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

Larekko12 said:
Bats Plus Fear Spell and trapped slippery floor in the darkness.

And we shouldn't have told her they were dead. Only eight traps and 15 Monsters?

Do bats come in units of five?

Bats, yeah, I'll give you 4 for 1.

Also 18 traps.

You put a lot more points in traps than monsters, but monsters are generally more spammable than traps. When the bestiary comes up different monsters will have different costs.
 
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What theme do you want for your next party?
[ ] Ruins - Overlaying Theme
[ ] Bottomless Pit - Theme in Boss Chest Room

How many rooms do you make your dungeon?
[ ] 6
 
What exactly is the purpose of Azz2nut's plan?


It seems pointlessly lewd and only likely to kill someone if they're criminally retarded with things that can be seen or just unlucky with their step.

And the ruby things seems like something that would be called by anyone with magical talent.
 
The shitty traps are probably to make it look like the TPK happened because everyone involved was an idiot, most likely. As for the pointless porn, that's probably a2znut trying to get the topic moved into NSFW again.
 
Larekko12 said:
What exactly is the purpose of Azz2nut's plan?


It seems pointlessly lewd and only likely to kill someone if they're criminally retarded with things that can be seen or just unlucky with their step.

And the ruby things seems like something that would be called by anyone with magical talent.

I think the point is to get our danger rating down and increase our reward rating while making it look like the previous group died to easily avoidable traps.
 
That's kinda dumb.
The traps are too stupid by far. I mean so stupid it looks like a setup.
 
No magic traps? Aww. We'll have to raise magic to three then. After we get treasure three.
Dire bats. Yesssssssss. Spam bats. All the bats.
 
Larekko12 said:
That's kinda dumb.
The traps are too stupid by far. I mean so stupid it looks like a setup.

I had az2nut add in the rock fall bit, basically, to at least add a degree of 'not a set up'. Mostly when you consider there is already rocks littering above the bodies. So ones that try to move them out kind of do deserve being rock smacked if they don't actually, you know, consider them a possibility.

Otherwise it does look like a set up. *shrugs*
 
[X] Bottomless Pit

How many rooms do you make your dungeon?
[4] Choose 4

And how do you lay out the first room?
[X] Make a winding path throughout a long room. The path is a wide as two men shoulder to should with chasms on each side. The path spirals bit zig zagging in different ways going to three different directions. One to a trapped Chest with poison arrows and gold and key.1 One to an untrapped chest filled with gold. The Third to a an armless smooth stone Bridge to the next Room. There was randomly place slanted smooth patches on the paths. The room is cast in a deep darkness save for the chests and door which are unnaturally lighted in the darkness. There are three units of Dire Bats keyed to fly down as you leave the room to the next along with a Fear Spell. The bats are hinted at by Quano on the path.


There hows this.
 
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Gents I can't say I like this "Stupid killed them." plan. If we roll an adventurer or someone who knew the previous adventurer this is going to looked staged as all get out. Especially because we're using the actual bodies instead something that looks like it died to the things we're saying it died to.

How about...

[X] Bottomless Pit Informed this works as a Ruin, and we can get derelict trap bits out of that layout.
[X] 6
[X] Room One: A wide cylindrical pit, with a circular staircase marching down along the side. The stairs are wide enough for one person to walk, and hewn unevenly. Not enough to be a hazard (like slippery) but enough to make walking take time and feel awkward. There are tall but narrow rents in the walls, wide enough for a single person to wedge themselves into. Dire bats live at the top of these rents. Their "droppings" at the bottom have a few scattered gold and silver in them, as well as some old trap bits, and is slippery as heck.

There is a bed of spikes at the bottom of the pit, but with a safe path around the edge leading to the door to room two. If you just walk down they shouldn't be hard to evade, falling should be fatal.

Ideally when the Dire Bats are disturbed they'll come boiling out of the rents and attempt to drag/tackle people off the staircase and into the long drop.

A wary batch of adventurer's will note that it looks more like the bats moved into the rents, which were probably trap mechanisms in days long past. Afterall, if it was intentional the stairs would have been significantly more difficult to traverse.

