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Re: D'Jinn Keeper
Posted: Fri Apr 04, 2014 12:40 am
by thunteater
ChuckDaRighteous wrote:Love the story and appreciate the work you put into it.
Although from the resource post I thought we were going to kidnap the prisoner. Three of the actions I had planned next turn revolved around it in fact. But it works out all the same since I have a ton of other actions I was planning on doing in later turns which I can now do sooner.
kida wrote:I like Ruk-Ruk. We should give him a lead goblet
After his finds I'm considering him a gem-encrusted solid-gold goblet.
Nah, you guys just did a quick smash and grab. Careful with prisoners.. you never know why they're locked up, or what they'll be like once you let them out. They could just run off, they could alert the adventurers, or lead them back to your nest.. or they could simply kill and rob you. of course, they could also sing your praises, or lead you to buried treasure.
Re: D'Jinn Keeper
Posted: Fri Apr 04, 2014 12:45 am
by Donnigan
Donnigan considers his hot (To his body, at least. He finds it a little confusing to be attracted to so much fur. And horns. And...) new proteges before deciding that the lot of them should be Tailors! He will then decide that the groups needs help with their gathering if they are to prosper...And to do that they will need Baskets! Which he plans on supplying them with, with the help of he beautiful assistants of course. He will spend one action this week gathering grasses to weave with and will then spend the remainder creating Large Baskets with his apprentices as long as the supplies hold out, possibly going out to gather more.
Actions:
1-2: Gather Long Grass for Baskets.
2-3: Create Baskets, focusing on the Large variety and aiming to make them of the highest quality.
Re: D'Jinn Keeper
Posted: Fri Apr 04, 2014 1:30 am
by ChuckDaRighteous
My votes:
A) upgrade: storeroom
C) repair: forge
F) build: training room
G) production: cooked goods
My actions:
Basic housekeeping (things I donÔÇÖt think take action points): Chuck will reward Ruk-Ruk for his well-performed services last week by giving him the halberd he found. This is more than a reward as it is part bribe for Chuck will try to convince him to continue his service indefinitely as his faithful companion/sidekick/bodyguard. Or at least extend his service or improve his disposition toward him.
► Show Spoiler
ÔÇØRuk-Ruk, for your loyal service I present you this weapon. You watched my back out there and I reward such loyalty. Together you and I will be able to do much for our dungeon. I donÔÇÖt want you to think of your actions with me as a job, but as camaraderie. Stick with me and you will rise fast in this dungeon, both in position and respect. What do you say?ÔÇØ
(as I understand it people must vote affirmative for me to be able to give the halberd to Ruk-Ruk)
1AP recruit dragon: Chuck and Ruk-Ruk will bring the dragon some meat. A whole feastÔÇÖs worth or whatever would be a feast to a baby dragon. This will be a bribe towards convincing it to join us as Chuck talks to it while it eats. (may be excessive to give it a feast but I want this to succeed, and good food always makes me receptive), (I had considered catching and raising one of the wolf pups, but the hell with that, I want a dragon!)
► Show Spoiler
ÔÇØHello dragon. It is always good to see one of your kind. We brought you some food. Do you have a name?...
Ill warn you, there are many dangerous adventurers out there these days. At your age theyd see you as an easy target. Well, easier that is. Dragons are always fearsome foes, but not against the numbers they would send. Come join our dungeon. Theres plenty of food. And well keep you safe. What do you say?
1AP recruit satyr: Chuck will try to recruit the satyr. No bribes on this one, just plain convincing talk. Not really sure what weÔÇÖd bribe him with anyways.
► Show Spoiler
ÔÇØHello, noble satyr. Good to see one of your kind. Do you have a name?...
Excellent, IÔÇÖm Chuck, this is Ruk-Ruk. We came to see if youÔÇÖd like to join us in our abode. A good tune from your pipes, would be a most welcome sound in our halls. WeÔÇÖd gladly have you with us and weÔÇÖd repay you with food and protection.
