《The Cabin Is Always Hungry (A Dungeon Core Horror Slasher)》 Arc 1 | Nightmare Suburbia (Part 1) THE CABIN IS ALWAYS HUNGRY
| CORE | ||
| DUNGEONS (inaccessible) | ||
| MONSTERS (inaccessible) | ||
| TRAPS (inaccessible) |
| [CORE - Mark Castle] |
| Rank: Z (???) | Power (current: 5/5) |
| Defenses | |
| Heat Surge I: Heat your body and protect yourself. Perfect opportunity for a distraction or an escape. Duration: 6 seconds. | |
| Offenses | |
| Mind Shock I: Stun your enemies with a static zap. Duration: 6 seconds. Telekinesis I: Move an object or a creature more than ten feet in a three-dimensional space. Duration: 6 seconds. | |
| Movement | |
| Levitate I: Move your core no more than ten feet off the ground, allowing you to move horizontally or vertically for the duration. Duration: 10 minutes. | |
| THE YATES RESIDENCE | ||
| Dread Level: 4/10 - brutal finish(+); new dungeon(+); bloodthirsty core (++) | ||
| Crystals: 200 | ||
| Essence: 2 (David Edwin Yates); (Yates Residence Dungeon) | ||
| Aura & Environment (0/3) | ||
| ¡ª empty ¡ª | ¡ª empty ¡ª | ¡ª empty ¡ª |
| Monsters (0/2) | ||
| Name | Marker | Status |
| ¡ª empty ¡ª | ||
| ¡ª empty ¡ª | ||
| LOCATIONS | ||
| Master Bedroom | Vivian¡¯s Bedroom | Xavier¡¯s Bedroom |
| Master Bathroom | Second Bathroom | Kitchen |
| Living Room | Study Room | Backyard |
| Shed | Basement (1 kill, brutal finish) | Car Garage |
| Phantasmal Cold | The dungeon is unusually twenty degrees colder than the outside¡¯s temperature, shedding a delver¡¯s resolve over time. Duration: 1 hour. |
| Strange Noises Royal Road is the home of this novel. Visit there to read the original and support the author. | Produce an audible noise from within the chamber¡ªa cry from a baby, a howl of a wolf, a whisper, or a scream. Take your pick and lower a delver¡¯s Resolve. Duration: 1 minute. |
| Luring Trance | Play with a delver¡¯s emotions and lure them into a trap! (Dread requirement: 4) |
| MONSTER ARCHETYPE | ||
| Abomination | Angelic | Beast |
| Colossal | Construct | Demonic |
| Elemental | Fae | Humanoid |
| Insect | Monstrosity | Plant |
| Slime | Swarm | Undead |
| POSSESSING DEMON | ||
| Dread Score: 8/10 | Creature Type: Demonic | Cooldown: 1 week |
| Special Traits | ||
| Possession* | The monster possesses a delver¡¯s mind and body, using all the host¡¯s functions and abilities, while the host remains imprisoned inside you. The monster has total concealment. (Resolve Requirement: 2) | |
| Mocking Torment | The monster can induce hallucinations, read minds, copy voices, and produce demonic speech to torment a delver¡¯s psyche by gleaning their memories and fears, shedding their resolve. | |
| Incorporeal Body* | The monster has no physical body but can still be harmed by physical attacks. They can pass through solid objects like walls, interact with creatures and objects, moves silently, and has an innate sense of direction to the next living creature. | |
| Possession | Paired with the [Demonic] archetype, Possession traits will inflict physical and mental trauma on the hosts over time. The longer the monster inhabits the host¡¯s body, or the more damage the demonic creature inflicts upon the host, will corrupt the soul and automatically drag them to Hell once the monster breaks the concentration on the possession. | |
| Incorporeal Body | Paired with the [Demonic] or [Undead] archetypes like ghosts, spirits, and malevolent devils, the monster with the incorporeal body trait can still interact with the mortal realm and yield considerable strength and limited telekinetic force to inflict physical attacks upon a delver. | |
| THE YATES RESIDENCE (Disbanded) | |
| Kills | 8 (+1,350 crystals); (+9 essences) |
| Survivor | 1 (Tessa Burton); (+ Sole Survivor) |
| Dread Level | 5/10 (+500 crystals) |
| Crystals (current) | 1,840 |
| [CORE - Mark Castle] |
| Rank: Z (#2641) | Power (current: 4/6) |
| THE GOLIATH | ||
| Dread Score: 4/10 | Creature Type: Humanoid | Cooldown: 1 week |
| Weapon(s): Double-sided Axe; Hunting Knife | ||
| Special Traits | ||
| Mask Wielder I | A mask goes a long way to cause instant fear. Send chills through the minds of the delvers. Masks also heighten their senses, making them aware of the proximity to their closest delver. | |
| Brute Strength I | The monster exudes considerable strength above and beyond a normal human and can easily shed through a delver¡¯s defenses. | |
| Not Quite Dead I | Kick them. Stab them. Bludgeon them. They get right back up for another strike. The monster is harder to kill, and it will take considerable effort for the delvers to take the creature down. Every time the monster gets up, it depletes their Resolve over time. (Stun Duration: 1 minute) | |
