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Dungeon Civ takes place inside a stereotypical RPG Dungeon.

SUMMARY: You are a race of Slimes living on the 55th floor of the Dungeon. Floor 55 is a Ruined City which grants defensive bonuses. The most recent Dungeon God has granted all the creatures on your Floor sentience and the ability to grow beyond their initial parameters. You were a mid level boss named Kulnarth (the all consuming) a Royal Slime. Now you are a full fledged
Hero in your own right. You've made powerful enemies including both the Floor Boss, a Demon by the name Eviscorax, and Adventurers bent on destroying you for being a monster.

DISCORD: https://discord.gg/Q5hBymV

RECAP: Both the supporting zones of the royal castle had been swept clean of opposition, but the Castle itself is protected by an enormously powerful magic barrier that prevents your forces from advancing. As if that weren't trouble enough, the powerful witch Selendra has captured the former Armory for her own ends. Ash has been trapped inside the newly formed Zone with no apparent way out.
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>>1569609
>Stats
Breeding determines how quickly your race spawns and respawns, and the Floor unit cap for your race.

Melee determines how well you fight with Melee weapons, and the maximum level of Melee weapons your race can equip. Also determines your base defense against Melee attacks.

Ranged works like Melee, but for Ranged weapons. Ranged weapons do less damage than Melee weapons on average. Also determines defense against Ranged attacks.

Magic determines what type of Magic you can equip. Equipping a type of magic will often change your type conferring bonuses and weaknesses. Also determines the strength of your magic and defense against magic.
(Some magic will require a Melee or Ranged roll)

Technology is useful for building and detecting traps, and determines the best equipment your race naturally produces. Also effects accessory limits.

Diplomacy affects party size, trade, and your diplomatic interaction with other races. Also determines whether or not you can accept a certain race into your Hero's Party.

Many of these can be improved or modified.

>Heroes

A hero is a unit well above the average for its race. Some Dungeon Races generate Heroes naturally, others have to work towards them. Heroes are allowed to equip special equipment and act independently of their racial holdings.

Sometimes a group of Heroes will descend into the Dungeon from the Outside. These are almost always powerful beings hoping to challenge the Dungeon God. It is not unheard of for such Heroes to annihilate entire Floors.

>Floor

The Floor is your world, but that doesn't mean you know all its secrets. Becoming the dominant Race on a floor can allow you to increase its Level.
Floor 55 has recently become a level 3 Floor.

>Stronghold

The Stronghold is the center of your Race's power. Heroes will rest here when not on assignment or questing. And the items of fallen Adventurers and Heroes will be stored here. If your Stronghold is destroyed all of your basic racial units on that floor will die immediately leaving only your Hero units. Your Stronghold is the Ruined Baths zone next to the Floor starting area.

>Dice

All rolls are 1d20 best of three. Your roll will be modified by magic, equipment, accessories, racial bonuses, and other modifiers as deemed necessary.
>>
FIRST
>>
>>1569615
Since its been forever and a day here's a recap.

Staring down at a wounded Adventurer is a familiar sight. In the past this wouldn't have been a decision. There were no decisions then. That's the existence Frederick remembers and hates. Probably the reason this Drow decided to work for him as well. Kulnarth may be a monster, but he doesn't have to be mindless.

Stretching a portion of himself out to engulf the woman is easy, as is pressing closed her wounds. Song of Swift Victory grimaces in pain as her blood stains the inside of Kulnarth's body.

"What are you doing? It doesn't matter how you torture me, I won't talk."

Ignoring her for now Kulnarth goes over to the Possessed leader. His skull has split vertically across his brow and a jagged horn protrudes there. The other side has a swelling bump that threatens to birth a similar horn on the other side. Who knows how many Souls were stashed away in this sea for this purpose? Whatever the Possessed is turning into Kulnarth is not eager to find out. With a lightning quick lash of his pseudopod the man falls lifeless to the ground with his head snapped backwards. Whatever foul magics he attempted die with him as the seal fades into a dull brown color.