Had other actions planned out but I'm throwing them out since we didn't capture the prisoner
► Show Spoiler
1AP prepare an alter: Chuck and Ruk-Ruk will build an altar at the DÔÇÖJinn crystal. Nothing fancy, just a slightly raised platform for now. Chuck will try to focus on the magical energy swirling around the crystal in an attempt to determine the best placement.
fluff: Chuck focuses his mind on the energy swirling around the crystal. He pays attention to the pulse it seems to have. He slowly paces around the crystal focusing on the energyÔÇÖs pulse. He drowns out everything else till all he hears, all he feels, all he knows is that pulse. After several laps around the crystal focusing on where the energy is strongest, he comes to a sudden stop. ÔÇ£Here. We build it here.ÔÇØ
1AP deal with the prisoner: Chuck and Ruk-Ruk will interrogate the prisoner they brought back from the adventurers who had him captive and extract any knowledge he has (by force if necessary). After they get what they can out of him, they will take him to the newly constructed alter (or just the crystal if the build attempt didnt work) and ritualistically slit his throat. As the lifeforce leaves the prisoners body, Chuck will focus his mind on the energy transferred to the crystal in hopes of understanding it or possibly with the hope one day he can siphon off a portion for himself. (I had planned on raiding a village and taking slaves for this but it seems our raid worked out better than expected). Also he will let the blood of the sacrifice drip into his new pot in preparation for his next action
fluff: Ruk-Ruk forces the captive to his knees. It didnÔÇÖt take much force though. His interrogation had left him broken. Ruk-Ruk holds his neck over the pot and pulls his head back leaving the throat exposed and vulnerable. Chuck approaches from behind, his mind already in tune with the crystal. With one swift motion he digs his dagger in and rips open the fugitiveÔÇÖs throat, letting the blood drip down into the pot. Chuck then closes his eyes and focuses solely on the flow of energy.
Interrogation focus:
-the adventurers who had him
-nearby potential enemies
-any potential nearby allies
-any nearby villages
-(open to suggestion on additional lines of inquiry)
1AP experiments: Chuck and Ruk-Ruk will try to determine what alchemical properties if any blood has. They will spend some time experimenting by determining what happens when heated and when random ingredients are added. Perhaps some crushed bones or colorful mushrooms? Or just whatever is available. TheyÔÇÖll just tinker as they go. They are smart enough not to try it themselves though. They will find a gremlin to be their test subject (preferably not duck or Geronimo, theyÔÇÖre cool little buggers). They will gather more blood from the body as need before it dries up to do multiple tests. (All this is assuming that a day of using the pot for the ritual and experiments doesnÔÇÖt take away from using it in the whole weekÔÇÖs cooking efforts. If for some reason it does, the cooking takes priority and ignore this action)
fluff: ÔÇØHere gremlin, gremlin, gremlin! Come here boy! WeÔÇÖve got a treat for you!ÔÇØ
With those thrown out I still have to choose what I'm spending my other actions on so more to come later.
Re: D'Jinn Keeper
Posted: Fri Apr 04, 2014 5:23 am
by BadgeAddict
A) upgrade: storeroom
C) repair: forge
D) Raw Material Gathering
F) build: training room
Actions: 3/4 used saving 1
1AP: Try again to design the collapsing bridge and then build it. Ignore later actions in order to get this done.
(add AP as needed to finish the above)
1AP: Will go to the storeroom and dig out different sections of the walls for different items. Dig out an alcove a little off the floor for X), and little further along the wall dig out another do it again for Y. <--- (basically, stone shelves, in the walls)
1AP: Build some wooden shelves for the storeroom to both keep things off the floor and keep things a bit more orderly.
TE: Could you put how many AP we've saved somewhere?
Re: D'Jinn Keeper
Posted: Fri Apr 04, 2014 5:14 pm
by thunteater
You know chuck, every single game I've ever run.. every single one, hell, even when I played rust (I would snipe anyone hostile in little rad, and protect the newbies from my massive, spiked tower. They started to sacrifice people to the spikes in front of my tower, as offerings...), people always end up giving me human sacrifices. I suppose you're simply keeping the tradition alive.
Badge, once I update the character pages, the action points will be listed there.
