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Post by Deleted on Nov 1, 2015 22:18:48 GMT -5
You are Deathshackle Soulwails, fiendish atrocity of unimaginable might, wits, terror, and generally unpleasant things. After coming of age to consider usurping your old man Doomperor Stygyeon Goreblood, you were promptly banished from the Realm of Unceasing Despair to build your own legacy. As much as you protested with sharp weapons, The matter was decided already and you were sent packing with but a scant few hundred servants and barely enough ancient jewels and trinkets to fill even three treasure chests. Thanks Dad, I'm sure your own blood and flesh will totally make due with basically nothing but a short eon of experience to work off of. Can't teach them anything useful like running a citadel of madness because they'll betray you huh? This is exactly why you wanted to live with Mom in the Den of Infernal Spiders. You bet SHE wouldn't be so quick to get rid of her kin.
In any case, bemoaning the plight of your circumstances will get you nowhere. You need to decide on where to set up base to start regaining the standard of living deserving of one of your pedigree.
There are naturally many attractive spots a Dungeon Keeper would consider as a stronghold. Ancient Ruins, Mountain Peak Towers, Hole in the Space-Time Continuum, A Giant Fish, etc.
Looking around at the closest possibilities. You can chose between a open field, a hole in the ground, or some village that was trampled on.
...
Real cream o' the crop batch we got here, that's for sure. It's better than nothing you GUESS; So it'd be best to chose one to operate out of until you get into the groove of things. Until then with a little work any of them could make a fine Starter Dungeon. It's just as your brother Acydrayne always said, "The mark of a true tyrant is seeing the potential for unparalleled havok in everything." He always had a good head on his shoulders that Acydrayne, truly a mastermind among Dullahans.
---------------------------------------------------------- Date: Full Star 1 Dungeon Name: Unchosen Final Boss: Deathshackle Dungeon Status: Unclaimed
Treasure Hoard: 4000 Gems
Trash Mobs: +0 a day @500 Stupor Workers: Nearly mindless servants from the Realm of Unceasing Despair. They'll try to do just about any job you can think up, but mind both of their limits in quality and quantity.
Mini-Bosses: None
Dungeon Bosses: None
Tasks: 1. Claim Dungeon (Quest) 2. 3. 4. 5.
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Post by Deleted on Nov 2, 2015 12:53:39 GMT -5
In the end it was voted by popular opinion among your braindead goons that the best dungeon site would be the Dugout. In addition to the multitude of subteranean monsters you can make use of below the earth's surface, inevitably you'll get your hands on readily available magma with little effort in the long run. Since you DO really like magma, An underground Bunker does seems to be the way to go.
With that matter decided, The Dark Reign of Deathshackle has officially begun! Soon all will know and cower at your feet, terrorized by the very thought of passing under your ill-tempered gaze. Cower and Fear you lowly peons; Cower in fear!
It's time to get down to business. Running an dungeon and getting infamous doesn't just happens after all. You'll need to get your dungeon in order, work your army up to snuff, set up devious traps and puzzles so you can bewilder any would be dungeoneers trying to get at your riches, all that good stuff.
From an early survey of your new Dungeon, you've sighted several low tier monsters already present within, Essentially the soon-to-be backbone of your new army. Since the Stupors are borrowed forces, they're only as useful as they last. Once you clear out the current occupants and assume control however you'll be able to summon a set number of the monsters every day for your armada and workforce. For a dungeon of this current size, it'd be about 200-300 a day. Not a BAD haul but pretty grounding compared to what you'd seen of real dungeons.
You enter the Starnose Tunnel, the current name of the dungeon you seek to claim. Much like a game of chess, the ultimate goal of your battle will be to vanquish the opposing force's kingpiece, often times the Final Boss. At the same time its vital to protect your kingpiece, namely yourself.
The forces currently stand as thus: On your side you have 500 Stupor Workers (*2), fighting barehanded and unarmored. And yourself(*5), Equipped with Slash resistant armor.
On the Dungeon's side there are 100 Cave Bats (*1 PNN), 100 Molemen (*1 SNN), and 100 Rock Beetles (*2 SIN). As well as whomever the Final Boss is.
From what can be immediately gathered, The most bothersome foe will be the Bugs, by virtue of their strength and impact resistant armor. Your overwhelming strength in comparison would make short work of their numbers certainly, but to say the same for the Stupors would be a generous overestimate at best.
Keeping in mind the as of yet unknown Boss hidden away, keeping the losses minimal will be necessary for later as long as your meat shields can't be replenished easily. Strategic assembly and direction will be needed to emerge victorious, and that's exactly what you intend to be. ---------------------------------------------------------- Date: Full Star 4 Dungeon Name: Starnose Tunnel Final Boss: ??? Dungeon Status: Invading
Treasure Hoard: 4000 Gems
Trash Mobs: +0 a day @500 Stupor Workers: Tier: 2 Att: Impact Res: Null
Mini-Bosses: None
Dungeon Bosses: None
Final Boss: Deathshackle: Tier: 5 Att: Impact Res: Slash
Tasks: 1. Claim Dungeon (Updated: Defeat Starnose Tunnel Boss) 2. 3. 4. 5.