>+ 12 Xp

---

Ash quickly Hides behind a particularly sturdy piece of rubble. The muted conversation continues in the background. From her raiding place Ash can't make out any of the words, but the overall situation is clear. Whatever Frederick wants the hooded stranger to do, it seems dead set in refusing. After several more moments of strained conversation the being simply turns and walks away. After three steps it activates a teleport crystal and is gone. For his part Frederick turns and nods to Selendra with a vague hand waving motion. Hopping off her broom with a rueful smile Selendra raises both her hands to the Orb and casts something.

Light envelops the entire zone as it is captured by Selendra.

When the brilliant light of creation passes Ash finds herself inside a dusty pantry with wooden shelves. Motes of dust dance in the slanted light of a high window. The walls are simple plaster, occasionally cracked. The floor is a warm wooden color reminiscent of wheat.

---

>Resources

XP: 22
Gold: 370

Population: 65(at cap) 30 Slimes, 1 Bone Slime, 1 Thief Slime, 1 Water Elemental, 27 Oozes, 1 Demon Slime, 1 Air Elemental, 3 Holy Slimes
Slaves: Demon Lieutenant 1
Unit Cap: 65
Level Cap: 2

>Actions
You have 3 Actions to choose

>Explore (where?)
>Search/Hunt (For what?)
>Build Improvement
>Train Skill
>Practice Magic
>Research Technology
>Combine Stuff
>Activate Quest
>Invade Area
>Engage in Diplomacy
>Write-In

You have 2 Hero actions. Heroes must Rest after using an action.
Current Heroes: Ash (Lvl 5 Fire Mage trapped), Kulnarth (Lvl 5 Slime Devourer ), Tethys (Lvl 4 Ninja), Woolworth (Lvl 2 Techno-Savant busy 1 turns)

>Assist another Action
>Go Questing
>Farm
>Craft
>Write-In

You have 1 Active Quests

>Undine's challenges
>>
>>1569640
Anons had previously voted to have Ash use Summon Sprite to scout out her surroundings

They also voted to have Tethys learn sweet ninja scroll skills and for Kulnarth to heal.

Other actions were up in the air.
>>
>>1569647
Those seem like good options.

Can we add experiment with combinations?
>>
>>1569649
You have three actions to do with as you wish.

Ash's actions don't truly count towards those so, and Kulnarth will heal from resting so you have two other actions to decide upon.
>>
>>1569680
Lets try to Upgrade our spawning pools and combine a Slime core, a skeleton and a Fire wand
>>
>>1569697
>>1569649
>writing!
>>
>>1569764
Senpai noticed me!
>>
>>1569764
Hey guys, a combo of writers block, work, and sleep deprivation have mostly done me in today.

I will drag my sorry corpse back in tomorrow at 830am Central Standard. (-6 UTC)

In the mean time please ROLL 2d6 and feel free to discuss here or in discord.
>>
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>>1569956
For you CQM, I do it for you.
>>
Rolled 4, 5 = 9 (2d6)

>>1570020
>Don't die Teras
>>
>>1570058
I'm not the one in danger of dying. Not with rolls like those.
>>
Rolled 5, 4 = 9 (2d6)

>>1570020
>>
Rolled 5, 4 = 9 (2d6)

>>1570020
>>
>>1570942
>>1570897
>>1570058
>that moment when you wake up and realize you asked for 2d6 instead of 2d20

I was really tired. Please ROLL 2d20 and ignore OP's retardation and faggotry.
>>
Rolled 1, 9 = 10 (2d20)

>>1572127
topkek
>>
Rolled 1, 11 = 12 (2d20)

>>1572127
>>
Rolled 4, 9 = 13 (2d10)

>>1572127
please be gentle, oh dicegods
>>
Rolled 2, 10 = 12 (2d20)

>>1572322
>>1572127
my bad, rolled d10s, not 20s


PLEASE BE GENTLE
>>
>>1572262
>>1572315
>>1572324
The dice gods seem to lack a gentle nature

>writing!
>>
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>>1572328
From atop his humid Throne in the Ruined Baths Kulnarth reflects on the progress of the war for Floor 55. Despite having crushed or recruited most of the other floor bosses a sense of uneasiness still lingered. A bit of rest would do him well before the big fight, but the shimmering portal to Undines realm promised untold powers.

Rising from his Throne Kulnarth orders materials brought from the Horde. A new type of Slime would be just what he needed to cheer up! Shortly a pile of potentially combinable junk is heaped in front of Kulnarth's massive self. Rifling through it Kulnarth bellows out which items should be set aside.

