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

can we make water damaged, books so old that they crumble to dust when someone picks them up?
 
Vindictus said:
... Could have used that knowledge before we voted to talk about libraries and shit.
Obviously the library is further in behind the door that needs someone with the blood of the wizard to open, so the order the monks are from send more adventurers to try and open it.
 
Fake a doorway that looks to go deeper in covered with boulders, alooking doorish wall you mention the whole blood thing around, or any other number of bluffs could all work.

You also, have them more or less entering the third room. Once Gregor checks for monsters, everyone will go in and then you'll probably be trying to kill them with traps so it won't really matter whether or not they find the library.
 
He has told us this. That's why we were talking about using a time and water damaged fresco in room two.
 
Maybe create a bunch of paper in vaguely book ish shape and then set it on fire claiming the defacement of the throne set off a safety installed by the wizard to hide his porn. Maybe make an offhand mention of the automatic repairs activating in a few months and that should fix the library. Also fill the room with tons of bats and have the floors be coated in (nice flammable) guano if that is within our reach. And maybe put some reverse pressure plates on the bookcases so that once the books are removed or burn sufficiently it shoots darts or arrows to taste from the bookshelf. Preferably we put some big important looking hunk of gold and gems towards the center of the room to lure them in. Also maybe add in a wolf pack or somesuch for harassment.
 
"Oh, dear. Did you just break the key?"

"Oh. Wait, that's a good thing, isn't it? Now you cannot enter the library! Yes, I am a good guard!"

"What? No, no, it's the same door. But different! Um, no, I don't really get it either. something about portals and shortcuts through dimensions."
 
a2znut who still won't post in sfw areas said:
[X] Plan Random

UxYE6Ma.jpg


- Room is darkened.
- "Disrepair disrepair, we doom seem to be home to many animals. Oh dear, do watch your step."
- Walls are filled with crude lewd drawings along with random protruding ornate phalluses accompanied by fake arcane script.
- Bats have made this room their home (Bat swarm, not unleashed yet), easily noticed on the roof.
- Floor is covered in bat guano.
- Steep 20 ft drop off to take people off guard.
- After they climbed down via gouges in rock, (obvious) tripwires to trip and make down roll down and fall into pit if unwary, guano contributes to slipperiness.
- After they move around the pit and move upwards towards the end of the room, they would have to move around the fallen pillar to get to the chests.
- "The wizard usually only uses two of those chests from what I recall."
- Allow them to loot chests/die.
- Poison Needle trap in fake door with needle obviously shown.
- "The wizard always pricks his finger in door to allow for it to sense his magical blood to get into his library while members of his harems push the obvious places in the wall."
- When appropriate pressure plate pressed, boulder run will be released; slippery guano should make the adventurers not make the turn properly and fall into pit to be squished.

- While above taking place, implement second part of Plan Pervert upon Cleric standing outside.
 
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[X] Plan Random.

its better then anything I can think of, so why not
 
also as a side note, with the way we are seeming to help, someone may get the idea that we are a trapped spirit or something, and have specific freedom conditions somewhere 'deeper' in the complex as it where, which would be amusing
 
EternitynChaos said:
also as a side note, with the way we are seeming to help, someone may get the idea that we are a trapped spirit or something, and have specific freedom conditions somewhere 'deeper' in the complex as it where, which would be amusing

Indeed. Then troll them upon their 'success'.

[X] Plan Random
 
[X] Plan Random

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

Gregor advances first into the room, using the clerics' light spells to stop in front of the ledge and managing to climb down carefully. He wrinkles his nose as the smell of guano wafts toward him. Every little distraction helps, and it's not like you really care about such natural fertilizers.

Disrepair disrepair, we doom seem to be home to many animals. Oh dear, do watch your step.

Even without being told Gregor stops neatly in front of the trip wire and cuts it. Fortunately the rest of your room is even more unnaturally dark, practically drinking the light from the clerics' spells and until they visibility they provide is barely worthwhile.

"Just bats." Gregor notes at length. "Watch your step on the way down." He carefully proceeds into the room, not particularly caring if the monk's trip on the ledge or not.

Slowly Amum and Miriam descend off the ledge, finally losing sight of Petricia. How wonderful, you did want to save some food for later.


Oh, come to think of it, there was a--what do you call those pushy things--that the wizard used to access the later rooms.

The woman says nothing, continuing to stand on the pedestal and look faintly bored. "Nope."

Surely you want to help your friends? Isn't that what humans do?

"Not listening to strange and mysterious voices is a very good survival tactic."

Oh dear, I do just want to help, and I'm just not sure what they'll do when the real tra... I mustn't talk about those.

Her face shifts a little, contemplating. How silly of humans really they'd never catch you rearranging your walls to give obvious clues about your emotional state.