The door to room two is locked, with an already extended poison needle in the door handle. Make it look like someone tried to jimmy the lock and got stuck for their trouble.

TL;DR, THE POINT

Room one is to make them feel like the danger is warranted, but not unsurpassable. If we snag a kill or two, cool. If not, oh well. Plenty of rooms to go, minor resources expended, and potential to revisit on their way out.
 
If this wins out future rooms should also include environment / rough terrain type hazards. That'll leave Kobold Rush as a viable strat for one of the last rooms, especially if we whittle them down a bit.
 
we Shold Itemise our monster amounts and traps.

And consider adding a Dash of fear to that bat trap.
 
Jans, I jope you don't wind up spiking DANGER up that fast. Look at our current rep's approx.

Yours is not matching it at all. But blazing straight past it. Whereas a2znut was trying to lower it.
 
a2z's only lowers it if the invaders fall for the ruse completely, and the whole thing has numerous break points that could give us away and make people aware that someone/thing is hiding something.

The danger rating is there already, we need to make it look justified. Maybe let a few go instead of TPK every time. That way they can tell people about the initial dangers and actually lower the apparent danger.

We just keep the first few rooms the same, let someone go, and suddenly what was dangerous is now something they can prepare for.

We chain the traps so they work together or play off of each other in order to compensate for the fact that they can work to avoid what is known. Even if someone is well aware of how dangerous room one is on its own, room one plus a horde of Kobolds is another matter entirely.


For the Heroes... Think of it like a progression Raid in WoW. You bang your head against each challenge until you're used to it enough that bypassing it becomes easier then move on to the next challenge. As long as we don't make it obvious that we can (and will) alter things completely, any survivors should decrease the Danger rating in the long run.

This way we're managing the Danger as another thing we can take advantage of, instead of it being a negative.

Its when things are supposed to be hard and aren't that people start to get suspicious.
 
[X] 8 6: (shadowward, wildwind, mc2rpg, BloodWitch1337, drake_azathoth, BFldyq, Jans, Archanist, Winged One, EternitynChaos, Reinzero, A2znut)

[X] 7 <del>Bottomless Pit</del> Informed this works as a Ruin, and we can get derelict trap bits out of that layout.: (shadowward, wildwind, mc2rpg, drake_azathoth, BFldyq, Jans, Archanist, Larekko12)
[X] 1 Kobold-infested cave with a "secret": (Winged One)
[X] 1 Ruins: (EternitynChaos, BloodWitch1337, ReinZero, A2znut)

[X] 7 Plan Jans: (shadowward, wildwind, mc2rpg, drake_azathoth, BFldyq, Jans, Archanist)
[X] 2 Plan a2znut: (ReinZero, a2znut)
[X] 1 Plan Larekko: (Larekko12)
[X] 1 Plan Winged One: (Winged One)

Votes locked and will get started on post then.

But first:
Encounter roll
dice_warn.gif
This dice roll has been tampered with!
Rolled 1d10 : 1, total 1
(Editing in rolls for adventurers after confirming amount. Ignore tampered sign)

1-4- Warrior
5-7 - Thief
8-9 -Cleric
10- Wizard

dice_warn.gif
This dice roll has been tampered with!
Rolled 2d10 : 10, 2, total 12

1- Peasant
2-8- Hireling
9-10- Adventurer

dice_warn.gif
This dice roll has been tampered with!
Rolled 2d10 : 10, 1, total 11
 
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I think the dice are trying to unmake us. Adventurer grade Wizard. This is gonna hurt. And he even has a peasant grade warrior for comedy relief.
 
"Well, Errol, what is there around the region?" The wizard, a thin red-haired man in his mid forties strokes his goatee thoughtfully. Dressed in distinctly tailored robes, he wears a pointed hat of the finest quality. Really not the kind of hat you should wear for the adventuring game, but a man must have standards of dress. Idly he waits for his companion, or rather his valet, to answer.

He has no doubt that Errol has managed to figure out all the latest rumors and hints about possible runs. So long as you don't expect him to do much in a fight besides look large and vaguely threatening, or to speak quickly or particularly articulately Errol is simply a godsend. And honestly, the wizard hasn't hired Errol for his fighting ability but rather the man's tact, capacity to carry large quantities of treasure unaided, skill at ferreting out useful information, professional demeanor and simply excellent taste in wine.

