get by arguing for things like plan perv)

And now for a vote count (oh god. Going forward, would people mind grouping plans under 2-3 [X]s at most if you can? Having 3-4 plans with 6 or so [x]'s and a vote count program that breaks them up as separate votes gets a bit headachey. It's not a real big deal though.)

Actual Vote Count:
[X] 8 Plan Pervert (a2znut, kinglugia, EternitynChaos, Robotninja, ReinZero, Silversun17, Grosstoad, iamnuff)
[X] 7 Stone carvings on the walls and indecipherable writing, parts of them trigger poison arrow traps when touched. etc: (drake_azathoth, mc2rpg, Eler0, gibbousmoons, megrisvernin, Drakebane, another advent)
---[X] 6 Plan "We'll get 'em later": (Fellgar, Jans, Valette-Serafina, darklord, Vanathor, Da Boyz)
[X] 1 A bunch of other decent plans (Several people)


Re: Jan's plan being too hard. Actually, it's only nasty, but entirely beatable as written. You'd get much nastier results simply flipping the boulder chase so it comes in from the entrance, and trying to distract them when noticing. A few other alterations would also probably guarantee even more deaths pretty easily. (Assuming the boulder didn't get stuck in the first pit, which would probably be a roll as it is now.)

Something like that would probably be about as nasty as you can legitimately get with your current set-up and almost guarantee a TPK. Assuming no one had any tricks to try to stop the boulder, slip around it, or otherwise survive getting crushed. (Which you're unlikely to see until you start getting the treasure or mystery rating to lure in far better equipped/leveled adventurers than these.) Well, if they'd had Wil they'd have fair odds of just disarming the boulder trap in the first place and dodging the whole threat.


These rolls to combine traps in ways that they don't really lend themselves to being combined will be harder in the future. I'm being lenient here for now. Expect the difficulty of these rolls to be harder in the future.

[blockquote]Rolled 1d20 : 16, total 16[/blockquote]

Mechanical failure- Complex pressure plate set-up (Need 3 or better)

[blockquote]Rolled 1d20 : 11, total 11[/blockquote]
Mechanical failure boulders suspended over delicateish moving parts of a pit trap (Need 2 or better)
 
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So we can try to make the Tomb of Horrors?

What level magic/treasure do we need to create cursed loot?
 
Tomb of Horrors is definitely something I expect you to aim for, at least difficulty-wise, though you generally want to aim for a better rep than that. IE: You at least want it to be 'worth it'. THe problem with being Tomb of Horrors is you start getting the caliber of adventurer who can actually handle the tomb of horrors, which means you don't get as many adventurers as you are now.

Treasure 3 lets you start making gear at all. (Including for your own monsters)

Treasure 5 or so lets you start making gear that's worth enchanting.
Magic 4 will let you actually enchant stuff decently.
And traps 4 will give you the trickiness to make cursed gear instead of just magical loot.

Of course, that's the basis, and most of the curses there will be more the awkward/defeatable type rather than the "Game over" type. Things like a girdle of gender change or a potion of love. Inconveniences and tricks that make proceeding harder. The precise flavor of which you unlock by default will probably depend on the kind of things you do until that point. Or you could just combine with betrayal crucible to force people to make one of their party members take the cursed item.

Going above there will teach you tricks to make better enchantments, fool identification spells, make far nastier curses, etc.

Back to working on the update.

Adventurer cleverness check. Low is better for you.
[blockquote]Rolled 1d5 : 1, total 1[/blockquote]
 
lower is better *see's a 1* ah, it does my heart good to see we got a gullible group /laugh that's nicer then calling them stupid, ya?
 
Betrayal and Corruptor would be nice. To advance to the deadlier parts of ourself, they need to offer up one of them to be subjugated to our will.
 
[X] A few wild animals has made their homes here. (5 wolves)

Gregor enters first, stepping casually into the darkness without a moment's hesitation. Five pairs of shining hungry eyes, reflecting light from the cleric's spells, stare at the warrior.

The wolves are pack hunters, bred to coordinate, to work as a team.

Oh don't hurt the poor puppies.

Gregor doesn't listen, opting to stand in the doorway as the wolves lunge, making himself a wall between the beasts and the far more fragile clerics. The wolves fan out, trying to take shelter in Gregor's blind-spots, to surround, attack and devour. But the shape of the hallway render such efforts impossible.

