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Author Topic: Dungeon | Delight | Doom [5/8 - Turn 5]  (Read 6038 times)

SCREE

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Re: Dungeon | Delight | Doom [5/8 - Turn 4]
« Reply #105 on: August 04, 2023, 05:46:12 pm »

Turn 5
╚═━┈┈━═╝

TURNTURNTURN
Nurel the Sucking Mire absorbs the Grass for the first time. Nurel immediately gains 1 Plant Essence and 1 Mud essence as the Dungeon Core churns with this new information. Grass is a common plant that can adapt to most conditions.

Snerkel the Renovator absorbs the Red Mushrooms for the first time. Snerkel immediately gains 1 Plant Essence, 1 Infernal Essence and 1 Poison Essence as the knowledge flares to life within the Dungeon Core. Mushrooms are a creature that like dark, damp places. This one seems to be somewhat poisonous.

Gul combines the Air and Void essences together. There is a scream of sound followed by silence, as Gul has discovered Vacuum essence.

Isbrann combines Fire and Celestial essences. There is a feeling of great presence and upliftment, as Isbrann discovers Purification Essence.

Following the opposite theme, Isbrann proceeds to combine Fire and Infernal essence. It bursts in a red hot radiance, combining into Hellfire Essence.

The first corridors puncture through the earth, expanding the Dungeon greatly. The walls on the Northernmost corridor are dotted with a strange black stone...

As the collection of spirits are perplexed by this new development, a small furry creature limps into the cave entrance. Flecks of blood follow it as it drags itself, half dazed, through the cave. It would perhaps be confused by the vast changes made to it's burrow since it was last here, but the rabbit was unfortunately too pained to be aware of it. It passed out in the dark corner, exhausted.

Funnily enough, it seems the Dungeon Core is unable to absorb it. The understanding comes to you: the living aura of the creature acts much like your personal influence, in that it cannot be unwillingly interfered with. Perhaps the plants absorbed so far have a far more passive aura that allows them to be easily absorbed. Sentient creatures, on the other hand, might not be able to be absorbed so easily...

Actions
Notes
The Goal List has been updated. For this turn only you may change your Goal if you wish.

Congratulations! Flora and Fauna now has a chance to spawn or visit your Dungeon. Furthermore, you have a chance of uncovering resources when you build or expand Influence into new areas.

You can now spawn and imbue creatures the Dungeon has previously absorbed. Creatures naturally have their own environments they operate best in. E.g. if you spawn a fish on land it won't survive long.

You can imbue a creature with essences to give it special abilities and traits. The more essence you use the more potent the effect, but beware - too much essence may make them burst :) Special abilities could be as simple as making a mushroom creature thrive in sunlight, to imbuing healing abilities in a herb, to giving a pig a poisonous attack. Creatures have some essences they are naturally acclimatised too. When imbuing a creature, there is some randomness. A 1d6 dice will be rolled that can influence the outcome:
Spoiler: Chance of Base Success (click to show/hide)

However, the more successfully a creature has absorbed essence, the more likely future imbuements of that type shall succeed. Likewise, some Creatures will struggle to absorb some essences.

A Zombie might not easily absorb Celestial, but persevere and you may have a very unique creature on your hands. Furthermore, don't despair if a creature imbuement doesn't go to plan. You can always spawn the default template of a creature to start again from scratch, and end up with multiple variants. You might find down the line something you thought was a failure comes in handy.

Imbuing something with essence can be done for multiple reasons. If you imbue a creature with enough essence, it can become a Monster. A Monster will defend your Dungeon and, depending on it's level of ability, follow commands.

You may also imbue a creature with essence to perform a specific task, like make a loud noise when someone walks by.

Another reason you may imbue a creature is to attract a new kind of adventurer that would benefit the progression of the Dungeon. A Herbalist might come to the Dungeon for the healing herbs, for example.

Dungeon Updates:
Every Spirit accumulates 1 energy per turn. The Dungeon Core generates 1 energy per turn.
The Core sits in the cool breeze of a vent. It has generated 1 Air Essence this turn. The bond with it's Mantlebearer is strong, and the Core spits out an additional Fire Essence this turn. It also generates 1 Earth Essence this turn.