The Bone Slimes are resilient, but the inferno Slime sounded really cool. Maybe they could be combined? Grabbing a Slime Core in his huge hands Kulnarth mashes it together with a spare skeleton and a fire wand.

For a brief instant the resulting mixture forms into a strange slime with bones protruding every which way. Immediately after forming however the Slime frowns, pulses once, then explodes violently littering the room with bone chips.

>combination failed

Coughing up a small puff of black smoke Kulnarth angrily sweeps out of the Throne Room. By all the Beasts they were going to make progress! Eviscorax probably had a nice big book or something that told him EXACTLY how to summon demons.

Sweeping past the steaming onsen Kulnarth throws open the door to Tethys room with a clatter. Only to find Tethys wrapped in an excessively puffy blanket hunched over a glowing screen.

!!!

“K-Kulnarth-same! It's not what it looks like-“

Read them!

“H-Hai!” Nodding Tethys turns back to the screen. “There's not much to read here, mostly just noises. Ah wait- ‘M-my mind feels like it's”

Huh? No not her weird picture things, the scrolls!

Kulnarth points to the scrolls currently adorning the walls of Tethys room.

“Ah, Hai Kulnarth-sama”

Tethys shuffles over to the scrolls and reaches an arm out of her blanket cocoon to pick them up. Kulnarth stares expectantly.

“Eh it might take some time Kulnarth-sama”

Well as long as she gets it done!

Once Kulnarth is gone Tethys releases a sigh of relief.

>Tethys acquires the Blood of Raijin skill
(Passive) All of the ninjas attacks deal bonus Electric damage
>Tethys acquires the Ebon Dragon Strike
This attack deals Dark damage and has a chance to inflict Blind

Kulnarth for his part heads towards the front lines ordering the spawning pools in the Grand Fountain expanded as he does so.
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>>1572506
In the newly minted enemy Zone Ash crouches amongst rustic wooden shelves filled with innocuous items. The first few seconds of her technical captivity are spent in worried pacing. Even if Frederick and Selendra aren't aware of her there's no way she can go without even knowing the way out. If only there were a way to scout out the Zone that didn't expose her to risk. Stopping in mid pace Ash barely prevents herself from shouting in joy at her sudden revelation! If she can't scout she will just summon someone who can.

A moments thought is all that is required to swap out her active skills as Ash painstakingly carves a small elemental seal no larger than a Gold piece on the floor. Once done Ash bites the tip of her finger causing a welter of blood to drop from it into the waiting seal.

>Ash uses Summon Sprite 1

With a faint popping noise a tiny blue fairy of light swells into being from within the blood filled seal. She seems eager and attentive.

Ash sends her out to
>Scout around quietly
>Find an exit
>steal something useful
>carry a message to Kulnarth
>write in
>>
>>1572508
>Scout around quietly
>>
>>1572508
Scout quietly
>>
>>1572605
>>1572587
hey guys i had to leave work early and ive been sitting in traffic since. we resume at a more productive pace tomorrow
>>
>>1572605
>>1572587
I am back and
>writing
>>
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>>1575017
Taking the Sprite in hand Ash casts her senses into the small fairy causing its eyes to glow faintly. After releasing the Sprite from her grasp Ash settles herself in a corner of the supply closet before pulling a large bag of apples over her body to hide it.

The Sprite crawls beneath the door into the corridor beyond. After hours of wandering across the worn wooden floors and threadbare rugs of the hallways the Sprite finds many pointless and empty rooms. Eventually the small fairy comes across a large central room squatting like a vulture amidst the maze like loops of hallways nested around it. In the center of the room is a gigantic boiling cauldron nearly two stories tall. Hanging suspended above it from the rafters by their ankles are four Human Women. Their throats appear to have been cut allowing their mingled blood to cascade down into the cauldron. Even as Ash watches through the Sprite’s eyes one of the women is cut free to fall into the foul brew. As her body is swallowed by the mixture a massive magical seal carved onto the cauldron flairs to life. Any imp immediately drags a replacement from somewhere upstairs. Crossing the massive wooden support beams with ease the Imp ties the girls ankles to the provided ring before slitting her throat with his crude knife. Selendra is nowhere to be seen.

