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Author Topic: You are a Dungeon  (Read 48961 times)

FallacyofUrist

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Re: You are a Dungeon
« Reply #675 on: August 24, 2015, 02:40:56 pm »

my mind protests that this fight is pretty much hopeless for us.

We bunch all of our minions up in the heart chamber. Except one zombie, who we communicate with the adventurers through, pleading with them not to attack. Or something.
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pikorge

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Re: You are a Dungeon
« Reply #676 on: August 24, 2015, 03:40:53 pm »

my mind protests that this fight is pretty much hopeless for us.

We bunch all of our minions up in the heart chamber. Except one zombie, who we communicate with the adventurers through, pleading with them not to attack. Or something.
Personally, I think we can take them as long as we can sneak attack to weaken them first. Let's say we use our advantage to take the strongest out first, wich is probably the magic guy.
Preferably by shooting 4 arrows through his skull.
« Last Edit: August 24, 2015, 03:42:45 pm by pikorge »
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Re: You are the evo ape.

Twinwolf

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Re: You are a Dungeon
« Reply #677 on: August 24, 2015, 05:35:13 pm »

my mind protests that this fight is pretty much hopeless for us.
I don't think that the guild would send super-powerful adventurers against a fledgling dungeon that's killed what, 15 people from some backwater when their time is better spent going into endless labyrinths to learn the secrets of the universe/ find 4 world-saving crystals/ or whatever else they could be doing.

And besides, since when has diplomacy ever worked for the bad guy in the end?
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
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FallacyofUrist

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Re: You are a Dungeon
« Reply #678 on: August 24, 2015, 06:05:20 pm »

Read the Evil Overlord List on TV Tropes.
~~~
From him you can faintly feel some kind of vast mana pool within ...

Vast. We're a magical Dungeon Heart with incredible power, and we consider his power vast. Moreover, it's so vast that we can feel it from a distance.
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adwarf

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Re: You are a Dungeon
« Reply #679 on: August 24, 2015, 06:09:08 pm »

From him you can faintly feel some kind of vast mana pool within ...

Vast. We're a magical Dungeon Heart with incredible power, and we consider his power vast. Moreover, it's so vast that we can feel it from a distance.
You can feel it because he's in your Domain, and its vast compared to yours yeah. Your pool of mana is literally your DP, all of your methods to interact with the world (currently) rely on using that mana turned into DP to wield your power :P

But yeah I will clarify, he isn't anywhere near the World Sage.
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Twinwolf

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Re: You are a Dungeon
« Reply #680 on: August 24, 2015, 06:11:06 pm »

Read the Evil Overlord List on TV Tropes.
~~~
From him you can faintly feel some kind of vast mana pool within ...

Vast. We're a magical Dungeon Heart with incredible power, and we consider his power vast. Moreover, it's so vast that we can feel it from a distance.
"Vast mana pool" could also mean that he can just cast a crap ton of spells, not that those spells are super powerful.
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Sigtext!
Of course, Twin is neither man nor woman but an unholy eldritch abomination like every other Bay12er. The difference is they hide it better.
Quote from: Caellath on IRC
<Caellath>: Twinwolf, your thirst for blood has been noted.

FallacyofUrist

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Re: You are a Dungeon
« Reply #681 on: August 24, 2015, 06:36:48 pm »

"Fireball! Fireball! Fireball! Fireball! Double Fireball! Fireball Salvo! Fireball! Double Fireball! Ad Infinium Fireballs@ Dungeon Heart! FIREBALL!"

They don't need to be super powerful if there's enough of them. See More Dakka.
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fillipk

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Re: You are a Dungeon
« Reply #682 on: August 24, 2015, 06:52:43 pm »

+1 negotiate but maneuver minions into position
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evilcherry

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Re: You are a Dungeon
« Reply #683 on: August 24, 2015, 07:20:02 pm »

From him you can faintly feel some kind of vast mana pool within ...

Vast. We're a magical Dungeon Heart with incredible power, and we consider his power vast. Moreover, it's so vast that we can feel it from a distance.
You can feel it because he's in your Domain, and its vast compared to yours yeah. Your pool of mana is literally your DP, all of your methods to interact with the world (currently) rely on using that mana turned into DP to wield your power :P

But yeah I will clarify, he isn't anywhere near the World Sage.
Our Mana is currently Zilch so anything will be vast.

DAPARROT

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Re: You are a Dungeon
« Reply #684 on: August 24, 2015, 08:20:23 pm »

+1 negotiate but maneuver minions into position
+1 position should be surrounding them with arrows pointed at the mages head
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I should probably introduce the actual plot soon
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TheBiggerFish

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Re: You are a Dungeon
« Reply #685 on: August 26, 2015, 10:20:42 am »

Remember the backstab!  We should have the ranged forces up against something or on top of something such that that rogue can't get at them.
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adwarf

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You are a Dungeon
« Reply #686 on: August 29, 2015, 09:25:39 pm »

Day 15, Part 3
With a plan decided you send the three zombies to meet with this group of intruders head on while you split your skeletons into groups, and have them move around to the side in order to flank them. You archers do the same, and break into two groups to pin the three adventurers in-between their arrow fire. As your minions close in on these invaders the warrior quickly takes notice of the closing zombies, and before they can get in an attack the warrior's aura shifts from his body to condense on his greatsword causing it to grow a deep crimson.

