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Author Topic: [ISG] Dungeon Defiender  (Read 9375 times)

Urist Mc Dwarf

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Re: [ISG] Dungeon Defiender
« Reply #30 on: September 23, 2014, 02:33:59 pm »

The Pass!

Mr. Strange

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Re: [ISG] Dungeon Defiender
« Reply #31 on: September 23, 2014, 04:07:27 pm »

The Pass it is! BLOOD FOR THE BLOOD GOD!
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Then you get cities like Paris where you should basically just kill yourself already.

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ShadowHammer

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Re: [ISG] Dungeon Defiender
« Reply #32 on: September 23, 2014, 07:33:44 pm »

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Weirdsound

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Re: [ISG] Dungeon Defiender
« Reply #33 on: September 23, 2014, 08:10:58 pm »

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escaped lurker

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Re: [ISG] Dungeon Defiender
« Reply #34 on: September 24, 2014, 05:04:51 pm »

A good deal of the next turn is start-up work, like pixeling some symbols, alotting stats and abilities to the creatures, crunch-testing what little economy there will be and somesuch. As such, it takes a bit more time than I easily have on my hands right now. Expect the proper turn either tomorrow or friday. Either way, enjoy a small interlude for now, which also will mention some mechanics of the game~


Spire of Evil, Seat of the High Council of the Forces of Evil
About everywhere whitin


You consider the choice at hand very carefully, even asking around for second opinions on those options that seem preferable to you. A full day of those inquiries later, an annoyed Rhiannon claims to have run the whole length of all the spire's pathways combined, but to her luck by that time you already know which lands and place seem most preferable to you.


Slosud Highlands, the Mountain Pass is your final decision, one that lifts the mare's already considerably high spirits exceptionally - and off she gallops to tell her family that you agreed to go hunting pegasi there. For the record, you never did agree to it in any way, but with the offer she brings back, you might as well do so retrospectively.


Quest: Foul Windriders
Marelord Sleipnir has been informed about your choice by his grandniece, and is willing to pay a bounty for each Pegasus that you, your troops, or your intermediate actions are able to kill. He will either do so in a fair amount of gold, or a copious amount of food fit for storage, according to your own convenience. He further mentioned that, should you prove able to kill half a hundred of them in two years, such an action would be worthy of his respect. Only Rhiannon is trusted well enough by him to hand in said bounties, and while this offer thus is only valid as long as she stays alive, you'd have greater problems to worry about than not getting the promised bounty from the high fiend should she die.


The following few days until the yearly council meet, is filled with you gathering funds, calling in favours, yes, even shaking down a few acquaintances. You also go around trying to win over some troops for your cause, with your opinionated mount sporting her fancy saddle for those occasions. Since you becoming a fiend, she has actually become eager to do so, entrusting her back only second in honour to becoming one herself the clear motive behind this change.

~

As expected previously, you would be able to get goblins by the dozens, and you do so, with even some of their warriors aligning themselves to you. As is usual, their less military capable brethren will build the bulk of your expedition, and do the grunt work around your realm.
Goblins – All Requirements met

Gaining the allegiance of some direbat hunters is also an easy task, at least after you have dined and spoken at length with one of their more influential matrons. She also points out that her children are of fine hearing, and will plainly leave if you can't provide a fitting place of rest for them in due time.
Direbats – Requirements met, Will need a bat cave.

Asking the only duergar eligible to grant such a request,  Underking Dumat Rigôthfikod, proves far less fruitful. You get the distinct feeling that this is not the first time that he has heard words such as yours, nor that it is the first time that he has given this reply. "Until you have proven yourself worthy of my warriors, or in possession of a decent, honourable mind, I can't let my brethren go into your service without suffering a guilty conscience..."
Duergar – Require greater Influence or Prestige, Would also need dwarven facilities

Being a watcher yourself, you know about the needs of your people – and that you won't be able to meet them that easily. You do manage to pick up four disciples of yours which have attained the rank of acolyte, and enough necessities which all of you might need for a full year. This mostly boils down to books, you confident to sate their thirst for more magical power by managing their further reading, and the odd hour of teaching – both of which won't take too much of your time with only four of them.
Watchers - 4 of them for one year, Would need multiple facilities that you will remember before then~

