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Author Topic: Dungeon Guild (TSG)  (Read 11092 times)

3man75

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Re: Dungeon Guild (TSG)
« Reply #45 on: August 05, 2014, 07:33:15 pm »

Put out an ad for clear guilds to capture better test subjects for the resurrection rune with an offering of 50,000 Cor. Think of the money we could make off of this if we get it to work on humans!

-1 we can just use lab rats. Smaller and less likely to start a T-Virus situation.
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My Name is Immaterial

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Re: Dungeon Guild (TSG)
« Reply #46 on: August 05, 2014, 07:41:09 pm »

Put out an ad for clear guilds to capture better test subjects for the resurrection rune with an offering of 50,000 Cor. Think of the money we could make off of this if we get it to work on humans!
+1. Once this testing has progressed, we should investigate the viability of acquiring human test subjects.

Dermonster

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Re: Dungeon Guild (TSG)
« Reply #47 on: August 05, 2014, 07:44:17 pm »

We really should expand our base.

I put in a little blurb in the speech to hopefully sell some destruction/creation stuff to people.
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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.

3man75

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Re: Dungeon Guild (TSG)
« Reply #48 on: August 05, 2014, 07:46:01 pm »

Why not sell the enchantment stuff? I mean if it makes peoples equipment better (an were receiving an upgrade in our knowledge of it next month) than we could easily make it marketable.
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Dermonster

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Re: Dungeon Guild (TSG)
« Reply #49 on: August 05, 2014, 07:46:35 pm »

we're finalizing being able to control the damn things next month.

Selling later.
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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.

3man75

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Re: Dungeon Guild (TSG)
« Reply #50 on: August 05, 2014, 07:52:45 pm »

point taken. Let's peddle some blow up runes.
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Armok

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Re: Dungeon Guild (TSG)
« Reply #51 on: August 05, 2014, 08:24:48 pm »

> Experiment with putting the resurrection rune on weapons, armor, and dolls made from bone and leather.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #52 on: August 05, 2014, 09:02:31 pm »

May, Year 1

Rumors schmumors News man, we've been on the hyperexpress to knowledge, accidents are expected to happen. Why, just now we've set up a nice little home for an alien chaospawn egg. Some nice decoration, some chrono-freezers, about fifty kilotons of explosives- Wait, Ford what do you mean we don't have explosives? Where the hell are those rods of fireball?  Really, in transit? I thought we got rid of all those. Damn Roachmen, they survive anything short of decapitation and burning. Ford! Remind me to bring in some roachmen!

Anyway Runes! We've got plenty of runes. Let me show you around. This here is a slightly inaccurate drawing of a rune of pure, unmolested destruction. Will literally  blow your socks off. Carve this on a wood disc and toss at problem, boom, no more problem.

This here is another slightly inaccurate creation rune. Need a wall? A floor? A gigantic murderplant that smells your fear? This is your boy! Get a pile of debris and weeks of work, done! I heard about a little trap down in the lower floors, I'll be sending them some samples soon, they can just wall over the floor, ceiling and walls and boom! No triggering hyperspeed rays of hoarfrost.

We're researching a few more projects but they're still in development, watch your step I think there's still a few time locked flies about. Hurts like hell and digs as deep as an arrow if you walk fast enough. Now theres an idea... Ford! Order a few spools of thread! Don't mind the groaning either, that's a work in progress. Sort of a 'Pocket Arch-Cleric' if you will.

Anyway, that's all we have time for. Tell your boss I said he still owes me for that stint five years ago. Den Smithson, Interstice Thaumaturgy, out."

The reporter finishes jotting down his notes. "Thank you, Mr. Smithson. We'll publish your story by the end of the month." He leaves and heads back to the Floor News guildhall.

You call for Duncan to come to your office. "I want to make an ad for a Clear Guild to capture some good test subjects. Give them 50,000 Cor when they bring them in." Duncan nods and heads off to publish the ad in Floor News.

