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949802 No. 949802 ID: a2a6f6

Previous Threads: https://questden.org/wiki/Audit_Quest

My name is Mary.

I own a dungeon.

Not by choice, mind you. I was forced into this when the previous owner placed a curse on me after I tried to audit him. Now I'm the ruler of this place until my asshole of a boss decides to send someone to free me from the curse.

So, anywhere between a month and forever.

But I'm trying to make the most of it while I'm here.

And boy today has been a day... But first-
91 posts omitted. Last 100 shown. Expand all images
>>
No. 950323 ID: 9caba2

>>950315
No no no, you know what? Dungeoneer has the right of it, and if nothing else it could work as an outlet for her... creative energies.
Might want to mark it R-18 only though, just in case.

Give that girl her own sub-dungeon with some warnings at the entrance stating that it's entirely optional and not recommended.
>>
No. 950324 ID: 151656

>>950315
Ok, so if you want minimal slime presence, then we need to use one of the less slime-centered suggestions.

Aaaaand I just realized something. It might not make sense to Mary, but we know a few things about that one alternate dimension and how it works. Now, if I remember right we've established that the Aqua rune can let us make Undine, and that makes sense, since over there they're water elementals, so to speak. But does that mean that we could follow that logic and use the Aero rune to make humans?

>>950320
>Though, I'm still hoping we can eventually get the casino gimmick dungeon at some point, gacha machine and all, with dungeon tokens serving as casino chips.
We need Carpenter III for that.
>>
No. 950325 ID: d381d2

>>950315
Whatever it is, I think we should keep it continuous with the slimecrown lore.

How about this: slimecrown’s premier diplomat has been captured and imprisoned by the Mad Baron Bottler, it somesuch villain. The adventurers have allowed themselves to be captured so they can get on the inside of his prison and bust/sneak the diplomat out! The boss can be the warden. The warden and other employees can incorporate law runes. And all kinds of varied rough types can make up the other inmates, for lower level fights. It’ll be a prison break adventure! And they can spend money just like you would trade for contraband healing items. That sort of thing.
>>
No. 950326 ID: 1a6fd4

>>950315
I still think this >>950072 is the right way to go. Fun and profit rolled into one, the very essence of this dungeon.
Oh, and maybe add some of the ideas we've been bouncing around for a good long while, like the animated doll or suit of armor that turn out to be controlled by a slime inside.
>>
No. 950328 ID: 2202fb

>>950324
Worth a fucking try!

>>950326
Thirding this
>>
No. 950330 ID: d98ec7

>>950315

Maybe some kind of player-driven construction event could work?

Slimecrown Hamlet or some other wing of the citadel that is unlocked as players turn in materials or other enemy drops. Perhaps with some optional content that players can unlock with specific drops or that can make the dungeon more suited to their tastes or playstyles?
>>
No. 950333 ID: f17674

>>950311
Think of a small dragonling. They have the features of a dragon and sometimes the features of a dog. They're known for their cleverness, but their work tends to be patchwork. Might need to get scale runes and a few other things to make it work.

>>950315
I think the Hamlet is the way to go. It should still heavily have slimes, but would also feature things like Alarunes like Ashley, Goblins, Orcs, Kobolds, and a host of other monsterous races. I like the idea of this kingdom being a mix of those types of monsters being a mix of friendly and enemies, it subverts expectations, which is another minor trait we have had as a dungeon.

And I continue to like the idea bring out the lore of the kingdom. I think this hamlet should host a great number of slimes, but I think they are more NPCs going about their business rather than anything else. For example, we could have slimes tending to a great number of mounts for the slimecrown army I.E glass horses, salamanders, etc. Or some needing adventurers to test out their new weapon (the animated armour as a bonus boss)

The hamlet can more or less like our Courtyard in Slimecrown proper. And then the exterior is a neighbouring forest where a cult is trying to bring some evil, perhaps a cult to the thing in the basement. We can have a whole host of Chaos based monsters, slimes, wizards, a great abomination of our own. Things like that.
>>
No. 950334 ID: 977456

I like lizards. Sure, they don't put the ma'am in mammal, but scales are a really nice, clean, stylish, and pretty aesthetic. Then that solid, heavy, resilience thing they have going on is a really nice counterpoint to slimes, not to mention the teeth.

>Mary calls Demonologist and poses to her
Does, uhh, does Dungeoneer know about this? Does she have pictures?
>>
No. 950335 ID: 10670f

>>950315
Actually... I just got a great idea, how about an Evil Theater? with Puppet/Marrionette Demons (Wood + Sting + ???) being the main monsters?

It's a great excuse to make a really big and trap filled dungeon with a huge variety of monsters.

Entrance is 'ye classic theater foyer' where we can place our shops and services. Second room is the theater room, with an empty stage that has a curtain along the back wall, various traps such as sandbags falling from the rafters, or trapdoors to later hazards in the dungeon.

Maybe hide a chest in the audiences seats, or the VIP box.

Exit to the next 'stage' is a door behind the curtain, and this is when things get wacky. Each of the rooms of the dungeon are going to be themed after some sort of stage, like a room that's entirely the deck of a rocking boat, or a perpetually raining streetcorner with a singular streetlight setting the mood, ect. Each door connects to different 'stages' with little rhyme or reason. And each 'stage' will have themed monster/puzzles on their stage.

The Big Boss is going to be some sort of Phantom of the Opera deal that when the Adventures reach him he's all "congrats! You've passed the auditions, you shall be my [insert stage roll here] for all eternity!"

Bonus points if the dungeon has Audience Boxes in various actiony parts of the dungeon. Extra Bonus Points if they're filled with, like, 1-rune monsters to cheer/boo the 'preformance'.

Lorewise: It's a theater, attached to Slimecrown, pretty easy to fit together really. Plot of the dungeon, we have a 'theater director' panicking in the middle of the foyer explaining a Powerful Demon took over his Theater.
>>
No. 950336 ID: d5a180

>>950315
A cultist dungeon
>>
No. 950340 ID: 679a6d

I'd like to make a dungeon that uses the Aero and Aqua Runes we've gotten, the demons and equipment we'd make as a result would certainly be unique, a major draw for any adventurers and would make demonologist happy. It's part of why I've been pushing to get the Aero Rune inverted to hopefully get the full set of elements.

...Come to think of it how does running multiple dungeons work for the constructs anyway? And how would having a second dungeon affect the Eternal Confinement Spell that Mary is under?

As for the dungeon itself, as far as any themes... I kind of wish we'd visited Red Widow's dungeon, so we could just rip off hers but do it better with the improved elemental runes.

Actually, maybe getting a look at other dungeons nearby might be a good idea. We dodged a bullet with Slime Matron by making Slimecrown the way it is, but we should try to avoid too much accidental overlap.