Re: D'Jinn Keeper
Posted: Fri Apr 04, 2014 5:50 pm
by Nolandking
My Vote
A) upgrade: storeroom
C) repair: forge
D) Raw Material Gathering
F) build: training room
Actions
3 Bar'bark continue his training with his spear practicing thrusts and all. Every morning and even he would train.
Re: D'Jinn Keeper
Posted: Fri Apr 04, 2014 6:03 pm
by ChuckDaRighteous
thunteater wrote:You know chuck, every single game I've ever run.. every single one, hell, even when I played rust (I would snipe anyone hostile in little rad, and protect the newbies from my massive, spiked tower. They started to sacrifice people to the spikes in front of my tower, as offerings...), people always end up giving me human sacrifices. I suppose you're simply keeping the tradition alive.
thunteater wrote:The D'jinn Crystal itself draws power from the souls of those slain within the Dungeon
You sorta set yourself up for that. I'm actually thinking one of my goals is to become a slaver, bring back many captives, sacrifice the old/weak/rebelious/etc, and keep the rest to do the nasty dirty dangerous jobs. Oooo... inspiration just hit, I could use them as guinea pigs for my alchemical experiments before I kill them.
Vote tally (not formatted yet, but I'm a little lazy right now):
A) upgrade: storeroom (chuck, badge, noland) 3
C) repair: forge (chuck, badge, noland) 3
D) Raw Material Gathering (badge, noland) 2
F) build: training room (chuck, badge, noland) 3
G) production: cooked goods (chuck) 1
Re: D'Jinn Keeper
Posted: Fri Apr 04, 2014 11:23 pm
by Synch
► Show Spoiler
Synch clutched his masterwork stone knife, which he had named The Shard, as he shuffled through the mine. The voices ricocheted through his skull, waves of noise that barraged his every thought, and he swerved and threw himself from wall to wall in some vain effort to distract himself from the constant din.
Construction, that was it! The only time he had any grasp of his own internal thought process was when he was making that knife. He made an abrupt turn and proceeded to the storeroom, where he immediately began work on repairing the broken shelf with The Shard in his grasp. Crates would be next. Every stroke of his knife was therapeutic; if only he could teach the other gremlins carpentry then maybe their voices may quieter down. How could he reach them....
1 action repairing shelf.
1 action attempting to speak telepathically with the other gremlins, to head to the storeroom with tools.
1 action teaching gremlins to make shelves/crates.
1 action creating as many crates are as suitable for the size of the storeroom without exhausting all materials.
Votes:
A - upgrade storeroom.
C - repair forge.
G - Production (cooked foods)
G - Production (fishing line/hooks)
Re: D'Jinn Keeper
Posted: Sat Apr 05, 2014 2:14 am
by GathersIngredients
I'll hold off voting until the update is complete. (It's not yet, is it?)
Also, repairing the gate still needs 5 ingots, which is more than we currently have, unless the repair costs were changed and/or we looted some ingots somewhere.
Re: D'Jinn Keeper
Posted: Sat Apr 05, 2014 3:21 am
by Synch
GathersIngredients wrote: Also, repairing the gate still needs 5 ingots, which is more than we currently have, unless the repair costs were changed and/or we looted some ingots somewhere.
Ah whoops, I must have missed that. I just realised we have 1000 planks so probably don't need any more. Will amend my votes.
Re: D'Jinn Keeper
Posted: Tue Apr 08, 2014 7:22 am
by thunteater
I'll be working on this today. It's a nice rainy day for me to stay inside. Appreciate the patience.
You guys will be getting two new players today, as well. Randomly deposited into one of the current NPC creatures.
Re: D'Jinn Keeper
Posted: Tue Apr 08, 2014 1:08 pm
by Donnigan
Here are my votes, seeing that those two options that never got a thing aren't coming.
Vote tally (not formatted yet, but I'm a little lazy right now):
A) upgrade: storeroom (chuck, badge, noland, Donnigan) 4
C) repair: forge (chuck, badge, noland, Donnigan) 4
D) Raw Material Gathering (badge, noland) 2
F) build: training room (chuck, badge, noland, Donnigan) 4
G) production: cooked goods (chuck, Donnigan) 2
Re: D'Jinn Keeper
Posted: Tue Apr 08, 2014 1:31 pm
by gamecreator
How do you know they aren't coming? According to my calculations thunteater still has a few hours of his "today". And he might not be able to finish it today.
Re: D'Jinn Keeper
Posted: Tue Apr 08, 2014 7:38 pm
by thunteater
Alright, this week's post should be updated. Let me know if I missed anything.
