[X] 6 "Huh. The others have stopped moving entirely. I wonder why." Then leave her in silence.: (Jiven, Joebobjoe, Grosstoad, Eler0, BloodWitch1337, Deathwings)
--[X] 6 If she tries to ask things, or let her escape, "Okay, I'll just- Oh! No, no, I am not supposed to chat with prisoners! How silly of me!" then start humming.: (Jiven, Grosstoad, Eler0, BloodWitch1337, Deathwings, Joebobjoe)
---[X] 1 With subtle alterations to tempo and pitch (Joebobjoe)
[X] 5 Leave her be.: (EternitynChaos, drake_azathoth, Winged One, Robotninja, BFldyq)
[X] 4 Leave her in an empty little room for a few days, then start whispering to her.: (Larekko12, Vindictus, Doom12394,
[X] 13 Layout 2: (EternitynChaos, Jiven, Doom12394, Grosstoad, Eler0, Darik29, BloodWitch1337, Winged One, Robotninja, Fellgar, Drakebane, Deathwings, BFldyq)
[X] 13 Magic 2: (EternitynChaos, Jiven, Doom12394, Grosstoad, Eler0, Darik29, BloodWitch1337, Winged One, Robotninja, Fellgar, Drakebane, Deathwings, BFldyq)
[X] 13 Monster 1: (EternitynChaos, Jiven, Doom12394, Grosstoad, Eler0, Darik29, BloodWitch1337, Winged One, Robotninja, Fellgar, Drakebane, Deathwings, BFldyq)
--[X] 3 Improve tripwires to "ordinary" (cost 1 life): (Doom12394, Darik29, Fellgar)
--[X] 3 Obtain Pressure Plate subtype "Specific Weight" (cost 1 life): (Doom12394, Darik29, Fellgar)
[X] 1 Ordinary Tripwires: (Winged One)
[X] 1 Raise magic to 2 (Costs 4 lives): (drake_azathoth)
[X] 1 Raise monsters to 2 (Costs 5 lives): (drake_azathoth)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
The lives within you beg to be spent, to be broken down and eradicated utterly so that you may enhance the functions for your games. But first, you have a prisoner to taunt.
Oh Dear. The others have stopped moving entirely. I wonder why.
"W-what's going on. This isn't what you said was here, what are you..."
Okay, I'll just- Oh! No, no, I am not supposed to chat with prisoners! How silly of me!
In the face of her irritatingly irate screams, you elect to start humming. Wonderfully this process allows you to discover something about yourself. Despite the kobolds and the humans you've heard singing inside you from time to time, you have no real concept of music. Forming the notes, arranging the sounds to be pleasing rather than disruptive, making such simple clear noises is.. difficult.
You experiment a little, adjusting the sounds, adding in some more naturalistic effects. Unfortunately it doesn't really resemble any music you've heard. Though, the result
does have its charms. Well, you have an audience, so you'll just have to keep practicing.
Being a sapient landmark is wonderful. You don't have to stop hunting to focus on shattering the souls of Petricia's friends, or companions. You don't really understand the relationships.
Firstly you turn to something you've been lacking. It just hasn't been the same since the kobolds left you. You spend the resources and concentrate on shaping them. Your capacity expands and you shift the dungeon, crushing any remaining beasts within. You believe your new creations are much better.
**Monsters increased to 1**
**Kobolds were learned**
**Bestiary was Unlocked (When the GM finishes making it)**
**Dire Bats were Learned**
Small, almost humanoid forms take shape within you, appearing fully grown as the rocks pull apart to create a cave-system. Tiny and unintelligent, these kobolds unlike your original denizens are not truly alive so much as fleshy extensions of your will. To be sure they act on preprogrammed instincts rather than direct commands but, there sense of self-worth is negligible. They lack basic survival instincts such as terror or the urge to retreat. What's more, they possess an innate familiarity with your layout, intuitively knowing where to move to avoid traps, where to stand to be safe when they trigger, or how to trigger them themselves.
In the air above another life circles, attuned to darkness moreso than even you. The giant fanged terrors aren't really deadly so much as annoying, flying down on adventurers and ramming them with an odd savagery wholly unlike any natural bat might act. Less intelligent, and thus less aware of your traps than the kobolds, they should prove rather useful in the right situation.
Your mysterious powers, if you want to impersonate a wizard, need to be better. Increasing the effects there is but a moment's work.
**Magic Improved to 2**
**Spellbook Expanded (As soon as the GM gets around to it)**
**Firewall was learned**
**Ice Cone was Learned**
**Fear was Learned**
**Shock was Learned**
**Levitate was learned**
You experiment with your new spells, delighting in all the wonderful ways they'll allow you to kill people. But you still need more. Three rooms just isn't enough to get everything you want done.
**Layout improved to 2**
**Maximum Rooms improved to 6**
Oddly the effects here are more pronounced. From one large initial cave you've now grown larger, consumed more and more of the surrounding mountain into part of yourself. You can feel how you might change things.
**Change theme unlocked**
**Theme unlocked: Mineshaft**
**Theme Unlocked Underground Ruins**
You shift your arrangement, changing into a narrow mineshaft, then a series of ruined walls and stone rubble far easier to decorate than your base configuration.
**Layout 2+ and Element: Darkness: Theme Unlocked: Bottomless **Theme Unlocked Underground Ruins**
Lastly you rewrite yourself entirely, forming your body into a massive chasm without end, an empty sphere with a large drop right at the entrance. Extending simple stone platforms inside allows you to create a thin layer above the darkness. Unwary adventurers could easily fall off the platforms, and the pits you create in this configuration would be far from shallow. Of course it would be easy to lose a few monsters or the like as well.
**Magic 2+ and Layout 2+: Floating Platforms was learned**
Instead of a path you choose to create a series of smaller floating platforms, each acting as a room, or a series of steps to the next room. The gaps between these platforms, naturally, require adventurers to jump safely across or fall into agonizing darkness that seems without end. A worthy obstacle indeed.
**Doors was learned**
**Traps 2+ and Layout 2+: Locked Door was learned**
**Traps 3+ and Layout 2+: Trapped Door was learned**
And it's easy enough to make simple stone doors to separate your rooms from sight. Keying those doors to open on the activation of a trap, or only when a lock is picked proves no more difficult. Indeed, you're starting to look like a proper dungeon now.
Content to wait, you practice your humming, much to Petricia's agony, and hope for adventurers to come.
What theme do you want for your next party?
[ ] Cave
[ ] Ruins
[ ] Mineshaft
[ ] Bottomless Pit
How many rooms do you make your dungeon?
[ ] Choose 1-6
And how do you lay out the first room?
[ ] Enter traps (up to 18 total across the dungeon) Monsters (Up to 15 total throughout the dungeon) and spells (up to 7 cantrips and 2 normal spells in the dungeon.