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Hidden 10 yrs ago Post by Draconfound
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Draconfound Bringer of Pun

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===Story===
Tl;dr version: You play as a bunch of monsters living in a dungeon and protect it from adventurers.
Full version:
In ancient times, there the deadly swamps of Moriphane were a majestic forest ruled by a mighty King. King Lesavvo was a wise and powerful ruler, but his descent into elder years was not graceful. He had his people begin work on converting the entire city in which his palace stood into a lavish tomb, surrounded by a labyrinth, its many twists and turns filled with monsters, traps, and deadly magic. Then, with this completed, he employed powerful magic to bury the entire structure, hiding it under mountains of soil. With the city-tomb, still full of all its treasure, cut off from the rest of the world, the humans within starved, including the King- contrary to his belief, he was not actually a god, and did not rise up from the buried city. Many years passed, with floods turning the Moriphane woods into the Moriphane swamps, but one thing remained constant- Levasso's tomb remained unraided, with none of his people able to overcome the labyrinth, and it was eventually forgotten, its entrance hidden under the mud and vines of the swamp.
Many creatures live in this dungeon, undead and monstrous. At first, they did not interact with each other, each type of monster staying in its own little room, but you can only talk to the same creatures over and over so many times before you start to get bored. Soon, the monsters were leaving their rooms, getting together regularly to discuss whatever it was that they could. A few simple meetings, however, eventually evolved into an entire society, with all creatures working together to better their little home. An ogre began working as a blacksmith, skeletons took up farming, a manticore learned baking, and so much more. Their little world wasn't perfect, but it was pretty great, and they are determined to make it stay that way, and that means that they need to protect their home. Adventurers have begun to discover the Tomb again, and will soon come in force to slaughter and rob the innocent creatures within and steal from the Tomb of this awesome King. You cannot allow this. You creatures must band together to defend your home, for, with many of the traps beginning to fail, you might be its only hope.

===Map===
B1 Floor:

B2 Floor:

Key:
Red=Legendary Monster: These rooms contain monsters that are much more powerful than any of you, and can easily dismantle all but the greatest adventurers who enter their rooms. Sometimes more legendary monsters will approach the Tomb, and you may be able to convince them to live here as well.
-P=Parsel: This monster looks like a giant squid, but at the end of each of his tentacles is a mirror. These mirrors allow the user to scry beyond the Tomb, useful for spying on adventurers or locating new monsters. Parsel is friendly towards fellow monsters, and will allow any of them to make use of his powers. If attacked, he can enter the minds of adventurers, slowly draining their memories until they forget who they are, killing less intelligent enemies first.
-N=Nyorb: A huge monster made of slime who wears a top hat on his head. He is always hungry and will devour anyone who enters his room, friend or foe. Because the slime of his body is so thick, it nullifies all magic that comes within him. His hat is actually what gives him life, and if it is removed from his body he will de-animate into a mass of lifeless sludge.
-X=Xhesera: Xhesera is a dragoness of immense power. This blue fire-breathing dragon spends most of her day sleeping atop her mounds of gold, but can smell when adventurers are nearby, seeking them out and roasting their flesh. Invincible scales cover most of her body, but there is one weak spot under her, on her belly.
Orange=Runes: These words of magical power imbue the room with incredible power, easily smiting weaker adventurers. Wizards can cancel the runes if they know they are there, but on the other hand monsters who are capable of magic can sometimes create new rune rooms.
-F=Fire: When an adventurer enters this room, they are consumed in flame, destroying any flammable items they have and, if they stay in the room too long, roasting them to death.
-I=Ice: The runes in this room make it extremely cold, but do not do anything else.
-E=Electro: This rune strikes one adventurer with powerful lightning, killing most adventurers instantly. Once activated, however, it takes 24 hours to recharge.
Yellow=Treasure: These rooms are filled with the treasure that past adventurers left behind. Adventurers who enter the labyrinth will be attracted to these treasures, and will try to find them if they know they are nearby and take all of value. When adventurers perish in the labyrinth, their treasures can be salvaged to make new rooms.
Green=Stairs: Spiral staircases leading between levels of the dungeons.
-M=main entrance: These stairs lead from the outside world down to the dungeons first floor.
-S=stairs: These stairs lead between the first and second floor of the dungeon.
-T=tomb entrance: These stairs lead down to King Lesavvo's tomb. If adventurers get here, they will tell all of the other adventurers about the treasures within, and your home will be ruined.
Blue=Home: A room that one specific monster lives and works in. If an adventurer finds it, they will surely wreck everything inside.
Purple=Enchantment: These rooms can be created by only the most powerful wizards, and can never be removed.
-D=Chamber of Desire: Whatever an adventurer desires most will seem to appear in this room.
-L=Llama Room: This room is filled with llamas, and anyone who attacks one of the llamas will be transformed into a llama themselves.
-W=Illusory Wall: It looks like there's a wall where the entrance to the tomb should be, but there's actually no wall! And yeah, that's all.
Silver=Trap: A mechanical trap that monsters who are mechanically-inclined can create, and adventurers who are rogues can disarm. Not as powerful as runes, but easier to make.
-Q=Quill: Spikes pop out of the walls in this room at regular intervals. An adventurer who is fast enough or cautious enough will have no trouble with this room.
-A=Arrows: If somebody stands in the center of this room, arrows will fire from all of the walls. Difficult to avoid, but not very powerful.
-P=Pit: There is a hole in the ground where the floor of this room should be. Genius!
White=Minions: No room in this labyrinth is empty, with small creatures filling all of the rooms that they can. These creatures normally offer no challenge for even the weakest adventurers, though.