With a shout he waves the blade towards your zombies, and a crimson energy blade launches itself from the greatsword before expanding to around seven foot in length. The crimson blade easily cuts two of your zombies in half before carving a chunk out of the third's torso. Somewhat disgruntled at this act you order the archers to open fire on the mage, and a torrent of arrows begins to fly at the expressionless figure though the effect is quite different than what you expected. While a few of the arrows do manage to harm him there are some that shatter as the mage's robe suddenly becomes rigid to stop them from harming its wearer.

The battle underway, your skeletal warriors pour in from either side. Four of them join Captain Bones in pinning down the warrior while the last one breaks off to attack the seemingly defenseless thief, but just before the spear can connect the thief disappears before appearing again behind the now wide open skeleton. With a roar the thief stabs his knives into the skeleton's neck sending his skull crashing to the ground along with the rest of the now motionless corpse.

As another volley of arrows impacts against the mage he suddenly lurches into action, and begins to spin his staff in front of him with a somewhat strange speed. With every turn a dark red outline begins to condense until finally a circle appears before the mage which begins to fill in with ancient runes just as a similar circle appears over one group of your archers. Before you can order them to retreat numerous fireballs begin to rain down from the floating magic circle destroying three of your bow wielding skeletons in an instant.

Seeing the threat the mage holds you order two skeletons to break away from the warrior, and deal with the mage before sending the bats swooping down from the skies to keep the poor fool busy. In moments the mage in overwhelmed by the new arrivals, and falls to the ground covered in arrows and spear wounds. It's at this moment that your attention is pulled elsewhere as you sense a great danger to your Captain Bones.

Watching the warrior's fight you notice him chop the last of your zombies in half as a layer of crimson armor forms around his body to deflect the blows of the skeletons gathered around him. Smirking the mysterious fighter jumps back as the crimson armor disperses to reform the crimson light on his sword. With a roar he slashes forward, and another blade of energy begins to strike towards the Captain Bones and his two guards. Sensing the danger the Captain had broken into a run as the other two stood their lifelessly.

You watch somewhat amazed as the Captain Bones leaps over the crimson blade and then rolls forward to jam a blade through the warrior's chest while the former guards are chopped in half by the energy blade. Coughing the aura clad warrior attempts to grasp for his would-be killers throat, but falls limp as an arrow penetrates his head.

By the time the warrior is dead the battle has ended, the thief had managed to kill one of the bats and attempted to flee only to be turned into a pin cushion by your archers. At this moment you sense a change in several of the surviving skeletons, the three bow users who had killed the adventurers to be precise. Turning your attention to them you find they've changed completely, their bones have turned a pure white and grown thicker, and you notice their stance while wielding the bow has shifted to seem more ... experienced almost.

Skeleton has evolved into Skeleton Archer.
Skeleton has evolved into Skeleton Archer.
Skeleton has evolved into Skeleton Archer.

One giant bat, three skeletons, and three zombies were slain.
Three skeletons, and their equipment were burnt out of existence.

Three adventurers were successfully slain.

Requirements Met, Skeleton has Evolved: Undead Minions II unlocked.
Requirements Met, a Thief was slain: Trap Creation I unlocked.
Requirements Met, a Thief and Mage were slain: Magic Trap Creation I unlocked.
Requirements Met, an adventurer party was seen and Item Analysis I owned: Basic Creature Analysis unlocked.
Requirements Met, a Mage was slain and you are capable of creating undead minions: Undead Spell-casters.
Requirements Met, possess Surpass Death: Second Seed unlocked.
Requirements Met, possess Surpass Death: Hymn of the Banshee Unlocked.
Requirements Met, GM was amused by the Batroom: Batroom Bears ... is that a Bat? unlocked.
Requirements Met, seen magic performed by a being: Dungeon Magic unlocked.


Spoiler: Loot (click to show/hide)

Spoiler: Dungeon Stats (click to show/hide)


Spoiler: Dungeon Management (click to show/hide)




GM Note: I had some friends of mine control the Adventurer party, so you can think them for both the points, and your losses. Well them, and a hefty amount of bad luck in your opening ambush.

Also sorry for the time it took to make the turn, but I did have to write up a lot of stuff for this turn along with doing a bit of work in advanced for coming turns.
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3man75

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Re: You are a Dungeon
« Reply #687 on: August 29, 2015, 09:40:48 pm »



1. Minion creator tier 2. 25 xp
2. Second Seed. 25 xp
3. Undead spell casters. 25 xp
4. Magic trap creation. 25 xp
175-100 = 75 xp left

Hold off on DP before we spend it in creating more minions.
Magical traps imo sound better than normal traps.
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adwarf

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Re: You are a Dungeon
« Reply #688 on: August 29, 2015, 09:42:28 pm »



1. Minion creator tier 2. 25 xp
2. Second Seed. 25 xp
3. Undead spell casters. 25 xp
4. Magic trap creation. 25 xp
175-100 = 75 xp left

Hold off on DP before we spend it in creating more minions.
Magical traps imo sound better than normal traps.
You have 100 Experience. The numbers in parenthesis are what you earned from them just so you guys have an idea of the differences.
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~Neri

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Re: You are a Dungeon
« Reply #689 on: August 29, 2015, 09:51:20 pm »

Dungeon Point Generation is most valuable. Every extra point means more minions and traps.

Second should be Second Seed. Seems important.

 Third should be spellcasters or undead II. Prolly Undead II to allow more evolutions.

Creature analysis and Traps would be nice also.
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