Dungeon Exploration Events: Ideas Thread

Marnok

Marnok
Joined
Mar 24, 2008
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506
Looking for ideas for dungeon/lair exploration results.

These can be ideas for specific lair types, general things which can apply in any lair type, events which have multiple choices of single results. Where multiple choices exist, they may be dependant on civ, techs, mana, religion, civics, game options, etc. just as the regular random events can. Events can be generally good, unquestionably bad, worse things that happen at sea, or anything in between.

For neatness, so everyone can criticise them more vigourously, try to format them like the dialog box with results/requirements in brackets, like:

Your unit encounters an evil shrine deep within the lair.

* Sanctify the shrine in the name of all that is holy (requires spirit mana) (starts a golden age)
* Ignore it, I'm sure it is fine (small chance a demonic monster will spawn)
* Embrace the darkness. Pray at the shrine (requires Evil) (Exploring unit gains a random promotion, plus the Crazed promotion)


I'll nick some of the ideas (the ones I like and can make work!) for my modmod.
 
Your unit discovers a beautifull sleeping princess locked up in the tower!

Quick kiss her!
a) You dirty old man! Your unit receives a slap around the face and a kick to Amathaon's gift (unit immobolised for a turn)
b) My Hero! Your unit requests leave of the army, so he can lead a new life and have lots of children should we let him go?
- Yes - let love rule! - lose unit
- Hah...you still have 9 years of conscripted service to fulfill (50% chance unit becomes crazed)
c) Oh bugger...thats not a Princess, it's a Succubus (90% chance Barb Succubus is spawned, 10% chance she joins the cause following her true love...)

Lets use her hair to scale down the tower!
Your unit receives a slap around the face and a kick to Amathaon's gift (unit immobolised for a turn)


I'm not getting involved with that ickyness
a) Nothing happens
b) "What?! Where you going you rude oink - you not going to save a damsel in distress" Your unit receives a slap around the face and a kick to Amathaon's gift (unit immobolised for a turn)

errr...does this break the Princess rule? ;)
 
Your unit has came across a duel to the death! What do you do?

Vampire Vs Werewolf

1st option: Help the Vampire:

1 - (60% Chance) The victorious Vampire gives [unit name] his 'Gift'
(Unit receives Vampire Promo)

2 - (40% Chance) The victorious Vampire uses your [unit name]'s blood to regain it's health
(Lose unit, Barbarian Vampire appears!)


2nd option: Help the Werewolf:

1 - (80% Chance) The victorious Werewolf gives you his 'Gift'
(Unit changes to Ravenous Werewolf)

2 - (20% Chance) The victorious Werewolf celebrates his victory over the Vampire by having [unit name] for lunch!
(Lose unit, Barbarian Blooded Werewolf appears!)


3rd option: Vanquish both vile beasts!

1 - (70% Chance) Your [unit name] is lost, and both the Vampire and Werewolf have a sit down chewing over your [unit name]'s dead body and drinking it's blood, talking over their differences.
(Both a Barbarian Vampire and Barbarian Blooded Werewolf appear!)

2 - (30% Chance) Your [unit name] emerges from the lair victorious and
stronger than ever!
([unit name] promoted with 'Destroy Undead' and 'Beastmaster' Promos)
 
The traps weren't to keep us out....

... but to keep something else in.

1: If not OO, unit is slain, but you receive OO tech for free.
2: If OO, receive 3 Free OO Units.

Chamber of Visions

Dare you peek?

From most to least likely...

1. Vision of Knowledge. +200 Beakers to current research.
2. Vision of the World. Reveals a random portions of the map (say 2%).
3. Vision of a new destiny. Randomly swap current promotions for a different selection.
4. Vision of the Future. +2 XP. If Good / Neutral and AC 40+, unit becomes Crazed. If Evil and AC 30 or less, unit becomes Crazed
5. Intoxication. Unit becomes addicted to new knowledge. It swicthes to Barbarian control, receives +1 XP per turn, but is rendered immobile.
 
Your unit has came across a duel to the death! What do you do?

Vampire Vs Werewolf

We actually have this one, except its between a batch of Lizardmen and Dwarves (getting a werewolf or vampirism for free is to good).
 
Goblin Landfill

Deep underground, your unit stumbles across a huge cavern full of garbage. So this is where the Goblins store their waste when they're not dumping it on the countryside! The landfill is disgusting, and your unit really, REALLY doesn't want to search it any further.

