Dungeon Keeper 2 Quest: The Sequel

I would just like to point out that we play as a sorta-sheltered adolescent who has obtained dark, terrible powers and is a dragon.

That is a recipe for shenanigans.
 
[x] Summon Imps
-[x] To Dig for Gold
[X] Attempt to Contact Keeper Overwraith

This looks like it will be very good.
 
[X] Summon Imps
-[X] To Dig for Gold
[X] Chase after those Shadows

Contacting mom is good but those shadows might require immediate attention. We can still try contacting mom a bit later. And gold, why would we not want more gold.
 
Well that's a decisive victory right there. Writing.

EDIT: The Dark Gods still appear to show you favor.
LordPanther14 threw 1 20-faced dice. Reason: Imps Total: 13
13 13
LordPanther14 threw 1 100-faced dice. Reason: Gold Total: 57
57 57
LordPanther14 threw 1 100-faced dice. Reason: Comms Total: 95
95 95
 
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Subterfuge and schemes are part of our deity's portfolio though. Should we plan to deceive the world once more? If so, how?
Depends on what is up with mom. She may not be up for listening to prayers?

Shadows make me think of trying for stealth. They'd make good assassins if we can subjugate them.
Remote location would also help with that.
Kinda depends on how corruption will manifest.
 
I don't think sublety will be a good option for us. We have a natural Intrique minus, we are a dragon that cannot walk into a city and our dungeon lies inside a mountain rather than in a forest where people can walk.
 
We probably ate the imps.

And we can still do subtlety. Dragons are all about subtle... until they give up on that and swallow you whole.

We can make people think we are a normal Dragon with a mountain lair, and not a Dungeon Keeper. That will probably help us in some ways. And we can always possess a Rouge if we want to pass for a human.
 
Smell of Lilacs
Smaug considered chasing after the strange creatures briefly but whatever they were, they posed little threat to him and as long as he remained near the Dungeon Heart to protect it, they would do no harm. At least that was the hope and so he decided to let the creature's existence lie for the the time being and called on the powers of darkness to bring forth a small bald green creature with buglike black eyes that appeared to be oversized for its face, wearing a dirty loincloth and wielding a small jagged pick in its hands.

Smaug had been secretly hoping he'd get super special imps but this one appeared to be terribly ordinary, though at least by the chittering he was picking up and the imp's mental imprint, it looked like it was going to be deliberately offensive as imps could sometimes be.

"Bring me Gold, lots and lots of gold." Smaug grinned as the imp took his challenge and then ran off, hopefully it would find lots of it quickly as Smaug was a Dark Drake and his bed had been of gold since before he was born. Being without it as he'd been forced to find a Dungeon Heart, had been draining for him, physically and mentally weakening him. That would soon end and now for him to test a very vain hope, and he pulled out a small medallion, created by the trolls and mentalists of Overwraith Industries, it had allowed Keeper Overwraith to speak with minions even in the heart of enemy territory held by the light and all of its sensors. It's power had wained however after things had become desperate enough for his mother to enact a decades old scheme to become not just a goddess in name but one in actuality. When the ritual was completed however, all of her hearts went dark, her minion bond was broken, and there had been no word from her since. His mother dead, Smaug had:

[] Blamed the Unraveler Gain Trait: Heretic
[] Blamed the High Priestess Gain Trait: Justice
[] Blamed Himself Gain Trait: Broken
[] Blamed Mother Gain Trait: Family Division

Most of the underwold viewed her hubris as foolishness and both the surface and rival keepers took this opportunity to decimate the once tainted penninsula of Davos Hieghts, the Island of Ink, and the Craters of Devestation, and where the light had prevailed they had begun the lengthy process of purification. The war had been bloody and brutal and Smaug still was not sure of who had survived that mess, still he had clung to his medallion in the thin hope that he might be able to reconnect with any of the other talented survivors that still considered his Mother a worthy Keeper and would join with him. Using the bond to the Dungeon Heart to power the amulet, Smaug spoke, "I am Keeper Smaug, Son of the Overwraith, Devourer of Lords, The Sleeping Death. The Dungeon Heart is mine, join me and get much meat and gold."

Smaug listened for any response but he heard nothing, not with his ears or with his head. No one was going to respond it appeared still, even going to this length, and he was about to throw the amulet away, when he smelled fresh flowers, a fragrant orchard of scents that reminded him of flights over a land that the weak could become forever lost in.
Gain Favor from ?????? +10
Eventually the scent disappeared as quickly as it had come and considering it still a failed venture, Smaug decided to:

[] Toss it into the heart where it could be converted to treasure
[] Hold on to the memento

With nothing better to do, Smaug continued to summon more imps until he hit his limit at nine of them and had them search for Gold to bring to him. As the day ended they had proven successful and were able to bring enough gold to surround half his dungeon heart in one day. Smaug happy with his wealth decided that it was time to start building his dungeon further with this much gold to start with.