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Post by Deleted on Nov 3, 2015 16:23:07 GMT -5
The battle's ferocity roars daylong throughout the tunnel corridors. After much strife however the enemy forces are forced to retreat deeper into the dungeon. This is the account of the battle thus far...
Dividing your army into three bands: 180 Stupors to handle the Bats and Moles each, and 140 and yourself to lead the offense against the Beetles. Perhaps you should consider yourself thankful the master of this domain was caught unaware by your invasion as none of the denizens seemed meaningfully organized or even mobilized to defend their home as they mustered in groups of their ilk. As will be clear soon this proved to be a double edged sword...
The two Fleets contested the Cave Bats and Molemen mobs with little incident. Facing off against the flying opponents the Stupor Workers were able to strike down the beasts as they swooped in to attack. Their superior punching attacks availed with only a few casulties in the end. As the last Cave Bat was slain the Stupor Workers stood 166 strong and with a net gain of 2200G earned in spoils.
The molemen however were much more daunting foes, in theory. The advantage was theirs to take with their sharp and powerful slashing claws, allowing them to tear past the Stupors and deal their damage. If they weren't battling stronger opponents on their own and outnumbered to boot surely these molemen would have been victorious, but it wasn't to be. The Stupors stood unfazed and unaware of the paltry five lost comrades in face of the 2800G spoils they had gained.
In the face of two resounding victories thus far perhaps overconfidence had blinded the young warlord. Charging into battle proudly proved to be a grave error in judgement. With Jagged flesh-stripping mandibles and a carapace worthy to be compared to their namesake, The Rock Beetles were already forseen to be a challenge. Not one to give up lest the battle shine poorly on your battle records, You launched the offensive by marking a fourth of the Beetles as yours and sending out the troops to battle the remaining waves.
Your battle was a tough one worthy of being written down in the Annals of Soulwails Glory. Though your intense power had been matched against the stonewall defenses and deadly maws, and despite being greatly outnumbered, you successfully conquered the hordes of bloodthirsty insectoids with little more than a few grazes. The spoils in your wake did disappoint though, a trivial 500G unbecoming of your fierce battling.
As you turned to inspect your squadrons progress, you were taken aback by the ocean of stonelike shells making their way towards you. While it was possible to perhaps succeed in taking out maybe 50 beetles or so, it seems unlikely that your workers manage to defeat even four of the seventy five skittering beasts before being wiped out. Even more insulting is just how much the Stupors gave to their slayers as the beetles stood glitzed in at least 3000G harvested from the Dunces. A let down even in their last moments, Typical.
As night falls you recouperate near the mouth of the tunnel. The battle has proven to be more than you initially wagered on, and furthermore the Dungeon Boss is definitely going to be aware of you now. You have a decision to make now. It's widely known that whenever a dungeon is invaded, The Boss is unable to summon more troops to recount the losses. However what is currently at hand is far more than your army can handle as is. If you were to retreat and regroup you might be victorious another day, The enemy will be able to prepare for your return, especially with the newfound wealth your minions up and dropped on their doorstep. However, vanquishing the Boss of the dungeon would mean instant victory if you can get to them, but you don't even know who or how strong they even are.
What to do? Fight on and overcome the hurdle, or Escape to fight another day? ---------------------------------------------------------- Date: Full Star 5 Dungeon Name: Starnose Tunnel Final Boss: ??? Dungeon Status: Invading
Treasure Hoard: 4000 Gems + 5500G in Spoils.
Trash Mobs: +0 a day @341 Stupor Workers: Tier: 2 Att: Impact Res: Null
Mini-Bosses: None
Dungeon Bosses: None
Final Boss: Deathshackle: Tier: 5 Att: Impact Res: Slash
Tasks: 1. Claim Dungeon (Updated: Defeat Starnose Tunnel Boss) 2. 3. 4. 5.
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Post by Deleted on Nov 4, 2015 14:39:32 GMT -5
In the end you deem it necessary to make a tactical retreat to regroup. It was a difficult decision to make but in the face of those beetles your footsoldiers are obviously less than up to par to handle the challenge. Leading the band away to the outskirts of the dungeon's territory, you decide to set up an encampment to begin strengthening your troops. Although fighting barehanded as it is has been overall successful, You'll need more than brute strength to get by the next time.
Assembling the most lucid of your workers before you, You set out the order to begin assembling weaponry for your army. Optimally, You want at least half the troops to have some kind of pointy sharp implements with which to gore the enemies, mercilessly preferably. Combining their 3 braincells together, the Stupors Mumble out some time forecasts on how long that will take. By their (most likely off) count, It will take about six days to set up a harvesting route for the lumber, four days to build the weapons. and then another four days to train up troops in how to use the weapons without poking their beady eyes out.