===How this works===
Basically, you guys roleplay the monsters, set up traps and other things to try to stop the adventurers, and also interact and work together to try to better yourselves and your homes (for example, creating a forge so you can create weapons and armor). Every now and then, I will create a group of adventurers to attack the dungeon, with the groups getting stronger over time. If the adventurers ever reach the tomb, it's game over. Feel free to try whatever you want in your interactions with each other and your methods for stopping the adventurers. The only limits are your imagination. And basically, the only rule is that my word is law. I'll try to be as fair as I can, but if I tell you an adventurer's attack kills your character, your character is dead, and no amount of arguing with me will change that. And if I ask you to stop something, or tell you that you can't do something, you better listen. If I have to, I will remove you from the roleplay.

===Character Sheet===
Name: (Obvious)
Species: (The species of your monster. Can be something traditional like minotaur or skeleton, or something of your own design)
Appearance: (Picture or written description of your creature)
Role: (The job your monster performs for the other monsters in the community)
Skills: (What your monster can do that makes it distinguished from the common minion)
Personality: (Obvious)
Background: (a little bit about who your monster is and how they got here)
Other: (Anything else you want us to know about your character)
Hidden 10 yrs ago Post by Mr_pink
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Mr_pink Heaven Knows I'm Miserable Now

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Name: King Baracusio III "Barry"
Species: Lich
Appearance:
Role: Spellcaster, healer
Skills: (What your monster can do that makes it distinguished from the common minion)
Personality: (Obvious)
Background: (a little bit about who your monster is and how they got here)
Other: (Anything else you want us to know about your character)

will finish tomorrow probably
Hidden 10 yrs ago 10 yrs ago Post by Pathfinder
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Name: Snikt

Species: Deep Goblin



Role: Thief, assassin, and scout.

Skills:
-Sneak Thief: Incredibly sneaky, incredibly good at stealing, and terrible at lying.
-Biological Camouflage: Like an octopus, Snikt can change the color and texture of his skin to match his surroundings however the camoflague isn't perfect and a sufficiently perceptive adventurer can spot him.
-Knife to meet ya! Besides shinies, women, and Rotgut, knives are Snikt's favorite things and has become quite proficient in their use.

Personality: Loyal, excitable, and always willing go out into harms way. However he has a tendency to steal shiny things, overextend himself on assassination runs, and has a controlling hatred over adventures, humans in particular.

Background: Snikt's life hasn't been the easiest, in fact its been incredibly hard. Being a goblin he and his kind are viewed as little more than intelligent vermin with annual exterminations in the cities while any adventurer kills them for even the off chance the poor thing will have anything worth pilfering. However a deep goblin is left relatively alone do to their underground homes, that is until word of their gathering bring the "heroes" coming.