| NORTH CEDAR LAKE | ||
| Dread Level: 4/10 - new dungeon(+); bloodthirsty core (++); massive domain(+) | ||
| Crystals: 755 | Essence: 2 | |
| AURA & ENVIRONMENT (3/3) | ||
| Unnerving Fog | Strange Noises | Luring Trance |
| MONSTERS (4/5) | ||
| Name | Marker | Status |
| Possessing Demon | ¡ª Out of Bounds !!!! ¡ª | Active |
| The Goliath | Cellar | Active |
| Siren | Siren Nest | Active |
| Old Growth | Trail B | Active |
| LOCATIONS | ||
| Master Bedroom (Cabin) | 2nd Bedroom (Cabin) | Living room (Cabin) |
| Kitchen (Cabin) | Bathroom (Cabin) | Cellar (Cabin) |
| Front Porch (Cabin) | Back Porch (Cabin) | Cellar Tunnel (Cabin) |
| Storage Shed | Generator Shed | North Cedar Lake |
| Boathouse/Docks | Siren Nest | Underwater Tunnel |
| Main Road | Trail A | Trail B |
| Trail C | Campground A | Hunter Shack |
| Unnerving Fog | The dungeon is covered by a swirling cloud of heavy mist, bringing chill winds. It can disorient and shed a delver¡¯s resolve over time. Duration: 1 hour. |
| THE OLD GROWTH | ||
| Dread Score: 6/10 | Creature Type: Plant | Cooldown: 1 week |
| Special Traits | ||
| Multiple Limbs (4) I | The monster has four limbs, providing stability, balance, and efficient locomotion. This enables the monster to navigate diverse terrains (walls, trees, etc.) and improve their hunting tactics. Each limb can grapple, pounce, manipulate an object, and increase speed during a chase. | |
| Javelin Appendages I | The monster carries two javelin-like appendages, which can be used to injure, dismember, and gore a delver. If a Javelin Appendage is severed or destroyed, it will take 30 days for the monster to grow a new one. | |
| Moving Vines (Thorns) I | The monster can control a 30-foot radius, causing vines to emerge and ensnare a single delver. By opting for thorny vines, these tendrils release venom upon entering any open wound, draining the delver''s Resolve and incapacitating them at an accelerated rate. | |
| Glean | Sense the surface thoughts of your delvers, which will glow with a purple aura. Limited to only one target at a time, you cannot read the thoughts of your monsters or those who are unconscious. You can jump to other (individual) thoughts until the spell ends. (Costs 2 Power) Duration: 1 minute. |
| NORTH CEDAR LAKE | |
| Kills | 5 (+900 crystals); (+6 essences; -1 uncollected) |
| Survivor | Undetermined |
| Dread Level | 5/10 (+500 crystals) |
| Crystals (current) | 2,155 |
| THE SIREN | ||
| Dread Score: 6/10 | Creature Type: Fae | Cooldown: 1 week |
| Special Traits | ||
| Merfolk Physiology I | The monster has adapted to live in water, and for a limited duration, on land. The monster has a body of a humanoid (selection: Human Female) and a fish''s lower body, allowing it to swim at greater speed and breathe underwater. The monster has an enhanced lung capacity, can endure extreme water pressures and high temperatures, and can perceive its senses in greater detail while in the water, even in pitch darkness. Merfolks are carnivorous compared to other water creatures. The merfolk can transform into a humanoid of the core¡¯s choice (selection: Human Female) and can stay on land for 1 hour. After using this ability, the merfolk cannot transform back into a humanoid for the next 24 hours. Additional levels can add more merfolk abilities to the monster and increase the duration to stay longer on land. (Requirement [check]: Dungeon must be within 1 mile of a water source, the minimum average depth of 25 feet, and 50,000 acre-feet of water volume) | |
| Luring Voice I | The monster emits a hauntingly beautiful enchanting song capable of luring a delver of the monster¡¯s choice who hears it from 250 feet away from the monster¡¯s location. A delver who hears the song is entranced, incapable of hearing anything else, or snapped out of their daze unless their Resolve increase. The voice can affect a maximum of 2 delvers at a time (Resolve requirement: 2) | |
| Water Manipulation I | As fae monsters, they can shape, create, and manipulate the properties of water and can change them from one solid state to another (i.e., ice shards, steam, water vapor, etc.). The monster can create 1 hydrokinetic construct or affect 53 cubic feet of water with a maximum volume of 1,500 Liters. Construct Duration: 1 hour. Area Manipulation Duration: 6 seconds - 1 hour. Additional levels can increase the maximum duration. | |
| THE ORACLE | ||
| Dread Score: 3/10 | Creature Type: Construct | Cooldown: 1 week |
| Special Traits | ||
