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Author Topic: Dungeon Master: Build a dungeon  (Read 3582 times)

Atilliano

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Dungeon Master: Build a dungeon
« on: January 04, 2011, 01:22:12 pm »

It is cold and chilly tonight. Tweenkles deformed body shakes when the wind hits it.
The fireplaces set up on this rock don't give much warmth.
Then, he is called by a kobold. 'Master wants to see you, Tweenkles.'
Tired of the long march, Tweenkles walks over to the other side of the camp, where Chorrarghan sits.
The dark and utterly black armor shines off his masters body as always, and covers it whole.
'Master, you wanted to see me?'
'This place is perfect. High in the mountains, this is where the first entrance will be, here, on the middle of this rock.'
'Really sir, are you sure?'
'Yes, this is the place where my dungeon will come...'
And so they started digging, until they had a small cave system beginning from the rocky plateau looking out over the landscape.
This was the beginning of a new dungeon...

Tweenkles has been set on the task to create real walls for the dungeon, to create new areas for the dungeon, to fill them with traps, monsters and loot. Bassically to maintain the dungeon of his master. This is no easy task, and so he asks you to help create the deadliest traps, monsters and most valuable loot ever imagined.

Dungeon Master is being played in turns,
the first part of a turn is:
Creation/Construction/Recruiting
In this part, the players may set loose their imagination and come up with brilliant ideas for new monsters and traps. Tweenkles will try and bring as many as possible to reality and thus, after the end of a turn, the dungeon will grow a bit larger. (keep in mind that I create the beasts you want me to create in the number best fitting to the size of the dungeon and strength of the beast, so no sudden uber armies!)

The second part of a turn is:
Arrival
In this part, new adventurers will go into the dungeon and the players will choose what to send at each of them. Adventurers can come in groups or alone.

The third part of a turn is:
Fighting
Here, I will tell which adventurers fell in the grasp of a deadly trap, or atleast got wounded by one, and who didn't and thus meets with monsters that counter or encounter them on their way through the dungeon. The monsters and adventurers start fighting and I will look to who will win and who not.
This part will go on and on until the adventurers are all dead, between the fights, you can again move other beasts to certain areas.

The fourth part of a turn is:
Final movement
Here, at the end of a turn, you can move the beasts one more time so they take favorable positions for next turn.

Then, the turn ends and I will give a summary of how it all looks like and start the first part of the next turn.

There can be special things occurring on some turns, they can be negative but some are positive.
Here is one negative:
Invasion: The lords of the lands around you consider your  dungeon too dangerous and have gathered an army to fight your unholy beasts!
Here is a positive:
Allegiance: A dungeon master has come to join you with ... monsters on his side. Accept?   Decline?

This is the dungeon now:

Cave-Entrance from Mountains:
 No creatures
 No Traps
 No treasure

Side cave-entrance from Mountains:
 No creatures
 No Traps
 No treasure

Rooms:
Cave-hallways (Tiny)
 10 Kobolds
 5 Goblins
 no traps
 6 Scattered gold coins

Cave-chamber (entrance)
 No monsters
 No traps
 20 Gold coins

Cave-chamber (entrance)
 No monsters
 No traps
 20 Gold coins

Cave-chamber (entrance)
 No monsters
 No traps
 20 Gold coins

Cave-chamber (entrance)
 No monsters
 No traps
 20 Gold coins

Cave-chamber (entrance)
 No monsters
 No traps
 20 Gold coins

Cave-trollcage chamber (light)
 5 Troll-cages
 1 Forest troll (caged)
 No traps
 No treasure

Cave-throneroom (Dungeon Heart)
 1 Chorrarghan, The Dungeon Master
 25 Kobolds
 10 Goblins
 No traps
 500 Gold coins
 2 Sapphires
 1 Ruby
__________________________________


Have fun! (btw, don't think you only have greenskins, it's just what you start with)

oh, almost forgot, don't ask to come in, just do it, everyone may play and tell Tweenkles what to do next.

About maps, lets just say that the enemies enter the hallways of your dungeon. and then, they usually search some chambers before going lower into the hallways.
the deepness levels are:

entrance: here are the first chambers and a stairs down, nothing really important.
Light: only low-importance buildings are here.
Normal: low and medium-importance structures here.
Deep: medium and some high importance here.
Very Deep: high importance and tons of treasure here.
Dungeon Heart: Greatest treasure and Dungeon Masters throne room.