1) It does look pretty revolting. There's probably nothing of value here. (nothing happens)
2) Onward! (unit loses 2xp; equal chance for the following)
-Your unit finds nothing but trash, trash, and more trash (nothing)
-Buried under a pile of bear intestines, your unit discovers a huge chest of treasure (+$150gp)
-Discarded among a heap of rusty weapons, your unit discovers a lost healing potion (your unit is promoted to Healing Salve)
-Under a midden of elven bones, your unit finds a single, perfect golden apple, and eats it (your unit is promoted to Heroic Strength I)

Regardless of the above result, 50% chance for the following:
-The Goblins detected you leaving, and they are angered that you have disturbed their holy landfill! (5 barbarian goblins spawn)
 
We actually have this one, except its between a batch of Lizardmen and Dwarves (getting a werewolf or vampirism for free is to good).

Yeah - that one is great. I got that as Bannor (Am I allowed to tell people about it? let's find out. If I get banned, remember me fondly.) One bloody battle later and I had a dwarven axeman unit under my command. He was then able to defeat the mere barbarian warriors in a nearby city, gaining my second city for me. For roleplay reasons I decided this city was the Dwarven homeland, now recovered. I noticed for my next tech I had a chance to be the first to research Runes of Kilmorph. So off I went, creating a sort of dwarf alliance, with the Bannor and whatever dwarven units and heroes I could get. Turned out pretty fun! I like it when events and circumstances combine to tell a story.
 
Ooh, is it like the Common Events thread? Yay! I love non-implemented ideas!

Fever Lute
Your unit has found a strange lute in the lair.
- What the heck, play something.
25% chance each: unit becomes Crazed (it's a Fever Lute after all), unit is Immobilized (it becomes addicted to the music), unit turns into a Great Bard (no explanation needed), unit receives the Charm Person spell (the unit learns to use the lute to its advantage)
- Sell it. You can't pay people with music.
Receive 50 gold.
- Leave it.
Nothing happens.
 
The following would probably be a rather rare event but it'd make sense to be possibile to get from most varieties of lairs and ruins.

Bottomless Pit

“Deep within the ancient ruin you come upon what appears to be a bottomless pit. The darkness seems to swallow the light of your torches and when you shout into it you never hear the echo. The sides crumble as you approach and a controlled decent seems completely impossible.”

•Head back out into the light. (No requirement)
“You leave the ruin for another adventurer and another day.” (Unit survives and the ruin remains)

•Utter a silent prayer to your god and leap into the darkness. (Requires any state religion, agnostics prohibited)
(70% chance): “You plummet into the darkness never to be heard of again.” (Unit lost, lair remains)
(20% chance):“By the grace of your god you land on a small ledge. Although wounded you find your way to untold riches.” (Unit takes some damage and receives the blessed promotion, gold is added to treasury, and the ruin destroyed)
(10% chance): “Your prayers are answered! Tumbling through the darkness, you suddenly sprout wings!” (Unit receives the flying promotion and the lair is destroyed)

•Confident in your abilities you leap into the darkness (No requirement)
(50% chance): “You plummet into the darkness never to be heard of again.” (Unit lost, lair remains)
(50% chance): “You land on a small ledge close to the chasm walls. Although wounded you find your way to untold riches.” (Unit takes some damage and receives the courage promotion, gold is added to treasury, and the ruin destroyed)

•Toss a stone into the chasm. (No requirement)
“An ancient evil stirs in the darkness, awakened by your reckless act. It rises from the depth to attack.” (A powerful named creature is spawned with a chance of holding an artefact that can be stolen if the creature is defeated)
 
Yeah - that one is great. I got that as Bannor (Am I allowed to tell people about it? let's find out. If I get banned, remember me fondly.) One bloody battle later and I had a dwarven axeman unit under my command. He was then able to defeat the mere barbarian warriors in a nearby city, gaining my second city for me. For roleplay reasons I decided this city was the Dwarven homeland, now recovered. I noticed for my next tech I had a chance to be the first to research Runes of Kilmorph. So off I went, creating a sort of dwarf alliance, with the Bannor and whatever dwarven units and heroes I could get. Turned out pretty fun! I like it when events and circumstances combine to tell a story.

Yeah I love emergent stories. Those that are unplanned and unscripted but come out of the interactions of relativly simple components. Fixed quests are only interesting once (at most) but dynamic mechanics for the player to run into like Orthus and Explorable Lairs really make each game seem unique.
 
