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Author Topic: Dungeon Guild (TSG)  (Read 11177 times)

3man75

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Re: Dungeon Guild (TSG)
« Reply #15 on: August 03, 2014, 10:24:50 am »

PTW
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #16 on: August 03, 2014, 07:49:34 pm »

January, Year 1

"Hey guys, Den Smithson here, Today we're going to be looking at the applications of Runes. Just step into the testing facility and start carving up some stones using one of the patterns from this book. Doesn't really matter what you do, cause we have no idea what any of this does. If something goes wrong, you'll know. Den out."

You hand the book over to Doctor Nera. "We'll get right on it, Mister Smithson."

The five scientists begin work in their separate laboratories, carving mystic symbols into rocks and other mediums. The first scientist along with his research team have found runes that can transmute materials into structures! Early testing has allowed them to create walls and other basic buildings. They predict it will be another two months before they can simplify the rune process and create the instructions on how to make use of the creation runes.

The second team thought they had discovered a destruction rune, but it was actually the backlash of some other strange phenomena. Five assistants died in the explosion, and the laboratory was devastated. The menial crew can fix it, but it will take them a month or two to get it back to working order.

The third team reached another breakthrough much like the first team did. The runes they discovered were enchantment runes! When etched into items such as swords or helms, they randomly alter the properties of the armor. The better the rune, the higher chance of getting better upgrades. Their testing has created a Crown of Fire, from etching a normal bronze helm with an enchantment rune. The Crown of Fire is in your storage facility. Testing is going smoothly, and they will be finished next month.

The fourth team does not make any progress on their work.

The fifth team also made a breakthrough on the runes project. They have discovered destruction runes! For now, they have created fiery explosions and ice spikes. Another two months and they think they can create a few more runes.

Spoiler: 23rd Floor News (click to show/hide)

Spoiler: Workforce (click to show/hide)

Spoiler: Research (click to show/hide)

Spoiler: GM Notes (click to show/hide)
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I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

OREOSOME

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Re: Dungeon Guild (TSG)
« Reply #17 on: August 03, 2014, 08:11:34 pm »

PTW
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TealNinja

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Re: Dungeon Guild (TSG)
« Reply #18 on: August 03, 2014, 08:14:17 pm »

Initiate a request for more commoners.  Divy up 5 into assistants and 5 into menial.  Whenever one of the other groups lose members, use the excess commoners in menial to refill the others.  Never automatically repurpose specialists.

Ideally, a few months in we should have a silly amount of excess menial workers, who will hopefully be able to expand our safe working zone, as well as fulfill the backbone of production.
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Beneviento

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Re: Dungeon Guild (TSG)
« Reply #19 on: August 03, 2014, 09:44:05 pm »

PTW. Are there still monsters on the earlier floors that we could use to test our new creations on? If so, divvy up any equipment and runes we've made at this point among 2 adventurers and have them, along with 3 men-at-arms, go on a testing expedition on Floor 7 or so. Ask Nera what she thinks we ought to focus on in the near future.
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And any man who may be asked in this century what he did to make his life worthwhile, I think can respond with a good deal of pride and satisfaction: 'I served in the Assaulted Lanterns Magma Artillery' - King Id I of the Assaulted Lanterns

OREOSOME

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Re: Dungeon Guild (TSG)
« Reply #20 on: August 03, 2014, 10:07:42 pm »

Creation of walls and buildings for the soldiers? Enchantments of gear? Or just magic explosions? I'd say that the first is the best option, as then they can quickly fortify an area/make cover against enemy forces, although investigating the enchantments would also be a good secondary thing to look into.
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Ow! How the fuck do eldritch abominations bitchslap people?
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Dermonster

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Re: Dungeon Guild (TSG)
« Reply #21 on: August 03, 2014, 10:14:34 pm »

We should voice the final 'turn action' like cave johnson Dan Smithson would. All the time.

