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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 89811 times)

Rask

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Re: Dungeon Keeper: The RPG
« Reply #795 on: June 27, 2011, 02:45:59 am »

Shift 1:
"There you go!" Miran hands the remaining vial of healing dust over to Bernard before heading out to gather more ingredients for her work. With the aid of a javelin, she scrapes off lichen and insects on the cave walls that were previously too high up for her to reach.
Collect ingredients

Shift 2:
Forewarned about Shigon planning to mine near the common room next shift, the vampire takes a nap in her coffin before the salamander starts making loud noises.
Sleep

Shift 3:
Miran searches the debris from the new excavation for useful minerals and then proceeds to gather unusual growths from the toad room.
Collect ingredients
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Demonic Spoon

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Re: Dungeon Keeper: The RPG
« Reply #796 on: July 08, 2011, 09:40:07 am »

1. Rest
2. Research
3. Research
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Hastur

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Re: Dungeon Keeper: The RPG
« Reply #797 on: July 24, 2011, 05:22:28 pm »

Day 13

The Sprite gets in some sleep before researching the rest of the time. Progress goes well, and his minions need only the finishing touches to awaken (+4 Mutant Plump Helmets)

Mirran does well in collecting her supplies, her work interrupted only by going by sleep. (i give rp bonus to the rolls, since I like the detail!) (+240 alchemy ingredients)

Shigon sleeps, and works dilligently in the workshop. Success! He builds a basic table just barely thanks to the various tools. Then he digs. (although i have misplaced the map for now :( )
Cizikler researches nonstop. His seething rage nags at him, but his willpower keeps him from tantruming... for now. He consoles himself with his research progress (48/100 research to TK) He ends drowsy

Dragnar finishes healing up, the mark is still there  but structurally, he is back at full capability. he takes it easy for his next shift, before constructing a stone full helmet out of stone. Not the best material for armor, but it's been done before, (+1 Stone Fullhelm) as a full helm, it constricts his vision, but provides cover for the eyes. The stone material leaves it vulnerable to shattering from a penetrating blow though.

Furtuka Carves up the Frogman Spitter and makes a shambling creature out of it by the end of the day. He tests it out, and it does manage to spit about 3 yards or so, but its ammo is limited and structurally, it is very unsound, would probably collapse if it tripped.

Rahal contains himself, and rests for some time. He'll get those other guys later, once he is more healed up (+2 hp). Their time will come, they dont even have the decency to drag him to a bed.

Raargh train for the next level (8/200?) Then he takes a wood and begins crafting a longbow, a task better suited to somebody with the armory skill or carpentry, but he takes it slow. after much careful carving, he has a bowstring and a vaguely bowlike piece of shaped wood. It is going to take more work still. A carpentry workshop might help but might not be worth it. (80/200$) He ends drowsy

Bernard inscribes the healing circle, he is about halfway done. (56/100) He also researched his manaburn enchantment some more, pondering at his warokshop. (48/100)

Seogv constructs some silk items, but is not yet done with the order.

MAP-mgiht skip it

MOODS-
++++++++sprite +50% research Bonus
++++++mirran
+++++dragnar
+++++shigon
+Furtuka
--------Cizikler Cizikler Goes berzerk!
-Raargh -drowsy
++++++++Sly (some bonus)
--------Rahal has tantrum spiraled, he alternates between passing out and crawling towards people, which only pisses him off more. He will not recover without intervention +ate yummy shugar
++Bernard

STOCKS -2 sugar -6 purring maggots. -2 blood -1 lobe
Spoiler (click to show/hide)
« Last Edit: August 01, 2011, 11:19:07 pm by Hastur »
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Furtuka

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Re: Dungeon Keeper: The RPG
« Reply #798 on: July 24, 2011, 07:04:04 pm »

1. Sew a leather "Skin" for it

2. Carve some stone bones

3. Study Necromancy
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It's FEF, not FEOF

micelus

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Re: Dungeon Keeper: The RPG
« Reply #799 on: July 25, 2011, 06:27:36 am »

If this is still alive then put me on the waiting list

Ignore if I'm just poking a corpse

Attributes
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Race

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Class

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Skills

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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
Inanna is my husbando

adwarf

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Re: Dungeon Keeper: The RPG
« Reply #800 on: July 25, 2011, 11:53:24 am »

1. Sleep, and Eat
2, and 3. Finish Crafting the Bow
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Demonic Spoon

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Re: Dungeon Keeper: The RPG
« Reply #801 on: July 25, 2011, 12:10:32 pm »

1. Sleep.
2. Add finishing touches.
3. Grow more food.
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Ochita

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Re: Dungeon Keeper: The RPG
« Reply #802 on: July 25, 2011, 01:02:51 pm »

1 Sleep, and relax

2,3: Finish that healing circle.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

UltraValican

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Re: Dungeon Keeper: The RPG
« Reply #803 on: July 25, 2011, 02:14:37 pm »

This seems interesting
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I hope I have everything in order.
Modified for play
« Last Edit: July 26, 2011, 09:38:13 pm by UltraValican »
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Would you rather be an Ant in Heaven or a Man in Hell?