The time sink of this endeavor puts you on edge. Two weeks is a dangerous proposition to ask of in the face of your enemies, not even considering the possibility of multiple trips to fill the order you'd be confident in. In the time that it would take, The Dungeon could have thousands of new soldiers to contend against. If you had any chance before it certainly wouldn't be possible afterwards. What a bother...
There is one way though. There are no guarantees but it is possible to get more troops if you can get a hold of a Monster Box. These mystical artifacts are said to be condensers of the particles of free floating evil in the atmosphere. When funnelled into the inner chamber a morphological phenomenon yada yada results in the synthesis of blah blah blah It makes monsters. That's what matters. Whenever you see wild monsters roaming around there's usually a Box that's churning them out nearby. It's nowhere near the numbers or varieties you'll get out of a dungeon of course, but It's better than twiddling your thumbs as you wait for the impending landslide of hostile monsters to overtake you.
Setting off the Workers to do as you command, all that is left to do is wait for results. ---------------------------------------------------------- Date: Full Star 6 Dungeon Name: Tarp Kingdom Final Boss: Deathshakle Dungeon Status: Invading
Treasure Hoard: 9500 Gems
Trash Mobs: +0 a day @341 Stupor Workers: Tier: 2 Att: Impact Res: Null
Mini-Bosses: None
Dungeon Bosses: None
Final Boss: Deathshackle: Tier: 5 Att: Impact Res: Slash
Tasks: 1. Claim Dungeon (Updated: Defeat Starnose Tunnel Boss) 2. Construct Wood harvesting route (0/6 days) 3. Research Wooden weapons (0/4) Need resources 4. Train Stupor Workers in weaponry (0/4) Need Weapons 5. Survey surroundings for Monster Boxes (0/20)
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Post by Deleted on Nov 6, 2015 21:16:21 GMT -5
Progress over the past month has been gradual, but breakthroughs have been made. While word regarding the Monster Box Initiative has been scarce, a promising lead regarding the sightings of a Razor-backed Monster roaming around the forest that might be just the kind of beast we're looking for. The full report should be coming shortly.
On the other front of improvements to the sqauds under you, The newly attained steady flow of lumber has finally arrived and put to good use. After much trial and error the wisest Stupors discovered that the lumber can be pointy when cut apart, making excellent weaponry. Somewhat more concerning is as efforts to train the Stupors ensued the later discovered that the lumber made a fine weapon when NOT cut apart as well. It was met with critical acclaim so for the time being your misgivings on the situation are kept underlip for now. In the interest of your time and patience the ability to use spears is the current priority for training.
The Waning Star cycle will soon start, with hope it won't be much longer before you can siege the Dungeon and take control. Until then business continues as planned. ---------------------------------------------------------- Date: Full Star 20 Dungeon Name: Tarp Kingdom Final Boss: Deathshakle Dungeon Status: Invading
Treasure Hoard: 9500 Gems
Resources: 40 Lumber
Trash Mobs: +0 a day @301 Stupor Workers: Tier: 2 Att: Impact Res: Null @40 Stupor Spearmen: Tier 2 Att: Pierce Res: Null
Mini-Bosses: None
Dungeon Bosses: None
Final Boss: Deathshackle: Tier: 5 Att: Impact Res: Slash
Tasks: 1. Claim Dungeon (Updated: Defeat Starnose Tunnel Boss) 2. Construct Wood harvesting route (6/6 days) Generates 10 Lumber a day. 3. Research Wooden weapons (4/4) Able to craft Wooden spears and Wooden clubs 4. Train Stupor Workers in weaponry (4/4) Able to Convert 40 Workers and 40 Lumber into Spearmen/Smashers. 5. Survey surroundings for Monster Boxes (14/20)
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Post by Deleted on Nov 7, 2015 16:07:43 GMT -5
At last the news has come in. From what your reconnaissance has gathered, There is a nearby herd of roaming Wardhogs, A relatively benign beast considered a nuisance when encountered due to its nature of rolling at enemies with rows of sharp bone plates. Tracking the patterns of the hogs has revealed the most likely site of their spawning, so without a moment to spare I will be taking a band of the troops in to claim it. This will also serve as a great chance to see the effectiveness of the Spearmen unit in action. ---------------------------------------------------------- Date: Waning Star 7 Dungeon Name: Tarp Kingdom Final Boss: Deathshakle Dungeon Status: Invading
Treasure Hoard: 9500 Gems
Resources: 30 Lumber +70 -80
Trash Mobs: +0 a day @261 Stupor Workers: Tier: 2 Att: Impact Res: Null -40 @80 Stupor Spearmen: Tier 2 Att: Pierce Res: Null +40
Mini-Bosses: None
Dungeon Bosses: None
Final Boss: Deathshackle: Tier: 5 Att: Impact Res: Slash
Tasks: 1. Claim Dungeon (Updated: Defeat Starnose Tunnel Boss) 2. Train Stupor Workers in weaponry (3/4) 3. Seize Wardhog Monster Box (Quest) 4. 5.
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