| Inanimate Object I | The monster can remain motionless and be indistinguishable from an object of the Dungeon Core¡¯s choice: A computer. With a built-in maximum stealth score of Level V, delvers will not notice the monster unless they have a high perception score. When in motion, the construct can only move twenty feet every five seconds. | |
| Scrambling Communications I | The monster can render communication devices (radio waves, satellites, and electromagnetic spectrum) inoperable for 8 hours. The monster can also add static during audio calls or blur any photographic capture. | |
| Tech Manipulation I | The monster can perceive, receive, and transmit intricate interfaces with technological devices and machinery and manipulate data networks. They can control the flow of multiple complex machinery by assembling or uncoupling their programming and infrastructure at will. They can also operate most technology from a distance of 100 miles. | |
| Resistance | You may choose to resist and halved the damage incurred upon your core, thereby hardening your barrier and preventing early expiration. For double the Power cost, you may grant a chosen archetype this ability for the same duration. They can choose to use the ability right away or wait within the next 24 hours. You may NOT bestow this ability to the same archetype twice in a 24-hour period. Enjoying this book? Seek out the original to ensure the author gets credit. (Costs 2 Power to self, 4 Power to archetypes) Duration: 10 minutes. |
| Phantasmal Cold | The dungeon is unusually twenty degrees colder than the outside¡¯s temperature, shedding a delver¡¯s resolve overtime. Duration: 1 hour. |
| Possession II | The monster possesses a delver¡¯s mind and body, using all the host¡¯s functions and abilities, while the host remains imprisoned inside. The monster has total concealment. (Resolve Requirement: 2) Level II: The monster can now possess a total of three (3) delvers. Note that multiple possessions decreases a possessing archetype¡¯s defenses and concealment, but increases their offensive capabilities. Upgrade to Level III to add another two (2) delvers under your archetype¡¯s control. | |
| Voice Module (Event) | On the rare occasion that a dungeon is allowed to communicate with a delver, the dungeon lord can manipulate the language, accent, tone, pitch, frequency, and resonance of their voice. It does not cost a Power, and the duration lasts until the dungeon lord ends the conversation. A [Gentling Event], [Sighting Event], and [Rewarding Event] trigger a conversation with the appropriate delver. To speak to a delver at any point during a scenario, please purchase this skill after leveling up. |
| Unnerving Fog | A swirling cloud of heavy mist covers the dungeon, bringing chill winds. It can disorient and shed a delver¡¯s resolve over time. Duration: 1 hour. |
| Water Manipulation I | The monster can shape, create, and manipulate the properties of water and can change them from one solid state to another (e.g., ice shards, steam, water vapor, etc.). The monster can create 1 hydrokinetic construct OR affect 53 cubic feet of water with a maximum volume of 1,500 Liters. Construct Duration: 1 hour. Area Manipulation Duration: 6 seconds - 1 hour. Additional levels can increase the maximum duration. | |
| Gloves of Healing | These silken gloves enhance the wearer¡¯s ability to rejuvenate and heal a wounded companion in seconds and life-threatening injuries in minutes. |
| Obsidian Sword | Ancient celestial runes adorned the surface of this obsidian blade, which was almost made to look like glass. Once activated by the wielder, the blade releases fire hot enough to cut through rock, body, and steel. |
| Raven Coat | This well-crafted longcoat acts as a sturdy leather armor. While wearing this coat in dim darkness, the wearer is not easily perceived by creatures within twenty feet of their location. During combat, the wearer can teleport to an unoccupied space within twenty feet while in dim light, as long as the wearer has a line of sight. |
| Key of the Mundane | A secretive order of thieves created this magical key. While holding this item in your hand, you can open any locked door or padlock, which will magically fit the keyhole. It does not work on an arcane-locked entryway or chest. |
| Voice Control (Event) | On the rare occasion that a dungeon is allowed to communicate with a delver, the dungeon lord can manipulate the language, accent, tone, pitch, frequency, and resonance of their voice. It does not cost a Power and the duration lasts until the dungeon lord ends the conversation. A [Gentling Event] and [Rewarding Event] triggers a conversation with the appropriate delver. To speak to a delver at any point during a scenario, please purchase this skill after leveling up. |
