Narrative & Lore — Dungeons & Dragons & Dices
Narrative & Lore — Dungeons & Dragons & Dices
Premise
You played a dice game against something you shouldn't have. Lost. Now your soul belongs to whatever sits beneath the ground. Each floor deeper buys back pieces of yourself. Reach the bottom and you're free. Die, and the debt resets.
The irony: the same dice that damned you are your only weapon. Every roll is both your sentence and your way out.
The World Logic — The Riftborn
The Riftborn are an ancient species who discovered that reality can be rewritten if you roll enough times. But the cost of each roll isn't time — it's SOULS.
The greatest of them, Riftborn Number God (RNG), crafted an infinite loop:
- Scattered dice across the world
- Placed the God Dice on the Throne
- Anyone who grabs the dice hungers for more power — specifically the God Dice and the Throne
Every time you roll, a shard of soul is stripped away. After defeating the final boss, the player sits on the Throne and becomes the next boss (their soul too fragmented to resist). Those soul shards flow back to RNG for research.
The Loop: Player defeats enemies/bosses → sits on Throne → gets reborn as the next challenger → repeat
The Memory/Karma System
Guardians
Throughout the dungeon, you encounter Guardians — special bosses (Act 1 Beholder, Act 2 Shadow Kraken, Act 3 RNG). These are:
- Former players who took the Throne and became bosses
- Riftborn soldiers serving RNG
Kill vs Save Choice
After defeating each Guardian, you get a choice:
| Choice | Effect |
|---|---|
| Kill | Gain soul power (extra damage per roll), continue as monster. The soul is lost forever. |
| Save | Gain a Memory Fragment — piece of your lost identity |
Memory Fragments (5 total)
Collected from Guardians + Memory Shrines:
| # | Source | Fragment | Reveals |
|---|---|---|---|
| 1 | Act 1 Guardian (Beholder) | Your name | You had an identity before the loop |
| 2 | Memory Shrine (Act 1) | Your origin | You were a gambler who challenged RNG |
| 3 | Act 2 Guardian (The House) | Your crime | You tried to cheat the system |
| 4 | Memory Shrine (Act 2) | The Collector | Previous players became bosses when they took the throne |
| 5 | Act 3 Guardian (Shadow Kraken) | The Truth | The loop can be broken — refuse the throne |
Karma (Expanded)
Karma now tracks moral choices beyond shops:
| Action | Karma Change |
|---|---|
| Rob the merchant (win) | -10 |
| Rob the merchant (flee) | 0 |
| Buy any item at full price | +1 |
| Buy any item at Merchant Prince discount | +1 |
| Shrine Atonement (pay 50g) | +15 |
| Complete a run without robbing | +2 |
| Kill a Guardian | -15 |
| Save a Guardian | +15 |
Karma consequences apply to:
- Shop prices (existing)
- Guardian dialogue (guarded at low karma)
- Endings (see below)
Multiple Endings (Post-Act 3)
After defeating Shadow Kraken, three choices appear:
1. Freedom
- Requirement: Any memory fragments
- Result: Walk out of the dungeon, end of run
- Karma effect: +5 if karma was positive
- The "normal" ending
2. Serve the Gods (Become the Collector)
- Requirement: None (available always)
- Result: Sit on the Throne → become the next Collector
- Karma effect: -20
- The Collector becomes the Act 3 boss for the next player's run
- The loop continues with you as the boss
3. Defy the Gods (Fight RNG)
- Requirement: Defeat Shadow Kraken while holding at least 3 memory fragments
- Result: Portal opens → Riftborn Number God appears
- Save the Lands: Sacrifice yourself to destroy RNG → good ending
- Take His Place: Kill RNG, absorb power → become new RNG → bad ending (loop continues with you as the god)
| Ending | Memory | Karma | Result |
|---|---|---|---|
| Freedom | Any | Any | Walk free |
| Serve | Any | Any | Become Collector (boss) |
| Defy (Good) | 3+ | +10+ | Destroy RNG, save lands |
| Defy (Bad) | 3+ | -10- | Become new RNG |
Setting
Hub — The Camp: A crossroads camp at the mouth of the descent. A campfire, old dice, a gate that pulls at you. You rest here between attempts. The debt doesn't let you leave — only descend or wait.
