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Dungeon Civ Turn 6

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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. You Machine ally Woolsworth has completed a device to drain the power behind the magic barrier and allow you to finish our conquest of this Floor.
>>
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>>1597442
>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.
>>
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>>1597448
The Mermaid servant of Undine nods enthusiastically as Kulnarth decides to enter the door adorned with staff and spellcraft.

“Mighty brave of you, just remember you can always retreat back here for me to heal you if need be.”

Confident in his victory Kulnarth strides forward past the stone slabs of the door as they grind outwards across the ocean floor.

Past the stone portal Kulnarth steps into what appears to be a completely separate world. The arena is choked with luminescent kelp beds. Their faint green and blue glow is the only light here, and the water feels oppressive with its weight. Brilliant flashes of dayglo orange betray the presence of fish here and there. Seated on a boulder in the middle of all of this is a slender young woman made entirely of kelp. Her attention snaps away from a school of fish near her hand as she turns to regard Kulnarth.

“Well met challenger. If you would like, I will hear any last words you have before we start.”

Having said her piece she stands and raises her right hand. An ornate staff of ice forms within her grasp, and as it does so a chill penetrates the arena.

>speak (say what)
>no pleasantries, only bloodshed
>retreat
>write in



Inside the Witch’s domain Ash realizes that she has little choice if she wants to end this diabolical ritual. Everything must burn! Offering a short prayer of supplication to Lord Ifrit she kneels before the ritual focus and begins concentrating. The guards may be distracted by her Sprite, but if she starts casting repeatedly there's no way she won't be interrupted. So the building needs to be destroyed in one fell swoop.

Raising her arms high above her head Ash Casts Fire 5. Then she casts it again. Over and over she casts the spell without any target. Each time the swirling mass of Fire hovering over her gets larger and larger. Sweat beads on her brow unrelated to the intense heat that fills the room. At last when she can hold the power no longer Ash opens her screwed shut eyes to fix them on her target the

>Cauldron
>Roof
>Everything
>Orb
>write in
>>
>>1597526
>No pleasantries. Last words are for the vanquished.

>EVERYTHING. NUKE IT ALL
>>
Rolled 9, 9, 8 = 26 (3d20)

>>1597588
Ambitious.

Please ROLL 2d20
>>
Rolled 8, 19 = 27 (2d20)

>>1597625
>>
Rolled 7, 5 = 12 (2d20)

>>1597588
I AM AMBITION PERSONIFIED
>>
>>1597651
>>1597642
Hmm writing
>>
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>>1597677
There is no time for conversation, even now Eviscorax could be gaining further power. Words fit poorly in a mouth made for devouring in any case. Compressing himself with his rending claws stretched wide Kulnarth surges forwards through the dense foliage leaving wreckage and torn kelp in his wake. The Naiads response is simple, and effective. With the smallest flick of her staff a shield springs into being seconds before Kulnarth's claws tear her asunder. The delicate looking soap bubble of ice shatters under the terrible assault taking with it all of the killing power meant for the caster. As Kulnarth shifts himself forward to finish the now vulnerable creature she smirks in a condescending manner.

“Fools rush in dear friend, and you have been most foolish.”

The shards of the shattered shield act with a life of their own. Slicing into Kulnarth's thick membrane and chilling him nearly to the core.

>Kulnarth -4 Hp 41/45

“Hmm seems your not vulnerable to that. Well… it's outside my comfort zone, but just for you.”

Raising the Ice staff above her the Naiad activates Dual Cast.

“Lightning!”

From beyond the boundaries of the mini dungeon a rumbling thunder peal announces itself. Two jagged forks of Electricity seat their way down from the ceiling to envelop Kulnarth. For a brief second everything is pain and light as the twin spells obliterate all sense of the outside world. When the wave of pain is over Kulnarth remains standing. The Naiad appears shocked her staff lowering as she stares in confusion.

“You should be dead!”

>Kulnarth -12 Hp 29/45

Open, unguarded, her magic tricks unused, the Devourer’s claws twitch of their own accord and his mouth twists unbidden into a hungry snarl.
>>
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>>1597763
The burning red light of a second sun reflects off of the veritable lake of blood already collected in the massive Witch’s Cauldron. There can be only one way to end such a horrible ritual as this. Everything must burn. Ash pushes beyond her limits courting death and destruction in her desire to end this twisted place. Somewhere, somehow, her rage is answered with power. The burning mass of Flame above her grows in fitful leaps and bounds rapidly swallowing the ritual platform, then the cauldron, then the sacrifices, then everything. Fire pours down the hallways and gouts from the windows. The nearest side of the Cauldron warps outwards then buckles spilling blood and rot from its magical protection where it instantly sublimates. Floorboards warp and bubble before erupting along with everything else. When at last the final thaum of magical energy is expended the Zone has been reduced to a smoking ruin. The Cauldron lies melted into an unrecognizable lump of iron scored black and smoking.

Ash kneels naked on the bed of ashes and embers thatbused to be the Floor of the Zone her equipment destroyed by the destruction she has wrought. Only one object seems to have survived intact. The Orb hovers tauntingly intact as if to mock the efforts of mortals. Overcome with exhaustion and expended of magical energy Ash can do nothing more to destroy the artifact. A soft cracking sound like that made by fine china being stepped on resounds across the Zone as it breaks to reveal the empty lot that is its base.