[] As a maze of looping paths and tunnels that would make it easy for even the casual resident to become lost in.
[] As a Fortress of progressing layers with the first rooms close to the heart and later rooms further out.
[] Write-in

That decision made Smaug next determined what he should do the following at this point:
(Choose 2)
[] Hunt for the Shadows
[] Search for a Portal to the Underworld
[] Explore the Mountains further
[] Explore the Cave system
[] Fly over the nearest town

(Game Over if Winning Build Plan Exceeds Treasury)
Treasury: 530/1000
[] Hatchery lvl 1: (Cost: 300)
[] Lair lvl 1: (Cost: 300)
[] Training Room lvl 1: (Cost 500)
[] Library lvl 1: (Cost: 600)
[] Treasure Room lvl 1: (Cost: 50)
-[] Treasure Room lvl 2: (Cost: 150)
--[] Treasure Room lvl 3: (Cost: 450)
[] Workshop lvl 1: (Cost: 600)
[] Strong Doors lvl 1: (Cost: 100)
 
Well we are still a young dragon so buying time means we get stronger as we go. And as it stands we are a bit lacking in subtle/diplomatic options on account of that though.

So I'd say we go for the turtling strategy. We fort up with traps and guards while building up our dungeon thus keeping our secrecy intact for as long as possible. We get good magical options to defend ourselves with and a temple so we can ask our patron for boons, which can be either boosts to our other activities or maybe reshape our corruption to become even more deadly/disrupting. So by the time the local enemies realize we are there we are incredibly difficult to dislodge.

Couple of things we should try to get IMO:
-Cave-in spell (avalanches are good and caving in the tunnels of annoying dwarves is even better).
-Tremor sensing spell (also to stop the dwarves from just digging in).
-A good income source which doesn't require us to jeopardize ourselves by expanding our territory to much (the corruption will get us caught early if we do that).
-Some locals we can turn to our side (intel and interaction options are pretty crucial).
-Stuff to boost our personal combat power, both magical and physical (we are likely our own most powerful unit for quite a while so buffing ourselves is probably very good).
 
The ritual worked, didn't it? She's just a weak god at the moment.

Edit: okay, given that the GM borderline confirmed it by rating this post insightful. . . One of our strategic goals should be to build a temple to our mother as soon as we can.
 
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[X] Blamed the High Priestess Gain Trait: Justice

[X] Hold on to the memento


[X] As a Fortress of progressing layers with the first rooms close to the heart and later rooms further out.


(Choose 2)
[X] Hunt for the Shadows
[X] Search for a Portal to the Underworld

(Game Over if Winning Build Plan Exceeds Treasury)
[X] Treasure Room lvl 1: (Cost: 50)

[X] Strong Doors lvl 1: (Cost: 100)
 
[X] Blamed the High Priestess
[X] Hold on to the Memento
[X] As a maze of looping paths and tunnels that would make it easy for even the casual resident to become lost in.
[X] Hunt for the Shadows
[X] Explore the Cave system
[X] Hatchery lvl 1
[X] Treasury lvl 2
Obviously Anya didn't do the ritual correctly, and so she's to blame for Mother's leaving.
Let's hold on to the reminder of our past.
Trickery worked well for our mother, so let's try it here.
Let's see what those shadow things are and see for far these caves extend.
Let's get ready for minions and splurge a little on a nice treasury.
 
[X] Blamed the Unraveller
[X] Hold on to the memento
[X] As a maze of looping paths and tunnels that would make it easy for even the casual resident to become lost in.

[X] Hunt for the Shadows
[X] Explore the Cave system

[X] Hatchery lvl 1: (Cost: 300)
[X] Treasure Room lvl 1: (Cost: 50)
-[X] Treasure Room lvl 2: (Cost: 150)

Food and treasure first. Keep the potential communication device.

Would be okay with the Fortress instead, but maze seems more like Mother.

Tempted to blame the Unraveller.

EDIT: Okay, Enjou convinced me. (Makes sense anyway that the Unraveller might have disliked Illana becoming a real goddess.)

Obviously we need to worship Mother. Once she gets some Keepers she should be fine.
 
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I see that invisitext. We gained favor trying to contact momma. Well, looks like momma needs a helping hand.

[X] Blamed the High Priestess Gain Trait: Justice

She screwed momma over. She can die in a fire.

[X] Hold on to the memento

Keep it. We can probably reverse engineer it later anyways.

[X] As a Fortress of progressing layers with the first rooms close to the heart and later rooms further out.

I prefer a stronghold dungeon that is built to survive a siege. This is how I build it in DK and DK2 when I can.

[X] Hunt for the Shadows
[X] Explore the Cave system

Tempted to go for the portal, but without a lair we can't house any minions. Hunt the shadows and explore it is.

[X] Hatchery lvl 1: (Cost: 300)
[X] Treasure Room lvl 1: (Cost: 50)
[X] Strong Doors lvl 1: (Cost: 100)

Need food, need room for more treasure, and need basic defenses to keep out intruders while we're out exploring. Cost 450.
 
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[X] Blamed the High Priestess
[X] Hold on to the Memento
[X] As a maze of looping paths and tunnels that would make it easy for even the casual resident to become lost in.
[X] Hunt for the Shadows
[X] Explore the Cave system
[X] Hatchery lvl 1
[X] Treasury lvl 2
 
[x] Blamed the Unraveler
We won't want to worship her anyway and 'Heretic' sounds interesting.

[x] Hold on to the memento
[x] As a Fortress of progressing layers with the first rooms close to the heart and later rooms further out.
Location is defensible enough.
Straightforward floor plan should increase efficiency later.

[x] Hunt for the Shadows
Really want to recruit them.

[x] Explore the Cave system

[x] Treasure Room lvl 1: (Cost: 50)
[x] Hatchery lvl 1: (Cost: 300)
A place to sleep and something to eat.
Only Treasury 1 cause I want to leave us a nice pile to sleep on.
 
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