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Author Topic: Dungeon Guild (TSG)  (Read 11174 times)

Cheesecake

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Dungeon Guild (TSG)
« on: August 02, 2014, 10:51:35 pm »

Thee kingdom of Realmland has long been besieged by the forces of Evil. The dark minions once terrorized the realm unchecked, pillaging and slaughtering the peasantry and laying waste to the towns of the Eternal King Richard III. These monsters could not be stopped, for dotted all across Realmland were dark, impenetrable fortresses of evil known as Dungeons, which evil creatures dwelt in. The armies of men could not clear them out with their weak weaponry, nor could they hide, for the Dungeons were everywhere and were endless in number. To end the blight on Realmland, Eternal King Richard cast a powerful cosmic spell that ripped the Dungeons from existence and cast them into another plane of existence. Realmland was safe from the dark terror forever, for every creature and worshiper of evil was banished along with the Dungeons.

The Dungeons were combined by some unknown force, an unforeseen side-effect of Eternal King Richard's spell. They became the Dungeon Tower, a fortress of endless length and depth, now separate from the mundane laws of reality. The denizens, driven mad from the spell and unable to sate their evil desires, went wholly mad, waging war with other dungeon creatures. As the eons passed, the weaker creatures were driven to the top, the entrance of the Tower, while the most powerful monster occupied the lofty Infinity Floor, the deepest floor of the Dungeon Tower. The evil forces grew and grew in the tower, but they could not cross to the mundane realm. Instead, the Tower appears in the sky of Realmland both day and night, yet even so the full length of the Tower cannot be seen.

300 years has passed since the creation of the Tower. Realmland has fallen into a deep poverty after both a plague, a drought and a famine hit the kingdom all at once. The Tower took away the evil of the world, but it also took with it treasure and gold. Eternal King Richard has sent a decree to many able men and women across Realmland to start the Guilds, companies of sellswords, scientists, explorers and builders, to raid the Dungeon Tower and return with riches. Three Guild types were formed: the Clear Guilds, charged with facing the brunt of evil that resided in the towers, the Arcana Guilds, whose duty is to discover and experiment the contents of the Tower in hopes of regaining lost magicks, and the Pathfinder Guilds, who scout ahead, mapping out the dungeon floor, the monsters, and the traps, easily considered the Guild facing the most danger.

Technology has vastly increased over the three decades of Eternal King Richard's rule. New ranged weaponry, such as arcane-rifles (known as arcrifles) helped Realmland easily conquer the other, more primitive kingdoms that opposed Realmland. Spells, once only able to be cast under the right conditions and by highly-trained sorcerers, are now mass produced as scrolls, condensed forms of arcane magic in special paper that can be used anytime. The most ambitious technological advancement Eternal King Richard has created was the Tower Gate, a one-way machine that brought anything from the human world to the Dungeon Tower. Thus the Guild Campaign was launched.

You have been given a permit by Eternal King Richard to set out at once and raid the Tower. The Eternal Bank has already provided you with what you need. Please fill out the form as soon as possible and give it to the Royal Messenger in your town.

The Royale Decree:

Guild Name: Thy guild's name.
Guild Type: Thy guild's type: (Each one will have a different playstyle)
  • Clear Guilds (you control a vast army of soldiers that fight against the endless hordes of Evil, and face the Bosses of each floor.)
  • Arcana Guilds (instead of combat you are charged with experimenting new magicks and technologies and finding out everything about the Tower)
  • Pathfinder Guilds (you control a smaller number of specialists, who head into new Floors before any other Guild to find out what monsters lie in wait, as well as mapping out the Floor and obtaining treasure)

Thy guild will receive due compensation when thou pass the Gate. Reinforcements shall arrive once every month. You are to arrive at the 23rd Floor (24th Floor if thy guild is that of the Pathfinder). Eternal King Richard II thanks thee for thy compliance.
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My Name is Immaterial

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Re: Dungeon Guild (TSG)
« Reply #1 on: August 02, 2014, 10:55:55 pm »

Guild Name: Tower-Com, or Dungeon-Com
Guild Type: Pathfinder

Salsacookies

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Re: Dungeon Guild (TSG)
« Reply #2 on: August 02, 2014, 10:58:49 pm »

Guild Name: Tower-Com, or Dungeon-Com
Guild Type: Pathfinder
+1
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Dermonster

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Re: Dungeon Guild (TSG)
« Reply #3 on: August 02, 2014, 11:03:48 pm »

Guild Name: Interstice Thaumaturgy
Guild Type: Arcana guild
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #4 on: August 03, 2014, 01:41:58 am »

Gonna wait for a few more votes until I get this up and running.
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Harbingerjm

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Re: Dungeon Guild (TSG)
« Reply #5 on: August 03, 2014, 01:44:17 am »

Guild Name: Interstice Thaumaturgy
Guild Type: Arcana guild
+1.
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Lyeos

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Re: Dungeon Guild (TSG)
« Reply #6 on: August 03, 2014, 01:46:50 am »

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TealNinja

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Re: Dungeon Guild (TSG)
« Reply #7 on: August 03, 2014, 02:08:32 am »

Guild Name: Interstice Thaumaturgy
Guild Type: Arcana guild
+1.

