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Author Topic: The Deeps - A Game of Dungeon Ecology Turn 6: I can get no Satisfaction...  (Read 11146 times)

Prophet

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Re: The Deeps - A Game of Dungeon Ecology Turn 3: 6 Players
« Reply #105 on: November 20, 2014, 05:36:00 pm »

Snakemen.

Spawn 2 freshborn. 8 Hunt Ratmen.
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10ebbor10

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Re: The Deeps - A Game of Dungeon Ecology Turn 3: 6 Players
« Reply #106 on: November 20, 2014, 05:38:16 pm »

Tourg

Have tourg whelps fight to level up.


That doesn't work either. Whelps are reserve units. All they need is 1 food and 1 space to become yoing tourg'd. Incidentally, that's all you can do with them.
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tntey

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Re: The Deeps - A Game of Dungeon Ecology Turn 3: 6 Players
« Reply #107 on: November 20, 2014, 05:51:16 pm »

Have tourg young fight to level up.
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Re: The Deeps - A Game of Dungeon Ecology Turn 3: 6 Players
« Reply #108 on: November 22, 2014, 06:12:26 pm »

Bumpity bump~
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Mopsy

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Re: The Deeps - A Game of Dungeon Ecology Turn 3: 6 Players
« Reply #109 on: November 24, 2014, 05:57:58 pm »

All six players have posted actions, so it seems that we're waiting on the GM. Perhaps he's busy? Are you busy, Ghazkull?
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Ghazkull

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Re: The Deeps - A Game of Dungeon Ecology Turn 3: 6 Players
« Reply #110 on: November 26, 2014, 06:04:59 pm »


Turn 4: Tim's many brothers...and dead goblins

World Events

1. Indeed somebody came looking for Tim. Namely his Father and several of his brothers...your in some trouble.
2. The Goblins have been driven from the First Dungeon Level!
3. another mini-boss has risen among the Undead.



Ratmen

It seems its breeding season among the ratmen, seven more rats are born.
It seems also that the grown rats are migrating...is there a pattern evolving? More unsettingly the fungus does odd things with one of them and it seems to grow alarmingly more intelligent...
while half of your rats (or now one third) is migrating the rest i s being harassed by hunting freshborn snakemen, you lose eight rats to them

7 unusually Large Rats created
consumed four food from the stocks.
1 unusually large rat grew into a Ratman
7 Spaces claimed on Level 2
8 unusually large rats killed



Undead

More restless corpses rise from the mass grave and join your shambling hordes, which now possess a quite clever leader. Zalthrog sees the weakness of the Goblins and abuses it to plunder their hoards. Rich plunder is had and goblin young are very, very tasty indeed. Their young souls make for prime sustenance and on an even more positive side you almost assuredly erased the Goblins from this dungeons...well there are still a few remaining on the second level...but i doubt that they can be of any concern...


claimed 20 Space from Goblins
plundered 2 Food, 10 Magic
killed 80 Goblin Newborns and turned them into 80 Magic
obviously you dont get experience for killing babies...amusing as i find it.
10 Magic consumed from the stocks



Snakemen

two more freshborn hatch and immediately try to sate their hunger on rats. Despite their size and their almost poisonous bites, your freshborns bring back rich bounties...at the cost of many of their newborn brethren.

8 unusually Large Rats killed
5 Freshborn killed
13 Food gained
8 exp gained



Goblins

Your Goblins on the second level hang around and defend their territoy...meanwhile your entire breeding ground got eaten by Undead.
You are now without any resource to replenish your numbers. To survive one of your Goblins needs to grow into an Orc.

Gelatinous slimes

10 more Slimelings are spawned and move to claim territory on level 2.

10 Slimelings spawned
10 Space claimed on Level 2


Tourgs

Rampant cannibalism ensures that you now have 2 fully grown tourgs.

2 Young Tourgs killed
2 Young Tourgs grow into Tourgs.


The Dungeon

Level 1 Cave
Total Space: 100
Sustenance: 40 Food, 10 Magic
Heinrich, The Smith - Lvl 3
7 Tims Brothers - Lvl 2


Slimes
Claimed Space: 20
Food: 10/10 - Food that Replenishes each turn
Slimepool (70/90) (spawns slimelings on command) -Each Slimeling needs 1 Space and costs 1 Food to spawn

Ratmen
Claimed Space: 20
Food: 4/10
Stocks: 13 Food
6 unusually Large Rats Lvl 1 (0/2)


Snakemen
Claimed Space: 20
Food: 7/10
Stocks: 20 Food
80 Snakemen Eggs (turn into Freshborn)

2 Freshborn Lvl 1 (4/2) - ready to grow
1 Freshborn lvl 1 (3/2) - redy to grow

The Undead
Claimed Space: 40
Residual Magic: 0/10
Food: 10/10
Stocks: 2 Food ,85 Magic, 1 Gold
5 Goblin-Whelp Zombies Lvl 1 (0/2)
4 Zombies Lvl 1 (0/2)
9 Skeletons Lvl 1 (0/2)
1 Zalthrog Lvl 2 (0/3) - Iron Sword (+1)
1 Zombie Mini-Boss Lvl 1 (0/2)

76 Restless Corpses (turn into Skeletons or Zombies)


Level 2 Fungal Forest
Total Space: 46/220
Sustenance: 46/200 Food, 0/20 Magic

Ratmen
Claimed Space: 7
Food: 7/7
6 unusually Large Rats Lvl 1 (1/2)
1 Ratman Lvl 2 (0/3)


Goblins
Claimed Space: 9
Food: 9/9
4 Goblins Lvl 2 (0/5)
5 Goblin Whelps Lvl 1 (0/2)