Dungeon Evolution: The Core shall gain a new ability when one of each basic core essence has been absorbed. Currently absorbed: (Water, Void, Air, Fire, Celestial, Earth) When a suitable infernal location has been discovered and absorbed, this ability will be gained.

Dungeon Core influence is [6/50]. Dungeon Core influence shall spill into available adjacent space next turn.

The Dungeon is undiscovered and unranked.
Map below includes a grid if you want to pick specific squares where you expand to. If it is not specified I'll pick, which may be inconvenient if you had specific plans for e.g. Personal Influence Squares.
Spoiler: Grid Map (click to show/hide)

Dungeon Resources:
The Dungeon Resources can be used by any Spirit.

Unclaimed Space: 21 (Dungeon will claim a minimum of 3 squares next turn as I updated the map before realising I missed this step <3)
Dungeon Energy: 1
Earth Essence: 1
Air Essence: 1
Fire Essence: 1
Water Essence: 1
Void Essence: 1
Infernal Essence: 1

Tri Essences
Plant Essence: 1

Actions
Free Actions
Free Actions can be performed as much as you like and do not incur cost.

Trade - Resource Any Spirit may trade any resources in their inventory with other spirits at any time. They can also freely place essences in the Dungeon Inventory.

Core - Move The Mantlebearer may move the Dungeon Core to any known examined location, including locations examined this turn. The location of the Dungeon Core at the end of the turn shall determine what essence it absorbs next turn.

Once per Turn Actions
Do one of the below bolded actions:
Terrain - Deconstruct Wall (provides 1 unclaimed space)
Absorb Item (pick one from below):
  • Brown Mushrooms
  • Stalagmite
  • Dirt
  • Water
  • Stone
  • Moss
  • Strange Black Stone
Absorb Essence:
Absorbing an essence you have an affinity for will give you 2 Essence. Absorbing an essence you have no Affinity for grants you 0.5 Essence.
  • Earth Essence
  • Air Essence
  • Fire Essence
  • Water Essence
  • Celestial Essence
  • Void Essence
  • Plant Essence
  • ? ? ? Essence
Creature - Spawn Default Creature at Location
(Please specify from the list below. When spawning, please state which square on the map you would like them to spawn onto. E.g. Spawn Default Red Mushroom at E4)
  • Grass
  • Red Mushroom
Cost Actions
Cost Actions can be performed as much as you like so long as you can pay the cost. Remember that any Fate you have accumulated in your inventory can be spent as if it was any resource. You may also use the public Dungeon Resources.

Build - Carve Corridor - please specify size from list below. When carving corridors, please state which 2 squares you start carving from, and whether the corridor is aligned North - South or East - West if it is unclear.
  • 2x3 - Carves 6 squares of space at once. Costs 4 energy. 2 squares may immediately be claimed as personal influence without having to pay energy cost. 4 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn. 
  • 2x4 - Carves 8 squares of space at once. Costs 5 energy. 3 squares may immediately be claimed as personal influence without having to pay energy cost. 5 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn.
Build - Carve Square Chamber 3x3 - When carving chambers, please state which 1 middle square you start carving from. This action carves 9 squares of space at once. Costs 4 energy. 4 squares may immediately be claimed as personal influence without having to pay energy cost. 5 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn.

Build - Carve Space. Cost 1 Energy per 1 Space carved. Space must be adjacent to Dungeon or Personal Influence, or agreed with another Spirit to allow you to access from their adjacent Personal Influence. Spaces adjacent to the other square of Dungeon Influence may be carved by anyone, including diagonals.

Creature - Mutate Ability Specific Minimum Cost 1 essence, you can decide how much you would like to spend. Select one essence type to imbue a creature with and state what you would like to achieve. E.g. you may wish to adapt it to an environment or create a new trait. This option allows you to aim for a specific outcome, irregardless of what a creature's natural predilection may be.
Creature - Mutate Ability Natural Minimum Cost 1 essence, you can decide how much you would like to spend. Select one essence type to imbue a creature with. The creature will mutate with that essence along it's most natural evolution path related to that essence. These mutations are typically weaker, by cannot catastrophically fail.