I will tell where adventurers are, but I asure you that they wont go more than one level downwards within one "movement' part of a turn. (except special creatures or artifacts that teleport or anything, then they can travel vaster.)
« Last Edit: January 05, 2011, 04:59:34 pm by Atilliano »
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Kashyyk

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Re: Dungeon Master: Build a dungeon
« Reply #1 on: January 04, 2011, 01:47:10 pm »

First of all, we need a map. Or is it sequential, and anybody entering has to go through each room in turn?
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Armok

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Re: Dungeon Master: Build a dungeon
« Reply #2 on: January 04, 2011, 02:10:26 pm »

Make the only entrance a chaotic, 3d labyrinth of narrow cave passages and ramps.
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USEC_OFFICER

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Re: Dungeon Master: Build a dungeon
« Reply #3 on: January 04, 2011, 02:23:37 pm »

Oh, and we should probably move the gold out of the empty rooms. We don't want anybody stealing it without a fight.
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Tyberix

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Re: Dungeon Master: Build a dungeon
« Reply #4 on: January 04, 2011, 02:25:40 pm »

We need the fake treasures to attract our victims guests...
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USEC_OFFICER

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Re: Dungeon Master: Build a dungeon
« Reply #5 on: January 04, 2011, 02:38:10 pm »

We need the fake treasures to attract our victims guests...

But we don't want them to steal all of it. Just some.

Also, I propose that one of the hallways be greased, and filled with lillypads (I think that's what they called it). Lillypads being an ancient Roman trap, where a metal spike would be attached to a wooden stake and driven into a ground, inside a hole. When the enemy steps on it, the spike is driven through their foot, and a barb prevents them from taking it out without mangling their foot. The wooden stake also prevents them from taking the entire contraption out of the ground.

In other words, they slip on the grease, land on a lillypad, wounding them and slowing them down/stopping them. Add some archers, and that hallway should be nice and secured.
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Aklyon

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Re: Dungeon Master: Build a dungeon
« Reply #6 on: January 04, 2011, 02:48:07 pm »

posting to watch, I'll probably think of a good idea later.
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Atilliano

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Re: Dungeon Master: Build a dungeon
« Reply #7 on: January 04, 2011, 03:07:59 pm »

I've edited the walk-through-dungeon system a bit. read it in the highest post.

Btw, going to add you some entrances.

One last thing, I give you a tip, do not make the first few rooms of the dungeon too hard, let one or two of the adventurers get away with some treasure, and you would probably get more and more visitors.
« Last Edit: January 04, 2011, 03:25:03 pm by Atilliano »
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Ahra

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Re: Dungeon Master: Build a dungeon
« Reply #8 on: January 04, 2011, 03:43:26 pm »

can we do two cogs that bursts forth from the walls and grinds adventurers to paste?
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Ottofar

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Re: Dungeon Master: Build a dungeon
« Reply #9 on: January 04, 2011, 03:58:49 pm »

Cave in all but the main entrance.

adwarf

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Re: Dungeon Master: Build a dungeon
« Reply #10 on: January 04, 2011, 04:04:09 pm »

Create some Low skeleton Archers and  A Grandmaster Skeleton Archer to oversee them
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Tyberix

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Re: Dungeon Master: Build a dungeon
« Reply #11 on: January 04, 2011, 04:04:18 pm »

I suggest to build the extensive labyrinth on the highest level filled with standard pits and traps to make sure the weak and no-fun adventurers do not enter our REAL dungeon. Some kind of arena at the end to watch them being torn apart by our strongest monsters would be neat too  8).
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adwarf

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Re: Dungeon Master: Build a dungeon
« Reply #12 on: January 04, 2011, 04:08:31 pm »

Plus my skeleton archers to shoot them to pieces  I picturing the ones from god of war for The low archers and for the grandmaster something like ten times stronger and cooler than the low archers
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Atilliano

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Re: Dungeon Master: Build a dungeon
« Reply #13 on: January 04, 2011, 04:13:33 pm »

So, you want, for the next turn to be ready:
An arena on the 'light' level.
A labyrinth on the 'entrance' level with some pits and traps.
The side-passage being closed.
the Main passage being filled with lillypad traps.
Some skeleton archers and a captain to lead them,
and finally the forest troll being transported to the arena once it's done, so it challenges adventurers to get through. (I thought of him as your stronger monster)

I can get a part of it done in that time, yes.

If everyone agrees we move on to the next stage.
« Last Edit: January 04, 2011, 04:19:13 pm by Atilliano »
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adwarf

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Re: Dungeon Master: Build a dungeon
« Reply #14 on: January 04, 2011, 04:15:03 pm »

I agree next stage cant wait this looks cool if you want make a map will you allow someone else to make one for you ? not me i have no paint skills or drawing skills sry
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