Tourgs
Claimed Space: 20
Food: 20/20
Stocks: 5 Food
1 Young Tourgs Lvl 1(1/2)
2 Tourgs Lvl 1 (0/3)
89 Tourg Whelps

Slimes
Claimed Space: 21
Food: 0/21
1 Large Slime Level 10 (0/100)
20 Slimelings Lvl 1


OOC- INFO:


Reviving a Hero Corpse gives you additional Mini-Bosses.
And no you cannot prevent zombies from making more zombies. Thus you should keep a low zombie population. On the plus side tehy will be killed with priority over more valuable Denizens.
Zombies do not evolve however, if you kill a level 10 thingy with a zombie, you get a level 10 zombie...fun.
You cannot disassemble Large slimes.
And no you cannot keep them in higher levels, they will always strive to move lower and claim territory. However, they will not senselessly attack being in lower territories if there is no space. In such a case they will wait on the current deepest level in which you can control space. They will even jump dungeon levels if need be.
Different are however bosses and mini-bosses, they will always stay on their current territory, which makes them potentially immensely strong. That is why once a mini-boss graduates to normal boss, he gets his own little special level all for him alone. Territory from such a Boss-Level canot be taken without killing the boss. It basically is a nice little reward giving you a secure ecological niche from which you can venture forth.



« Last Edit: November 26, 2014, 06:11:49 pm by Ghazkull »
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Prophet

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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #111 on: November 26, 2014, 06:14:07 pm »

Snakemen.

Spawn five freshborn. Eight hunt ratmen.
« Last Edit: November 27, 2014, 11:10:01 am by Prophet »
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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #112 on: November 26, 2014, 06:33:22 pm »

Undead.

Since I wasn't aware of the lack of zombie evolutions. Can I have the Zombie Miniboss be converted into a Skeleton Miniboss named "Greeter"?

All: Attack The Heros.

« Last Edit: November 27, 2014, 06:38:45 am by Kevak »
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tntey

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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #113 on: November 26, 2014, 08:05:45 pm »

Tourg

Breed more tourgs

Pick of the heroes one by one.
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Nerjin

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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #114 on: November 26, 2014, 11:01:53 pm »

Welp... I'm out I guess.

Attack the zombies with EVERYONE
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Salsacookies

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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #115 on: November 27, 2014, 12:23:02 am »

Waitlist

Grendel: Come in three varieties. There are two normal types, and one special type

Brutes: huge, strong monsters who are decent at stealth. Goes into a berserk rage when music is heard, and loud noises can stun and hurt them. Very protective of Witches.

Witches: Feeble creatures with the ability to use strong magics. Tend to bond to one Brute, and support that one Brute, at the expense of anyone else. If the chosen brute is killed, goes into a death rage, and becomes stronger and faster than the Brutes, which lasts until the one who killed the Brute is killed. Always knows who killed its Brute, and becomes a tenacious monster. If hero procreates with Witch, all Witches leave the hero alone.

Dragons: A special Grendel, created by the procreation of witch and hero. Giant, flying reptilian beasts that breathe fire. Haunts the hero who procreated with the Witch, and sabotages anything the hero attempts and kills those he tries to save and protect. Its weakness is the heart that lies in its neck. If the weak spot is attacked, it is killed instantly.
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Playergamer

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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #116 on: November 27, 2014, 12:24:23 am »

((So, big daddy, little sister, and DRAGON.))
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Salsacookies

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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #117 on: November 27, 2014, 12:26:34 am »

(( Pretty much, didn't think of that when I made this though. got my ideas from the Beowulf movie ))
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kj1225

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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #118 on: November 27, 2014, 12:46:56 am »

(( Pretty much, didn't think of that when I made this though. got my ideas from the Beowulf movie ))
((I fucking knew it!))
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10ebbor10

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Re: The Deeps - A Game of Dungeon Ecology Turn 4: Dead Goblin Babies
« Reply #119 on: November 27, 2014, 02:04:14 am »

Why didn't my already existing slimes capture any terrain? I'm certain I ordered them to do so.

Question : In combat in which multiple unit types of either side are involved. Which goes first? I'd very much prefer it  to be the stronger units, because otherwise my Large slimes have no purpose whatsoever.

I mean, in that case they're unit sinks, which are ineffective in claiming terrain, ineffective in defense, ineffective in attack, and ineffective in anything else they try. I would very much prefer if we could thus decide the order in which defending and attacking units are matched against enemy forces.

Quote
Now in which case will battle not be simply one-on-one? That is in cases where either the creatures have a trait in which they cooperate (read fight as a cohesive unit) for example the Tourgs, or in which a Mini-Boss or Boss is leading the hunters/defenders. In which case each fellow monster will give a bonus of +1 to their fellow brethren(Mini-Bosses give +2, Main Bosses each uniquely depending on their traits).

Can you clarify this?

Am I to understand that each of Kevak's zombies will attack with 32+1d6 attack? 31+2d6 for Zarthos? Because in that case, he might actually kill a gaint slime. In which case, all of us are dead.


Question: In case of an attack, there's a 66% chance a unit is interrupted in what it was doing. Is that a chance per attacking player, or just once in total. In addition, how much units can each attacking unit disrupt?

Question: Kevak's zombies need souls as sustenance. At no point in the game have I seen him gathering souls. Why are they not starving? He should have lost his 6 zombies on turn 3, thereby ensuring that he failed to capture all the goblins terrain on Turn 4.

However, it appears that contrary to the description in the OP, zombies can survive on magic after all, without any ill concerns ?
« Last Edit: November 27, 2014, 12:18:33 pm by 10ebbor10 »
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