As for races which would consider themselves above you, the minotaurs have taken a liking to you worshipping cruel armok, but will require to prove your mettle in real combat first. The Night-Mares already imposed a condition on wich you could gain their respect, with anything higher even further out of your reach for the time being.
Others - Require greater Influence, or fulfilment of special conditions




Spire of Evil, Seat of the High Council of the Forces of Evil
Threefold Hall, Yearly Grand Meeting of the High Council of the Forces of Evil



It is but the second time that you are able to attend the “Yearly Grand Meeting of the High Council of the Forces of Evil” - most just call it the “Grand Council”, really – but it is as eventful as the first.
It is held in the threefold hall, with an area for each of the three classifications. You are seated underneath a dark overhang, like the rest of the subterranean denizens, the aerials are roosted to the quite less dark walls beside, and the aquatic creatures have placed themselves in the brackish pools that cover the rest of the area.
It is, indeed, a grand council, and if only for the number of attending fiends, councillors and their advisers. For that matter, it was in that later position that you first were present here, and this time it is Rhiannon who fulfils the same position to you.

Over the course of the day, themes are brought up in a dizzying speed and fashion, but as those of name and rank within the diverse factions already have held council about all of them, they are decided quickly, with only four minor arguments arising throughout the whole day.
Your own admittance to being among the fiends, is also among these themes, but not met with any splendour. Half a minute is allotted to it, most of which is spent by you reciting some kind of old oath of allegiance that only the dragon races still really care about. Or not, as you have seen one of them yawning while you spoke.
At the end of it though, an aide to one of them beckons you closer. While standing up to your chin in salty water, he recites the task which his master has in mind for you.



Quest: Hydra's Ire
Swamplord Surgescale, Councillor, is upset that the pass was chosen, as this dooms the lizardkin who worship him in the delta nearby to being – his words – "corralled in by enemy forces". Unless you want to fail the adolescent water dragon, he has ordered you to deal a blow of some kind to both fae and humans before the year ends, so that they aim their military efforts at you instead. He was quite blunt in saying that he does not care how much damage you deal to them, but simply wants you to give him enough time to either strengthen, or plainly resettle his faithful. There was no mention of a possible reward, so you presume he thinks his favourable opinion of you will be enough incentive.

~

Spoiler: Current Quests (click to show/hide)
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Weirdsound

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Re: [ISG] Dungeon Defiender
« Reply #35 on: September 25, 2014, 12:38:37 pm »

Quick suggestion while still at the meeting; Talk to the Goblin Leaders who have agreed to support you, and ask if some of the men they send could be trained Snatchers. Stealing some babies and children would likely be a fairly effective means of provokeing the humans and fey for the Hydra once our defences are ready.

Edit: Also, while at the meeting, look into the location of Evil or Neutral Sites close to our own that we may be able to trade with, and what they might be able to provide. Knowing what we need to make ourselves, and what we can buy, will be important for determing what we need to build/do in the early game. Idealy, I'm thinking we can set up an industry or two, focus on building our defenses, and Kill Centaurs for gold to import whatever else we may need early on.
« Last Edit: September 25, 2014, 12:45:23 pm by Weirdsound »
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Angle

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Re: [ISG] Dungeon Defiender
« Reply #36 on: September 25, 2014, 03:25:44 pm »

I second the snatchers, that'll get them up in arms real fast.
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Urist Mc Dwarf

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Re: [ISG] Dungeon Defiender
« Reply #37 on: September 25, 2014, 06:22:25 pm »

In addition to goblin snatchers, consider the possibility of direbat snatchers or thieves. Also, ask the hydra if we could get some lizardkin if we need them.

Angle

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Re: [ISG] Dungeon Defiender
« Reply #38 on: September 25, 2014, 08:30:49 pm »

I'm pretty sure the answer is no, we can't - he thinks they'll be busy defending their own settlements, and he's rather annoyed with us for our choice of starting location, anyway. Maybe he'll agree to it if we succeed at drawing aggro.
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Parsely

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Re: [ISG] Dungeon Defiender
« Reply #39 on: September 25, 2014, 10:10:07 pm »

PTW
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evilcherry

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Re: [ISG] Dungeon Defiender
« Reply #40 on: September 25, 2014, 11:21:37 pm »

Not sure if snatchers is the best way to do things; They are not smart enough to turn human and fey suspicious of each other.

Unless we have build up our defenses fast enough to tank all these, and that means we have to build real fast.