We know from Curi's Christmas Adventure that Red Widow has a pretty generic one with the basic elements, Lord Savage has a High Level Skeleton theme, Glass Spinner has her Glass Puzzle dungeon, Steve runs an underwater dungeon, the Twins focus on debuffs, and Slime Matron is simply a regular Slime themed one.
>>
No. 950350 ID: a9af05

Since we've got a bunch of lore built up in our dungeon, we've gotta make sure that any lore we put in the hamlet add-on will match up to what's in the castle.

Because if we have any diehard fans of our dungeon, they'll be the first ones to criticize any inconsistencies they find.

Also, if the goal of the hamlet add-on is to protect it, then we'll have to come up with a reason on why the inhabitants of the castle still attack the adventurers instead of thanking them for saving the hamlet.
>>
No. 950354 ID: f2af24

>>950350
Its kind of why I think going cult of Jeffrey is the answer. Slime Kingdom argues that the danger should be kept locked, but the heroes charge in thinking that they are the ones to stop it. They storm the castle to either fight or convince Curi and the denizens of the kingdom that theuly can handle it.

Its one way of handling it, at least.
>>
No. 950363 ID: 91ee5f

You know what we need for the hamlet? A way to prevent the adventurers from killing the townsfolk after completing easy mode.

Because I just know there’s going to be an asshole that’ll take advantage of something like that. Gets the villagers to assist in defending the hamlet, then kills all of the villagers to steal their stuff. We’ve gotta prevent something like that from happening.
>>
No. 950378 ID: 45a356

>>949890

> Colosseum/Slimenasium for the battle hungry/games of athletic prowess
> Hamlet area preceding the citadel proper to act as a hub for future expansions and an easy access to our money making spa

After that
> The Slimeworks for a place that's full of gears and puzzles, either forming alternate route to Curie or a post-Curie build up to Jeffery with slime cultists ready and waiting.
>>
No. 950382 ID: f17674

>>950363
Well, we set Ashley as an NPC. NPC mode for all the random slimes going about their day seems the easiest and the safest.
>>
No. 950387 ID: a9af05

>>950382
>Slimes
I thought we agreed to put different monsters as the villagers?

Anyways, don't we need to keep them set as targetable? That way if the adventurers want to trigger hard mode, they'll be able to kill the villagers and have nobody to assist them during the waves of enemies.

Maybe there's an option to set the villagers as NPCs once the choice for normal mode has been made? That would prevent someone from being able to turn against the villagers either midway through the run or after completing the run.

Speaking of options, did Mary ever find an option to make herself not be targetable? That way she doesn't have to worry about getting attacked again the next time she shows up to congratulate any adventurers for completing the dungeon.
>>
No. 950391 ID: a2f660

>>950387
While we are going to want a variety of non slime monsters and citizens, we will probably still want to have a handful, just to make it look like city in the kingdom of Slimecrown.
>>
No. 950396 ID: d856aa

>>950315
Maybe a forest with a village outside of the citadel. It could have a few small cave systems and stuff and be a good place for low level NPCs running around.

Also let's fill it with something other then slimes. Slimes are cool and all, but yeah.
>>
No. 950408 ID: 05fc40

>>950315
Perhaps have the Village be underground to give the "Classic" feel our builder talked about? Random "cave ins" which the slimes ignore cause lol slimes, and the dead ends and all. Have the village be underground cause Jeffrey's devastation. The mobs can be chaos slime mobs attacking cause they are corrupted.
>>
No. 950410 ID: a9af05

>>950408
>Random cave ins
That would actually be a good way to change the map layout. Everytime someone comes through, the map would be different, which would increase replayability.
>>
No. 950447 ID: ce39da

My vote is to do something new, bringing up one of my earlier ideas; you know banks, so I say we design The Vault. A high security treasure trove designed to both provide a challenge to brute-force murder hobos, and have an alternate solving path that caters to that stealth-focused demographic we’ve been missing; be sure to set patrols for the inhabitants. Being a bank in lore can also provide an easy excuse for front-end amenities.

As for inhabitants, I have a few juicy ideas.
> Law + Tech = Robo-Guards; weak individually, but raising the alarm will lead to the reckless adventurer getting swarmed.
> Law + Demonic = Lawyer Demons; both to man the amenities and to provide insidious support and interference further in.
> Law + Tech + Shield, & Law + Tech + Sword = Barrier & Hunter Robots; if sneaking’s your game, then this is how the ante gets upped for high-level delves that go deep.
> 3 Dragon + Fancy + Mithril (+ Money when we obtain it?) = That Dragon, Greed; High-level boss in the treasure vault itself (big arena, one of those “streams of coins raining from the ceiling for no reason” types of fantasy vaults); gold-scaled long boi that dives in and out of coin lake Scrooge McDuck style.
> Law + Dragon + Lightning + Mundane = Kobold head of security Malachi; can act as either the end boss for low-level run versions or as a “traitorous insider” that can help higher level raids with opening the way to Greed (likely locking himself in the security room and interacting with them through an intercom terminal in the latter case); quick on the draw and mean with a taser if simply shooting isn’t gonna work.
>>
No. 953866 ID: c26b8d

Hey Mary, Dungeoneer is scheming against you to get you to force yourself to get runes in you due to your words of it only being a last resort. You should punish her.
>>
No. 954007 ID: 9e769a

>>950315
Alright, so we got the shopkeeps, plant slime, mud slime, the healer, sophie and Rosa all following a sort of earth/plant theme. Maybe slap in a temple there with Watchers as like trash mobs.

Maybe we could work with that a bit in regards to the theme. Expanding lore on familiar characters like that is always cool.

Maybe we could do like a swamp, underground jungle or another kind of plant based biome as a dungeon.

Watchers are kinda like beholders, yea?
This means we could sorta combine like terrain specific CC effects, like slows and immobilizes with beams you need to dodge, creating a solid challenge.
>>
No. 955010 ID: a2a6f6
File 158043270911.png - (130.17KB , 800x600 , 11.png )
955010

I think we've successfully decided on Hamlet.

Now, remember, the point of this expansion is to not only provide diversity but also lower leveled, perhaps less lethal, challenges to our prospective dungeon delvers. They should be able to choose between which of the dungeons they want to tackle. Asking the people who want to do only slimecrown to have to go through the hamlet is a bit much.

I guess the question now is what do we put INTO this hamlet.

I swear to all the gods if you guys fill it with more slimes I will break this crown. We are literally drowning in slimes. We have so many that are unused. I would rather rune up our two rune slimes than make MORE of them.

Now, to fit in with the lore the hamlet would have to be in some dire straits... Exactly what this could entail could be... Hmm.... Damage, perhaps? Or a certain sense of doom that clings to the place.

I think it would be neat if the final boss were something like uh... That 'thing' in the basement. I also want to add some kinda super monster that only attacks if civilians are harmed. Maybe a guard to act as one? I'm sure we can shove a pretty scary five rune monster in there.

