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Poll

Should I put words in your mouth when discribing things happening?

No, i dont want to say somethign stupid
- 7 (10.8%)
Mostly no
- 6 (9.2%)
Silence means yes
- 7 (10.8%)
Only if appropriate
- 26 (40%)
Shure i dont mind
- 19 (29.2%)

Total Members Voted: 65


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Author Topic: Dungeon Keeper: The RPG  (Read 88035 times)

adwarf

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Re: Dungeon Keeper: The RPG
« Reply #255 on: March 12, 2011, 05:40:00 pm »

Yes they should never face Monks.
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Ochita

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Re: Dungeon Keeper: The RPG
« Reply #256 on: March 12, 2011, 05:40:17 pm »

Yes, because monks are solar opposites... In the first game, who does skeletons hate?
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

adwarf

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Re: Dungeon Keeper: The RPG
« Reply #257 on: March 12, 2011, 05:40:57 pm »

I had to look that up I haven't got that far yet  :P

I don't know never played the first one I only got the 2nd
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adwarf

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Re: Dungeon Keeper: The RPG
« Reply #258 on: March 12, 2011, 05:41:32 pm »

Now I am off to play DK 2
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Criptfeind

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Re: Dungeon Keeper: The RPG
« Reply #259 on: March 12, 2011, 05:43:59 pm »

Bile Demon.
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Ochita

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Re: Dungeon Keeper: The RPG
« Reply #260 on: March 12, 2011, 05:44:35 pm »

What good are dragons for?
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Criptfeind

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Re: Dungeon Keeper: The RPG
« Reply #261 on: March 12, 2011, 05:54:27 pm »

Researching spells.

Although really, what is this doing but wasting bandwidth?
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Ochita

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Re: Dungeon Keeper: The RPG
« Reply #262 on: March 12, 2011, 05:55:15 pm »

True. This is dumb.. And its a forum game, so its not going to follow the same rules as the game.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

adwarf

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Re: Dungeon Keeper: The RPG
« Reply #263 on: March 12, 2011, 06:07:47 pm »

Lol.
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adwarf

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Re: Dungeon Keeper: The RPG
« Reply #264 on: March 13, 2011, 11:06:52 am »

* Smashes Hastur in the face with beer bottle * " HEY !!!!! LAY OFF THE WHISKEY !!!!!! "
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Ahra

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Re: Dungeon Keeper: The RPG
« Reply #265 on: March 13, 2011, 12:39:22 pm »

"forces his face into a sink full of icecubes" you´re not that drunk
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Hastur

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Re: Dungeon Keeper: The RPG
« Reply #266 on: March 14, 2011, 01:44:25 am »

Day 2

KrikClick stands guard all morning over the huddles masses, sleeping, so trusting...so vulnerable... In time they rise, suspecting nothing. He shrugs off drowsyness and continues working on, gathering wood and crafting a small set of kitchenwares. His nimble fingers make quick work of it. KrikClick Then goes about gathering the remains of the Otyugh, finding a set of its claws, and the associated bits of tentacle to go with it. But Krik Click willpower is not infinite, and before he can cook any of it up he passes out on the riverbank huddled down in a ball. (-1 wood +1 Kitchenware $160)

Sly tends to his wounds, washing off the gunk and grime as best as he is able. luckily he knows that such unnatural beings as him do not succumb to measly infection, at least not earthly ones. Soon lying in the corner, under guard, he sleeps at least for a time. In the (under)evening he proceeeds to go easy on his wounds and simply collects edible plants, with The Sprites guidance, and his naturaal intelligence, Sly collects a considerable amount of moss, but the easy to reach areas are now partially depleted, as there was not large amounts in the first place. During the (under)dark he contiues working like a slave collecting even more plants, this time plucking up 5 sweet pods and ravishing the area of all but the sparsest plantlife. (+1hp/6left, +8 Mossberg +5 sweet pods)

RAARGH Stands guard over his sleeping allies, he scans the area, then scans the area again. Guard duty takes a while, but in the end the coast is clear, even the occasional  fish in the river seems to give the group a wide berth. During underevening he eagerly begins beetle training and actually finishes their taming. They are not yet trained for war, but their natural visciousness should do well in a jam. With a satisfied smile on his face, he realises he hasnt slept and passes out on the spot. lying face down in the mud. (+2 Beetle)

SPRITE The sprite sleeps, unusually vulnerable outside its tree-home. but it awakens nevertheless. Its work continues hand selecting the moss with the glowmoss with the most desirable traits and mutating them, the process happnes slowly but surely, and by the end of the shift large tangled phosphorescent heaps of moss glow in certain places. Next its attention is turned onto the single plump helmet seed at hand... With a quick planting, and some twisted magicks it soon grows to full size, and spreads, but the work of achievience intelligence in a plump helmet is  a wonderous but ponderously slow feat. Still, it is a start. (darkness at -2, +5 mutant plumphelmets, Plumphelmet research progress 8/200)