"All right team, we need to finish up those enchantment and creation runes, destruction can wait till our walls and workers can handle a few megatonnes of explosions. We've given you a side supply of rats, try to see what happens if you rune a few of those. Use dye or a knife, I don't care. Den Smithson out."
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #22 on: August 03, 2014, 11:56:48 pm »

February, Year 1

"All right team, we need to finish up those enchantment and creation runes, destruction can wait till our walls and workers can handle a few megatonnes of explosions. We've given you a side supply of rats, try to see what happens if you rune a few of those. Use dye or a knife, I don't care. Den Smithson out."

The research team for the creation runes had an accident this month. While testing out the runes in attempting to speed the growth of plants, the plants grew too fast and somehow became corrupted by the evils lurking in the Floor. The laboratory has been taken over by The Evil Root! 1 scientist and 5 assistants were killed and consumed by the Evil Root.

In the other laboratory, research on the enchantment runes went badly as well. When testing the runes on a magic helmet, some unknown backlash struck the test subject, decapitating him. The test subject was one of the adventurers.

The fourth team, who previously found nothing of interest in their runes, created a stasis rune, where anything caught in its radius is frozen in time. The effect cannot be undone, unfortunately for anyone unlucky enough to be caught inside. Various frozen pens and notes are hovering everywhere in their laboratory.

The fifth team has made more progress in their destruction runes. They have created a chaos rune! Their experiments report that it is extremely dangerous to use. The rune creates pure change and chaos around the area, warping, destroying, or creating at random. Fortunately, no one was hurt in this experiment, but they have decided to put research in the chaos rune at hold until further orders from you.

You request Dr. Nera to meet you in the office, to discuss what would be a good direction to focus your studies. "Well, I think for now we need to step up security and safety measures, as well as replenishing our lost men and women. I have already arranged for the deceased to be returned to Realmland, buried in their hometowns."

Duncan, your chief of security, is also in the office. "Sir, we must do something about that demon in the laboratory! My men and I could handle it possibly, however, I suggest we ask for a Clear Guild to help us in this matter. They are well equipped to fight it, no doubt."

The royal messenger arrived with the 10 replacements you requested not soon after.

Spoiler: 23rd Floor News (click to show/hide)

Spoiler: Workforce (click to show/hide)

Spoiler: Research (click to show/hide)

Spoiler: GM Notes (click to show/hide)
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I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

Dermonster

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Re: Dungeon Guild (TSG)
« Reply #23 on: August 04, 2014, 12:01:43 am »

Someone make a list of actions and I'll sum it up in an appropriate speech.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

My Name is Immaterial

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Re: Dungeon Guild (TSG)
« Reply #24 on: August 04, 2014, 01:12:04 am »

Why don't we just use the stasis rune on the Evil Root?

Harbingerjm

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Re: Dungeon Guild (TSG)
« Reply #25 on: August 04, 2014, 02:11:57 am »

Because then we couldn't study its corpse, and we'd lose the lab.
Though...
Hmmm. See if we can cut off a bit of the Evil Root, and put that in stasis.
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TealNinja

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Re: Dungeon Guild (TSG)
« Reply #26 on: August 04, 2014, 02:15:50 am »

Are we able to manipulate those things in stasis?  Does it basically become a wall to the rest of the universe?  Either way, we should research ways to counteract the stasis, as well as a rune to do the reverse.  I imagine a rune that sped local time up to the point of the rest of the universe seeming frozen in time would win the war if even a single one was successfully made.
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #27 on: August 04, 2014, 02:49:05 am »

Nope. Your stasis rune is in a very early stage of development. The only effective way to counteract a rune is to rub/destroy it completely, but the stasis rune renders that impossible for now, until you manage to counteract it. Like Harbinger said if you use a stasis rune on the Evil root you'd lose the lab until you could reverse the effects.
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I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

The Froggy Ninja

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Re: Dungeon Guild (TSG)
« Reply #28 on: August 04, 2014, 08:40:11 am »

Assign the scientist previously research stasis runes. We need good results considering it's containment value.

My Name is Immaterial

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Re: Dungeon Guild (TSG)
« Reply #29 on: August 04, 2014, 10:03:02 am »

Ask the Clear guilds to send a small group to set up a perimeter around lab 1.
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