Let's do this piece by piece. What kind of buildings should be in the hamlet? I'm no architect and uh... Hamlets kinda stopped being a thing where I live like a thousand years ago?
>>
No. 955012 ID: 2aa5f0

uh, for some reason I can't help but keep thinking of a gothic design so... uh, a bunch of stone and brick buildings that lead up to a large church/temple?
>>
No. 955013 ID: 701302

>>955010
How about a hamlet that has two kinds of settings. one is a gentle peaceful normal rpg- where the adventurers protect the hamlet and its people, get quests like a starter town. And then there's the hard mode or evil. Where there's a hidden quest line that if found, starts making the villagers into monsters, leading up to a final choice from their starter npc. They can walk away and not find out the terrible truth. Or fight him, which unlocks the path to the 'Chaos Presence' of the thing in the basement
>>
No. 955014 ID: 9caba2

>>955010
The dire straits could be slimes appearing out of nowhere to just kinda... slightly annoy the people in it?
>>
No. 955015 ID: b92f9f

Make the hamlet tree people like Ashley and the shop assistants! Their problem is Slimecrown sealing up has closed off a lot of irrigation so it's too dry. Also, sap vampires. Have a quest to bring the water back.

Actually maybe the hamlet should have a few slime related problems with currently unused slimes like they're clogging up the well or someone's teddy bear is a cloth slime that ran away.
>>
No. 955017 ID: 05fc40

>>955010
Two distinct spaces, the damaged normal hub of slimes we've yet to use, (cloth slime can sell low level cloth items, Holy slime can heal, etc.) in addition to other npcs that are human like, or perhaps low level monsters. (kobold, goblins, maybe some orcs) These will be the people of the hamlet still alive. The enemies will come in three forms. Enemy pacification slimes in the form of 2-3 rune slimes that are there to kill the enemies of slimecrown and any tainted foes (including adventurers just to be safe), "tainted" low level monsters (slimes, kobolds, etc again) and Waves of Chaos and Demon slimes erupting from the ground (ostensibly from Jeffrey). Gives us a good spread of monsters and lets us rearrange the map at will to keep adventurers guessing via the "eruptions" changing the topography.
>>
No. 955018 ID: b1b4f3

Well considering we can transmute runes freely now we don't even need to make more elemental slimes, so don't worry.

>construction materials
Mud bricks, thatch roofs, occasionally some actual earthenware like shingles and clay bricks.
Put in some skeletons and some plant monsters, and some skeletons with vine monsters around them. Also a small group of hostile squatters/scavengers... hmm, what kind of monster though... Imps maybe?
>>
No. 955019 ID: ca47b5

>>955010
Well some main buildings aside from like, normal houses and that would work as decent areas would probably be something like:
a church (with attached or separate graveyard), a town hall , a tavern, maybe a farm or stable type thing.

As for theme yeah I agree on keeping slimes in the citadel, how about the town is cursed with undead or unnatural monsters (we should really play around with the Aqua and Aero runes to see how their weirdness interacts with common runes) and the like but the townspeople pretty much know how to avoid or repel the danger?

So most homes are abandoned/inhabited by demons but some are safe areas for shops and quest givers and other NPCs to hang out in.
>>
No. 955020 ID: 0fae41

Maybe the hamlet could have a tight, cramped residential quarters center surrounded by shops - the blacksmith's, a tanner's, stables, et cetera - if we're going for the feel of an old town based on a highly archaic, ramshackle street layout. Narrow, cramped roads with overhead bridges and all sorts of ponderous expansions to the crowded townhouses makes for a quaint look and an interesting maze to navigate, despite the appearance of openness.
>super boss that retaliates if you attack civilians
Make Colt the sheriff of the hamlet! He's a very intimidating loner.
>non-slime enemies
>>949814
Also, there was an idea for a Candy Rune based Gummy Wyrm, right? Could have it be a dragon attacking the town in a new twist on a familiar event.
>final boss like that thing in the basement
>would rather rune up our two rune slimes
Would you like to make Chaos Slime into a Jeffrey Jr., for our junior dungeon?
>>
No. 955024 ID: e38c45

More slimes

Break the crown. It only serves to contain us
>>
No. 955032 ID: d856aa

>>955010
>What kind of buildings should be in the hamlet?
Let's make it quaint. Give it wooden buildings, maybe a fire pit, general store and a tavern/inn for adventurers to gather and pick up quest hooks. The tavern/inn can be named something like "The Lusty Midget" or "The Crowded Bar" and be run by a Boxom shortstack and her team of busty shortstack waitresses.
>>
No. 955059 ID: ede8d3

>>955010
Even if it’s nit populated mainly by slimes (though I’m sure we can put some of our unused slimes in here) it’s still a part of slimecrown and should incorporate slimish architecture. That means the use of waterproof materials that won’t get spoiled and moldy with exposure to water: less wood and straw and more ceramics, metals, Stone, and glass. Ramps instead of stairs. And a big lightning rod in the middle of town to protect from storms.
>>
No. 955062 ID: 2b05e2

>>955010
Regardless of whether you break your crown, slimes should still make up a considerable part of the npc population since it is still in slimecrown's land. That being said, there should also be other non-slime creatures as well. We could even have some tension between slimes and non-slimes since slimes are generally seen as being lesser monsters yet they have subjugated the non-slimes. Imo this should be no more than a backdrop/flavortext type thing though rather than a civil war/uprising type thing.

For buildings, probably a gothic church, a tavern, an inn, a general store, a guardpost, blacksmith, silversmith, several other kinds of smith, clumped together housing and have the whole thing wrapped around with farms.
>>
No. 955064 ID: ee5cec

>>955010
I think the general ideas have been suggested by people. Mud Bricks, thatched roofs(or more sturdy ones since we have a population of at least 50% slimes, even if we don't make more). In general, I like the idea of it being slightly cozy in certain places.

I think for general buildings and areas, I think we want to have it situated with forests nearby, but for areas around, look to having some sprawling farms (like tubers and small animals and the like) for a few small one off quests(like a lost farm animal), a tannery (for leather armour), a general tavern where you can meet a few NPCs that can explain the plot, and then a few simple market stalls for food and low level items(not to mention its a good way to encorporate our token store system).

Just a few ideas I thought of that would help give the area more life.
>>
No. 955067 ID: 9f0903

>>955010
>I think it would be neat if the final boss were something like uh... That 'thing' in the basement.
Well, Chaos runes are a place to start, but to make an accurate downsized version you may need to finally get hold of Power runes. If you just want to make a cheap facsimile, maybe Aqua runes for tentacles?
Also, "that 'thing' in the basement" is kind of a mouthful, I thought we agreed on Jeffrey.
>>
No. 955076 ID: 06095b

>>955010

It's generally primarily stone and wood based architecture with thatched roofs made from hay. To save on building materials, you can go with clay (ie mud bricks) and withered vines (ie hay) that our current minions can produce in mass.