Essence - Combine Basic Essence Costs 2 total essence, of your choice. Combine any two basic essences stored in your personal inventory, dungeon inventory, or a mix of both inventories.

Influence - Expand Dungeon Influence. Costs 1 Unclaimed Space.
Influence - Expand Personal Influence. Costs 1 Unclaimed Space and 1 Energy.
Influence - Relinquish Personal Influence to Dungeon Influence. Costs 1 Personal Influence - you may pick the square. Gain 1 Untapped Influence to your Personal Inventory. Gain 2 Unclaimed Space to Dungeon Inventory.
Influence - Expand Untapped Influence. Costs 1 Untapped Influence and 1 Unclaimed Space. Gain 2 Personal Influence Squares for every 1 Untapped Influence spent.
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SCREE

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Re: Dungeon | Delight | Doom [5/8 - Turn 4]
« Reply #106 on: August 04, 2023, 05:47:25 pm »

Hello everyone! Hoping I still have players  :P Apologies if the post is a bit stilted, I'm getting back into the flow and posts should return to normal now. P.S I got that promotion :D
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Supernerd

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #107 on: August 04, 2023, 06:22:56 pm »

Snerkel the Renovator
Is it possible to "Carve" locations that do not appear to be made of rock, such as the spaces around my current personal space?

Free Actions

Once Per Turn Actions
Absorb Item: Brown Mushrooms

Cost Actions
Influence - Expand Personal Influence to A7 at the cost of 1 personal energy and 1 Dungeon unoccupied space.

Spoiler: Inventory (click to show/hide)
« Last Edit: August 05, 2023, 04:19:05 pm by Supernerd »
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VermilionSkies

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #108 on: August 04, 2023, 06:31:40 pm »

Begin Turn:
New Goal: Gain 5 Fate whenever you cause a new Specific Mutation you have not seen or caused before.
Trade - Resource: Receive 1 Earth from Nurel(Cript), send 1 Fate to Nurel.
Creature - Spawn: Grass at E6 adjacent to the rabbit.
Creature - Mutate Ability Specific: Mutate the E6 Grass with 1 Hellfire Essence to create a monster to entangle and kill.
Inventory Changes(Personal): +1 Energy,  -1 Fate, +1 Earth, -1 Hellfire.
End Turn.
I plan on mutating the rabbit, but I'd like to discuss it first. Potentially using Earth to make a digger for us? I'm not certain if monsters can expand our unclaimed space.
Also, congratulations on the promotion!
« Last Edit: August 06, 2023, 05:19:19 pm by VermilionSkies »
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Maxine

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #109 on: August 04, 2023, 06:56:09 pm »

Begin Turn:

+1 Energy
+1 Vacuum Essence

Absorb Item: Water

Essence - Combine Basic Essence: Celestial (I) and Air (DR) Essence. (+2 Fate)

Influence - Relinquish Personal Influence: E9 F9 (+2 Untapped Influence and 2 Unclaimed Space)
Influence - Expand Untapped Influence: E12 F12 E13 F13 (-2 Untapped Influence and 2 Unclaimed Space)
Build - Carve Corridor: 2x4, E14 F14. (-4 Fate -1 Dungeon Energy. Claiming E14, F14 and F15. +5 Unclaimed Space at turn end.)

Spoiler: Maxine, Gul (click to show/hide)
Going to go a bit further down on my path if no one minds. Also going to fill in the remaining blank for Celestial combinations.

Also congrats! I'm glad things went well.
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Strif3

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Re: Dungeon | Delight | Doom [Turn 4]
« Reply #110 on: August 05, 2023, 03:42:33 am »

Begin Turn:
+1 Energy

Absorb Item: Strange Black Stone
Essence - Combine Core Essence: Infernal Essence (DR) + Water Essence (DR) (+2 Fate from goal)
Essence - Combine Core Essence: Infernal Essence + Earth Essence (DR) (+2 Fate from goal) ( -1 Infernal Essence)
End Turn.

Dungeon Inventory changes:
- 1 Infernal essence / 0 remaining
- 1 Water essence / 0 remaining
- 1 Earth essence / 0 remaining
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Freedom is not a spectrum.
Put me in chains, or stop telling me what to do.