Ahra

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Re: Dungeon Keeper: The RPG
« Reply #804 on: July 25, 2011, 02:24:23 pm »

shift 1,2 sleep
shift 3 research "force field" runes
"i really hate this being stone heals slowly thing..."
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Rask

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Re: Dungeon Keeper: The RPG
« Reply #805 on: July 26, 2011, 03:43:43 am »

Shift 1:
Ingredients bubble and emit odd smells as Miran combines alchemical ingredients in her workshop, grinding powders and staining the table with viscous pastes. From time to time, she heads out to resupply, letting her concoctions simmer.
Actions: Alchemy in workshop (240 ingredients present). Make 2x healing dust. Make molotov potions and acid potions during the rest of the time

Shift 2:
On the way back to her coffin, Miran almost trips over Rahal. She scratches her head as she stares at the gargoyle, surprised that he is still there on the shore. Shrugging, she hands over a healing dust and drags him over to the dormitory before she disappears into her coffin.
Actions: One healing dust for Rahal, drag him to sleeping room, take a nap

Shift 3:
Feeling adventurous, Miran heads up the ladder to the slime warrens, armed with her boomerangs and a necklace consisting of dried mushrooms stringed up on a thread of spider silk. Hunched over, she prowls through the grass and mud, looking for targets. In one hand, she holds one of the dried mushrooms, ready to crush it and bring the substances contained within together, turning it into a volatile grenade. Let's see how any pesky slimes interrupting her training like being on fire, or mingling with acid! Once in an area that looks sufficiently open, the vampire starts throwing her boomerangs for training, hoping to encounter a few juicy bats in the process.
Actions: Train Throwing in slime cave. Aim for bats or other blood-containing animals, if there are any. Use up to 2x Molotov and 2x Acid Potion to fend off slimes. Do not use second acid potion if slimes turn out immune to the first. Run away quickly if situation gets dangerous.
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Zako

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Re: Dungeon Keeper: The RPG
« Reply #806 on: July 26, 2011, 12:58:02 pm »

Dragnar looks over his work, inspecting it critically. It won't hold up to much, but it will serve it's purpose for now. Placing it onto his workshop bench, he decides to make some more preparations for his cave diving expedition. Rolling his shoulders, he get to work.

Shift 1:

Make a bunch of wooden torches (4 in total), with stone brackets on the end so they don't burn out totally. Use wood and some slow burning plant matter wrapped around the end.

Shift 2:

Make a firestarting kit, using both a piece of flint, a bit of scrap iron and some shaved wood off one of the bits of wood. Make a small stone box to hold the shavings in, making sure that it's watertight.

Shift 3:

Make a sturdy stone cage. It should be of medium size and hold the biggest of us with a bit of extra space. Make sure that the bars, the latch and ALL the joints are extra strong. Place this cage next to a wall in the southern mined out area by the river.
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IronyOwl

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Re: Dungeon Keeper: The RPG
« Reply #807 on: July 26, 2011, 06:48:46 pm »

Shigon began setting up his table, in preparation for making everyone beds. He was rather proud of his work, given his obvious lack of experience, and hoped he could prove similarly adequate in the construction of sleeping arrangements.

Of course, he suspected he wouldn't really have time to make everyone their own personal bed- for now, they'd have to settle for shared beds in a shared room. Still, Shigon hoped it would help take the edge off of the rage he felt building in many of his comrades.


1. Sleep

2. Construct a carpenter's shop in the now-enlarged hallway near the sleeping quarters, using my recently made table (and stone blocks for counters if they'd help any)

3. Begin constructing wooden beds, focusing on quality over quantity. Place them in the sleeping quarters if there's time.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

rty275

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Re: Dungeon Keeper: The RPG
« Reply #808 on: July 31, 2011, 06:08:29 pm »

Shift 1. Sleep
Shift 2. Continue Research
Shift 3. Continue Research
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Hastur

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Re: Dungeon Keeper: The RPG
« Reply #809 on: August 01, 2011, 10:58:11 pm »

DAY 14

Shigon sleeps, Then constructs a carpentry workshop by dragging 3 Blocks together and calling it a workshop. A chair would make a big difference though. His Bed construction goes far worse though, He starts building a bed, but wastes lots of time recutting and reassembling the mistaken pieces and only gets half a bed built.