Driving conflict could be that this town is run by a group that wants to break into Slimecrown Citadel and acquire the great treasure they're guarding. The slimes, naturally oppose this.

You can choose to help them get ready for war or ignore them. If you help by defeating earth elementals for ore, training in their little arena, or gathering herbs from dangerous plants, you unlock an easy mode into Slimecrown where the roving band joins you in the form of a few questionably able NPCs.
>>
No. 955089 ID: ce39da

We need to consider what the setting for the hamlet's final boss is. It can't be the citadel's entrance since we want to give the option of breezing right through the hamlet's main thoroughfare. In fact, maybe we should take the "nonlinear" approach up to eleven here, leaving multiple paths of "leads" to the final boss in the form of various quests. No two delves will be the same (unless they make the exact same choices), and we can get people talking about that one secret or Easter egg only they were able to find so far. As for the final boss itself... maybe someone trying to break into the dungeon under the Citadel through a drainage sewer?
>>
No. 955091 ID: 91ee5f

>>955010
>Now, remember, the point of this expansion is to not only provide diversity but also lower leveled, perhaps less lethal, challenges to our prospective dungeon delvers.
>I also want to add some kinda super monster that only attacks if civilians are harmed. Maybe a guard to act as one? I'm sure we can shove a pretty scary five rune monster in there.
While it’s a good idea to include a hard mode for when the civilians are attacked, let’s try to make sure that the Hamlet’s hard mode is easier than Slimecrown’s hard mode.

After all, it would be bad for business if the dungeon set up specifically for beginners throws something at the beginners that’s impossible for them to beat at their current levels!

>They should be able to choose between which of the dungeons they want to tackle. Asking the people who want to do only slimecrown to have to go through the hamlet is a bit much.
I agree. No forcing people to do both when they only want to do one.

>I swear to all the gods if you guys fill it with more slimes I will break this crown. We are literally drowning in slimes. We have so many that are unused. I would rather rune up our two rune slimes than make MORE of them.
I agree, we need something other than slimes to occupy the Hamlet.

Maybe some kobolds, goblins, and imps?
>>
No. 955094 ID: cc4dc1

Undead Plague Hamlet. Filled with Zombies, Skellys, and Ghosts. Multiple bosses in different areas that can be activated by different means. Like a giant undead crocodile that requires collecting fetid meat as bait from the town butcher who himself has warped into some sort of abomination. Or a Neeto style entity lingering inside a tomb in the graveyard that can be accessed with the help of a ghost NPC that needs you to help them with some unfinished business. basically make the Hamlet a large hub with multiple "mysteries" that can be discovered via the ex villagers journals or their ghost npcs.
>>
No. 955100 ID: 1a6fd4

>>955015
I like this. It handily explains why there aren't many slimes in what's supposed to be part of Slimecrown territory, and where do Ashley and the shopkeeps fit in with the rest, all in one go. Having a few slime stragglers but leaving the rest of the mobs distinctly non-slime gives it a nice inverted symmetry to the Citadel itself, too.
>>
No. 955101 ID: 86636a

>>955100
Maybe the npcs should be plant people, but we should leave the enemies random. We don't want to restrict ourselves to a single monster type again.
>>
No. 955115 ID: 977456

To get an oppressiveness to the town, the bonus boss could be a fog monsters, constantly patrolling the town and expelling fog so that the whole place is literally under a dark cloud. Attack town'sfolk and it jumps you in a prepared and favourable(open sky, buildings crowding the ground) battlefield. Or you can set off a ritual to lure it out of town and suppress one of its runes. You would learn of the ritual from a group of paladin-types who came to "purge the evil" while the villagers acknowledge that it is dangerous but regard it as 'local charm' and a secret that they are very reluctant to talk about. Add a bit of moral ambiguity for those who look, perhaps the monster steals from outsiders and the paladins are sponsored by an empire that is hinted to be using them to clear out threats prior to an invasion.
>>
No. 955345 ID: 41dcf4
File 158076301598.png - (142.01KB , 800x600 , 12.png )
955345

>>955024
Don't think I won't do it, mister.

>Would you like to make Chaos Slime into a Jeffrey Jr., for our junior dungeon?

That's the general idea I'm going for when it comes to using the slimes we already have. We are definitely lacking in power runes but not in Chaos.

>Let's make it quaint. Give it wooden buildings, maybe a fire pit, general store and a tavern/inn for adventurers to gather and pick up quest hooks. The tavern/inn can be named something like "The Lusty Midget" or "The Crowded Bar" and be run by a Boxom shortstack and her team of busty shortstack waitresses.

The hell's a shortstack? I like the rest of the ideas, though.

>Make the hamlet tree people like Ashley and the shop assistants! Their problem is Slimecrown sealing up has closed off a lot of irrigation so it's too dry. Also, sap vampires. Have a quest to bring the water back.

A nice idea, but let's focus on buildings for now. Still, I will keep that in mind.

>It's generally primarily stone and wood based architecture with thatched roofs made from hay. To save on building materials, you can go with clay (ie mud bricks) and withered vines (ie hay) that our current minions can produce in mass.

A rustic look would be most fitting, I think. The general aesthetic should be one that would fit in with this sort of old school castle, queens, princesses type of adventure.

I wonder if we'd have to change the flavor of the inner dungeon to match the sort of... I don't know, post-chaos that's going on in the outer area? That is, if we decide to do the whole 'place is falling apart' thing.

I'm musing a bit too much on just general feel, I think... Let's see if we can get some actual structures up.

>a church (with attached or separate graveyard), a town hall , a tavern, maybe a farm or stable type thing.

Alright, how about something like this?

The church has the most well kept-together parts of the town. Actual buildings and stuff. I figured maybe the other half has some damage to it?

A central point for meetings and maybe this can be the shop and whatnot.

Also a hidden hot springs area. People seem to like that.

We could see about offering weapon buffing areas with a forge and sell potions. I think that might be a good way to naturally weave the shops into the dungeon without causing any sort of immersion breakage.

There's a tavern... Forest...

Hmm...

What do you guys think?
>>
No. 955347 ID: 9f0903

>>955345
>Don't think I won't do it, mister.
Sure, those noodly arms look totally capable of destroying a powerful artifact.

>The hell's a shortstack
A short but stacked girl. Remember, sex sells.

>I wonder if we'd have to change the flavor of the inner dungeon
Don't sweat the small stuff.