Draft an army, all able bodies welcome. Head out.

Mr. Strange

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Re: [ISG] Dungeon Defiender
« Reply #41 on: September 26, 2014, 05:10:13 pm »

Not sure if snatchers is the best way to do things; They are not smart enough to turn human and fey suspicious of each other.

Unless we have build up our defenses fast enough to tank all these, and that means we have to build real fast.

Draft an army, all able bodies welcome. Head out.
+1.
Scouting out humans and fay is okay and if there are any opportunities we can hit them with all we got and get good rep with councillor rudescale, but if they have their guard up we'll just get another enemy for nothing.
Also, we need archers/fliers to take down pegasi, recrute all dierebats we can and prioritize building bat cave.
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Then you get cities like Paris where you should basically just kill yourself already.

You won’t have to think anymore: it’ll be just like having fun!

escaped lurker

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Re: [ISG] Dungeon Defiender
« Reply #42 on: September 27, 2014, 05:31:08 am »

Well, here we go. We still lack symbols for the goblins, and tiles for buildings. Well, soon.


Spire of Evil, Seat of the High Council of the Forces of Evil
Threefold Hall, Yearly Grand Meeting of the High Council of the Forces of Evil


Not all that against stirring up trouble for the dominion forces, you decide to at least give it due consideration. Still, getting those lizards to help would be of benefit, and you tell as much.
"I will see what can be done. Actually, having allies in the area – informal though they may be – is also in my interest. Is there any way that I could contact those Lizardkin of yours?"

The aide actually clicks his tongue at this, but gives a questioning look at his master. The later draws back the head with which it was listening into your conversation, and a short talk among three of its available heads occurs – most of the others already occupied elsewhere. After a short while one of the trio settles back in, and whispers something into the ear of his aide, which promptly speaks up afterwards.

"My Lord has a jörm agent take care of the kin while he is unavailable. Sport his flag at the entrance to the delta, and he is bound to notice. "
Leaning in closer to you, he whispers with a good measure of venom in his voice. "Don't you dare to waste his time though, "High Cleric" – he already has a war to fight!" Leaning back out, and the deep one shoos you away with one of the sweetest smiles you have seen on that day.
Slimy Bastard.


Sidequest gained: Meeting the Kin

"What did that hydra want, mistress?" You stare at the repeated offender in slight annoyance, until she corrects her speech. "… your... your holiness?!"
Rolling your eye at her, you go back to your place in the subterranean area. While thinking about if and how to get humans and fae on your case, enslaving some of their brethren immediately comes to mind.
Somehow.

While the forces of evil do employ slaves and slavers, the later either use overwhelming force to surround and capture their wares, or magical means, more often not inherent to their species. For those later means, Rhiannon would joyfully agree, as for force, well, time will tell if you were able to acquire enough troops for such tactics.



~

Slosud Highlands
Turn 1

The Caverns of Armok's Chosen
200 Gold 350 Food

Forces:
2 Fiends
20 Troops
36 Populations

Income & Consumption:
-78 Food, +23g Gold
Spoiler: In Detail (click to show/hide)
Spoiler: Current Quests (click to show/hide)


The trek to your realm-to-be is mostly spend underground, through natural caverns, abandoned remains of civilisations long past, and ones forsaken more recently. Quite more recently than you would have liked, truth be told – a goblin stead you wanted to visit for resupply has been razed from the map. Elven handiwork, or so you deduce based on some of the remains.
Speaking of things left behind, while you try to take even the stragglers with you, as usual, the caverns do take some. A calculated loss.

One week from your destination, you are forced to leave the homely dark for the surface world – the caverns which undoubtedly would bring you closer still unexplored and possibly home to dangers you are not ready to face just yet.
Forging along the coast, you do not run into any trouble, and soon enough the range bordering the plateau comes into view. A few days later, you have scouted any possible choke-holds that the pass might hold, ultimately deciding on the most promising one.



The rockbed is a fair bit more strong than to be easily workable, but with dwarven tunneling teams, this might even come as a blessing at some point in time. For the time being, the goblins camp in tents or under the sky, with the direbats having found a windstill overhang nearby, but both measures are only bearable temporary. Being out in the bright open over half of the time, is already sapping at everyones spirit.