Creature Experience and Inventory won't be visible on there, instead, I'll be posting that up on the obsidian portal site when I get the chance to, which will be either tonight, or tomorrow night. Most likely tomorrow night. Once that is completely done, I'll start the clock for the votes to end. Probably will last about three or four days. As always, you can vote to end it early.
Oh, and Chuck, Stuff that players find (or their minions find), go in the player's inventory. Theoretically, you could actually cause a full rebellion, if you managed to convince enough creatures to follow you. This basically removes them from the D'jinn Crystal's psychic influence, for as long as you maintain their loyalty. This means they won't engage in weekly activities issued by the D'jinn Crystal.
In the future, the dungeon stockpile will be moving over to the obsidian portal page, onto the Wiki portion. I'll be looking for a volunteer to keep it updated for me.
If you haven't already signed up for the obsidian portal site, please do and favorite the page there, so I can add you.
Re: D'Jinn Keeper
Posted: Tue Apr 08, 2014 8:15 pm
by Synch
Favourited the Obsidian page.
We might need to revote, it seems the options and letter system have changed.
Re: D'Jinn Keeper
Posted: Tue Apr 08, 2014 8:37 pm
by Donnigan
Ok, updating Votes for me.
Vote Tally:
A) Upgrade: Storeroom (chuck, badge, noland, Donnigan) 4
B) Build 3: Tiny Treasury, Simple Training Room, Simple Warehouse(Donnigan) 1
C) Repair: Forge (chuck, badge, noland, Donnigan) 4
D) Raw Material Gathering (badge, noland) 2
E) Whip Gremlins (Donnigan) 1 (Get TA WORK!)
F) Attack Adventurers 0
F) Build: Training Room (chuck, badge, noland) 3 Changed F to above.
G) Production: Cooked Goods (chuck) 1
H) Proposals 0
Re: D'Jinn Keeper
Posted: Tue Apr 08, 2014 9:23 pm
by Patdragon
My votes:
A) Upgrade: Storeroom
B) Build three building....Simple bridge!!!! (to go over the pit), Training room, Simple Library (so books degrade less and we can use the mining book to maximum effect am always going to vote for this
)
C) Repair: Forge
E) Whip Gremlins
My actions:
1)Try and teach as many other Beholders (any anyone else that is interested) some magic, with a focus on enchanting and spell lore, maybe give "home work" on thinking up ways we can increase yield, durability or costs. Current idea is to create a spell that preserves food for longer so it doesn't rot, or toughening up durability of items like baskets and tools.
2)Try to identify all magic items so far found. (taking other magical inclined with me to also learn/practice magic).
► Show Spoiler
The new magical knowledge had flushed my mind of some of my old thinking and I could tell I was connecting more with the alien mind that was the beholder, maybe accessing the neural pathways that already existed, who knows in this case, in this world...my mind was sharper than before too making thought processes quicker, but also there was a extra...thing...a desire maybe...a malice...it was hard to pin down so ignoring it for now was the best option. With the flurry or activity that happen the first week. One thing stuck out in my mind... The beholders were doing F-all, mostly just sleeping and floating, very willing to just do nothing. However as we were draining the D'jinn crystal for our food my thoughts turned to making them useful so they would earn their keep. As such getting them all together and teaching and learning magic seemed the best option as as the D'jinn said we were creatures of magic. Will used the quietest area available to do this and then will go and identify ALL magic items found with any interested parties. (field trip to the Minotaur statue if needed, can't spend all week indoors after all.)
In any discussions I'm now beginning to think a little more like a beholder so i did not vote for food being cooked as I don't need it anymore, but i will want to focus on mana production soon.
@ donnigan - we already have the tiny treasury so don't need to build another yet...maybe a bridge over badges pit might be useful.
Re: D'Jinn Keeper
Posted: Tue Apr 08, 2014 10:05 pm
by Synch
DON'T WHIP THE GREMLINS! THE VOICES!
► Show Spoiler
Synch clutched his masterwork stone knife, which he had named The Shard, as he shuffled through the mine. The voices ricocheted through his skull, waves of noise that barraged his every thought, and he swerved and threw himself from wall to wall in some vain effort to distract himself from the constant din.
Construction, that was it! The only time he had any grasp of his own internal thought process was when he was making that knife. He made an abrupt turn and proceeded to the storeroom, where he immediately began work on repairing the broken shelf with The Shard in his grasp. Crates would be next. Every stroke of his knife was therapeutic; if only he could teach the other gremlins carpentry then maybe their voices may quieter down. How could he reach them....