>Alright, how about something like this?
Sounds good.
>>
No. 955351 ID: ce39da

We still need to decide where in this "dungeon" adventurers will be fighting the boss, and to determine that, we need to know just who or what the boss is. Perhaps the final hike to the boss can be found starting Under the Old Well or Beneath Old Man Haxton's Grave or The Cave Out in the Forest (or all three; it depends on which route they follow, or what they stumble upon first)? They're trying to break into the dungeon under the citadel (whether with explosives or raw muscle)?
>>
No. 955352 ID: d856aa

>>955345
>The hell's a shortstack?
A short, stacked girl. Usually about crotch height (3 or 4 feet tall), with a chest like calculator's and hips like calculator's. Remember Marauder, she was a shortstack.

Also, what about a small cave system in the forest or some ancient ruins for adventurers to explore or a secret mausoleum under the graveyard? Nothing that'd need it's own floor, but maybe a room or someting.
Also throw a few "hidden" things around. Like easter eggs and small bits of loot.

We should also have a few different "actors" we can populate the forest and tavern with. Like maybe one week it's a tribe of goblins, the next it's kobolds coming out of the cave and taking over the forest.
Also have a few random species for the tavern.
>>
No. 955353 ID: d856aa

>>955345
Hey, what if we let Isabelle run the village? See if there's a Junior Dungeon Master program, get it set up so she's mostly autonomous but we can see what kind of things she's making and what's going on so we can step in if there's a problem.
She can learn how to run the dungeon and get some experience (and more screen time. Playable Isabelle now.) and it might take some of the load off of Mary.
>>
No. 955358 ID: a2f660

>>955345
I like where you are going with this. I think for the space that is currently labeled a question mark should be a few things.

>1. A general police/wardens office.
This can be a small outfit, and can help us use Colt a bit more efficently as the warden of the outpost or something of that matter. It can have a small jail with maybe one or two prisoners and even a minor prisoner escape. Makes a simple sidequest when we plan the inner workings of the actual dungeon. This also leads to...

>2. Small barracks
This is to help with the presence in the area. But also allows us another set of small quests and worldbuilding. Think of it as a place where recruits are trained for the army. Allows for some unique small quests like wrangling animals or finding mounts for cavalry, etc.

>3. Sprawling Farmland
Slimecrown needs to feed itself and its denezins. So why not have a bunch of wheat and tubers grown by Kobolds and Mud Slimes? And we can also have ranches for said army, raising glass horses or domesticated salamanders, cattle, etc. Another quest idea of "find the lost animal".

We have enough of these things and to bring into the ideas brought up here >>955351 and here >>955352 where these mini quests eventually lead to clues to the main quest. Where adventurers can go three or four ways to the final dungeon. Creating replayability.
>>
No. 955359 ID: 0fae41

Could put a jail in the ruined section of town.
>>
No. 955367 ID: 2aa5f0

seems good but you think we should toss a granary in and maybe a guard house/jail? Granary could be in the ruin part of town or just filled with a low amount of food and could aid to the "everything is going to hell" vibe your going for and the guardhouse/jail combo could be used both to hand out quest and to have some tougher monster come out to "arrest" any murder hobo players that just start killing everyone in town because murder hobo. Not saying they can't just that their actions will have consequences and you know those type of players exist. Hell our last group practically where those people until we intervened.
>>
No. 955404 ID: 10670f

>>955010
Oh! Uh, I'm paying attention! I totally wasn't out getting wasted while I waited for something interesting to happen!

>Let's do this piece by piece. What kind of buildings should be in the hamlet? I'm no architect and uh... Hamlets kinda stopped being a thing where I live like a thousand years ago?

not really, they just rebranded in the past century or so. Now they're called "suburbs". You just gotta toss in some places you'd think you would find there.

Anyways!if your going for that "Post-Roman Empire" style, you might want to put in a "ruined" fort, possible before the forest. It's a good excuse to set up some traps, and it makes for a nice hiding place for a encounter and some sort of "Plot Lever" aka, a switch that does something to help the party progress and give them direction. Like, shifting an ancient aquaduct, or opening a large gate somewhere.

Something else you can toss in is a Schoolhouse. A building with one large auditorium type room and a belltower. It could double as a hint and directory for the adventures. Maybe make the 'Schoolmarm' someone rather dangerous for that whole "bonus boss" shtick. perhaps Wood + Mind+ Crystal for a Crystal Tree Sylph.
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No. 955409 ID: 41dcf4
File 158086330548.png - (192.35KB , 800x600 , 13.png )
955409

>>955353
While the idea may be adorable and possibly gain some attention, I'm afraid I can not trust a child with my compan...

With my dungeon.

Now...

Let's add some ruins. Farmland. School. Jail. Well. Grannary...

I think without getting anything solid down this is a pretty good map. We can make it as damaged as needed, of course.

We can come up with more specifics after we populate it.

But...
>>
No. 955410 ID: 41dcf4
File 158086334529.png - (132.55KB , 800x600 , 14.png )
955410

I am trusting you guys in the creation of these villagers. I know there were some ideas earlier but let's try and condense these...

Now, what should we create?
>>
No. 955412 ID: 0fae41

More plantfolk! Lots of different flowers and leaves you could use for hair decoration. How about a scarecrow farmer whose frightful appearance hides a mild manner?
Magma and Flit are going to feel a little out of place among plantfolk. Their alienation could be the focus of a quest, maybe they're exiles from the castle.
>>
No. 955415 ID: 9caba2

>>955410
Remember Marauder? More of what she was.
>>
No. 955417 ID: 1a85ff

>>955410
Loli versions of the constructs
>>
No. 955419 ID: 1774cd

>>955410
Cultists! Lots of good ol robey fellows.
>>
No. 955422 ID: 06095b

>>955410

Sooo, I honestly don't know what the hell is going on with our theme. Are there just a bunch of slimes occupying the hamlet with anyone who can stand them, or is this society something different that just so happens to be in slime territory?

I still like the idea of the hamlet being filled with interlopers who are after the treasures of Slimecrown Citadel, but if they're co-existing with slimes, that's not very feasible.

Beyond that even, slimes are the lowest of the low in terms of difficulty in most places, Mary. Anything beneath them would either have to be disorganized kobolds or goblins. I guess we could go with that.
>>
No. 955423 ID: 18fe93

Have plenty of the leafling shopkeeps as "filler" villagers.

Love the idea of a scarecrow farmer.

Make a sap vampire as a boss. She'll infect the adventurers if she can with something that'll slowly turn them into a tree. Put some odd trees in the graveyard as a clue.

If the main problem is a lack of water, you could have ice elementals freezing up the irrigation from Slimecrown and an upgraded slime soaking up the well water.
>>
No. 955427 ID: 2202fb

>>955422
I kinda like the idea of having kobolds (in addition to the slimes that should make up a significant portion of the slime kingdom's citizens Mary!) cuz we could then tie that into a quest involving a dragon, like that gummy wyrm I saw mentioned before. Most of the kobolds would be regular citizens while a small group could be undercover dragon cultists.
>>
No. 955429 ID: f17674

>>955410
Well, lets see if I can iron this out a bit...