| Resurrection Stone | This red ruby has the power to return the dead back to life, reanimating the body. The body must be dead for no longer than a hundred years. If no physical body is provided, a new one will materialize. You must speak their name clearly. Once used, the stone turns into dust and is destroyed. |
| Teleportation Pedestal | This 10x10-foot tall device allows you to teleport a single creature you know within five hundred miles from the pedestal, provided you are familiar with their full name, exact appearance, and precise location. If any of this information is incorrect or incomplete, there is a 50% chance the creature will arrive at the pedestal deformed, injured, or dead. If you have two pedestals, you can link them together and form a chained network of portals within a range of five miles. Creatures immune or hidden from divination magic will not be teleported to the pedestal. Teleporting a single creature costs five hundred crystals each. |
| CORE | ||
| DUNGEONS | ||
| MONSTERS | ||
| TRAPS | ||
| QUESTS | ||
| RUMORS |
| NORTH CEDAR LAKE | ||
| Dread Level: 6/10 - new dungeon(+); bloodthirsty core (++); massive domain(+); massacre site (++) | ||
| Crystals: 26,150 | Essence: 31 | |
| Expert Hunter I | The monster has expert mastery in their hunting skills, adaptability, and techniques for three (3) types of creatures. (Selected: Humanoids; Demonic; Beasts). They can automatically sense the presence of the selected creatures within a five-mile radius and track them with extreme accuracy, intuitively perceive their prey¡¯s weaknesses, and exploit their fears. They also apply the appropriate hunting & tracking skills to gain advantage in two (2) terrains. (Selected: Forest, Urban). This is a passive trait. |
| Pod of Sirens I | The monster hunts in a maximum pod of four (4). Their hunting tactics and intelligence increase when in proximity with the same creature type, increasing Dread and rapidly lowering a delver¡¯s Resolve when faced with two (2) or more monsters at once. When hunting in a pod, the monsters¡¯ endurance and regenerative properties increase. |
| Flesh Puppeteer I | For a limited time, the monster can possess, control, and manipulate multiple defiled and severed flesh and body parts within the dungeon. It doesn¡¯t have to be an intact body. They can generate physiological and biological changes of any shape and form to create a hybrid out of flesh by growing extra limbs, rows of teeth, multiple eyes, etc. This will negatively affect a delver¡¯s Resolve when within line of sight of a mutated flesh. This is a possession trait, and it counts toward the limited possessions this monster can have at the same time. They do not have total concealment and can be dispatched by physical means and dismemberment. Duration: 1 hour. |
| Terrain Mimicry I | The monster can blend into the selected surroundings with perfect accuracy in texture, lighting, and coloration to avoid direct sensory perception, and making them invisible to the naked eye. They are not immune to other various means of sight (body heat sensors, night vision, divination magic, etc.). When the camouflage effects are activated, the monster is slowed to half its speed. Select three (3) terrains: Forest, Mountain, Urban. |
| Nanite Swarm I | The monster can create, shape, and manipulate tiny robotic materials the size of a nanometer. The swarm can hover and fly. It is large enough to shape a medium-sized humanoid form and has the strength and agility of an average humanoid. These nanites have weapons (Selected: Razor Sharp Pincers). Since they are advanced computers, they gain one (1) unique tech ability (Selected: Illusory Reality). They can produce near-realistic virtual reality through holograms against one (1) delver, acting like a mage¡¯s illusion spell. A delver with a high Resolve increases the chance of this illusion being broken. However, they are susceptible to technological countermeasures to disable or stun them. A high Resolve delver can aid in breaking out a low Resolve delver from an illusion. |
| Disorienting Overgrowth | The woods are not a delver¡¯s friend. Once triggered, thick overgrowth of trees and vegetation materializes around the dungeon¡¯s borders, making it harder to find the path to a True Exit. You may designate one (1) true exit for each delve that the delvers must follow to leave your dungeon. If a delver has a low RESOLVE and fails to increase their WILLPOWER, they will be turned around and return at the heart of your domain (Selected: The Cabin). Duration: Until Dawn |