My Actions:
1 action repairing shelf.
1 action attempting to speak telepathically with the other gremlins, to head to the storeroom with tools.
1 action teaching gremlins to make shelves/crates.
1 action creating as many crates are as suitable for the size of the storeroom without exhausting all materials.
My Votes:
A - upgrade storeroom.
C - repair forge.
G - Production (cooked foods)
G - Production (fishing line/hooks)
Vote Tally:
A) Upgrade: Storeroom (chuck, badge, noland, Donnigan, Pat, Synch) 6
B) Build 3 rooms: 2
Tiny Treasury (Donnigan), Simple Training Room (Donnigan, Pat), Simple Warehouse (Donnigan), Simple Bridge (Pat), Simple Library (Pat)
C) Repair: Forge (chuck, badge, noland, Donnigan, Pat, Synch) 6
D) Raw Material Gathering (badge, noland) 2
E) Whip Gremlins (Donnigan, Pat) 2
F) Attack Adventurers 0
G) Production: Cooked Goods (chuck, Synch) 2
G) Production: Fishing hooks/line (Synch) 1
H) Proposals 0
Chuck, Badge and Noland need to amend their Build Training Room votes.
Re: D'Jinn Keeper
Posted: Wed Apr 09, 2014 1:48 am
by NewOneAround
Woah. That was interresting. A few seconds ago he was a human. Now he was... Zeun? Whats a Zeun? A minotaur named Zeun... that makes sence. D'Jinn? Vote?[/i][/color] Everything gets blurry as a lot of information is pushed into his head by the D'Jinn.
Zeun goes to the knees and vomits. A little nightmare runs up to him, smiles showing about 200 pointy things. That gremlin(?) runs away around a corner. This is not the gamecenter. Looks like some kind of dungeon. Or 3D gaming is more advanced as I know
That little monster came back with a bucket of water. It takes a running start and spills the water on Zeun and the vomit to wash it away sreaming: GERONIMO!
[Action1]
Half a day later NewZeun has talked to a few Inhibitants of this mine. And he thinks its time to make himself usefull.
He gathers some stone and wood and works on an axe until he is tired/bored/hungry.
[Action2]
Time to try this new body He picks up some of the wood pieces and walks over to a few orcs.
Hey guys I want to train with you. How about some sparring? He explains the features of training-combat to the orcs and trains with them, if they are interested using a 2h-Woodplank.
[Action3]
We need more. Its a basic strategy. If you dig yourself in you need more recources and to get them we need more worker
Zeun feels a bit silly standing in front of a huge crystal and talking to it. How do we get more? Can we use Mass Summon Gremlins? Do they have females? How long does it take to breed them to a workable age? Same with the other races in this dungeon. How can we get more? What about necromancy and summoning of elementals or deamons?If we can do something like that show me how!
[Action4]
We build. Zeun walk among them gives a hand here, coordinates a gremlin and 2 orcs here to work with that orc over there.
Hey you Gnoll over there why are you giggling? Comeone share your joke!
My Actions:
1 action make handaxes (First make 2 heads. Material used soapstone. Second make 2 handles. Material used oak. Than asemble. Dont know how many of these actions are possible with just 1AP if not finished I take anothe AP next weak)
1 action Try to convince a few Orcs to train and spar with them
1 action Talk to the D'Jinn about breeding of cratures and summoning (of Gremlins and Stuff)
1 action Overseeing every Build we are going to make. Trying to A) learn from their building [woodworking, stoneworking] B) look how to improve these rooms later
My Votes:
B - Build: Simple Bridge, Simple Mining Camp, Simple Library
B - Build: Simple Training, Mass-Sleeping Area, Firepit Kitchen
D - Raw Material Gathering
G - Production (cooked foods)
Vote Tally:
A) Upgrade: Storeroom (chuck, badge, noland, Donnigan, Pat, Synch) 6
B) Build 3 rooms: 3, 1
Tiny Treasury (Donnigan), Simple Training Room (Donnigan, Pat,NOA), Simple Warehouse (Donnigan), Simple Bridge (Pat,NOA), Simple Library (Pat,NOA), Simple Mining Camp(NOA), Mass-Sleeping Area(NOA), Firepit Kitchen(NOA)
C) Repair: Forge (chuck, badge, noland, Donnigan, Pat, Synch) 6
D) Raw Material Gathering (badge, noland, NOA) 3
E) Whip Gremlins (Donnigan, Pat) 2
F) Attack Adventurers 0
G) Production: Cooked Goods (chuck, Synch, NOA) 3
G) Production: Fishing hooks/line (Synch) 1
H) Proposals 0
Chuck, Badge and Noland need to amend their Build Training Room votes.