Gregor is content to wait as three wolves lunge forward at once, charging at different angles as they aim at different targets. Gregor doesn't blink as his hands flash and the first wolf falls, a dagger in its eye. He spins, drawing a short blade, and spears the second wolf clean through the neck. And yet, there's the faintest opening. The last of the three digs its teeth into the thick layer of Gregor's arm-guard, tearing savagely at his hand. Wonderful, he'll fall soo...

Three clerics chant, and the wound vanishes practically as soon as it appears. That's just not fair! Gregor wastes no time in dispatching the third wolf, or the fourth that tried to attack while its comrade had Gregor bit. Only for the last does Gregor leave the entryway, hunting down the fleeing beast even as he makes sure to step nowhere that the wolves have not already moved. Clever, avoiding traps even if he can't spot them. Not that you actually have many overt traps in the room.

The wolf is fast, but, in the compact hallway there is nowhere to run and soon it is dead. "Clear. Stay away from the walls." His voice his cold, mechanical, vaguely bored as he stoops to retrieve his thrown blade.

Hesitantly, the other three enter the room. Miriam wastes not a moment in investigating the walls. "Fascinating, just fascinating. What on earth could they be doing? Some arcane ritual perhaps? And the text... It looks vaguely like ancient Lumerian. Perhaps an obscure dialect, but why would that be.. the geography... this is just..." Miriam trails off in thought, trying to find meaning in the odd-looking squiggles you put randomly amidst the crude, vaguely sexual-looking cave drawings across your walls.


I am sorry, the wizard was such a... pervert. Is that the word that means a human with an odd obsession with sex? I don't really understand the concept myself. It's why he named this his 'hidden palace' for 'lewd perversions'. I do think the poor man was quite wrong in the head. What proper human would spend so much time focused on rutting of all things?

Well, the kobolds did seem to like the activity, and the story you've spun has all of the adventurers, Gregor and Pettie included looking absolutely mystified. You can't help but continue. It's simply too enjoyable to taunt them like this, to trick and deceive, to make them humiliate themselves before you tear them to shreds.

Oh yes, the library is so close. I do think he had some books there that weren't about rutting. Of course... entering is rather odd. Why, the only way is for someone to sit proudly on that scepter he made and remain there... It looks so painful though.

Everyone blinks at that for a minute, and begins to spread across the room before they spot it near the entrance, a raised pedestal with a short protrusion. Made of gold and covered with a dozen gems, it's the most valuable thing you could craft. Unwillingly every member of the adventuring party stares at it before their eyes track unwillingly to the lone woman.

"You don't have enough money." her voice is quite final.

The thinner of the robed men, blushing more brightly than you could imagine, stares at the woman. "Well, er... as 'eager' as I'm sure the rest of us would be, only Miriam and I can do the investigations we need to do here, and we do need Gregor to kill any other animals we encounter... And I don't think I see any other entrances now so it's only logical that you perhaps... take one for the team?"

The woman begins to shout as Gregor advances on the pedestal. "Someone just needs to sit here?"

Yes, having one of his harem stay on the pedestal was how the wizard kept the door open I believe... Rather unhygenic if you ask..

You're interrupted as Gregor draws an axe and starts hammering away at the soft golden 'sceptor', smashing it over and over again until the protrusion snaps and breaks. Picking it up with one gloved hand, he offers it to the wincing clerics before shrugging and dropping it into that larger-on-the-inside pouch of his.

"Petricia, stand there." The cleric hesitates for a moment, looking at the ax in Gregor's hands, before standing on top of the pedestal. Gears move with a groaning sound and the pit below the boulder that leads to the third entrance swings open reluctantly and the boulder blocking the door falls inward revealing the entrance to deeper inside.

Gregor carefully advances toward the third room, motioning for Miriam and Amum to wait behind until he gives the clear. You want to talk to Petricia, to lure her into the dungeon and interrogate her... But doing so before everyone else advances deeper in would be difficult. You'll have chances later.

1. Choose arrangements of traps for the final room.
[X] Write-in
 
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....That was such a waste.

We should have done what jans wanted.
 
*shrug* Its kinda the curse of this board. People will go for the perverted option no matter how silly or unlikely it is.
 
So they rolled minimum on their cleverness check, and they still didn't fall for it. Makes sense.
 
Winged One said:
So they rolled minimum on their cleverness check, and they still didn't fall for it. Makes sense.
eh, higher might have realised that it was a simple pressure plate and they don't need to leave a person on it.
 
They should have set something to spike if you didn't do it right.
 