After planning the tunnels, and instructing the goblins on what to do, you settle into your improvised study. While you brought a good amount of gold and food, you are a bit worried if the provisions will hold, but until now everything goes according to plan.
Your musings are suddenly interrupted by Rhiannon, carrying three scrolls in her arms. As bureaucracy would dictate it, you are to be represented with propositions from your populace each week, and as it is further dictated, only the three best will make it.
They are also anonymous, giving them a more serious note at times.


"That... was quick. I was not aware we were already doing this."
Snatching the scrolls from the – currently – girl, you break the waxen seals on them, reading them in turn.


Mission Time

Proposition I – Rumoured Sightings
There are Pegasi rumoured to hide in the eastern mountains. Let's scout for them, before they become a problem. Military Action.

You gift the mare a small glare. This has to be her proposal, all right.

Proposition II – Threat from above!

We heard rumours from flying horses, supposedly in the western mountains. I would feel safer if we would take care of them. Military Action.

You gift her a second glare, this time a fair bit longer. Comparing the documents, both of them were clearly written by the same person, and in a feather you know quite well by now.  It would seem your second has taken some liberties. Once again.

Proposition III – Hunt for Pegasi
Ri~p

You gift the mare a third, long, stern glare, while you slowly rip the third parchment into pieces without reading it, before throwing it into the nearby fire. The other two are given the same treatment, before you speak up in a nonchalant tone. "So, no proposals as of now, I take it?"
"You just burned all of them...", she answers, clearly huffed at your behaviour.
"Well, they all were from the same person. Also, going out hunting will leave the civilians defenceless. Stop wasting my time."
Rhiannon puts up her best pout, and leaves the tent while aww-ing. But really, there is no sensible action to take this week besides letting the soldiers stand by on guard duty.

No Missions for this week.


Each Turn is one week long. Multiple Populations can work on the same building, working in the same building is normally restricted to one populace though.
Spoiler: Buildings (click to show/hide)

So.. this post is still a bit bare bones in the system department, but will get the point across. The grid goes up to Y19 and X30, but two numbers did not fit underneath, so I have faith in your ability to deal with that little inconvience. Each building fits into a single, fully cleared tile. Each tile is also able to fit 10 Units, but unless you want to make multiple staging points inside the caverns, this will rarely make an appearance.

I thought about the topic of taking prisoners even before posting the opening post, and combat abilities about that are already in. Still, getting a few remaining enemy troops to surrender / taking them as slaves by force, is not really what you seem to be aiming for, but neither would I want snatching as an economy kind of job. So, military missions? Go knock yourself out. Eh... the enemy, I mean.
...Y'know what I mean.

Also, if you want Acherza to have a slightly different colour from the "normal" watchers, do say so. Or rather, your opinion please ;3
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tryrar

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Re: [ISG] Dungeon Defiender
« Reply #43 on: September 27, 2014, 05:51:59 am »

Start tunneling west from x11y14, eventually going about 7-8 tiles in. Put half the goblins on this, and see if we can invoke an unholy blessing of strength and stamina(in exchange for the ones so "blessed" constantly feel as if they were being lashed, giving a bit of an impact to morale). Meanwhile, half of the remaining goblins work of a couple outdoor farms, and when completed make sure they are manned. The remaining workers will come in behind the diggers and start digging side tunnels to build bat caves and goblin camps in.

As for our warriors, we'll have them escort us to the Lizardkin and introduce ourselves to our neighbors/erstwhile allies. Contact the agent, go through the polite greetings, and see where he is pressed most and see if we can pull some pressure from him.
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Worldmaster27

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Re: [ISG] Dungeon Defiender
« Reply #44 on: September 27, 2014, 07:20:06 am »

Start tunneling west from x11y14, eventually going about 7-8 tiles in. Put half the goblins on this, and see if we can invoke an unholy blessing of strength and stamina(in exchange for the ones so "blessed" constantly feel as if they were being lashed, giving a bit of an impact to morale). Meanwhile, half of the remaining goblins work of a couple outdoor farms, and when completed make sure they are manned. The remaining workers will come in behind the diggers and start digging side tunnels to build bat caves and goblin camps in.

As for our warriors, we'll have them escort us to the Lizardkin and introduce ourselves to our neighbors/erstwhile allies. Contact the agent, go through the polite greetings, and see where he is pressed most and see if we can pull some pressure from him.

+1
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