Long ago, a powerful wizardess, known as The Slithering Queen, threatened to conquer the entire region. Situated in a tower, carved out of the side of a mountain, she commanded legions of monsters loyal only to her, and terrorized the surrounding population for years. Only one challenge stood in her way; the great city of Bastion, a nearly impenetrable fortress, and the stronghold of all opposition against her, dangerously close to the heart of her operations. For many years, she laid siege to the city, and when all appeared darkest, when her moment of triumph finally seemed at hand... the gods themselves intervened. Striking down massive swathes of her army, empowering the defenders, and repairing the damage to the walls, the siege quickly turned into a rout, that drove her army all the way back to her black citadel. Eventually, a brave band of heroes stormed the fortress itself, and slew the mage in her personal chambers at the peak of the tower. Shortly thereafter, bereft of the magics holding it together, coupled with the battle damage, and sabotage, the structure collapsed, burying her legacy, and all of her dark secrets in a pile of stone and rubble, sealing the twisting, labyrinthine passages beneath the earth.<br/><br/>Several centuries have passed, and the region has prospered. Bastion has become a holy site for many religions, and on top of being a center of trade, is also an important pilgrimage location for many. The ruins of the Slithering Queen's lair are now host to a wide array of monsters, and many adventurers still test themselves against the ruins, the lingering malevolent presence and rumors of hidden treasures ensuring that there is always something new to discover.<br/><br/>But, within these ruins, the legacy of the Queen still lives. An experiment, one intended to save her from the cold embrace of death, survived the destruction, though without her power to feed it, it has taken these long years to mature, and it is far too late to revive her, now. Her essence; her desires, memories, and plans, however, continue to linger, and have suffused the twisted, fleshy abomination, imbued it with a purpose and the capabilities to create a new mistress, an begin her dark work once more. Now, it only needed an appropriate template to work with...<br/><br/><hr/><br/>Down in the tunnels, past where the kobolds made their lair, she found a small, carved out passage, that ended abruptly in something much smoother, and clearly man-made than the crude, kobold tunnels. Unfortunately, she never saw what grabbed her, and dragged her screaming into the darkness, and she'd remember little else... until she awoke once more, very different.<br/><br/>Born again in a new body, one more suited for the task at hand, she, too was now imbued with the dark Queen's legacy; the desire to grow, to conquer... and to get revenge on those who had wronged her, before. The new Dark Queen has arisen.<br/><br/><hr/><br/>This game is intended to emulate the Dungeon Keeper genre of games. The player will control a single, powerful Villain unit, and use it to go on missions in the surrounding area, to feed power into the Dungeon Heart, which will, in turn, grant her additional abilities and resources. She will also build a complex dungeon, recruit minions, and face invaders, as she grows more and more powerful.<br/><br/>Gameplay will take place in three different formats. During the Planning Phase, she will determine the layout of the dungeon, build new rooms, recruit minions, and plan new raids. During the Execution phase, she will engage in small-scale adventures, and see the fruits of her labor. During the Defense phase, invading heroes may try to kill her and take her stuff.<br/><br/>While most of the game will play out using the Pathfinder ruleset, the Defense phase will play out using a simplified set of rules. Monsters and adventurers will be measured with three stats; Power, HP, and damage. Power is a measure of combat ability, and is the easiest to raise. It is rolled with opposing d% rolls, plus power; if the attacking heroes win, they deal damage; otherwise, they miss. Monsters deal damage automatically. HP scales slower than power, and is used to survive attacks. HP totals are low, however. This is because damage, the third attribute, scales the slowest, but can have the greatest impact. It scales in the pattern of 1, 2, 3, 1d6, 1d6+1, 1d6+2, 1d6+3, 2d6, etc.<br/><br/>Monsters come in varying types; minions are plentiful, and recover easily after being killed, but also have the lowest number of points available. Henchmen are more powerful, but harder to acquire; some will respawn automatically, some need to be recruited. They often have more points available, as well as grant small bonuses to their nearby allies. Bosses are the most powerful, and almost never respawn automatically, but have very large pools of attributes, and often provide significant bonuses, occasionally over large areas.<br/><br/>Rooms come in various types; Lairs provide housing for monstrous followers, and respawn them when they die. Barracks provide rooms for more freelance followers, which tend to be henchmen and bosses. Garrisons and other defensive structures can provide bonuses to followers defending a room. Certain structures will provide bonuses to surrounding rooms, such as armories or mess halls. Finally, traps can be built; these function like monsters, but only attack once, before being expended. Powerful heroes, or rogues, can disable or bypass them with no damage taken.<br/><br/>At the start of the game, resources are fairly limited; five rooms are in the Dungeon, including the Dungeon Heart's room, a Kobold Lair with four minions, a Guard Post that raises the Power of minions assigned to it, a trap, and an unused room.<br/><br/>Kobolds and the trap have 25 points available to spend, but first, she'll need to get settled in, and decide where she wants to strike, first...