The cleverness wasn't for whether they'd fall for it or not. It was for whether or not you'd actually get anyone stuck and a few other things. If you really wanted to force the sex thing, you had better ways to make them do it even with your current limited skillset.
 
Darkened said:
The cleverness wasn't for whether they'd fall for it or not. It was for whether or not you'd actually get anyone stuck and a few other things. If you really wanted to force the sex thing, you had better ways to make them do it even with your current limited skillset.
...if they'd rolled a 5, would they have noticed that it was us being a pervy troll instead of the supposes wizard being a perv?
 
ah well, this is only our second group, we are doing fairly well for that, we have at least split the party, might also be nice to see if we can flood the next room if/when the boulder seals it, probably be alot easier to pull the pervy stuff of when we have more options and minions to call up as well
 
=/ Why are people surprised it didn't work the way we wanted it to? He told us flat out that it was unlikely.

On the other hand, the way I'd write the outcome for that vote isn't necessarily going to end up NSFW at all. Especially since you lack the pressure-plate upgrade to do exactly what you want easily.
 
Winged One said:
...if they'd rolled a 5, would they have noticed that it was us being a pervy troll instead of the supposes wizard being a perv?

5 would have probably let them see through you pretty much completely. Putting the fake writing in front of characters described as an expert historian and a librarian from the same group was a good way to build motivation to continue, but not really a safe play for keeping the deception up. (Note that capturing Miriam would get you the knowledge to fake that stuff well if you manage it) Hell, you don't even know if the era they'd think you were from would have libraries or powerful wizards. Capturing Miriam would, actually, give you access to most of the knowledge to fake that kind of thing pretty convincingly though.

3-4 would have had the adventurer point out to the party that trusting the mysterious voice claiming to be set to guard the cave by a powerful wizard to be a complete idiot... is probably a really bad idea.

1-2 would actually get them to be mostly compliant. 2 wouldn't have had some secondary stuff work and 1, well, you'll probably see.
 
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Heh. Plan Pervert... Is a complete and utter failure.

Nobody could have predicted that! Except the people who did.

[X]Third room is full of books. The books are, for the most part, filled with blantantly pornographic illustrations- Though there are some with arcane-looking diagrams as well.
[X] It is also full of bats. Lots of them. Bats everywhere.
[X] The front door has a spike trap right beneath it. The trap is activated by a panel directly in front of it, but is not set off. Disabling the trap requires leaving a 'Member of the Harem' sitting on a phallus-plate, like the one outside. Thus, in order to leave, the adventuring party must leave someone behind.

Yeah, let's try to capture Miriam.

With any luck the others will be crushed by the rock trap.
 
Hm.

[X] There are some books. Some are suspiciously ordinary and nondescript: these contain mostly lewd pictures. Others, however, look important and faintly mystical. Open them and the contents appear arcane, strange diagrams and unnerving images. And the books are incomplete, with many aged pages completely blank.
-[X] Many of these are set against pressure plates. Once removed, a trap triggers and spears shoot out of the shelves to pierce the inquiring victim.
[X] There is a golden statue of breasts in a prominent position. If removed from the plate they are sitting on, a wide pit opens beneath. The bottom of this pit is also a sensitive plate, and once triggered by something landing on it, a boulder perfectly sized for the pit drops and begins to roll, leaving a very narrow time frame before the trapped victim is crushed.
[X] The ground is clouded by your darkness, and the floor is peppered with pressure plates and trip wires linked to poisoned arrows and spear traps. Also, highly poisonous small snakes slither freely in the dark.
[X] There's a safe region of ground just inside the door. Shortly after that, however, a large pressure plate in a horseshoe shape waits. Once someone triggers it, a heavy gate slams down to seal the entrance. In order to open it back up a lever at the far end of the room has to be thrown. Meanwhile, a number of wolves have just appeared toward the entrance, and have begun making their way inward, following the smell of blood and battle.

If they get through all of that then good job, I guess.
 
called it.

well, i said they'd weigh it down with a rock, not a person, but this atleast gives us a chance to get mirrim.
 
Can we close the door behind them with a find x amount of things in y amount of time challenge to get out before all the traps go off?
 
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Guys, your skill at decorations is barely enough to handle cave drawings. Books are a bit out of your range for the moment.
 
Darkened said:
Guys, your skill at decorations is barely enough to handle cave drawings. Books are a bit out of your range for the moment.
... Could have used that knowledge before we voted to talk about libraries and shit.
 

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