Re: D'Jinn Keeper
Posted: Wed Apr 09, 2014 4:00 am
by BadgeAddict
Vote Tally:
A) Upgrade: Storeroom (chuck, badge, noland, Donnigan, Pat, Synch) 6
B) Build 3 rooms: 3, 1
Tiny Treasury (Donnigan), Simple Training Room (Donnigan, Pat,NOA, Badge), Simple Warehouse (Donnigan), Simple Bridge (Pat,NOA), Simple Library (Pat,NOA), Simple Mining Camp(NOA), Mass-Sleeping Area(NOA), Firepit Kitchen(NOA)
C) Repair: Forge (chuck, badge, noland, Donnigan, Pat, Synch) 6
D) Raw Material Gathering (Badge, noland, NOA) 3
E) Whip Gremlins (Donnigan, Pat, Badge) 3
F) Attack Adventurers 0
G) Production: Cooked Goods (chuck, Synch, NOA) 3
G) Production: Fishing hooks/line (Synch) 1
H) Proposals 0
(TE: I'm attempting to build a collapsing bridge with my actions, if they build a bridge outside of my idea, will this directly help me or hurt me or doesn't it matter)
Re: D'Jinn Keeper
Posted: Wed Apr 09, 2014 6:05 am
by thunteater
BadgeAddict wrote:Vote Tally:
A) Upgrade: Storeroom (chuck, badge, noland, Donnigan, Pat, Synch) 6
B) Build 3 rooms: 3, 1
Tiny Treasury (Donnigan), Simple Training Room (Donnigan, Pat,NOA, Badge), Simple Warehouse (Donnigan), Simple Bridge (Pat,NOA), Simple Library (Pat,NOA), Simple Mining Camp(NOA), Mass-Sleeping Area(NOA), Firepit Kitchen(NOA)
C) Repair: Forge (chuck, badge, noland, Donnigan, Pat, Synch) 6
D) Raw Material Gathering (Badge, noland, NOA) 3
E) Whip Gremlins (Donnigan, Pat, Badge) 3
F) Attack Adventurers 0
G) Production: Cooked Goods (chuck, Synch, NOA) 3
G) Production: Fishing hooks/line (Synch) 1
H) Proposals 0
(TE: I'm attempting to build a collapsing bridge with my actions, if they build a bridge outside of my idea, will this directly help me or hurt me or doesn't it matter)
You can simply attempt to modify the bridge to have a collapsing section, and then you'd just basically be designing a trapdoor trap.
Re: D'Jinn Keeper
Posted: Wed Apr 09, 2014 6:17 am
by BadgeAddict
mmm, sounds nice, but i wanna be able to collapse the entire bridge.. besides, with the entire hole only being 6 foot that you would have to jump...i would rather have the whole thing collapse downward....and i should have room with a ~15 foot hole.
Though after the collapsing bridge "hopefully" happens, I think i might start digging holes everywhere, and then making them into traps with brush/dirt and branches hiding the hole.
(so, for my actions above, if they build the bridge, i want to make (the entire thing) collapsing, or, if they don't build it, i want to make a "collapsing" bridge (the entire thing)....i hope i got that point across...."the entire" thing.
Re: D'Jinn Keeper
Posted: Wed Apr 09, 2014 12:59 pm
by thunteater
Just don't accidentally a coke.
Re: D'Jinn Keeper
Posted: Wed Apr 09, 2014 1:35 pm
by BadgeAddict
I'm afraid that made absolutely no sense to me whatsoever.
Re: D'Jinn Keeper
Posted: Wed Apr 09, 2014 4:11 pm
by Synch
Badge, assuming you're voting for A, C, D and E you may need to take out your lone vote to build the training room (that vote is for the construction of 3 buildings.)
B needs to have 4 votes too: Donnigan, Pat, NOA x2