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Author Topic: Dungeon Master: Build a dungeon  (Read 3585 times)

Atilliano

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Re: Dungeon Master: Build a dungeon
« Reply #15 on: January 04, 2011, 04:26:58 pm »

it's why we don't have a map, I can't draw. If someone can, then you may draw a map if you like.
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adwarf

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Re: Dungeon Master: Build a dungeon
« Reply #16 on: January 04, 2011, 04:35:18 pm »

OK thank you for explaining that now next round or turn whatever just get to my skeleton archers from God Of War
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USEC_OFFICER

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Re: Dungeon Master: Build a dungeon
« Reply #17 on: January 04, 2011, 04:48:41 pm »

...

I'm probably going to regret this later, but does anybody mind if I draw the map?
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adwarf

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Re: Dungeon Master: Build a dungeon
« Reply #18 on: January 04, 2011, 04:54:32 pm »

No do please go ahead then we can use the map as a visual aid on where to put traps and where we can best place my archers to ambush the adventurers

question the more adventurers we defeat will they get stronger and after a while will an army come to try to take our precious gold
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Kashyyk

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Re: Dungeon Master: Build a dungeon
« Reply #19 on: January 04, 2011, 04:57:33 pm »

Can we move the lillypad traps to after the arena? One thing better than giving the enemy a reason to struggle on for our amusement is for it to be false hope. We can set up the skeleton archers at concealed points around the lillypads and told to only shoot those that get passed. We can then capture the remainder and do what we want with them.
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adwarf

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Re: Dungeon Master: Build a dungeon
« Reply #20 on: January 04, 2011, 05:00:12 pm »

Ya then next time I have an idea for some creatures for the maze how about some Sirens guys that sound good
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USEC_OFFICER

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Re: Dungeon Master: Build a dungeon
« Reply #21 on: January 04, 2011, 05:40:14 pm »

I'm up for moving the lillypads.

EDIT: Sorta done a basic sketch of the place. As you can see, it's a hole in the ground right now. After this turn, it should look better.

Spoiler: Entrance (click to show/hide)

Spoiler: Light (click to show/hide)

Spoiler: Heart (click to show/hide)

How does it look? Anything I can improve upon? Make it bigger?
« Last Edit: January 04, 2011, 06:13:49 pm by USEC_OFFICER »
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hachnslay

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Re: Dungeon Master: Build a dungeon
« Reply #22 on: January 05, 2011, 08:17:10 am »

those goblins, are they our workers? if they aren't kill a few and turn them into fleshgolems.
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Atilliano

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Re: Dungeon Master: Build a dungeon
« Reply #23 on: January 05, 2011, 08:33:50 am »

I like your map-making usec, you are now tweenkles official map-drawer! :) btw, when the dungeon grows, it will have to get bigger yes.
The Kobolds are mostly the workers, goblins lead them, and sometimes, they give em a good whipping too. :P

time for next stage... give me a sec.
« Last Edit: January 05, 2011, 11:22:50 am by Atilliano »
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Atilliano

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Re: Dungeon Master: Build a dungeon
« Reply #24 on: January 05, 2011, 08:49:29 am »

Stage 2:
Arrival

Cave-Entrance from Mountains:
 No creatures
 No Traps
 No treasure
 5 Farmers (lightly armored) (enemy)

Side cave-entrance from Mountains:
 No creatures
 No Traps
 No treasure
 1 Knight (heavily armored) (enemy)

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

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

1 Knight found the Side entrance and went inside leaving his horse behind, cause it was too scared to follow in the dark and unhandy in such thin hallways.
He is heavily armed and armored wielding a good, sharp longsword and iron plate armor, he is here for treasure, nothing special. He has a torch.

5 farmers entered from the main entrance armed with pitchforks, knifes and torches and armored by nothing except their working clothes.
They entered because they asked themselves why the smell of roasted meat came out of the cave. (some kobolds ate bunny inside and roasted it)

What are you going to do to them??? (the traps and skeletons are ready next turn, don't forget that you don't have em right now.)
« Last Edit: January 05, 2011, 09:12:06 am by Atilliano »
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Kashyyk

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Re: Dungeon Master: Build a dungeon
« Reply #25 on: January 05, 2011, 11:29:22 am »

My suggestion, Gank the farmers with everything we have, whilst keeping an eye on where the knight is. Once the farmers are dead, we should let the knight see we have more treasure, then let everyone we have start charging him, trying to scare him away. He'll leave with a little bit, and no we have more.

Or if you want the knight's stuff we could do it the other way around.
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hachnslay

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Re: Dungeon Master: Build a dungeon
« Reply #26 on: January 05, 2011, 12:45:29 pm »

everybody gank the knight in room C, overrun!
have 5 goblins wait in hiding in room A, if the peasants get through have them backattacked, but make sure that one or 2 escape.
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Muz

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Re: Dungeon Master: Build a dungeon
« Reply #27 on: January 05, 2011, 02:22:01 pm »

Get a decoy kobold to throw poop at the knight, hopefully putting out his torch, or distract him into chasing the kobold. He can't possibly run as fast as a kobold under all that armor.
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LeoLeonardoIII

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Re: Dungeon Master: Build a dungeon
« Reply #28 on: January 05, 2011, 02:26:55 pm »

Gank the peasants first. The knight will happily stay until he gathers all the treasure, but the peasants could flee if they see there are monsters here despite their potential greed. Wait until the knight is burdened with treasure and then attack him with ranged attacks (like Fecal Fling and Sad Tosser), avoiding melee if possible.
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adwarf

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Re: Dungeon Master: Build a dungeon
« Reply #29 on: January 05, 2011, 03:07:24 pm »

Use our Goblins to hold them off till my archers get there to help try to pin them in the trapped corridor
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