Dragnar assembles 4 sturdy torches (-4 wood), A tinderbox and then gets some real work done on a mighty stone cage (-1 stone), it rattles at first, but with some extra time he sets all the joints with concrete to make it Solid.

Mirran works diligently and she makes (4 Molotovs 4 Acid Vials 2 Healing Powders by the end of her shift), She has more than an armful now and carrying so many volatile potions could be a hazard if spooked. She heads over to Rahal, and gives him a dose of healing (-1 healing powder) Rahal lies facedown listlessly. Mirran ventures to the overgrown muck caves. Throwing her boomerang as she goes. Her night eyes spot a sneaky creature before it gets away, and she bags herself an albino wombat with a deftly thrown Boomerang. She gets to the waterlogged area and she becomes extra cautious. Scanning as she goes, The slime could be around here anywhere, and with the situation as it is, it is too dangerous to ford forward any further. But he caution does not go unrewarded, She makes out the undulating glistening form of a slime on the cieling, it seems they like to hang out there, probably to drop onto unsuspecting pray. She hurls a molotov and the cinders of flaming plant matter go everywhere. The slime combusts completely, but it drops into the water sizzling. Not foolish enough to get any closer, she can see the ripples of the water approaching her shins! She retreats and throws an acid vial from a safe distance... But the slime is not affected. Mirran retreats, pondering what she has noticed so far.    They can be noticed if you are perceptive enough, they move slow and are camouflauged so it is hard, They can move underwater but travel slowly luckily. Fire seems effective, but it does its damage over time, Acid seems inneffective, at least while diluted underwater, or maybe the acid just floats while the slime crawls about. Her alchemical skill tells her if acid does not work, maybe some buckets of lye would. Both are caustic, and judging by Sly's wounds the slimes are one or the other, and therefore seemingly immune to one but not the other? SCIENCE!

Seogv has built a Silk Knapsack, A Silk Bandoleer, A silk satchel, An unspecified amount of rope

Raargh tends to himself, sleeping and feeding, before finishing contruction on his longbow, borrowing the workshop. It turned out well, though it took much extra work, and it takes most of his strength to pull it back, a good sign. (+1 Mighty Longbow)

Sprite Sleeps, then one by one, his Goonsquad awakens. They are armless and purple/brown , with a tusked mouth and stand about 4 to 5 feet tall, Sprite lets out a good long maniacal laugh as they look around and uproot themselves. Their groans together form a low purring grumble. The lead one says "mastur?" . Sprite finishes his shiftby planting and working his magic to grow some food (+6 plump helmets)

Furtuka sews some leather together onto the bloated spitter in an attempt to reinforce it, He just barely makes it, and the remains are somewhat sown into shape, but still ready to burst at the seams. Then he makes some stone bones. Then he studies necromancy. (hey have you studied necromancy before? i dont have a note of it on you sheet)

Bernard progresses his research to Manaburn (72/100) and Healing circle (64/100) He also slept!

Rahal mopes about in bed, more or less sleeping all day.

Cizikler Rises from his meditative contemplations, and Heads directly for the nearest target. A murderous look in his eyes.


Nearby, and unconcious Black Orc awakens, washed up ashore in front of Dragnars workshop. He grunts, but seemingly ignores him as he heads off to make notes of the local plantlife. He finds several interesting qualities. There is gently glowing moss, There are remenants of a large fungus in the Toad-statue room, It is a hardy fungus that regrows quickly and is hard to uproot. There are brambles on the cieling there too, Strangler vines that tangle and constrict with sharp barbs, they are hard to reach unless you climb the vines along the wall though. There are MUTANT PLUMP HELMETS! what the heck are those things!? There are no more tower caps along the riverbank, but the river does wash other seeds downstream, you find some digging in the muck. Muckroots and Kobold Bulb, but they will not grow underground.





STOCKS -1 lobe -1 frogleg  -2 blood -9 food
Spoiler (click to show/hide)

MOODS-
++++++++sprite +50% research Bonus
++++++mirran
+++++dragnar
+++++shigon
+Furtuka
--------Cizikler Cizikler Goes berzerk!
-Raargh -drowsy
++++++++Sly (some bonus)
--------Rahal  is melancholy
++Bernard
« Last Edit: August 18, 2011, 03:26:12 pm by Hastur »
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