You come across a shimmering pool that seems to radiate magical energy and it blocks your path...

a) ignore it -- nothing happens
b) climb over it -- explore the rest of the dungeon (and perhaps something else happens)
c) drink from it -- random effect similar to mutate for the unit involved
d) enter the pool -- teleport to another random dungeon location anywhere on the map
 
The Mad Golemicist

You stumble across the laboratory of an isolated golem-maker. As the golem-maker greets you, you see a strange, crazed glint in his eye. Some of the half-finished golems that you can see lying around appear disturbingly...biological.
"Welcome," the golem-maker says. "I could use another deft pair of hands for my experiments. My golem assistants are strong, but they lack manual dexterity. Will you help me?"

1) No, this place makes me nervous. I'm going to leave now. (nothing happens)

2) These experiments are an abomination! Kill him, and sieze his gold and his magical materials. But watch out for his golems! (+$100gp; your unit gains the Sheut Stone promotion; 2 barbarian Wood Golems spawn)

3) Yes, I will help you.
- (if unit is a golem) "Ah yes, I can see much room for improvement here. Let me just adjust this and tweak that...there!" (unit is promoted to Heroic Strength I and II, Heroic Defense I and II).
- (if unit is Barnaxus) "Oh my, what a perfect specimen! I can't see how I could possibly improve you, my friend. Maybe if I remove this piece...oh no! I broke it!" (Barnaxus is killed; pieces of Barnaxus are left on the dungeon tile).
- (if not Barnaxus or a golem, 50% chance) "If you'll just hold this intestine while I fit the clockwork in here....There we go! It's perfect!" (recieve a Str 2 Flesh Golem).
- (if not Barnaxus or a golem, 50% chance) "Just hold this piece for me...no! What are you doing? You dropped it! My experiment is ruined! Now I will need new experimental materials. Golems, seize them! Hold them down while I saw open the skulls. It's a tight space in there, but I have some excellent clockwork that will fit once I remove the useless gray matter. (unit is promoted to Combat V; receives the Golem racial promotion).
 
The Unseen

“As you descend into the darkness, you cannot shake the feeling of being watched. Countless eyes seem to follow you, and the shadows cast by the light of your torch move in ways mere shadows do not. Whispers and silent laughter can be heard from the dark corners, and they seem to be coming closer every breath you take - surrounding you.”

Flee the dungeon (No Requirement)
“You flee the dungeon in panic. Scrambling on your hands and knees you rush up the roughly hewn stone stairs towards the light, the whispers meanwhile growing louder, clawing inside your mind. When you finally reach the daylight the voices grow abruptly silent, leaving only the sound of your quickly beating heart. You’re certainly never returning there.” (Ruin is removed)

Prepare for battle (No requirement)
(Chance 50%): “Keeping a firm grip of weapon you turn to face the darkness surrounding you. But, nothing ever attacks; just whispers turning into snickers, turning into laughter, turning into screams. It never stops. It burrows deep into your head and even when you finally leave the ruin they remain - churning over and over inside of your mind.” (Unit receives Crazed promotion, Ruin is removed)
(Chance 50%): “Keeping a firm grip of your weapon you turn to face the darkness surrounding you. You remain steadfast and alert even as the voices burrow into your mind. Breathing deeply the feeling of being watched begin to subside and the voices die away. You’ve conquered your fears and the riches of the dungeon belong to you!” (Unit received Courage promotion, Gold is added to treasury, Ruin is removed)

Bring light to the darkness (Requires Empyrean)
“Holy light burns through the shadows, expelling the oppressive darkness from the even the smallest of cracks. It exposes the dark enchantments that linger here and dispel them, cleansing the ruin from evil’s foul taint.” (Armageddon counter -5, Ruin is removed)

Embrace the shadows (Requires Council of Esus)
“You close your eyes, inhaling the fear that shrouds the room, letting your nails scrape across the rough stone walls, your mouth tasting the damp musty air. Slowly you become one with the darkness, and though no one can see you leave – you are there.” (Unit receives Invisible promotion, Ruin is removed)
 
A terrible force lives here! Unit dies and becomes a skeleton, retaining only its combat promotions, unless it is a mage or priest. Any good mage or priest eliminates the lair and lowers AC by one. Any evil mage or priest gets a skeleton or leveled undead (higher undead if unit is higher level) and lair is destroyed.


You have upset the locals! A valuable burial ground yields gold, but a barb spawns too.


Multi level dungeon! Feature is permanent. Units exploring can choose which level to explore, which determines lvl of monster and loot. Level 4 dungeon can yield magic potion or appropriate positive spell promotion (enchant weapon, fire arrow).