"Some duke a few weeks south of here went vampire turned his entire estate into a nest of undead." The wizard waves it on. Powerful undead are always a risky proposition, and he hasn't been really involved in the adventurer game for a few years now. Too busy with the real work for such pleasant excursions as this.

"No no, something simpler. A nice simple run to get back into the habit of things, you know quick and easy, but with a hint of danger and mystery. There has to be something like that around here."

"Right you are sir," Errol nods tacitly acknowledging the mistake, "Well that brings us down to three. A tribe of ogres out in Merkest Woods"

"Pass. Ogres always remind me too much of my ex-wife you know. Lovely woman really."

Errol manages not to blanch or show any reaction to the jibe in general. Is he aware that the wizard's teasing him or not? Well, the wizard's content to leave him the mystery.

"Naturally sir. Now there's apparently a few goblins out in the hills west of here that have been raiding caravans for a few months now. Should have built themselves up a right little horde," the wizard sighs and shakes his head, "Didn't think so sir. The last is a kobold cave..."

"Really Errol, kobolds? I did say easy but there are standards for things."

"Of course sir, but a kobold cave where they say a group of monks went to investigate and never came back, it seemed a little suspicious to me, so I took the liberty of investigating,"

"Well that is your job Errol"

"Right you are sir. I took the job of investigating and wouldn't you know, it turns out that they were an official expedition of historians. Head temple's all in a tizzy, you know how they hate it when those dusty old scholars go get in over their head."

The wizard nods. Of course Errol saved mentioning the best for last.

"Well then, I do believe we'll go investigate what happened to a few historians."

"Right you are sir."

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

**Wizard Estalfon the Upper Class Twit and Peasant Errol the Valet have entered the Dungeon

"Dark Vision" the wizard finishes muttering and waving his hands as he examines the room carefully.

"Well then, Errol, see you on the bottom There's a frightful bit of spikes down there so you should be careful. I'd recomend just attaching a rope up here and climbing down. Save yourself the walk. I'm off then"

"Feather Fall"

And the wizard, or whatever he is, walks right out over the edge. Well, you've had harder mea... You can only stare in shock as instead of falling to his death, the wizard floats gently around the edge of the pit before landing in the safe area without even disturbing the dust on the ground. He walks toward the door without disturbing a single one of the bats or noticing any of the fake traps you left in ruins.

"Unlock"

And the door swings open before he even notices the fake poison needle. That's... that's simply unfair. He has to die. Painfully.

"Errol, are you done climbing down yet? Well, I'll be going on ahead. Do catch up before I need you to carry anything. Though I suppose we can leave treasure till the way out."

Leaving his partner, or whatever the larger man is, descending on a makeshift rope, the wizard adjusts his hat and marches into the second room without a care in the world. The meatbag! How dare he! You are a proper dungeon and are far more more threatening than this. He should at least common decency to act vaguely quietly serious if not moderately intimidated!

The second room
[ ] Insert layout plans

Do you interact?
[ ] Insert strategy for interacting
[ ] Nope
 
[X] Give him the Tucker's Kobold Treatment
[X] Sulk in a corner. Wizards. Damned Wizards.
 
Wow, I have the distinct impression this guy is going to give us a... well issues with Wizards /laugh I imagine from now on its going to be something "Gods, Anything but Bloody Wizards."
 
Also, I vote we invest some souls in the future in finding out how to make our whole Dungeon an Anti-magic zone /laugh just to those DAMN WIZARDS can't ruin our hard work like that
 
As annoying as this guy is, we don't have to kill him... nah, he's probably delicious. Okay, I'm thinking we need traps that trigger on the way out as well as separate ones that trigger on the way in, so he'll hopefully overestimate his endurance. Like that boulder hallway.
 
EternitynChaos said:
Also, I vote we invest some souls in the future in finding out how to make our whole Dungeon an Anti-magic zone /laugh just to those DAMN WIZARDS can't ruin our hard work like that

Crucible would have been rather effective against them.

And they are a half tier above adventurers.
 

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