She hesitates and you decide to let silence make your arguments for you.

"Where's the button?" she sighs eventually.

Of course, that's what they're called! A little to your left. Up some.

She presses the pressure plate, eventually managing to push enough weight onto it that the second boulder falls into the prearranged trap. And, after that, what adventurer could resist the lure of a dark unexplored room? A little prodding is all it takes to get the fool to walk straight into your dungeons and drop a boulder in place behind her. She'll make a nice snack for later. For now you have some meat to eliminate.

The adventurers are carefully navigating the room. Gregor leading and the two men in robes following behind. They've passed the pillar while you looked on. Gregor carefully examines the chests.

The wizard usually only uses two of those chests. Terribly inefficient if you ask me

Gregor is cautious. Rather than opening the treasure chests directly, he hacks at the lids with a sword, poking them from a distance. Only after he's thoroughly damaged all four, much to Miriam and Amum's protests, and triggered the two spike traps, does he open the chests. Greed proves to his disadvantage and you can't fight back the savage glee as the arrow trap scores a hit on his shoulder while he's caught busy shoveling gold into that bottomless purse.

Nor can you restrain yourself from feeling disappointed when both clerics begin chanting and reduce the wound to a small scratch. You'll get him yet.

The monks begin to examine the room. Amum slaps Miriam as the later spends a rather unhealthy amount of time inspecting the 'protrusions' you placed in the walls. Only when they begin to contemplate the door do you speak.

The wizard always pricks his finger in door to allow for it to sense his magical blood to get into his library while members of his harems pus.... I mustn't talk about that.

They look carefully at the needle, not-so-obviously poisoned, and Miriam frowns. "There are stories of similar activations but... Oh what's the harm." He carefully pricks his finger on the door, wincing a bit and motioning for Amum and Gregor to push down on the protrusions. Amum is quick enough to comply, while the warrior winces and shakes his head a few times before pressing the buttons with a resigned expression on his face.

His ears, oddly pointed now that you notice, perk up at the sound of grinding mechanisms and something rolling downward from above.

"It's opening!" Even as Miriam shouts, Gregor has noticed the large round hole above the door and is already running. "MOVE!" Both scholars look on the fighter with complete confusion as he throws himself down the path, scrambling over layers of guano and slippery smooth stone as he races for the corner.

Amum starts to run, but stumbles and slips in the guano almost immediately. Miriam, too slow to react by far, spots the boulder only as it crushes him into a fine paste. Heal that you stupid cheating cleric.

**Brother Miriam was Slain: 2 Lives Gained**

Amum scrambles frantically to his feat, only to stumble again and go head over heals into the pit.

Only Gregor retains his balance, running with the slippery floor rather than trying to fight the slope or the direction. Rather than turn from the pit, the warrior jumps, then kicks in mid-air striking the wall nearest the pit and pushing away. You stare (metaphorically of course) as he arcs through the air as if in slow motion. That's, that's just not fair! People aren't supposed to move like that at all. Your kobolds don't and...

And then Gregor lands gracefully, or tries to. Unfortunately Gregor's grace turns out to be a hairs breath short of what he needed to be so acrobatic while carrying so many poorly attached long metal bars. A dirk, slipping free of its sheath manages to tangle the rolling warrior's feet and he slips careening backwards and lands in a heap on Amum. The warrior's completely baffled stare, as if he can't believe what happened, is simply astounding.

**Librarian Amum Killed: 2 souls gained**
**Gregor Greydawn Tripped and Killed: 5 souls gained**

You'd say it was almost as hilarious as his life is delicious.

Well that... it was close, but you pulled through in the end. Well, maybe your traps weren't perfect, but you can definitely say while you might not have pulled your own weight in providing a proper challenge, Gregor definitely didn't pull through.

**Mystery Reputation +3**
**Danger Reputation+4**
**Treasure Reputation+1**

Now then, what to do with your captive.


1. Petricia
[ ] Ask her something?
[ ] Leave her be for the moment. Time spent entirely alone in a room with no light whatsoever beyond whatever her meager magic lets her make is bound to have some interesting effects.
[ ] Just kill her (Gain 2 souls)

2. You have 11 lives remaining. Would you like to spend them?
[ ] Increase a base stat
-[ ] Raise Monsters to 1 (cost: 1 life)
-[ ] Raise Monsters to 2 (cost 5 lives)
-[ ] Raise Magic to 2 (cost: 4 lives)
-[ ] Raise Magic to 3 (cost: 13 lives)
-[ ] Raise Layout to 2 (cost: 4 lives)
-[ ] Raise Layout to 3 (cost: 13 lives)
-[ ] Raise Treasure to 3 (cost: 9 lives)
-[ ] Raise Traps to 4 (cost 16 lives)

