Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5

Author Topic: Dungeon Master: Build a dungeon  (Read 3583 times)

USEC_OFFICER

  • Bay Watcher
  • Pulls the strings and makes them ring.
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #30 on: January 05, 2011, 03:17:33 pm »



There might be a point where I feel that I should increase the size of everything, but I like the way that the enemies look.

Also, I feel that we should gank the peasants in room A, since they would be easier to kill. More importantly, we get all of our new traps/units next turn. That should help with killing the knight.
« Last Edit: January 05, 2011, 04:00:32 pm by USEC_OFFICER »
Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #31 on: January 05, 2011, 03:23:43 pm »

Then attack the peasents until next turn then my archers come and we get to smash HULK SMASH the knight with fire arrows
Logged

Tyberix

  • Bay Watcher
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #32 on: January 05, 2011, 03:27:00 pm »

Maybe we should extinguish all lights and torches then bait the peasants and knight into room C, and try to get them into fight each other in the darkness, that would be really evil but rather hard to achieve. :D
Logged

adwarf

  • Bay Watcher
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #33 on: January 05, 2011, 04:41:48 pm »

No attack the peasent then next turn after the adventurer or knight i mean is a little way in we use the archers to wound him he flees then comes back with more people hence more reward
Logged

Atilliano

  • Bay Watcher
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #34 on: January 05, 2011, 04:58:03 pm »

keep in mind that you can't close the side passage (as was requested) if there's still a knight in the way.
« Last Edit: January 05, 2011, 05:06:56 pm by Atilliano »
Logged

EagleV

  • Bay Watcher
  • Oblivisci tempta quod didicisti
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #35 on: January 05, 2011, 05:21:59 pm »

We might want a monster that can make illusions or bend minds. That way, plans like getting the knight and peasants to attack each other would be much easier to pull off.
Logged
Quote from: Robert Donoghue and Fred Hicks
There are three things you must learn if you wish to defeat me, my young pupil. First, you must look within yourself and find your core of strength. Second, your mind and body must be in perfect unison. Third...
*WHACK*
Third, stop listening when you should be fighting.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #36 on: January 05, 2011, 05:30:10 pm »

keep in mind that you can't close the side passage (as was requested) if there's still a knight in the way.

So we can't collapse it on top of him? Shame...
Logged

mcclay

  • Bay Watcher
  • Gay, Tired and Just here to Vibe
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #37 on: January 05, 2011, 06:12:06 pm »

gank the peasenats and scare off the knight but have him get a bit of gold.
Logged
Am I back? Its a mystery to everyone

Furtuka

  • Bay Watcher
  • High Priest of Mecha
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #38 on: January 05, 2011, 06:14:44 pm »

I say we capture the knight  and brainwash him!
Logged
It's FEF, not FEOF

Muz

  • Bay Watcher
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #39 on: January 06, 2011, 02:25:06 am »

I say we capture the knight  and brainwash him!

I like this idea. Dig a pit inside the cave or outside for him to fall into, then bait him in there by pissing him off with kobold's natural ranged attacks.
Logged
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

Mattpoppybros

  • Bay Watcher
  • Horrible at this game... My fort won't die!
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #40 on: January 06, 2011, 03:59:34 am »

Spoiler (click to show/hide)

Now, about the topic on hand, which is not the building round :P

Uh, peasants VS knight? Um, let's kill the knight and let the peasants run back home and tell people. Knights usually fight harder.
Logged

Ukrainian Ranger

  • Bay Watcher
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #41 on: January 06, 2011, 10:18:04 am »

Knight is much more dangerous... We should send 10 goblins and 10 kobolds to kill him. 15 kobolds should fight peasants, 3 to 1 should be enough for victory
Logged
War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Ahra

  • Bay Watcher
  • Immoveable, Indestuctible
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #42 on: January 06, 2011, 11:32:01 am »

knock him out and corrupt him so he becomes a guardian of our side gate.
Logged
And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Tyberix

  • Bay Watcher
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #43 on: January 06, 2011, 01:31:53 pm »

Yes,we need some strong minions,Black Knight fit well in this role. :D
Peasants probably will try to run if we manage to harm them so we should send most of our forces to capture the knight.And only a few kobolds to scare the peasants.
Logged

Mattpoppybros

  • Bay Watcher
  • Horrible at this game... My fort won't die!
    • View Profile
Re: Dungeon Master: Build a dungeon
« Reply #44 on: January 06, 2011, 03:41:50 pm »

Black knight = yes

Peasants escaping = yesser

Let the peasants see some gold, too.
Logged
Pages: 1 2 [3] 4 5