| Control Weather I | You can summon, shape, and manipulate the weather on both small and larger scales across a radius of a hundred miles. You can also sense and manipulate changes in air pressure, temperature, and humidity, which enables you to control the intensity of the weather. Due to your planet¡¯s weather cycle, you can control the wind, call lightning and thunder, and shape water. As a Death Core trait, this negates Resolve requirement. Cost: 10 Power. Duration: 1-24 Hours. |
| Arcane Resistance I | You have a passive resistance to all arcane disciplines, spells, influence, and energy damage. You are resistant to all scrying magic and divine interventions, and alerts you of such effects. You also have a higher chance to negate or counter powerful spells that target you, even dissipating them completely ineffective at the cost of ten (10) Power per counter. |
| Fractal Omniscience I | You can meld with the minds of all the potential delvers within your domain and those within a hundred miles of your dungeon. You must be familiar with their name and exact location. You can read their thoughts, experience their desires, glimpse their memories, and feel their pain, fears, and suffering. You can focus on multiple delvers all at once without a limit. This trait does not allow telepathic communication. As a Death Core trait, this negates Resolve requirement. Cost: 10 Power. Duration: 1-24 Hours. |
| THE WEREWOLF | ||
| Dread Score: 5/10 | Creature Type: Monstrosity | Cooldown: 1 week |
| Special Traits | ||
| Lycanthropy I | The monster is (Selected race: Human) and can turn into a vicious and violent anthropomorphic wolf hybrid at night¡ªa werewolf. This includes the classic traits: enhanced senses, improved strength, stamina, speed, keen vision, unnatural size, and regenerative healing. Their bite has the ability to turn a mortal into a werewolf by the next full moon. As Lycans, they gain the Speech Trait (available for purchase). Weakness: Vulnerable to silver; Weaker human form; Infectious creature. | |
| Pack Tactics I | These monsters hunt in a maximum pack of three (3). Their hunting tactics and intelligence increase when in proximity with the others, increasing Dread and rapidly lowering a delver¡¯s Resolve when faced with two (2) or more monsters at once. When hunting in a pack, their endurance and regenerative properties increase. | |
| Berserker (Lycanthrope) I | This monster can enter into an extreme form of Lycan bloodlust, further enhancing their strength, fortitude, speed, and lethality. They gain an insatiable taste for killing prey at all costs, reducing the chances of Lycan infection. Higher likelihood of leaving no delvers alive during a single encounter. Delver¡¯s survival rate drops to two percent when stacked with Pack Tactics. Duration: five minutes (cooldown: one hour) | |
| Speech I | This monster has Lycanthropy. They can speak naturally in the Dungeon¡¯s native language (American English). | |
| THE DUKE The author''s narrative has been misappropriated; report any instances of this story on Amazon. | ||
| Dread Score: 7/10 | Creature Type: Undead | Cooldown: 1 week |
| Special Traits | ||
| Strict Vampirism I | The monster becomes an immortal vampiric entity that does not age. The monster can turn a mortal if the creature feeds on its blood three times and drinks its blood twice. This decreases the chances of a vampiric plague. As a vampire, they have increased strength, agility, and a faster healing factor. Strength: The monster can sire one (1) loyal vampire spawn and one (1) familiar at the cost of one essence each. Weakness: Sunlight (Vulnerable to UV rays), stake to the chest. | |
| Bat Morphology I | The monster can fly. It can levitate in its humanoid form or grow bat-like wings to increase its flying speed and trigger Dread effects. It can also fully transform into a large bat twice the size of a grown (human) man with sharp talons and teeth. While flying, it can also carry one (1) large creature or two (2) medium-sized humanoid creatures. | |
| Cunning Predator I | The monster has six skill expertise of your choosing: Speech, Charisma, Culture (Human), Occultism (Alchemy), Stealth, and Athletics. | |
| Speech I | You have selected a Speech skill from (Cunning Predator). This is a free trait and will automatically occupy the monster¡¯s fourth trait slot. It cannot be replaced unless the skill is replaced first. The monster can speak naturally in the Dungeon¡¯s native language (American English). The monster has an improved Culture Rating. Select (7) languages of your choice: Spanish, Mandarin, Arabic, Hindi, French, German, and Russian. The monster has an improved Occult Rating. Select (6) ancient languages of your choice: Egyptian, Ancient Greek, Latin, Aramaic, Old Norse, and Sanskrit. | |