Dungeon Exploration Events: Ideas Thread

It sounds a little too much like a pop quiz to me, sorry, as one not familiar with the world's backstory.


Thats a good point. An event shouldnt penalize a player for not knowing backstory. Maybe if the penalties were very minor or maybe not even penalties but just not-as-good benefits.
 
Tortured Artist

You come upon a suite of rooms filled with the tattered and rotten remains of what once must have been luxurious quarters. You hear muffled weeping coming from one room, and inside see a grey old hag of a woman. In front of her is a canvas half finished, and scattered about the room are sketches and old paints. "Cursed am I to never finish," the old woman wails. "My soul forever tied to this wretched canvas!"

- Leave the woman in peace. (move on)
- Slay her. It is the only way to end her curse. (60% chance of unit gaining exp and courage promotion, 40% chance of unit dying) (Also, 75% chance of a specter spawning)
- Help her finish her work. (requires Balsereph OR Drama: 20% chance to get a Great Artist.)
- Invite her to join your kingdom. (Sidar only: Gain a Wain)
 
Thats a good point. An event shouldnt penalize a player for not knowing backstory. Maybe if the penalties were very minor or maybe not even penalties but just not-as-good benefits.

Simple solve then! Have the God chosen out of the player's control BUT weighted toward a beneficial one. I personally think I like this best and think it would be easier to code than my second option. Sort of like a "Religious Based Dungeon Exploration" event.

Or, just give the player a semi-random selection of three or four with at least one being a very appropriate choice and at least one dead wrong. If going this route the player should at least get the Angel's name with a bit of a title like, "Basroth - Lord of Fire" or some at least subtle clue as to what their alignment and domain was all about so that a player could at least make an educated guess.
 
Thats a good point. An event shouldnt penalize a player for not knowing backstory. Maybe if the penalties were very minor or maybe not even penalties but just not-as-good benefits.

WHile I wouldn't want every event reliant on knowing the backstory, a rare event that you can do better with backstory knowledge doesn't bother me.
 
As your men descend they begin to hear the sound of running water. Suddenly the passage opens into a great cavern with an underground lagoon that holds an ancient galleon! The ship's hold contains many sundry good, but table in the captain's quarters is covered in gold and silver, pearls and emeralds; unfortunately, seated in the chairs around it are a dozen skeletons, still with their clothes and weapons hanging off of them.
***Take the goods in the hold, but leave the treasure (Gain a little gold)
***Take the gold and run (Gain plenty of gold but spawn 1-2 barbarian Skeletons)
***Take the ship apart and try to understand how it was made (Gain research towards Fishing/Sailing/Optics/Astronomy/Engineering, whichever is available to research)
***Navigate the ship out to sea through the underground rivers. This grand lady shall prowl the oceans once more! (Reqs Lanun and Sailing; creates a Caravel in the nearest sea tile with the Heroic Strength/Defense I promotions)
 
Underground Passage.

The underground passage begins to collapse.

Head Back. (No effect)
Head onwards =>

90% You follow the passage to a complete new part of the world. (Move to a competely random map segment)
10% You are trapped behind a wall of solid rock and face death by starvation. (Lose unit)
 
Is it possible to free other civ's units that are trapped within cages and "held" until freed?
Should give a positive diplomacy modifier though.
 
Underground Passage.

The underground passage begins to collapse.

Head Back. (No effect)
Head onwards =>

90% You follow the passage to a complete new part of the world. (Move to a competely random map segment)
10% You are trapped behind a wall of solid rock and face death by starvation. (Lose unit)

Would it be possible/desirable to get as a rare reward a permanent two way passage between two continents/faraway regions? The lair graph could then change to the "Gates to the Underdark" graphs after you explore it successfully.
Regards.
 
Treasure and Traps

The dungeon is filled with lethal traps. It's a miracle you escaped with so much treasure and comparatively little injury.

* Gain a random amount of gold. Lose 50% strength and get the Hamstrung promotion (from FfH Age of Ice)
 
Ancient Maps (Requires Cartography and Writing)

You find an ancient map carved into the walls but it is it written in a script you do not understand.

* Pah! why waste my time with some trivialities
* Have the sages investigate it immediately, maybe they can decode it. Lose all research generated next turn. Reveal the locations of all Unique Features on the map.

Verdant Soil

This appears to be the tomb of an old druid.

* Leave the tomb in peace.
* Steal everything that isn't nailed down. (Gain X gold, 20% of summoning a hostile Treant)
* Consecrate the ground. (Requires FoL. Unit misses next turn. 30% chance that the Tomb is replaced by an agricultural resource, such as Regeants or Fruit)
 
The entrance to the tunnel collapses behind your unit, and it is forced to prove it's mettle by battling through the rest of the dungeon to find an alternate exit [Unit damaged 10%-50%, gain the Valor promotion]
 
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