You see, Deep Goblins have this innate desire to horde anything shiny to the degree that ravens find odd. As a consequence what they usually take is gold, gems, magical items, you get the idea. Well, the Goblins don't see gold as gold or a magic sword as useful, all they see is something shiny that can be used to gain a mate. Snikt was just a child when THEY came and only remember as they stepped on eggs, stole the shinies, and killed his people. When they were done they torched the whole village, leaving Snikt alone and afraid.

After travveling through the tunnels system for who knows how long, Snikt found his way to the surface and eventually to Lesavvo's Tomb where the monsters there took him in and became his new family.

Other:
-Is in the process of gathering a large horde of gold, jewels, weapons, and anything shiny to attract a possible mate. Plus it looks pretty.

-Lives closer to the entrance of the tomb for scouting, assassinations, and taking loot.
Hidden 10 yrs ago Post by Draconfound
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Draconfound Bringer of Pun

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Oh, and I almost forgot to mention, if your character already has a home in the Labyrinth, feel free to put that on the character sheet and I will update the map. Give a small description of what their home looks like, and also its location on the map. The best way for me to understand exactly where you mean is to list floor number (1 or 2), column number (1-10), and which cell within that column (how many down) it is.
Hidden 10 yrs ago Post by Draconfound
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Bump
Hidden 10 yrs ago Post by Ontos
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Ontos なんですか。

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Can we play humans?
Hidden 10 yrs ago Post by Draconfound
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Draconfound Bringer of Pun

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Can we play humans?


As in one of the adventurers who attacks the Tomb, or a human living in the labyrinth?
Hidden 10 yrs ago Post by Ontos
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Ontos なんですか。

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A human living in the labyrinth. Perhaps they have unique skills that monsters can't really do, like smithing nice weapons.
Hidden 10 yrs ago Post by Draconfound
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A human living in the labyrinth. Perhaps they have unique skills that monsters can't really do, like smithing nice weapons.


I'd prefer that you roleplay as some sort of monsters, but there may be ways to make a human character work. Keep in mind that the monsters who live in this dungeon have been persecuted by humans, and will be very wary, and maybe even hostile, toward them. You could use a human who has some sort of disease or mutation, for example, that would make them seem monstrous and therefore be outcast from the other humans. Or maybe a human who uses some sort of illusion or disguise to appear as a monster, for whatever reason. That is all that comes to mind for me, but there may be other solutions.
Hidden 10 yrs ago Post by Hawlin
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I should have something ready in a few hours, as far as CSs go.
Hidden 10 yrs ago Post by Ontos
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Ontos なんですか。

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Oooh, nice avatar, Hawlin. Isn't that the Dream-Eating Monochrome song?
Hidden 10 yrs ago 10 yrs ago Post by Hawlin
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Oooh, nice avatar, Hawlin. Isn't that the Dream-Eating Monochrome song?


It is, It wasn't my first choice, but the translation(of the text in the Ava) made me laugh, a little.
-Funny what kind of avas you can get with the prt-scr button and the crop/resize tool.

Hidden 10 yrs ago 10 yrs ago Post by Hawlin
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Name: 'Nori' Motluma
Species: Slime Mother

