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Author Topic: Dungeon Guild (TSG)  (Read 10969 times)

Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #120 on: August 08, 2014, 06:48:02 pm »

Rune lexicon requests:
Spoiler (click to show/hide)


> Summon some gorillas, order them to suicide, turn them into zombies.


> Try covering rat skeletons in armor plating and resurrecting them, goal being zombies that can function inside a furnace.

Some of these runes break the cosmic laws, which in-game functions like the Tower's equivalent of the laws of physics (but different from mundane laws). Basically all magic, runes, scrolls and potions, as well as magic items follow the cosmic laws:

I. Infinity must end. There is no infinite energy or ammo.

II. The Soul was, is, and always will be. Souls cannot be created or destroyed, but they can be altered, transferred, corrupted or purified.

III. Reality follows suit. Matter and energy, like souls, cannot be created or destroyed.

These are the three basic cosmic laws (mostly because some runes are too OP.) There are more but they aren't relevant right now.

I'm gonna work on the post now.
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3man75

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Re: Dungeon Guild (TSG)
« Reply #121 on: August 08, 2014, 07:00:13 pm »

yay for update :)
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #122 on: August 08, 2014, 08:06:09 pm »

August, Year 1

"All right boys, I've got a new set of orders for you all. Turns out that our giant friend is literally the reincarnation of a god of runes. To those who decried my decision: Nener. Nener nener. Gentelmen we now have the world at our fingertips and I intend to use it!

I've passed around a list of new things to test. Size changers, speeder uppers, teleporters, a few other things. One team will be working on how to make these damn things work without having to touch them too. We've literally got approval by god so I'm not sure if that makes us paladins or priests or whatever, but get going. We have to resurrect his wife at some point too. Den Smithson out."

You've hired eleven bards to try to communicate with Dath. Surprisingly it works. In a sense. They have to memorize each line, the perfectionist bastards they are, but it works nonetheless. Dr. Nera gets fed up with them and resorts to just writing runic. She keeps them around to play some music, though. Dath's new body has grown increasingly larger, now filling most of the lab.

"Malal, I would like to request a hokah, a new home. I am too large for this tiny room." Dr. Nera doesn't suggest letting him out to the world, but the storage bay is large enough for him right now if you moved the stock runes away.

You set scientists to create new types of runes. Dath explains the creation of new runes, that the runic language is set and no new words can be created, but they can be altered and the meanings can be changed. The first team starts working on a size changer, which they base on the alteration rune. They can make things bigger or smaller; making it bigger makes the object hollow and more brittle, while making it smaller makes it denser and heavier. They'll take four months to finish the rune.

The second team bases a rune on the speed rune, except making it work on objects other than living things. They make a good start, making the water dispenser pour water much faster than before. The problem is it doesn't stop until the rune is taken off the water dispenser. They try to find a way to deactivate it without having to break it. Due to the flooding of water in their lab their notes and files have been soaked, so they need six months to be able to show off their product in working order.

The third team works on the teleportation rune, which you already know how to make. They try to improve it anyhow. They successfully make it so that the teleportation rune can teleport you anywhere in your mind that is a real place and you've already been to before! They just need another month to finalize it.

Another team tries to summon runic gorillas, instead getting runic rabbits. They are not deterred and command the runic bunnies to commit suicide. They do not obey, however they don't struggle when the scientists kill them themselves. They use a resurrection rune on the runic rabbits' corpses, but upon doing so they crumble into dust. Seems you can't resurrect runic creatures.

The remaining scientists try to figure out a plan to bring back Dath's wife. They don't know how exactly since they created Dath by accident using the chaos rune. Their best bet is to try again, but that could end up horribly. They leave it up to you, whether to let them use another chaos rune or let the scientists work until they figure it out.

"We should just use it. What's the harm in a little science? I mean, we have a bunch of weaponized runes and stasis runes in case anything goes wrong," Dr. Nera says.

Duncan glares at her. "11 good men and women died the last time we used the chaos rune. It's too random, too dangerous! We should just rip out the chaos rune's page from the Lexicon and be done with it!"

"Don't listen to this frightened baby. This is your head of security?"

"Don't toy with me little girl."

"Enough! Outta my office you two, I need to think about this." As you sit back down in your office, your secretary hands you a jar of honey and the 23rd Floor News.

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)
« Last Edit: August 08, 2014, 11:59:49 pm by Cheesecake »
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Dermonster

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Re: Dungeon Guild (TSG)
« Reply #123 on: August 08, 2014, 08:10:45 pm »

It's a bit vague on what available actions we have and how we can allocate our resources.
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The Froggy Ninja

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Re: Dungeon Guild (TSG)
« Reply #124 on: August 08, 2014, 08:37:51 pm »

Do we have clairvoyance runes? Also you didn't update the research.

Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #125 on: August 08, 2014, 09:31:50 pm »

Whoops. Getting on that.
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3man75

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Re: Dungeon Guild (TSG)
« Reply #126 on: August 08, 2014, 11:18:12 pm »

Flames usually kill insect nests right?

Maybe we should hire a new scientist to do that. Or switch on out?

Alteration runes sounds like the one I'd switch out personally.

Also ask for more of this delicious honey to eat.
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #127 on: August 08, 2014, 11:56:54 pm »

It's a bit vague on what available actions we have and how we can allocate our resources.
Well, you have to decide whether or not to use the chaos rune. The giant wants a home big enough for him. You can use your Cor to buy more equipment, expand your guildhall, hire guards and scientists, etc. Plus you can do whatever you want with the magic honey they've given you.
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Dying of laughter?
Dying of pure unbridled hatred, actually.

Beneviento

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Re: Dungeon Guild (TSG)
« Reply #128 on: August 09, 2014, 12:32:42 am »

Ask the giant about the honey, if he knows what it is, what it does, etc. Possibly feed some to him. Also ask him how he and his wife were created. Otherwise, hire as many more specialists and commoners as the others think is a good idea.
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Dermonster

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Re: Dungeon Guild (TSG)
« Reply #129 on: August 09, 2014, 12:37:16 am »

I don't think the giant will know anything about the honey. He's a god of runes, not bees.
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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.

Beneviento

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Re: Dungeon Guild (TSG)
« Reply #130 on: August 09, 2014, 02:30:27 am »

That said, he is a god, and thus probably has more information than we have in general. It can't hurt to ask.
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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

My Name is Immaterial

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Re: Dungeon Guild (TSG)
« Reply #131 on: August 09, 2014, 02:31:32 am »

Have we been sending the teleportation runes to the Clear and Pathfinder guilds?

Harbingerjm

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Re: Dungeon Guild (TSG)
« Reply #132 on: August 09, 2014, 02:51:21 am »

Plus you can do whatever you want with the magic honey they've given you.
Inject it into oursomebodies veins!
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Cheesecake

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Re: Dungeon Guild (TSG)
« Reply #133 on: August 09, 2014, 04:28:22 am »

Have we been sending the teleportation runes to the Clear and Pathfinder guilds?
You can by next month.
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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.

Armok

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Re: Dungeon Guild (TSG)
« Reply #134 on: August 09, 2014, 01:02:02 pm »


More on new runes:
Spoiler (click to show/hide)
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