Act 1 — The Graveyard: Where those who owed before you are buried. Fresh graves and old crypts. The monsters are debtors who couldn't pay — risen, twisted, still trying to claw their way out. The Beholder (Guardian) collects what's owed from the dead.
Act 2 — The Dicing Hall: Underground casinos where the desperate gamble away their souls. High stakes, loaded dice, rigged games. The House runs the illegal tables.
Act 3 — The Wasteland: The remains of a civilization that tried to cheat the debt. They built walls, temples, armies. All failed. The monsters here are their corrupted guardians and war machines, still running on broken oaths. The Shadow Kraken guards the passage deeper.
Act 4 — The Rift: Reality fractures here. The dice glow with otherworldly light. Space bends. The Dealer (RNG's right hand) controls the odds.
Act 5 — The Throne: Where RNG sits. Dark citadel, obsidian, chains. The Riftborn Number God is not evil in the traditional sense — it is the loop's architect. It offered power on credit, and now it collects. The throne is the seat of the original bargain.
Map Theme Revisions
| Act | Name | Floors | Theme |
|---|---|---|---|
| 1 | The Graveyard | 1-3 | Previous players who couldn't break free |
| 2 | The Dicing Hall | 4-6 | Underground casinos, loaded dice |
| 3 | The Wasteland | 7-9 | Ruins of failed rebellion, scattered dice |
| 4 | The Rift | 10-12 | Reality fractures, glowing dice |
| 5 | The Throne | 13-15 | RNG's domain, God Dice on the Throne |
Background lore embedded in map:
- Floors 1-3: Graves with dice etched on tombstones
- Floors 4-6: Casino tables, cheating tools
- Floors 7-9: Broken dice fragments, failed adventurers
- Floors 10-12: Fractured reality, swirling dice
- Floors 13-15: The Throne room, God Dice glowing
Motivation
You gambled and lost. The only way out is down. No chosen one, no prophecy — just someone who rolled the wrong dice at the wrong time and now has to settle accounts. The dice that got you into this are the same ones getting you out.
But this time… you might remember who you really are.
Tone
- Short, punchy lines. No monologues.
- The player character speaks in fragments. Practical, not poetic.
- Environmental storytelling > exposition. The graveyard tells its own story through tombstones and ruins.
- Dark but not grim. There's dark humor in gambling against your own debt.
- Speaker tag is "You" not a named character — keeps it personal.
- Memory fragments appear as flashbacks during Save choice — brief visions of your past life.
- Players who want lore can read tombstones; players who want to roll dice can skip everything.
Act Names (Revised)
| Act | Name | Theme | Guardian | Floors |
|---|---|---|---|---|
| 1 | The Graveyard | Debtors who couldn't pay, crypts, tombstones | Beholder | 1-3 |
| 2 | The Dicing Hall | Where the gamble gets serious, high rollers | The House | 4-6 |
| 3 | The Wasteland | Failed civilization that tried to cheat the debt | Shadow Kraken | 7-9 |
| 4 | The Rift | Descending into RNG's realm, reality fractures | The Dealer | 10-12 |
| 5 | The Throne | The creditor, the RNG, the original bargain | Riftborn Number God | 13-15 |
Act Structure (3 Acts)
| Act | Name | Theme | Guardian | Floors |
|---|---|---|---|---|
| 1 | The Graveyard | Debtors who couldn't pay | Beholder | 1-5 |
| 2 | The Dicing Hall | Underground casinos | The House | 6-10 |
| 3 | The Wasteland | Failed rebellion, final gate | Shadow Kraken | 11-15 |
| — | RNG Encounter | Only via "Defy the Gods" path | Riftborn Number God | — |
Guardian Descriptions
| Guardian | Act | Role | Lore |
|---|---|---|---|
| Beholder | 1 | Collector of debts | Former accountant who traded their eyes for power |
| The House | 2 | Runs the illegal games | Created the gambling dens, cheats with loaded dice |
| Shadow Kraken | 3 | Gatekeeper to the deep | Tentacles reach into every casino, final test |
| Riftborn Number God | — | Ancient entity | The true boss, appears only when defying the gods |