Would've wanted Clear, but since that's near impossible now:  +1
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BlitzDungeoneer

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Re: Dungeon Guild (TSG)
« Reply #8 on: August 03, 2014, 02:10:57 am »

Guild Name: Interstice Thaumaturgy
Guild Type: Arcana guild
+1.

Would've wanted Clear, but since that's near impossible now:  +1
+1
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #9 on: August 03, 2014, 02:47:07 am »

You fill out the permit, writing other, boring administrative details that aren't mentioned and head out of your home to meet with the Royal Messenger at the village hall. You knock on the wooden door, wait for a moment, then be welcomed inside. The Royal Messenger, who for a person of his title, wears more or less the same clothes you do. He brings you to his office were you have to write down even more administrative things such as the contracts for all your new workers. After an hour of boring managerial duties you get to the good part.

What doth thy Guild investigate?

  • Monsters (you experiment on captured monsters to see what their weaknesses are, among other things relating to monsters)
  • Arcana (you investigate the long-lost, mysterious magicks of the Dungeons and recreate them to be usable for the other Guilds.)
  • Gear (you design ever more efficient and stylish gear for the other Guilds, to increase their effectiveness and lifespan.)

Thy peasants are ready to do thy bidding. Assign them to their places.

50 medium-class commoners/10 specialists

  • Menial Staff (they maintain the machinery and tools, as well as cleaning up after the experiments)
  • Scientists (they do most of the experiments. Commoners make less than decent scientists than the trained specialists.
  • Assistants (they help the scientists in whatever they do. Commoners make good assistants, and even have a chance to be upgraded to scientists if they've been assistants long enough.)
  • Guardsmen (they protect the other workers in case something goes wrong. Commoners become men-at-arms and specialists become adventurers)

Through the grace of thy Eternal King, thou will receive a boon. Pick one.

  • Sped-up research (research time is decreased by one month, to a minimum of one month)
  • Multi-tasking (each scientist can research two subjects at any given time)
  • Diligent research (the final outcome of a project is upgraded a tier.)

After filling this out the guards will escort you to the Gate.
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BlitzDungeoneer

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Re: Dungeon Guild (TSG)
« Reply #10 on: August 03, 2014, 02:52:06 am »

Assign 20 peasants for the Menial Staff, 5 specialists to the Scientists, 10 peasants as Assistants, and the rest as Guardsmen.
We shall pick Diligent Research.
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TealNinja

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Re: Dungeon Guild (TSG)
« Reply #11 on: August 03, 2014, 02:54:13 am »

Arcana
Diligent research

Menial Staff: 1 specialist, 10 commoners.
Scientists: 5 specialists
Assistants: 30 commoners.
Guardsmen: 4 specialists, 10 commoners.
« Last Edit: August 03, 2014, 03:00:04 am by TealNinja »
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Harbingerjm

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Re: Dungeon Guild (TSG)
« Reply #12 on: August 03, 2014, 03:00:32 am »

Arcana
Diligent research

Menial Staff: 1 specialist, 10 commoners.
Scientists: 5 specialists
Assistants: 30 commoners.
Guardsmen: 4 specialists, 10 commoners.
+1
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #13 on: August 03, 2014, 03:26:23 am »

You sign the last papers in the Messenger's office before you are sent off in a carriage to the capital. It takes a few weeks but you finally arrive at the Outer Palace. Before you is the Gate, the cosmic, mysterious machine that transports you to another reality. You take your first step, slowly making your way to another world. You are at a loss for words when you enter the 23rd Floor. The ceiling is literally as high as the sky, and the horizon stretches forever. It's a wonder that they've managed to clear 23 floors. The dungeon is certainly artificial, made from some strange stone, but snow has covered the Dungeon even though there aren't any clouds.

You meet one of your scientists, who takes you on another carriage to your guildhall. It's a small place, but it's a decent place. There are five laboratories, a dormitory, a mess hall, barracks, and a storage facility. Your entire workforce stand before you, but most of them have a bored look to their face, eager to get to their actual jobs. Standing out from the crowd are four adventurers. One of them stands before you and shakes your hand. He stands taller than everyone here, encased in some high-grade armor.

"I am Duncan, my lord. I am the head of security. I swear to protect you and your assets with my life."

A women steps up, this one from the scientists, wearing a labcoat with a dataslate in hand. "I am Doctor Nera, my lord. We are ready to unlock the secrets of this tower, if you give us the word."

Another man greets you. He bears the royal seal. "I am the Messenger of this Floor. Once a month, you can request up to ten commoners or one specialist, or you can request for more specialized equipment from Realmland. I'll see you in a month, my lord."



You have five scientists to start research. You can research anything related to Arcana, such as developing new spells or creating magic items. One scientist can research one topic. Every ten assistants a scientist has, one month is reduced for the research time, to a minimum of one month. For every extra scientist is assigned to another scientist, the final result is upgraded a tier.
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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 #14 on: August 03, 2014, 09:28:33 am »

"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."
« Last Edit: August 03, 2014, 09:54:49 am by Dermonster »
Logged
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.
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