The enchantment project goes well, and they have improved the rune to be able to connect to other items through one item, instead of creating multiple runes on all of them. The rune's effects have also been increased, now significantly stronger than before. Dr. Nera tells you that you can patent and market this rune, boosting not only your income but also making a name for Interstice Thaumaturgy.

You instruct the scientist working on the resurrection rune to place the rune on inanimate objects such as weapons and armor and items made of organic matter such as bone and leather dolls. Etching the rune on weapons and armor has no effect, and even causes the items to break. Placing it on the dolls has no effect either.

The stasis team has made a breakthrough in their stasis rune! They have created an anti-stasis rune that can defy the anti-time created by the stasis rune, effectively cancelling it. All that needs to be done is to chuck the anti-stasis rune into the field of the stasis rune, then break the stasis rune first, then break the anti-stasis rune.

The Chrysalis research team has had disaster once more. A horrifying shriek was heard all around Interstice Thaumaturgy guildhall. When security came to check it out, they saw the mangled corpses of the scientist and his assistants, as well as the bodies of the Phoenix Spear impaled all around the room. They call for you immediately, and point to where the Chrysalis was. In its place was a wreckage of biological matter and broken machinery, and the giant being that stood there, hunched against the ceiling. The giant suddenly looks in your direction through a window, eyes squinting.

"As'hkal mak hur dath!" it says in a deep, rumbling voice. "Un'falah'nah hal toh?"

Rune Giant is born!

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

Spoiler: Workforce (click to show/hide)

Spoiler: Research (click to show/hide)

Spoiler: Funding/Fame (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.

3man75

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Re: Dungeon Guild (TSG)
« Reply #53 on: August 05, 2014, 09:06:41 pm »

Stasis rune stat. We'll lob it at the rune giant and use our dead comrades as experiments for the resurection runes once they've been more perfected.

Can we buy a new team by the way?
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #54 on: August 05, 2014, 09:10:41 pm »

Yes, you can! One specialist costs 1000 Cor while you can hire 10 commoners with 1000 Cor or you can request commoners from the Messenger. Just tell me what you request from the Messenger and he'll see if its reasonable. He'll only give you things you really need. Don't expect him to give you a new bathtub.
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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.

3man75

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Re: Dungeon Guild (TSG)
« Reply #55 on: August 05, 2014, 09:13:46 pm »

1 scientist and 5 commoners then for 1500?

we have 110000 atm so we could get more.
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Harbingerjm

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Re: Dungeon Guild (TSG)
« Reply #56 on: August 05, 2014, 09:16:50 pm »

The last scientist decided to do some research on his own. He has created the resurrection rune! It can raise plant and animal life from the dead, no matter how old the corpse is, but it will have lost its mind and have no semblance of its former self. He has been testing it on some slimes he brought with him, and he now has aggressive, zombie slimes. He's trying to make it so that they retain sentience after death. He needs six months before he can make results with the meager test subjects he has.
Did you mean sapience rather than sentience, or are the zombies hilariously harmless?
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #57 on: August 05, 2014, 09:20:55 pm »

Yup, I meant sapience. Plus they're zombie slimes. They're inherently hilarious and harmless.

1 scientist and 5 commoners then for 1500?

we have 110000 atm so we could get more.

I made it cheap because of the high mortality rate that seems to follow Bay12.
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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.

My Name is Immaterial

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Re: Dungeon Guild (TSG)
« Reply #58 on: August 05, 2014, 09:23:23 pm »

Stasis rune stat. We'll lob it at the rune giant and use our dead comrades as experiments for the resurection runes once they've been more perfected.
-1. We should only Stasis rune it if it gets out of hand. In the meantime, get all teams except for the one on Resurrection studying the creature. Translation is our priority.

3man75

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Re: Dungeon Guild (TSG)
« Reply #59 on: August 05, 2014, 09:54:20 pm »

He killed the entire research team and the clear guild.

An dath sounds like death to me. I think it's got out of hand but okay since we can get more people pretty easy.
« Last Edit: August 05, 2014, 10:11:41 pm by 3man75 »
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