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Official Dungeoneer Guild Primer

Dungeon name: Thedeim

Affinity: Fate

Classification: Cooperative

Spawners: Rats (resource), Spiders (phyical), Ants (resource), Bats (resource), Birds[corvids] (resource), Snakes (magic), Undead[fleshy] (resource), Undead[hands] (magic), Undead[skeletal] (resource), Bees (unspecialized), Elementals[earth] (unspecialized), Slimes (resource), Wolves (magic)

Scions: Teemo (rat, Voice), Tiny (spider), Queen (ant), Coda (bat), Poe (raven), Fluffles (quatl, Conduit), Rocky (zombie), Thing (hand), Grim (skeleton), Honey (bee), Slash (earth elemental), Jello (slime), Leo (wolf)

Enclaves: Ratkin (friendly, Crypt Complex), Spiderkin (friendly, Caverns)

Overview: While many of Thedeim's spawners are specialized towards different resource production, all delvers should expect to engage in combat. Thedeim forgoes a rigid room structure to focus on several zones of varying difficulty and rewards. These zones include: The Manor, The Hedgemaze, The Tunnels, The Gauntlet, The Caverns, The Cemetery, The Crypt Complex, The Arena. There are more in-depth primers available, and the Dungeoneer's Guild recommends purchasing those pamphlets once you decide which you wish to focus on. A brief description of each follows.

The Manor is designed for beginner delvers and the encounters are generally made up of low level rats, spiders, snakes, and crows. The interior has many cabinets, chests, and other locations for traditional loot, as well as several fungus nodes. The belfry has a Garden, where herbalists may discover rare seeds, though they will need to battle past a boss in the attic to get there. Outside the manor are many herbalism nodes, as well as a selection of quests from the dungeon itself, available on the porch.

The Hedgemaze is one of Thedeim's special attractions, and one of the few times a scion is a direct obstacle. The spider scion, Tiny, is a gigantic tarantula that runs the maze. Inside are several chests and rare lumber nodes, with the more valuable of each being available deeper within. However, the longer one stays in the maze, the more likely they will be captured by Tiny, or potentially picked clean by dire rat thieves. Being caught is not a hazard to one's health, but a tax of valuables will be extracted before a delver is deposited outside the maze. The Hedgemaze is appropriate for any level of delver, though inexperienced ones should make their trip as brief as possible, if they do not wish to be caught.

The Tunnels are a series of passages and small caverns below the manor, reached either by the basement of the manor, or by the cave in the yard. Snakes, bats, slimes, and spiders are the most common encounters, with occasional earth elementals. The area is a step up in difficulty from the Manor, and it is highly recommended to bring antidotes as well as lightning resistance for the fights. Widows are not uncommon, as the spider spawner is located in the Tunnels. Mining nodes are common, with occasional subterranean herbalism nodes as well. Delvers should be familiar with combat, and may need to flee from widows if they are not confident in defeating the potent spiders.

The Gauntlet is a special attraction in the Tunnels which consists of a series of challenges meant to test abilities besides combat. The first half is designed to test strength and agility with many unique challenges to be overcome. The second half is designed to test the mind with riddles and puzzles, with a valuable chest at the end as a reward. There is also a version designed to test parties, with the challenges and reward increased appropriately. While there is little danger to even the newest of delvers, the challenges are tough enough that ones will need moderate experience to expect to pass the entire Gauntlet.

The Caverns are below the Tunnels, and can be accessed either by exploring through them, or taking the access shaft located not far from the cave entrance in the yard. The access shaft rarely has encounters, and what ones are there are generally limited to bats or slimes. The Caverns themselves are several large caverns and the most common encounters are elementals, slimes, spiders, and snakes. This zone is another step up from the Tunnels, and should delvers wish access to the abundant mining and herbalism nodes, they should either be accomplished adventurers, or hire accomplished adventurers from the Adventurer's Guild. Of special note are the twinsnakes, which are often alchemically enhanced with metallic scales and lightning affinity.

The Cemetery is on the surface, separated from the Manor by a significant amount of Fourdock. It used to house a murderous dungeon, but Thedeim subsumed it and has taken over the territory. The Cemetery itself is rather quiet, though wolf encounters can be had near the back wall. For the most part, the Cemetery should be treated as any mundane cemetery; a quiet place to remember the dead. Do not attempt to engage the scion that oversees the Cemetery. Grim is an exceptionally strong skeleton scion with both life and death affinities. He maintains the grounds and endeavors to keep a quiet and peaceful atmosphere for mourners, and is not a scion that should be engaged in combat, especially not when making his rounds.

The Crypt Complex is reached either through one of the mausoleums in the Cemetery, or through the Tunnels. The Dungoneer's Guild recommends using the Cemetery entrance, as it is much simpler to access than navigating the tunnels. The Complex is full of the various types of undead available to Thedeim. Their particular resource specialization of the large undead makes them highly resistant to turning and other magics meant to directly counter the energies of undead. Should they be defeated, the corpses are effectively herbalism nodes. There are some few herbalism and mining nodes available as well, but the Crypt Complex is generally a place designed for fighting undead. The challenge level is similar to the Caverns, though the denizen type difference requires very different preparations.

The Arena is Thedeim's latest special attraction, and is the only one that features combat with one of his scions: Rocky. The zombie scion should not be underestimated, though fights are not to the death. If one wishes to challenge the Arena, the Dungeoneer's Guild highly recommends purchasing the pamphlet on the section, which includes the rules of the Arena, as well as more detail on Rocky's abilities. In addition to the fighting floor, there is ample seating to observe the fights. All challengers are welcome, and though Rocky remains undefeated, challengers are usually rewarded even for a defeat.