[ ] Improve a specific ability
- [ ] Improve a trap
--[ ] Improve tripwires to "ordinary" (cost 1 life)
--[ ] Obtain Pressure Plate subtype "Specific Weight" (cost 1 life)
--[ ] Obtain "Big" boulder trap (cost 3 lives)
--[ ] Obtain Tranquilizer needle (cost 5 lives)
--[ ] Obtain "Fast" boulder trap (cost 6 lives)
- [ ] Improve a treasure -No treasures currently possessed may be improved
- [ ] Create a spell variation
--[ ] Create Blacklight (cost 3 lives)

[ ] Save your lives

Specific Weight Pressure Plates will trigger if the weight on the pressure plate exceeds or falls below a specific set amount. You can trigger them to activate only once an adventurer has taken enough gold to encumber movement, or only when two or three adventurers have entered the trap's area together. Such specific traps leave more room for failure if the conditions aren't met or clever adventurers attempt to fool it.

Blacklight: Functiosn as magelight but the light created glows a dark purple and the spell will function in areas inhospitable to light. The ultraviolet light created is headache inducing. Also useful for raves and infecting any discovered Alex Mercers.
 
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[X]Monster 1
[X]Magic 2
[X]Layout 2

Start getting some magical traps, monster minions, and whatnot.
[X]Leave her be.
We can offer to make her a minion when she is nice and desperate.
 
[X]Monster 1
[X]Magic 2
[X]Layout 2
[X]Ordinary Tripwires

[X]Leave her be.

Yes, a TPK! Now we can discard this wizard shit and claim it was made up. Shame about the danger increase, but we can probably afford to make some milk runs to bleed that off with two lives in storage.

I mostly want the increased layout and monsters for flavor, admittedly - it just doesn't seem right to have no kobolds when we began as a kobold cave, and layout 2 unlocks being able to look like there was actual construction done.
 
[X]Monster 1
[X]Magic 2
[X]Layout 2

[X] "Huh. The others have stopped moving entirely. I wonder why." Then leave her in silence.
- [X] If she tries to ask things, or let her escape, "Okay, I'll just- Oh! No, no, I am not supposed to chat with prisoners! How silly of me!" then start humming.
 
actually can we alter what their death looked like?

if we make it look like hey died for stupid reason the danger rating might go down.
 
Yeah, I'm planning to make it look like the dead guys got killed by being dumbasses by setting traps that you only die from if you're a dumbass and letting the next party see them. Maybe lose a dumbass or two if they bring any.

Of course, I'm not sure about how to go about that, so I'd like some help from the rest of you.
 
Won't change the fact that a no-name dungeon caused a TPK and ate a full fledged adventurer on the first serious excursion.
 
Your danger rating is not yet problematic. You're still very much in "Low risk low reward" territory. If you pass 20-30 too quickly you might run into problems, but you really don't need to panic about every single point.
 
Darkened said:
Your danger rating is not yet problematic. You're still very much in "Low risk low reward" territory. If you pass 20-30 too quickly you might run into problems, but you really don't need to panic about every single point.
Oh, okay then. We probably don't want to go completely Tucker's Kobolds, then, but a few actually dangerous traps are probably a good idea in the next layout.
 
Hopefully magic two monsters 1 is enough to get some really annoying bat style monsters.
 
You want to create zubats. That is malicious, horrible and downright evil.

I approve.
 
[X]Monster 2 5 or 6
[X]Magic 2 4
[X]Improve trip wire to ordinary.

[X]Let her stew a bit with Odd noises on and off till she gets really really hungry then off food for service.
 
[X]Monster 1
[X]Magic 2
[X]Layout 2

[X] "Huh. The others have stopped moving entirely. I wonder why." Then leave her in silence.
- [X] If she tries to ask things, or let her escape, "Okay, I'll just- Oh! No, no, I am not supposed to chat with prisoners! How silly of me!" then start humming.
 
[X]Monster 1
[X]Magic 2
[X]Layout 2

[X] "Huh. The others have stopped moving entirely. I wonder why." Then leave her in silence.
- [X] If she tries to ask things, or let her escape, "Okay, I'll just- Oh! No, no, I am not supposed to chat with prisoners! How silly of me!" then start humming.
 
[X]Monster 1
[X]Magic 2
[X]Layout 2

[X] "Huh. The others have stopped moving entirely. I wonder why." Then leave her in silence.
- [X] If she tries to ask things, or let her escape, "Okay, I'll just- Oh! No, no, I am not supposed to chat with prisoners! How silly of me!" then start humming.
 
[X] Raise monsters to 2 (Costs 5 lives)
[X] Raise magic to 2 (Costs 4 lives)
 

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