Kevak, i didnt pull that out of my arse as you quite so passive-aggressively noted:
You start on the first level of the dungeon but as your specimens level up you can dig deeper
i obviously did expect people to read this as: if your creature reaches a new level it can dig deeper not before. Especially since i mentioned that Higher Level creatures automatically move always lower till they reach a place of their level. They can move deeper than that but not higher. So your Level 10 Blob will move as deep as possible till Dungeon Level 10 and then stay there unless ordered to go deeper. Obviously i miscommunicated here but that is no reason to behave like a smug asshole.
The "arbitrary" communal staircase is there to allow even players who screw up on the upper levels to save their species perhaps on lower levels, where they may be beneath notice for Higher Level Creatures. But discussing realism in a fantastic dungeon with undead in it doesn't seems like a very productive thing to do to me.
I will gladly provide you with the Combat-System Mechanics but if you are unhapy with them i will not change them. In such a case i suggest that you leave the game and make your own.
As for the creature drops what i was trying to convey and you obviously either chose to ignore to understand or through a miscommunication of mine (again), is that i will not screw you over with the drops and tell you "there is nothing useful in those skeleton corpses" but that you maybe should consider that a zombie or a skeleton won't provide much nutritious content. Similiar a demon would have no soul to collect. And a machine or a magic dispelling creature would not provide magic. As for what they drop, the simple rule of thumb "I am what i eat" will provide a rough guideline as to waht you can expect to drop. Nonetheless i will update the OP with the various drops.
In regards to the heroes, i do apologize for providing you with information you just accused me i do not provide...
Finally, no i have not been dispensing a veiled insult with that, it was a simple statement, maybe it is different where you come from but where i come from (Germany) telling somebody to use common sense is usually not meant as an insult but to go after ones experiences in a rational and logical manner, it has not been meant as an insult. The above however partly has been since i don't take kindly to be insulted for no reason but not having had time to write an expansive answer or not writing down information i didn't think players would be interested in and/or need.
Now lets get to the Combat System:
It is not very complex which is why i didn't see any sense in posting it, lest i scare of players who might think that they had to do numbers crunching here.
The Level of your creature quite obviously depicts its strength and at the same time its health. Strength is the number of D6s a creature gets in battle.
Example Battle:
Troll (Level 12) vs. Dragon (Level 16)
The Troll throws 12 d6s , while the Dragon throws 16 d6s added to their level so the formular for the troll would look like this: 12+(12d6) = Damage. Now we compare those two damage totals and substract them from each other. The Result of this is substracted as damage from the losers health.
Health always equals the level and directly influences combat. Lets say the Dragon loses the first battle by a margin of 6. In the next round he will roll instead of 16+(16d6) only 6+(16d6).
now lets continue that further: luxuries increases a creatures combat capability a skeleton with iron weapons and armour does more damage than one without. Luxuries, if fulfilled directly count as a bonus to level, so a Dragon without a hoard would for example have 16 strength, while a dragon with a hoard(aka with the precious items luxuries) would instead roll for example 20+(16d6).
As for your Orders: lets say 20 Goblins are sent into Dwarf territory to hunt dwarves there. Lets say the Dwarf players sent 5 of them away as we saw last round. We will first roll how many of the dwarves actually manage to fulfill their orders. Aka the 5 who were supposed to go hunting somewhere else.
For those we roll a d6, on a 4+ they fulfill their original mission, if they roll less they have to deal with hunters instead.
Combat is always one-on-one except for a few exemptions to whose i will come later.
Those 20 Attacker Goblins will attack until they have killed all available dwarves (up to their own number, so in this example 20) or until they have been all killed. Whoever suceeds with the battle (the dwarves when all hunters are killed, the goblins when all dwarves are killed or goals are fulfilled) gains all the spoils.
if Hunters from several seperate groups appear and vastly outnumber their prey, the prey will be equally shared among the attackers. If one party fails but the other hasnt reached their limit yet they will just continue with the survivors left alive from the other hunters.
Now in which case will battle not be simply one-on-one? That is in cases where either the creatures have a trait in which they cooperate (read fight as a cohesive unit) for example the Tourgs, or in which a Mini-Boss or Boss is leading the hunters/defenders. In which case each fellow monster will give a bonus of +1 to their fellow brethren(Mini-Bosses give +2, Main Bosses each uniquely depending on their traits).
Example:
1 Young Tourg would roll 1+(1d6), 2 would each roll 2+(1d6), 10 would each roll 10+(1d6) and so on and so forth.
that is the basic system for battles. I think ive covered everything but if you feel i forgot something just tell me.