SCREE

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #111 on: August 05, 2023, 06:21:52 am »

Snerkel the Renovator
Is it possible to "Carve" locations that do not appear to be made of rock, such as the spaces around my current personal space?

Shoot, sorry for missing this. You can't carve open space and have to use personal Influence to gain control over it. So carving somewhere else and using untapped influence to get multiple squares is the best way to go.

I know that messes up your turns(and maybe last turn too?) If that's the case feel free to take 2 turns this turn to make up for it
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Criptfeind

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #112 on: August 05, 2023, 06:36:58 am »

Glad to see this is back. Unfortunately I won't have time to do a turn today. Hopefully I can get one in sooner rather than later. Until then, a question: was the areas I relinquished to the dungeon influence part of those that also didn't get updated? I don't see them on the map. Or did I misunderstand how that works?

Also less of a question and more of a comment to supernerd, I notice you working to cut me off from expansion at the entrance. That's fine, if you want that area you can have it. I only wish you had told me that when we were talking about our plans and I said I was interested in being the dungeon entrance, when I was expanding that way though. I really do not mind at all switching up plans, I just want communication when such conflicts may occur.
« Last Edit: August 05, 2023, 06:39:15 am by Criptfeind »
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SCREE

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #113 on: August 05, 2023, 08:29:53 am »

Yep absolutely an error, I moved the map from my map making software to my image editing a stage too early and then didn't want to lose momentum on posting. A bit out of practice after the break, it'll update next turn (might try to sneak a fix out today however).
« Last Edit: August 05, 2023, 12:28:58 pm by SCREE »
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Supernerd

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #114 on: August 05, 2023, 04:17:08 pm »

What happens if the middle of the carve is a non-open space, but open spaces are included in the area? Also, can we claim a tile that is not shown on the map, such as the tile one space to the left of column A?
« Last Edit: August 05, 2023, 04:19:31 pm by Supernerd »
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zemaj

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #115 on: August 05, 2023, 11:03:12 pm »

sorry to have just dropped from things so far, let's see if we can't make up for it a bit

Begin Turn:

+1 Energy

Change Goal: Gain 2 Fate when a new Corridor is created


Actions:

Absorb Essence: Air (+2 Air Essence)

Influence - Expand Personal Influence. K7 (-1 Fate)

Influence - Expand Personal Influence. K8 (-1 Fate)

Build - Carve Corridor 2x4: starting at L7/M7, going north, claiming L7, M7, M6 as Personal Influence (-5 Energy / +2 Fate)

Build - Carve Corridor 2x4: starting at L8/M8, going south, claiming L8, M8, M9 as Personal Influence (-5 Fate)


Spoiler:  zemaj : Qzol (click to show/hide)

End Turn
« Last Edit: August 06, 2023, 05:02:40 pm by zemaj »
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Maxine

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #116 on: August 06, 2023, 05:43:19 am »

zemaj, not 100% since the map isn't up to date, but I don't think you can build from there yet? (And just noticing I and J appear to be smushed together.)
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zemaj

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #117 on: August 06, 2023, 12:52:31 pm »

are we limited to what has been shown already?  I was operating under the assumption the map would expand to accommodate turns.  If not, yeah, I need to redo that a bit...
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Criptfeind

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #118 on: August 06, 2023, 03:16:24 pm »

In the previous turn I worked with "implied" tiles that were off the shown map, so I think it's probably possible?

Another thing for note is there's a rule that you can't gain fate via spending fate. The exact limitations of that hasn't really been properly explored out yet, and the point was to avoid infinite combos, so I'm not sure, but it might be that you can't gain fate a corridor you carved with fate... Might be best to check with the GM on that one.
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VermilionSkies

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Re: Dungeon | Delight | Doom [5/8 - Turn 5]
« Reply #119 on: August 06, 2023, 03:24:45 pm »

..Right, as it seems nobody has any issues with it, I'll edit the rabbit mutation into my turn. Actually, it looks like the earth essence got taken. I'll trade a Fate for an Earth Essence.
Also, when you feel like it SCREE, could we get an Essence Glossary update?
« Last Edit: August 06, 2023, 03:27:25 pm by VermilionSkies »
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