Aside from the zones, Thedeim also has a myriad of scions, and most should be allowed to continue with their duties uninterrupted. While they can be approached and questioned, they will have limited ability to answer. The exception is, of course, Teemo, the Voice of Thedeim. The simple rat is personable and friendly, and his spatial affinity means that, should one have a detailed question of a scion, he will not be far away to provide an answer, should Thedeim be willing to give one.

________________

Yes, I know there's no Nova nor the lava labrynth, and that's deliberate. I'm considering using this as the first chapter for book three, as a bit of a review of what is going on so far. There's a lot to summarize from the first two books, so while I don't want to just dump everything on a reader at once, I do want to remind returning readers of the story so far. Feedback will definitely be appreciated on this one, and I hope you all enjoyed it :)Khenal

Comments

Speedsaber

Now I'm curious if someone learned the hard way not to mess with grim, or if that warning was from the church of the shield incident.

Cameron Stewart

Do we have any news for book threes potential release date?

Stickboy172

A note on our residence. Teemo's birdlady Pal and our high priestess

fanfan8000

Remember when he killed a scythemaw by simply being there? That got seen and then reported to the dungeoneers guild and I believe there was even a point when Tarl asked Teemo if the report was true.

Austin Miller

Love that the section on Grim basically reads as "don't bother him, he controls life and death, but is usually chill."

Shawn Rehm

In the spawners section for spiders you have a typo it should be (physical) Aside from that great work and thanks for the peek.

JollyRodger

A side note warning,... being a murder hobo in this dungeon will definitely get you messed up. At minimum imprisoned and loss of all items, weapons and clothing short of a loin cloth.

Kevin Neely

Maybe include lines that imply/confirm that thedeim is expanding quite rapidly and to always check the guild for new updates to the challenges the dungeon provides. Cause it says more in depth is provided at local guild but not that this man expands more than the average pro SC2 match (if you ignore cheese).

Matthew Frasier

I actually enjoyed reading this. It is a good reminder of how his dungeon is set up! I like using this to help out in book 3

Laetitia

Since teemo confirmed to tarl that thedeim is a "himself" not an "itself", should'nt the guild use the right pronoun in their pamphlet ? Aside from that, great resume !

Zairl's Size Games

Thanks for the peek. I like the idea of this sort of introduction. I would recommend adding a brief explanation on spawner specializations since it is the beginning of a book! (Resource) May not be clear to anyone trying to get an initial taste. Definitely need to buy the books!

Zairl's Size Games

Also thought of another idea. If you wanted to give an idea of how insane Thedeim's growth is you could have some sort of addendum notation with dates or some kind of timeline

Timo Immig

I believe you should add violet in full as it and thediem are from the outside basically a dungeon complex. Additionally add destroyed neverrest and vasalized Hullbreak.

Acmatas | Endicar

I think there should be more of an emphasis that the entire time Thedium has yet to actually kill any of his delvers, it mentions that fights aren’t to the death there is no note about the healing he provides

Erik Hansen

Agree with some others that an extreme emphasis should be put on not harming residents or dwellers because that is probably the only thing that could get Thedeim to kill you. Perhaps also mention zero current fatalities should not be taken as a sign of pushoverness. Agree there should be a line about checking for new information packs if you've been gone from town for a season, he's probably changed/added stuff. Agree there could be a line that "the emerging toybox dungeon Violet is connected through Tunnels/Caverns, and you should stay polite in her realm too."

Ethan B.

Great first chapter for B3. It's a friendly information guide that gives a nice general overview without giving too many detail away.

Sturstryk

I'm not sure if it's relevant, but they might wish to add in that the dwellers have formed a religion round Thedium, and that said religion is non-antagonistic towards delvers or other religions, such as the church of the Crystal Shield. Considering how much the mayor was spooked about Thedium potentially being a god, I think the main pamphlet might want to mention it so it isn't quite a shock to new delvers. Also might be good to mention Aranya as the head priestess, in case anyone has questions concerning said religion.

Sturstryk

It also might be a good idea to include mention of Thedium's relationships to the other local dungeons, or at least his mentorship with Violet. After all, I can't think of another way, outside of attacking his dwellers/resident, to piss Thedium off than to maliciously mess with the kid he's taken under his wing. And, considering that delivers have to traverse through Thedium to get to Violet, I think mentioning not picking on the kid is vital advice for not getting got by her big bro.

Ben Bass

TYFTP! I think this works nicely as a summary/reminder for a third book. I do like the idea others have said about mentioning healing that he provides via the healing slimes. Maybe also talk about the nascent religion and high priestess too?

Ayyyy_Korn

On a second read i really enjoy this still. I think it be fun to introduce the crown inspector if he hasn't been introduced already, maybe accompanying The Crown and his personal peek. Just a thought

A Gray Dragon

Great opening, I just think it weird that the enclaves aren’t mentioned at all. Not that there should be much detail since that seems more like a civic thing than a guild thing. Just little footnotes in the appropriate sections.

Miriam Ortiz

Could you please include the titled/ jobs for any of the scions that have them. For instance: explorer, librarian etc. I also really liked the suggestions about mentioning the dungeon's insane growth speed and vassal.

Black Esper

I think this is good as an overview and an opening chapter. I would also include the enclaves. Thsnks for the great story so far. 😀

Rick Delallata

I think there should be a mention of the traps if they have been implemented. I know there was a mention of them in book 1