Role: 'Sentry, Scavenger, Mini-boss'
Skills: Nori naturally functions on a form of protosynthesis which consists of building onto their mass with the assimilated mass of what it consumes*.
Boneless dexterity- Beyond the limitations of consumed materials, Nori's and her brood's mass can fit through most cracks and crevices. This also allows them to form multiple appendages of various shapes and sizes.
Eyes of slime- In a room of minions, how noteworthy would a single pink slime be? Translucent and toting a single human skull floating in its mass, Nori holds an empathetic link over the slow-moving entities. Their defense is mainly sharpening appendages to slash at things that may get too close, but they serve to relay the presence of anomalous activity back to the mother. Details are hazy, mostly detailing strenuous activity and/or pain.
Greater Brood- Numerous slimes under Nori's control can condense into a greater foe, their power increasing if any adventurers had died in the room, as weapons and other chunks of metal are usually swept into its mass. This is usually in response to increased activity, an automatic defense mechanism wherever a good quantity of her slimes inhabit (usually around treasure caches due to the skeletons yet to be picked clean and broken down before returning to feed Nori). The greater brood will break down most metals deemed to be useless. 'Useful metals' consist of things like magic, bits of treasure and shiny stuff for Snikt.
Crystalline Shell- When faced with threats, the material Nori is made of, as well as controlled slimes, can condense and harden. The hardened consistency makes it difficult to damage the slimes' nucleus, although limits its damage because of its size and lack of flexibility. Nori, herself, can draw in residual slime to harden herself for combat, although this is a gradual process. However, while hardening, Nori's defense rises as they heal with every passing moment from reconstituting material. Fire can bypass this defense and any wise attack on this miniboss should be done as quickly as possible. Depending on how long the fight takes, redispersing 'feeler' slimes might take a few minutes to an hour.
= The shell can be used in conjunction with basic melee attacks, quickly turning a brawl into a knife-fight. Also, this armor has its own health which temporarily builds onto Nori's.

Behavior: Bubbly and playful, often coming off naive. They aspire to build up their own treasure pile, though have found complacency in protecting others', passively. Nori is actually quite violent under the surface, disassociated with pain and how organics feel it. Not many adventurers make it to her lair, most of them were forced to regret the decision; The Slime Queen isn't one to toy with trespassers only until after victory is assured.

Background: Fed on the bones of a powerful sorceress, the blood and filth of the room gave way to magic sentience which forced impurities out in order to become its own form. Other than that, existence and co-existence is a daily exercise. Memories of the old sorceress still linger, although they are strained, at best, and often come as dreams.
Other: (To maybe be added)
Hidden 10 yrs ago Post by Draconfound
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Name: 'Nori' Motluma


A very interesting character. She is accepted, but I have a few questions for you. Does she have any outstanding weaknesses? She seems very powerful, and I was wondering if she had any weaknesses such as ice magic (I have seen many slimes who are weak to this). Also, how does she communicate? Is she still capable of speech? And finally, did the sorceress create her in the labyrinth, or did she travel here, and in which cell in the labyrinth is her lair located?
Hidden 10 yrs ago 10 yrs ago Post by Hawlin
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<Snipped quote by Hawlin>

A very interesting character. She is accepted, but I have a few questions for you. Does she have any outstanding weaknesses? She seems very powerful, and I was wondering if she had any weaknesses such as ice magic (I have seen many slimes who are weak to this). Also, how does she communicate? Is she still capable of speech? And finally, did the sorceress create her in the labyrinth, or did she travel here, and in which cell in the labyrinth is her lair located?


I suppose fire and ice. Ice would slow them down, considerably. Although it would be less effective if they were already solidified. I intended on fire being a notable weakness, since dissolving the exterior membrane, stunning the nucleus in the slime if the flames are intense enough. Lastly would be lightning, which would have the most profound effect, mostly bypassing defenses and shocking cores, directly.
Nori actual can speak through a flute-like compression of matter similar to the crystallization process. Broods can manage a primitive version of this, although they can also perform various mimicry of situations due to their reshapable structure. Mores code is an option, although it depends on others to have knowledge of it.

I imagined the sorceress to have been an adventurer who had been messily slain in a room. Their magical blood mingled with the grime to give it life. I've yet to really work that part out.
Also, keeping in step with the slime thing, I think I may take that spot 2 spots below the treasure room in the top right of the first floor.
Hidden 10 yrs ago Post by Draconfound
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<Snipped quote by Draconfound>

I suppose fire and ice. Ice would slow them down, considerably. Although it would be less effective if they were already solidified. I intended on fire being a notable weakness, since dissolving the exterior membrane, stunning the nucleus in the slime if the flames are intense enough. Lastly would be lightning, which would have the most profound effect, mostly bypassing defenses and shocking cores, directly.
Nori actual can speak through a flute-like compression of matter similar to the crystallization process. Broods can manage a primitive version of this, although they can also perform various mimicry of situations due to their reshapable structure. Mores code is an option, although it depends on others to have knowledge of it.