Furtuka, unlike the others, needs no sleep. It continues on undaunted by earlier events and continues digging the way out of this crypt, with excellent progress. He uncovers from beneath the rubble an interesting find. scraps of armor and weaponry from a long forgotten cave-in victim. Its remains are unrecognisable and completely destroyed, but salvagable is a dented skullcap and a spearhead. These may be usefull in the near future. That underevening, furtuka goes tothe beatle corpse, it is about halfway intact, and he had to decide whether to zombify it and gain a more durable and reliable minion, or to bind a raw spirit to it and create a more fleeting peice of cannonfodder. Furtuka uses bind spirit, and over a long 8 hour ritual summons a lost soul to inhabit this pile of carpace refuse. The damaged beetle carpace heaves to life and sloughs off all its insides, leaving an empty shell that walks around erratically. The animated carpace is nearly broken in half already and some grisly repairs to it might be in order. Furtuka ends the (under)dark by clearing the way completely on this level, uncovering a chasm pit that drops down into distant inky blackness. But the chasm goes up as well, not perfectly, but it follows an irregular but mostly straight path. The Ladderup is now uncovered, the Rampdown is now uncovered. (+1 spearhead, +1 dented helmet)

Rahal sleeps, his stone form completely solidifying and totally shut off from the outside world. Before he knows it he is revitalized and goes about his continuing business. Then Aiding Furtuka in his clearing task, by Underdark Rahal begins a ritual, an enchantment of streathening on this area, to prevent further collapses. It is a simple matter but requires gathering  much elemental power. In the end the roofs conglomerate of loose debris and jagged rocks is as sturdy as a slab of basalt, and is safe to traverse beneath once more.

Shigon wearily finds a secluded corner to begin his incantations. He concentrates his will as the ritual begins, but it is found sorely lacking. He falls asleep, a dangerous task when summoning demons. Luckily the gate was not yet opened. And he begins anew but with more energy. This time the ritual completes sucessfully, and amidst a odor of ash and brimstone he now has a new fire imp familiar. It is wreathed in flame and stands about 2 feet tall and follows Shigon closely with little will of its own. It is capable of weilding weapons in addition to making a fiery nusance of itself in combat, but it lacks the strength to pierce hard targets .The underdark is spent by picking up the feeble hand pick and mining away at the cave wall. but neither coordination, intelligence, or toughness help with the work, his three strongest attributes,  between that and having a meagre little hand pick the work is slow going. 4 squares are dug. (+1 fire imp, +4 stone)




Moods
Furtuka
+Rahal +Satisfied at work
+Shigon +Satisfying Acuisition - passed out
Sprite +Satisfied at work
+Raargh +Satisfying acuisition
krikClik - passed out + satisfied at work
Sly

Stocks (-14 food)
Spoiler (click to show/hide)
« Last Edit: March 18, 2011, 02:48:24 am by Hastur »
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Rask

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Re: Dungeon Keeper: The RPG
« Reply #267 on: March 14, 2011, 03:19:28 am »

Edit: moved question to OOC thread.
« Last Edit: March 14, 2011, 06:35:51 am by Rask »
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Demonic Spoon

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Re: Dungeon Keeper: The RPG
« Reply #268 on: March 14, 2011, 08:14:28 am »

Excellent! The glowmoss was glowing much brigher now, the sprite could almost actually see what it was doing! He just needed to encourage the improved glowmoss to grow a bit more and he was sure that he'd be able to banish most of the darkness from the cave. And after that he could continue on his quest to grant sentience to the common plump helmet. But first, the Sprite felt vulnerable without a Treehome, it was time to grow his tree home from the magic acorn he brought with him to this world.

1. Grow some more of the improved glowmoss, using plant ken, fastgrow and twisted growth to grow them better, faster, bigger and more evil.
2. Plant the magic evil acorn wherever there is enough space(possibly the island?), use plant ken to make it grow better, fastgrow to make it grow faster and twisted growth to make it grow larger and more evil.
3. Continue selectively breeding the plump helmets towards sentience.
« Last Edit: March 14, 2011, 02:38:14 pm by Demonic Spoon »
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Dwarmin

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Re: Dungeon Keeper: The RPG
« Reply #269 on: March 14, 2011, 09:58:46 am »

1. Wake up and start cooking breakfast for everyone. Cook all food!
2. Use my bird ken and try to attract an avian ally, absolutely awesomely.
3. I carve a wooden knife hilt, then stick the otyugh claw in it, creating a makeshift knife.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."
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