Ash should
>flee
>take the Orb and flee
>claim the Zone
>rest
>write in
>>
Rolled 4, 14, 4 = 22 (3d20)

>>1597767
>>1597763
Regardless of Choice please also ROLL 2d20
>>
Rolled 8, 3 = 11 (2d20)

>>1597767
>take the Orb and flee
>>
>>1597807
>>1597771
Hey signing off a few minutes early today, picking things back up tomorrow.
>>
flee
>>
Rolled 11, 2 = 13 (2d20)

>>1597767
CLAIM THE ZONE
>>
Rolled 1 (1d3)

>>1598797
>>1598256
>>1597807
Cutting through tie, then writing
>>
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>>1604636
Unprepared and surprised the caster has no clever tricks up her sleeve to prevent the inevitable. Kulnarth tears small bubbles of cavitation through the water with his claws as they scythe towards the fragile Mage. Her blood stains the underwater stage as it seeps out through the ragged gashes the Devourer leaves behind. Staggered and wounded she retreats quickly back into the kelp and seaweed of the stage.

Pressing her tiny hand inadequately to the huge rent in her side she grimaces in pain. No more clever spells, no more distractions or traps. The only thing that awaits her now is pain, and death.

“Recover!”

What?!

A shimmering green light not unlike the glow of sunlight through surf envelops her dire wound. When it has passed the injury is lessened to serious cuts that are far less than they were.

>??? -14 Hp
>??? +8 Hp

This will not do. If she can recover at will, then this fight could drag on indefinitely, or worse result in a loss.

>Attack full out
>retreat
>use item
>write in



Inside the ruined husk of the Witch’s house Ash wearily struggles to her feet. Unless she does something now Selendra will return and begin whatever horror she had planned again. But for all her power she had to deal with someone else to set up the charnel ritual. And that hooded figure might be much less inclined to help if its previous artifact was stolen.

On exhausted legs Ash approaches the floating Orb. Without thinking further she reaches out to pull it from he air. In the instant her hand makes contact her mind is flooded with pain, suffering, and loss. Searing agony drives the young Fire Mage to her knees momentarily crippling her.

Standing again is a monumental effort, but somehow she manages. Ash scrounges through the burnt wreckage until at last she finds a scrap of her own uniform blown away by the blast, but not destroyed. Fashioning a makeshift sling out of it she scoops the floating Orb out of its place.

By dragging the resistant Orb through the air Ash slowly makes her way to the Zone exit. She makes it to within ten feet before a shadow falls across her from above. Looking up she sees the evil Witch Selendra regarding her from atop her flying broom.

The Witch’s face is twisted into a mask of displeasure as she surveyes her Zone and the hero responsible.

“My, my, what ever should I do with you you thieving, wretched, horrible, little pyromaniac?”

Ash is exhausted to the point where magic is all but impossible.

>Run
>Drop the Orb and run
>Throw the Orb at her
>Cast despite the likely hood of failure
>Write in

Also please ROLL 2d20
>>
Rolled 3, 3 = 6 (2d20)

>>1604766
>Attack full out
>Run
>>
Rolled 9, 14 = 23 (2d20)

>>1604766
>Attack full out
>Run
>>
Rolled 7, 1 = 8 (2d20)

>>1604766
>attack cautiously
>Run
>>
Rolled 4, 17, 3 = 24 (3d20)

>>1604831
>>1604818
>>1604796
>writing
>>
>>1604853
Dude you stumbled and lost your trip.
>>
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>>1604853
This fragile creature of magic and plants cannot hope to withstand a full assault from a Devourer. With this thought in mind Kulnarth leaps towards the Naiads obvious hiding spot amidst the torn kelp. A flash of light amidst the deep sea mud is precious little warning, but it is enough. Kulnarth braces himself against the impact even as her discarded staff surges with power. The Casters mental command looses a pillar of cold just as Kulnarth passes over it. When the ethereal spell light fades Kulnarth's charge has been halted and black sea ice rimes his form.

The Naiad smiles openly as she emerges from cover to gloat. However Kulnarth proves her celebration to be short lived by snapping his eyes open and driving a clenched pseudopod into her abdomen. The Naiad doubles over at the force of the blow but manages a measure of defiance.

“Shock!”

Small arcs of electricity pop inside Kulnarth's Slime body. The Devourer does not release her so easily.

>Kulnarth -6 Hp 23/45

>??? -7Hp

>actions?



As the Witch Selendra descends Ash wastes no time. Mustering all of her strength she swings the captured ritual Orb.

“I'm going to enjoy seeing you suffer you accursed wh-”

The satisfying sound of the Orb smacking the endowed witch in the face is followed by her falling off of her own broom.

Taking the opportunity Ash immediately turns and runs through the Zone barrier.
>>
>>1604921
Yes, yes I did.

That's all for today, see you Monday or sooner depending on conditions
>>
Rolled 7, 2, 5 = 14 (3d20)

>>1604978
Also please ROLL 2d20
>>
Rolled 2, 8 = 10 (2d20)

>>1604981
>>
Rolled 16, 2 = 18 (2d20)

>>1604981
>>
>>1604977
Do we have an engulf Action? Would be nice if she Couldnt get away.

For Ash well run like crazy i guess
>>
Rolled 17, 1 = 18 (2d20)

>>1604981
is QM dead?
>>
>>1626405
No, not dead. I'm just dealing with a ton of stupid life bullshit.
Thread posts: 30
Thread images: 7


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