>First things first, lets talk vendors and shops...

I say we create a Tanner for simple low level armours and clothing. Cloth slime could be used for this purpose with a 1 rune upgrade.

A general merchant and potion vendor Kobold, someone with a slight afinity for magic, but is manic and overly enthusiastic about their work. She could be used with potentially a Magic Rune and perhaps a Scale Rune that we might be able to requisition through purchase of a dragon's scale or something similar. Terra runes maybe?

Finally, a bartender and a waitress. Perhaps a big buff orc with a tiny but extremely strong for her size, server.

>The Farms
This should be relatively simple, I think we get a Sunflower-based alarune like Ashley, who is the head farmer, along with a host of plant slimes, mud slimes and kobolds that till the fields, and raise the farm animals. If we wish to make a quest involved, we can look to creating a pet of some kind for them.

>Jail
I say we transfer Colt over, to give exposition, and work as a possible recruitable ally for the big crawl for lower level parties. In addition we have a few slime soldiers and a Kobold or Alarune Deputy. And then a few NPC prisoners, with one maybe having more definition if we wish to have them play a more important role in the story (Maybe one is a Minotaur??).

>Church
Light Slime gets a Heal rune and becomes a cleric

Maybe have a chaos slime hanging around as if they are sick, and the blight may be caused by the main adventure hook.

>School
This guy has got this one down.
>>>955404

>Finally, random creatures
Given the nature of the farms, lets look to seeing if we can start expanding the monster pool a bit to explain the army of Slimecrown. First off, I still love the Container+Glass rune combo to create Glass Horses. This being for the Slimecrown cavalry. For the more hearty slimes,perhaps heartier beasts like giant bulls, or Salamanders (Fire+Scale+Stone), with one even being another sidequest to try and retrieve one from the wild.

That's all I have for now, figure upgrading a few slimes, and using Curi's innate ability to generate some of our classic slimes for NPCs can help populate a bit, but also some ideas for some characters to start making this a world of others creatures and denizens live in.
>>
No. 955435 ID: d856aa

>>955409
Mary, I can't believe you won't let your daughter step into the world of business with your support. Imagine when she's older, she'll not know how to run a dungeon and people will go "That's Mary's daughter, she's horrible at business!"
Can you really live with that?

>>955410
We should make some Boners for the graveyard/ruins. Demonologist would like that we're using her idea too.
<Bone + Sword> for Boner Soldiers
<Bone + Magic> for Boner Mages.

I want Goblins for the forest, I'm thinking a shortstack shaman with warriors and thieves. I just can't think of a good base. Maybe:
<Sword + Shield> for Goblin Warriors
<Dark + Poison> for Goblin Thieves
<Magic+Heal+World> for the Shaman. Uses the power of the elements for support and attack.

I want the village to have a variety of races. Like the Tavern should be run by <Fire+Fist+Alcohol> a drunken fist fighter from Marauder's race.
Make some cute waitresses, don't have to make them all shortstacks, but they should be cute.
<Sturdy + Comfy> maybe?

I don't want to get stuck in a rut with villagers either, the villagers should be a bunch of different races. Humans, Goblins, Marauder's Race, Demons, Elves, ect. A bunch of people who have come from all over and settled infront of the citadel, so we can make what we need as we need it and it's not just "Only Plant Dudes."

For other monsters:
<Aero + Magic> Sylphs that cause trouble or help out depending on mood.
<Foot + Plain> Wolves that attack the farms
<Aero + Wind> Large Birds that attack the village
<Candy + Law> FBI Agents to entrap adventurers
<Wood + String> Spiders that hunt in the woods
<Wind + Candy> Bees that live in the Woods and make honey protected by:
<Wind + Sword> Soldier Bees who fight
<Wind + Candy + Heal> The Queen Bee Boss who drops rare Royal Jelly
<Psionic + Thorn + Force> Rhinoceros Beetle who's rivals with:
<Mind + Thorn + Force> Stag Beetle
(Because Mind and Psionic look like Horns, get it.)
>>
No. 955438 ID: 10f5f8

>>955410
Thicc Thigh Female Schoolteacher
All the other voices can develop the rest.Just let me have my input.
>>
No. 955439 ID: 2aa5f0

fill the shops with the same type of minions we already have for our shopkeepers. The farmlands should be filled with plant based monsters like our cleric but maybe not as strong as her... or at least not all of them. The forest I feel we should subvert expectations a little and instead of throwing plant based or beast based monsters throw undead type and fairy type monster in their and make it a hunted forest.

For the town proper I'm thinking just have it be a bit of a melting pot but try to at least get some villagers to be the same type of non-slime monsters we already have in our dungeon, like the beholder just for lore reasons so people can piece together where some of the creatures we got in our main dungeon came from.

Also I know you said no more slimes but I'm thinking we should make the captain of the guard a slime knight just to kinda lean on the fact that this hamlet is suppose to be part of the slime kingdom.
>>
No. 955441 ID: d856aa

>>955435
I just remembered I should probably give you design ideas.
For the Goblin Shaman, I want to focus on like the nature thing. Wild and Feral. So her outfit would be like a Wolf's Head pelt from the wolves that attack the village, with the paws hanging over her shoulders and covering her chest and a loin cloth. Her weapon should be claws from a beast, tied and used in melee. Don't make her a grizzled old crone.
The other goblins should be crude, but not as feral and savage. Like salvaged metal armor and crude, rough, but effective cleavers for the warriors and roughly made leather and bone daggers dripping poison for the thieves.
Maybe they trade with the town sometimes too, when they're not antagonists.

The bar owner should be the same race as Marauder, make her tough. Like she's a retired adventurer who's settled down in her middle age.
The waitresses should be young and flirty though, think like normal bar waitresses.

The sylphs should be moff girls. Because they're fluffy and cute and eat hair.
Make the bees and beetles anthromorphic.
The beetles are cool, strong dudes who like to fight and the bees are bees.
The beetles teaming up to raid the Beehive for honey would be a cool adventure thing though.

I want a boss for the Graveyard, but I can't think of anything that isn't just "Bigger Boner."

Oh! What about a dwarven blacksmith. She can be a rival to the one in the citadel. She'd wear like overalls, a gloves, goggles and boots and have a huge hammer she uses for forging and fighting.
<Stone+Alcohol+Force> maybe.
>>
No. 955443 ID: d856aa

>>955441
Also, the shaman should look kind of like Marauder too. Just a goblin. Same type of build.
>>
No. 955444 ID: ce39da

I agree that making the villagers mostly plant people would improve the cohesiveness of the dungeons as a whole — lots of `Comfy + Wood` people. Only give a choice selection of plot-important NPCs the third rune. The highest we'll go in total is four runes for the boss.
>>
No. 955447 ID: f9ad18

>>955410
Beyond upgrading Cloth Slime into a tailor (if only so she has a use somewhere) I don't have a lot of opinions on what the other shopkeepers should be.