>attempt to disrupt the ritual as a Sprite
>attempt to disrupt the ritual as Ash
>continue to observe
>Find the exit
>Return to Ash

Far away in the northern Machine Outpost massive steel doors on the side of the main complex slide open to reveal a vast mechanism. It's tracked wheels churn the ground beneath it as it ponderously moves from the Outpost to the gates of the Ruined Baths. The device looks like little more than the dungeons largest funnel. Countless conduits and pumps cover the outer surface, and the inside is lined with a complex spiraling pattern of crystals connected by lines of silver, mythril, and other stranger substances. Woolsworth controls the massive device from a glass bubble precariously perched at the end of a crane like extendable arm. The Bath Slimes stare in shock at the unprecedented sight, and even Kulnarth isn't sure what to make of it.
“Ready for deployment sir! I sincerely hope that the interminable wait will have been worth it in your esteemed opinion! Now point me where to go!”

>direct Woolsworth to wait here
>to the Castle!
>Go find the witch
>write in
>>
>>1575177
>>have Ash move closer to the ritual while sending the sprite to scout independently, then reconvene and decide
>>to the Castle!
>>
>>1575249
Hmm

>Writing
>>
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>>1575438
With painstaking care Ash retraces the convoluted path her Sprite took to reach the ritual space. Hiding in one of the many empty rooms Ash recalls her Sprite. The ritual chamber with its grisly display is now less than ten feet away. Ash sends the Sprite out in every direction she can searching for a better understanding of the zone. In the end, she learns that the building is almost completely devoted to the ritual space with hallways and storage making up the remainder. There isn't any sign of an exit. Just before recalling the Sprite for good, Ash hears the thunk of boots hitting the wooden floor outside. Peering out of the keyhole she observes an empty suit of full plate armor walking down the hall a steel sword held upright in its hands. A shadowy mist pours from its open visor. The Armor seems to be patrolling this area now.

>hire
>run
>attack
>write in

For his part Woolsworth begins driving the Magic Syphon toward the west his sights set firmly on the magic barrier.

>Resources

XP: 22
Gold: 370

Population: 70(at cap) 32 Slimes, 1 Bone Slime, 1 Thief Slime, 1 Water Elemental, 30 Oozes, 1 Demon Slime, 1 Air Elemental, 3 Holy Slimes
Slaves: Demon Lieutenant 1
Unit Cap: 70
Level Cap: 2

>Actions
You have 3 Actions to choose

>Explore (where?)
>Search/Hunt (For what?)
>Build Improvement
>Train Skill
>Practice Magic
>Research Technology
>Combine Stuff
>Activate Quest
>Invade Area
>Engage in Diplomacy
>Write-In

You have 2 Hero actions. Heroes must Rest after using an action.
Current Heroes: Ash (Lvl 5 Fire Mage trapped), Kulnarth (Lvl 5 Slime Devourer ), Tethys (Lvl 4 Ninja), Woolworth (Lvl 2 Techno-Savant)

>Assist another Action
>Go Questing
>Farm
>Craft
>Write-In

You have 1 Active Quests

>Undine's challenges
>>
>>1575589
>use the sprite as bait to lure the suit of armor away
how many turns/when will woolsworth get to the magic barrier? do we have enough time to get kulnarth to go try another trial of undine?
>>
>>1575589
>hide
>Train Skill
See if the water elemental can teach some skills for the slimes
>>
>>1575671
Woolsworth will take a full turn to reach the Fountains, and another half turn to attach the various connectors, open the gates and get to the barrier.
>>
>>1576767
>>1575671
Haha

>writing
>>
>>1577829
The loud footsteps of the enemy creature drawn ever closer to the door behind which Ash is hiding. Without moving, without even daring to breathe, Ash waits. The bright humming words of a spell lodged in her throat pressing anxiously against her sealed lips. Nervous hands clutch tight around the smooth wooden shelves between her and the door. Closer the Armor draws, and closer still. Sweat beads on Ash’s brow as the Armor hesitates in front of the storage room door.