You have disturbed the rest of a necromancer! generates a necromancer unit.


You have disturbed a legendary hero! This might not be possible or might not be worth the hassle, but generates a UU hero from a civ that's not in the current game (excluding mercurians and infernals), or if none are left, generates a barb hero.


You have found a unique feature! Generates a unique feature that failed to load on the map. No event if all features are already on the map.
 
In the back of the cave, your unit finds a magical creature frozen in ice.

*(No requirement)Try to attack it-unit is teleported away, reappears in a random place
*(requires KotE)Try to communicate with it-unit gains Fire 2, Ice 2, or Air 2
*(Illians)Drag it out and send it home. Let everyone see the power of Ice.- +3 culture, 2:) in nearest city.
*(No requirement)It was probably frozen for a reason. Leave it alone-Nothing happens


During the incredible battle with the wizard of the tower, a wayward spell incinerated a nearby village. The wizard was destroyed, but the survivors want to know what they should do now.

*(Evil)What survivors?-Unit gains 2 XP, Cannabilize
*(No req.)They can serve with us, we will protect them-Gain a worker
*(Bannor)We destroyed the monster who terrorized them. They can help us in kind-Gain 2 warriors/axemen with 2 XP
*(Large amount of gold)We will help them relocate and extend our protection to them-Lose a bunch of gold, gain a settler.


At the bottom of a dungeon, your unit encounters a terrible necromancer. He brings forth a skeletal horde to attack.

*(No req.)No matter how subtle the wizard, a knife between the shoulders will cramp his style. Kill him.- 85% the lair is destroyed and you gain gold, 15% unit is lost.
*(No req.)Grab his amulet. Surely it controls the restless dead.- 50% unit is lost and a barbarian skeleton spawned, 50% unit is promoted to Death I.
*(No req.)Mess with the glowing orb in the corner. It must be the cause of skeletons.- 30% unit is lost and a barbarian skeleton spawned, 70% you gain 2 skeletons.
*(Amurites)The necromancer's summoning is impressive but his control is a joke. Subvert the spell for your own gain.- Gain 2 skeletons.
 
As your troops turn a corner they come to a magnificent door of stone covered in angular runes. It seems that this dungeon is a hidden entrance to the Dwarven Underhome!
***Enter the door and raid the nearest dwarven settlement before reinforcements can arrive! (Gain gold and a dwarven Slave)
***See if we can enter diplomatic relations with them (35% chance of 4 bonus :commerce: in nearest city's city tile)
***Greet them under the aegis of Kilmorph! Would they like to enter into a trade relationship? (Reqs RoK; 65% chance of 4 :commerce: in nearest city's city tile, 25% chance of finding a mineral resource on the tile [to represent trade for resources])
***Regale them with tales of our exploits and riches aboveground, and see if we can tempt a few young dwarves to join us (Reqs Luchrip or Khazad; costs gold, 80% chance of getting 2 dwarven Warriors with bronze weapons, 20% chance of also getting a Settler)

(Some Kuriotate love here, but it probably shouldn't trigger for any civ at peace with the barbarians)
Your troops stumble into an equally surprised goblin enclave. After a brief but bloody battle your troops emerge victorious, but at the back of the caverns is the goblin's creche, with a large number of goblin young.
***Leave them there. They'll survive, probably (50% chance of 1 barbarian Goblin spawning, 25% chance of two barbarian Goblins spawning, unit gets 2XP)
***Slay them. We certainly don't want any *more* goblins! (+2 to the Armageddon Counter, unit gets 2XP)
***I've always wondered whether goblins could be trained to do something useful... (costs a little gold, gain 2 goblin Workers, unit gets 2XP)
***Bring them to the orphanage in the nearest city, I'm sure they'll fit in (Reqs Kuriotates; costs moderate gold, city gains +1:food:, +1:hammers:, +1:commerce:, -2 to Armageddon Counter, unit gets 2XP)
 
Bells of the dead
Very rare event:

You explorers walk down a long dark tunnel, burrowing further and further underground. crossing a very thin bridge over a swiftly running river, the come into a beautifully ornate chamber. as the step off the bridge, a skeleton bursts from the ground. your exploered quckly dispatch it, and explore the room, wary of further traps. Having determined that there is nothing of value in the room, the approchj the intricatly carved sarcophagus. Inside is a handsome man, with a set of bells across his chest.
what do you do:
Let him rest in peace. (nothing happenes)
take the bells:
20% chance unit receives bells promotion (see below)
70% chance unit is killed and a Demon promoted with undead and demon appears, equiped with the bells.
His tomb should be an inspiration for our artists and bards. Have them visit this cave:
+1 culture in all cities in Civ


bells:
Spoiler :