I feel the Jail could be a good place to put bounty hunting style quests where you have to track down and capture criminals/troublemakers hiding somewhere within the dungeon. Would just have to make a couple criminals and hideouts for them and probably expand/rotate the roster every now and then for repeat adventurers.
>>
No. 955449 ID: a54a76

>>955410
I know some of us are leaning towards the spooky dilapidated town angle, I know we've not finalized anything yet but if it's gonna be dark or foggy or the like I had an idea for a friendly NPC that carries a magic lantern that repels most mobs and assists/escorts NPCs and any nice adventurers between safe zones if they aren't looking to fight their way to an actual main encounter.

I don't have a good idea for a name yet, Way-warden maybe, Nightguard? Anyway I was thinking something along the lines of Light + Law + Sword (or 2x one of them to make them a proper optional miniboss), so any adventurers that attack the townsfolk lose this safe travel mechanic in addition to aggroing a fairly tough creature, don't know if this would count as the main punishment for murderhoboing but I felt it was an idea worth sharing.
>>
No. 955453 ID: 36de32

>>955410
Use a water and an aqua rune to make a fish that pilots a slime membrane. He’ll be the commissioner. The Cofishioner.
>>
No. 955461 ID: 977456

>>955435
I think we should aim for lots of single-rune enemies. This is meant to be the easier dungeon, yes?
>>
No. 955465 ID: 701302

>>955410
Can we hire adventurers? I want to hire Marauder to be the busty waitress at the pub.

Otherwise, having a kind introductory npx could be good. That way if there is anything difficult people could be warned.

Frankly, if we made the pub an inn, it could be a fun like week long adventure trip. Something to help get newbies or new adventurers practiced in important skills like lockpicking, trail following, etc. Basically one of those LARP week trips people have.

As for monsters or other such things.... I think some basic security precautions, such as gargoyles shaped like statues in the church or living armor guards would be nice. Have things for the adventurers to do, but like any amusement park have security be able to funnel its way out in a jiffy.
>>
No. 955480 ID: 9f0903

>>955409
>While the idea may be adorable and possibly gain some attention, I'm afraid I can not trust a child with my compan...
It's ok, Mary, we all know it's a company just as much as a dungeon, we won't judge you any more than we already do. Now, let's compromise: give the reins to Isabelle and one minder of your choice. Let the kid call the shots, but give the minder final say on everything, so anything she might do wrong is filtered through an adult. Of course, said adult would have to respect her creative process while at the same time being responsible (I think Demonologist would be ideal for this). Will this do?
>>
No. 955487 ID: 91ee5f

>>955409
>While the idea may be adorable and possibly gain some attention, I'm afraid I can not trust a child with my compan...
What about Alex? She used to be an auditor like you, so maybe she could handle the Hamlet?

You do remember Alex, right? She’s that one human lady that said that she’d willingly let us put a rune in her so she’d lose her humanity? Also, she’s still waiting for us to find the rune she wanted so that she could get it put in her.

.....by the way, is Hemlock still there?
>>
No. 955528 ID: c18993

>>955461
I say let there be Lagmites.
>>
No. 955546 ID: f9ad18

>>955461
We could always have two rune monsters hold back if they're not meant to be a challenge, but yeah, more single rune monsters would be better. We'd need to make a bunch though, since right now we only have 3 and most would be better as citizens than enemies to face in my opinion.

Hoodlum [Cloth rune] -- A hoodie wearing thief/prankster monster. Mostly harmless, preferring to steal or distract others over attacking. Can transform between its monster form and a hoodie that provides buffs while worn. Due to its mischievous nature, all buffs it provides are random.
Criminals or misguided troublemakers, whatever works best. Bit at the end is more for if turning one into a pet/item reward than how you'd probably encounter them as enemies.
>>
No. 955570 ID: afa6f6

>>955410
Well, if were going with the idea of a declining village that partially ruined, influenced by the Citadel, maybe its getting worse the closer you get to the citadel entrance, like the buildings are decaying and the lad is getting swampy and goo like.
That way, the monsters can get stronger and more related to the Citadel as you move into those areas as well. Throw in some Mud creatures, maybe some rubble stone golems along with the the upgraded Chaos Slime, along with some Chaos Wisps (One Chaos rune creatures) to illustrate how the land and buildings are breaking down and being corrupted.

Add a Rune to Monk Slime(I suggest Soul), and you can post him in the Church to have that act as a sanctuary, where all the Adventurers and friendly NPCs can go if they need to run from something. You can add some lines about how he escaped from Slimecrown citadel while shepherding refugees. He can eject adventurers from the church if they get too rowdy. Via Shinkou Slime-Douken.

Oh, How about some ghosts? a tragedy is supposed to have happened so restless spirits would make sense.
Use some Soul runes to create some Octoplasms. Theyre like the basic spooky sheet ghosts, but the ends of the sheets end in little tentacles and they leave ectoplasm when they pass through objects.
>>
No. 955578 ID: d6afc2

Do we have to cram a Yum! advertisement somewhere in there? I'm not sure if your contract also involves future dungeons.
>>
No. 955590 ID: afa6f6

>>955578
We can probably just serve them as snacks in the inn/tavern if we need to.
>>
No. 955596 ID: a2f660

>>955578
I reckon its on tap at the Tavern amongst other things.
>>
No. 955613 ID: c87935

Normal population should be plant people like the shopkeeps and Ashley. If this is gonna be a low level dungeon, most of the population probably only needs one rune. Plant farmer, plant inkeeper, plant barmaid, plant town guard (plant+shield), plant mayor (plant+fancy), plant old person who sits on a porch and complains about the rats/lagmites in the basement.
>>
No. 955645 ID: 7445f0

>>955546
bonus points if the hoodlums somehow reference hoodiequest
>>
No. 955710 ID: 0dae1e

Kobolds, Goblins, Plants, Ghosts Who CARES, what matters is that they should be shortstacks!

Shortstacks! Shortstacks! Shortstacks!!!

In all seriousness(not that I'm not serious 'bout dem shortstacks) I'm thinking start small with Kobolds, Goblins, and some other natural & magical creatures. Things like plant creatures and fairies. A secret ghost npc with a secret quest if they meet the right conditions. We could expand later or with other towns/floors if we want to.

I also like the idea of there being cultists present or hidden in the hamlet. It can provide both mystery for the setting and options to work with for potential enemies near area. For example, we can have goblin cultists, pixie cultists, etc. A 'boss' variant might be species that isn't even found in town. This way we can have variety without adding runes and making our monsters too high level.