With only a slight pause the Armor continues past the door without checking inside the room. Tension drains from the nervous Water Mage as a flood of relief causes her to slump forward against the shelves. Exhaling her pent up breath Ash stands fully upright on shaky legs. Turning from the shelves she walks away not realizing that the edge of her sleeve is caught. The sound of a glass jar shattering sends a jolt of fright through the young Mage who immediately stops in her tracks.

In the corridor the Armor stops mid step before turning back towards the supposedly abandoned room. Ash watches through the eyes of the Sprite as the Armor Knight draws closer and closer. Left with no other alternatives she enacts a desperate plan. Just as the gauntlet of the Armor is about to close on the handle of the door she commands the Sprite to buzz his face.

Unlike a truly living creature the Armor doesn't flinch or startle in any way. It merely releases the door handle and regards the fleeing Sprite. Reaching a decision quickly the Armor sprints down the corridor after the fleeing fairy.

It is quickly joined by three more of its kind and an animated broom for good measure. All chasing after Ash’s summoned Sprite.

This is a good chance, but to do what?
>Flee
>Disrupt the ritual
>Find the Witch
>write in



The slow progress of the Syphon carries it past the Black Market district and into the plaza of the Grand Fountain. There Woolsworth and a small team of helpers begin attaching a veritable snakes nest of cables, conduits, and attachments to the Syphon. By the time they're finished a bundle of wires thicker than two Slimes stretches back towards the Bathhouse. Woolsworth brushes off any attempts at haste by insisting that anything worth doing is worth doing well, and if they don't do this correctly it will be worse than failing.

Frustrated with the lack of progress Kulnarth retreats to the shrine of Undine. Gathering together all of the Slimes available Kulnarth tries communicating with the Elemental. Only to learn that Elementals are notoriously uncommunicative. Eventually however Kulnarth manages to get the Elemental to show off a few tricks.

>Slimes acquire Engulf skill
Engulf removes an enemy from a battle and deals a small amount of damage to them each turn.

While his troops practice swallowing one another Kulnarth eyes the shimmering portal. Should he enter it again before the final battle?

>yes
>no
>write in
>>
>>1577993
>Disrupt the ritual
>Yes
>>
>>1578133
>Disrupt the ritual
>Yes
>>
>>1578139
>>1578133
>writing
>>
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>>1578181
As the Sprite distracts the guards on this level Ash darts out of her hiding place and runs into the ritual area. The overpowering coppery scent of blood lingers like a miasma in the overwhelming heat from the fire beneath the cauldron. Running up the crude wooden stairs on one side of the massive Cauldron leaves Ash short of breath. The platform overlooking the pond sized horror of the cauldron is clearly the ritual focus. An orb of chrome hovers above an intricate seal. The precise magical works are far beyond Ash’s expertise, but destroying it shouldn't be too hard.

>target the orb
>free the dying hostages
>burn everything
>try to counter the ritual seal
>break the cauldron somehow
>write in

In the Shrine of Undine Kulnarth stares at the innocent looking portal. Last time he entered there he was faced with an incredibly tough fight. And the Mermaid keeper of that space had promised an even more difficult fight in each of the remaining rooms. But as difficult as it had been it was still true that he had gained great strength. Deciding for himself Kulnarth slides confidently through the gateway.

On the other side the dappled light shows the familiar underwater grotto filled with coral in a riotous array of colors. The central door Kulnarth used to defeat the Devourer lies Ruined in a jumbled heap of stones while fish dart in and out of the cracks therein.

The Mermaid perks up visibly as Kulnarth enters. She rises from the ocean floor and unwraps her tail from herself while rubbing sleep out of her eyes.

“Oh, there you are, I was beginning to think you had forgotten us. That happened once. It was awful.”

Stretching her arms high over her head and sweeping her tail backwards in an arc the Mermaid assumes a more attentive look.

“So chosen of Undine, which battle do you wish to fight now? Speak and I will open the way.”

>the sword and shield
>the spell and staff
>can't I fight the Devourer again?
>any other options?
>so your stuck here?
>I want to fight…. YOU!
>leave
>write in
>>
>>1578237
>>the spell and staff
>>
>>1578237
>the spell and staff
>>
>>1578237
>burn everything
>the spell and staff
>>
bump.
>>
>>1578405
>>1578309
>>1578244
>writing
>>1595790
Thanks!
>>
bump for life.




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