Bells of Necromancy:
allows the caster to cast seven spells: (undead refers to any who shoudl be dead: liches, skeletons, drowns, etc...)
Ring Danalin: Freezes a targeted unit for up to two turns
Ring Camulos: Strengthens all undead within a tile, though at the cost of some of the caster's strength
Ring Junil: has a chance to bind enemy undead to the caster (control transfered to player)
Ring Cerwiden: has a chance to give the undead within hearing range a spellcasting promotion
Ring Tali: has a chance to remove undead promotion from undead units around the caster. also has chance to give caster the undead promotion.
Ring Arawn: Raises dead (skeletons, wriaths, etc) in the tiles around the caster. each dead has a chance of having enraged promotion: Raises AC by however many units summoned
Ring Agares: Kills every unit within a tile range of the caster. additionally has 75 percent chance of killing the caster and destroying the bells.



Actually, this would work for barbatos's event...
 
Leper Colony

Upon entering the cave you see huddled masses of beings that look like undead

*Slaughter them! Thats what a real man would do.
-50% chance "O no! it turns out you actually killed a leper colony and amidst the killings you contracted the disease." Unit receives withered and diseased promos.
-50% chance "Hooray! you have rid the world of these abominations." Receive 5 xp.


*Enslave them! I love new minions. (Must have death mana and not Good) -50% chance "Your spells work perfectly and you are now the proud owner a couple of slightly used undead slaves!" Receive one diseased corpse and one pyre zombie.
-50% chance "As you start the incantations only to realize a dark figure stand coming from the depths of the lair. It is a lich! it looks like these are already somebodys minions and he does not seem pleased to see you." Spawn a lich and two diseased corpses.


*Try to explore the cave without being detected -20% chance. "You were detected and eaten. Dang" Lose unit.
-40% chance. "You sneak around the cave looking for anything of value. You find a chest with scrolls in it. You leave the cave and study the ancient writings." Unit receives random level 2 spell sphere promotion.

-40% chance. "These arent undead at all but actually a leper colony. What should you do?'
**Heal them. As it turns out, i have some leper antidote right here.(Must be disciple unit or have medic promotion) -80% chance "You are the colony's savior! they swear their lives in fealty to you and give you all of their worldy possessions.
***"Yay! Slaves!"- Receive 250 gold and 3 slaves.
***"No, ending the suffering of others is my only reward." Tribe joins you and you receive longbowman and axeman.

-20% chance "The green jar wasnt leper cream like you thought but actually rice pudding. The lepers think you are joking and became enraged." Unit dies.
**Eww. Lepers. Gross. I better rid the world of these without getting too close. (Cannot be melee, recon, or mounted) -75% chance "You successfully kill all of the lepers from a distance, avoiding the disease. Once you finish you proceed to loot the lair." Receive 75 gold and 8 xp.
-25% chance. "You dont realize that a cave full of lepers wouldnt have survived unless they had ways of protecting themselves. They hail arrows at you and you run away." Unit lives but is diseased with half health.



*Enter the cave, confident that if they become angered by your prescense, you can use reasoning and diplomacy to settle your difference. (Cannot be Evil)
-30% chance. "Why did you do that? These are undead. You were eaten." Unit dies.
-20% chance. "The undead seem to welcome you into their group. After years of isolation, they are happy that somebody takes an interest in them. After spending much time with them, they decide to join you in your cause of redeeming all other undead, or killing them if they refuse." Unit immobile for 2 turns. Then receive 3 diseased corpses with "Destroy Undead" spell.
-50% chance. "You are a gift of some gold as a sign of goodwill and peace. They return by attacking you." Spawn two diseased corpses and you lose 50 gold.
 
Inside the Dungeon your explorer discovers a vein of rich ore guarded by a small dwarven clan who are unwilling to share their wealth.

- Leave them to their jewls, Mammon will take their souls. (No Effect)
- Attempt to barter a deal. (30% Gold Resource is spawned and dungeon is destroyed, 70% no effect)
- Attack the fiends and take their gold. (Barbarian Dwarven Axeman spawned, Gold Resource spawned)
- Recruit our brothers into our ranks. (Requires Luchurip or Khazad: Recieve one Dwarven Axeman and a Gold Resource is spawned)
 
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