I imagined the sorceress to have been an adventurer who had been messily slain in a room. Their magical blood mingled with the grime to give it life. I've yet to really work that part out.
Also, keeping in step with the slime thing, I think I may take that spot 2 spots below the treasure room in the top right of the first floor.


Alright. When you are ready, you can post the CS in the characters tab. I've added her home to my version of the map in the place specified, and will post the edited map once the others have added their characters
Hidden 10 yrs ago Post by HHShetland
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Hmm... this RP looks like it might keep my attention, and I always love the idea of RPing as the monsters. I'll try and make a CS for this.
Hidden 10 yrs ago Post by HHShetland
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Alroight, now I gots me a CS. Take a gander:

Name: Frango Bloodfeathers
Species: Chicken-Man
Appearance:

Role: Guard, Swordsmanship Instructor
Skills: While Frango has no innate magical power, both his sword and shield (dubbed 'Pollo's Revenge' and 'Pollo's Sanctuary', respectively) are enchanted. On top of this, he is a very skilled and agile swordsman, who relies more on technique and speed than raw power. Some of his more 'unique' techniques include:
V-Shine: When held with both hands and focus is applied, Frango can channel his sword's magical energy into a diamond-hard coating, enabling it to cut flawlessly for brief moments. For some reason, he always cuts in a 'V' shape when this happens, hence the name.
Sword Wind: When Frango's sword is spun in the air rapidly, it can whip up enough of its magical energy to shoot projectiles, in the form of razor-sharp blades of wind.
Charge Targe: With similar focus applied, Frango activates this ability by crowing to the air. He then raises his shield and propels himself magically across the room, effortlessly knocking away smaller enemies in his path, or stunning larger enemies.
Reflect: If he raises his shield and stays perfectly still, Frango can apply similar coating properties as V-Shine to his shield. It does more than that, however; for a few seconds, anything that hits his shield will prompt a sudden burst of force, knocking the enemy back; effectively reflecting their attack back at them.
Head Slash/Back Slash: These abilities are purely physical, relying entirely on Frango's own agility. With averagely human-sized enemies, he is capable of jumping right over them, spinning in mid air to slash at the top of their head. He can also roll around them to slash at their back. Useful for dealing with heavily-armoured enemies.
Multi-Strike (AKA Chicken Legion): Of all his abilities, this one takes the longest to charge up, especially when combined with other abilities, and leaves him exhausted afterwards. However, it can also be said to be his most lethal technique; the harnessed magical energy of both his weapons enables him to create solid after-images of himself whenever he moves. This effectively enables him to strike enemies multiple times with only a single slash.
NOTE: All of the magically-derived abilities require time to charge, and there is a cooldown period afterwards before they can be used again.
Personality: Frango is a diligent and humourless fellow, who always stays focused on the task at hand. Considering himself the embodiment of the vengeance of all chicken-kind, he has vowed to always fight fairly and with honour, to contrast with the sneaky, underhanded methods of Human butchers. As such, he is generally rather humble, but will not hesitate to lecture a defeated opponent on their failures.
Background: Originally an ordinary Rooster that escaped from a nearby town and wandered into the dungeons above the tomb by accident, the Rooster was captured by the local monsters who desired to eat him. Before they could, however, he was rescued by a monstrous Mage, who also happened to be a Vegetarian. The Mage, looking for a bodyguard, transformed the Rooster into a humanoid Warrior, instilling him with the virtues and skills as a Knight of Human legend. After the Mage was killed in an early surprise attack by an adventurer, he dedicated his life to defending his new home from the 'real monsters' who slaughter hundreds of his own kind for food.
Other: He has a weakness to fire magic. Feathers don't go out easily, you know.
Hidden 10 yrs ago Post by Draconfound
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Alroight, now I gots me a CS. Take a gander:

Name: Frango Bloodfeathers
Considering himself the embodiment of the vengeance of all chicken-kind, he has vowed to always fight fairly and with honour, to contrast with the sneaky, underhanded methods of Human butchers.


Yesss, the chickens will have their revenge! Character accepted, feel free to post him in the characters tab when ready. Also, does Frango already have a home within the labyrinth, and if so, which cell?
Hidden 10 yrs ago Post by Draconfound
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Also, @Ontos do you still plan to make a character, or did you decide not to?
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