Perhaps we can add a mystery side quest about finding the hidden cultists in town before they complete their dark ritual and sacrifice some villagers. The cultists could be decided randomly or created manually. This is where hamlet diversity come's into play. One run the town could be filled with human cultists, in another they are all unicorns or something.
If they don't want to do it, they can skip it and the villagers won't be in danger. If they just try to murder all the villagers and hope they get the cultists too, then the the cultist win. Since at the time of the quest, the ritual would only need sacrifices. But I've rambled for long enough.

TL;DR I vote Kobolds, Goblins, fey, and plant people for starting options, with a hidden supernatural presence.

Slime Shortstack for GodQueen
>>
No. 955811 ID: 05fc40

>>955410
There should be a solid selection of slimes, as this is a slime hamlet, but you can use any two rune ones not in the main dungeon. For the rest, an assortment of low level monsters. Kobolds, imps, orcs, goblins, maybe some non hostile undead? There should be a solid assortment of people coming and going.
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No. 955874 ID: afa6f6

So, what 2 rune slimes do we have that dont currently have jobs in the Citadel? I think Light, Darkness, Time, Holy, Demon, and the Ochere Jelly are free? We could have some of them work in the village right?
The Ocheres could make good mob monsters, and people shouldn't mistake them as being the same as regular slimes. maybe have them populate the graveyard as a mini quest adventurers can be given, to clear them out so they dont eat all the bones and headstones.
Maybe Dio-I mean Time Slime can be a local ne'er do well who can trick adventurers into traps our encounters then run away with time powers.
>>
No. 955890 ID: 0dae1e

Light, Monk and Holy slimes could work at the church. Could be explained as missionaries from Slimecrown. Also if we are going to have ghosts in the graveyard, it makes sense to have the church look after them.


>>955546
If we combine other suggestions pranksters maybe there can be a delinquent gang. For example, they could have a time slime, a hoodlum, a sneaky goblin, a mischievous fairy, etc. I'm thinking low-level nuisance and not dangerous. But they could fit any role we want them to.
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No. 955905 ID: 2a2f85

>>955874
You missed Lightning and Chaos, although Lightning might have problems since he's small and doesn't have arms, and Chaos is too cute to take her away from Mary.

Although, now you've got me thinking about making a powerplant to power the village by building a large hamster wheel and getting a bunch of Lightning run in it in shifts...
>>
No. 955913 ID: c18993

Well we need to release patch notes so people don’t get confused about changes. We should also expand the functionality of the slime tokens so they can used to bribe villagers and reach hidden content, but if you spend too much in one run you attract the attention of a dangerous mob. We need more trash mobs like the lagmites.
>>
No. 955918 ID: 0dae1e

>>955913
You bring up a great point. This is a dungeon for low level players but those players might decide to challenge Slimecrown in the future. Slime token functionality can help encourage players who complete this dungeon to tackle the higher level one later. Some of the rewards can be items that improve their success while in the Slimecrown or just more of the stuff we have but unique for this area. Player retention is key.

Maybe we can even convince higher level players to return to this dungeon and spend money/tokens for certain unique pets/items. We can even have a super hidden quest that would hard to find. Like an ARG. The brainy types would probably love it. It would be a great place to hide a rare reward.
>>
No. 955921 ID: c18993

>>955918
Why is it a different dungeon anyway? Isn’t it the same dungeon?
>>
No. 955922 ID: f17674

>>955921
Think of it as this being a seperate business of the franchise. This is a brand expansion that will run concurrently with the Citadel proper. Curi runs the Citadel, werun the Hamlet as it expands.

Alternatively, zones of a theme park. Sure an adventurer may go through both if they want. But only one party can enter a "zone" at a time.
>>
No. 955951 ID: afa6f6

>>955918
Well,if we're going to work on the assumption that some who go through the village will eventually hit The Citadel, maybe we should weave some story, and more importantly, hints into the quest in the village too.
Like have the villagers drop clues about the Slime Princesses if people complete their quest lines, like wwhat kind of treasures they might give, or hints about their powers. Warnings like not to hurt Bloops if they dont want to have a bad time, that kind of thing.
It can serve as both an advertisement and a reward.
>>
No. 956432 ID: 679a6d

>>955435
We're looking to make this dungeon a step down in difficulty compared to the Citadel, so we want mostly one or two rune creatures, with maybe a 3 rune as a boss/mini-boss. Personally I,think we should make use of those unique runes, Aqua and Aero.

Speaking of, please have Demonologist invert the Aero rune, I suspect we'll get either the equivalent for fire or earth from it.

Second, monster ideas.
Aero: Harpies, flying squirrels, wisps, maybe Chocobos? Kind of hard to pin down just what you'd get using this rune by itself. Maybe just try one and see what we get?

Aqua: This one on the other hand... mermaids, tentacled horrors of all kinds, inklings and octolings, octarians, deep sea type creatures... there's plenty of things we can draw from with this rune.

I'd really like to at least try a few single rune creatures with these runes, they'd undoubtedly provide unique demons for the village.
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No. 956447 ID: 9f0903

>>956432
>Speaking of, please have Demonologist invert the Aero rune, I suspect we'll get either the equivalent for fire or earth from it.
The one's we're missing are Pyro and Terra, I think. Unfortunately, we got Aero by inverting Aqua, so unless we get some kind of orthogonal conversion, we're kinda stuck with those.

>Kind of hard to pin down just what you'd get using this rune by itself.
Well... here's the weird part. These are the base elements from MAQ, so the obvious 1 rune monsters would be the corresponding elementals. So for Aqua we get Undine, and for Aero we get... humans?
>>
No. 956501 ID: 679a6d

>>956447
An orthogonal conversion is exactly what I think it is. At least, we don't lose more than a single rune to try it.

As for the Aero rune, we've seen that they're more versatile than that, even ignoring that there's a separate "Human" rune. Heck, if nothing else we could probably get demons made of clouds, or a storm elemental or something...

I bet putting Aqua and Aero together could make a living hurricane... Or some kind of seagull or pelican demon.
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No. 956580 ID: 9f0903

>>956501
>An orthogonal conversion is exactly what I think it is. At least, we don't lose more than a single rune to try it.
As of last update we don't even lose a single one, so sure, let's try it. But for the record, inverting inverted runes has never given a different rune than the original before, so don't hold your breath. maybe the "New runes can be created randomly by destroying two runes" thing can do what we want? That does cost us a rune.

>As for the Aero rune, we've seen that they're more versatile than that, even ignoring that there's a separate "Human" rune.
Oh, I wasn't saying they couldn't be used for more than that. I was just saying we can do weird things with it. As for the Human rune, we've done things like that before when we made plant monsters without the Plant rune, there's some overlap. Too bad we can't just use the Aero rune to make a human, then rune them to make a Human rune, huh? We don't have it yet.

>I bet putting Aqua and Aero together could make a living hurricane... Or some kind of seagull or pelican demon.
Careful, we've been repeatedly warned about putting opposite runes in a monster.
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